Competitive Information for Steelix [Ruby/Sapphire]

Competitive Pokemon Ruby/Sapphire Movesets and Strategies for Steelix steelix
Base Stats for Steelix

Steel / Ground

Abilities:
SturdySturdy: OHKO moves fail when used against this Pokemon.
,
Rock HeadRock Head: This Pokemon does not take recoil damage besides Struggle/Life Orb/crash damage.


Evolutions / Family:
Onix
Steelix

Weakness Chart for Steel/Ground-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
0.5x
0.5x
0.5x
0x
2x
2x
0.5x
0.5x
  
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
2x
  
0.5x
0x
0.5x
0.25x
0.5x
2x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for SteelixVisit Serebii's Pokedex for location, breeding, and other game details about SteelixVisit Bulbapedia for more information about SteelixVisit Pikalytics for competitive usage stats on Steelix

Movesets for Singles


What is a good competitive moveset for Steelix? These builds have been optimized for Pokemon competing in Ruby/Sapphire Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Ruby/Sapphire generation metagame.


Common team mates for Steelix in Pokemon Ruby/Sapphire:

TyranitarSalamenceSnorlaxMagnetonGyaradosClaydolUmbreonAlakazamMiloticCloysterCacturneDodrio


Steelix is an interesting Steel and Ground-typed Pokemon. Steelix is a pretty standard Pokemon to see in Generation 3. Steelix is weak to Fighting, Fire, Ground, and Water-typed attacks.


Species: Steelix
Item: Leftovers
Ability: Rock Head
Nature: Adamant (+Atk, -SpA)
EVs: 252 Hp / 108 Atk / 148 SpD
Moveset:
- Explosion
- Earthquake
- Protect
- Toxic

Special Wall Steelix (Analytic)

Steelix is an extraordinary Special Wall. It's purpose is to take a mighty amount of hits from special attacks while dealing some decent damage. Before Generation IV, a move's damage category was determined by its type. Leftovers are always a great recovery option to ensure Steelix last longer regaining it's it's life every turn. With Rock Head, Steelix does not take recoil damage besides struggle/life orb/crash damage.

Explosion is a physical 500-base power Normal-type move (hits adjacent pokemon. your Steelix faints).
Earthquake is a physical STAB-boosted 100-base power Ground-type move (hits adjacent pokemon. power doubles on dig).
Protect is a status move (prevents moves from affecting your Steelix this turn).
Toxic is a status move (badly poisons the target).




Species: Steelix
Item: Life Orb / Focus Sash
Ability: Rock Head
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Earthquake / Dig
- Double-Edge / Return
- Rock Slide / Rock Throw
- Rock Smash

Physical Sweeper Steelix (Rock Head)

Steelix is a remarkable Physical Sweeper. It is primarily designed to take down the opponent's team with brute physical power. Previously before Generation IV, a move's damage category was determined by its type. Focus Sash helps protect Steelix from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Steelix's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Rock Head, Steelix does not take recoil damage besides struggle/life orb/crash damage.

Earthquake is a physical STAB-boosted 100-base power Ground-type move (hits adjacent pokemon. power doubles on dig).
Dig is a physical STAB-boosted 60-base power Ground-type move (digs underground turn 1, strikes turn 2).
Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Rock Throw is a physical 50-base power Rock-type move that deals damage.
Rock Smash is a physical 20-base power Fighting-type move (50% chance to lower the target's defense by 1 stage).



Movesets for Doubles


What is a good doubles moveset for Steelix? These builds have been optimized for Ruby/Sapphire Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Ruby/Sapphire generation metagame.


Common team mates for Steelix in Pokemon Ruby/Sapphire:

TyranitarSalamenceSnorlaxMagnetonGyaradosClaydolUmbreonAlakazamMiloticCloysterCacturneDodrio


Species: Steelix
Item: Life Orb / Focus Sash
Ability: Rock Head
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Earthquake / Dig
- Rock Slide / Rock Throw
- Double-Edge / Return
- Rock Smash

Doubles Physical Sweeper Steelix (Rock Head)

Steelix is an extraordinary Physical Sweeper. It's goal is to take down the opponent's team with brute physical power. Don't forget back before Generation IV, a move's damage category was determined by its type. Focus Sash helps protect Steelix from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Steelix's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Rock Head, Steelix does not take recoil damage besides struggle/life orb/crash damage.

Earthquake is a physical STAB-boosted 100-base power Ground-type move (hits adjacent pokemon. power doubles on dig).
Dig is a physical STAB-boosted 60-base power Ground-type move (digs underground turn 1, strikes turn 2).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Rock Throw is a physical 50-base power Rock-type move that deals damage.
Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Rock Smash is a physical 20-base power Fighting-type move (50% chance to lower the target's defense by 1 stage).



Movepool


Wondering what moves can Steelix learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Crunch
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Dragon Breath
60
100%
20
30% chance to paralyze the target.
Bind
15
75%
20
Traps and damages the target for 2-5 turns.
Body Slam
85
100%
15
30% chance to paralyze the target.
Cut
50
95%
30
No additional effect.
Dig
60
100%
10
Digs underground turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 1/3 recoil.
Earthquake
100
100%
10
Hits adjacent Pokemon. Power doubles on Dig.
Explosion
500
100%
5
Hits adjacent Pokemon. The user faints.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Flail
--
100%
15
More power the less HP the user has left.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Hyper Beam
150
90%
5
User cannot move next turn.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Rage
20
100%
20
Raises the user's Attack by 1 if hit during use.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Smash
20
100%
15
50% chance to lower the target's Defense by 1.
Rock Throw
50
90%
15
No additional effect.
Rock Tomb
50
80%
10
100% chance to lower the target's Speed by 1.
Rollout
30
90%
20
Power doubles with each hit. Repeats for 5 turns.
Sand Tomb
15
70%
15
Traps and damages the target for 2-5 turns.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Self-Destruct
400
100%
5
Hits adjacent Pokemon. The user faints.
Slam
80
75%
20
No additional effect.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Strength
80
100%
15
No additional effect.
Tackle
35
95%
35
No additional effect.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Block
--
--
5
Prevents the target from switching out.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Harden
--
--
30
Raises the user's Defense by 1.
Mimic
--
--
10
The last move the target used replaces this one.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Roar
--
100%
20
Forces the target to switch to a random ally.
Sandstorm
--
--
10
For 5 turns, a sandstorm rages.
Screech
--
85%
40
Lowers the target's Defense by 2.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Taunt
--
100%
20
For 2 turns, the target can't use status moves.
Torment
--
100%
15
Target can't select the same move twice in a row.
Toxic
--
85%
10
Badly poisons the target.

Combo List


These are a list of several common move combinations Steelix can perform in Ruby/Sapphire. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive RS Move and Ability Combos for Steelix

Create a build


Have an idea in mind for Steelix that you'd like to test? Customize the IVs, EVs and their Ruby/Sapphire moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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