#0208.1
Mega Steelix

Mega Steelix

Ground Steel

Abilities

  • Sand Force Boosts the power of the Pokémon's Rock-, Ground-, and Steel-type moves by 30% in a sandstorm.

Stat Points

HP
75
ATK
125
DEF
230
Sp. Atk
55
Sp. Def
95
SPE
30

Weakness and Resistance

2x ⦿ Super Effective
Fire Water Fighting Ground
1x – Normal
Grass Ice Ghost Dark
0.5x △ Resists
Normal Flying Psychic Bug Dragon Steel Fairy
0.25x ▼ Mostly Ineffective
Rock
0x × Immune
Electric Poison

Learnable Moves (65)

Name Type Category Power PP Description
Ancient Power special 60 8 Has a 10% chance of boosting the user's Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage.
Attract status - 16 Gives the target the Infatuated status, where the Pokémon has a 50% chance of being unable to use moves while the Pokemon that gave the status is in the field. This move will fail against a target that is the same gender as the user or whose gender is unknown.
Bind physical 15 20 Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out.
Block status - 8 Gives the target the Can't Escape status, where the Pokémon cannot be switched out.
Body Press physical 80 12 The damage dealt by this move is calculated using the user's Defense stat instead of its Attack stat.
Body Slam physical 85 16 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.
Breaking Swipe physical 60 16 Lowers targets' Attack stats by 1 stage.
Brutal Swing physical 60 20 —
Bulldoze physical 60 20 Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Crunch physical 80 16 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Curse status - 12 Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage.
Dark Pulse special 80 16 Has a 20% chance of making the target flinch.
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Double-Edge physical 120 16 The user takes 1/3 of the damage dealt by this move.
Dragon Dance status - 20 Boosts the user's Attack and Speed stats by 1 stage.
Dragon Pulse special 85 12 —
Drill Run physical 80 12 This move has a 1-stage Critical-Hit Ratio Boost.
Earth Power special 90 12 Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Earthquake physical 100 12 This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
Endure status - 12 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.
Facade physical 70 20 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.
Fire Fang physical 65 16 Has a 10% chance of burning the target and a 10% chance of making the target flinch.
Fissure physical - 8 Knocks out the target. The accuracy of this move is fixed at 30%.
Flail physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Flash Cannon special 80 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Gyro Ball physical - 8 The lower the user's Speed stat compared to the target's, the greater this move's power (ranging between 1 and 150).
Head Smash physical 150 8 The user takes 1/2 of the damage dealt by this move.
Heavy Slam physical - 12 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.
High Horsepower physical 95 12 —
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Ice Fang physical 65 16 Has a 10% chance of freezing the target and a 10% chance of making the target flinch.
Iron Defense status - 16 Boosts the user's Defense stat by 2 stages.
Iron Head physical 80 16 Has a 20% chance of making the target flinch.
Iron Tail physical 100 16 Has a 30% chance of lowering the target's Defense stat by 1 stage.
Magnet Rise status - 12 The user gains the Magnet Rise status, where it makes the user float off the ground. The Pokemon becomes immuned to Ground-type moves, as well as Spikes and other hazards.
Meteor Beam special 120 12 The user gains the Charging status, where the Pokémon spends 1 turn charging before using a move, 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.
Payback physical 50 12 This move's power is double if the user attacks after the target.
Protect status - 8 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.
Psychic Fangs physical 85 12 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target's side.
Rest status - 8 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.
Rock Blast physical 25 12 The user attacks 2 to 5 times in a row.
Rock Polish status - 20 Boosts the user's Speed stat by 2 stages.
Rock Slide physical 75 12 Has a 30% chance of making targets flinch.
Rock Tomb physical 60 16 Lowers the target's Speed stat by 1 stage.
Round special 60 16 If multiple Pokémon 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.
Sand Tomb physical 35 16 Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out.
Sandstorm status - 8 Summons a sandstorm for 5 turns.
Scary Face status - 12 Lowers the target's Speed stat by 2 stages.
Scorching Sands special 70 12 Has a 30% chance of burning the target. Cures the user and target of being frozen.
Screech status - 20 Lowers the target's Defense stat by 2 stages.
Self-Destruct physical 200 8 The user faints upon using this move.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Smack Down physical 50 16 If the target is off the ground, it gains the Landed status, where the Pokémon is now grounded and can be affected by Ground-type moves. This move can hit a target that has the Sky-High status.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Stealth Rock status - 20 Gives the opponent's side the Stealth Rock status, where Pokémon that switch into battle will take damage equal to 1/8 of their max HP. This damage differs depending on the Pokémon's type matchup with the Rock type.
Steel Beam special 140 8 After attacking, the user takes damage equal to 1/2 of its max HP.
Steel Roller physical 130 8 Removes any terrain. This move fails if there is no terrain on the field.
Stomping Tantrum physical 75 12 This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
Stone Edge physical 100 8 This move has a 1-stage Critical-Hit Ratio Boost.
Substitute status - 12 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.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Taunt status - 20 Gives the target the Taunted status, where the Pokémon can only use attacks.
Thunder Fang physical 65 16 Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
Wide Guard status - 12 During the turn this move is used, the user protects its side from moves that target all allies.