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#0208

Mega Steelix

Mega Steelix
SteelGround

Height 10.5 m·Weight 740.0 kg

Base stats

HP
75
Atk
125
Def
230
SpA
55
SpD
95
Spe
30
Total610

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

  • Sand Force

    Rock·Ground·Steel moves ×1.3 in a sandstorm

Learnable moves

67 moves
  • Bind

    Traps for 2-5 turns, dealing 1/8 max HP each turn

    Power 15Acc. 85PP 20
    Contact
  • 30% chance: paralysis

    Power 85Acc. 100PP 16
    ContactStomp
  • Recoil: 33% of damage dealt

    Power 120Acc. 100PP 16
    Contact
  • User must recharge next turn

    Power 150Acc. 90PP 8
  • Lowers target's Defense by 2

    Power Acc. 85PP 20
    Sound
  • User faints

    Power 200Acc. 100PP 8
  • Pays 1/4 max HP to make a substitute

    Power Acc. PP 12
  • 30% chance: flinch

    Power 50Acc. 100PP 16
    Sound
  • More power the less HP the user has left (max 200)

    Power Acc. 100PP 16
    Contact
  • [Priority +4] Blocks moves this turn; success drops to 1/3 if used in succession

    Power Acc. PP 8
  • Lowers target's Speed by 2

    Power Acc. 100PP 12
  • [Priority +4] Survives this turn with at least 1 HP; success drops to 1/3 in succession

    Power Acc. PP 12
  • Inflicts infatuation

    Power Acc. 100PP 16
  • While asleep, uses one of the user's other moves at random

    Power Acc. PP 12
  • Double power if the user is burned, paralyzed, or poisoned

    Power 70Acc. 100PP 20
    Contact
  • Prevents the target from switching out

    Power Acc. PP 8
  • User must recharge next turn

    Power 150Acc. 90PP 8
    Contact
  • Double power if used consecutively in the same turn

    Power 60Acc. 100PP 16
    Sound
  • Sets sunny weather for 5 turns

    Power Acc. PP 8
  • 10% chance: burn · 10% chance: flinch

    Power 65Acc. 95PP 16
    ContactBite
  • User is immune to Ground moves for 5 turns

    Power Acc. PP 12
    Airborne
  • 10% chance: paralysis · 10% chance: flinch

    Power 65Acc. 95PP 16
    ContactBite
  • 10% chance: freeze · 10% chance: flinch

    Power 65Acc. 95PP 16
    ContactBite
  • Uses the user's Defense to calculate damage

    Power 80Acc. 100PP 12
    Contact
  • Also hits Pokémon using Dig

    Power 100Acc. 100PP 12
  • One-hit KO

    Power Acc. 30PP 8
  • Dig

    Digs underground turn 1, hits turn 2

    Power 80Acc. 100PP 12
    Contact
  • Traps for 2-5 turns, dealing 1/8 max HP each turn

    Power 35Acc. 85PP 16
  • 10% chance: Lowers target's Sp. Def by 1

    Power 90Acc. 100PP 12
  • Lowers target's Speed by 1

    Power 60Acc. 100PP 20
  • Crit stage +1 (12.5% crit chance)

    Power 80Acc. 95PP 12
    Contact
  • Power 95Acc. 95PP 12
    Contact
  • Double power if the user's last move failed

    Power 75Acc. 100PP 12
    Contact
  • 30% chance: burn

    Power 70Acc. 100PP 12
  • Rest

    Sleeps for 2 turns, fully restoring HP and status

    Power Acc. PP 8
  • Destroys Reflect and Light Screen

    Power 85Acc. 100PP 12
    ContactBite
  • 30% chance: flinch

    Power 75Acc. 90PP 12
  • Sets a sandstorm for 5 turns

    Power Acc. PP 8
    Wind
  • 10% chance: Raises own Attack·Defense·Sp. Atk·Sp. Def·Speed by 1

    Power 60Acc. 100PP 8
  • Lowers target's Speed by 1

    Power 60Acc. 95PP 16
  • Hits 2-5 times

    Power 25Acc. 90PP 12
    Ball & bomb
  • Raises own Speed by 2

    Power Acc. PP 20
  • Crit stage +1 (12.5% crit chance)

    Power 100Acc. 80PP 8
  • Sets floating rocks that hurt Pokémon switching in

    Power Acc. PP 20
  • Recoil: 50% of damage dealt

    Power 150Acc. 80PP 8
    Contact
  • [Priority +3] Protects the team from multi-target moves this turn

    Power Acc. PP 12
  • The user throws a stone or similar projectile to attack the target. If the target is in the air, it will be knocked down to the ground.

    Power 50Acc. 100PP 16
  • Power 120Acc. 90PP 12
  • Ghost: pays half HP to curse the target / Others: Speed↓, Attack·Defense↑

    Power Acc. PP 12
  • Raises own Attack·Speed by 1

    Power Acc. PP 20
    Dance
  • Power 85Acc. 100PP 12
    Pulse
  • [Priority -6] Forces the target to switch out

    Power 60Acc. 90PP 12
    Contact
  • Lowers target's Attack by 1

    Power 60Acc. 100PP 16
    Contact
  • 20% chance: Lowers target's Defense by 1

    Power 80Acc. 100PP 16
    ContactBite
  • For 3 turns, the target can only use damaging moves

    Power Acc. 100PP 20
  • Double power if the target already moved this turn

    Power 50Acc. 100PP 12
    Contact
  • 20% chance: flinch

    Power 80Acc. 100PP 16
    Pulse
  • Power 60Acc. 100PP 20
    Contact
  • 30% chance: Lowers target's Defense by 1

    Power 100Acc. 75PP 16
    Contact
  • Raises own Defense by 2

    Power Acc. PP 16
  • More power the slower the user is than the target (max 150)

    Power Acc. 100PP 8
    ContactBall & bomb
  • 10% chance: Lowers target's Sp. Def by 1

    Power 80Acc. 100PP 12
  • !

    30%→20%↓ chance: flinch

    Power 80Acc. 100PP 16
    Contact
  • Raises own Speed by 2

    Power Acc. PP 16
  • More power the heavier the user is than the target (max 120)

    Power Acc. 100PP 12
    ContactStomp
  • User takes half its max HP in recoil

    Power 140Acc. 95PP 8
  • Power 130Acc. 100PP 8
    Contact