Best moves
LaironMovepool
3 fast and 4 charged moves, elite / legacy included. Ranked by damage per second (fast) and damage per energy (charged), both with this form's x1.2 STAB applied where it earns it.
10 x Metal Claw per Heavy Slam · 7.0s cycle · 156 power with STAB
10 x Metal Claw per Rock Slide · 7.5s cycle · 162 power with STAB
9 x Iron Tail per Heavy Slam · 11.0s cycle · 235 power with STAB
Fast moves
| Move | Type | Power | Energy | Duration | DPS | EPS | Att DPS | Def DPS | PvP | Source |
|---|---|---|---|---|---|---|---|---|---|---|
| Iron TailSTAB | steel | 14 | +6 | 1.0s | 16.80 | 6.00 | 4.7 | 14.0 | 10 / 7 / 3t | standard |
| Metal ClawSTAB | steel | 6 | +5 | 0.5s | 14.40 | 10.00 | 2.4 | 12.0 | 5 / 7 / 2t | standard |
| Metal SoundSTAB | steel | 4 | +6 | 0.5s | 9.60 | 12.00 | 1.6 | 8.0 | 5 / 8 / 2t | standard |
Charged moves
| Move | Type | Power | Energy | Duration | DPS | DPE | Att DPS | Def DPS | PvP | Source |
|---|---|---|---|---|---|---|---|---|---|---|
| Rock SlideSTAB | rock | 75 | -50 | 2.5s | 36.00 | 1.80 | 16.7 | 30.0 | 75 / 45 | standard |
| Heavy SlamSTAB | steel | 70 | -50 | 2.0s | 42.00 | 1.68 | 17.5 | 35.0 | 70 / 50 | standard |
| Rock TombSTAB | rock | 65 | -50 | 3.0s | 26.00 | 1.56 | 13.0 | 21.7 | 75 / 50 | standard |
| Body Slam | normal | 50 | -33 | 2.0s | 25.00 | 1.52 | 12.5 | 25.0 | 55 / 35 | standard |
STAB marks moves that share a type with this form (x1.2 damage), and the DPS and DPE columns above already have that x1.2 in them — so a STAB move and a stronger-on-paper neutral move can be compared straight down the column, which is how the best-moveset cards rank them too. Power and Duration stay raw; hover a DPS or DPE figure to see the arithmetic. Att DPS and Def DPS are the two columns pokebattler.com prints in the same table, reproduced exactly: both are raw with no STAB, Def DPS is power / duration, and Att DPS is power / (duration + 2s), the gym move delay. They are there so this table can be diffed against theirs row by row — every row on the pages read on 2026-09-11 matches. Energy is gained on fast moves and spent on charged moves. Every move name opens its own page with the damage window and every other form that learns it — or browse all moves.