Iron Treads is a Ground/Steel-type Pokémon introduced in Generation IX, with a base stat total of 570 and no standard evolutions.

Iron Treads

Iron Treads

Abilities

Quark Drive

Boosts the Pokémon's most proficient stat on Electric Terrain or if the Pokémon is holding Booster Energy.

Base Stats

Total: 570
EV Yield: 3 Defense
HP: 90
Attack: 112
Defense: 120
Sp. Atk: 72
Sp. Def: 70
Speed: 106

Iron Treads's Weaknesses and Resistances

Evolution Chain

Iron Treads does not evolve into or from any other Pokémon.

Iron Treads Playthrough, Competitive, and Nuzlocke Usage

Using Iron Treads in a Playthrough

Iron Treads is a standalone Ground/Steel Paradox Pokémon and a Violet exclusive, but unlike most future Paradox species it can be caught before the final Area Zero chapter: after defeating the Quaking Earth Titan, the Former Titan Iron Treads can later be challenged in the Asado Desert. Its base 120 Defense, 112 Attack, and unusually high 106 Speed create an excellent combination of physical durability and offensive tempo, while Ground/Steel supplies Electric and Poison immunities plus numerous resistances. Earthquake and Iron Head are dependable, perfectly accurate physical STAB attacks, and Rapid Spin removes entry hazards while increasing Speed; Knock Off also becomes available naturally at level 42 and strips held items while dealing useful Dark coverage. Quark Drive boosts its highest stat under Electric Terrain or after Booster Energy activates, and carefully built competitive-style sets can deliberately make Speed the boosted stat despite Iron Treads's naturally higher Attack and Defense. Its defensive weakness is special damage: base 70 Special Defense is much less impressive than its physical side, and Fighting, Fire, Ground, and Water attacks are all super effective. The Indigo Disk move pool adds options such as Supercell Slam and High Horsepower, but ordinary story sets rarely need riskier coverage when Earthquake, Iron Head, Rapid Spin, and utility already cover most situations. Jolly is particularly valuable because it reinforces Iron Treads's unusual speed for a Steel-type, while Adamant improves damage and Careful can help compensate for weaker special bulk.

Iron Treads in Competitive Pokémon

Iron Treads currently occupies SV OU, where its value comes from exceptional role compression rather than overwhelming raw damage. Ground/Steel typing, base 106 Speed, 120 Defense, Stealth Rock, Rapid Spin, Knock Off, and strong Ground STAB allow it to set hazards, remove opposing hazards, disrupt items, and check important threats within a single team slot. Modern OU sets can use Booster Energy to trigger a Speed-boosting Quark Drive, letting Iron Treads function as a fast lead or cleaner, while bulkier sets invest heavily in Special Defense to compensate for the weakest part of its defensive profile. Physical Earthquake sets pressure Electric-types such as Raging Bolt, while current analyses also document special variants using Earth Power or Steel Beam for specific targets, demonstrating that its competitive identity is more flexible than its base 72 Special Attack would suggest. Air Balloon or defensive Terastallization can temporarily remove the Ground weakness, and Tera Ghost has utility for blocking Rapid Spin or avoiding Fighting attacks, but using Tera defensively carries the normal opportunity cost. Iron Treads is not a dominant wallbreaker: base 112 Attack is merely good by OU standards, it lacks a strong conventional Attack-boosting move, and strong special Water, Fire, or Fighting attackers can force it out. Its persistent OU value instead comes from being one of the few Pokémon capable of combining fast hazard control, Stealth Rock, Knock Off, useful immunities, and respectable offense without becoming passive.

Iron Treads in Nuzlockes

Iron Treads is one of Violet's better physical Nuzlocke encounters because the Former Titan can be caught before Area Zero if static encounters are permitted, avoiding the extreme late-game availability of most future Paradox Pokémon. Base 120 Defense and Ground/Steel's many resistances make physical damage relatively predictable, while complete Electric and Poison immunities can create extremely safe switches against known moves. Rapid Spin is valuable because it removes entry hazards without sacrificing a teammate and raises Speed at the same time, while Earthquake, Iron Head, and Knock Off are all perfectly accurate and avoid unnecessary miss variance. Its main danger is the discrepancy between its defenses: base 70 Special Defense means a strong special Fire, Water, Fighting, or Ground attack can inflict much more damage than its heavy armor suggests. High Horsepower is slightly weaker and only 95% accurate compared with Earthquake, while Supercell Slam is particularly dangerous in a Nuzlocke because a miss or immunity can cost half of Iron Treads's maximum HP; neither is usually worth replacing a safer move unless a specific matchup demands it. Quark Drive can improve Speed or another key stat, but players should not depend on Booster Energy as permanent safety insurance during an ordinary run. Used as a fast physical tank and utility Pokémon rather than as a special wall, Iron Treads offers an excellent combination of survivability and controlled damage.

Learnsets

61 moves · Scarlet Violet

Level Up

1 Horn Attack normal type 65 100 physical move
1 Defense Curl normal type --- --- status move
1 Rollout rock type 30 90 physical move
1 Electric Terrain electric type --- --- status move
7 Bulldoze ground type 60 100 physical move
21 Rapid Spin normal type 50 100 physical move
28 Iron Head steel type 80 100 physical move
35 Stomping Tantrum ground type 75 100 physical move
42 Knock Off dark type 65 100 physical move
49 Earthquake ground type 100 100 physical move
56 Heavy Slam steel type --- 100 physical move
63 Wild Charge electric type 90 100 physical move
70 Endeavor normal type --- 100 physical move
77 Megahorn bug type 120 85 physical move
84 Giga Impact normal type 150 90 physical move
91 Steel Roller steel type 130 100 physical move

Machine

- Body Slam normal type 85 100 physical move
- Take Down normal type 90 85 physical move
- Double-Edge normal type 120 100 physical move
- Hyper Beam normal type 150 90 special move
- Thunder electric type 110 70 special move
- Earthquake ground type 100 100 physical move
- Rest psychic type --- --- status move
- Rock Slide rock type 75 90 physical move
- Substitute normal type --- --- status move
- Protect normal type --- --- status move
- Scary Face normal type --- 100 status move
- Mud-Slap ground type 20 100 special move
- Sandstorm rock type --- --- status move
- Facade normal type 70 100 physical move
- Knock Off dark type 65 100 physical move
- Endeavor normal type --- 100 physical move
- Rock Tomb rock type 60 95 physical move
- Metal Sound steel type --- 85 status move
- Iron Defense steel type --- --- status move
- Mud Shot ground type 55 95 special move
- Gyro Ball steel type --- 100 physical move
- Earth Power ground type 90 100 special move
- Giga Impact normal type 150 90 physical move
- Thunder Fang electric type 65 95 physical move
- Ice Fang ice type 65 95 physical move
- Zen Headbutt psychic type 80 90 physical move
- Flash Cannon steel type 80 100 special move
- Iron Head steel type 80 100 physical move
- Stone Edge rock type 100 80 physical move
- Stealth Rock rock type --- --- status move
- Heavy Slam steel type --- 100 physical move
- Electro Ball electric type --- 100 special move
- Volt Switch electric type 70 100 special move
- Bulldoze ground type 60 100 physical move
- Wild Charge electric type 90 100 physical move
- Electric Terrain electric type --- --- status move
- High Horsepower ground type 95 95 physical move
- Smart Strike steel type 70 --- physical move
- Stomping Tantrum ground type 75 100 physical move
- Body Press fighting type 80 100 physical move
- Steel Beam steel type 140 95 special move
- Tera Blast normal type 80 100 special move
- Ice Spinner ice type 80 100 physical move
- Hard Press steel type --- 100 physical move
- Supercell Slam electric type 100 95 physical move

Pokédex Entries

2 entries
Scarlet

This Pokémon closely resembles a scientific weapon that a paranormal magazine claimed was sent to this planet by aliens.

Violet

Sightings of this Pokémon have occurred in recent years. It resembles a mysterious object described in an old expedition journal.

Additional Images

PokeAPI sprites

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Iron Treads Biology and Behavior

Iron Treads is a metallic, Donphan-like quadruped dominated by a segmented tread that runs from its back over its head, allowing the body to curl into a wheel and rotate at high speed. It is described as cruel and dangerous; the Violet Book records one fatally injuring a member of the Area Zero expedition, and the trails left behind after it moves have been compared to scorched earth. Pokécology material explains that its tire-like armor enables the rotating movement, and sleeping Iron Treads curl into wheel form, rock back and forth, and power down so the red energy on their tread goes dark. Its true origin remains uncertain: AI Turo calls it a future descendant of Donphan, whereas the Crystal Pool Professor describes it as a Donphan counterpart from another timeline; Heath encountered it around two centuries before Turo's time machine existed.

Iron Treads Biological Data

National Pokédex
#990
Species
Paradox Pokémon
Height
2' 11" (0.9 m)
Weight
529.1 lbs (240.0 kg)
Habitat
Currently Unknown
Color
Gray
Body Style
Quadruped
Gender
Genderless

Misc

Catch Rate: 30

Base Experience: 285 Exp

Hatch Counter: 50

Iron Treads Size Comparison: BETA

Iron Treads is listed at 2' 11" (0.9 m) and shown in an in-chart visual comparison.

7 ft6 ft5 ft4 ft3 ft2 ft1 ft0 ft
iron-treads
Professor Oak
How is visual size determined?

Pokédex height is treated as the official listed measurement, but the chart uses pose-aware visual scaling so each sprite looks reasonable in a direct comparison.

For long or coiled Pokémon, the listed height may represent total body length rather than upright height. For Pokémon with floppy ears, leaves, feathers, antennae, wings, or other flexible features, the chart usually measures to the top of the solid, substantial part of the head or body instead of the tallest decorative feature.

The goal is not to replace the official height, but to make the artwork compare naturally at the size it appears to occupy.