Mega Steelix
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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 |
|---|
| 150 | 105 | 220 | 75 | 85 | 50 | 685 | 400 | ||
| 150 | 145 | 250 | 75 | 115 | 50 | 785 | 740 |
Mega Steelix Type Effectiveness
Weak to
Resistant to
Immune to
Damaged normally by
Mega Steelix Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 78.9% | Heavy Slam | — | 100 | 12 | 0 | The 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 Guard | — | ∞ | 12 | +3 | During the turn this move is used, the user protects its side from moves that target all allies. | ||
| 65.2% | Protect | — | ∞ | 8 | +4 | The 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 Horsepower | 95 | 95 | 12 | 0 | — | ||
| 42.2% | Body Press | 80 | 100 | 12 | 0 | The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat. | ||
| 23% | Earthquake | 100 | 100 | 12 | 0 | This 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 Slide | 75 | 90 | 12 | 0 | Has a 30% chance of making targets flinch. | ||
| 7.1% | Iron Head | 80 | 100 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| 4.6% | Iron Defense | — | ∞ | 16 | 0 | Boosts the user’s Defense stat by 2 stages. | ||
| 4.6% | Steel Roller | 130 | 100 | 8 | 0 | Removes any terrain. This move fails if there is no terrain on the field. | ||
| — | Bind | 15 | 85 | 20 | 0 | Gives the target the Bound status. | ||
| — | Body Slam | 85 | 100 | 16 | 0 | Has 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-Edge | 120 | 100 | 16 | 0 | The user takes 1/3 of the damage dealt by this move. | ||
| — | Hyper Beam | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Fissure | — | 30 | 8 | 0 | Knocks out the target. The accuracy of this move is fixed at 30%. | ||
| — | Dig | 80 | 100 | 12 | 0 | The user gains the Underground status on the turn this move is used, then attacks on the following turn. | ||
| — | Screech | — | 85 | 20 | 0 | Lowers the target’s Defense stat by 2 stages. | ||
| — | Self-Destruct | 200 | 100 | 8 | 0 | The user faints upon using this move. | ||
| — | Rest | — | ∞ | 8 | 0 | Fully 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. | ||
| — | Substitute | — | ∞ | 12 | 0 | The 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. | ||
| — | Snore | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Curse | — | ∞ | 12 | 0 | The user loses 1/2 of its max HP to give the target the Cursed status. | ||
| — | Flail | — | 100 | 16 | 0 | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). | ||
| — | Scary Face | — | 100 | 12 | 0 | Lowers the target’s Speed stat by 2 stages. | ||
| — | Sandstorm | — | ∞ | 8 | 0 | Summons a sandstorm for 5 turns. | ||
| — | Endure | — | ∞ | 12 | +4 | During 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. | ||
| — | Attract | — | 100 | 16 | 0 | Gives 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 Talk | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Iron Tail | 100 | 75 | 16 | 0 | Has a 30% chance of lowering the target’s Defense stat by 1 stage. | ||
| — | Sunny Day | — | ∞ | 8 | 0 | Summons harsh sunlight for 5 turns. | ||
| — | Crunch | 80 | 100 | 16 | 0 | Has a 20% chance of lowering the target’s Defense stat by 1 stage. | ||
| — | Ancient Power | 60 | 100 | 8 | 0 | Has a 10% chance of boosting the user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage. | ||
| — | Facade | 70 | 100 | 20 | 0 | This 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. | ||
| — | Taunt | — | 100 | 20 | 0 | Gives the target the Taunted status. | ||
| — | Rock Tomb | 60 | 95 | 16 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| — | Sand Tomb | 35 | 85 | 16 | 0 | Gives the target the Bound status. | ||
| — | Block | — | ∞ | 8 | 0 | Gives the target the Can’t Escape status. | ||
| — | Dragon Dance | — | ∞ | 20 | 0 | Boosts the user’s Attack and Speed stats by 1 stage. | ||
| — | Rock Blast | 25 | 90 | 12 | 0 | The user attacks 2 to 5 times in a row. | ||
| — | Gyro Ball | — | 100 | 8 | 0 | The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150). | ||
| — | Payback | 50 | 100 | 12 | 0 | This move’s power is doubled if the user attacks after the target. | ||
| — | Magnet Rise | — | ∞ | 12 | 0 | The user gains the Magnet Rise status. | ||
| — | Rock Polish | — | ∞ | 20 | 0 | Boosts the user’s Speed stat by 2 stages. | ||
| — | Dark Pulse | 80 | 100 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Dragon Pulse | 85 | 100 | 12 | 0 | — | ||
| — | Earth Power | 90 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Giga Impact | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Thunder Fang | 65 | 95 | 16 | 0 | Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch. | ||
| — | Ice Fang | 65 | 95 | 16 | 0 | Has a 10% chance of freezing the target and a 10% chance of making the target flinch. | ||
| — | Fire Fang | 65 | 95 | 16 | 0 | Has a 10% chance of burning the target and a 10% chance of making the target flinch. | ||
| — | Flash Cannon | 80 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Stone Edge | 100 | 80 | 8 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Stealth Rock | — | ∞ | 20 | 0 | Gives the opponent’s side the Stealth Rock status. | ||
| — | Head Smash | 150 | 80 | 8 | 0 | The user takes 1/2 of the damage dealt by this move. | ||
| — | Autotomize | — | ∞ | 16 | 0 | — | ||
| — | Smack Down | 50 | 100 | 16 | 0 | If the target is off the ground, it gains the Landed status. This move can hit a target that has the Sky-High status. | ||
| — | Round | 60 | 100 | 16 | 0 | If 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. | ||
| — | Bulldoze | 60 | 100 | 20 | 0 | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | ||
| — | Dragon Tail | 60 | 90 | 12 | -6 | If 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 Run | 80 | 95 | 12 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Brutal Swing | 60 | 100 | 20 | 0 | — | ||
| — | Psychic Fangs | 85 | 100 | 12 | 0 | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. | ||
| — | Stomping Tantrum | 75 | 100 | 12 | 0 | This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn. | ||
| — | Breaking Swipe | 60 | 100 | 16 | 0 | Lowers targets’ Attack stats by 1 stage. | ||
| — | Steel Beam | 140 | 95 | 8 | 0 | After attacking, the user takes damage equal to 1/2 of its max HP. | ||
| — | Meteor Beam | 120 | 90 | 12 | 0 | The 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 Sands | 70 | 100 | 12 | 0 | Has a 30% chance of burning the target. Cures the user and target of being frozen. |