Steelix (BW2 Revamp)

religiousjedi

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[Overview]

<p>Large, silver, and sleek, stare in awe at Steelix. That menacing grin is not only for show, as Steelix practically laughs at half of the tier for the pittance in damage it receives. A reliable Steel / Ground typing gives it nine resistances and two immunities, while an astonishing base 200 Defense backed by a great base 75 HP makes Steelix one, if not THE, premier physical wall in the RU tier. With the proper EV investment, it can take both physical and special hits, being a great check or counter to threats such as Galvantula, Escavalier, and Aggron. Don't forget about Sturdy, which acts as a pseudo-Focus Sash. A godawful base 30 Speed and an average base 85 Attack are slightly concerning, but don't let that depress you; even that poor Speed is beneficial, as it enables Steelix to hit hard with Gyro Ball, an especially deadly move against various frail sweepers such as Sceptile. Steelix easily fits in with almost any team, ready to grin and bear the brunt of an opponent while setting up Stealth Rock on a whim!</p>

[SET]
name: Defensive
move 1: Stealth Rock
move 2: Earthquake
move 3: Gyro Ball
move 4: Roar / Dragon Tail
item: Leftovers
ability: Sturdy
nature: Relaxed
evs: 252 HP / 220 Def / 36 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>The gold standard for Steelix; it takes resisted physical hits like a boss while getting the most desired entry hazard up easily. Stealth Rock is right at home in the RU tier, as it wreaks the myriad of Bug-, Flying-, and Fire-types that await. From there, Steelix wants to retaliate with a semblance of force. Earthquake grants this as its primary STAB move, putting a dent on anything it hits super effectively. Gyro Ball is its secondary STAB move that is useful against frail foes that are speedier than Steelix. It OHKOes Archeops and deals 78.59 - 92.25% damage to Primeape, a guaranteed OHKO with Stealth Rock and two layers of Spikes. Gyro Ball also does a decent number against Rotom, should it lack a super effective Hidden Power or Will-O-Wisp.</p>

<p>The final move is quite a fickle one, though. Because Steelix attracts unwanted attention from Pokemon wanting to set up on it, particularly those who resist or have no problem taking on its STAB moves, a phazing move is desired. The benefit is twofold, as the forced switch also racks up entry hazard damage. With access to two phazing moves, Steelix must make a choice; Roar has been a mainstay in Steelix's arsenal since GSC. Accuracy and the ability to phaze through an opponent's Substitute still make it the primary choice. However, Taunt ruins the chance of a Roar to be bellowed, so Steelix has the option of turning to a secondary phazing move. Dragon Tail deals damage while forcing out the opponent, meaning that damage is caused to both shifted Pokemon when in lieu with entry hazards. However, there are two downsides to Dragon Tail; it doesn't phaze through a Substitute, and the 90% accuracy may result in a costly miss.</p>

[ADDITIONAL COMMENTS]

<p>The given EV spread ensures that Choice Band Archeops and Choice Scarf Primeape 3HKO Steelix with Earthquake and Close Combat, respectively, factoring in Stealth Rock on the field. The remaining EVs bolster Steelix's underwhelming Special Defense. If you prefer to take special attacks a bit better, an alternate EV spread of 252 HP / 96 Def / 160 SpD can be used. Though you trade in the 3HKO guaranteed with the standard spread (a 5.86% chance of being 2HKOed by Choice Band Archeops and Choice Scarf Primeape without Stealth Rock), the additional special bulk ensures that only a 3HKO occurs from unboosted special attackers such as Trick Room Cofagrigus.</p>

<p>If Stealth Rock or phazing is left to another Pokemon, Steelix has other options to take on its checks. Toxic can be used against bulkier walls such as Tangrowth, bulky Water-types, and defensive Ghost-types such as Dusknoir and Cofagrigus. Stone Edge nails Moltres and Scyther on the switch in. However, because Stealth Rock already robs them of half of their health, it should really be considered only if you have another teammate setting up Stealth Rock. In any case, recall that with no EV investment, the only things Stone Edge will be dealing any meaningful damage to is frail foes weak to Rock-type attacks. Finally, Rest is an option to keep Steelix around longer; against physical attackers who can barely scratch Steelix, it is the perfect way to recover its health. However, the sleep mechanics this generation make sleep undesirable, so the importance of a cleric becomes clear in the case that Steelix is forced out.</p>

<p>Because Steelix is weak to some very common types in the metagame, it appreciates Pokemon who can absorb Ground-, Water-, Fighting-, and Fire-type attacks. It therefore has perfect synergy with Rotom, Slowking, and Poliwrath, who, in return, appreciate Steelix's resistances and immunities. Cleric support is appreciated, as Steelix hates being burned and will love being healed if it carries Rest. Misdreavus carries Heal Bell, so if Steelix packs Rest, it can easily wake it up. Much like Rotom, it also provides anti-spin support. Alomomola is another bulky Water-type with good synergy, with the added benefit of providing Wish support. Gardevoir is also a decent package, carrying both Wish and Heal Bell alongside good special bulk to compliment Steelix's natural physical bulk. If its counters are eliminated, Steelix is very difficult to take down, phazing away boosting sweepers and wearing down opponents. Therefore, Steelix adores entry hazards alongside the Stealth Rock it lays.</p>

[Other Options]

<p>A Curse set is an option should you want to maximize Steelix's physical bulk and give it a better attacking role. It works best if its counters are gone, as it will gradually get slower as it uses Curse. Rock Head should not even be considered, as Double-Edge is the only worthwhile move to make use of it. Defensive sets love the protection of Sturdy, while offensive sets would, for the better part, prefer Sheer Force. Speaking of Sheer Force, Steelix has an expansive physical movepool to make use of it, but its Speed is a letdown. Rock Polish and Autotomize can mitigate this somewhat, but even after one boost, a max Speed Steelix is still outsped by Archeops by two points. RestTalk remains a viable strategy in that it enables Steelix to reuse Sturdy, but Steelix wants free usage of its moves. In addition, Taunt royally screws such a set.</p>

<p>Crunch is available to hit Ghost-types such as Rotom. Bulky Ghost-types can easily shrug off the damage, though. The elemental fangs are available too; Fire Fang has merit in that it can help against Ferroseed and Escavalier. Otherwise, they should really be considered only with Sheer Force, as Steelix is not causing much damage without it. Explosion turns Steelix into fiery pieces of shrapnel to pierce an opponent, though the nerf of it in BW makes it an inferior option. Finally, Taunt is an odd choice for such a slow Pokemon, but it helps against boosting sweepers such as Calm Mind Cofagrigus. It also shuts down Trick Room Cofagrigus and makes one-on-one confrontations with Ferroseed much easier.</p>

[Checks and Counters]

<p>Bulky Water-types such as Poliwrath and Slowking can take on anything Steelix throws at them and retaliate with their STAB moves. Rotom has no fear of any moves that Steelix can throw at it, bar the unlikely Crunch. A burn from Will-O-Wisp also ruins Steelix's average Attack, though it should be noted that without Will-O-Wisp, Steelix can win with Gyro Ball. For that reason, Rotom-C takes on Steelix more reliably thanks to an increase in bulk. Omastar, in spite of a weakness to Ground-type attacks, can beat Steelix thanks to its good Defense. In the same vein, Tangrowth has very little to worry about against Steelix. Ferroseed and Cofagrigus become threats to Steelix that don't pack Taunt. Speaking of Taunt, it ruins efforts to set up Stealth Rock and stops Roar from working.</p>

<p>Bulky Ground-types such as Rhydon and Sandslash are great checks to Steelix, as both outspeed and can wear down Steelix with Earthquake. In Sandslash's case, it can also use Rapid Spin to eliminate Stealth Rock. Though Nidoqueen is 2HKOed by Earthquake, it can OHKO Steelix with Earth Power should Sturdy be eliminated. Fire-types such as Entei and Magmortar can check Steelix, but an Earthquake when switching into Stealth Rock can spell doom for both. Moltres fears nothing bar the rare Stone Edge, but likewise detests the appearance of Stealth Rock, especially because it strips half of its health upon switching in. Fighting-types such as Gallade and Medicham are also decent checks against Steelix, though they don't appreciate a Gyro Ball to the face.</p>
 

religiousjedi

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I'm calling this tentatively ready for QC checks. I'd like input from QC on what spread Steelix should use as it's primary: 252 HP / 96 Def / 160 SpD or 252 HP / 144 Def / 112 SpD. I've given some examples on the benefits of each.
 

Oglemi

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So a spread me and Honko were talking about last night was 252 HP / 220 Def / 36 SpD Relaxed, this lets you always avoid the 2HKO from Archeops's Earthquake after SR, as well as avoiding the OHKO from +2 Feraligatr. You also avoid the OHKO from +1 Lilligant after SR.

The other QC members can weigh in here, but I know SV likes the 252 HP / 144 Def / 112 SpD I believe, he'll have to explain what those EVs do.

In any case Roar is almost always the better choice, I would deslash Dragon Tail

The rest looks pretty good, will comment later
 
Gonna need to know what SilentVerse's spread does to decide on the final EV spread. That's the most important thing right now.

[Overview]
  • Good! Just emphasize how good its Steel / Ground typing is.

[SET COMMENTS]
  • Good

[ADDITIONAL COMMENTS]
  • Mention Rest. Steelix takes pitiful damage from lots of physical attackers, so it could potentially have the time to wake up when those Pokemon are switching out etc.
  • Definitely needs mention of Wish and Cleric support. Since Steelix lacks reliable recovery, Wish is great with Steelix! Alomomola and Gardevoir are decent. Misdreavus is a good Heal Bell partner since it can keep Steelix's Stealth Rock on the field.
  • Water-types such as Poliwrath and Slowking are good partners.

[Other Options]
  • Explosion
  • Taunt xD

[Checks and Counters]
  • Rotom actually gets destroyed by Gyro Ball if it lacks Will-O-Wisp!
  • Moltres
  • Magneton can trap and check a weakened Steelix
  • Support Omastar
  • Rotom-C
  • Tangrowth
  • Strong Fire- and Fighting-types check Steelix, such as Entei, Magmortar, Gallade, Medicham

I will be back! x)
 
First of all, maybe a Sheer Force set with LO? After all, it does have Earthquake, Gyro Ball, Stone Edge, Ice Fang, Crunch, etc.

Also, add offensive Hariyama as a counter. It can Fake Out to break Steelix's Sturdy, then proceed to wreck it with Cross Chop or Close Combat, while Steelix can't do much back because of its lack of SE moves and Hariyama's fairly good bulk. Cradily can set up Barriers against Steelix to blunt Gyro Ball damage, and can't be forced out with Roar/Dragon Tail if it has Suction Cups.
 
Fake Out is neglected by Lefties, as it can't do over 6.25% to Steelix.
Well, the Hariyama set I most commonly see is Flame Orb with Fake Out, Cross Chop or Close Combat, Stone Edge, and some fourth move, usually Ice Punch. It can cause the flinch to be able to get its orb activated.
 

alexwolf

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Well, the Hariyama set I most commonly see is Flame Orb with Fake Out, Cross Chop or Close Combat, Stone Edge, and some fourth move, usually Ice Punch. It can cause the flinch to be able to get its orb activated.
I know the set, i am just telling you that you can't prevent Steelix from setting up SR, which is the main reason that you mentioned Hariyama in the first place (you thought that Fake Out + Close Combat could 2hko, but it can't).
 

august

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-List Sandslash in the check/counter section. It may be a god awful Rapid Spinner but it does handle Steelix reasonably well.
-I would definitely list 252 HP / 112 SpD / 144 Def as the primary spread. cb archeops isn't even that common.. no need to run extra defense, imo
-Misdreavus does a decent job at coming in and burning Steelix, i'd list that in the check section
-In the overview/set comment i'd definitely mention how Steelix's typing gives it some excellent resistances/immunities for RU, most notably an Electric-immunity and is a bulky Flying resist, which is awesome
-Besides mentioning the rise of Nidoqueen, mention how pokemon that Steelix previously walled easily, like Absol, Tauros, and Archeops, all run Fire Blast (Earth Power in Archeops case) semi commonly, which has taken away from its ability to wall physical threats.

yeah looks pretty good though
 
Make 252 HP / 220 Def / 36 SpD the main I guess (that's what I heard was discussed). I think this should be written asap, and if someone finds a better spread, we can always update it through the SCMS.

[qc]1/3[/qc]
 

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[Overview]

<p>A menacing grin emerged when Jasmine sent out her trump card. Large, silver, and sleek, you stared in awe at Steelix as it slammed your Pokemon with that massivea powerful Iron Tail. In-game battling aside, an abnormally large Defense stat, backed by good HP, made Steelix one of the best physically defensive walls in the metagameGSC (i think that's what you were talking about judging from context but if you're talking about BW then just change "made" to "makes"). But as the years passed, Steelix's grin disappeared from the mind of battlers as new Pokemon arrived, some with similar typings who could achieveperform the job at hand more effectively. It didn't help that what was once considered a menace could in reality only hit for an average amount of damage.</p>

<p>These days, Steelix hangs around the RU tier, a tier which has shaped as a response to the growing discovery of new Pokemon. With move tutors reintroduced in Black and White W2, Steelix faces tougher competition as popular tutor moves such as Heat Wave returned, while Stealth Rock emerged as a new tutor move. All this means Steelix's job got tougher as new checks arose and other Pokemon could potentially take its role as a defensive behemoth. Still, don't discount Steelix, as it has the tools necessary to stick around for more than a few rounds. A reliable Steel / Ground typing gives it nine resistances and two immunities, and with proper EV investment, it can take hits from both attacking spectrumboth physical and special hits. Don't forget about Sturdy, which acts as a pseudo-Focus Sash. I; it ensures Steelix gets its main job done; namely: putting up Stealth Rock without fail while also acting as a reliable phazer. Grin along with Steelix as you unleash it from its Pokeé Ball to do battle!</p>

[SET]
name: Defensive
move 1: Stealth Rock
move 2: Earthquake
move 3: Gyro Ball
move 4: Roar / Dragon Tail
item: Leftovers
ability: Sturdy
nature: Relaxed
evs: 252 HP / 220 Def / 36 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>The golden standard for Steelix,; it takes resisted physical hits like a boss while getting the most desired entry hazard up easily. Stealth Rock is right at home in the RU tier, as it wreaks the myriad of Bug-, Flying-, and Fire-types that await. From there, Steelix wants to retaliate with a semblance of force. Earthquake grants this as its primary STAB move, putting a dent on anything it hits super effectively. Gyro Ball is secondary STAB, that is useful against foes that are frail and speedier than Steelix. Gyro BallIt OHKOes Archeops and deals 78.59 - 92.25% damage to Primeape, a guaranteed OHKO with Stealth Rock and two layers of Spikes. It also does a decent number against Rotom should it lack a super effective Hidden Power or Will-O-Wisp.</p>

<p>The final move is quite a fickle one, though. Since Steelix attracts unwanted attention from Pokemon wanting to set up on it, particularly those who resist or have no problem taking on its STAB moves, a phazing move is desired. The benefit is twofold, as the forced switch racks up entry hazard damage. With access to two phazing moves, Steelix must make a choice; Roar has been a mainstay in Steelix's arsenal since last Gen. IISC. Accuracy and the ability to phaze through an opponent's Substitute still make it the primary choice. However, a Taunt ruins the chance of a Roar to be bellowed, so Steelix has the option of turning to a secondary phazing move. Dragon Tail deals damage while forcing out the opponent, meaning damage is caused to both shifted Pokemon when in leu with entry hazards. However, there are two downsides to Dragon Tail; first, it doesn't phaze through a Substitute. And secondly,, and the 90% accuracy may turn to beresult in a costly miss.</p>

[ADDITIONAL COMMENTS]

<p>The given spread ensures that Choice Band Archeops and Choice Scarf Primeape 3HKO Steelix with Earthquake and STAB Close Combat respectively. This also factors in Stealth Rock on the field. The SpD EVs are there toremaining EVs bolster Steelix's underwhelming Special Defense. If you prefer to take special attacks a bit better, an alternate EV spread of 252 HP / 96 Def / 160 SpD can be used. Though you trade in the 3HKO guaranteed with the standard spread (a 5.86% chance of being 2HKOed by CB Archeops and CS Primeape without Stealth Rock), the additional special bulk ensures that only a 3HKO occurs from unboosted special attackers such as Trick Room Cofagrigus.</p>

<p>If Stealth Rock or phazing is left to another choice, Steelix has other options to take on its checks. Toxic can be used against bulkier walls such as Tangrowth, bulky Water-types, and defensive Ghost-types such as Dusknoir and Cofagrigus. Stone Edge nails Moltres and CharizardScyther (Charizard is pretty irrelevant now) on the switch -in. However, since Stealth Rock already robs them of half their health, it should really be considered only if you have someone else laying the entry hazardsanother teammate setting up Stealth Rock. In any case, recall that with no EV investment, the only things Stone Edge will be dealing any meaningful damage is toto is frail foes weak to Rock-type attacks. Finally, Rest is an option to keep Steelix around longer. Against physical attackers who can barely scratch Steelix, it is the perfect way to recover its health. THowever, the sleep mechanics this generation make itsleep undesirable, so the importance of a cleric becomes clear in the case that Steelix is forced out.</p>

<p>Because Steelix is weak to some vey common types in the metagame, it appreciates Pokemon who can absorb Ground-, Water-, Fighting-, and Fire-type attacks. It therefore has perfect synergy with Rotom, Slowking, and Poliwrath, who in return appreciate the Steelix's resistances and immunities. Cleric support is appreciated since Steelix rarely carries Rest. Alomomola is another bulky Water-type with good synergy, with the added benefit of providing Wish support. Misdreavus carries Heal Bell so if Steelix packs Rest, it can easily wake it up. Much like Rotom, it also provides anti-spin support. Gardevoir is another decent package, carrying both Wish and Heal Bell, alongside good special bulk to compliment Steelix's natural physical bulk. If its counters are eliminated, this thingSteelix is very difficult to take down, phazing away boosting sweepers and wearing down opponents. Therefore, Steelix adores entry hazards alongside the Stealth Rock it lays.</p>

[Other Options]

<p>A Curse set is an option should you want to maximize Steelix's physical bulk and to give it a better attacking role. It works best if its counters are gone, since it will gradually get slower as it uses Curse. Rock Head should not even be considered, as Double-Edge is the only worthwhile move to make use of it. Defensive sets love the protection of Sturdy while offensive sets would (for the better part) prefer Sheer Force. Speaking of Sheer Force, Steelix has an expansive physical movepool to make use of it, but its speed is a let -down. Rock Polish and Autotomize can mitigate this somewhat, but even after one boost, a max speed Steelix is still outsped by Archeops by two points. RestTalk remains a viable strategy in that it enables Steelix to reuse Sturdy, but Steelix wants free usage of its moves. In addition, Taunt royally screws such a set.</p>

<p>Crunch is available to hit Ghost-types such as Rotom. Bulky Ghost-types can easily shrug off the damage though. The elemental fangs are available too.; Fire Fang has merit in that it can help against Ferroseed and Escavalier. Otherwise, they should really be considered only with Sheer Force, since Steelix is not causing as much damage without it. Explosion turns Steelix into fiery pieces of shrapnel to pierce an opponent, though the nerf of it this gen makes it an outlierin BW makes it an inferior option. Finally, Taunt is an odd choice for such a slow Pokemon, but it helps against boosting sweepers such as Calm Mind Cofagrigus. It also shuts down Trick Room Cofagrigus and makes one-on-one confrontations with Ferroseed much easier.</p>

[Checks and Counters]

<p>Bulky Water-types such as Poliwrath and Slowking can take on anything Steelix throws at them and retaliate with their STAB moves. Rotom has no fear from any moves Steelix can throw at it bar the unlikely Crunch. A burn from Will-O-Wisp also ruins Steelix's average Attack, though it should be noted that without Will-O-Wisp, Steelix can win with Gyro Ball. For that reason, Rotom-C takes on Steelix more reliably thanks to an increase in bulk. Omastar, in spite of a weakness to Ground-type attacks, can beat Steelix thanks to its good physical defense. In the same vein, Tangrowth has very little to worry about against Steelix. Ferroseed and Cofagrigus become threats to those Steelix that don't pack Taunt,. Speaking of Taunt, it ruins efforts to set up Stealth Rock and stops Roar from working.</p>

<p>Bulky Ground-types such as Rhydon and Sandslash are great checks to Steelix as both outspeed and can wear down Steelix with Earthquake. In Sandslash's case, it can also use Rapid Spin to eliminate Stealth Rock. Though Nidoqueen is 2HKOed by Earthquake, it can OHKO Steelix with Earth Power should Sturdy be eliminated. Fire-types such as Entei and Magmortar can check Steelix, but an Earthquake when switching into Stealth Rocks can spell doom for both. Moltres fears nothing bar the rare Stone Edge, but likewise detests the appearance of Stealth Rock, especially since it strips half its health upon switching in. Fighting-types such as Gallade and Medicham are also decent checks against Steelix, though they don't appreciate a Gyro Ball to the face.</p>
[Overview]

<p>A menacing grin emerged when Jasmine sent out her trump card. Large, silver, and sleek, you stared in awe at Steelix as it slammed your Pokemon with a powerful Iron Tail. In-game battling aside, an abnormally large Defense stat backed by good HP made Steelix one of the best physically defensive walls in GSC (i think that's what you were talking about judging from context but if you're talking about BW then just change "made" to "makes"). But as the years passed, Steelix's grin disappeared from the mind of battlers as new Pokemon arrived, some with similar typings who could perform the job at hand more effectively. It didn't help that what was once considered a menace could in reality only hit for an average amount of damage.</p>

<p>These days, Steelix hangs around the RU tier, a tier which has shaped as a response to the growing discovery of new Pokemon. With move tutors reintroduced in BW2, Steelix faces tougher competition as popular tutor moves such as Heat Wave returned, while Stealth Rock emerged as a new tutor move. All this means Steelix's job got tougher as new checks arose and other Pokemon could potentially take its role as a defensive behemoth. Still, don't discount Steelix, as it has the tools necessary to stick around for more than a few rounds. A reliable Steel / Ground typing gives it nine resistances and two immunities, and with proper EV investment it can take both physical and special hits. Don't forget about Sturdy, which acts as a pseudo-Focus Sash; it ensures Steelix gets its main job done: putting up Stealth Rock without fail while also acting as a reliable phazer. Grin along with Steelix as you unleash it from its Poké Ball to do battle!</p>

[SET]
name: Defensive
move 1: Stealth Rock
move 2: Earthquake
move 3: Gyro Ball
move 4: Roar / Dragon Tail
item: Leftovers
ability: Sturdy
nature: Relaxed
evs: 252 HP / 220 Def / 36 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>The gold standard for Steelix; it takes resisted physical hits like a boss while getting the most desired entry hazard up easily. Stealth Rock is right at home in the RU tier, as it wreaks the myriad of Bug-, Flying-, and Fire-types that await. From there, Steelix wants to retaliate with a semblance of force. Earthquake grants this as its primary STAB move, putting a dent on anything it hits super effectively. Gyro Ball is secondary STAB that is useful against foes that are frail and speedier than Steelix. It OHKOes Archeops and deals 78.59 - 92.25% damage to Primeape, a guaranteed OHKO with Stealth Rock and two layers of Spikes. It also does a decent number against Rotom should it lack a super effective Hidden Power or Will-O-Wisp.</p>

<p>The final move is quite a fickle one, though. Since Steelix attracts unwanted attention from Pokemon wanting to set up on it, particularly those who resist or have no problem taking on its STAB moves, a phazing move is desired. The benefit is twofold, as the forced switch racks up entry hazard damage. With access to two phazing moves, Steelix must make a choice; Roar has been a mainstay in Steelix's arsenal since last GSC. Accuracy and the ability to phaze through an opponent's Substitute still make it the primary choice. However, Taunt ruins the chance of a Roar to be bellowed, so Steelix has the option of turning to a secondary phazing move. Dragon Tail deals damage while forcing out the opponent, meaning damage is caused to both shifted Pokemon when in leu with entry hazards. However, there are two downsides to Dragon Tail; it doesn't phaze through a Substitute, and the 90% accuracy may result in a costly miss.</p>

[ADDITIONAL COMMENTS]

<p>The given spread ensures that Choice Band Archeops and Choice Scarf Primeape 3HKO Steelix with Earthquake and Close Combat respectively. This also factors in Stealth Rock on the field. The remaining EVs bolster Steelix's underwhelming Special Defense. If you prefer to take special attacks a bit better, an alternate EV spread of 252 HP / 96 Def / 160 SpD can be used. Though you trade in the 3HKO guaranteed with the standard spread (a 5.86% chance of being 2HKOed by CB Archeops and CS Primeape without Stealth Rock), the additional special bulk ensures that only a 3HKO occurs from unboosted special attackers such as Trick Room Cofagrigus.</p>

<p>If Stealth Rock or phazing is left to another choice, Steelix has other options to take on its checks. Toxic can be used against bulkier walls such as Tangrowth, bulky Water-types, and defensive Ghost-types such as Dusknoir and Cofagrigus. Stone Edge nails Moltres and Scyther on the switch-in. However, since Stealth Rock already robs them of half their health, it should really be considered only if you have another teammate setting up Stealth Rock. In any case, recall that with no EV investment, the only things Stone Edge will be dealing any meaningful damage to is frail foes weak to Rock-type attacks. Finally, Rest is an option to keep Steelix around longer. Against physical attackers who can barely scratch Steelix, it is the perfect way to recover its health. However, the sleep mechanics this generation make sleep undesirable, so the importance of a cleric becomes clear in the case that Steelix is forced out.</p>

<p>Because Steelix is weak to some vey common types in the metagame, it appreciates Pokemon who can absorb Ground-, Water-, Fighting-, and Fire-type attacks. It therefore has perfect synergy with Rotom, Slowking, and Poliwrath, who in return appreciate Steelix's resistances and immunities. Cleric support is appreciated since Steelix rarely carries Rest. Alomomola is another bulky Water-type with good synergy, with the added benefit of providing Wish support. Misdreavus carries Heal Bell so if Steelix packs Rest, it can easily wake it up. Much like Rotom, it also provides anti-spin support. Gardevoir is another decent package, carrying both Wish and Heal Bell, alongside good special bulk to compliment Steelix's natural physical bulk. If its counters are eliminated, Steelix is very difficult to take down, phazing away boosting sweepers and wearing down opponents. Therefore, Steelix adores entry hazards alongside the Stealth Rock it lays.</p>

[Other Options]

<p>A Curse set is an option should you want to maximize Steelix's physical bulk and to give it a better attacking role. It works best if its counters are gone, since it will gradually get slower as it uses Curse. Rock Head should not even be considered, as Double-Edge is the only worthwhile move to make use of it. Defensive sets love the protection of Sturdy while offensive sets would (for the better part) prefer Sheer Force. Speaking of Sheer Force, Steelix has an expansive physical movepool to make use of it, but its speed is a let-down. Rock Polish and Autotomize can mitigate this somewhat, but even after one boost, a max speed Steelix is still outsped by Archeops by two points. RestTalk remains a viable strategy in that it enables Steelix to reuse Sturdy, but Steelix wants free usage of its moves. In addition, Taunt royally screws such a set.</p>

<p>Crunch is available to hit Ghost-types such as Rotom. Bulky Ghost-types can easily shrug off the damage though. The elemental fangs are available too; Fire Fang has merit in that it can help against Ferroseed and Escavalier. Otherwise, they should really be considered only with Sheer Force, since Steelix is not causing as much damage without it. Explosion turns Steelix into fiery pieces of shrapnel to pierce an opponent, though the nerf of it in BW makes it an inferior option. Finally, Taunt is an odd choice for such a slow Pokemon, but it helps against boosting sweepers such as Calm Mind Cofagrigus. It also shuts down Trick Room Cofagrigus and makes one-on-one confrontations with Ferroseed much easier.</p>

[Checks and Counters]

<p>Bulky Water-types such as Poliwrath and Slowking can take on anything Steelix throws at them and retaliate with their STAB moves. Rotom has no fear from any moves Steelix can throw at it bar the unlikely Crunch. A burn from Will-O-Wisp also ruins Steelix's average Attack, though it should be noted that without Will-O-Wisp, Steelix can win with Gyro Ball. For that reason, Rotom-C takes on Steelix more reliably thanks to an increase in bulk. Omastar, in spite of a weakness to Ground-type attacks, can beat Steelix thanks to its good physical defense. In the same vein, Tangrowth has very little to worry about against Steelix. Ferroseed and Cofagrigus become threats to Steelix that don't pack Taunt. Speaking of Taunt, it ruins efforts to set up Stealth Rock and stops Roar from working.</p>

<p>Bulky Ground-types such as Rhydon and Sandslash are great checks to Steelix as both outspeed and can wear down Steelix with Earthquake. In Sandslash's case, it can also use Rapid Spin to eliminate Stealth Rock. Though Nidoqueen is 2HKOed by Earthquake, it can OHKO Steelix with Earth Power should Sturdy be eliminated. Fire-types such as Entei and Magmortar can check Steelix, but an Earthquake when switching into Stealth Rock can spell doom for both. Moltres fears nothing bar the rare Stone Edge, but likewise detests the appearance of Stealth Rock, especially since it strips half its health upon switching in. Fighting-types such as Gallade and Medicham are also decent checks against Steelix, though they don't appreciate a Gyro Ball to the face.</p>


[GP]1/2[/GP]

Great analysis!
 
Before I or someone else GP's this, I feel like you should rewrite parts of the intro. I LOVE the intro, it really has great personality and cool comparisons, but it's not really saying anything about Steelix. The entire first paragraph is unnecessary: in-game stuff shouldn't really get a whole paragraph; a line or two about Steelix's grin is good to start off the analysis.

The second paragraph of the overview needs some work as well. First of all, you're not supposed to mention stuff that Pokemon gain from the "new metagames," i.e. eliminate stuff like "with the advent of..." Second of all, Steelix does NOT receive any competition as a Stealth Rock user; only stuff like Druddigon got it and are notable (he is obviously much different from Steelix :p). I would personally like to see more emphasis on Steelix's typing and physical defense (base 200!). Steelix's job really got no tougher, and the Pokemon that got Heat Wave (Sigilyph, Mandibuzz?) either shouldn't be dealt with by Steelix (Sigilyph) or don't use the move (Mandibuzz). Steelix is still THE premier physical wall in the tier and still walls almost half of the physical attackers in the tier even after BW2. No offense or anything but Steelix is one of the most important Pokemon in the tier and the overview is somewhat misleading. Overall, you need to put more emphasis on Steelix's role as a physical wall, such as mentioning specifically what it walls, and get rid of the extra fluff about in-game and BW2 changes.

ex:
"All this means Steelix's job got tougher as new checks arose and other Pokemon could potentially take its role as a defensive behemoth."

- Stuff like that should be removed, because it's false.

I'd really like to see the overview rewritten. Feel free to change it before the next check :x
 
[Overview]

<p>Large, silver, and sleek, stare in awe at Steelix. That menacing grin is not only for show, as Steelix practically laughs at half of the RarelyUsed tier for the pittance in damage it receives. A* reliable Steel / Ground typing gives it nine resistances and two immunities, while an astonishing base 200 Defense backed by a great base 75 HP make Steelix one, if not THE, premier physical wall in the RU tier. With the proper EV investment, it can take both physical and special hits, being a great check or counter to threats such as Galvantula, Escavalier, and Aggron. Don't forget about Sturdy, which acts as a pseudo-Focus Sash. A godawful base 30 Speed and an average base 85 Attack are slightly concerning, but don't let that depress you; even that poor Speed is beneficial, as it enables Steelix to hit hard with Gyro Ball, an especially deadly move against various frail sweepers such as Sceptile. Steelix easily fits in with almost any team, ready to grin and bear the brunt of an opponent while setting up Stealth Rock on a whim!</p>

[SET]
name: Defensive
move 1: Stealth Rock
move 2: Earthquake
move 3: Gyro Ball
move 4: Roar / Dragon Tail
item: Leftovers
ability: Sturdy
nature: Relaxed
evs: 252 HP / 220 Def / 36 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>The gold standard for Steelix; it takes resisted physical hits like a boss while getting the most desired entry hazard up easily. Stealth Rock is right at home in the RU tier, as it wreaks the myriad of Bug-, Flying-, and Fire-types that await. From there, Steelix wants to retaliate with a semblance of force. Earthquake grants this as its primary STAB move, putting a dent on anything it hits super effectively. Gyro Ball is its secondary STAB move that is useful against frail foes that are frail and speedier than Steelix. It OHKOes Archeops and deals 78.59 - 92.25% damage to Primeape, a guaranteed OHKO with Stealth Rock and two layers of Spikes. ItGyro Ball also does a decent number against Rotom, should it lack a super effective Hidden Power or Will-O-Wisp.</p>

<p>The final move is quite a fickle one, though. SincBecause Steelix attracts unwanted attention from Pokemon wanting to set up on it, particularly those who resist or have no problem taking on its STAB moves, a phazing move is desired. The benefit is twofold, as the forced switch also racks up entry hazard damage. With access to two phazing moves, Steelix must make a choice; Roar has been a mainstay in Steelix's arsenal since last GSC. Accuracy and the ability to phaze through an opponent's Substitute still make it the primary choice. However, Taunt ruins the chance of a Roar to be bellowed, so Steelix has the option of turning to a secondary phazing move. Dragon Tail deals damage while forcing out the opponent, meaning that damage is caused to both shifted Pokemon when in leu with entry hazards. However, there are two downsides to Dragon Tail; it doesn't phaze through a Substitute, and the 90% accuracy may result in a costly miss.</p>

[ADDITIONAL COMMENTS]

<p>The given EV spread ensures that Choice Band Archeops and Choice Scarf Primeape 3HKO Steelix with Earthquake and Close Combat, respectively. This also, factorsing in Stealth Rock on the field. The remaining EVs bolster Steelix's underwhelming Special Defense. If you prefer to take special attacks a bit better, an alternate EV spread of 252 HP / 96 Def / 160 SpD can be used. Though you trade in the 3HKO guaranteed with the standard spread (a 5.86% chance of being 2HKOed by CBhoice Band Archeops and CShoice Scarf Primeape without Stealth Rock), the additional special bulk ensures that only a 3HKO occurs from unboosted special attackers such as Trick Room Cofagrigus.</p>

<p>If Stealth Rock or phazing is left to another choicePokemon, Steelix has other options to take on its checks. Toxic can be used against bulkier walls such as Tangrowth, bulky Water-types, and defensive Ghost-types such as Dusknoir and Cofagrigus. Stone Edge nails Moltres and Scyther on the switch- in. However, sincbecause Stealth Rock already robs them of half of their health, it should really be considered only if you have another teammate setting up Stealth Rock. In any case, recall that with no EV investment, the only things Stone Edge will be dealing any meaningful damage to is frail foes weak to Rock-type attacks. Finally, Rest is an option to keep Steelix around longer. A; against physical attackers who can barely scratch Steelix, it is the perfect way to recover its health. However, the sleep mechanics this generation make sleep undesirable, so the importance of a cleric becomes clear in the case that Steelix is forced out.</p>

<p>Because Steelix is weak to some very common types in the metagame, it appreciates Pokemon who can absorb Ground-, Water-, Fighting-, and Fire-type attacks. It therefore has perfect synergy with Rotom, Slowking, and Poliwrath, who, in return, appreciate Steelix's resistances and immunities. Cleric support is appreciated since Steelix rarely carries Rest. Alomomola is another bulky Water-type with good synergy, with the added benefit of providing Wish suppor, as Steelix hates being burned and will love being healed if it carries Rest. Misdreavus carries Heal Bell, so if Steelix packs Rest, it can easily wake it up. Much like Rotom, it also provides anti-spin support. Alomomola is another bulky Water-type with good synergy, with the added benefit of providing Wish support. Gardevoir is anotherlso a decent package, carrying both Wish and Heal Bell, alongside good special bulk to compliment Steelix's natural physical bulk. If its counters are eliminated, Steelix is very difficult to take down, phazing away boosting sweepers and wearing down opponents. Therefore, Steelix adores entry hazards alongside the Stealth Rock it lays.</p>

[Other Options]

<p>A Curse set is an option should you want to maximize Steelix's physical bulk and to give it a better attacking role. It works best if its counters are gone, sinceas it will gradually get slower as it uses Curse. Rock Head should not even be considered, as Double-Edge is the only worthwhile move to make use of it. Defensive sets love the protection of Sturdy, while offensive sets would (, for the better part), prefer Sheer Force. Speaking of Sheer Force, Steelix has an expansive physical movepool to make use of it, but its sSpeed is a let-down. Rock Polish and Autotomize can mitigate this somewhat, but even after one boost, a max sSpeed Steelix is still outsped by Archeops by two points. RestTalk remains a viable strategy in that it enables Steelix to reuse Sturdy, but Steelix wants free usage of its moves. In addition, Taunt royally screws such a set.</p>

<p>Crunch is available to hit Ghost-types such as Rotom. Bulky Ghost-types can easily shrug off the damage, though. The elemental fangs are available too; Fire Fang has merit in that it can help against Ferroseed and Escavalier. Otherwise, they should really be considered only with Sheer Force, sinceas Steelix is not causing as much damage without it. Explosion turns Steelix into fiery pieces of shrapnel to pierce an opponent, though the nerf of it in BW makes it an inferior option. Finally, Taunt is an odd choice for such a slow Pokemon, but it helps against boosting sweepers such as Calm Mind Cofagrigus. It also shuts down Trick Room Cofagrigus and makes one-on-one confrontations with Ferroseed much easier.</p>

[Checks and Counters]

<p>Bulky Water-types such as Poliwrath and Slowking can take on anything Steelix throws at them and retaliate with their STAB moves. Rotom has no fear fromof any moves that Steelix can throw at it, bar the unlikely Crunch. A burn from Will-O-Wisp also ruins Steelix's average Attack, though it should be noted that without Will-O-Wisp, Steelix can win with Gyro Ball. For that reason, Rotom-C takes on Steelix more reliably thanks to an increase in bulk. Omastar, in spite of a weakness to Ground-type attacks, can beat Steelix thanks to its good physical dDefense. In the same vein, Tangrowth has very little to worry about against Steelix. Ferroseed and Cofagrigus become threats to Steelix that don't pack Taunt. Speaking of Taunt, it ruins efforts to set up Stealth Rock and stops Roar from working.</p>

<p>Bulky Ground-types such as Rhydon and Sandslash are great checks to Steelix, as both outspeed and can wear down Steelix with Earthquake. In Sandslash's case, it can also use Rapid Spin to eliminate Stealth Rock. Though Nidoqueen is 2HKOed by Earthquake, it can OHKO Steelix with Earth Power should Sturdy be eliminated. Fire-types such as Entei and Magmortar can check Steelix, but an Earthquake when switching into Stealth Rock can spell doom for both. Moltres fears nothing bar the rare Stone Edge, but likewise detests the appearance of Stealth Rock, especially sincbecause it strips half of its health upon switching in. Fighting-types such as Gallade and Medicham are also decent checks against Steelix, though they don't appreciate a Gyro Ball to the face.</p>


[Overview]

<p>Large, silver, and sleek, stare in awe at Steelix. That menacing grin is not only for show, as Steelix practically laughs at half of the tier for the pittance in damage it receives. A reliable Steel / Ground typing gives it nine resistances and two immunities, while an astonishing base 200 Defense backed by a great base 75 HP make Steelix one, if not THE, premier physical wall in the RU tier. With the proper EV investment, it can take both physical and special hits, being a great check or counter to threats such as Galvantula, Escavalier, and Aggron. Don't forget about Sturdy, which acts as a pseudo-Focus Sash. A godawful base 30 Speed and an average base 85 Attack are slightly concerning, but don't let that depress you; even that poor Speed is beneficial, as it enables Steelix to hit hard with Gyro Ball, an especially deadly move against various frail sweepers such as Sceptile. Steelix easily fits in with almost any team, ready to grin and bear the brunt of an opponent while setting up Stealth Rock on a whim!</p>

[SET]
name: Defensive
move 1: Stealth Rock
move 2: Earthquake
move 3: Gyro Ball
move 4: Roar / Dragon Tail
item: Leftovers
ability: Sturdy
nature: Relaxed
evs: 252 HP / 220 Def / 36 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>The gold standard for Steelix; it takes resisted physical hits like a boss while getting the most desired entry hazard up easily. Stealth Rock is right at home in the RU tier, as it wreaks the myriad of Bug-, Flying-, and Fire-types that await. From there, Steelix wants to retaliate with a semblance of force. Earthquake grants this as its primary STAB move, putting a dent on anything it hits super effectively. Gyro Ball is its secondary STAB move that is useful against frail foes that are speedier than Steelix. It OHKOes Archeops and deals 78.59 - 92.25% damage to Primeape, a guaranteed OHKO with Stealth Rock and two layers of Spikes. Gyro Ball also does a decent number against Rotom, should it lack a super effective Hidden Power or Will-O-Wisp.</p>

<p>The final move is quite a fickle one, though. Because Steelix attracts unwanted attention from Pokemon wanting to set up on it, particularly those who resist or have no problem taking on its STAB moves, a phazing move is desired. The benefit is twofold, as the forced switch also racks up entry hazard damage. With access to two phazing moves, Steelix must make a choice; Roar has been a mainstay in Steelix's arsenal since GSC. Accuracy and the ability to phaze through an opponent's Substitute still make it the primary choice. However, Taunt ruins the chance of a Roar to be bellowed, so Steelix has the option of turning to a secondary phazing move. Dragon Tail deals damage while forcing out the opponent, meaning that damage is caused to both shifted Pokemon when in leu with entry hazards. However, there are two downsides to Dragon Tail; it doesn't phaze through a Substitute, and the 90% accuracy may result in a costly miss.</p>

[ADDITIONAL COMMENTS]

<p>The given EV spread ensures that Choice Band Archeops and Choice Scarf Primeape 3HKO Steelix with Earthquake and Close Combat, respectively, factoring in Stealth Rock on the field. The remaining EVs bolster Steelix's underwhelming Special Defense. If you prefer to take special attacks a bit better, an alternate EV spread of 252 HP / 96 Def / 160 SpD can be used. Though you trade in the 3HKO guaranteed with the standard spread (a 5.86% chance of being 2HKOed by Choice Band Archeops and Choice Scarf Primeape without Stealth Rock), the additional special bulk ensures that only a 3HKO occurs from unboosted special attackers such as Trick Room Cofagrigus.</p>

<p>If Stealth Rock or phazing is left to another Pokemon, Steelix has other options to take on its checks. Toxic can be used against bulkier walls such as Tangrowth, bulky Water-types, and defensive Ghost-types such as Dusknoir and Cofagrigus. Stone Edge nails Moltres and Scyther on the switch in. However, because Stealth Rock already robs them of half of their health, it should really be considered only if you have another teammate setting up Stealth Rock. In any case, recall that with no EV investment, the only things Stone Edge will be dealing any meaningful damage to is frail foes weak to Rock-type attacks. Finally, Rest is an option to keep Steelix around longer; against physical attackers who can barely scratch Steelix, it is the perfect way to recover its health. However, the sleep mechanics this generation make sleep undesirable, so the importance of a cleric becomes clear in the case that Steelix is forced out.</p>

<p>Because Steelix is weak to some very common types in the metagame, it appreciates Pokemon who can absorb Ground-, Water-, Fighting-, and Fire-type attacks. It therefore has perfect synergy with Rotom, Slowking, and Poliwrath, who, in return, appreciate Steelix's resistances and immunities. Cleric support is appreciated, as Steelix hates being burned and will love being healed if it carries Rest. Misdreavus carries Heal Bell, so if Steelix packs Rest, it can easily wake it up. Much like Rotom, it also provides anti-spin support. Alomomola is another bulky Water-type with good synergy, with the added benefit of providing Wish support. Gardevoir is also a decent package, carrying both Wish and Heal Bell alongside good special bulk to compliment Steelix's natural physical bulk. If its counters are eliminated, Steelix is very difficult to take down, phazing away boosting sweepers and wearing down opponents. Therefore, Steelix adores entry hazards alongside the Stealth Rock it lays.</p>

[Other Options]

<p>A Curse set is an option should you want to maximize Steelix's physical bulk and give it a better attacking role. It works best if its counters are gone, as it will gradually get slower as it uses Curse. Rock Head should not even be considered, as Double-Edge is the only worthwhile move to make use of it. Defensive sets love the protection of Sturdy, while offensive sets would, for the better part, prefer Sheer Force. Speaking of Sheer Force, Steelix has an expansive physical movepool to make use of it, but its Speed is a letdown. Rock Polish and Autotomize can mitigate this somewhat, but even after one boost, a max Speed Steelix is still outsped by Archeops by two points. RestTalk remains a viable strategy in that it enables Steelix to reuse Sturdy, but Steelix wants free usage of its moves. In addition, Taunt royally screws such a set.</p>

<p>Crunch is available to hit Ghost-types such as Rotom. Bulky Ghost-types can easily shrug off the damage, though. The elemental fangs are available too; Fire Fang has merit in that it can help against Ferroseed and Escavalier. Otherwise, they should really be considered only with Sheer Force, as Steelix is not causing much damage without it. Explosion turns Steelix into fiery pieces of shrapnel to pierce an opponent, though the nerf of it in BW makes it an inferior option. Finally, Taunt is an odd choice for such a slow Pokemon, but it helps against boosting sweepers such as Calm Mind Cofagrigus. It also shuts down Trick Room Cofagrigus and makes one-on-one confrontations with Ferroseed much easier.</p>

[Checks and Counters]

<p>Bulky Water-types such as Poliwrath and Slowking can take on anything Steelix throws at them and retaliate with their STAB moves. Rotom has no fear of any moves that Steelix can throw at it, bar the unlikely Crunch. A burn from Will-O-Wisp also ruins Steelix's average Attack, though it should be noted that without Will-O-Wisp, Steelix can win with Gyro Ball. For that reason, Rotom-C takes on Steelix more reliably thanks to an increase in bulk. Omastar, in spite of a weakness to Ground-type attacks, can beat Steelix thanks to its good Defense. In the same vein, Tangrowth has very little to worry about against Steelix. Ferroseed and Cofagrigus become threats to Steelix that don't pack Taunt. Speaking of Taunt, it ruins efforts to set up Stealth Rock and stops Roar from working.</p>

<p>Bulky Ground-types such as Rhydon and Sandslash are great checks to Steelix, as both outspeed and can wear down Steelix with Earthquake. In Sandslash's case, it can also use Rapid Spin to eliminate Stealth Rock. Though Nidoqueen is 2HKOed by Earthquake, it can OHKO Steelix with Earth Power should Sturdy be eliminated. Fire-types such as Entei and Magmortar can check Steelix, but an Earthquake when switching into Stealth Rock can spell doom for both. Moltres fears nothing bar the rare Stone Edge, but likewise detests the appearance of Stealth Rock, especially because it strips half of its health upon switching in. Fighting-types such as Gallade and Medicham are also decent checks against Steelix, though they don't appreciate a Gyro Ball to the face.</p>


Good job!

[gp]2/2[/gp]
 

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