PokeRogue Pokedex /
Iron Hands
View Iron Hands's detailed stats, abilities, types, evolution and moves in PokeRogue Dex.


Iron Hands Pokédex Data
| key | value |
|---|---|
Type | Fighting Electric |
Starter Cost | 6 |
Weight | 380.7 kg |
Biomes | |
Ability | Quark Drive Boosts the Pokémon's most proficient stat on Electric Terrain or if the Pokémon is holding Booster Energy. |
Iron Hands Base Stats
| key | value |
|---|---|
HP | 154 |
Attack | 140 |
Defense | 108 |
Sp. Atk | 50 |
Sp. Def | 68 |
Speed | 50 |
BST | 570 |
Iron Hands Evolution
Iron Hands Type Chart
Fighting Type Strength
Normal2
Fire1
Water1
Electric1
Grass1
Ice2
Fighting1
Poison0.5
Ground1
Flying0.5
Psychic0.5
Bug0.5
Rock2
Ghost0
Dragon1
Dark2
Steel2
Fairy0.5
Electric Type Strength
Normal1
Fire1
Water2
Electric0.5
Grass0.5
Ice1
Fighting1
Poison1
Ground0
Flying2
Psychic1
Bug1
Rock1
Ghost1
Dragon0.5
Dark1
Steel1
Fairy1
Fighting + Electric Type Weakness
Normal1
Fire1
Water1
Electric0.5
Grass1
Ice1
Fighting1
Poison1
Ground2
Flying1
Psychic2
Bug0.5
Rock0.5
Ghost1
Dragon1
Dark0.5
Steel0.5
Fairy2
Iron Hands Egg Moves
| Name | Type | Category | Power | Accuracy | PP | Effect |
|---|---|---|---|---|---|---|
| Drain Punch | Fighting | Physical | 75 | 100 | 10 | An energy-draining punch. The user's HP is restored by half the damage taken by the target. |
| Bulk Up | Fighting | Status | - | - | 20 | The user tenses its muscles to bulk up its body, raising both its Attack and Defense stats. |
| Plasma Fists | Electric | Physical | 100 | 100 | 15 | The user attacks with electrically charged fists. This move changes Normal-type moves to Electric-type moves. |
| Ice Hammer | Ice | Physical | 100 | 90 | 10 | The user swings and hits with its strong, heavy fist. It lowers the user's Speed, however. |
Iron Hands Moves learned by level up
Total 18 move
| Level | Name | Type | Category | Power | Accuracy | PP | Effect |
|---|---|---|---|---|---|---|---|
| -1 | Electric Terrain | Electric | Status | - | - | 10 | The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep. |
| 1 | Sand Attack | Ground | Status | - | 100 | 15 | Sand is hurled in the target's face, reducing the target's accuracy. |
| 1 | Tackle | Normal | Physical | 40 | 100 | 35 | A physical attack in which the user charges and slams into the target with its whole body. |
| 1 | Focus Energy | Normal | Status | - | - | 30 | The user takes a deep breath and focuses so that critical hits land more easily. |
| 1 | Arm Thrust | Fighting | Physical | 15 | 100 | 20 | The user lets loose a flurry of open-palmed arm thrusts that hit two to five times in a row. |
| 7 | Fake Out | Normal | Physical | 40 | 100 | 10 | This attack hits first and makes the target flinch. It only works the first turn each time the user enters battle. |
| 14 | Whirlwind | Normal | Status | - | - | 20 | The target is blown away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. |
| 21 | Thunder Punch | Electric | Physical | 75 | 100 | 15 | The target is punched with an electrified fist. This may also leave the target with paralysis. |
| 28 | Slam | Normal | Physical | 80 | 75 | 20 | The target is slammed with a long tail, vines, or the like to inflict damage. |
| 35 | Force Palm | Fighting | Physical | 60 | 100 | 10 | The target is attacked with a shock wave. This may also leave the target with paralysis. |
| 42 | Seismic Toss | Fighting | Physical | - | 100 | 20 | The target is thrown using the power of gravity. It inflicts damage equal to the user's level. |
| 49 | Charge | Electric | Status | - | - | 20 | The user boosts the power of the Electric move it uses on the next turn. This also raises the user's Sp. Def stat. |
| 56 | Wild Charge | Electric | Physical | 90 | 100 | 15 | The user shrouds itself in electricity and smashes into its target. This also damages the user a little. |
| 63 | Close Combat | Fighting | Physical | 120 | 100 | 5 | The user fights the target up close without guarding itself. This also lowers the user's Defense and Sp. Def stats. |
| 70 | Detect | Fighting | Status | - | - | 5 | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. |
| 77 | Heavy Slam | Steel | Physical | - | 100 | 10 | The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move's power. |
| 84 | Belly Drum | Normal | Status | - | - | 10 | The user maximizes its Attack stat in exchange for HP equal to half its max HP. |
| 91 | Focus Punch | Fighting | Physical | 150 | 100 | 20 | The user focuses its mind before launching a punch. This move fails if the user is hit before it is used. |
Iron Hands Moves learned by TM/HM
Total 50 move
| Name | Type | Category | Power | Accuracy | PP | Effect |
|---|---|---|---|---|---|---|
| Fire Punch | Fire | Physical | 75 | 100 | 15 | The target is punched with a fiery fist. This may also leave the target with a burn. |
| Ice Punch | Ice | Physical | 75 | 100 | 15 | The target is punched with an icy fist. This may also leave the target frozen. |
| Thunder Punch | Electric | Physical | 75 | 100 | 15 | The target is punched with an electrified fist. This may also leave the target with paralysis. |
| Swords Dance | Normal | Status | - | - | 20 | A frenetic dance to uplift the fighting spirit. This sharply raises the user's Attack stat. |
| Body Slam | Normal | Physical | 85 | 100 | 15 | The user drops onto the target with its full body weight. This may also leave the target with paralysis. |
| Take Down | Normal | Physical | 90 | 85 | 20 | A reckless, full-body charge attack for slamming into the target. This also damages the user a little. |
| Double-Edge | Normal | Physical | 120 | 100 | 15 | A reckless, life-risking tackle in which the user rushes the target. This also damages the user quite a lot. |
| Hyper Beam | Normal | Special | 150 | 90 | 5 | The target is attacked with a powerful beam. The user can't move on the next turn. |
| Low Kick | Fighting | Physical | - | 100 | 20 | A powerful low kick that makes the target fall over. The heavier the target, the greater the move's power. |
| Thunderbolt | Electric | Special | 90 | 100 | 15 | A strong electric blast crashes down on the target. This may also leave the target with paralysis. |
| Thunder | Electric | Special | 110 | 70 | 10 | A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. |
| Earthquake | Ground | Physical | 100 | 100 | 10 | The user sets off an earthquake that strikes every Pokémon around it. |
| Double Team | Normal | Status | - | - | 15 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
| Focus Energy | Normal | Status | - | - | 30 | The user takes a deep breath and focuses so that critical hits land more easily. |
| Metronome | Normal | Status | - | - | 10 | The user waggles a finger and stimulates its brain into randomly using nearly any move. |
| Rest | Psychic | Status | - | - | 5 | The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions. |
| Rock Slide | Rock | Physical | 75 | 90 | 10 | Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. |
| Substitute | Normal | Status | - | - | 10 | The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy. |
| Reversal | Fighting | Physical | - | 100 | 15 | An all-out attack that becomes more powerful the less HP the user has. |
| Protect | Normal | Status | - | - | 10 | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. |


