Mega Steelix

Ping_Pong_Along

Bitches love underscores
QC: -kal- / Spirit / Molk
GP: P Squared / Snobalt

Mega%20Steelix_zpsx9aofhkh.png


[OVERVIEW]

Mega Steelix is the premier tank of RU thanks to its great defensive typing, incredible Defense, strong Attack, and valuable support moves, making it a great fit on most playstyles. Mega Steelix's Steel / Ground typing gives it two immunities and eight resistances, including a 4x resistance to Stealth Rock and Rock-type attacks, which is especially helpful against Tyrantrum's Head Smash. With a whopping base 230 Defense, Mega Steelix takes little damage from neutral and resisted attacks, such as Mega Glalie's Double-Edge and Fletchinder's Acrobatics even after a Swords Dance boost. Having such high Defense allows Mega Steelix to invest in its already solid base 95 Special Defense, which prevents it from being worn down as quickly when switching into special attacks, such as Aromatisse's Moonblast, Calm Mind Sigilyph's Air Slash, and Venomoth's Bug Buzz. Mega Steelix has a high base 125 Attack and good coverage with its STAB attacks, which allow it OHKO and 2HKO many common threats, including Tyrantrum, Mega Glalie, Meloetta, and Durant. As a Stealth Rock setter, Mega Steelix does well to keep common entry hazard removers from switching in, such as Flygon, Togetic, and Hitmonlee.

Despite its great defenses, Mega Steelix doesn't have access to any form of recovery. Additionally, while its typing gives it numerous resistances, it also leaves Mega Steelix weak to common Fighting-, Fire-, Ground-, and Water-type attacks. Mega Steelix has a terrible base 30 Speed, which means that even with Speed investment, it's outsped by the majority of the tier. While Mega Steelix is the best Steel-type in the tier, some teams benefit more from Bronzong or Escavalier. Bronzong has a somewhat easier time against Fighting- and Ground-types, gets passive recovery with Leftovers, and allows players to run a Mega Evolution other than Mega Steelix, though Bronzong is weak to both Knock Off and Pursuit, and Gyro Ball is unable to deal significant damage to slow foes, which is especially disappointing against common Fairy-types. Escavalier checks bulky Grass-types, counters Venomoth, and can hold Choice Band or Assault Vest to improve its power or Special Defense, respectively, though Escavalier does not learn Stealth Rock, is easier to wear down with Stealth Rock, and has a 4x weakness to Fire-type attacks.

[SET]
name: Tank
move 1: Heavy Slam
move 2: Earthquake
move 3: Stealth Rock
move 4: Toxic / Roar / Stone Edge
item: Steelixite
ability: Sturdy
nature: Adamant
evs: 252 HP / 96 Atk / 76 SpD / 84 Spe

[SET COMMENTS]

Moves
========

Heavy Slam deals massive damage to many common threats, particularly Fairy- and Ice-types, such as Aromatisse and Mega Glalie, and 2HKOes many threats that take neutral damage from it, such as Meloetta, Sigilyph, and Life Orb Flygon. Earthquake covers nearly everything that resists Heavy Slam by hitting Water-types for neutral damage and Fire-, Electric-, and opposing Steel-types, not to mention Rock- and Poison-types, super effectively, allowing Mega Steelix to OHKO Houndoom, Delphox, Jolteon, Magneton, and Tyrantrum after Stealth Rock damage and 2HKO Registeel and Qwilfish. Stealth Rock is one of the best moves in the game, and Mega Steelix is arguably RU's best user of the move. Thanks to Heavy Slam, Mega Steelix can pressure Flygon and Togetic, the most common Defoggers, from clearing away entry hazards. Toxic helps wear down bulky physical walls that Mega Steelix otherwise has no way to deal with, such as Alomomola and Jellicent. Roar phazes foes, racks up entry hazard damage, and stops setup sweepers. It can also be helpful against Wish passers, such as Aromatisse and Alomomola, as Mega Steelix can phaze the intended recipient, though this can backfire if the wrong foe receives the Wish. Stone Edge allows Mega Steelix to reliably counter Fletchinder, OHKO Sigilyph, and 2HKO Rotom-C after two rounds of Stealth Rock damage.

Set Details
========

Maximum investment in HP improves Mega Steelix's overall bulk. Running 96 EVs in Attack along with an Adamant nature guarantees an OHKO on Tyrantrum with Earthquake after Stealth Rock damage, as well as an extremely high chance to OHKO Mega Glalie with Heavy Slam after Stealth Rock damage. 84 EVs in Speed allow Mega Steelix to outspeed uninvested Rhyperior and 2HKO it back. The remaining 76 EVs go in Special Defense to allow Mega Steelix to switch into special attacks more often. A more specially defensive spread of 252 HP / 4 Atk / 252 SpD with a Careful nature can be good on defensive teams, though Mega Steelix will miss out on a few key KOs, such as the OHKO on Tyrantrum with Earthquake after Stealth Rock damage and the 2HKO on Qwilfish with Earthquake. Sturdy should be base Steelix's ability because at full health, it is guaranteed to survive Fire Blast from Houndoom and Delphox and OHKO them back.

Usage Tips
========

Mega Steelix works best as a bulky pivot. It can switch in on many threats, set up Stealth Rock, and smack the foe hard. Mega Steelix has a 4x resistance to Stealth Rock and is immune to Toxic Spikes, so other than Spikes, it takes very little damage from entry hazards. On more defensive teams, Mega Steelix helps to gradually wear out the opponent's team, while on more offensive teams, Mega Steelix softens up threats to allow late-game cleaners to sweep.

Leading with Mega Steelix is often a solid play to set up Stealth Rock as soon as possible and ensure that Steelix gets to Mega Evolve before taking a hit, though there are some times where this is not ideal. If the opponent leads with Hitmontop or a Taunt user such as Jellicent, Qwilfish, or Spiritomb, it's often better to switch out because the Taunt users can prevent Mega Steelix from setting up Stealth Rock and also threaten to burn it with Scald or Will-O-Wisp, while Hitmontop takes little damage from Mega Steelix's attacks, lowers its Attack with Intimidiate, and can spin away Stealth Rock. If you predict Taunt from Qwilfish, it can be beneficial to use Earthquake, but beware of Scald.

Toxic is great for hitting Alomomola, Jellicent, and Hitmontop on the switch, and it also wears down Fletchinder. Mega Steelix hits the common clerics in the tier hard with Heavy Slam, such as Togetic, Aromatisse, and Meloetta. When using Mega Steelix, it's important to be cautious of the foe's coverage moves, such as Bronzong's Earthquake, Exploud's Fire Blast, and Meloetta's Focus Blast. Mega Steelix can cause 50-50 situations with Choice Scarf or Choice Specs Electric-types, such as Jolteon, Rotom-C, and Magneton. Switching in on a Choice-locked Volt Switch or Thunderbolt gives Mega Steelix a free turn to set up Stealth Rock or hit the expected switch-in with an attack or Toxic.

Team Options
========

While Mega Steelix is able to keep pressure on Defoggers, it's unable to do the same to spinners such as Hitmontop and Hitmonlee, so Gourgeist-XL, Jellicent, Spiritomb, and Cofagrigus make for good partners to spinblock, burn the foes, and soak up Fighting-type attacks. Without any form of recovery, Mega Steelix greatly appreciates Wish support from Aromatisse or Alomomola to make it last longer. Mega Steelix appreciates Psychic-, Flying-, and Fairy-type teammates to deal with Fighting-types. Delphox, Gallade, Medicham, Fletchinder, Braviary, Golbat, and Sigilyph are some examples; Meloetta, Uxie, Aromatisse, Togetic, and Granbull do the same and heal Mega Steelix of status afflictions, particularly burns.

Water-types such as Alomomola, Jellicent, Clawitzer, and Gastrodon pair well with Mega Steelix for their ability to check Fire- and Ground-types, such as Mega Camerupt and Rhyperior. Fighting-types such as Scrafty, Hitmonlee, and Gurdurr partner well with Mega Steelix because it can take out the opponent's Fairy-types. Tyrantrum and Flygon also partner well with Mega Steelix because in addition to checking Fairy-types, it also checks Sneasel and Mega Glalie. Bulky Water-types present a problem for Mega Steelix because neither Earthquake nor Heavy Slam deals significant damage to them, so Grass- and Electric-types such as Tangrowth, Virizion, Rotom-C, Eelektross, and Jolteon pair well with it and, barring Jolteon, also help against Ground-types. Late-game cleaners, such as Tyrantrum, Durant, and Fletchinder, benefit from Mega Steelix inflicting enough damage to put foes into their KO range, not to mention the damage foes take from Stealth Rock.

[STRATEGY COMMENTS]

Other Options
=============

A fully offensive spread of 252 HP / 252 Atk / 4 SpD with an Adamant nature can be used to punch bigger holes in your opponent's team for an easier late-game sweep. A spread of 252 HP / 88 Atk / 168 Spe with an Adamant nature can be used to outspeed unboosted Choice Band Rhyperior and Camerupt on the turn that Camerupt Mega Evolves. RestTalk can be a powerful option that helps preserve Mega Steelix's HP, though this comes at the expense of Stealth Rock, which can put a strain on teambuilding. Curse is an option with Rest to make Mega Steelix into a bulky sweeper, though Mega Steelix operates better as a bulky pivot because of how common its checks are, such as Seismitoad, Delphox, and Eelektross.

Gyro Ball could be used, but it hits common Fairy-types such as Aromatisse and Togetic for pitiful damage, not to mention that it only has 8 PP, so it's very easily stalled out. Sandstorm can be used to get a damage boost from Mega Steelix's Sand Force, but without being able to hold a Smooth Rock, Mega Steelix is a poor user of the move. Aqua Tail could be used OHKO Mega Camerupt even without Stealth Rock damage. Dragon Tail is an option over Roar, but unless you're worried about Taunt, Roar is better because it goes through the foe's Substitute, Fairy-types aren't immune to it, and it works when the foe uses Protect.

Rock Polish could be used, but even with a +2 Speed boost with full Speed investment and a Jolly nature, Mega Steelix merely Speed ties with non-Choice Scarf Durant. Taunt could be used, but Mega Steelix is too slow to be an effective user of the move and Roar is far more useful. A Brave or Sassy nature with a Speed IV of 0 IV can be used on a Trick Room team, though Mega Camerupt is better in this role. Regular Steelix with Sheer Force and Life Orb can be used to increase its damage output, but it's limited in moves that benefit from Sheer Force and has far lower base stats than Mega Steelix.

Checks and Counters
===================

**Water-types**: Mega Steelix cannot deal significant damage against bulky Water-types, such as Alomomola, Jellicent, Seismitoad, Quagsire, Poliwrath, and particularly Pelipper and Mantine, as they resist Heavy Slam, can potentially burn Mega Steelix with Scald, and either take neutral damage from or are immune to Earthquake. Offensive Water-types can be even more threatening, as Samurott OHKOes Mega Steelix with Hydro Pump while Omastar can set up Shell Smash and OHKO it, though a well-predicted Roar can prevent this.

**Strong Special Attackers**: Offensive Delphox, Choice Specs Tangrowth, Choice Specs Meloetta, and Mega Camerupt can reliably OHKO Mega Steelix from full health, while many other specially offensive threats can reliably pick off Mega Steelix with some prior damage, such as Substitute + Calm Mind Delphox, Clawitzer, Exploud, Houndoom, Life Orb Tangrowth, Calm Mind Virizion, Choice Specs Rotom-C, Sigilyph, and other Meloetta sets running Focus Blast.

**Fighting-types**: Fighting-types threaten Mega Steelix, including Emboar, which OHKOes it with Flare Blitz, and Reckless Hitmonlee, which has a high chance to OHKO it with High Jump Kick, as well as Gallade, Medicham, and Sawk, which 2HKO it. If Swords Dance Virizion gets an Attack boost before Mega Steelix comes in, Virizion can 2HKO it with Close Combat. Gurdurr can use Bulk Up and recover its health with Drain Punch, though Roar prevents Gurdurr from setting up too much. Hitmontop drops Mega Steelix's Attack with Intimidate, can spin away Stealth Rock, and 3HKOes it with Close Combat.

**Other Bulky Walls**: Both Bronzong and Eelektross are immune to Earthquake and resist Heavy Slam. Eelektross is especially dangerous because of its access to Flamethrower. Cofagrigus, Gourgeist-XL, and Spiritomb take neutral or resisted damage from Mega Steelix's attacks and can burn it with Will-O-Wisp in return. Rhyperior and Torterra both hit Mega Steelix hard with Earthquake, and while Rhyperior does not appreciate taking Earthquake back, it hits harder than Mega Steelix and both the Choice Band and Rock Polish sets outspeed it. Heavy Slam only has 60 Base Power against Torterra, which also resists Earthquake, hits hard with its own Earthquake, and can even heal off the damage received.
 
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In overview, mention that Steelix fces competition from Escavalier and Bronzong. Esca being able to hard counter Moth and bulky Grass while Bronzong can deal with Ground and Fightings slightly better and the fact that they do not require a megastone.

In Usage Tips, mention Steelix's ability to force 50-50s with choice-locked Electrics which is something players can take advantage of. Also mention how Steelix should be careful of coverage moves that Pokemon that Steelix usually checks may carry (Fire Blast Exploud, Focus Blast Meloetta).

Don't really like putting in sand as a team option seeing as how obsure it is as a playstyle.

Put max Spdef in set details as an alternative spread. That set is still pretty good on stall teams and deserves more than an oo mention.

In C&C, mention how these Water-types can fish for a burn with Scald.

QC 1/3 when you're done.
 
Sweet, changes implemented.

I find that Esca has a bit of a different niche than Mega Steelix, so I elaborated a bit on that.
 
UPDATED

Yeah, I didn't really feel that competition bit worked. I incorporated most of what you said into that paragraph, but if you want, I can completely scrap that bullet point.
 
great writing, again; it's so rare for writers to get stuff like "Steel / Ground typing" right on the first try @__@ thank you

GP 1/2
[OVERVIEW]

Mega Steelix is the premier tank of RU thanks to its great defensive typing, incredible Defense, strong Attack, and valuable support moves, making it a great fit on most playstyles. Mega Steelix's Steel / Ground typing gives it two immunities and eight resistances, including a quadruple resistance to Stealth Rock damage and Rock-type attacks, which is especially helpful against Tyrantrum's Head Smash. With a whopping base 230 Defense, Mega Steelix takes little damage from non-super effective (maybe just say "neutral" here) and resisted attacks, such as Mega Glalie's Double-Edge and Fletchinder's Acrobatics even after a Swords Dance boost. Having such a high base Defense stat allows Mega Steelix to invest in improve (clearer imo!) its already solid base 95 Special Defense, which prevents it from being worn down as quickly when switching into special attacks, such as Aromatisse's Moonblast, Calm Mind Sigilyph's Air Slash, and Venomoth's Bug Buzz. Mega Steelix has a high powerful (the stat itself isn't powerful, Steelix is, so gotta replace it with a word like high/great/amazing or something) base 125 Attack and good coverage with its STAB attacks, which allows it OHKO and 2HKO many common threats, including Tyrantrum, Mega Glalie, Meloetta, and Durant. As a Stealth Rock setter user, Mega Steelix does well to keep common entry hazard removers from switching in, such as Flygon, Togetic, and Hitmonlee.

Despite it's its great defenses, Mega Steelix doesn't have access to any form of recovery. Additionally, while its Mega Steelix's typing gives it numerous resistances, it also leaves Mega Steelix weak to common Fighting-, Fire-, Ground-, and Water-type attacks. Mega Steelix has a terrible base 30 Speed, (AC) which means that even with Speed investment, it's outsped by the majority of the tier. While Mega Steelix is the best Steel-type in the tier, occasionally teams benefit more from Bronzong or Escavalier. Bronzong has a somewhat easier time against Fighting- and Ground-types, gets passive recovery with Leftovers, and allows players to run a Mega Evolution other than Mega Steelix, though Bronzong's is weak to both Knock Off and Pursuit and Gyro Ball is unable to deal significant damage to slow foes, which is especially disappointing against common Fairy-types. Escavalier checks bulky Grass-types, counters Venomoth, and can hold Choice Band or Assault Vest to improve its power or Special Defense, respectively, though Escavalier does not learn Stealth Rock, is easier to wear down with Stealth Rock damage, and has a 4x weakness to Fire-type attacks.

[SET]
(remove space)
name: Tank
move 1: Heavy Slam
move 2: Earthquake
move 3: Stealth Rock
move 4: Toxic / Roar / Stone Edge
item: Steelixite
ability: Sturdy
nature: Adamant
evs: 252 HP / 96 Atk / 72 SpD / 88 Spe

[SET COMMENTS]

Moves
========

Heavy Slam deals massive damage to many common threats, particularly Fairy- and Ice-types, such as Mega Glalie and Aromatisse and Mega Glalie, and 2HKOes many threats that take neutral damage, such as Meloetta, Sigilyph, and Life Orb Flygon. Earthquake covers nearly everything that resists Heavy Slam by hitting Water-types for neutral damage and Fire-, Electric-, and opposing Steel-types, not to mention Rock- and Poison-types, super effectively, allowing Mega Steelix to it OHKO Houndoom, Delphox, Jolteon, Magneton, and Tyrantrum after Stealth Rock damage, as well as 2HKO Registeel and Qwilfish. Stealth Rock is one of the best moves in the game and Mega Steelix is arguably RU's best user of the move in RU. Thanks to Heavy Slam, Mega Steelix can pressure Flygon and Togetic, the most common Defoggers, from clearing away entry hazards. Toxic helps wear down bulky physical walls that Mega Steelix otherwise has no way to deal with, such as Alomomola and Jellicent. Roar phazes out foes, racks up entry hazard damage, and stops setup sweepers. It can also be helpful against Wish passers, such as Aromatisse or and Alomomola, as you can phaze out the intended target, though this can backfire if the wrong foe receives the Wish. Stone Edge is a good offensive option, because since it allows Mega Steelix to reliably counter Fletchinder and guarantees an OHKO on Sigilyph and a 2HKO on Rotom-C after two rounds of Stealth Rock damage from switching in twice.

Set Details
========

Maximum investment in HP improves Mega Steelix's overall bulk. Running 96 EVs in Attack along with an Adamant nature guarantees an OHKO on Tyrantrum after Stealth Rock damage, as well as a (feel free to insert "very" here) high chance to almost always an OHKO on Mega Glalie after Stealth Rock damage. 88 EVs in Speed allow Mega Steelix to outspeed uninvested Rhyperior and 2HKO it back. The remaining 72 EVs go in Special Defense to allow Mega Steelix to switch into special attacks more often. A more specially defensive spread of 252 HP / 4 Atk / 252 SpD with a Careful nature can be good on defensive teams, though you'll miss out on a few key KOs, such as the OHKO on Tyrantrum after Stealth Rock damage and the 2HKO on Qwilfish. Sturdy should be non-Mega Evolved Steelix's ability because at full health, it is guaranteed to survive a Fire Blast from Houndoom or Delphox and OHKO back.

Usage Tips
========

Mega Steelix works best as a bulky pivot. It can switch in on many threats, set up lay down Stealth Rock, and smack the foe hard. Mega Steelix has a 4x resistance to Stealth Rock damage and is immune to Toxic Spikes, so other than Spikes, it takes very little damage from entry hazards. On more defensive teams, Mega Steelix helps to gradually wear out the opponent's team, while on more offensive teams, Mega Steelix softens up threats to allow late-game cleaners to sweep.

Bringing Mega Steelix out on the first turn is often a solid play to set up lay down Stealth Rock as soon as possible and ensure Steelix gets to Mega Evolve before taking a hit, though there are some times this is not ideal. If the opponent leads with a Hitmontop or a Taunt user, (RC) such as Jellicent, Qwilfish, or Spiritomb, it's often better to switch out because since the Taunt users can prevent Mega Steelix from setting up laying down Stealth Rock and also threaten to burn it with Scald or Will-O-Wisp, while Hitmontop takes little damage from Mega Steelix, lowers its Mega Steelix's Attack with Intimidiate, and spins away Stealth Rock. If you predict Taunt from Qwilfish, it can be beneficial to use Earthquake, but beware of Scald.

Toxic is great for hitting Alomomola, Jellicent, and Hitmontop on the switch, (AC) and it also wears down Fletchinder. Mega Steelix hits the common clerics in the tier hard with Heavy Slam, such as Togetic, Aromatisse, and Meloetta. When using Mega Steelix, it's important to be cautious of the foes' coverage moves, such as Bronzong's Earthquake, Exploud's Fire Blast, and Meloetta's Focus Blast. Mega Steelix can cause 50-50 situations with Choice Scarf or Choice Specs Electric-types, such as Jolteon, Rotom-C, and Magneton. Switching in on a Choice-locked Volt Switch or Thunderbolt gives Mega Steelix a free turn to set up lay down Stealth Rock, hit the expected switch-in, or cripple it with Toxic.

Team Options
========

While Mega Steelix is able to keep pressure on Defoggers, it's unable to do the same to Rapid spinners, (RC) such as Hitmontop and Hitmonlee, so Gourgeist-XL, Jellicent, Spiritomb, and Cofagrigus make for good partners to that block spins, burn the foes, and soak up Fighting-type attacks. Without any form of recovery, Mega Steelix greatly appreciates Wish support from Aromatisse or Alomomola to make it last far longer makes Mega Steelix far more survivable. Mega Steelix appreciates Psychic-, Flying-, and Fairy-type and Psychic-types teammates to deal with Fighting-types. (AP), such as Delphox, Gallade, Medicham, Fletchinder, Braviary, Golbat, and Sigilyph, to deal with Fighting-types, are some examples; as well as Meloetta, Uxie, Aromatisse, Togetic, and Granbull, Meloetta, and Uxie, which do the same but can also heal Mega Steelix of status afflictions, particularly burns.

Water-types such as Alomomola, Jellicent, Clawitzer, and Gastrodon pair well with Mega Steelix for their ability to check Fire- and Ground-types, such as Mega Camerupt and Rhyperior. Fighting-types such as Scrafty, Hitmonlee, and Gurdurr partner well with Mega Steelix because it can take out the opponent's Fairy-types. Tyrantrum and Flygon also partner well with Mega Steelix because in addition to checking Fairy-types, it also checks Sneasel and Mega Glalie. Bulky Water-types present a problem for Mega Steelix because neither Earthquake nor Heavy Slam deals significant damage to them, so Grass- and Electric-types such as Tangrowth, Virizion, Rotom-C, Eelektross, and Jolteon pair well with it and, barring Jolteon, also help against Ground-types. Late-game cleaners, such as Tyrantrum, Durant, and Fletchinder, benefit from Mega Steelix inflicting enough damage to put foes in KO range, not to mention the damage foes take from Stealth Rock.

[STRATEGY COMMENTS]

Other Options
=============

A fully offensive spread of 252 HP / 252 Atk / 4 SpD with an Adamant nature can be used to punch bigger holes in your opponent's team for an easier late-game sweep. A spread of 252 HP / 88 Atk / 168 Spe with an Adamant nature can be used to outspeed unboosted Rock Polish Rhyperior and Camerupt on the turn that it (is this "it" referring to Camerupt or Mega Steelix?) Mega Evolves. RestTalk can be a powerful option that helps preserve Mega Steelix's HP, though this is at the expense of Stealth Rock, (AC) which can put a strain on teambuilding. Curse is an option with Rest to make Mega Steelix into a bulky sweeper, though Mega Steelix operates better as a bulky pivot because of how common its checks are, such as Seismitoad, Delphox, and Eelektross.

Gyro Ball could be used, but it hits common Fairy-types such as Aromatisse and Togetic for pitiful damage, not to mention it only has 8 PP, so it's very easily stalled out. Sandstorm could be used to get a boost from Mega Steelix's Sand Force ability, but without being able to hold a Smooth Rock, Mega Steelix is a poor user of the move. Aqua Tail could be used to ensure an OHKO on Mega Camerupt even without Stealth Rock damage. Dragon Tail is an option over Roar, but unless you're worried about Taunt, Roar is better because it goes through the foe's Substitute, Fairy-types aren't immune to it, and it works on turns when the foe uses Protect.

Rock Polish could be used, but even with a +2 Speed boost with full Speed investment and a Jolly nature, Mega Steelix merely Speed ties with non-Choice Scarf Durant. Taunt could be used, but Mega Steelix is too slow to be an effective user of the move and Roar is far more useful. A Brave or Sassy nature with a 0 IVs in Speed could be used on for a Trick Room team, though Mega Camerupt is better in this role. Non-Mega Steelix with Sheer Force and Life Orb can be used to increase its damage output, but it's limited in moves that benefit from Sheer Force and non-Mega Steelix has far lower base stats than Mega Steelix.

Checks and Counters
===================

**Water-types**: Mega Steelix cannot deal significant damage against bulky Water-types, such as Alomomola, Jellicent, Seismitoad, Quagsire, Poliwrath, and particularly Pelipper and Mantine, because they resist Heavy Slam, can potentially burn Mega Steelix with Scald, and take either take neutral damage from or are immune to Earthquake. Offensive Water-types can be even more threatening, (AC) as Samurott OHKOes with Hydro Pump while Omastar can set up a Shell Smash and OHKO, though a well-predicted Roar can prevent this.

**Strong Special Attackers**: Offensive Delphox, Choice Specs Tangrowth, Choice Specs Meloetta, and Mega Camerupt can reliably OHKO Mega Steelix from full health, while many other specially offensive threats can reliably pick off Mega Steelix with some prior damage, such as Substitute + Calm Mind Delphox, Clawitzer, Exploud, Houndoom, Life Orb Tangrowth, Calm Mind Virizion, Choice Specs Rotom-C, Sigilyph, and other Meloetta sets running Focus Blast.

**Fighting-types**: Fighting-types also threaten Mega Steelix, such as Emboar, which OHKOes with Flare Blitz, and Reckless Hitmonlee, which has a high chance to OHKO with High Jump Kick, as well as Gallade, Medicham, and Sawk, which 2HKO. If Swords Dance Virizion gets an Attack boost before Mega Steelix comes in, it can 2HKO. Gurdurr can use Bulk Up and recover health with Drain Punch, though Roar prevents Gurdurr from setting up too much. Hitmontop drops Mega Steelix's Attack, spins away Stealth Rock, and 3HKOes it.

**Other Bulky Walls**: Both Bronzong and Eelektross are immune to Earthquake and resist Heavy Slam. Eelektross is especially dangerous because of Flamethrower. Cofagrigus, Gourgeist-XL, and Spiritomb take neutral hits from Mega Steelix and can burn it with Will-O-Wisp in return. Rhyperior and Torterra both hit Mega Steelix hard with Earthquake, and while Rhyperior does not appreciate taking an Earthquake, it still outpaces Mega Steelix in damage output. Heavy Slam only has 60 Base Power against Torterra, which also resists Earthquake, hits hard with its own Earthquake, and can even heal off the damage received.
 
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[OVERVIEW]

Mega Steelix is the premier tank of RU thanks to its great defensive typing, incredible Defense, strong Attack, and valuable support moves, making it a great fit on most playstyles. Mega Steelix's Steel / Ground typing gives it two immunities and eight resistances, including a quadruple (I'm fine with this, but most people prefer 4x) resistance to Stealth Rock damage and Rock-type attacks, which is especially helpful against Tyrantrum's Head Smash. With a whopping base 230 Defense, Mega Steelix takes little damage from neutral and resisted attacks, such as Mega Glalie's Double-Edge and Fletchinder's Acrobatics even after a Swords Dance boost. Having such a high base Defense allows Mega Steelix to invest in its already solid base 95 Special Defense, which prevents it from being worn down as quickly when switching into special attacks, such as Aromatisse's Moonblast, Calm Mind Sigilyph's Air Slash, and Venomoth's Bug Buzz. Mega Steelix has a high base 125 Attack and good coverage with its STAB attacks, which allows it OHKO and 2HKO many common threats, including Tyrantrum, Mega Glalie, Meloetta, and Durant. As a Stealth Rock setter, Mega Steelix does well to keep common entry hazard removers from switching in, such as Flygon, Togetic, and Hitmonlee.

Despite its great defenses, Mega Steelix doesn't have access to any form of recovery. Additionally, while its typing gives it numerous resistances, it also leaves Mega Steelix weak to common Fighting-, Fire-, Ground-, and Water-type attacks. Mega Steelix has a terrible base 30 Speed, which means that even with Speed investment, it's outsped by the majority of the tier. While Mega Steelix is the best Steel-type in the tier, occasionally some teams benefit more from Bronzong or Escavalier. Bronzong has a somewhat easier time against Fighting- and Ground-types, gets passive recovery with Leftovers, and allows players to run a Mega Evolution other than Mega Steelix, though Bronzong is weak to both Knock Off and Pursuit, (AC) and Gyro Ball is unable to deal significant damage to slow foes, which is especially disappointing against common Fairy-types. Escavalier checks bulky Grass-types, counters Venomoth, and can hold Choice Band or Assault Vest to improve its power or Special Defense, respectively, though Escavalier does not learn Stealth Rock, is easier to wear down with Stealth Rock damage, and has a 4x weakness to Fire-type attacks.

[SET]
name: Tank
move 1: Heavy Slam
move 2: Earthquake
move 3: Stealth Rock
move 4: Toxic / Roar / Stone Edge
item: Steelixite
ability: Sturdy
nature: Adamant
evs: 252 HP / 96 Atk / 76 SpD / 84 Spe

[SET COMMENTS]

Moves
========

Heavy Slam deals massive damage to many common threats, particularly Fairy- and Ice-types, such as Aromatisse and Mega Glalie, and 2HKOes many threats that take neutral damage from it, such as Meloetta, Sigilyph, and Life Orb Flygon. Earthquake covers nearly everything that resists Heavy Slam by hitting Water-types for neutral damage and Fire-, Electric-, and opposing Steel-types, not to mention Rock- and Poison-types, super effectively, allowing Mega Steelix to OHKO Houndoom, Delphox, Jolteon, Magneton, and Tyrantrum after Stealth Rock damage, as well as and 2HKO Registeel and Qwilfish. Stealth Rock is one of the best moves in the game, (AC) and Mega Steelix is arguably RU's best user of the move. Thanks to Heavy Slam, Mega Steelix can pressure Flygon and Togetic, the most common Defoggers, from clearing away entry hazards. Toxic helps wear down bulky physical walls that Mega Steelix otherwise has no way to deal with, such as Alomomola and Jellicent. Roar phazes out foes, racks up entry hazard damage, and stops setup sweepers. It can also be helpful against Wish passers, such as Aromatisse and Alomomola, as you Mega Steelix can phaze out the intended target recipient, though this can backfire if the wrong foe receives the Wish. Stone Edge is a good offensive option because it allows Mega Steelix to reliably counter Fletchinder, (AC) and guarantees an OHKO on Sigilyph, (AC) and a 2HKO on Rotom-C after two rounds of Stealth Rock damage.

Set Details
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Maximum investment in HP improves Mega Steelix's overall bulk. Running 96 EVs in Attack along with an Adamant nature guarantees an OHKO on Tyrantrum with Heavy Slam after Stealth Rock damage, as well as an extremely high chance to OHKO Mega Glalie with the move after Stealth Rock damage. 84 EVs in Speed allow Mega Steelix to outspeed uninvested Rhyperior and 2HKO it back. The remaining 76 EVs go in Special Defense to allow Mega Steelix to switch into special attacks more often. A more specially defensive spread of 252 HP / 4 Atk / 252 SpD with a Careful nature can be good on defensive teams, though you'll Mega Steelix miss out on a few key KOs, such as the OHKO on Tyrantrum with Heavy Slam after Stealth Rock damage and the 2HKO on Qwilfish with Earthquake. Sturdy should be non-Mega Evolved base Steelix's ability because at full health, it is guaranteed to survive a Fire Blast from Houndoom or and Delphox and OHKO them back.

Usage Tips
========

Mega Steelix works best as a bulky pivot. It can switch in on many threats, set up Stealth Rock, and smack the foe hard. Mega Steelix has a 4x resistance to Stealth Rock damage and is immune to Toxic Spikes, so other than Spikes, it takes very little damage from entry hazards. On more defensive teams, Mega Steelix helps to gradually wear out the opponent's team, while on more offensive teams, Mega Steelix softens up threats to allow late-game cleaners to sweep.

Bringing Leading with Mega Steelix out on the first turn is often a solid play to set up Stealth Rock as soon as possible and ensure that Steelix gets to Mega Evolve before taking a hit, though there are some times where this is not ideal. If the opponent leads with a Hitmontop or a Taunt user such as Jellicent, Qwilfish, or Spiritomb, it's often better to switch out because the Taunt users can prevent Mega Steelix from setting up Stealth Rock and also threaten to burn it with Scald or Will-O-Wisp, while Hitmontop takes little damage from Mega Steelix's attacks, lowers its Attack with Intimidiate, and can spins away Stealth Rock. If you predict Taunt from Qwilfish, it can be beneficial to use Earthquake, but beware of Scald.

Toxic is great for hitting Alomomola, Jellicent, and Hitmontop on the switch, and it also wears down Fletchinder. Mega Steelix hits the common clerics in the tier hard with Heavy Slam, such as Togetic, Aromatisse, and Meloetta. When using Mega Steelix, it's important to be cautious of the foe'(move apostrophe here)s' coverage moves, such as Bronzong's Earthquake, Exploud's Fire Blast, and Meloetta's Focus Blast. Mega Steelix can cause 50-50 situations with Choice Scarf or Choice Specs Electric-types, such as Jolteon, Rotom-C, and Magneton. Switching in on a Choice-locked Volt Switch or Thunderbolt gives Mega Steelix a free turn to set up Stealth Rock, (RC) or hit the expected switch-in, or cripple it with an attack or Toxic.

Team Options
========

While Mega Steelix is able to keep pressure on Defoggers, it's unable to do the same to spinners such as Hitmontop and Hitmonlee, so Gourgeist-XL, Jellicent, Spiritomb, and Cofagrigus make for good partners to spinblock spins, burn the foes, and soak up Fighting-type attacks. Without any form of recovery, Mega Steelix greatly appreciates Wish support from Aromatisse or Alomomola to make it last far for longer. Mega Steelix appreciates Psychic-, Flying-, and Fairy-type teammates to deal with Fighting-types. Delphox, Gallade, Medicham, Fletchinder, Braviary, Golbat, and Sigilyph are some examples; Meloetta, Uxie, Aromatisse, Togetic, and Granbull do the same but can also and heal Mega Steelix of status afflictions, particularly burns.

Water-types such as Alomomola, Jellicent, Clawitzer, and Gastrodon pair well with Mega Steelix for their ability to check Fire- and Ground-types, such as Mega Camerupt and Rhyperior. Fighting-types such as Scrafty, Hitmonlee, and Gurdurr partner well with Mega Steelix because it can take out the opponent's Fairy-types. Tyrantrum and Flygon also partner well with Mega Steelix because in addition to checking Fairy-types, it also checks Sneasel and Mega Glalie. Bulky Water-types present a problem for Mega Steelix because neither Earthquake nor Heavy Slam deals significant damage to them, so Grass- and Electric-types such as Tangrowth, Virizion, Rotom-C, Eelektross, and Jolteon pair well with it and, barring Jolteon, also help against Ground-types. Late-game cleaners, such as Tyrantrum, Durant, and Fletchinder, benefit from Mega Steelix inflicting enough damage to put foes into their KO range, not to mention the damage foes take from Stealth Rock.

[STRATEGY COMMENTS]

Other Options
=============

A fully offensive spread of 252 HP / 252 Atk / 4 SpD with an Adamant nature can be used to punch bigger holes in your opponent's team for an easier late-game sweep. A spread of 252 HP / 88 Atk / 168 Spe with an Adamant nature can be used to outspeed unboosted Rock Polish Rhyperior and Camerupt on the turn that Camerupt Mega Evolves. RestTalk can be a powerful option that helps preserve Mega Steelix's HP, though this is comes at the expense of Stealth Rock, which can put a strain on teambuilding. Curse is an option with Rest to make Mega Steelix into a bulky sweeper, though Mega Steelix operates better as a bulky pivot because of how common its checks are, such as Seismitoad, Delphox, and Eelektross.

Gyro Ball could be used, but it hits common Fairy-types such as Aromatisse and Togetic for pitiful damage, not to mention that it only has 8 PP, so it's very easily stalled out. Sandstorm could can be used to get a damage boost from Mega Steelix's Sand Force ability, but without being able to hold a Smooth Rock, Mega Steelix is a poor user of the move. Aqua Tail could be used to ensure an OHKO on Mega Camerupt even without Stealth Rock damage. Dragon Tail is an option over Roar, but unless you're worried about Taunt, Roar is better because it goes through the foe's Substitute, Fairy-types aren't immune to it, and it works on turns when the foe uses Protect.

Rock Polish could be used, but even with a +2 Speed boost with full Speed investment and a Jolly nature, Mega Steelix merely Speed ties with non-Choice Scarf Durant. Taunt could be used, but Mega Steelix is too slow to be an effective user of the move and Roar is far more useful. A Brave or Sassy nature with a Speed IV of 0 IV in Speed could can be used on a Trick Room team, though Mega Camerupt is better in this role. Non-Mega Regular Steelix with Sheer Force and Life Orb can be used to increase its damage output, but it's limited in moves that benefit from Sheer Force and non-Mega Steelix has far lower base stats than Mega Steelix.

Checks and Counters
===================

**Water-types**: Mega Steelix cannot deal significant damage against bulky Water-types, such as Alomomola, Jellicent, Seismitoad, Quagsire, Poliwrath, and particularly Pelipper and Mantine, because as they resist Heavy Slam, can potentially burn Mega Steelix with Scald, and either take neutral damage from or are immune to Earthquake. Offensive Water-types can be even more threatening, as Samurott OHKOes Mega Steelix with Hydro Pump while Omastar can set up a Shell Smash and OHKO it, though a well-predicted Roar can prevent this.

**Strong Special Attackers**: Offensive Delphox, Choice Specs Tangrowth, Choice Specs Meloetta, and Mega Camerupt can reliably OHKO Mega Steelix from full health, while many other specially offensive threats can reliably pick off Mega Steelix with some prior damage, such as Substitute + Calm Mind Delphox, Clawitzer, Exploud, Houndoom, Life Orb Tangrowth, Calm Mind Virizion, Choice Specs Rotom-C, Sigilyph, and other Meloetta sets running Focus Blast.

**Fighting-types**: Fighting-types also threaten Mega Steelix, such as including Emboar, which OHKOes it with Flare Blitz, and Reckless Hitmonlee, which has a high chance to OHKO itwith High Jump Kick, as well as Gallade, Medicham, and Sawk, which 2HKO it. If Swords Dance Virizion gets an Attack boost before Mega Steelix comes in, it can 2HKO it with Close Combat. Gurdurr can use Bulk Up and recover its health with Drain Punch, though Roar prevents Gurdurr from setting up too much. Hitmontop drops Mega Steelix's Attack with Intimidate, can spins away Stealth Rock, and 3HKOes it (with what?).

**Other Bulky Walls**: Both Bronzong and Eelektross are immune to Earthquake and resist Heavy Slam. Eelektross is especially dangerous because of its access to Flamethrower. Cofagrigus, Gourgeist-XL, and Spiritomb take neutral hits damage from Mega Steelix's attacks and can burn it with Will-O-Wisp in return. Rhyperior and Torterra both hit Mega Steelix hard with Earthquake, and while Rhyperior does not appreciate taking an Earthquake back, it still outpaces outspeeds and hits harder than Mega Steelix in damage output. Heavy Slam only has 60 Base Power against Torterra, which also resists Earthquake, hits hard with its own Earthquake, and can even heal off the damage received.
Very nice analysis!
GP 2/2
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Last edited:
Excellent! Thanks everyone! I've implemented the changes. I had to make a few additional tweaks because Tyrantrum's hit harder with Earthquake than Heavy Slam and the bit about Rhyperior at the end I felt could use a bit more clarification.

Anyway, this is ready for upload!
 
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