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208 - Steelix

Type

Version Type
All

Defenses

Immune ×0 Resistant ×¼ Resistant ×½ Normal ×1 Weak ×2 Weak ×4


















 

Ability

Version Ability
All Rock Head / Sturdy

Base Stats

Version HP Atk Def SAtk SDef Spd BST
Classic 75 85 200 55 65 30 510
Complete 75 105 200 45 65 30 520

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Description
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.
1 Mud Sport - - 15 Halves all Electric-type damage.
1 Tackle 40 100% 35 Inflicts regular damage with no additional effect.
1 Harden - - 30 Raises the user's Defense by one stage.
1 Bind 15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
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 Bulldoze 60 100% 20 Has a 100% chance to lower the target's Speed by one stage.
13 Rock Tomb 60 95% 15 Has a 100% chance to lower the target's Speed by one stage.
16 Rage 20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
19 Dragon Breath 60 100% 20 Has a 30% chance to paralyze the target.
22 Dig 80 100% 10 User digs underground, dodging all attacks, and hits next turn.
25 Iron Tail 100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
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 Crunch 80 100% 15 Has a 20% chance to lower the target's Defense by one stage.
37 Stone Edge 100 80% 5 Has an increased chance for a critical hit.
40 Double-Edge 120 100% 15 User receives 1/3 the damage inflicted in recoil.
43 Sandstorm - - 10 Changes the weather to a sandstorm for five turns.

Learnable Moves

Machine Name Power Accuracy PP Type Damage Class Description
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 Iron Tail 100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
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.
TM28 Dig 80 100% 10 User digs underground, dodging all attacks, and hits next turn.
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.
TM43 Secret Power 70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest - - 10 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.
TM58 Endure - - 10 Prevents the user's HP from lowering below 1 this turn.
TM59 Dragon Pulse 85 100% 10 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.
TM76 Stealth Rock - - 20 Causes damage when opposing Pokémon switch in.
TM77 Psych Up - - 10 Discards the user's stat changes and copies the target's.
TM78 Captivate - 100% 20 Lowers the target's Special Attack by two stages if it's the opposite gender.
TM79 Dark Pulse 80 100% 15 Has a 20% chance to make the target flinch.
TM80 Rock Slide 75 90% 10 Has a 30% chance to make the target flinch.
TM82 Sleep Talk - - 10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM87 Swagger - 85% 15 Raises the target's Attack by two stages and confuses the target.
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.
HM01 Cut 60 100% 25 Has an increased chance for a critical hit.
HM04 Strength 100 100% 15 Has a 10% chance to raise the user's Attack by one stage.
HM06 Rock Smash 60 100% 15 Has a 50% chance to lower the target's Defense by one stage.
HM08 Rock Climb 80 95% 10 Has a 20% chance to confuse the target.
Move Tutor Ancient Power 60 100% 5 Has a 10% chance to raise all of the user's stats by one stage.
Move Tutor Aqua Tail 90 90% 10 Inflicts regular damage with no additional effect.
Move Tutor Earth Power 90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
Move Tutor Iron Defense - - 15 Raises the user's Defense by two stages.
Move Tutor Iron Head 80 100% 15 Has a 30% chance to make the target flinch.
Move Tutor Magnet Rise - - 10 User is immune to Ground moves and effects for five turns.
Move Tutor Mud-Slap 20 100% 10 Has a 100% chance to lower the target's accuracy by one stage.
Move Tutor Rollout 30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
Move Tutor Snore 50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.

Wild Encounters

Route Method Level Chance
Iron Island ~ Inside ~ 1F, B1F 🌅 Morning Lv. 41 - 43 5%
Iron Island ~ Inside ~ 1F, B1F 🌞 Day Lv. 41 - 43 5%
Iron Island ~ Inside ~ 1F, B1F 🌙 Night Lv. 41 - 43 5%
Iron Island ~ Inside ~ B2F, B3F 🌅 Morning Lv. 43 - 45 5%
Iron Island ~ Inside ~ B2F, B3F 🌞 Day Lv. 43 - 45 5%
Iron Island ~ Inside ~ B2F, B3F 🌙 Night Lv. 43 - 45 5%
Snowpoint Temple 🌅 Morning Lv. 47 - 50 10%
Snowpoint Temple 🌞 Day Lv. 47 - 50 10%
Snowpoint Temple 🌙 Night Lv. 47 - 50 10%
Victory Road ~ 1F 🌅 Morning Lv. 59 10%
Victory Road ~ 1F 🌞 Day Lv. 59 10%
Victory Road ~ 1F 🌙 Night Lv. 59 10%
Victory Road ~ 1F Back 1 🌅 Morning Lv. 59 10%
Victory Road ~ 1F Back 1 🌞 Day Lv. 59 10%
Victory Road ~ 1F Back 1 🌙 Night Lv. 59 10%
Victory Road ~ 1F Back 3 🌅 Morning Lv. 59 10%
Victory Road ~ 1F Back 3 🌞 Day Lv. 59 10%
Victory Road ~ 1F Back 3 🌙 Night Lv. 59 10%
Victory Road ~ 2F 🌅 Morning Lv. 59 20%
Victory Road ~ 2F 🌞 Day Lv. 59 20%
Victory Road ~ 2F 🌙 Night Lv. 59 20%