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Steelix

In-battle formes

Base

HP:75
Attack:85
Defense:200
Sp. Atk:55
Sp. Def:65
Speed:30
Min (-ve nature, 0 IVs)58
Default96
Max Neutral159
Max Positive174
Max Neutral (+1)238
Max Positive (+1)261
Max Neutral (+2)318
Max Positive (+2)348
UnderUsed
Offensive Stealth Rock58

Mega

HP:75
Attack:125
Defense:230
Sp. Atk:55
Sp. Def:95
Speed:30
Min (-ve nature, 0 IVs)58
Default96
Max Neutral159
Max Positive174
Max Neutral (+1)238
Max Positive (+1)261
Max Neutral (+2)318
Max Positive (+2)348
UnderUsed
Offensive Stealth Rock58

Evolutions

Strategies

Written by Amane Misa

Overview

Mega Steelix is a great tank that takes advantage of its great bulk, good typing, and high Attack to check prominent threats like Latias, Heal Bell Togekiss, and Mega Altaria. Coupled with access to Stealth Rock, these traits differentiate Mega Steelix from other Stealth Rock setters such as Nihilego and Hippowdon. Mega Steelix's Ground typing allows it to block Volt Switch, which gives it leverage over other Steel-types like Cobalion and Stakataka. That said, Mega Steelix still suffers from heavy competition with Mega Aggron, which has access to Filter and has more resistances. Furthermore, despite having eight resistances, Mega Steelix suffers from a weakness to common types including Fighting, Water, and Ground, which leaves it weak to other prominent threats, including Terrakion, Primarina, and Hippowdon. Mega Steelix's lack of reliable recovery also lessens its reliability, as it is forced to be paired with Wish support if it desires to reach its full potential as a wall. While Mega Steelix's low Speed increases Gyro Ball's damage output, it also leaves Mega Steelix outsped by the vast majority of the metagame, which means it'll have to take a hit before moving in most cases. Finally, despite its Ground typing, Mega Steelix struggles to reliably check common Electric-types like Mega Manectric and Rotom-H because they can hit it super effectively. Hence, other Ground-types like Hippowdon and Swampert outperform Mega Steelix in this role.

Offensive Stealth Rock

Move 1
Move 2
  • Gyro Ball
    More power the slower the user than the target.
    TypeSteel
    CategoryPhysical
    Accuracy100%
Move 3
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 4
  • Curse
    Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
    TypeGhost

Moves

Gyro Ball is Mega Steelix's most powerful STAB move and allows it to OHKO Latias and Hydreigon after Stealth Rock damage. Heavy Slam, alternatively, hits slower Pokemon such as Florges and Sylveon harder and has higher PP, but the power drop against faster threats like Latias, Hydreigon, and Krookodile is noticeable, so Gyro Ball is generally better. Curse boosts Mega Steelix's Attack and Defense to extremely high levels while simultaneously boosting Gyro Ball's Base Power by reducing Mega Steelix's Speed. This eases Mega Steelix's matchup against threats it fails to overpower such as Scizor and Hippowdon, lets it serve as a wincon, and overall improves its wallbreaking capabilities. Toxic, alternatively, lets Mega Steelix reliably punish bulky Water-types like Swampert and Alomomola as well as Defog users that normally beat it, like Moltres, Rotom-H, and Mantine. Rest is an option that lets Mega Steelix check certain threats like Latias and Mega Aerodactyl more reliably, but it leaves Mega Steelix extremely passive for three turns and thus is not recommended, as Mega Steelix will be taken advantage of.

Set Details

252 HP EVs and 48 Special Defense EVs allow Mega Steelix to avoid the OHKO from Mega Manectric's Overheat after Stealth Rock damage. A Brave nature and 0 Speed IVs are used to maximize the damage output of Gyro Ball. Alternatively, Mega Steelix can run an EV spread of 252 HP / 52 Def / 204 SpD with a Careful nature if it wishes to be more bulky; the 52 Defense EVs allow it to always survive a +2 Close Combat from Cobalion after Stealth Rock. If opting for Heavy Slam, Mega Steelix should use 31 Speed IVs and an Adamant nature to Speed tie uninvested Reuniclus, Amoonguss, and Slowbro. Sturdy allows Steelix to act as a panic button if need be, but it generally doesn't have any use. Sand Force in combination with Curse improves Mega Steelix's matchup against Hippowdon, but outside of that it has no use.

Usage Tips

Prioritize Mega Evolving Steelix as early as possible, as Mega Steelix relies on the boosts it gains by Mega Evolving to check threats like Nihilego and Latias. Also, prioritize setting up Stealth Rock because this allows Mega Steelix to reliably punish switches and KO threats like Latias and Hydreigon. Thanks to its great bulk and typing, Mega Steelix can find a lot of opportunities to set up Stealth Rock, such as against Fairy-types like Florges and Sylveon and Flying-types like Togekiss and Mega Aerodactyl. Curse should be used against opposing physical attackers that cannot overpower Mega Steelix like Mega Aggron and against certain setup sweepers like Scizor and Doublade that try to overpower Mega Steelix by boosting their stats. However, be wary of using Curse if the opposing team has means of reliably scaring out Mega Steelix like Starmie or Moltres. Refrain from letting Mega Steelix take unnecessary damage because that'll make it notably harder to switch it into threats like Mega Aerodactyl and Mimikyu. Furthermore, refrain from using Gyro Ball too often because it has low PP, and if Mega Steelix runs out of Gyro Ball PP, it cannot check dangerous threats like Latias and Togekiss. It is advised to scout against Pokemon like Scizor and Togekiss that often carry super effective coverage for Steel-types. Despite its ability to block Volt Switch, Mega Steelix should be wary of switching into certain Electric-types like Rotom-H and Mega Manectric that can hit it with a super effective Fire-type move. However, Mega Steelix's presence still prevents the aforementioned Electric-types from reliably using their Electric-type moves, so keep that in mind. If coupled with Wish support, prioritize healing Mega Steelix as soon as it takes damage, as it appreciates every bit of health to reliably act as a wall.

Team Options

Mega Steelix fits best into more balanced and defensive teams. Wish users like Alomomola and Blissey pair well with Mega Steelix because of their ability to heal it. Likewise, not only do Fairy-types like Sylveon and Florges have the ability to heal Mega Steelix, they also are able to check Fighting-types like Terrakion as well as cure status ailments from Mega Steelix with Heal Bell, which allows Mega Steelix to use Rest more reliably. Water-types like Jellicent and Slowbro generally pair well with Mega Steelix because they check Fire-types like Infernape and Volcanion, as well as other Water-types like Tentacruel and Swampert. Teammates like Mantine and Hydreigon can clear entry hazards for Mega Steelix and hence are a necessity in improving its walling capabilities. The former appreciates Mega Steelix's ability to check certain Electric-types like Rotom-H and Flamethrower Mega Manectric, while the latter appreciates Mega Steelix's ability to take on Fairy-types like Sylveon, Mega Altaria, and Klefki. Furthermore, Hydreigon appreciates Mega Steelix's Stealth Rock support to break down opposing teams more easily. Similarly, other Dragon-types like Latias and Haxorus appreciate Mega Steelix taking on Fairy-types. In return, they can check Fire-types like Infernape and Volcanion for Mega Steelix. Wallbreakers such as Moltres and Terrakion and setup sweepers like Latias and Scizor appreciate Mega Steelix's Stealth Rock support to break through certain cores and Pokemon more easily. Finally, special walls like Blissey and Florges can take on special attackers like Starmie and Primarina that threaten Mega Steelix out.

Other Options

Roar can be used to prevent certain setup sweepers like Scizor and Doublade from setting up on Mega Steelix, but Curse generally accomplishes the same goal more efficiently.

Checks and Counters

Water-types: Bulky Water-types like Swampert and Alomomola do not mind switching into Mega Steelix's STAB moves and threaten it out with super effective Water-type STAB attacks. However, they do not appreciate switching into Toxic. Similarly, offensive Water-types like Starmie, Primarina, and Volcanion threaten Mega Steelix out with powerful Water-type STAB moves, but they find it hard to switch into Mega Steelix's Earthquake.

Moltres: Moltres is able to switch into any of Mega Steelix's STAB moves and OHKO it with Fire Blast. Furthermore, it can reliably prevent Mega Steelix from setting up Stealth Rock thanks to the combination of Pressure and Defog. However, it doesn't appreciate switching into Toxic.

Special Attackers: While they can't directly switch into Mega Steelix, strong special attackers like Infernape, Chandelure, and Nidoking can take advantage of their powerful STAB moves to easily threaten Mega Steelix out. Furthermore, they can take advantage of Mega Steelix being forced out to set up with Nasty Plot, Calm Mind, or Substitute, respectively.

Fighting-types: Despite not being able to OHKO Mega Steelix, strong Fighting-types like Terrakion and Cobalion can deal lots of damage to Mega Steelix and force it out. Not only do special Fighting-types like Infernape and Lucario OHKO Mega Steelix with their powerful STAB moves, but they can also take advantage of a forced switch on Mega Steelix's part to set up with Nasty Plot.

Credits

Moves

 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
90
Accuracy
90%
PP
10
No additional effect.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
15
Raises the user's Speed by 2; user loses 100 kg.
 
Power
Accuracy
PP
10
Waits 2 turns; deals double the damage taken.
 
Power
15
Accuracy
85%
PP
20
Traps and damages the target for 4-5 turns.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
60
Accuracy
100%
PP
20
No additional effect. Hits adjacent Pokemon.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
60
Accuracy
100%
PP
20
30% chance to paralyze the target.
 
Power
85
Accuracy
100%
PP
10
No additional effect.
 
Power
60
Accuracy
90%
PP
10
Forces the target to switch to a random ally.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
250
Accuracy
100%
PP
5
Hits adjacent Pokemon. The user faints.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
65
Accuracy
95%
PP
15
10% chance to burn. 10% chance to flinch.
 
Power
Accuracy
30%
PP
5
OHKOs the target. Fails if user is a lower level.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
5
More power the slower the user than the target.
 
Power
Accuracy
PP
30
Raises the user's Defense by 1.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
10
More power the heavier the user than the target.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
65
Accuracy
95%
PP
15
10% chance to freeze. 10% chance to flinch.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
For 5 turns, the user has immunity to Ground.
 
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
PP
15
For 5 turns, Electric-type attacks have 1/3 power.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
Accuracy
PP
20
Attack depends on terrain (default Tri Attack).
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
20
Accuracy
100%
PP
20
Raises the user's Attack by 1 if hit during use.
 
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
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
25
Accuracy
90%
PP
10
Hits 2-5 times in one turn.
 
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
90%
PP
15
No additional effect.
 
Power
60
Accuracy
95%
PP
15
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
10
Raises Atk/Sp. Atk of grounded Grass types by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
Accuracy
85%
PP
40
Lowers the target's Defense by 2.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
200
Accuracy
100%
PP
5
Hits adjacent Pokemon. The user faints.
 
Power
130
Accuracy
100%
PP
10
Raises user's Defense by 1 on turn 1. Hits turn 2.
 
Power
80
Accuracy
75%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
Removes the target's Ground immunity.
 
Power
50
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
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
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
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
65
Accuracy
95%
PP
15
10% chance to paralyze. 10% chance to flinch.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
40
Accuracy
100%
PP
20
20% chance to make the foe(s) flinch.
 
Power
Accuracy
PP
10
Protects allies from multi-target moves this turn.
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