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
Normal
2
Fire
1
Water
1
Electric
1
Grass
1
Ice
2
Fighting
1
Poison
0.5
Ground
1
Flying
0.5
Psychic
0.5
Bug
0.5
Rock
2
Ghost
0
Dragon
1
Dark
2
Steel
2
Fairy
0.5
Electric Type Strength
Normal
1
Fire
1
Water
2
Electric
0.5
Grass
0.5
Ice
1
Fighting
1
Poison
1
Ground
0
Flying
2
Psychic
1
Bug
1
Rock
1
Ghost
1
Dragon
0.5
Dark
1
Steel
1
Fairy
1
Fighting + Electric Type Weakness
Normal
1
Fire
1
Water
1
Electric
0.5
Grass
1
Ice
1
Fighting
1
Poison
1
Ground
2
Flying
1
Psychic
2
Bug
0.5
Rock
0.5
Ghost
1
Dragon
1
Dark
0.5
Steel
0.5
Fairy
2
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. |