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PoGoBud

Not released in Pokemon GONo trainer can own this one yet.

Not obtainable in Pokemon GO as of 2026-10-03: PvPoke flags it released:false and onemorecatch.site lists the species as unavailable. It is left out of default counter lists, boss pickers, tools and the Pokebox; the numbers on this page are what the Game Master gives it.

List checked 2026-10-03. Source: PvPoke gamemaster released:false flags (github.com/pvpoke/pvpoke, snapshot 2026-10-03 03:11:52) cross-checked with onemorecatch.site's unavailable list (updated 2026-10-02) and theclick.gg's Mega list (2026-09-16); PvP-only exclusions (Ditto, Shedinja, Spewpa, Cosmog, Cosmoem) and the stale Mega Camerupt flag corrected by hand.

Raid alerts…

Iron Hands counters

#0992
Lobby CP
50,949
Attack
256
Defense
189
HP
20,000
Raid timer
5 min
300s

Caught CP range 2,257 - 2,349.

Iron Hands weaknesses and resistances

Every one of the 18 attacking types against this boss's typing. GO multipliers: 1.6x super effective, 2.56x doubly, 0.625x resisted, 0.39x doubly resisted.

Iron Hands is weak to ground1.6xpsychic1.6xfairy1.6x

  • Weak (3)
  • Neutral (10)
  • Resists (5)

It resists rock0.625xbug0.625xsteel0.625xelectric0.625xdark0.625xβ€” bringing one of those is throwing damage away.

Best Iron Hands counters

Beating Iron Hands should take 4 trainers with Pokemon of this strength β€” bring a group. Difficulty rating 3.56 with the best counter, 16:24 to win.

Trainers4small group
#AttackerMoveset
1Metagrosssteelpsychicjoint top pickpsychicZen HeadbuttpsychicPsychic3,79116:243.563.330.9%
2ExcadrillgroundsteelgroundMud-SlapgroundScorching Sands3,24416:363.614.630.5%
3EspeonpsychicpsychicConfusionpsychicPsychic3,17016:003.486.031.7%
4RhyperiorgroundrockgroundMud-SlapgroundEarthquake3,73317:243.783.129.1%
5GarchompdragongroundgroundMud ShotgroundEarth Power3,96216:593.695.329.9%
6AlakazampsychicpsychicConfusionpsychicPsychic3,05716:143.536.031.2%
7MamoswineicegroundgroundMud-SlapgroundHigh Horsepower3,32817:223.775.929.2%
8GalladepsychicfightingpsychicPsycho CutpsychicPsychic3,09317:143.746.029.4%
9GolurkgroundghostgroundMud-SlapgroundEarth Power2,85418:394.053.027.2%
10GardevoirpsychicfairypsychicConfusionpsychicPsychic3,09317:263.796.029.1%
11ExeggutorgrasspsychicpsychicConfusionpsychicPsychic3,01417:403.846.028.7%
12RhydongroundrockgroundMud-SlapgroundEarthquake3,17918:414.063.727.1%

Ordered by Overall, pokebattler.com's own default β€” a blend of how fast the fight ends and how many of your six go down. Click any numeric column heading to re-order on that column alone.

Times are one trainer with six copies of that attacker, level 40 at 15/15/15, no weather, no friendship, no dodging, Shadow / Mega / Legendary attackers hidden β€” the same defaults pokebattler.com's own counter pages open with. Open the full counter tool to change any of them. "Details" opens the per-move damage, breakpoints and energy cycle against Iron Hands.

Estimator is how many trainers of this strength the fight needs. Power is the share of Iron Hands's HP that six of that attacker remove inside one raid timer, so over 100% means they finish it with time to spare. Faints is how many of the six go down inside that timer.

What Iron Hands throws at you

Its standard movepool, with the damage window a dodge has to beat.

Fast moves

MovePowerEnergyDurationHits at
waterSplash0+171.5s0.80s

Charged moves

MovePowerEnergyDurationHits at
normalStruggle35-02.0s1.00s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
10/10/10floor2,2572,821
11/11/112,2752,844
12/12/122,2942,867
13/13/132,3122,890
14/14/142,3312,914
15/15/15hundo2,3492,937

Caught CP range 2,257 - 2,349, or 2,821 - 2,937 when the weather boosts it.

A raid encounter is level 20 (level 25 weather boosted) and cannot roll an IV below 10/10/10. Anything outside the first range is not this raid's reward.

When it is in raids

Read from the committed LeekDuck rotation snapshot, fetched 2026-10-05.

Iron Hands is not in the current rotation snapshot. The simulation below is still exact for the tier chosen above β€” Pokebattler simulates any defender you name, current boss or not.

Boss stats

How the numbers in the header are built.

Base Attack
245
Game Master
Base Defense
177
Game Master
Base Stamina
319
ignored by a raid boss
Tier CPM
0.985
20,000 fixed HP
Header numberWorked outValueInputs from
Attackfloor((245 + 15) x 0.985)256Game Master base Attack, tier CPM
Defensefloor((177 + 15) x 0.985)189Game Master base Defense, tier CPM
HP20,000 β€” fixed by tier, base Stamina 319 unused20,000tier HP pool
Lobby CPfloor((245 + 15) x sqrt(177 + 15) x sqrt(20,000) / 10) β€” no CPM term50,949Game Master base stats, tier HP pool

A raid boss uses 15/15/15 IVs, its tier's CP multiplier and its tier's fixed HP pool β€” stamina does nothing, which is why the same species is a different fight at every tier. Every tier constant above (CPM 0.985, 20,000 HP, 300s timer) is copied from Pokebattler's own published /raids tier table into src/engine/constants.ts, with the source named there.

Iron Hands's own Pokemon page has its full movepool, evolution family, stat ranks and what it is good against as an attacker.