Iron Crown artwork
#1023

Iron Crown

SteelPsychic
All data Standard/Form Gen 9

Use this page like a quick team check: read the role, check what attacks scare it, then open the full move pool only if you need deeper data.

Main jobBulky team piece

Iron Crown reads as a special attacker from its current stats.

Speed readMedium speed

May need Tailwind, priority, or careful switching.

Watch outFire, Ground, Ghost

These attack types are the first danger check before adding it to a team.

Battle Stats

HP90Atk72Def100Sp.Atk122Sp.Def108Speed98total590
HP 90
Atk 72
Def 100
Sp.Atk 122
Sp.Def 108
Speed 98
Type Check

What scares Iron Crown?

Read this before adding it to a team. Weak means the attack hits hard; resist or immune means it can switch in more safely.

Test in Builder
Weak to
FireGroundGhostDark
Resists
NormalGrassIceFlyingPsychicRockDragonSteelFairy
Immune to
Poison

Abilities / Passives

Passive effect

Quark Drive

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Move Pool

Skills and Moves

Showing the most useful or most complete move cards first. The full move pool is folded below to keep this page lighter.

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Protect
Status · Normal Pow - · Acc - · PP 8

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Swords Dance
Status · Normal Pow - · Acc - · PP 20

A frenetic dance to uplift the fighting spirit. This sharply boosts the user's Attack stat.

Calm Mind
Status · Psychic Pow - · Acc - · PP 20

The user quietly focuses its mind and calms its spirit to boost its Sp. Atk and Sp. Def stats.

Double-Edge
Physical · Normal PP 16

A reckless life-risking tackle in which the user rushes the target. This also damages the user quite a lot.

Flash Cannon
Special · Steel PP 12

The user gathers all its light energy and releases it at once. This may also lower the target's Sp. Def stat.

Iron Head
Physical · Steel PP 16

The user slams the target with its steel-hard head. Has a 20% chance of making the target flinch.

Psychic
Special · Psychic PP 12

The target is hit with a strong telekinetic force to inflict damage. This may also lower the target’s Sp. Def stat.

Psyshock
Special · Psychic PP 12

The user materializes an odd psychic wave to attack the target. This move deals physical damage.

Hyper Beam
Special · Normal PP 8

The target is attacked with a powerful beam. The user can't move on the next turn.

Volt Switch
Special · Electric PP 20

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Agility
Damage

Used to take knockouts or put enemies into finishing range.

Air Slash
Damage

Used to take knockouts or put enemies into finishing range.

Body Slam
Damage

Used to take knockouts or put enemies into finishing range.

Brick Break
Damage

Used to take knockouts or put enemies into finishing range.

Bulldoze
Damage

Used to take knockouts or put enemies into finishing range.

Confusion
Damage

Used to take knockouts or put enemies into finishing range.

Electric Terrain
Field control

Changes the field so some Pokemon become stronger.

Endure
Damage

Used to take knockouts or put enemies into finishing range.

Browse moves (49 total, 30 at a time)

Data Source

Base stats, abilities, and move names are generated from Pokemon Champions data sources. Regulation and meta pages should be reviewed separately before ranked recommendations.

Open Sources