Mega Steelix

Mega Steelix

SteelGround

HP
150
Atk
145
Def
250
SpA
75
SpD
115
Spe
50
Total785

Usage Format

Mega Steelix Abilities

All Steelix Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
SteelixSteelixSteelGround150105220758550685400
Mega SteelixMega Steelix
SteelGround1501452507511550785740

Mega Steelix Type Effectiveness

Weak to

FightingGroundFireWater

Resistant to

Normal½×Flying½×Bug½×Steel½×Psychic½×Dragon½×Fairy½×Rock¼×

Immune to

PoisonElectric

Damaged normally by

GhostGrassIceDark

Mega Steelix Moves

Usage Move Type Category Power Acc PP Prio Description
78.9%Heavy SlamSteelPhysical100120The more the user outweighs the target, the greater this move’s power (ranging between 40 and 120). If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
67.3%Wide GuardRockStatus12+3During the turn this move is used, the user protects its side from moves that target all allies.
65.2%ProtectNormalStatus8+4The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
55%High HorsepowerGroundPhysical9595120
42.2%Body PressFightingPhysical80100120The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat.
23%EarthquakeGroundPhysical100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
14.6%Rock SlideRockPhysical7590120Has a 30% chance of making targets flinch.
7.1%Iron HeadSteelPhysical80100160Has a 20% chance of making the target flinch.
4.6%Iron DefenseSteelStatus160Boosts the user’s Defense stat by 2 stages.
4.6%Steel RollerSteelPhysical13010080Removes any terrain. This move fails if there is no terrain on the field.
BindNormalPhysical1585200Gives the target the Bound status.
Body SlamNormalPhysical85100160Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Double-EdgeNormalPhysical120100160The user takes 1/3 of the damage dealt by this move.
Hyper BeamNormalSpecial1509080The user gains the Recharging status on the turn after this move is used.
FissureGroundPhysical3080Knocks out the target. The accuracy of this move is fixed at 30%.
DigGroundPhysical80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
ScreechNormalStatus85200Lowers the target’s Defense stat by 2 stages.
Self-DestructNormalPhysical20010080The user faints upon using this move.
RestPsychicStatus80Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full.
SubstituteNormalStatus120The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP.
SnoreNormalSpecial50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
CurseGhostStatus120The user loses 1/2 of its max HP to give the target the Cursed status.
FlailNormalPhysical100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
Scary FaceNormalStatus100120Lowers the target’s Speed stat by 2 stages.
SandstormRockStatus80Summons a sandstorm for 5 turns.
EndureNormalStatus12+4During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
AttractNormalStatus100160Gives the target the Infatuated status. This move will fail against a target that is the same gender as the user or whose gender is unknown.
Sleep TalkNormalStatus120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Iron TailSteelPhysical10075160Has a 30% chance of lowering the target’s Defense stat by 1 stage.
Sunny DayFireStatus80Summons harsh sunlight for 5 turns.
CrunchDarkPhysical80100160Has a 20% chance of lowering the target’s Defense stat by 1 stage.
Ancient PowerRockSpecial6010080Has a 10% chance of boosting the user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage.
FacadeNormalPhysical70100200This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
TauntDarkStatus100200Gives the target the Taunted status.
Rock TombRockPhysical6095160Lowers the target’s Speed stat by 1 stage.
Sand TombGroundPhysical3585160Gives the target the Bound status.
BlockNormalStatus80Gives the target the Can’t Escape status.
Dragon DanceDragonStatus200Boosts the user’s Attack and Speed stats by 1 stage.
Rock BlastRockPhysical2590120The user attacks 2 to 5 times in a row.
Gyro BallSteelPhysical10080The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150).
PaybackDarkPhysical50100120This move’s power is doubled if the user attacks after the target.
Magnet RiseElectricStatus120The user gains the Magnet Rise status.
Rock PolishRockStatus200Boosts the user’s Speed stat by 2 stages.
Dark PulseDarkSpecial80100160Has a 20% chance of making the target flinch.
Dragon PulseDragonSpecial85100120
Earth PowerGroundSpecial90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Giga ImpactNormalPhysical1509080The user gains the Recharging status on the turn after this move is used.
Thunder FangElectricPhysical6595160Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
Ice FangIcePhysical6595160Has a 10% chance of freezing the target and a 10% chance of making the target flinch.
Fire FangFirePhysical6595160Has a 10% chance of burning the target and a 10% chance of making the target flinch.
Flash CannonSteelSpecial80100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Stone EdgeRockPhysical1008080This move has a 1-stage Critical-Hit Ratio Boost.
Stealth RockRockStatus200Gives the opponent’s side the Stealth Rock status.
Head SmashRockPhysical1508080The user takes 1/2 of the damage dealt by this move.
AutotomizeSteelStatus160
Smack DownRockPhysical50100160If the target is off the ground, it gains the Landed status. This move can hit a target that has the Sky-High status.
RoundNormalSpecial60100160If multiple Pokemon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
BulldozeGroundPhysical60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Dragon TailDragonPhysical609012-6If there are other Pokemon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokemon at random.
Drill RunGroundPhysical8095120This move has a 1-stage Critical-Hit Ratio Boost.
Brutal SwingDarkPhysical60100200
Psychic FangsPsychicPhysical85100120Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Stomping TantrumGroundPhysical75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
Breaking SwipeDragonPhysical60100160Lowers targets’ Attack stats by 1 stage.
Steel BeamSteelSpecial1409580After attacking, the user takes damage equal to 1/2 of its max HP.
Meteor BeamRockSpecial12090120The user gains the Charging status on the turn this move is used, then attacks on the following turn. The user’s Sp. Atk stat is boosted by 1 stage on the turn this move is used.
Scorching SandsGroundSpecial70100120Has a 30% chance of burning the target. Cures the user and target of being frozen.