Steelix (Analysis)


Steelix

QC: [Oglemi] [Honko] [PK Gaming]
GP: [sirndpt] [Komodo]

[Overview]

<p>Due to the slew of powerful physical attackers that dominate the RU tier, it is not uncommon for players to search for a 'sturdy' Steel-type to fall back on; of these, Steelix is one of the most reliable and easy-to-use in the tier. With its tremendously high Defense stat, it can tank nearly any physical attack in the game, even super effective ones from the common Fighting-types that litter the tier. With some Special Defense investment, Steelix isn't even 2HKOed by most neutral special attacks. Steelix also has an expansive support movepool, including Stealth Rock, Roar, and even Dragon Tail, which allows it to both set up entry hazards for the team and rack up residual damage by phazing with Roar or Dragon Tail. Lastly, don't forget Steelix's handy Sturdy ability, which prevents it from ever being OHKOed from full health; it is a very useful tool for any support Pokemon.</p>

[SET]
name: Defensive
move 1: Stealth Rock
move 2: Earthquake
move 3: Gyro Ball
move 4: Dragon Tail / Roar / Toxic
item: Leftovers
ability: Sturdy
nature: Relaxed
evs: 252 HP / 96 Def / 160 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>Steelix is best used as a support Pokemon thanks to its enormous Defense, ability to set up Stealth Rock, and access to phazing moves such as Dragon Tail and Roar. Stealth Rock is the most important move on this set, especially as Steelix has the bulk to set it up multiple times, should it get spun away by opposing Rapid Spin users. Earthquake and Gyro Ball are great STAB moves with decent coverage; Earthquake hits the numerous Fire-, Electric-, and Rock-type foes, such as Typhlosion, Manectric, and Omastar, for super effective damage. Gyro Ball is an excellent secondary STAB that hits most Pokemon in the tier for heavy damage due to Steelix's low Speed. The only Pokemon that resist the combo are Fire / Flying-types such as Moltres and Charizard, the latter of which is rarely seen, and Rotom. The last move is highly dependent on your team's needs. Dragon Tail is an excellent phazing move that does damage and is not stopped by Taunt, and Roar makes it much harder for sweepers utilizing Substitute to set up by phazing through their Substitutes. Finally, Toxic is a great utility move that cripples most opposing walls.</p>

[ADDITIONAL COMMENTS]

<p>As per usual, Leftovers is a must for a defensively oriented Pokemon such as Steelix. Sturdy is the preferred ability, as it prevents Steelix from being OHKOed at full health. Although the EV spread may seem somewhat random, it actually prevents Choice Scarf Primeape's Close Combat from ever 2HKOing; however, the EV spread is flexible, and can be tailored to your specific needs. A Speed-hindering nature should always be used, however, as a lower Speed stat powers up Gyro Ball. If, for whatever reason, a phazing move or Toxic is not needed, Stone Edge can go in the last slot to hit Charizard and Moltres on the switch, but Steelix usually loses to both of them anyway. Payback can be used to hit Rotom, but Rotom can just burn Steelix with Will-O-Wisp or simply switch out. If all else fails, Explosion can be used as a last-ditch option to dent the opponent, but it won't do much damage with no Attack investment. Because Steelix is naturally physically defensive, it appreciates teammates such as Slowking who can sponge strong special attacks. Slowking has remarkably good synergy with Steelix, as it sports resistances to Fire-, Water-, and Fighting-type attacks, while Steelix boasts a useful immunity to Electric-type moves, and handy resistances to Bug-, Ghost-, and Dark-type attacks.</p>

[SET]
name: Curse
move 1: Curse
move 2: Earthquake
move 3: Gyro Ball
move 4: Stone Edge / Explosion
item: Leftovers
ability: Sturdy
nature: Sassy
evs: 252 HP / 4 Atk / 252 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>Although Steelix is more often seen utilizing its ridiculous Defense stat, it can easily go on the offensive by using Curse. Curse works quite well in tandem with Steelix's high Defense and average Attack; in fact, the Speed drop from Curse actually benefits Steelix by powering up Gyro Ball. Earthquake is a useful and powerful STAB move, and along with Stone Edge, creates the famous EdgeQuake attacking combination that provides excellent coverage. If Stone Edge is not needed to hit Levitators and Fire / Flying Pokemon, namely Moltres and Charizard, Explosion can be used to go out with a bang, and will hit anything that is not a Ghost-, Steel-, or Rock-type for a lot of damage, especially after a few Curses.</p>

[ADDITIONAL COMMENTS]

<p>Leftovers is the only item Steelix should use, even though this set is more offensively oriented. Leftovers is Steelix's only form of healing, and will benefit Steelix more in the long run. A Sassy nature along with full investment in both HP and Special Defense allows Steelix to tank many special attacks while using Curse to boost its Attack and Defense. Although this set needs a considerable amount of support in order to be successful, it can easily sweep late game once opposing special attackers are eliminated. As previously mentioned, Slowking shares great synergy with Steelix, and is quite possibly the best teammate for it. Pokemon such as Uxie or Claydol can set up Stealth Rock and dual screens in order to give Steelix an easier time setting up.</p>

[Other Options]

<p>Steelix actually has quite a few other options at its disposal, though none are very good. A Choice Band set is viable, but with Steelix's underwhelming Attack, it won't be doing much damage. A specially defensive set can be used, but Steelix's Defense is what sets it apart from other bulky Pokemon, and you should thus capitalize on it. Many coverage moves, such as the elemental fangs and Crunch, are available to Steelix, but generally don't offer better coverage, and are considerably weaker than Steelix's STAB attacks and Stone Edge. Taunt is an option to stop slower walls from setting up on Steelix, but in general, there isn't much that is slower than Steelix, so Taunt will more often than not be a waste of a moveslot. In addition to Curse, Steelix has access to other boosting moves such as Rock Polish and Autotomize. Unfortunately, due to Steelix's abysmal Speed, such a set won't be very effective, especially as Steelix's Attack is only average at best.</p>

[Checks and Counters]

<p>Because of its low Speed, susceptibility to Taunt, its average Attack, and poor Special Defense, it's relatively easy to stop Steelix. Any powerful special attack will do a number on Steelix, and super effective attacks from the likes of Moltres and Entei will outright destroy it. However, if Sturdy is active, Steelix has a chance to strike back with Earthquake or Stone Edge. In general, bulky Water-types such as Slowking and Poliwrath, can easily wall Steelix and threaten it with super effective STAB moves. Other defensive behemoths, including Ferroseed and Gligar, can tank all of Steelix's attacks and proceed to set up on it should it lack Taunt or a phazing move. Claydol is immune to Earthquake, resists Stone Edge, takes little damage from Gyro Ball, and can hit Steelix hard with STAB Earth Power, or set up Stealth Rock and spin away hazards that Steelix might have previously set up. Tangrowth resists Earthquake and takes a pittance from all of Steelix's other moves thanks to its excellent Defense, and has a whole host of ways to take Steelix down.</p>


[Dream World]

<p>Steelix gets Sheer Force from the Dream World, and actually has a decent movepool with which to abuse it. However, Sturdy is usually the superior ability, especially on defensive variants, as it guarantees that Steelix will never be OHKOed.</p>
 

Honko

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I don't think 252 SpD Sassy is the way to go. 200 base Def doesn't go as far as you'd think when you're weak to basically the four most common physical attacking types and only have 75 base HP. At the very least give him Relaxed as the primary nature, and I'd argue for some EVs in Defense as well so he isn't 2HKOed by relatively weak things like Scarf Primeape and Krookodile. Most good special attackers are going to 2HKO Steelix no matter how much you invest in SpD, and Sturdy ensures they'll never OHKO, so just focus on being a physical wall and let something else handle the special side.

Also, replace Payback with Stone Edge on the Curse set. Hits Rotom just as hard and has much better coverage otherwise (hits Moltres/Charizard on the switch for example).
 
OK, that was actually my initial thought, but I now agree with you Honko. However, I'm not really sure how to distribute the EVs for the first set.
 

Honko

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The spread I settled on last time I used Steelix was 252 HP / 96 Def / 160 SpD Relaxed, but unfortunately I can't remember exactly why, and that was before the tier update so it might not be relevant now. It does stop Jolly Scarf Primeape from ever 2HKOing, but I don't know if the SpD is doing anything. I know some of my fellow QC members have their own opinions about how to EV Steelix, so hopefully they'll weigh in.
 

Oglemi

Borf
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idk if that EV spread is technically the best on the main one, but it worked out just fine when I was playing with Steelix so I'd keep it as is. Also, deslash Stone Edge on the first set. I would never, ever want to go without Gyro Ball.



QC APPROVED 1/3
 
idk if that EV spread is technically the best on the main one, but it worked out just fine when I was playing with Steelix so I'd keep it as is. Also, deslash Stone Edge on the first set. I would never, ever want to go without Gyro Ball.



QC APPROVED 1/3
K thanks!
 

Honko

he of many honks
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On the Curse set, Explosion is really only good for bulky Waters, which aren't that common in RU (Poliwrath and Slowking are pretty much it). Everything else is either hit almost as hard by neutral Gyro Ball (225 vs 250) or is weak to Earthquake or Stone Edge. Make Stone Edge the first slash in that slot.

QC APPROVED 2/3
 
Sheer Force wasted? Really? I think not, Steelix has access to the Elemental Fangs, Iron Tail and Crunch which are all legal with Sheer Force and when coupled with a Life Orb, will hit pretty hard even with base 85 attack, as the Elemental Fangs will have 109.85 base power, Iron Tail will have 253.5 base power (After STAB, Life Orb and Sheer Force this is even higher than Explosion) and Crunch will have 135.2 base power. Not sure about Rock Slide and Iron Head, but if they are legal with Sheer Force, Rock Slide has 126.75 base power and Iron Head has 202.8 base power. With Steelix's 9 resistances, 2 immunities and base 200 Defense, it isn't hard to find an opportunity to switch in and bring the hurt to the opponent, especially when he can switch in to random a Thunder Wave or Toxic.

EDIT: Shouldn't there be an offensive movepool for Steelix? With the elemental fangs, Iron Tail, Earthquake and Stone Edge (The last two not boosted by Sheer Force) he can easily abuse Life Orb + Sheer Force to bring the hurt on the opponent on a Trick Room team.

Here are some damage calculations (Steelix has 252 EVs in Attack with an attack boosting nature in this case):
Steelix Sheer Force + Life Orb boosted Thunder Fang VS 252/200 Slowking: 48.2% - 57.4% (2KO with Stealth Rock)
Steelix Sheer Force + Life Orb boosted Thunder Fang VS 104/176+ Alomomola: 35.4% - 41.8%
Steelix Sheer Force + Life Orb boosted Iron Tail VS 252/252+ Claydol: 49.4% - 58.2% (Likely 2KO with Stealth Rock)
Steelix Sheer Force + Life Orb boosted Iron Tail VS 252/252+ Tangrowth: 34.7% - 40.8%
Steelix Sheer Force + Life Orb boosted Iron Tail VS 12/252+ Hariyama: 51.7% - 61.3% (Likely 2KO without Stealth Rock, guaranteed with Stealth Rock)
 
remove add comments

[Overview]

<p>Due to the slew of powerful physical attackers that dominate the RU tier, it is not uncommon for players to search for a 'sturdy' Steel-type to fall back on; of these, Steelix is perhaps one of the most reliable and easy-to-use Steel-types that are present in the tier. With its disgustingly terrifically / tremendously high Defense stat, it can tank nearly any physical attack in the game, even super effective ones from the common Fighting-types that litter the tier. With some Special Defense investment, Steelix isn't even 2HKOed by most neutral special attacks. Steelix also has an expansive support movepool, including Stealth Rock, Roar, and even Dragon Tail, which allows it to both set up entry hazards for the team and rack up residual damage by phazing with Roar or Dragon Tail. Lastly, don't forget Steelix's handy Sturdy ability, which basically prevents it from ever being OHKOed at from full health; it is a very useful tool for any support Pokemon.</p>

[SET]
name: Defensive
move 1: Stealth Rock
move 2: Earthquake
move 3: Gyro Ball
move 4: Dragon Tail / Roar / Toxic
item: Leftovers
ability: Sturdy
nature: Relaxed
evs: 252 HP / 96 Def / 160 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>Steelix is best used as a support Pokemon thanks to its enormous Defense, ability to set up Stealth Rock, and access to phazing moves such as Dragon Tail and Roar. Stealth Rock is the most important move on this set, especially as Steelix has the bulk to set it up multiple times, should it get spun away by opposing Rapid Spin users. Earthquake and Gyro Ball are great STAB moves with decent coverage; Earthquake is boosted by STAB and hits the numerous Fire-, Electric-, and Rock-type Pokemon in the tier foes, such as Typhlosion, Manectric, and Omastar, for super effective damage, such as Typhlosion, Manectric, and Omastar. Gyro Ball is an excellent secondary STAB that hits most Pokemon in the tier for heavy damage due to Steelix's low Speed. The only Pokemon that resist the combo are Fire / Flying-types such as Moltres and Charizard, the latter of which is rarely seen, and Rotom. The last move is highly dependent on your team's needs. Dragon Tail is an excellent phazing move that does damage and is not stopped by Taunt, Roar phazes through Substitutes, and makes it much harder for setup sweepers utilizing Substitute to set up by phazing through their Substitutes, and Toxic is a great utility move that cripples most opposing walls.</p>

[ADDITIONAL COMMENTS]

<p>As per usual, Leftovers is a must for a defensively oriented Pokemon such as Steelix. Sturdy is the preferred ability, as it prevents Steelix from ever being OHKOed at full health. Although the EV spread may seem somewhat random, it actually prevents Choice Scarf Primeape's Close Combat from ever 2HKOing; however, the EV spread is flexible, and can be tailored to your specific needs. A Speed-hindering nature is always required should always be used, however, as a lower Speed stat powers up Gyro Ball. If, for whatever reason, a phazing move or Toxic is not needed, Stone Edge can go in the last slot to hit Pokemon such as Charizard and Moltres on the switch; unfortunately, but optional Steelix usually loses to both of them anyway. Payback can be used to hit Rotom, but Rotom can just burn Steelix with Will-O-Wisp or simply switch out. If all else fails, Explosion can be used as a last-ditch option to dent the opponent, but it won't do much damage with no Attack investment. Because Steelix is naturally physically defensive, it appreciates teammates such as Slowking who can sponge strong special attacks such as Slowking sounds like Slowking is a 'strong special attack' >.>. Slowking has remarkably good synergy with Steelix, sporting as it sports resistances to Fire-, Water-, and Fighting-type attacks, while Steelix boasts a useful immunity to Electric-type moves, and handy resistances to Bug-, Ghost-, and Dark-type attacks.</p>

[SET]
name: Curse
move 1: Curse
move 2: Earthquake
move 3: Gyro Ball
move 4: Stone Edge / Explosion
item: Leftovers
ability: Sturdy
nature: Sassy
evs: 252 HP / 4 Atk / 252 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>Although Steelix may be seen as a more is more often seen as a defensively oriented Pokemon thanks to its ridiculous Defense stat, it can easily go on the offensive by using Curse. Curse works quite well in tandem with Steelix's high Defense and average Attack; in fact, the Speed drop from Curse actually benefits Steelix by powering up Gyro Ball. Earthquake is a useful and powerful STAB move, and along with Stone Edge, creates the famous EdgeQuake duo attacking combination that provides excellent coverage. If Stone Edge is not needed to hit Levitators and Flying / Fire-types Fire / Flying Pokemon, namely Moltres and Charizard, Explosion can be used to go out with a bang, and will hit anything that is not a Ghost-type for a lot of damage, especially after a few Curses.</p>

[ADDITIONAL COMMENTS]

<p>Leftovers should be the only item Steelix uses is the only item Steelix should use, even though this set is more offensively oriented. Leftovers is Steelix's only form of healing, and will benefit Steelix more in the long run. A Sassy nature along with full investment in both HP and Special Defense allows Steelix to tank many special attacks while using Curse to boost its Attack and Defense. Although this set needs a considerable amount of support in order to be successful, it can easily sweep late game once the opposing special attackers are eliminated. As previously mentioned, Slowking shares great synergy with Steelix, and is quite possibly the best teammate for it. Pokemon such as Uxie or Claydol can set up Stealth Rock and dual screens in order to give Steelix an easier time setting up.</p>

[Other Options]

<p>Steelix actually has quite a few other options at its disposal, though none are very good. A Choice Band set is viable, but with Steelix's underwhelming Attack, it won't be doing much damage. A specially defensive set can be used over the main set, but Steelix's Defense is what sets it apart from other bulky Pokemon, and thus, you should thus capitalize on it. Many coverage moves, such as the elemental fangs, and Crunch, are available to Steelix, but generally don't offer better coverage, and are considerably weaker than Steelix's STAB attacks and Stone Edge. Taunt is an option to stop slower walls from setting up on you Steelix, but in general, there isn't much that is slower than Steelix, so Taunt is essentially will more often than not be optional a waste of a moveslot. In addition to Curse, Steelix has access to other boosting moves, such as Rock Polish and Autotomize. Unfortunately, due to Steelix's abysmal Speed and only average Attack, such a sets won't be very effective, especially as Steelix's Attack is only average at best.</p>

[Checks and Counters]
<p>It is relatively easy to stop Steelix due to its low Speed and therefore consequent susceptibility to Taunt, its average Attack, and its below average Special Defense. Any powerful special attack will do a number on Steelix, and super effective attacks from the likes of Moltres and Entei will outright destroy it. However, if Sturdy is still active, Steelix has a chance to strike back with Earthquake or Stone Edge, depending on the target. In general, bulky Water-types, such as Slowking and Poliwrath, can easily wall Steelix and threaten it with super effective STAB moves. Other defensive behemoths such as , including Ferroseed and Gligar, can all tank any hits from Steelix, all Steelix's attacks and proceed to set up on it, should it lack Taunt or a phazing move. Claydol is immune to Earthquake, resists Stone Edge, takes little damage from Gyro Ball, and can hit Steelix hard with STAB Earth Power, or set up Stealth Rock and spin away what hazards that Steelix might have previously set up. Tangrowth resists Earthquake and takes a pittance from all of Steelix's other moves thanks to its excellent Defense, and has a whole host of options from which to choose from in order ways to take Steelix down.</p>

[Dream World]

<p>Steelix gets Sheer Force from the Dream World, and actually has a decent movepool with which to abuse it. However, Sturdy is usually the superior ability, especially on defensive variants, as it guarantees that Steelix will never be OHKOed.</p>


GP APPROVED 1/2
 

Komodo

Huff
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Steelix

QC: [Oglemi] [Honko] [PK Gaming]
GP: [sirndpt] []

[Overview]

<p>Due to the slew of powerful physical attackers that dominate the RU tier, it is not uncommon for players to search for a 'sturdy' Steel-type to fall back on; of these, Steelix is one of the most reliable and easy-to-use in the tier. With its tremendously high Defense stat, it can tank nearly any physical attack in the game, even super effective ones from the common Fighting-types that litter the tier. With some Special Defense investment, Steelix isn't even 2HKOed by most neutral special attacks. Steelix also has an expansive support movepool, including Stealth Rock, Roar, and even Dragon Tail, which allows it to both set up entry hazards for the team and rack up residual damage by phazing with Roar or Dragon Tail. Lastly, don't forget Steelix's handy Sturdy ability, which prevents it from ever being OHKOed from full health; it is a very useful tool for any support Pokemon.</p>

[SET]
name: Defensive
move 1: Stealth Rock
move 2: Earthquake
move 3: Gyro Ball
move 4: Dragon Tail / Roar / Toxic
item: Leftovers
ability: Sturdy
nature: Relaxed
evs: 252 HP / 96 Def / 160 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>Steelix is best used as a support Pokemon thanks to its enormous Defense, ability to set up Stealth Rock, and access to phazing moves such as Dragon Tail and Roar. Stealth Rock is the most important move on this set, especially as Steelix has the bulk to set it up multiple times, should it get spun away by opposing Rapid Spin users. Earthquake and Gyro Ball are great STAB moves with decent coverage; Earthquake is boosted by STAB and (this sounds repetetive) hits the numerous Fire-, Electric-, and Rock-type foes, such as Typhlosion, Manectric, and Omastar, for super effective damage. Gyro Ball is an excellent secondary STAB that hits most Pokemon in the tier for heavy damage due to Steelix's low Speed. The only Pokemon that resist the combo are Fire / Flying-types such as Moltres and Charizard, the latter of which is rarely seen, and Rotom. The last move is highly dependent on your team's needs. Dragon Tail is an excellent phazing move that does damage and is not stopped by Taunt, and Roar and makes it much harder for setup sweepers utilizing Substitute to set up by phazing through their Substitutes.(full stop) and Finally, Toxic is a great utility move that cripples most opposing walls.</p>

[ADDITIONAL COMMENTS]

<p>As per usual, Leftovers is a must for a defensively oriented Pokemon such as Steelix. Sturdy is the preferred ability, as it prevents Steelix from being OHKOed at full health. Although the EV spread may seem somewhat random, it actually prevents Choice Scarf Primeape's Close Combat from ever 2HKOing; however, the EV spread is flexible, and can be tailored to your specific needs. A Speed-hindering nature should always be used, however, as a lower Speed stat powers up Gyro Ball. If, for whatever reason, a phazing move or Toxic is not needed, Stone Edge can go in the last slot to hit Charizard and Moltres on the switch, but Steelix usually loses to both of them anyway. Payback can be used to hit Rotom, but Rotom can just burn Steelix with Will-O-Wisp or simply switch out. If all else fails, Explosion can be used as a last-ditch option to dent the opponent, but it won't do much damage with no Attack investment. Because Steelix is naturally physically defensive, it appreciates teammates such as Slowking who can sponge strong special attacks. Slowking has remarkably good synergy with Steelix, as it sports resistances to Fire-, Water-, and Fighting-type attacks, while Steelix boasts a useful immunity to Electric-type moves, and handy resistances to Bug-, Ghost-, and Dark-type attacks.</p>

[SET]
name: Curse
move 1: Curse
move 2: Earthquake
move 3: Gyro Ball
move 4: Stone Edge / Explosion
item: Leftovers
ability: Sturdy
nature: Sassy
evs: 252 HP / 4 Atk / 252 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>Although Steelix is more often seen as a defensively oriented Pokemon thanks to utilizing its ridiculous Defense stat, it can easily go on the offensive by using Curse. Curse works quite well in tandem with Steelix's high Defense and average Attack; in fact, the Speed drop from Curse actually benefits Steelix by powering up Gyro Ball. Earthquake is a useful and powerful STAB move, and along with Stone Edge, creates the famous EdgeQuake attacking combination that provides excellent coverage. If Stone Edge is not needed to hit Levitators and Fire / Flying Pokemon, namely Moltres and Charizard, Explosion can be used to go out with a bang, and will hit anything that is not a Ghost-, Steel-, or Rock-type for a lot of damage, especially after a few Curses.</p>

[ADDITIONAL COMMENTS]

<p>Leftovers is the only item Steelix should use, even though this set is more offensively oriented. Leftovers is Steelix's only form of healing, and will benefit Steelix more in the long run. A Sassy nature along with full investment in both HP and Special Defense allows Steelix to tank many special attacks while using Curse to boost its Attack and Defense. Although this set needs a considerable amount of support in order to be successful, it can easily sweep late game once opposing special attackers are eliminated. As previously mentioned, Slowking shares great synergy with Steelix, and is quite possibly the best teammate for it. Pokemon such as Uxie or Claydol can set up Stealth Rock and dual screens in order to give Steelix an easier time setting up.</p>

[Other Options]

<p>Steelix actually has quite a few other options at its disposal, though none are very good. A Choice Band set is viable, but with Steelix's underwhelming Attack, it won't be doing much damage. A specially defensive set can be used, but Steelix's Defense is what sets it apart from other bulky Pokemon, and you should thus capitalize on it. Many coverage moves, such as the elemental fangs and Crunch, are available to Steelix, but generally don't offer better coverage, and are considerably weaker than Steelix's STAB attacks and Stone Edge. Taunt is an option to stop slower walls from setting up on Steelix, but in general, there isn't much that is slower than Steelix, so Taunt will more often than not be a waste of a moveslot. In addition to Curse, Steelix has access to other boosting moves such as Rock Polish and Autotomize. Unfortunately, due to Steelix's abysmal Speed, such a set won't be very effective, especially as Steelix's Attack is only average at best.</p>

[Checks and Counters]

<p>Because of its low Speed, susceptibility to Taunt, its average Attack, and poor Special Defense, it's relatively easy to stop Steelix due to its low Speed and consequent susceptibility to Taunt, its average Attack, and its below average Special Defense. Any powerful special attack will do a number on Steelix, and super effective attacks from the likes of Moltres and Entei will outright destroy it. However, if Sturdy is active, Steelix has a chance to strike back with Earthquake or Stone Edge. In general, bulky Water-types such as Slowking and Poliwrath, can easily wall Steelix and threaten it with super effective STAB moves. Other defensive behemoths, including Ferroseed and Gligar, can tank all of Steelix's attacks and proceed to set up on it should it lack Taunt or a phazing move. Claydol is immune to Earthquake, resists Stone Edge, takes little damage from Gyro Ball, and can hit Steelix hard with STAB Earth Power, or set up Stealth Rock and spin away hazards that Steelix might have previously set up. Tangrowth resists Earthquake and takes a pittance from all of Steelix's other moves thanks to its excellent Defense, and has a whole host of ways to take Steelix down.</p>

[Dream World]

<p>Steelix gets Sheer Force from the Dream World, and actually has a decent movepool with which to abuse it. However, Sturdy is usually the superior ability, especially on defensive variants, as it guarantees that Steelix will never be OHKOed.</p>


GP 2/2
 

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