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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
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
UnderUsed
Tank96

Evolutions

Strategies

  • en
Written by SM979

Overview

Steelix's Mega Evolution grants it better Attack, Defense, and Special Defense stats. Most notable is its sky-high base 230 Defense stat, tying with Mega Aggron's. Mega Steelix faces hefty competition from Mega Aggron, which is an arguably better tank because of its ability, Filter; however, Mega Steelix does have more special bulk than Mega Aggron as well as a stronger Earthquake and a far better defensive typing before it Mega Evolves. Mega Steelix's fantastic defensive typing in Steel / Ground gives it a plethora of resistances and two immunities, which let Mega Steelix wall the well-known VoltTurn combination, being immune to Volt Switch and resistant to U-turn. Mega Steelix, however, misses out on the passive recovery that Leftovers would give it. Despite that, Mega Steelix is still a good Pokemon, having access to amazing STAB attacks such as Heavy Slam and Earthquake as well as great utility moves including Stealth Rock and Roar, although it misses out on Thunder Wave, which Mega Aggron gets.

Tank

Move 1
Move 2
  • Roar
    Forces the target to switch to a random ally.
    TypeNormal
    Priority-6
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%
Move 3
  • Heavy Slam
    More power the heavier the user than the target.
    TypeSteel
    CategoryPhysical
    Accuracy100%
Move 4
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%

Moves

Thanks to Mega Steelix's massive Defense stat and great defensive typing, it gets many opportunities to set up Stealth Rock at no cost. Roar is a reliable phazing tool that forces out the opposing Pokemon, racking up Stealth Rock damage on the opponent's team. Dragon Tail is always an option over Roar but is less reliable since Fairy-types are immune to it, it is only 90% accurate, and it does not bypass Substitute or Protect. On the other hand, Toxic can be used to cripple walls such as Vaporeon, Suicune, Swampert, and Alomomola. Heavy Slam is a great option for Mega Steelix, as most of the time it will be at full power due to Mega Steelix's substantial weight, while Earthquake is a more reliable STAB option.

Set Details

252 HP EVs, 56 Defense EVs, and an Impish nature guarantee that Mega Steelix will survive a Life Orb-boosted Flare Blitz from Jolly Darmanitan while hitting a jump point in Defense. The remaining EVs are placed into Special Defense, making it easier for Mega Steelix to take special attacks.

Usage Tips

After setting up Stealth Rock, use Mega Steelix's fantastic physical bulk to take hits and retaliate with strong STAB attacks. Use Roar to rack up as much entry hazard damage on the opposing side as possible, weakening the opponent's Pokemon and making it easier for one of yours to clean up late-game.

Team Options

Specially bulky Pokemon such as Blissey, Florges, and Aromatisse are good teammates for Mega Steelix because they form a great defensive core with it and make up for its lack of recovery with Wish. Bulky Water-types such as Vaporeon, Slowking, and Alomomola provide great synergy with Mega Steelix, as they resist the Fire- and Water-type attacks that often come its way, and Mega Steelix is immune to the Electric-type attacks that could be coming their way; Vaporeon and Alomomola in particular can pass huge Wishes to Mega Steelix. Grass-type Pokemon such as Roserade and Chesnaught can deal with the bulky Water-types that Mega Steelix has a hard time with and can also set up Spikes. Crobat is a good partner for Mega Steelix because it can deal with the Fighting-type Pokemon that threaten Mega Steelix. Spinblockers such as Chandelure and Trevenant are great partners for Mega Steelix because they prevent the success of Rapid Spin.

Other Options

Gyro Ball is an option over Heavy Slam due to Mega Steelix's abysmal Speed, but it is generally inferior because it has fewer PP. Stone Edge and Rock Slide are both viable options to hit Flying-type Pokemon for super effective damage.

Checks and Counters

Bulky Water-types: Bulky Water-type Pokemon such as Mega Blastoise, Vaporeon, Suicune, Swampert, and Alomomola take minimal damage from Mega Steelix and threaten it out with Scald.

Rapid Spin Users: Rapid Spin users such as Mega Blastoise, Forretress, and Donphan can get rid of Stealth Rock and take pitiful damage from Mega Steelix's attacks.

Rotom-H: Rotom-H is immune to Earthquake, is 4x resistant to Heavy Slam, and can OHKO Mega Steelix with Overheat.

Strong Special Attackers: Nidoking and Chandelure are both great examples of special attackers that can OHKO Mega Steelix. They do, however, have trouble switching into it.

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
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
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
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
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
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
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
50
Accuracy
100%
PP
35
No additional effect.
 
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.
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