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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
Total555

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

  • Sand Force

    power ×1.3 for Rock/Ground/Steel-type moves in sandstorm

Learnable moves

66 moves
  • Bind

    traps 4–5 turns · loses 1/8 of max HP each turn

    Power15Acc.85PP20
    Contact
  • 30% chance: paralysis

    Power85Acc.100PP16
    ContactStomp
  • recoil 1/3 of damage dealt

    Power120Acc.100PP16
    Contact
  • must recharge next turn

    Power150Acc.90PP8
  • target's Defense −2

    PowerAcc.85PP20
    Sound
  • user faints

    Power200Acc.100PP8
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • 30% chance: flinch

    Power50Acc.100PP16
    Sound
  • more power the less HP the user has (max 200)

    PowerAcc.100PP16
    Contact
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • target's Speed −2

    PowerAcc.100PP12
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • infatuation

    PowerAcc.100PP16
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • target can't switch out or flee

    PowerAcc.Sure-hitPP8
  • must recharge next turn

    Power150Acc.90PP8
    Contact
  • used right after another Round this turn: power ×2

    Power60Acc.100PP16
    Sound
  • sun for 5 turns

    PowerAcc.PP8
  • 10% chance: burn · 10% chance: flinch

    Power65Acc.95PP16
    ContactBite
  • immune to Ground moves for 5 turns

    PowerAcc.PP12
    Airborne
  • 10% chance: paralysis · 10% chance: flinch

    Power65Acc.95PP16
    ContactBite
  • 10% chance: freeze · 10% chance: flinch

    Power65Acc.95PP16
    ContactBite
  • uses the user's Defense for damage

    Power80Acc.100PP12
    Contact
  • also hits targets underground

    Power100Acc.100PP12
  • one-hit KO

    PowerAcc.30PP8
  • Dig

    turn 1: digs underground, evades · turn 2: attacks

    Power80Acc.100PP12
    Contact
  • traps 4–5 turns · loses 1/8 of max HP each turn

    Power35Acc.85PP16
  • 10% chance: target's Sp. Def −1

    Power90Acc.100PP12
  • target's Speed −1

    Power60Acc.100PP20
  • crit stage +1 (12.5%)

    Power80Acc.95PP12
    Contact
  • Power95Acc.95PP12
    Contact
  • last move failed: power ×2

    Power75Acc.100PP12
    Contact
  • 30% chance: burn

    Power70Acc.100PP12
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • breaks the target's screens

    Power85Acc.100PP12
    ContactBite
  • 30% chance: flinch

    Power75Acc.90PP12
  • sandstorm for 5 turns

    PowerAcc.PP8
    Wind
  • 10% chance: user's Attack/Defense/Sp. Atk/Sp. Def/Speed +1

    Power60Acc.100PP8
  • target's Speed −1

    Power60Acc.95PP16
  • hits 2–5 times

    Power25Acc.90PP12
    Ball & bomb
  • user's Speed +2

    PowerAcc.PP20
  • crit stage +1 (12.5%)

    Power100Acc.80PP8
  • sets floating rocks on the foes' side · damages Pokémon switching in

    PowerAcc.PP20
  • recoil 1/2 of damage dealt

    Power150Acc.80PP8
    Contact
  • [Priority +3] blocks spread moves aimed at the user's side this turn

    PowerAcc.PP12
  • grounds the target · Ground-type moves can hit it

    Power50Acc.100PP16
  • charges one turn with Sp. Atk +1, attacks the next

    Power120Acc.90PP12
  • Ghost type: pays 1/2 max HP to make the target lose 1/4 max HP each turn · others: Speed −1, Attack/Defense +1

    PowerAcc.PP12
  • user's Attack/Speed +1

    PowerAcc.PP20
    Dance
  • Power85Acc.100PP12
    Pulse
  • [Priority -6] forces the target to switch out

    Power60Acc.90PP12
    Contact
  • target's Attack −1

    Power60Acc.100PP16
    Contact
  • 20% chance: target's Defense −1

    Power80Acc.100PP16
    ContactBite
  • target can use only damaging moves for 3 turns

    PowerAcc.100PP20
  • moving after the target: power ×2

    Power50Acc.100PP12
    Contact
  • 20% chance: flinch

    Power80Acc.100PP16
    Pulse
  • Power60Acc.100PP20
    Contact
  • 30% chance: target's Defense −1

    Power100Acc.75PP16
    Contact
  • user's Defense +2

    PowerAcc.PP16
  • more power the slower the user is than the target (max 150)

    PowerAcc.100PP8
    ContactBall & bomb
  • 10% chance: target's Sp. Def −1

    Power80Acc.100PP12
  • !

    30%→20%↓ chance: flinch

    Power80Acc.100PP16
    Contact
  • more power the heavier the user is than the target (max 120)

    PowerAcc.100PP12
    ContactStomp
  • user loses 1/2 max HP

    Power140Acc.95PP8
  • removes terrain · fails without terrain

    Power130Acc.100PP8
    Contact