Legends: Z-A · Move #442
Iron Head
physical- Power
- 80
- Base cooldown
- 8 s
- Target
- opponents
Effect
May interrupt the target with a flinch.
- 15% chance to flinch the target.
Normal and Plus
Recorded base parameters are shown below. Cooldown, wind-up and execution-loop frames describe separate quantities; these are not a complete time-to-hit measurement. Plus effects are not assumed from a universal power multiplier.
Normal
- Base power
- 80
- Base cooldown
- 8 s
- Wind-up
- 15 frames
- Execution loop
- 20 frames
- 15% chance to flinch the target.
Plus
- Base power
- 80
- Base cooldown
- 8 s
- Wind-up
- 15 frames
- Execution loop
- 20 frames
- 15% chance to flinch the target.
Technical Machines
TM acquisition and Pokémon compatibility are separate relationships.
Pokémon learning Iron Head
At least one recorded form per species. Open a profile for form-specific level, evolution and TM methods; this list does not establish that every form learns the move.
91 of 91 Pokémon
Aegislash
Aerodactyl
Aggron
Amaura
Arctibax
Aron
Aurorus
Avalugg
Bagon
Baxcalibur
Beldum
Blastoise
Bunnelby
Camerupt
Carbink
Ceruledge
Chesnaught
Chespin
Cobalion
Corviknight
Crabominable
Crabrawler
Cubone
Cyclizar
Diggersby
Doublade
Dragonair
Dragonite
Dratini
Emboar
Excadrill
Falinks
Gabite
Garchomp
Garganacl
Genesect
Gholdengo
Gible
Glalie
Golett
Golisopod
Golurk
Goodra
Groudon
Gyarados
Hawlucha
Heatran
Hippowdon
Honedge
Krookodile
Kyogre
Lairon
Larvitar
Magearna
Marowak
Marshadow
Mawile
Melmetal
Meltan
Meowth
Metagross
Metang
Milotic
Nacli
Naclstack
Numel
Onix
Pangoro
Perrserker
Pupitar
Quilladin
Rayquaza
Salamence
Sawk
Scizor
Scrafty
Scraggy
Seviper
Shelgon
Skarmory
Sliggoo
Squawkabilly
Squirtle
Steelix
Terrakion
Throh
Tyranitar
Tyrantrum
Tyrunt
Wartortle
Zygarde