Steelix

Steelix

Rank #130SteelGround

HP
150
Atk
105
Def
220
SpA
75
SpD
85
Spe
50
Total685

Usage Format

Steelix Abilities

All Steelix Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
SteelixSteelix
SteelGround150105220758550685400
Mega SteelixMega SteelixSteelGround1501452507511550785740

Steelix Type Effectiveness

Weak to

Fighting2×Ground2×Fire2×Water2×

Resistant to

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

Immune to

Poison0×Electric0×

Damaged normally by

Ghost1×Grass1×Ice1×Dark1×

Steelix Moves

Usage Move Type Category Target Power Acc PP Prio Description
65.9%Heavy SlamSteelPhysicalSingle—100120The 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.
54.5%Wide GuardRockStatusOwn Side—∞12+3During the turn this move is used, the user protects its side from moves that target all allies.
51.2%High HorsepowerGroundPhysicalSingle9595120—
51%ProtectNormalStatusSelf—∞8+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.
42.8%Body PressFightingPhysicalSingle80100120The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat.
27.8%EarthquakeGroundPhysicalAll100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
16.6%Rock SlideRockPhysicalAll Foes7590120Has a 30% chance of making targets flinch.
14.5%Steel RollerSteelPhysicalSingle13010080Removes any terrain. This move fails if there is no terrain on the field.
9.2%Iron DefenseSteelStatusSelf—∞160Boosts the user’s Defense stat by 2 stages.
8.9%Iron HeadSteelPhysicalSingle80100160Has a 20% chance of making the target flinch.
—BindNormalPhysicalSingle1585200Gives the target the Bound status.
—Body SlamNormalPhysicalSingle85100160Has 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-EdgeNormalPhysicalSingle120100160The user takes 1/3 of the damage dealt by this move.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—FissureGroundPhysicalSingle—3080Knocks out the target. The accuracy of this move is fixed at 30%.
—DigGroundPhysicalSingle80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
—ScreechNormalStatusSingle—85200Lowers the target’s Defense stat by 2 stages.
—Self-DestructNormalPhysicalAll20010080The user faints upon using this move.
—RestPsychicStatusSelf—∞80Fully 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.
—SubstituteNormalStatusSelf—∞120The 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. Sound-based moves will hit the user through the substitute.
—SnoreNormalSpecialSingle50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
—CurseGhostStatusVaries—∞120The user loses 1/2 of its max HP to give the target the Cursed status.
—FlailNormalPhysicalSingle—100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
—Scary FaceNormalStatusSingle—100120Lowers the target’s Speed stat by 2 stages.
—SandstormRockStatusField—∞80Summons a sandstorm for 5 turns.
—EndureNormalStatusSelf—∞12+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.
—AttractNormalStatusSingle—100160Gives 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 TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—Iron TailSteelPhysicalSingle10075160Has a 30% chance of lowering the target’s Defense stat by 1 stage.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—CrunchDarkPhysicalSingle80100160Has a 20% chance of lowering the target’s Defense stat by 1 stage.
—Ancient PowerRockSpecialSingle6010080Has a 10% chance of boosting the user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage.
—FacadeNormalPhysicalSingle70100200This 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.
—TauntDarkStatusSingle—100200Gives the target the Taunted status.
—Rock TombRockPhysicalSingle6095160Lowers the target’s Speed stat by 1 stage.
—Sand TombGroundPhysicalSingle3585160Gives the target the Bound status.
—BlockNormalStatusSingle—∞80Gives the target the Can’t Escape status.
—Dragon DanceDragonStatusSelf—∞200Boosts the user’s Attack and Speed stats by 1 stage.
—Rock BlastRockPhysicalSingle2590120The user attacks 2 to 5 times in a row.
—Gyro BallSteelPhysicalSingle—10080The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150).
—PaybackDarkPhysicalSingle50100120This move’s power is doubled if the user attacks after the target.
—Magnet RiseElectricStatusSelf—∞120The user gains the Magnet Rise status.
—Rock PolishRockStatusSelf—∞200Boosts the user’s Speed stat by 2 stages.
—Dark PulseDarkSpecialSingle80100160Has a 20% chance of making the target flinch.
—Dragon PulseDragonSpecialSingle85100120—
—Earth PowerGroundSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—Thunder FangElectricPhysicalSingle6595160Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
—Ice FangIcePhysicalSingle6595160Has a 10% chance of freezing the target and a 10% chance of making the target flinch.
—Fire FangFirePhysicalSingle6595160Has a 10% chance of burning the target and a 10% chance of making the target flinch.
—Flash CannonSteelSpecialSingle80100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Stone EdgeRockPhysicalSingle1008080This move has a 1-stage Critical-Hit Ratio Boost.
—Stealth RockRockStatusFoe Side—∞200Gives the opponent’s side the Stealth Rock status.
—Head SmashRockPhysicalSingle1508080The user takes 1/2 of the damage dealt by this move.
—AutotomizeSteelStatusSelf—∞160—
—Smack DownRockPhysicalSingle50100160If the target is off the ground, it gains the Landed status. This move can hit a target that has the Sky-High status.
—RoundNormalSpecialSingle60100160If 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.
—BulldozeGroundPhysicalAll60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
—Dragon TailDragonPhysicalSingle609012-6If 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 RunGroundPhysicalSingle8095120This move has a 1-stage Critical-Hit Ratio Boost.
—Brutal SwingDarkPhysicalAll60100200—
—Psychic FangsPsychicPhysicalSingle85100120Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
—Stomping TantrumGroundPhysicalSingle75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
—Breaking SwipeDragonPhysicalAll Foes60100160Lowers targets’ Attack stats by 1 stage.
—Steel BeamSteelSpecialSingle1409580After attacking, the user takes damage equal to 1/2 of its max HP.
—Meteor BeamRockSpecialSingle12090120The 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 SandsGroundSpecialSingle70100120Has a 30% chance of burning the target. Cures the user and target of being frozen.