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Official artwork of Iron Hands

#0992

Iron Hands

Gen IX

Paradox Pokémon

FightingElectric

Pokédex entry · Scarlet

It is very similar to a cyborg covered exclusively by a paranormal magazine. The cyborg was said to be the modified form of a certain athlete.

Height
1.8 m
Weight
380.7 kg
Base EXP
285
Growth
Slow
Catch rate

50/255Medium

Friendship

0/255

Base stats

HP154Attack140Defense108Speed50Sp. Def68Sp. Atk50
HP★
154
Attack
140
Defense
108
Speed
50
Sp. Def
68
Sp. Atk
50

Total 570

Very high

EV yield +3 Attack

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP214261
Attack130211
Defense101176
Speed49112
Sp. Def65132
Sp. Atk49112
Total6081004

About Iron Hands

Its fists can launch large vehicles at high speed, and the plates on its palms release energy when it brings them together. It also moves by floating just above the ground, allowing it to turn and move quickly despite its heavy body. When it falls asleep, it shuts down its systems, connects its hands to its body and lets the yellow areas lose their glow.

Iron Hands is a humanoid-looking mechanical creature that clearly resembles Hariyama, although its origin remains unresolved. Paldean theories link it to an injured athlete who was supposedly turned into a cyborg, while records about the future present it as a descendant or parallel version of Hariyama. No explanation has been proven.

Its body measures 1.8 m and weighs 380.7 kg. The combination of enormous arms, glowing plates and magnetic propulsion gives it a profile closer to a combat machine than a conventional fighter. It is a Generation IX Paradox species and is not part of any evolutionary line: it appears directly as Iron Hands.

Combat analysis

×2

Weakness

GroundPsychicFairy
×½

Resistance

ElectricBugRockDarkSteel

Iron Hands in depth

A name made of metal and anatomy

The English name Iron Hands means literally “iron hands”. The Japanese テツノカイナ —Tetsunokaina— combines tetsu, “iron”, with kaina, a term for an arm or upper limb. The Spanish translation Ferropalmas shifts the focus from the arm to the palm, which is precisely the most striking part of the design: four large yellow plates that concentrate and release energy.

The species is inspired by a cyborg and retains traits of a sumo wrestler, particularly in its broad silhouette and disproportionate arms. Its resemblance to Hariyama is not merely a visual coincidence within the game world: Paldean texts link it to a future or alternate version of that species, although its exact origin remains a mystery.

A Paradox with no playable past

Iron Hands debuted in Generation IX, in Pokémon Scarlet and Pokémon Violet. It did not exist in earlier generations, so it has not received changes to its stats, types, abilities or moves between generations. Its story is tied to Area Zero and research into Paradox species; in Violet, the connection with a being mentioned in the Violet Book reinforces the idea of a creature from a distant future.

Access also depends on the version. Violet lets you find it in Area Zero, while Scarlet requires a trade. That difference affects availability, not its battle characteristics.

The weight of attacking slowly

The combination of 154 HP, 140 Attack and 108 Defense makes it work best as an attacker that stays on the field for several turns. Drain Punch offsets some of the damage it takes, Fake Out can disrupt the opponent’s rhythm in doubles, and Wild Charge maintains a physical Electric-type threat. Close Combat provides a very powerful Fighting option for finishing turns, although its defensive drops leave the user more exposed.

Speed 50 cannot be fixed with a strategy based on naturally outspeeding opponents. Iron Hands performs better when its team buys it turns with speed control, protection, favourable switches or Electric Terrain. Quark Drive fits especially well with Electric Terrain and Booster Energy, but the ability’s boost does not cover its weaknesses to Ground, Psychic and Fairy.

Hands best not left alone

In singles, its role is straightforward: come in thanks to its HP, apply pressure with physical attacks and recover health with Drain Punch. Earthquake and Iron Head broaden its coverage, while Protect and Substitute allow it to punish poorly judged switches. Belly Drum offers a huge Attack boost, but it requires saving the move for a safe turn because it greatly reduces its HP.

In doubles, it gains value from Fake Out, its physical bulk and its ability to hit Water- or Flying-type targets with its Electric moves. It should not be treated as a fast Pokémon, nor should you rely on its Special Defense. When it sleeps, its yellow plates go dark and its hands remain connected to its body, an unusual functional quirk that fits its nature as a living machine.

TCG cards

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