The problem of choosing Steel has a type to use in Monotype is that the types that have an advantqage against it are so commonly used. Fighting-, Fire-, Ground- are very good offensive options and there are many teams that use one of this types as a main type and the others as secondary types. On the other hand the Steel-type is pretty underwhelming when on the offensive and sometimes has to rely on stall tactics to be effective.
So, when using Steel to build a team it is necessary to always have in mind its counters and ways to deal with them. This team does not work very well, especially when Excadrill is involved, so all help is greatly appreciated.
Heatran @ Air Balloon
Ability: Flash Fire
Shiny: Yes
IVs: 0 Atk
- Stealth Rock
- Taunt
- Earth Power
- Magma Storm
Since Fire-type is a counter to Steel, having a pokémon with an immunity to it is a simple and effective idea. Heatran has Flash Fire to deal with Fire-attacks and an Air Balloon to help against its weakness to Ground. Stealth Rock is good option to use after considering Taunting the opponent to prevent a set-up. Earth Power deals with the opposing Heatran or Steel-type opponent and Magma Storm traps a favorable match on the field.
Metagross @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bullet Punch
- Earthquake
- Zen Headbutt
- Meteor Mash
I have a personal preference for Metagross, so this choice may be a mistake. It acts as a tank, using a boosted defense by Assault Vest and its bulk to take on neutral threats and Fighting types, since it is a Psychic pokémon. Bullet Punch is a STAB priority, Eartquake a neutral coverage move, and Zen Heabutt and Meteor Mash are the STABs.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Bisharp is a tough pokémon to use. Its main tactic is to enter against a match that can't do much to him, use Swords Dance to raise its Attack and them using Sucker Punch inflict heavy damage on its opponent until it faints. Knock Off and Iron Head are STABs that remove the opponent held item, and cause flinching respectively. However, Bisharp requires a great deal of prediction and that makes it difficult to use.
Lucario @ Choice Scarf
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Punch
- Blaze Kick
- Ice Punch
- Close Combat
Lucario is another pokémon I put in this team, but wish that I had another option. Since Dragons are difficult to deal with, I chose a pokémon witn a high Attack stat and acess to an Ice move. Lucario fulfilled this requisites and so I put it on the team. A Choice Scarf helps giving it an edge on Speed. Bullet Punch is a priority for when i don't feel safe even with the Scarf. Blaze Kick and Close Combat are coverage options, the last on with a STAB.
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Leech Seed
- Protect
- Flamethrower
- Heavy Slam
Celesteela is part Flying type so it is a counter against Ground-types. I chose a moveset directed to stalling. Leech Seed and Leftovers take care of recovering Cleesteela's HP and chipping away the opponent's. Protect helps Celesteela stall. Flamethrower deals with Steel-typed foes and Heavy Slam is a nice STAB. However, it is important to have in mind that Ground-types frquently have a Rock-type attack that can seriously damage Celesteela, so this choice is not as safe as it appears.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 224 HP / 252 Atk / 32 Spe
Lonely Nature
- Thunder Wave
- Energy Ball
- Iron Head
- Zen Headbutt
Jirachi is another Psychic to try to counter Fighting types. First, Jirachi uses Thunder Wave to paralyse its opponent and then hits them with its STABs Zen Headbutt and Iron Head which, when combined withe Serene Grace, can permanently block a counterattack. Energy Ball is a move against Ground- and Water-types.
So, when using Steel to build a team it is necessary to always have in mind its counters and ways to deal with them. This team does not work very well, especially when Excadrill is involved, so all help is greatly appreciated.

Heatran @ Air Balloon
Ability: Flash Fire
Shiny: Yes
IVs: 0 Atk
- Stealth Rock
- Taunt
- Earth Power
- Magma Storm
Since Fire-type is a counter to Steel, having a pokémon with an immunity to it is a simple and effective idea. Heatran has Flash Fire to deal with Fire-attacks and an Air Balloon to help against its weakness to Ground. Stealth Rock is good option to use after considering Taunting the opponent to prevent a set-up. Earth Power deals with the opposing Heatran or Steel-type opponent and Magma Storm traps a favorable match on the field.

Metagross @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bullet Punch
- Earthquake
- Zen Headbutt
- Meteor Mash
I have a personal preference for Metagross, so this choice may be a mistake. It acts as a tank, using a boosted defense by Assault Vest and its bulk to take on neutral threats and Fighting types, since it is a Psychic pokémon. Bullet Punch is a STAB priority, Eartquake a neutral coverage move, and Zen Heabutt and Meteor Mash are the STABs.

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Bisharp is a tough pokémon to use. Its main tactic is to enter against a match that can't do much to him, use Swords Dance to raise its Attack and them using Sucker Punch inflict heavy damage on its opponent until it faints. Knock Off and Iron Head are STABs that remove the opponent held item, and cause flinching respectively. However, Bisharp requires a great deal of prediction and that makes it difficult to use.

Lucario @ Choice Scarf
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Punch
- Blaze Kick
- Ice Punch
- Close Combat
Lucario is another pokémon I put in this team, but wish that I had another option. Since Dragons are difficult to deal with, I chose a pokémon witn a high Attack stat and acess to an Ice move. Lucario fulfilled this requisites and so I put it on the team. A Choice Scarf helps giving it an edge on Speed. Bullet Punch is a priority for when i don't feel safe even with the Scarf. Blaze Kick and Close Combat are coverage options, the last on with a STAB.

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Leech Seed
- Protect
- Flamethrower
- Heavy Slam
Celesteela is part Flying type so it is a counter against Ground-types. I chose a moveset directed to stalling. Leech Seed and Leftovers take care of recovering Cleesteela's HP and chipping away the opponent's. Protect helps Celesteela stall. Flamethrower deals with Steel-typed foes and Heavy Slam is a nice STAB. However, it is important to have in mind that Ground-types frquently have a Rock-type attack that can seriously damage Celesteela, so this choice is not as safe as it appears.

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 224 HP / 252 Atk / 32 Spe
Lonely Nature
- Thunder Wave
- Energy Ball
- Iron Head
- Zen Headbutt
Jirachi is another Psychic to try to counter Fighting types. First, Jirachi uses Thunder Wave to paralyse its opponent and then hits them with its STABs Zen Headbutt and Iron Head which, when combined withe Serene Grace, can permanently block a counterattack. Energy Ball is a move against Ground- and Water-types.