Pokédex › Steelix
Steelix — Stats & Moves (Pokémon Champions)
SteelGround Abilities: Rock Head, Sturdy
Pokémon Champions data at Lv50 with the game's fixed 32 IVs. Best counters to Steelix / Calculate damage with Steelix / Calculate damage against Steelix
Base stats and actual values (Lv50)
| Stat | Base | 0 pts | 32 pts | 32 pts, +nature |
|---|---|---|---|---|
| HP | 150 | 182 | — | |
| Attack | 105 | 137 | 150 | |
| Defense | 220 | 252 | 277 | |
| Sp. Atk | 75 | 107 | 117 | |
| Sp. Def | 85 | 117 | 128 | |
| Speed | 50 | 82 | 90 |
Champions uses stat points instead of EVs: each point adds +1, max 32 per stat, 66 total. Nature multiplies after points are added (verified in-game).
Type matchups (defense)
| 2x weak | FireWaterFightingGround |
|---|---|
| resists (1/2) | NormalFlyingPsychicBugDragonSteelFairy |
| resists (1/4) | Rock |
| immune | ElectricPoison |
Learnset (66 moves)
| Move | Type | Cat. | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| Self-Destruct | Normal | Physical | 200 | 100 | 8 | User faints. |
| Giga Impact | Normal | Physical | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Double-Edge | Normal | Physical | 120 | 100 | 16 | User receives 1/3 the damage inflicted in recoil. |
| Body Slam | Normal | Physical | 85 | 100 | 16 | Has a chance to paralyze the target. |
| Facade | Normal | Physical | 70 | 100 | 20 | Power doubles if user is burned, paralyzed, or poisoned. |
| Bind | Normal | Physical | 15 | 85 | 20 | Prevents the target from fleeing and inflicts damage for 2-5 turns. |
| Flail | Normal | Physical | — | 100 | 16 | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
| Hyper Beam | Normal | Special | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Round | Normal | Special | 60 | 100 | 16 | Has double power if it’s used more than once per turn. |
| Snore | Normal | Special | 50 | 100 | 16 | Has a chance to make the target flinch. Only works if the user is sleeping. |
| Block | Normal | Status | — | — | 8 | Prevents the target from leaving battle. |
| Sleep Talk | Normal | Status | — | — | 12 | Randomly uses one of the user’s other three moves. Only works if the user is sleeping. |
| Attract | Normal | Status | — | 100 | 16 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. |
| Endure | Normal | Status | — | — | 12 | Prevents the user’s HP from lowering below 1 this turn. |
| Scary Face | Normal | Status | — | 100 | 12 | Lowers the target’s Speed by two stages. |
| Protect | Normal | Status | — | — | 8 | Prevents any moves from hitting the user this turn. |
| Substitute | Normal | Status | — | — | 12 | Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. |
| Screech | Normal | Status | — | 85 | 20 | Lowers the target’s Defense by two stages. |
| Fire Fang | Fire | Physical | 65 | 95 | 16 | Has a chance to burn the target and a chance to make the target flinch. |
| Sunny Day | Fire | Status | — | — | 8 | Changes the weather to sunny for five turns. |
| Thunder Fang | Electric | Physical | 65 | 95 | 16 | Has a chance to paralyze the target and a chance to make the target flinch. |
| Magnet Rise | Electric | Status | — | — | 12 | User is immune to Ground moves and effects for five turns. |
| Head Smash | Rock | Physical | 150 | 80 | 8 | User receives 1/2 the damage inflicted in recoil. |
| Stone Edge | Rock | Physical | 100 | 80 | 8 | Has an increased chance for a critical hit. |
| Rock Slide | Rock | Physical | 75 | 90 | 12 | Has a chance to make the target flinch. |
| Rock Tomb | Rock | Physical | 60 | 95 | 16 | Has a chance to lower the target’s Speed by one stage. |
| Smack Down | Rock | Physical | 50 | 100 | 16 | Removes any immunity to Ground damage. |
| Rock Blast | Rock | Physical | 25 | 90 | 12 | Hits 2-5 times in one turn. |
| Meteor Beam | Rock | Special | 120 | 90 | 12 | Inflicts regular damage with no additional effect. |
| Ancient Power | Rock | Special | 60 | 100 | 8 | Has a chance to raise all of the user’s stats by one stage. |
| Wide Guard | Rock | Status | — | — | 12 | Prevents any multi-target moves from hitting friendly Pokémon this turn. |
| Stealth Rock | Rock | Status | — | — | 20 | Causes damage when opposing Pokémon switch in. |
| Rock Polish | Rock | Status | — | — | 20 | Raises the user’s Speed by two stages. |
| Sandstorm | Rock | Status | — | — | 8 | Changes the weather to a sandstorm for five turns. |
| Earthquake | Ground | Physical | 100 | 100 | 12 | Inflicts regular damage and can hit Dig users. |
| High Horsepower | Ground | Physical | 95 | 95 | 12 | Inflicts regular damage with no additional effect. |
| Drill Run | Ground | Physical | 80 | 95 | 12 | Has an increased chance for a critical hit. |
| Dig | Ground | Physical | 80 | 100 | 12 | User digs underground, dodging all attacks, and hits next turn. |
| Stomping Tantrum | Ground | Physical | 75 | 100 | 12 | Has double power if the user’s last move failed. |
| Bulldoze | Ground | Physical | 60 | 100 | 20 | Has a chance to lower the target’s Speed by one stage. |
| Sand Tomb | Ground | Physical | 35 | 85 | 16 | Prevents the target from fleeing and inflicts damage for 2-5 turns. |
| Fissure | Ground | Physical | — | 30 | 8 | Causes a one-hit KO. |
| Earth Power | Ground | Special | 90 | 100 | 12 | Has a chance to lower the target’s Special Defense by one stage. |
| Scorching Sands | Ground | Special | 70 | 100 | 12 | Has a chance to burn the target. |
| Ice Fang | Ice | Physical | 65 | 95 | 16 | Has a chance to freeze the target and a chance to make the target flinch. |
| Body Press | Fighting | Physical | 80 | 100 | 12 | |
| Psychic Fangs | Psychic | Physical | 85 | 100 | 12 | Destroys Reflect and Light Screen. |
| Rest | Psychic | Status | — | — | 8 | User sleeps for two turns, completely healing itself. |
| Curse | Ghost | Status | — | — | 12 | Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. |
| Breaking Swipe | Dragon | Physical | 60 | 100 | 16 | Lowers the target’s Attack by one stage after inflicting damage. |
| Dragon Tail | Dragon | Physical | 60 | 90 | 12 | Ends wild battles. Forces trainers to switch Pokémon. |
| Dragon Pulse | Dragon | Special | 85 | 100 | 12 | Inflicts regular damage with no additional effect. |
| Dragon Dance | Dragon | Status | — | — | 20 | Raises the user’s Attack and Speed by one stage. |
| Crunch | Dark | Physical | 80 | 100 | 16 | Has a chance to lower the target’s Defense by one stage. |
| Brutal Swing | Dark | Physical | 60 | 100 | 20 | Inflicts regular damage with no additional effect. |
| Payback | Dark | Physical | 50 | 100 | 12 | Power is doubled if the target has already moved this turn. |
| Dark Pulse | Dark | Special | 80 | 100 | 16 | Has a chance to make the target flinch. |
| Taunt | Dark | Status | — | 100 | 20 | For the next few turns, the target can only use damaging moves. |
| Steel Roller | Steel | Physical | 130 | 100 | 8 | Inflicts regular damage with no additional effect. |
| Iron Tail | Steel | Physical | 100 | 75 | 16 | Has a chance to lower the target’s Defense by one stage. |
| Iron Head | Steel | Physical | 80 | 100 | 16 | Has a chance to make the target flinch. |
| Heavy Slam | Steel | Physical | — | 100 | 12 | Power is higher when the user weighs more than the target, up to a maximum of 120. |
| Gyro Ball | Steel | Physical | — | 100 | 8 | Power raises when the user has lower Speed, up to a maximum of 150. |
| Steel Beam | Steel | Special | 140 | 95 | 8 | Inflicts damage, and the user takes damage equal to half of its max HP, rounded up. |
| Flash Cannon | Steel | Special | 80 | 100 | 12 | Has a chance to lower the target’s Special Defense by one stage. |
| Iron Defense | Steel | Status | — | — | 16 | Raises the user’s Defense by two stages. |