Steelix

Alternate Forms

steelix
Base
No entry available for this game era.

Evolution Chain

onix
Onix
🔄
Trade
+
metal-coat metal coat
steelix
Steelix

Pokédex & Training Data

Classification Iron Snake Pokémon
Height 9.2 m (30'02")
Weight 400.0 kg (881.8 lbs)
Abilities
EV Yield +2 defense
Catch Rate 25
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Mineral

Pokédex Numbers

Johto (G/S/C) #063
Sinnoh (D/P) #035
Sinnoh (Plat.) #035
Johto (HG/SS) #063
Unova (B2/W2) #072
Kalos (Coastal) #054
Galar (Sw/Sh) #179
Hisui #119
National #208

Held Items

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Harden
— — 30 Raises the user’s Defense by one stage.
1 Mud Sport
— — 15 Halves all Electric-type damage.
1 Thunder Fang
65 95% 15 Has a 10% chance to paralyze the target and a 10% chance to make the target flinch.
1 Ice Fang
65 95% 15 Has a 10% chance to freeze the target and a 10% chance to make the target flinch.
1 Fire Fang
65 95% 15 Has a 10% chance to burn the target and a 10% chance to make the target flinch.
4 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
7 Rock Throw
50 90% 15 Inflicts regular damage with no additional effect.
10 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
13 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
16 Stealth Rock
— — 20 Causes damage when opposing Pokémon switch in.
19 Autotomize
— — 15 Raises the user’s Speed by two stages and halves the user’s weight.
20 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
22 Smack Down
50 100% 15 Removes any immunity to Ground damage.
25 Dragon Breath
60 100% 20 Has a 30% chance to paralyze the target.
28 Slam
80 75% 20 Inflicts regular damage with no additional effect.
31 Screech
— 85% 40 Lowers the target’s Defense by two stages.
34 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
37 Crunch
80 100% 15 Has a 20% chance to lower the target’s Defense by one stage.
40 Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
43 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
46 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
49 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
52 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Harden
— — 30 Raises the user’s Defense by one stage.
1 Mud Sport
— — 15 Halves all Electric-type damage.
1 Thunder Fang
65 95% 15 Has a 10% chance to paralyze the target and a 10% chance to make the target flinch.
1 Ice Fang
65 95% 15 Has a 10% chance to freeze the target and a 10% chance to make the target flinch.
1 Fire Fang
65 95% 15 Has a 10% chance to burn the target and a 10% chance to make the target flinch.
4 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
7 Rock Throw
50 90% 15 Inflicts regular damage with no additional effect.
10 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
13 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
16 Stealth Rock
— — 20 Causes damage when opposing Pokémon switch in.
19 Autotomize
— — 15 Raises the user’s Speed by two stages and halves the user’s weight.
20 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
22 Smack Down
50 100% 15 Removes any immunity to Ground damage.
25 Dragon Breath
60 100% 20 Has a 30% chance to paralyze the target.
28 Slam
80 75% 20 Inflicts regular damage with no additional effect.
31 Screech
— 85% 40 Lowers the target’s Defense by two stages.
34 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
37 Crunch
80 100% 15 Has a 20% chance to lower the target’s Defense by one stage.
40 Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
43 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
46 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
49 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
52 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM05 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM12 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM23 Smack Down
50 100% 15 Removes any immunity to Ground damage.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM37 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM41 Torment
— 100% 15 Prevents the target from using the same move twice in a row.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM59 Brutal Swing
60 100% 20 Inflicts regular damage with no additional effect.
TM64 Explosion
250 100% 5 User faints.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM69 Rock Polish
— — 20 Raises the user’s Speed by two stages.
TM71 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
TM74 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM82 Dragon Tail
60 90% 10 Ends wild battles. Forces trainers to switch Pokémon.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM91 Flash Cannon
80 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM96 Nature Power
— — 20 Uses a move which depends upon the terrain.
TM97 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
Block
— — 5 Prevents the target from leaving battle.
Dragon Pulse
85 100% 10 Inflicts regular damage with no additional effect.
Earth Power
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Stealth Rock
— — 20 Causes damage when opposing Pokémon switch in.
Stomping Tantrum
75 100% 10 Has double power if the user’s last move failed.

Base Stats

Hp 75
Attack 85
Defense 200
Sp. Atk 55
Sp. Def 65
Speed 30
Total 510

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
2x
0x
2x
0x
2x
0.5x
0.5x
0.5x
0.25x
0.5x
0.5x
0.5x

Mega Steelix

Mega Steelix
Hp 75
Attack 125
Defense 230
Sp. Atk 55
Sp. Def 95
Speed 30
Total 610