#0990
Iron Treads
groundsteel0.9 m · 240.0 kg
Base stats — 570 total
- HP
- 90
- Atk
- 112
- Def
- 120
- SpA
- 72
- SpD
- 70
- Spe
- 106
Abilities
- Quark Drive
Learnset
What Iron Treads learns in Scarlet / Violet. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.
Level16
- 1Defense CurlnormalStatus40 PPRaises user’s Defense by one stage.
- 1Electric TerrainelectricStatus10 PPFor five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power.
- 1Horn AttacknormalPhysical65 BP100% acc25 PPInflicts regular damage with no additional effect.
- 1RolloutrockPhysical30 BP90% acc20 PPPower doubles every turn this move is used in succession after the first, resetting after five turns.
- 7BulldozegroundPhysical60 BP100% acc20 PPHas a chance to lower the target’s Speed by one stage.
- 21Rapid SpinnormalPhysical50 BP100% acc40 PPFrees the user from binding moves, removes Leech Seed, and blows away Spikes.
- 28Iron HeadsteelPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
- 35Stomping TantrumgroundPhysical75 BP100% acc10 PPHas double power if the user’s last move failed.
- 42Knock OffdarkPhysical65 BP100% acc20 PPTarget drops its held item.
- 49EarthquakegroundPhysical100 BP100% acc10 PPInflicts regular damage and can hit Dig users.
- 56Heavy SlamsteelPhysical100% acc10 PPPower is higher when the user weighs more than the target, up to a maximum of 120.
- 63Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.
- 70EndeavornormalPhysical100% acc5 PPLowers the target’s HP to equal the user’s.
- 77MegahornbugPhysical120 BP85% acc10 PPInflicts regular damage with no additional effect.
- 84Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
- 91Steel RollersteelPhysical130 BP100% acc5 PPEnds the effect of Electric, Grassy, Misty, or Psychic Terrains. Fails if no Terrain is active.
TM/HM45
- Body PressfightingPhysical80 BP100% acc10 PPDamage is calculated using the user's Defense stat as its Attack, including stat stage changes.
- Body SlamnormalPhysical85 BP100% acc15 PPHas a chance to paralyze the target.
- BulldozegroundPhysical60 BP100% acc20 PPHas a chance to lower the target’s Speed by one stage.
- Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
- Earth PowergroundSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
- EarthquakegroundPhysical100 BP100% acc10 PPInflicts regular damage and can hit Dig users.
- Electric TerrainelectricStatus10 PPFor five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power.
- Electro BallelectricSpecial100% acc10 PPPower is higher when the user has greater Speed than the target, up to a maximum of 150.
- EndeavornormalPhysical100% acc5 PPLowers the target’s HP to equal the user’s.
- FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
- Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
- Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
- Gyro BallsteelPhysical100% acc5 PPPower raises when the user has lower Speed, up to a maximum of 150.
- Hard PresssteelPhysical100% acc10 PPThe target is crushed with an arm, a claw, or the like to inflict damage. The more HP the target has left, the greater the move's power.
- Heavy SlamsteelPhysical100% acc10 PPPower is higher when the user weighs more than the target, up to a maximum of 120.
- High HorsepowergroundPhysical95 BP95% acc10 PPInflicts regular damage with no additional effect.
- Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
- Ice FangicePhysical65 BP95% acc15 PPHas a chance to freeze the target and a chance to make the target flinch.
- Ice SpinnericePhysical80 BP100% acc15 PPThe user covers its feet in thin ice and twirls around, slamming into the target. This move's spinning motion also destroys the terrain.
- Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
- Iron HeadsteelPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
- Knock OffdarkPhysical65 BP100% acc20 PPTarget drops its held item.
- Metal SoundsteelStatus85% acc40 PPLowers the target’s Special Defense by two stages.
- Mud ShotgroundSpecial55 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
- Mud SlapgroundSpecial20 BP100% acc10 PPHas a chance to lower the target’s accuracy by one stage.
- ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
- RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
- Rock SliderockPhysical75 BP90% acc10 PPHas a chance to make the target flinch.
- Rock TombrockPhysical60 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
- SandstormrockStatus10 PPChanges the weather to a sandstorm for five turns.
- Scary FacenormalStatus100% acc10 PPLowers the target’s Speed by two stages.
- Smart StrikesteelPhysical70 BP10 PPNever misses.
- Stealth RockrockStatus20 PPCauses damage when opposing Pokémon switch in.
- Steel BeamsteelSpecial140 BP95% acc5 PPInflicts damage, and the user takes damage equal to half of its max HP, rounded up.
- Stomping TantrumgroundPhysical75 BP100% acc10 PPHas double power if the user’s last move failed.
- Stone EdgerockPhysical100 BP80% acc5 PPHas an increased chance for a critical hit.
- SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
- Supercell SlamelectricPhysical100 BP95% acc15 PPThe user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead.
- Take DownnormalPhysical90 BP85% acc20 PPUser receives 1/4 the damage it inflicts in recoil.
- Tera BlastnormalSpecial80 BP100% acc10 PPIf the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.
- ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
- Thunder FangelectricPhysical65 BP95% acc15 PPHas a chance to paralyze the target and a chance to make the target flinch.
- Volt SwitchelectricSpecial70 BP100% acc20 PPUser must switch out after attacking.
- Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.
- Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.
Appears in — 1 games
- Scarlet / Violet