Competitive Information for Steelix (mega) [X/Y]

Competitive Pokemon X/Y Movesets and Strategies for Steelix-mega steelix-mega
Base Stats for Steelix-Mega

Steel / Ground

Abilities:
Sand ForceSand Force: This Pokemon's Ground/Rock/Steel attacks do 1.3x in Sandstorm; immunity to it.


Evolutions / Family:
Steelix

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

Optimize Steelix-mega's EVs for X/Y

Movesets for Singles


What is a good competitive moveset for Steelix-mega? These builds have been optimized for Pokemon competing in X/Y 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 X/Y generation metagame.


Steelix is a pretty decent Steel and Ground-typed Pokemon. It's pretty standard to find yourself dealing with Steelix when battling in the 6th generation meta. Steelix is weak to Fighting, Fire, Ground, and Water-typed attacks.


Species: Steelix-Mega
Item: Steelixite
Ability: Sand Force
Nature: Adamant (+Atk, -SpA)
EVs: 236 Hp / 252 Atk / 20 SpD
Moveset:
- Earthquake / Bulldoze
- Iron Head
- Ice Fang / Double-Edge
- Rock Slide / Rock Tomb

Physical Sweeper Steelix-Mega (Sand Force)

Steelix is an awesome Physical Sweeper. It's purpose is to take down the opponent's team with brute physical power. With Sand Force, Steelix's ground/rock/steel attacks do 1.3x in sandstorm; immunity to it. Ice Fang was added to provide additional threat coverage.

Earthquake is a physical STAB-boosted 100-base power Ground-type move (hits adjacent pokemon).
Bulldoze is a physical STAB-boosted 60-base power Ground-type move (100% chance lower adjacent pkmn speed by 1 stage).
Iron Head is a physical STAB-boosted 80-base power Steel-type move (30% chance to flinch the target).
Ice Fang is a physical 65-base power Ice-type move (10% chance to freeze. 10% chance to flinch).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Rock Tomb is a physical 60-base power Rock-type move (100% chance to lower the target's speed by 1 stage).


Movesets for Doubles


What is a good doubles moveset for Steelix-mega? These builds have been optimized for X/Y 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 X/Y generation metagame.


Species: Steelix-Mega
Item: Steelixite
Ability: Sand Force
Nature: Adamant (+Atk, -SpA)
EVs: 236 Hp / 252 Atk / 20 SpD
Moveset:
- Earthquake / Bulldoze
- Rock Slide / Rock Tomb
- Iron Head
- Ice Fang / Double-Edge

Doubles Physical Sweeper Steelix-Mega (Sand Force)

Steelix is an interesting Physical Sweeper. It is meant to take down the opponent's team with brute physical power. With Sand Force, Steelix's ground/rock/steel attacks do 1.3x in sandstorm; immunity to it. Ice Fang was added to provide additional threat coverage.

Earthquake is a physical STAB-boosted 100-base power Ground-type move (hits adjacent pokemon).
Bulldoze is a physical STAB-boosted 60-base power Ground-type move (100% chance lower adjacent pkmn speed by 1 stage).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Rock Tomb is a physical 60-base power Rock-type move (100% chance to lower the target's speed by 1 stage).
Iron Head is a physical STAB-boosted 80-base power Steel-type move (30% chance to flinch the target).
Ice Fang is a physical 65-base power Ice-type move (10% chance to freeze. 10% chance to flinch).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).


Movepool


Wondering what moves can Steelix-mega 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
Ancient Power
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Dark Pulse
80
100%
15
20% chance to flinch the target.
Dragon Breath
60
100%
20
30% chance to paralyze the target.
Dragon Pulse
85
100%
10
No additional effect.
Earth Power
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Flash Cannon
80
100%
10
10% chance to lower the target's Sp. Def by 1.
Hyper Beam
150
90%
5
User cannot move next turn.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Round
60
100%
15
Power doubles if others used Round this turn.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Twister
40
100%
20
20% chance to flinch the foe(s).
Aqua Tail
90
90%
10
No additional effect.
Bind
15
85%
20
Traps and damages the target for 4-5 turns.
Body Slam
85
100%
15
30% chance to paralyze the target.
Bulldoze
60
100%
20
100% chance lower adjacent Pkmn Speed by 1.
Crunch
80
100%
15
20% chance to lower the target's Defense by 1.
Cut
50
95%
30
No additional effect.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 33% recoil.
Dragon Tail
60
90%
10
Forces the target to switch to a random ally.
Earthquake
100
100%
10
Hits adjacent Pokemon. Double damage on Dig.
Explosion
250
100%
5
Hits adjacent Pokemon. The user faints.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fire Fang
65
95%
15
10% chance to burn. 10% chance to flinch.
Flail
--
100%
15
More power the less HP the user has left.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Gyro Ball
--
100%
5
More power the slower the user than the target.
Headbutt
70
100%
15
30% chance to flinch the target.
Heavy Slam
--
100%
10
More power the heavier the user than the target.
Ice Fang
65
95%
15
10% chance to freeze. 10% chance to flinch.
Iron Head
80
100%
15
30% chance to flinch the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Payback
50
100%
10
Power doubles if the user moves after the target.
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 Blast
25
90%
10
Hits 2-5 times in one turn.
Rock Climb
90
85%
20
20% chance to confuse the target.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Rock Throw
50
90%
15
No additional effect.
Rock Tomb
60
95%
15
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
35
85%
15
Traps and damages the target for 4-5 turns.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Self-Destruct
200
100%
5
Hits adjacent Pokemon. The user faints.
Slam
80
75%
20
No additional effect.
Smack Down
50
100%
15
Removes the target's Ground immunity.
Stone Edge
100
80%
5
High critical hit ratio.
Strength
80
100%
15
No additional effect.
Tackle
50
100%
35
No additional effect.
Thunder Fang
65
95%
15
10% chance to paralyze. 10% chance to flinch.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Autotomize
--
--
15
Raises the user's Speed by 2; user loses 100 kg.
Block
--
--
5
Prevents the target from switching out.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
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.
Magnet Rise
--
--
10
For 5 turns, the user has immunity to Ground.
Mimic
--
--
10
The last move the target used replaces this one.
Mud Sport
--
--
15
For 5 turns, Electric-type attacks have 1/3 power.
Nature Power
--
--
20
Attack depends on terrain (default Tri Attack).
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
--
--
20
Forces the target to switch to a random ally.
Rock Polish
--
--
20
Raises the user's Speed by 2.
Rototiller
--
--
10
Raises Atk/Sp. Atk of grounded Grass types by 1.
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.
Stealth Rock
--
--
20
Hurts foes on switch-in. Factors Rock weakness.
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
Target can't use status moves its next 3 turns.
Torment
--
100%
15
Target can't select the same move twice in a row.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.

Combo List


These are a list of several common move combinations Steelix-mega can perform in X/Y. 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 XY Move and Ability Combos for Steelix-mega

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