Steelix

#208 · Iron Snake Pokémon

Steelix

steelground

This Pokémon evolved through use of a strange item. Its body is coated with steel powder and notably hard—not even diamond can leave so much as a scratch.

Steelix

Steelix

steelground

Base stats

HP75
Attack85
Defense200
Sp. Atk55
Sp. Def65
Speed30
Total510

Abilities

  • Rock Head

    This Pokemon does not take recoil damage besides Struggle/Life Orb/crash damage.

  • Sturdy

    If this Pokemon is at full HP, it survives one hit with at least 1 HP. Immune to OHKO.

  • Sheer Force Hidden

    This Pokemon's attacks with secondary effects have 1.3× power; nullifies the effects.

Mega Steelix

Mega Steelix

steelground
Steelixite

Base stats

HP75
Attack125
Defense230
Sp. Atk55
Sp. Def95
Speed30
Total610

Abilities

  • Sand Force

    This Pokemon's Ground/Rock/Steel attacks do 1.3× in Sandstorm; immunity to it.

Learnable moves 66

MoveTypeClassPowerAccPPForms
Ancient Power 10% chance to raise the user's Attack by 1 stage. 10% chance to raise the user's Defense by 1 stage. 10% chance to raise the user's Sp. Atk by 1 stage. 10% chance to raise the user's Sp. Def by 1 stage. 10% chance to raise the user's Speed by 1 stage.rockspecial60100%5All
Attract Infatuates the target.normalstatus—100%15All
Bind Traps the target for 5 to 6 turns.normalphysical1585%20All
Block Prevents the target from leaving battle.normalstatus——5All
Body Press Damage is calculated using the user's Defense stat as its Attack, including stat stage changes.fightingphysical80100%10All
Body Slam 30% chance to paralyze the target.normalphysical85100%15All
Breaking Swipe Lowers opposing Pokémon's Attack by 1 stage.dragonphysical60100%15All
Brutal Swing Inflicts regular damage with no additional effect.darkphysical60100%20All
Bulldoze Lowers every other Pokémon's Speed by 1 stage.groundphysical60100%20All
Crunch 20% chance to lower the target's Defense by 1 stage.darkphysical80100%15All
Curse Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.ghoststatus——10All
Dark Pulse 20% chance to make the target flinch.darkspecial80100%15All
Dig User digs underground, dodging all attacks, and hits next turn.groundphysical80100%10All
Double-Edge User takes 33% of the damage dealt as recoil.normalphysical120100%15All
Dragon Dance Raises the user's Attack by 1 stage. Raises the user's Speed by 1 stage.dragonstatus——20All
Dragon Pulse Inflicts regular damage with no additional effect.dragonspecial85100%10All
Dragon Tail Priority -6: usually moves last.dragonphysical6090%10All
Drill Run Critical hit ratio raised by 1.groundphysical8095%10All
Earth Power 10% chance to lower the target's Sp. Def by 1 stage.groundspecial90100%10All
Earthquake Inflicts regular damage and can hit Dig users.groundphysical100100%10All
Endure Priority +4: usually moves first.normalstatus——10All
Facade Power doubles if user is burned, paralyzed, or poisoned.normalphysical70100%20All
Fire Fang 10% chance to burn the target. 10% chance to make the target flinch.firephysical6595%15All
Fissure One-hit KO if it connects.groundphysical—30%5All
Flail Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.normalphysical—100%15All
Flash Cannon 10% chance to lower the target's Sp. Def by 1 stage.steelspecial80100%10All
Giga Impact User foregoes its next turn to recharge.normalphysical15090%5All
Gyro Ball Power raises when the user has lower Speed, up to a maximum of 150.steelphysical—100%5All
Head Smash User takes 50% of the damage dealt as recoil.rockphysical15080%5All
Heavy Slam Power is higher when the user weighs more than the target, up to a maximum of 120.steelphysical—100%10All
High Horsepower Inflicts regular damage with no additional effect.groundphysical9595%10All
Hyper Beam User foregoes its next turn to recharge.normalspecial15090%5All
Ice Fang 10% chance to freeze the target. 10% chance to make the target flinch.icephysical6595%15All
Iron Defense Raises the user's Defense by 2 stages.steelstatus——15All
Iron Head 30% chance to make the target flinch.steelphysical80100%15All
Iron Tail 30% chance to lower the target's Defense by 1 stage.steelphysical10075%15All
Magnet Rise User is immune to Ground moves and effects for five turns.electricstatus——10All
Meteor Beam Requires a turn to charge before attacking. Raises the users Special Attack by 1 stage after the first turn.rockspecial12090%10All
Payback Power is doubled if the target has already moved this turn.darkphysical50100%10All
Protect Inflicts protect on the user. Priority +4: usually moves first.normalstatus——10All
Psychic Fangs Destroys Reflect and Light Screen.psychicphysical85100%10All
Rest User sleeps for two turns, completely healing itself.psychicstatus——5All
Rock Blast Hits 2 to 5 times.rockphysical2590%10All
Rock Polish Raises the user's Speed by 2 stages.rockstatus——20All
Rock Slide 30% chance to make opposing Pokémon flinch.rockphysical7590%10All
Rock Tomb Lowers the target's Speed by 1 stage.rockphysical6095%15All
Round Has double power if it’s used more than once per turn.normalspecial60100%15All
Sand Tomb Traps the target for 5 to 6 turns.groundphysical3585%15All
Sandstorm Changes the weather to a sandstorm for five turns.rockstatus——10All
Scary Face Lowers the target's Speed by 2 stages.normalstatus—100%10All
Scorching Sands 30% chance to burn the target.groundspecial70100%10All
Screech Lowers the target's Defense by 2 stages.normalstatus—85%40All
Self-Destruct User faints.normalphysical200100%5All
Sleep Talk Randomly uses one of the user’s other three moves. Only works if the user is sleeping.normalstatus——10All
Smack Down Removes any immunity to Ground damage.rockphysical50100%15All
Snore 30% chance to make the target flinch.normalspecial50100%15All
Stealth Rock Causes damage when opposing Pokémon switch in.rockstatus——20All
Steel Beam Inflicts damage, and the user takes damage equal to half of its max HP, rounded up.steelspecial14095%5All
Steel Roller Ends the effect of Electric, Grassy, Misty, or Psychic Terrains. Fails if no Terrain is active.steelphysical130100%5All
Stomping Tantrum Has double power if the user’s last move failed.groundphysical75100%10All
Stone Edge Critical hit ratio raised by 1.rockphysical10080%5All
Substitute Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.normalstatus——10All
Sunny Day Changes the weather to sunny for five turns.firestatus——5All
Taunt For the next few turns, the target can only use damaging moves.darkstatus—100%20All
Thunder Fang 10% chance to paralyze the target. 10% chance to make the target flinch.electricphysical6595%15All
Wide Guard Priority +3: usually moves first.rockstatus——10All