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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
RarelyUsed
Tank96

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
RarelyUsed
Tank96

Evolutions

Strategies

Written by BloodAce

Overview

Steelix carves a niche in the RU metagame with its ability to check physically offensive threats such as Tyrantrum thanks to its colossal Defense and solid defensive typing that grants it resistances to Normal, Rock, Steel, and Dragon. A 4x resistance to Stealth Rock combined with Leftovers allows Steelix to easily preserve Sturdy and act as an emergency check to threats such as Salazzle. However, a lack of reliable recovery means Steelix is easily worn down when switching into repeated attacks. Unlike other Steel-types such as Bronzong and Registeel, Steelix lacks a resistance to Ice or Grass, requiring teams to find other checks to Ice- and Grass-types. Additionally, Steelix's weakness to common types such as Water, Fighting, and Fire, poor special bulk, and relatively low Attack leave it exploitable by prominent threats such as Mega Blastoise, Shaymin, and Bewear.

Tank

Move 1
Move 2
  • Heavy Slam
    More power the heavier 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
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%

Moves

Stealth Rock enables Steelix to pressure opposing Pokemon with residual damage. Heavy Slam is Steelix's primary STAB move and allows it to hit Pokemon such as Florges and Diancie. Earthquake hits opposing Steel-types such as Metagross as well as hitting Fire-types such as Ninetales and Arcanine on the switch. Toxic allows Steelix to cripple bulky Water-types such as Mega Blastoise, Seismitoad, and Mantine, which would otherwise take advantage of it.

Set Details

Investment in HP and Defense enhances Steelix's ability to check physical attackers like Tyrantrum. Leftovers provides Steelix with passive recovery and a way to regain Sturdy. Sturdy guarantees Steelix will survive at least one hit, allowing it to reliably set Stealth Rock or attack threats such as Salazzle.

Usage Tips

Bring Steelix in against Pokemon it can check such as Tyrantrum in order to set Stealth Rock, but keep in mind that Steelix needs to stay relatively healthy in order to beat them. Preserve Sturdy when possible, as it allows Steelix to guarantee the removal of threatening sweepers such as Salazzle, Houndoom, and Barbaracle. Cripple bulky Water-types such as Mega Blastoise and Mantine with Toxic on the switch.

Team Options

Steelix works best on defensive teams thanks to its solid role compression. It appreciates Pokemon that can handle bulky Water-types such as Roserade and Shaymin. Entry hazard removers such as Mantine and Mega Blastoise can clear hazards for Steelix, limiting its tendency to get worn down. Both of these Pokemon also appreciate Steelix's ability to check Electric-types such as Raikou. Clerics such as Florges and Vaporeon have the ability to heal Steelix with Wish. Florges also has the ability to check Fighting-types such as Bewear thanks to its Fairy typing.

Other Options

Gyro Ball with a Brave nature can be used instead of Heavy Slam to take advantage of Steelix's low Speed but fails to hit opposing slow Pokemon such as Florges for significant damage. Curse can be used to increase Steelix's offensive presence and make it harder to KO, allowing Steelix to better deal with Pokemon such as Metagross.

Checks and Counters

Water-types: Mega Blastoise and Mantine can easily switch into Steelix's attacks and force Steelix out. However, they dislike switching into Toxic. Other Water-types such as Refresh Milotic, Seismitoad, and trapper Araquanid do not mind switching into Toxic, though.

Special Attackers: Powerful special attackers such as Salazzle, Ninetales, and Houndoom are able to easily KO Steelix once Sturdy is broken. Mega Ampharos is especially notable because it can OHKO Steelix through Sturdy with Mold Breaker Focus Blast. None of these special attackers are able to safely switch into Steelix, however.

Grass-types: Shaymin and Virizion are able to easily switch into Earthquake and deal massive damage to Steelix. Roserade and Mega Abomasnow can also deal significant damage to Steelix but are unable to switch into Heavy Slam.

Fighting-types: Bewear and Machamp can OHKO Steelix if Sturdy is broken, and Bewear is able to switch into Heavy Slam thanks to its ability Fluffy.

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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