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3 votes
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If you have a good competitive moveset for Steelix, post an answer below and upvote the best ones. Movesets for its pre-evolutions, if any, can also be shared on this thread.

Be sure to include full set details in your post, e.g. items, abilities, natures and EVs. Some detail, including the intended game mode for your set, is also appreciated. Access the full list of guidelines here.

Steelix Pokédex and learnset for reference.

Sprite

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28 Answers

4 votes


Steelix @ Life Orb
Ability: Sheer Force
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Iron Tail
- Earthquake
- Rock Slide
- Crunch

Iron Tail Has 254 (253.5 base) power, Sheer Force, Life Orb and STAB included.
Earthquake Does take Life Orb recoil unfortunately, but is a good STAB option.
Rock Slide Has 127 base power which is good and it gives some additional coverage. Rock Slide is chosen over Stone Edge because Stone Edge doesn't get the Sheer Force boost and therefore gets Life Orb Recoil.
Crunch Gives a reliable way of hitting Psychic types and Ghost types, and doesn't take Life Orb recoil.

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Iron Head gets Sheer force doesn't it? It loses the flinch chance.
What i meant was Steelix is only capable of learning Iron Head via Gen 4 Move tutor, but yes it would get the boost, if steelix could have both sheer force and iron head.
I see, never mind then :D
It gets Iron head now. Bulldoze can substitute for Earthquake.
I'm pretty sure EQ is more powerful.
I know EQ is, but you get no recoil, that's all.
2 votes

Epic lead in RU

Steelix @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Toxic
- Earthquake
- Gyro Ball

Stealth Rock is what makes this guy a lead, go put some rocks on the battlefield. Toxic is to stall. Earthquake is STAB, covers Fire and gets rid of Electrics. Gyro Ball is also STAB, and paired up with low speed it's great.

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2 votes

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Steelix @ Steelixite
Ability: Rock Head
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Rest
- Sleep Talk / Earthquake
- Curse
- Gyro Ball / Heavy Slam

Specially defensive spread makes you quite bulky on both sides of the spectrum. Curse can then just be used to raise your Attack and already high Defense. You can run Sleep Talk for continuing to set up during a Rest, or Earthquake for more coverage and your secondary STAB. Gyro Ball is just a great move in general for Steelix, although you can run Heavy Slam if you're worried about PP.

Steelix @ Steelixite
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Earthquake
- Gyro Ball
- Stone Edge
- Stealth Rock / Dragon Tail

Bulky attacker. Steelix is a little too slow for setting up Sandstorm unlike Swampert, so it's better to just go fully offensive. Earthquake, Gyro Ball, and Stone Edge make use of Sand Force, then Stealth Rock or Dragon Tail completes the set with hazards or phazing.

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If you're intending to mega evolve it put its mega ability please
1 vote

This is my "I'm not sure of what type of Steelix it is" Steelix
Gen V
Steelix @ Quick Claw / Smooth Rock
Ability: Sturdy
EVs: 252 Def / 200 Atk / 56 SpD
Impish Nature
- Sandstorm
- Stealth Rock
- Dragon Tail
- Toxic

Sandstorm: Ongoing damage (beware of Rock, Steel, and Ground types as well as any Pokemon with "sand" Abilities that don't take damage.)
Stealth Rock: set up some more continuous damage on Pokemon that switch in (paired with Dragon Tail is pretty epic!)
Dragon Tail: (as promised) forces switch ins also creating damage in the process.
Toxic: powerful ongoing damage (you can probably see the reason by now)

The idea here is to poison and generally weaken your opponents as much possible so your follow up Pokemon (normally straightforward powerhouses) to mop up what's left. Start off with Sandstorm (much better with Smooth Rock, the Quick Claw is just so it doesn't always miss out on being first which can be useful) then setting up Stealth Rock. Toxic obviously to follow and finally Dragon Tail. Continue to use Toxic then Dragon Tail to poison the whole opposition occasionally topping off Sandstorm as you go. Thanks to Steelix's defensive skills this could be repeated a fair few times before he gets KO'd. This Steelix can be used harmony with its corresponding Audino in double battles which I will post shortly.

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Investing in HP is generally better than in both stats, especially when Steelix's Defense stat is gargantuan compared to its abysmal HP. Why had you use Smooth Rock when you could use just another Sand setter like TTar or Hippodown? And 200 Atk EVs are a waste when Dragon Tail is the only damaging move, which being 60 BP without any STAB deals very low damage. Personal preference is Roar over Dragon Tail so that Sub set-up sweepers don't make you a set-up bait.
1 vote

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Steelix @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 116 Def / 136 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Toxic
- Dragon Tail
- Gyro Ball

Set up rocks, spread Toxics and SR damage on the opposing team with Dragon Tail, then Gyro Ball for damage. If you want, you can fully invest into Defense for the EV spread.

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1 vote

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Steelix @ Steelixite
Ability: Sturdy
EVs: 252 HP / 56 Def / 200 SpD
Impish Nature
- Stealth Rock
- Heavy Slam
- Roar / Toxic / Sandstorm
- Earthquake / Rock Slide / Stone Edge

Explanation

The Mega-Evolution for Steelix made it a lot more viable this gen. It got significant boosts to its Attack and Sp. Def stats. However, the most notable stat is its sky-high Defense stats. Although it faces fierce competition from Mega-Aggron, its typing gives it nice defensive options and also counters the infamous Volt-turn teams.

EVs are meant to give Steelix decent bulk. Impish Nature is required to survive certain attacks, such as Darmanitan's Flare Blitz (even when boosted by Life Orb). The rest are put into HP and Sp. Def to further boost its walling capabilites.

Stealth Rock is a necessity on any M-Steelix sets.

Heavy Slam is a requirement because it gets STAB and good power. Gyro Ball is also an option, but it has less PP and is generally bad when you can have Heavy Slam (especially since Steelix is quite heavy).

Roar allows Steelix to phaze out any opposing Pokemon. It is important to note that Dragon Tail is an inferior option because of the rise of Fairy-types and its 90% accuracy. Toxic is also another option that cripples other walls, such as Vaporeon. Sandstorm is generally an inferior option to both Roar and Toxic, but it can be used to take advantage of its ability.

Earthquake gets good STAB, while Stone Edge can be used to deal with Flying-types. If you're worried about the accuracy, Rock Slide is also an option.

Usage tips

Steelix is able to set up SR reliably. After doing so, you should use Roar to phaze out and rack as much as damage as possible.

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1 vote

Steelix @ Assault Vest
Abo;oty: Sheer Force
EVs: 252 SpD / 252 Atk / 4 HP
Careful Nature
- Iron Head
- Earthquake
- Thunder Fang
- Aqua Tail

Explanation: I chose this set because of Steelix's weakness in Special Defense. I don't put EVs into Defense because it's strong enough as it is, with 436 Def without EVs. With 252 EVs and +Sp.Def Nature in Special Defense, it is 251, which is 376 with the Assault Vest. With 252 EVs in Atk, it is 269. The last 4 EVs you can put them into anything, I just chose HP. I choose Iron Head because of the better accuracy than Iron Tail, most Rock-types are slow so no Gyro Ball, and I don't trust that Steelix will be heavier than my opponent for Heavy Slam. Plus it gets a boost from Sheer Force. Earthquake is a no brainer. Thunder Fang to cover Water and Aqua Tail to cover Fire and Ground. I chose Sheer Force to give Iron Head and Thunder Fang a 1.3x power boost, make their power 104 power for Iron Head and 84.5 power for Thunder Fang. I hope this helps people and you guys like my set. ;)

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1 vote

I like using this set:

Physical Wall:

Steelix @ Steelixite
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Curse
- Gyro Ball
- Earthquake
- Toxic / Explosion

Curse is to raise Steelix’s Attack and Defense. (Does the Speed drop even matter?) Gyro Ball is powerful STAB, that when coupled with Steelix’s terrible Speed and a Relaxed Nature, is almost sure to do tons of damage. Earthquake is secondary STAB that is, well, Earthquake. Toxic is extremely useful, and with stat boosts from Curse, gives Steelix a very high damage output. However, I personally like to use Explosion, a nuke that OHKOes almost everything that doesn’t resist it with a boost or two.

The EVs are to make Steelix extremely physically bulky. In fact, At +1, Mega Steelix has a chance to live a sun boosted-Choice Banded-Adamant Sheer Force Flare Blitz from a Darmanitan! Sturdy is the best pre-mega Ability Steelix can have. Finally, a Relaxed Nature allows Steelix to become as physically bulky as possible, while powering up Gyro Ball.

Counters:

Special moves: Unlike the traditional Mega Steelix set, this Steelix has no Sp. Def investment. Yeah...

Chip Damage: With absolutely no form of recovery, Steelix can be worn down easily. A Wish passer is appreciated.

Grass Knot: Heavy Pokemon with terrible Sp. Def + Grass Knot = Disaster.

All I can say is one thing: Say goodbye to your problems with physical hits.

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1 vote

Steelsnekk (Steelix) @ Iron Ball
Ability: Rock Head
EVs: 252 Def or SpD / 252 Atk / 4 HP
Brave / Sassy Nature
- Head Smash
- Curse
- Gyro Ball
- Body Press / Earthquake

With 200 Base Defense, I'm sure Body Press is highly effective. Head Smash cuz' why not? Hit them really hard to the point they regret their decision of fighting you using a bird and leave them traumatized. Gyro Ball when you're fighting fast targets. Curse to go slower and become buffer, because who cares about being fast when you're using Steelix? Iron Ball can surprise Trick, as well as make you slow as possible.

You may use Sassy Nature, as well as invest on Special Defense EVs if you don't want to die from Special Trucks.

You may replace Body Press with Earthquake if you think Steelix can take on physical truck hits (which mostly come from an A-Deoxys using Superpower, etc...) which is something I think it can and can't at the same time.

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0 votes

Gen V

Onix (M) @ Eviolite
Ability: Sturdy
EVs: 252 HP / 252 Spe / 4 SpD
Jolly Nature
- Dragon Tail
- Roar
- Rest
- Sleep Talk

Phazing moves (Roar, Dragon Tail etc) always have negative priority, apart from in one case: when they have been used via Sleep Talk. This set takes advantage of that and Onix's decent base 70 speed to shuffle the opponent's team around before they can even get a hit on you. This strategy works very well in conjunction with entry hazards.

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0 votes

Physical Tank
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Steelix @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Atk
Impish Nature
- Gyro Ball
- Dragon Tail
- Curse
- Earthquake

This is a pure Defensively powerful Steelix with some great combos such as Gyro Ball and Curse. Dragon Tail is to kick away Stat boosters. And Earthquake is the STAB and coverage.

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lol I have the exact same type of steelix and was thinking the exact same thing before I saw this! Just needed a fourth move, and dragon tail will work!
0 votes

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Steelix-Mega @ Steelixite
Ability: Sand Force
EVs: 200 HP / 56 Def / 252 Atk
Sassy Nature
- Earthquake
- Sandstorm /Smack Down
- Curse
- Gyro Ball

Use Curse to higher your attack and lower speed, which is a great combo for Gyro Ball. Smack Down can be used for coverage and to hit flyers- makes flying types and Levitate, Magnet Rise, and Telekinesis Pokemon get hit by ground type moves later with EQ! Or go with Sandstorm to raise power of moves by 30% (Sand Force)

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0 votes

I haven't really tried this out too much but I think it's viable. Recommended in Doubles or Triples.

Steelix @ Leftovers / Life Orb
Ability: Sturdy
EVs: 252 Atk / 150 SpD / 106 HP
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Earthquake
- Thunder Fang / Ice Fang
- Curse / Rock Slide / Stone Edge / Stealth Rock

Gyro Ball - Power increases with how much slower the user is compared to the Pokemon it's fighting. (With an added STAB bonus)

Earthquake - High Power and works as coverage and a counter for Fire types. (Also an added STAB Bonus)

Thunder Fang / Ice Fang - Ice Fang works as coverage and counters Ground types while Thunder Fang is coverage and a counter for Water types, use whichever works for you.

Curse / Rock Slide / Stone Edge / Stealth Rock Curse boosts Attack and Defense while lowering Speed, which is what this moveset needs. Stone Edge has a high power and has a higher chance of a critical hit, with a downside of a lower reliability. Rock Slide has a lower power but a higher reliability, with a chance to flinch. Stealth Rock is also an option, annoying your opponent with instant damage the moment they send in a Pokemon.

Alongside a teammate with Trick Room, this guy can shine, sweeping through a team with his varied moveset.

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0 votes

Steelix (F) @ Choice Specs
Ability: Sheer Force
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Earth Power
- Flash Cannon
- Dragon Pulse
- Dark Pulse

My Job here is to make weird sets that work (before you say anything Dragon Pulse does more damage than SF boosted Dragon Breath).

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Huh? STAB Dragon Pulse and STAB Dark Pulse?
Steelix isn't Dragon and Dark type lol
Ha, thanks for pointing that out!
0 votes

Mega-Steelix - Curse Set / Hazard Set Up

Steelix @ Steelixite
Ability: Sturdy
EVs: 252 HP / 252 SpD / 6 Def / Atk
Sassy Nature
- Curse
- Stealth Rock / Sandstorm / Toxic
- Gyro Ball / Heavy Slam
- Earthquake

1. Curse - This boosts Mega Steelix's already amazing Defense, and it's a nice Attack boost.

2. Stealth Rock / Sandstorm / Toxic - If you already have a Hazard Setter, then Sandstorm is a great way to boost Steelix's moves' damage while gradually hurting the enemy if it isn't resistant. STAB paired with 1.3x the power can pack huge punches on sweepers, especially with a Curse boost. If you would prefer more of a wall, then Toxic is a better choice to do it.

3. Gyro Ball / Heavy Slam - Gyro Ball paired with Curse is amazing. A boost to Attack and a drop to Speed doubles the power of this move, and with Sandstorm up as well, it will do loads of damage. Still, if you are a bit iffy on speed and prefer weight and PP, you can always go for Heavy Slam.

4. Earthquake - Great coverage and damage. STAB and Sandstorm makes this move deadly to be hit by.

Explanation
Mega Steelix offers great defensive and offensive capabilities, as well as hazardous ones. Its Ability could be better, I think we can all agree on that, but it is still decent. Curse can turn it into a dangerous and hard-to-kill force that can not only easily take physical hits, but can start to land hard ones as well. With a lack of recovery however, it can still gradually be killed. To help this, you could always go for a Rest and Sleep Talk, but that is another set. While it is up and running, it can pack a serious punch, and with good investments into defenses, he will be up a lot longer.

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0 votes

Steelix @ Steelixite
Ability: Rock Head / Sturdy
EVs: 252 Atk / 252 SpD
Adamant / Brave Nature
- Stealth Rock
- Gyro Ball
- Double Edge / Earthquake
- Stone Edge

Stealth Rock: Setup
Gyro Ball: Supported with Brave nature, STAB, high power with low Speed
Double Edge/Earthquake: Double Edge with Rock Head for high damage no recoil or Earthquake for, Ground STAB
Stone Edge: Fire coverage, high power, gets rid of Charizards

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0 votes

Why not a Mega-Steelix?

Steelix @ Steelixite
Ability: Rock Head / Sturdy / Sheer Force
EVs: 4 HP / 216 Atk / 252 Def / 36 SpD
Impish Nature
-Aqua Tail
- Heavy Slam
- Earthquake
- Brutal Swing / Payback / Crunch

Aqua Tail (covers both Fire and Ground types, is a very good option for coverage)

Heavy Slam (Mega Steelix weighs over 1600 lbs, it is almost like a STAB 120 base power move)

Earthquake (there is absolutely NO reason why this guy should not have Earthquake)

Brutal Swing / Payback / Crunch (Brutal Swing for Double/Triple Battles, even though it hits your teammates, I think it is still worth it. Payback for power ((Steelix is really slow anyways so it most likely will have 100 base power), and Crunch for lower Defense ((if the target's defense is too high)))

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0 votes

Steelix @ Muscle Band
Ability: Sturdy
EVs: 252 Def / 252 HP / 4 Atk
Relaxed / Brave Nature
- Gyro Ball
- Body Press
- Earthquake
- Iron Defense

  • Gyro Ball: STAB, he slow
  • Body Press: his defense is out of this world so this will hit REALLY hard
  • Earthquake: STAB, strong move
  • Iron Defense: boost his Defense to make physical attacks worthless. Also makes his Body Press broken
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0 votes

I call this set: High Base Power Beast
Steelix @ Assault Vest
Ability: Rock Head
EVs: 252 Atk / 96 HP / 160 SpD
Brave Nature
- Head Smash
- High Horsepower / Earthquake
- Steel Roller / Iron Head / Gyro Ball
- Body Press

Explanations:
Head Smash is a 150BP move that would normally have a recoil of half HP. Thanks to its ability, the recoil is no more...
High Horsepower is used if there are terrain setters (Which due to the prevalence of Rillaboom, there will). However, if you really want to, Earthquake is fine.
Steel Roller is if you personally have an Indeedee with Psychic Surge, Pelipper with Drizzle, Pinchurchin with Electric Surge, or Rillaboom with Grassy Surge. However, Iron Head can do just fine, as it is STAB with a niche flinch rate. If you really want, Gyro ball. However, it isn't recommended due to the ubiquitous Trick Room teams around these days.
Body press has a massive 200 base power... It OHKOs Tyranitar too...

Don't get why this thing is being slept on. He's a beast...

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Poor offensive stats and low speed. That's why most don't use it. Plus, u misunderstood body press. It  is 80 bp but uses defense stat instead of attack stat
But you can set up Trick Room, Dynamax for Max Knuckle? And yes, Body press uses defense stat so 200bp.
Even though it has poor offensive stats, it still has massive bulk. If you want to dislodge my comment, please use calcs and show me something that can one shot Steelix. From personal experience, he OHKOd a Tyranitar and served me a great late-game sweeper on Showdown. Essentially, to make up for its mediocre attack stat, you use moves with high power...
You should spend more time justifying this set over Excadrill, which is faster, more powerful, packs the same defensive typing, and fits Protect into its set more easily. Body Press and bulk are both nice, but the former overlaps plenty with Ground STAB and, per the below, the latter does not substitute for speed on offensive mons.
You are still misunderstanding Body Press. Its base power of 80 does not change and has nothing to do with the user's base stats. When damage is calculated for Body Press, the user's Defence stat (i.e. the real stat, not the base stat) is used in place of its Attack stat.
Low speed can force you to take an attack from your opponent before you (hypothetically) KO them back. If your Pokemon is fast, then that doesn't happen. So, high bulk is not always an appropriate substitute for high speed on offensive Pokemon -- and this is before we consider the calcs you asked for:
* 252+ SpA Life Orb Primarina Hydro Cannon vs. 96 HP / 160 SpD Steelix: 788-928 (250.1 - 294.6%) -- guaranteed OHKO
* 252+ Atk Choice Band Dracovish Fishious Rend (170 BP) vs. 96 HP / 0 Def Steelix: 386-456 (122.5 - 144.7%) -- guaranteed OHKO
* 236+ SpA Life Orb Lapras Hydro Pump vs. 96 HP / 160 SpD Assault Vest Steelix: 291-346 (92.3 - 109.8%) -- 56.3% chance to OHKO
* 252+ SpA Life Orb Kingdra Muddy Water vs. 96 HP / 160 SpD Assault Vest Steelix in Rain: 390-460 (123.8 - 146%) -- guaranteed OHKO (*without second target)
* 252 Atk Life Orb Urshifu-Rapid-Strike Close Combat vs. 96 HP / 0 Def Steelix: 276-328 (87.6 - 104.1%) -- 25% chance to OHKO
* 252 Atk Life Orb Terrakion Close Combat vs. 96 HP / 0 Def Steelix: 276-328 (87.6 - 104.1%) -- 25% chance to OHKO
* 252+ SpA Charcoal Torkoal Eruption (150 BP) vs. 96 HP / 160 SpD Assault Vest Steelix in Sun: 558-656 (177.1 - 208.2%) -- guaranteed OHKO
* many, many Pokemon that can 2HKO Steelix (which are relevant to the argument, because if Steelix were faster and less bulky, then they would lose the 1v1).
The idea behind the set is nice, but it is more niche than you think it is. It would be interesting if you could show Steelix's bulk making a difference in high-rating ladder games.
Imo, just make it Max defense and forget about being mixed wall.
0 votes

A set meant to be used in Trick Room:
Gen 8 RU
Steelix @ Choice Band
Ability: Sheer Force
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Earthquake
- Iron Head
- Rock Slide
- Crunch

Earthquake is STAB. Rock Slide gets a Sheer Force boost. Iron Head is STAB and gets a Sheer Force boost. Crunch gets a Sheer Force Boost as well.

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