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Registeel

In-battle formes

HP:80
Attack:75
Defense:150
Sp. Atk:75
Sp. Def:150
Speed:50
Min (-ve nature, 0 IVs)94
Default136
Max Neutral199
Max Positive218
Max Neutral (+1)298
Max Positive (+1)327
Max Neutral (+2)398
Max Positive (+2)436
OverUsed
Tank136

Strategies

  • en
Formats:
Written by Aldaron

Overview

Registeel is a fantastic Pokemon with base 150 defenses and a solid base 80 HP. With its Steel-type, it can resist many of the Dragon-type attacks flung around in OU, while simultaneously acting a general support Pokemon to the rest of the team. Registeel also provides a solid switch-in to many set up sweepers such as Jirachi and Celebi.

Tank

Move 1
Move 2
  • Explosion
    Target's Def halved during damage. User faints.
    TypeNormal
    CategoryPhysical
    Power250 BP
    Accuracy100%
Move 3
  • Ice Punch
    10% chance to freeze the target.
    TypeIce
    CategoryPhysical
    Power75 BP
    Accuracy100%
Move 4
  • Earthquake
    Hits adjacent Pokemon. Power doubles on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
  • Toxic
    Badly poisons the target.
    TypePoison
    Accuracy85%

In a metagame in which teams are constantly threatened by Pokemon such as Dragon Dance Kingdra, Choice Scarf Flygon, Life Orb Gengar, Choice Scarf Heatran, Choice Scarf and Calm Mind Jirachi, and SubRoost Zapdos, finding a comfortable check that simultaneously meshes with a wide variety of teams is difficult. This set serves to effectively check various threats without sacrificing general utility.

This works either as lead or as a switch-in to check a threat. If utilized as a lead, be careful with common lead Taunters and lead Heatran, which tend to run Shuca Berry. Registeel will have no problem switching into Zapdos, after which it can Ice Punch / Earthquake (on a predicted Roost) to knock it out. Should Flygon or Zapdos carry high Defense or a Fire move, Registeel can easily deal with the threat by using Explosion. This can also surprise the common Choice Scarf Heatran by never getting OHKOed by Fire Blast and OHKOing back with Earthquake (with Expert Belt) very close to 100% of the time on a 4 HP / 0 Defense Heatran. Aside from checking these threats, it also supports its teammates by setting up Stealth Rock and Exploding on dangerous threats.

The last moveslot is a matter of dealing with Heatran, Metagross, Jirachi, and Tyranitar switch-ins (all of which are common) with Earthquake, or the general usefulness of Toxic. Note that Toxic will help you deal with Zapdos, Togekiss, and non-Taunt Gyarados more effectively. As for the item, that is an issue of personal preference. If specific spreads don't suit your style, use Leftovers, and then shift the Attack EVs into the defenses. Since Registeel's Steel-typing is optimal for switching into Choice Specs powered Draco Meteors and the powerful attacks of Gengar and Magnezone, putting a significant amount into Special Defense is also a plausible option.

Fighting-types appreciate the presence of Registeel, because of its ability to take care of Zapdos and Gengar, which is a major setback for sweepers such as Heracross. Registeel can even lure and KO Heatran, which is a great benefit for Pokemon such as Scizor and basically any Pokemon with a Fire-type attack.

Registeel needs help with opposing Fire and Fighting-types, namely Infernape. Pokemon such as Starmie can effectively deal with Infernape, as well as any other Fighting or Fire-types that may cause Registeel trouble.

Other Options

Thunder Wave is a useful option for paralyzing many Pokemon that may try and stay in vs Registeel such as Skarmory and Gengar. Iron Head can be used in conjunction with Thunder Wave to take out a few Pokemon before they can even land a hit. Iron Head also provides Registeel a somewhat serviceable STAB attack that can be used to deal higher damage to Pokemon such as Tyranitar and Blissey.

Checks and Counters

Registeel is plagued by a pitifully low Attack stat which makes gaining KOes a hard task. Despite being able to check a fairly large portion of the metagame, Registeel is somewhat useless against Swords Dance Scizor, Spikes Skarmory and Forretress, and many bulky Water-types. Registeel is also weak to Fire-, Fighting-, and Ground-type attacks, three of the most common attacking types in the metagame. Because Registeel can be such an important check to so many different kind of Pokemon, whittling it down with these super effective attacks will bring it down.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
20
Raises the user's Sp. Def by 2.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, even if the target is immune.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
120
Accuracy
100%
PP
15
Has 1/3 recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Power doubles on Dig.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
250
Accuracy
100%
PP
5
Target's Def halved during damage. User faints.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
5
5 turns: no Ground immunities, 1.67x accuracy.
 
Power
100
Accuracy
90%
PP
10
Lowers the user's Speed by 1.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
5
User's next move will not miss the target.
 
Power
Accuracy
PP
10
For 5 turns, the user has immunity to Ground.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
50
Accuracy
95%
PP
35
10% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
90
Accuracy
85%
PP
20
20% chance to confuse the target.
 
Power
Accuracy
PP
20
Raises the user's Speed by 2.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
80%
PP
10
100% chance to lower the target's Speed by 1.
 
Power
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
200
Accuracy
100%
PP
5
Target's Def halved during damage. User faints.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
65
Accuracy
100%
PP
20
30% chance to make the target flinch.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
120
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
95
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
100%
PP
20
Paralyzes the target.
 
Power
Accuracy
85%
PP
10
Badly poisons the target.
 
Power
120
Accuracy
50%
PP
5
100% chance to paralyze the target.
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