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Community POTW #153

Serebii

And, as if by magic, the webmaster appeared...
Staff member
Admin
Time for the next Pokémon of the Week and this week we've got to go back...back to the future!

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It's Iron Treads!

 

XaelOstigian

Competitive...kinda
One of the only Paradox mons you can catch before the final chapter, as well as one of the debut teasers for the Paradox mons as a whole, Iron Treads re-imagines Donphan as a far more efficient and speedy wheel with better speed and typing, but worse bulk. I am still a purist for the original Donphan, but I can still give Iron Treads some attention given it is one of the few new Ground types introduced in gen 9.

Tread Heavily
Ability: Quark Drive
Item: Life Orb/Choice Band/Assault Vest/Booster Energy
Nature: Jolly
EVs: (HP 4) (Attack 252) (Speed 252)

Moves:
Earthquake
Iron Head
Knock Off
Ice Spinner/Supercell Slam

Set Details:
An all-out out physical sweeper. Unload your two reliable STAB in Earthquake and Iron Head, Knock Off offers blanket coverage and item removal for your opponents, and the last slot is for more specific coverage against Flying types and others depending on if you fear opposing Dragon, Ground, or Grass types (Ice Spinner) or the plethora of Water types out there (Supercell Slam). Invest everything into attack and speed, and your item choice comes down to which stat you want to boost. Life Orb boosts power, Choice Band boosts power even further at the cost of move choice, Assault Vest improves special bulk, and Booster Energy boosts speed.
 

Mestorn

Wandering Battler
The Violet paradox of Donphan, Iron Treads is an interesting upgrade to the original Donphan. Instead of going for the "just Donphan but more" route of Great Tusk, Iron Treads sacrifices some offense in return for an impressive base 106 Speed stat and the defensively potent Steel typing. However, none of this really translates to viable success in doubles. Donphan and its Paradox forms are all valued in singles for their good physical bulk and ease at removing entry hazards alongside brutally strong Ground STAB. However, with the dearth of hazards in VGC and their physical offense being gutted by Incineroar, these Terra Firma pachyderms have remained out of the limelight.

Yet Iron Treads bucks all expectations being the only one of the three to have seen significant use in VGC... at the New Orleans NAIC of all places. Furthermore, Iron Treads got this role by using its Steel STAB offensively, having a perfect storm of traits that made it valuable against some of the most prominent threats in VGC. Iron Treads specifically found itself as a common partner in crime to Miraidon teams as an answer to opposing Miraidon. With Miraidon's own ability triggering Quark Drive, Iron Treads easily outsped Miraidon and threatened it with a OHKO with its Ground STAB. If that wasn't enough, backup Steel STAB ensured that the common Tera Fairy Miraidon ran was not an escape from being OHKO'd. Ground Steel typing was also valuable for being one of the few type combos that resist both Electric and Ground STAB, meaning Miraidon struggled to OHKO Iron Treads back without Specs Draco Meteor or the obscenely rare Overheat. However, being a counter to a single Pokémon does not equate to a good Pokémon. However, all of these traits were just as valuable against the unrestricted Raging Bolt another juggernaut that threatened many teams. Being able to weild that Steel STAB to great effect against non Speed Booster Flutter Mane is just a cherry on top. However, New Orleans has turned out to be a flash in the pan for Iron Treads, as it promptly vanished again for Worlds. However, to get so many high placements at the second highest level of play is worthy of praise and certain a consideration for any aspiring Miraidon trainer.

Electric Treads
Iron Treads

-High Horsepower
-Iron Head
-Steel Roller
-Ice Spinner
Ability: Quark Drive
Item Attached: Choice Band
EVs and Nature:
4 HP 252 Atk / 252 Spe
Jolly Nature
Tera Type: Bug

Based on Francesco Pio Pero's 5th placing Iron Treads in the New Orleans NAIC, Choice Band Iron Treads is a veritable assassin, targeted against several of the most prominent threats in the game while near invariably getting the jump on them with Quark Drive from Miraidon's Electric Terrain. High Horsepower is key to this set, specifically for taking out opposing Miraidon and Raging Bolt, though the excellent coverage of Ground doesn't stop there. Being able to also threaten prominent targets like Incineroar, Chi-Yu, Iron Hands, and the many Tera Fire users like Rillaboom, Calyrex-Ice Rider and Koraidon with obscene damage if not a OHKO makes High Horsepower invaluable in removing key pieces of an opponent's team. Iron Head is part of what makes Iron Treads so valuable for Miraidon, threatening the Tera Fairy and Ice attackers like opposing Miraidon, Raging Bolt and Chien-Pao that otherwise trouble and threaten Miraidon in turn. Steel Roller and Ice Spinner seem rather contradictory given Iron Treads is meant to be partnered with Miraidon, but the Terrain control they provide is invaluable. Depriving an opposing Miraidon of their Electric Terrain slashes their own power, making Iron Treads and its partner more likely to solve the follow up. Rillaboom, a popular counter pick for Miraidon, is far less threatening without the boost to its Grass STAB and passive healing, making it easier to endure and remove. Steel Roller is pure power, great for ensuring the OHKO on Calyrex-Ice Rider as well as being a safe pick against Miraidon and whether it will Terastalize to Fairy or not, doing decent damage and greatly reducing the power of its follow up attack. Ice Spinner is mainly for opposing Grass and Flying types that resist Iron Tread's favored Ground STAB, while being a Terrain removal option that can be used when there is no Terrain around, unlike Steel Roller which requires requires careful pivoting or being forced to switch out.

Tera Bug is preferred for the resistances to Fighting and Ground it provides, helpful against the ever present Urshifu, Iron Hands, Scarf Landorus-Incarnate and opposing Iron Treads. Max SPeed and Max Attack are recommended. Iron Treads job is to outspeed as much as possible and hit really hard.
 
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Luthor

Well-Known Member
Being a Rapid Spinner that is immune to to Toxic Spikes and that can take a stealth rock it is definitely an option. Though does face still competition for the role. Also knowing Stealth rocks it can turn the Hazard game against a target. It also has useful damage output. If this is an Alien Weapon it certainly is a good one, though it being added the same gen as its past version Great Tusk makes me think that the aliens really should have researched more. But for what it is it definitely is fun addition.

Alien Hazard Removal
Item- Leftovers
Rapid Spin- The Crux of the set Removal and a speed boost.
Stealth Rock- Set up your own hazards as two that could switch in especially for those immune to earthquake.
Earthquake- Good STAB damage and able to hit everything (which against certain allies could trigger weakness policy if damage not too high)
Knock Off/Volt Switch/Iron Head/Megahorn- Knock off removes items which can really disrupt a strategy, Volt Switch while weak can swap it out and help with a focus sash, Iron Head is good STAB damage and Megahorn is interesting coverage that could blindside something if they are not weak to Dark but are weak to bug (though situational)

Other options
Protect- Always useful to avoid damage and rack up some healing.
Tera Blast- Could add coverage.
Steel Roller- A very situational move but in a Terrain heavy meta it could be an unexpected option as it hits hard and removes the terrain. Plus not many Pokemon can learn this move in gen 9 (if I remember correctly its the only one but I might be wrong).
 
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