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Iron Hands

Best Iron Hands build

FightingElectric S Pokédex entry →

Generated from the game rules and this Pokémon's move pool: a solid default for a 30-minute run. Swap moves to match the cards you are offered.

Moves (4 slots)

SlotMoveKindWhyEvolves into
1Core (starting move) Karate Chop Fighting Melee A sharp, powerful blow straight ahead. Close Combatneeds Power · ×1.9 damage, more range and hits in 360°
2Crowd clear Thunderbolt Electric Chain A bolt that jumps from one enemy to the next. Zap Cannonneeds Reflexes · ×1.7 damage and +3 jumps
3Close defense Discharge Electric Aura A permanent electric field around you. Electric Terrainneeds Armor · ×1.8 damage and 35% more radius
4Flex / damage Thunder Shock Electric Projectile A lightning-fast bolt that pierces several enemies. Thunderneeds Power · ×1.8 damage, +2 projectiles, +2 pierce and bigger

How to play the run

  1. Level Karate Chop first. It is your only attack at the start. Push it to level 5 with upgrade cards.
  2. Take Power once (+10% damage with every move.) so a golden card turns Karate Chop into Close Combat (×1.9 damage, more range and hits in 360°).
  3. Add Thunderbolt for the hordes. Only your active move fires, so switch to it (1–4, Q/E or tap) when you are surrounded.
  4. Enter every rift you can. Beating the legendary gives a bond: fuse Karate Chop with Thunderbolt so both fire together from one slot.
  5. Hold Life Orb: +30% damage, but each attack costs a little HP. Held items drop from chests and bosses; you keep one at a time.
  6. Before minute 30, stack damage and defense: the Judgment of Arceus sends ever-stronger legendaries until you fall.

Level-up card priority

  1. Power — +10% damage with every move.evolution
  2. Reflexes — -8% cooldown on every move.evolution
  3. Armor — +6% damage reduction.evolution
  4. Vigor — +20 max HP (and heals it).

Items

Life Orb — +30% damage, but each attack costs a little HP.

Alternative: Choice Band — +40% damage, but you can't switch moves.

Permanent upgrades first

  1. Repertoire (Start with 2 moves, 1,500 coins to max)
  2. Strength (+4% damage, 5,050 coins to max)
  3. Reflexes (-3% cooldown, 3,340 coins to max)
  4. Critical Hit (+3% critical chance (x1.5 damage), 6,300 coins to max)

Best weather

Rain: Water is boosted and Fire is weakened.

Super effective against

NormalWaterIceFlyingRockDarkSteel

Best rift arenas for this build

Arenas whose legendaries take the most damage from these move types.

Frequently asked questions

What is the best Iron Hands build in PokéSurvivor?

Karate Chop, Thunderbolt, Discharge, Thunder Shock, holding Life Orb. Take Power, Reflexes, Armor so the moves can evolve at max level.

What item should Iron Hands hold?

Life Orb (+30% damage, but each attack costs a little hp.) If you find Choice Band first, it is a good alternative.

How do Iron Hands's moves evolve?

Karate Chop → Close Combat (needs Power); Thunderbolt → Zap Cannon (needs Reflexes); Discharge → Electric Terrain (needs Armor); Thunder Shock → Thunder (needs Power).

Game data from PokéSurvivor · Last updated