Steelix [4F]

http://www.smogon.com/dp/pokemon/steelix


________________________________________________________________
  • Merged the "Curse" and "Curse+Chesto" sets.
  • Added the "BaitLix" set
  • Added Team Options and rewrote the bottom sections to reflect UU exclusively.
[SET]
name: Physical Wall
move 1: Stealth Rock
move 2: Earthquake
move 3: Stone Edge / Gyro Ball
move 4: Toxic / Explosion / Roar
item: Leftovers
ability: Sturdy
nature: Careful / Sassy
evs: 252 HP / 4 Atk / 252 SpD

[SET COMMENTS]
<p>The basic walling set returns for another round in the Underused tier. Its great resistances can cause many switches to occur, all of which it can exploit by laying down Stealth Rock. With a low 206 Attack stat, the indirect damage will probably do more harm than any direct physical attacking Steelix can dish out, so you'll want them setup as soon as possible.</p>

<p>STAB Earthquake deals respectable damage, and no Steelix should walk out the door without it. The third slot depends on whether you want power (Stone Edge) or accuracy (Gyro Ball). Both hit Flying-types and frail Ghosts, but Stone Edge does better against Moltres and Charizard, two important threats to Steelix's safety. Use Stone Edge with a Careful nature and Gyro Ball with a Sassy Nature. The fourth slot provides additional support. Toxic can wear down Steelix's usual counters indirectly while it escapes, making it harder to start any stalling strategies. Explosion can leave a lasting dent on its counters or even OHKO them outright, but then Steelix can no longer supply its resistances to the team. Roar works well after you've eliminated the opponent's Taunt user, scouting switches and racking up Stealth Rock damage. It's also your only option against Spiritomb and other bulky Pokémon, who usually survive Explosion and can setup on you by stalling out your weak attacks.</p>

<p>Crobat makes a greating pairing with this set. Its Taunt prevents Substitute from blocking Explosion, U-turn disrupts SubSeeding strategies, and Brave Bird eliminates the Grass- and Fighting-types that can overwhelm Steelix's defenses, even with a proper type-resist Berry. Throw in a bulky Water-type, such as Milotic, to form a powerful defensive core, which is capable of resisting all types. A Spin Blocker such as Rotom or Spiritomb can also go in the third position, stopping Rapid Spin from ruining your day.</p>

<p>Steelix's resistances help keep a team together, especially those that rely on a powerful special attacker to clean up. With Stealth Rock weakening the opponent's team and priority sweepers somewhat kept at bay, Pokemon such as Ludicolo and Ninetails can breathe easier and do their job more reliably.</p>

[SET]
name: BaitLix
move 1: Earthquake
move 2: Explosion
move 3: Stealth Rock
move 4: Stone Edge / Iron Head / Roar
item: Leftovers / Passho Berry / Occa Berry
ability: Sturdy
nature: Careful
evs: 4 HP / 252 Atk / 252 SpD

[SET COMMENTS]
<p>With Fire-types rising in dominance, Steelix's role as a Normal-type resister is constantly put into question. This offensive set will help mitigate its inherent weaknesses, so that you're not using an inferior Registeel. It takes advantage of the two things Registeel doesn't have: a superior attack stat, and STAB Earthquake.</p>

<p>The purpose of this set is to lure in some of its usual counters - mostly bulky waters like Azumaril, Milotic, and Slowbro - and explode on them, clearing the path for a sweeper, such as Dragon Dance Altaria or Agility Blaziken. With 251 Special Defense and a Careful nature, Steelix's ability to cushion special attacks is pushed to its limit, while also letting it outspeed rival Steelix running a -Speed nature (such as the sets below). The Attack EVs give Explosion as much power as possible without resorting to an attack-boosting nature. They also grant Earthquake a needed kick for hitting Fire-types on the switch, and keeps Steelix from being stalled by other Steel-types like the aformentioned Registeel.<p>

<p>Stealth Rock is viable during the early-game while your opponent is still playing convervatively with weak attacks such as Fake Out and U-turn. The last slot is up to preference. Stone Edge hits Flying-types the hardest and allows you to check Moltres and Charizard, in case they try to come in on Stealth Rock. Iron Head is more reliable and does OK damage to anything that would resist or is immune to your Earthquake, including Ghost- and mono-Grass-types. Roar can scout for counters so you can better assess who you need to eliminate.</p>

<p>Leftovers restores damage from the attacks Steelix resists, so it can take on its counters at full health as often as possible. Type-resist Berrys can make up for the lack of HP by allowing you to absorb powerful attacks from specific threats and eliminate them more easily. Passho Berry is specifically for Azumarill and offensive Milotic - common switch-ins to Steelix who can heal any damage dealt and seriously harm their checks with the correct move. Occa Berry allows Steelix to survive Fire Blasts from Mixed Life Orb Blaziken and OHKO back with Earthquake, with enough HP left to continue supporting the team with its many resistances. (Superpower does 88.66% - 105.15%, though, so take caution)</p>

<p>Steelix's luring capabilities are valuable for preventing powerful priority sweepers from getting in the way. Charizard, for instance, can start a Belly Drum sweep with the confidence of knowing that Azumarill and friends aren't around to stop it, with Steelix's Stealth Rock supporting many of its OHKOs.</p>

[SET]
name: Choice Bander
move 1: Earthquake
move 2: Explosion
move 3: Stone Edge
move 4: Gyro Ball / Payback
item: Choice Band
ability: Sturdy
nature: Brave
evs: 252 HP / 252 Atk / 4 Def
ivs: 0 Spe

[SET COMMENTS]
<p>Choice Band resolves some of the issues with Steelix's below average Attack stat, turning it into a decent (albeit limited) physical tank. The Physical Wall set tends to create a glaring vulnerability whenever the need arises to lay down Stealth Rock, but this set turns that weakness into its biggest strength. Plenty of pokemon want to take advantage of Steelix as it tries to support the team, and a good number of them can be OHKO'd on the switch by this set, especially Fire types like Magmortar and Blaziken. As always with Choice sets, prediction is key, but Steelix is in a good position to make a few mistakes thanks to its great resistances.</p>

<p>The dual STAB of Earthquake and Gyro Ball are its main attacking options and show the finer points of this set. Earthquake packs reliable damage output and delivers punishment to a large number of targets - a little more than 3/4ths of the entire tier. Gyro Ball clears out the remaining selection of threats nicely, and reaches its peak potential (150 Base Power) when fighting opponents with at least 348 speed, increasing its value against fast but frail sweepers such as Espeon, Mismagius, and Swellow. It outright OHKOs the lot of them, leaving you with some valuable HP to spare so Steelix can continue to come in with its resistances and take shots at incoming counters.</p>

<p>Charizard and Moltres still pose a considerable threat, since they resist both STAB attacks, so Stone Edge is here to provide further coverage. It's pretty much overkill on them, and gives you an okay attack move to throw out when you're not sure what's going to come in on you. If you need to hit Claydol, Slowbro, Uxie, and Mesprit harder in particular, then you can replace Gyro Ball with Payback and put the 31 Speed IVs back. Your speed will still be low enough to consistently go second, so the Base Power is a non-issue. It goes without saying that Explosion is at its strongest here; when you know it can't go on much longer, or your teamates have every other threat covered for you, use Explosion to take one for the team, bringing Steelix's counter down with it.</p>

<p>With its defensive capabilities reduced and Choice Band limiting its attack choices, this Steelix is more hit-and-run than the others and is forced out very easily, although it usually takes a chunk of the opponent's health with it on the way out. It can use assistance from largely the same teamates as mentioned in the Physical Wall set; if it can prevent pokemon from coming in on Earthquake for free, it's definitely a friend of Steelix. Shaymin gets a mention for potentially checking Fire-, Grass-, and Water-types all on its own, making it a huge help for getting the threats out the way that Steelix doesn't really want to see (or doesn't want to Explode on).</p>

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

[SET COMMENTS]
<p>This set is a lot harder to use than the other sets, as the pokemon that can interrupt your sweep attempt are numerous. The benefits cannot be ignored in comparison to the Choice Band set, though. By using Curse, you have the advantage of powering up all of your moves, while strengthing your already massive defense, and although you wield less damage capacity than the Choice Band set initially, (due to the lack of Attack EVs) with a couple of Curses you can surpass it easily. Naturally, you'll want to start your sweep during the late game, when all the Fire, Water, and Grass types have been taken care of.</p>

<p>Gyro Ball is the main attack this time, as the synergy between it and Curse is amazing. As your speed lowers, the number of targets Gyro Ball can hit at peak damage increases as well as its damage output. With just two Curses, your Speed becomes 29, and you're hitting foes with at least 174 speed with full-powered Gyro Balls at +2 Attack. Earthquake is still your most reliable STAB, though, and can get rid of some last-minute threats in a pinch. Either of these attacks can be replaced with Stone Edge if you want Steelix to take on Charizard and Moltres, but it may be better for another teammate to handle them so that Steelix has an easier time cleaning up.</p>

<p>Explosion lets you take your hard-earned boosts and go out with a bang, but Chesto Berry and Rest give you greater survivability and prevent status from getting in the way of your sweep. You can also use type-resist Berries, such as a Passho Berry, to protect you against specific threats the rest of your team may not be able to remove for Steelix. The EVs are designed to reinforce Steelix's vulnerable Special Defense, and works well with Chesto/Rest or a Type-resist berry in assuring that most non-boosted special attacks won't OHKO you as you Curse up.</p>

<p>These quirks would serve Steelix well in a more supportive role, but unfortunately this set isn't much of a team player and can could use a lot of support itself. Stealth Rock works wonders for its sweeping potential, keeping Charizard and Moltres off its back if its not running Stone Edge. Clefable and Chansey can absorb the special attacks aimed at Steelix, lay down the rocks, and even provide Wish support so that Steelix can attempt a sweep multiple times. Roserade and Shaymin stop bulky waters from entering while you Curse and forcing you out, the former of which can also provide Spikes support to wear down switch-ins.</p>

[Team Options]
<p>Steelix has trouble with powerful special attacks, as it doesn't have the recovery or good Special Defense to constantly come in on them. Crobat loves to Taunt Steelix and then switch to either Claydol or Blaziken to take the inevitable Stone Edge or Gyro Ball. Ambipom, likewise, brings Milotic and Azumarill safely into Gyro Balls, leaving you helpless to stop them. Steelix also hates when its Stealth Rocks are spun away, and when Pokémon use support moves like Substitute, Protect, or Will-O-Wisp to block its Explosion.</p>

<p>Bulky waters such as Milotic and Azumarill can be cleared by a strong Grass-type such as Shaymin or Roserade. Shaymin also has Earth Power for Fire-types and Air Slash for Fighting- and Grass-types, making it a powerful ally. For the Fire-types, your own bulky water helps, although all of them have to be careful about playing around Blaziken and Magmortar. Milotic makes the best choice for addressing most of them, but Azumarill can be used to provide additional assistance with a powerful priority attack. For Spin Blocking, Rotom has the Special Attack and Speed to stop most Spinners in UU before they can even respond to it, and makes a decent check to Moltres and Charizard. It can also setup Reflect and Light Screen, further aiding Steelix in resisting special attacks so it can reliably Explode on its counters.</p>

<p>The frail sweepers that Steelix can beat often rely on Steelix, as well, for taking down rival Steels that stand in their way, as well as certain special walls lacking the physical defense to withstand Steelix's assaults. Espeon, Mismagius, and Yanmega are not only beat by Steelix, but they also appreciate it getting Registeel, Regirock, and Ambipom out of the way for them. The BaitLix set lures out many unsuspecting Fire-, Grass-, and Water-types to be Exploded on, so the Pokémon that benefit from this vary depending on who you want to eliminate among those types. Azumarill can be annoying to pinch sweepers like SD Drapion and Belly Drum Charizard, Blaziken tears through walls like Chansey and Slowbro, and Roserade can stop most Choice Band sweepers by putting them to sleep with a Choice Scarf. None of them are safe to Explosion, so lots of sweeping opportunities can be open up by it.</p>

[Other Options]
<p>Thunder Fang and Ice Fang have a low chance of causing status effects, but their utility is otherwise limited compared to Stone Edge and even Crunch. Iron Tail is stronger than Iron Head and can lower defense, but is less accurate. Steelix gets Taunted a lot, so Chesto-Rest outside of the Cursing set is not a good idea. Its attacking stats are not good enough to take advantage of Rock Polish, so don't even try it. It's too slow to use Screech effectively, either.</p>

<p>You can put an Iron Ball on Steelix, and the 50% speed reduction with give you nearly the same attacking potential as the Curse set after 2 Curses, which can be useful for the Physical Wall set. Take caution, though, as the lack of recovery makes it harder to sponge special attacks. Shed Shell allows Steelix to escape the trappers from NU (Magneton, Probopass, and Trapinch), but is useless against anything else, and you can usually get away with just using Roar.</p>

[EVs]
<p>Steelix's Physical Defense is already impressive, so any defensive set will want to maximize its HP and Special Defense and use a Special Defense boosting nature to take advantage of it. You need as much special defense as possible to survive unboosted Special Attacks without a type-resist Berry; if you want your Steelix to pose a threat offensively, switch the HP EVs with Attack EVs, but still keep the +SpD nature. Without it, you're helpless to any special attack you don't resist, which is why the Choice Band set does not even bother.</p>

[Opinion]
<p>Steelix has come a long way from the titan it once was back in GSC. Huge physical defense and 11 resistances, including immunity to Poison and Electric, make Steelix a safe user of Stealth Rock. Its rivals Regirock and Registeel have better support options, but what Steelix lacks in support, it makes up for with brute force. It has great typing both offensively and defensively, and just enough attack to make its counters think twice about coming in.</p>

<p>Steelix's shortcomings are its low Special Defense and Speed, as well as a really shallow movepool. Steelix has very little to defend itself with once its counters have made it into the fray, and Taunt easily removes any meaningful support it can lend to the team by preying on how slow it is, but it's not hopeless. Its attacks are good enough for stopping the things it resists, especially fast frail sweepers who usually can't afford to setup more than once. Mismagius, Espeon, Drapion, Yanmega, and Ambipom are just a handful of sweepers that can give teams trouble, and Steelix has just the right moves to put them in their place.</p>

<p>With STAB Earthquake and a powerful Explosion at its side, one should not underestimate a well-placed Steelix on a team.</p.

[Counters]
<p>The way to go when handling Steelix is to come in on Stealth Rock and fire off powerful Fire-, Water-, or Fighting-type attacks. Steelix's Explosion and a proper type-resist Berry can reduce the number of effective counters, but even then some Pokémon are just too powerful to be stopped with such a low special defense stat. This includes Specs Magmortar, Ninetails, and Houndoom after a Nasty Plot, and Specs Roserade. The offensive sets have to predict perfectly to catch these Pokémon in the act, or Steelix'll be forced out for certain. Milotic and Lapras generally take pitiful damage from Steelix and can break it down with STAB Surf. Defensive Venusaur and Shaymin don't fear anything Steelix can throw at it, and can KO it with STAB Grass attacks. Charizard and Moltres have been mentioned multiple times and with good reason: they threaten any Steelix without Stone Edge with strong Fire STAB (even those with it, due to the low accuracy), and can use this knowledge to start their own devastating strategies as you switch out.</p>

<p>Spiritomb is immune to Explosion and takes little damage from anything Steelix can dish out; it can cripple Steelix with Will-O-Wisp or just set up for a Calm Mind sweep in its face. Claydol and Blastoise also take very little damage, can remove its Stealth Rock from the field, and threaten it with STAB Earth Power and Surf, respectively. Note that Gyro Ball or Payback can make the former's life difficult, though. Specs Mismagius can surprise Steelix as it comes in and 2HKO it with Hidden Power Fighting. Hitmontop reduces Steelix's offense with Intimidate and can fire powerful super effective STAB Close Combats straight at it; the attack reduction also gives it a chance at surviving Explosion. Hariyama can Force Palm or just Whirlwind it out if it tries to Curse up. Hitmonlee can't come in on Gyro Ball, but once its in, Steelix will not survive. Magneton and Probopass trap Steelix lacking Roar with Magnet Pull, can negate Earthquake with Magnet Rise, and proceed to destroy it with Hidden Power Fire and Earth Power, respectively.</p>

<p>Steelix is too slow to retaliate more than once against these threats, so a few special attacks will eventually bring it down. Pack multiple checks in case of Explosion, and you'll be fine.</p>
 

Caelum

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Format damage calculations like this
<h3>Damage Calculations</h3>
<pre>
text
</pre>

That said, those damage calculations don't impress me and Iron Ball seems nothing more than Other Options material.

edit: I completely skimmed this, check back for more commentary.
 
Before I say anything else, restore all short forms of words to their original state (DD:Dragon Dance, LO:Life Orb, etc.), and capitalize all move, stat, and Pokemon names.

I honestly have no idea why Baitlix is the main set right now; it's too specialized to represent Steelix's walling capabilities. I also don't see merit in Iron Ball over Choice Band, as factoring in Stealth Rock damage, I assume a Choice Banded hit will do largely the same thing while still powering up the other moves on the set. A lot of the sets just seem inexplicably merged with lesser versions of themselves that should probably be placed in Other Options. Anyway, this is upon first glance, and if you make some changes i'll read through it formally.

oh and read this thread please
 
I actually do like the notion of a fully special defense Steelix because adding defense is largely redundant when the Special Defense actually goes a long way towards its survivability. But as diibong said, remove the Bait-Lix stuff they shouldn't be combined. Possibly mention that in the set comments or give it its own set.
 

bojangles

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http://www.smogon.com/dp/pokemon/steelix


________________________________________________________________
  • Merged Imran's "Baitlix" into the Physical Wall set.
  • Merged the "Curse" and "Curse+Chesto" sets.
  • Add Iron Ball to the Choice Band set, creating the "Wrecking Ball" set.
  • Added Team Options and rewrote the bottom sections to reflect UU exclusively.
[SET]
name: Physical Wall
move 1: Earthquake
move 2: Explosion
move 3: Stealth Rock
move 4: Stone Edge / Iron Head / Roar
item: Leftovers / Passho Berry
ability: Sturdy
nature: Careful / Impish
evs: 252 HP / 4 Atk / 252 SpD
(skip a line)
[SET COMMENTS]
<p>With Fire-types rising in dominance, Steelix's role as a Normal-type resister is constantly put into question. This defensive set will help mitigate its inherent weaknesses, so that you're not using an inferior Registeel. It takes advantage of the two things Registeel doesn't have: a superior attack stat, and STAB Earthquake.</p>

<p>The purpose of this set is to lure in some of its usual counters - mostly bulky waters like Azumaril, Milotic, and Slowbro - and explode on them, clearing the path for a sweeper, such as Dragon Dance Altaria or Life Orb Blaziken. With 354 HP, 251 Special Defense, and a Careful nature, Steelix's ability to cushion special attacks is pushed to its limit, while also letting it outspeed rival Steelix running a -Speed nature (such as the sets below). Alternatively, you can pour all the HP EVs into Attack to give Explosion as much power as possible without resorting to an attack-boosting nature. The Attack EVs also give Earthquake a needed kick for hitting Fire-types on the switch, and keeps Steelix from being stalled by other Steel-types like the aformentioned Registeel.<p>

<p>Stealth Rock is viable during the early-game while your opponent is still playing convervatively with weak attacks such as Fake Out and U-turn. The last slot is up to preference. Stone Edge hits Flying-types the hardest and allows you to check Moltres and Charizard, in case they try to come in on Stealth Rock. Iron Head is more reliable and does OK damage to anything that would resist or is immune to your Earthquake, including Ghost- and mono-Grass-types. Roar works well after you've eliminated the opponent's Taunt user, scouting switches and racking up Stealth Rock damage. It's also your only option against Spiritomb and other bulky Pokémon, who can setup on you by stalling out your weak attacks and usually survive Explosion, even with max Attack.</p>

<p>Leftovers restores damage from the attacks Steelix resists, so it can take on its counters at full health as often as possible. If you decide to go with max Attack instead of max HP, a type-resist Berry such as Passho Berry becomes an option. They make up for the lack of HP by allowing you to absorb powerful attacks from specific threats and eliminate them more easily. Passho Berry is specifically for Azumarill and offensive Milotic - common switch-ins to Steelix who can heal any damage dealt and seriously harm their checks with the correct move. Occa Berry allows Steelix to survive Fire Blasts from Mixed LO Blaziken and KO (is it an OHKO?) back with Earthquake, with enough HP left to continue supporting the team with its many resistances.</p>

<p>One of Steelix's greatest nemeses, Crobat, ironically makes a greating pairing with this set. Taunt prevents Substitute from blocking Explosion, U-turn disrupts SubSeeding strategies, and Brave Bird eliminates the Grass- and Fighting-types that can overwhelm Steelix's defenses, even with a proper type-resist Berry. Throw in a bulky Water-type, such as Milotic, to form a powerful defensive core, which is capable of resisting all types. A Spin Blocker such as Rotom or Spiritomb can also go in the third slot, stopping Rapid Spin from ruining your day.</p>

<p>Steelix's resistances and luring capabilities are valuable for preventing powerful priority sweepers from getting in the way. Charizard, for instance, can then start a Belly Drum sweep with the confidence of knowing that Azumarill and friends aren't around to stop it, with Steelix's Stealth Rock supporting many of its OHKOs.</p>

[SET]
name: Wrecking Ball
move 1: Earthquake
move 2: Explosion
move 3: Stealth Rock / Stone Edge
move 4: Gyro Ball / Crunch
item: Iron Ball / Choice Band
ability: Sturdy
nature: Brave / Adamant
evs: 252 HP / 252 Atk / 4 Def
ivs: 0 Spe
(skip a line)
[SET COMMENTS]
<p>With an Iron Ball, Steelix becomes a decent physical tank; the 50% speed reduction combined with the -Speed Nature and 0 Speed IV give Steelix a Speed stat of 29, and an amazing 225 Base Power Gyro Ball (including STAB) against any threat with at least 174 speed. This makes Gyro Ball vastly superior to Iron Head, turning several 2HKOs into frightening OHKOs with Stealth Rock factored in:</p>

<h3>Damage Calculations</h3>
<pre>Gyro Ball vs. min HP / min Def Ambipom: 97.25% - 114.78%
Gyro Ball vs. min HP / min Def Mismagius: 117.24% - 137.93%
Gyro Ball vs. min HP / min Def Espeon: 91.62% - 107.78%
Gyro Ball vs. min HP / min Def Swellow: 117.24% - 137.93%
Gyro Ball vs. min HP / min Def Honchkrow: 99.41% - 117.30%</pre>

<p>A Gyro Ball this powerful is also great for checking Roserade and offensive Shaymin, who can otherwise fully counter Steelix. You can rely on it to get you past Flying-types not named Moltres or Charizard, but Stone Edge is available if your lacking a good check to them.</p>

<p>Choice Band shares the same EV spread, but works a little differently. Your other moves recieve increased power, especially your mighty Explosion, but the increased Speed threshold on Gyro Ball (348) leaves to be desired where it counts (this sentence is extremely awkward, so you should reword it. I'm actually not sure what you're trying to say). While it's still recommend for the damage it can deal to faster threats, Crunch provides superior coverage and hits the frail Ghosts of UU harder. With Crunch, you can put the Speed IV back and use an Adamant nature to speed tie with the other sets. You definitely want Stone Edge over Stealth Rock for the Flying-types, as well.</p>

<p>With its defensive capabilities reduced and Choice Band limiting its attack choices (should you choose to use it), this Steelix is more hit-and-run than the others and is forced out very easily, but taking a chunk of the opponent's health on the way out. Despite this, it can use assistance from largely the same teamates as mentioned in the Physical Wall set. Shaymin gets a mention for potentially checking Fire-, Grass-, and Water-types all on its own, making it a huge help for getting the threats out the way that Steelix doesn't really want to see.</p>

[SET]
name: Curse
move 1: Curse
move 2: Earthquake
move 3: Gyro Ball
move 4: Explosion / Rest
item: Leftovers / Chesto Berry
ability: Sturdy
nature: Sassy
evs: 252 HP / 4 Atk / 252 SpD
ivs: 0 Spe
(skip a line)
[SET COMMENTS]
<p>By using Curse, you have the advantage of powering up your other moves, while strengthing your already massive defense. You wield less damage capacity than the Wrecking Ball set initially, due to the lack of Attack EVs, but with a couple of Curses you can surpass it easily. Explosion lets you take your hard-earned boosts and go out with a bang, but Chesto Berry and Rest give you greater survivability and prevent status from getting in the way of your sweep. You can also use type-resist Berries, such as a Passho Berry, to protect you against specific threats the rest of your team may not be able to remove for Steelix.</p>

<p>This Steelix isn't much of a team player, and requires some backup to get the job done. Stealth Rock support works wonders for its sweeping potential, keeping Charizard and Moltres off its back. Trick Room removes the speed issues of Curse, without taking away from Gyro Ball's power, and prevents Choice Scarf from ending your sweep. Clefable and Chansey can absorb the special attacks aimed at Steelix, lay down the rocks (or twist the dimensions, if Clefable), and even provide Wish support so that Steelix can attempt a sweep multiple times. Roserade and Shaymin stop bulky waters from entering while you Curse and forcing you out, the former of which can also provide Spikes support to wear down switch-ins.</p>

[Team Options]
<p>Steelix has trouble with powerful special attacks, as it doesn't have the recovery or good Special Defense to constantly come in on them. Crobat loves to Taunt Steelix and then switch to either Claydol or Blaziken to take the inevitable Stone Edge or Gyro Ball. Ambipom, likewise, brings Milotic and Azumarill safely into Gyro Balls, leaving you helpless to stop them. Steelix also hates when its Stealth Rocks are spun away, and when Pokémon use support moves like Substitute, Protect, or Will-O-Wisp to block its Explosion (here you list the problems as what Steelix hates, but you don't do much to tell how to fix it).</p>

<p>Bulky waters such as Milotic and Azumarill can be cleared by a strong Grass-type such as Shaymin or Roserade. Shaymin also has answers to Fire-, Fighting-, and other Grass-types, in Earth Power for the Fire-types and Air Slash for the Fighting- and Grass-types, making it a powerful ally. For the Fire-types, your own bulky water helps, although all of them have to be careful about playing around Blaziken and Magmortar. Milotic makes the best choice for addressing most of them, but Azumarill can be used to provide additional assistance with a powerful priority attack. For spin blocking, Rotom has the Special Attack and Speed to stop most Spinners in UU before they can even respond to it, and makes a decent check to Moltres and Charizard. It can also setup Reflect and Light Screen, further aiding Steelix in resisting special attacks so it can reliably Explode on its counters.</p>

<p>The frail sweepers that Steelix can beat often rely on Steelix, as well, for taking down rival Steels that stand in their way, as well as certain special walls lacking the physical defense to withstand Steelix's assaults. Espeon, Mismagius, and Yanmega are not only beat by Steelix, but they also appreciate it getting Registeel, Regirock, and Ambipom out of the way for them. The Physical Wall lures out many unsuspecting Fire-, Grass-, and Water-types to be Exploded on, so the Pokémon that benefit from this vary depending on who you want to eliminate among those types. Azumarill can annoying to pinch sweepers like SD Drapion and Belly Drum Charizard, Blaziken tears through walls like Chansey and Slowbro, and Roserade can stop most Choice Band sweepers by putting them to sleep with a Choice Scarf. None of them are safe to Explosion, so lots of sweeping opportunities can be open up by it.</p>

[Other Options]
<p>Toxic is the best alternative option Steelix has, but it's hard to find a spot for it. It can wear down its usual counters indirectly while it escapes, making it harder to start any stalling strategies. Thunder Fang and Ice Fang have a low chance of causing status effects, but their utility is otherwise limited compared to Stone Edge and even Crunch. Iron Tail is stronger than Iron Head and can lower defense, but is less accurate. Steelix gets Taunted a lot, so Chesto-Rest outside of the Cursing set is not a good idea. The Wrecking Ball set doesn't have the survivability to take advantage of Screech, which is a shame because lots of OHKOs are opened up by it. Its attacking stats are not good enough for a Rock Polish sweep, so don't even try it.</p>

[EVs]
<p>Steelix's Physical Defense is already impressive, so any defensive set will want to maximize its HP and Special Defense and use a Special Defense boosting nature to take advantage of it. You need as much special defense as possible to survive unboosted Special Attacks without a type-resist Berry; if you want your Steelix to pose a threat offensively, switch the HP EVs with Attack EVs, but still keep the +SpD nature. Without it, you're helpless to any special attack you don't resist, which is why the Wrecking Ball/Choice Band set does not even bother.</p>

[Opinion]
<p>Steelix has come a long way from the titan it once was back in GSC. Huge physical defense and 11 resistances, including immunity to Poison and Electric, make Steelix a safe user of Stealth Rock. Its rivals Regirock and Registeel have better support options, but what Steelix lacks in support, it makes up for with brute force. It has great typing both offensively and defensively, and just enough attack to make its counters think twice about coming in.</p>

<p>Steelix's shortcomings are its low Special Defense and Speed, as well as a really shallow movepool. Steelix has very little it can do to prevent its counters from getting free switch-ins against it, and Taunt removes any meaningful support it can lend to the team, but it's not hopeless. Its attacks are good enough for stopping the things it resists, especially fast frail sweepers who usually can't afford to setup more than once. Mismagius, Espeon, Drapion, Yanmega, and Ambipom are just a handful of sweepers that can give teams trouble, and Steelix has just the right moves to put them in their place.</p>

<p>With STAB Earthquake and a powerful Explosion at its side, one should not underestimate a well-placed Steelix on a team.</p.

[Counters]
<p>The way to go when handling Steelix is to come in on Stealth Rock and fire off powerful Fire-, Water-, or Fighting-type attacks. Steelix's Explosion and a proper type-resist Berry can reduce the number of effective counters, but even then some Pokémon are just too powerful to be stopped with such a low special defense stat. This includes Specs Magmortar, Ninetails, and Houndoom after a Nasty Plot, and Specs Roserade. The offensive sets have to predict perfectly to catch these Pokémon in the act, or Steelix'll (confusing otherwise) be forced out for certain. Milotic and Lapras generally take pitiful damage from Steelix and can break it down with STAB Surf. Defensive Venusaur and Shaymin don't fear anything Steelix can throw at it, and can KO it with STAB Grass attacks. Charizard and Moltres have been mentioned multiple times and with good reason: they threaten any Steelix without Stone Edge with strong Fire STAB (even those with it, due to the low accuracy), and can use this knowledge to start their own devastating strategies as you switch out.</p>

<p>Spiritomb is immune to Explosion and takes little damage from anything Steelix can dish out; it can cripple Steelix with Will-O-Wisp or just set (space)up for a Calm Mind sweep in its face. Claydol and Blastoise also take very little damage, can remove its Stealth Rock from the field, and threatens it with STAB Earth Power and Surf, respectively. Note that Gyro Ball can make the former's life difficult, though. Specs Mismagius can surprise Steelix as it comes in and 2HKOes it with Hidden Power Fighting. Hitmontop reduces Steelix's offense with Intimidate and can fire powerful super effective STAB Close Combats straight at it; the attack reduction also gives it a chance at surviving Explosion. Hariyama can Force Palm or just Whirlwind it out if it tries to Curse up. Hitmonlee can't come in on Gyro Ball, but once its in, Steelix will not survive. Magneton and Probopass trap Steelix with Magnet Pull, can negate Earthquake with Magnet Rise, and proceed to destroy it with Hidden Power Fire and Earth Power, respectively.</p>

<p>Any unresisted special attacks can put an end to Steelix so long as it isn't carrying a type-resist Berry to reduce the damage, as it's too slow to retaliate more than once against these threats. Pack multiple checks in case of Explosion, and you'll be fine.</p>
Good job. Comments in parentheses.
 
I took everyone's advice and gave up on Iron Ball. It has been moved to Other Options. Also Baitlix runs max Attack EVs, which is mentioned in the set comments but isn't a part of the main set. To avoid confusion, though, I removed Passho Berry.
 
As everyone said, BaitLix is too different from the "walling" variant, but also is good (and used) enough to warrant its own set (make sure to include Fire and Water resist berries).

Also, on the CB set I used to use a Crunch over Gyro Ball or Stone Edge, as it does a nice amount of damage to Ghosts, and most importantly, Claydol (and Slowbro).

EDIT:
I took everyone's advice and gave up on Iron Ball. It has been moved to Other Options. Also Baitlix runs max Attack EVs, which is mentioned in the set comments but isn't a part of the main set. To avoid confusion, though, I removed Passho Berry.
Its a completely different playstyle and set, seperate them :D.
 

bojangles

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Minor corrections:

From BaitLix
Occa Berry allows Steelix to survive Fire Blasts from Mixed Life Orb Blaziken and OHKO back with Earthquake, with enough HP left to continue supporting the team with its many resistances.</p>
From Choice Bander
Earthquake and Gyro Ball are its main attacking options, hitting everything in UU hard except Ludicolo, Charizard, and Moltres, while Stone Edge keeps the later two at bay.
From Other Options
Iron Ball's 50% speed reduction, combined with a -Speed Nature and a 0 Speed IV, give Steelix a Speed stat of 29.
Otherwise great job. The others are right, those sets are completely different. It's a good thing that you separated them.
 
- mostly bulky waters like Azumaril, Milotic, and Slowbro - and explode on them, clearing the path for a sweeper, such as Dragon Dance Altaria or Agility Blaziken. With 251 Special Defense and a Careful nature, Steelix's ability to cushion special attacks is pushed to its limit, while also letting it outspeed rival Steelix running a -Speed nature (such as the sets below).
Agility Blaziken a better "sweeper", the Mixed priority set is also a Life Orb user, but can not really sweep effectively.

I realized a Minor flaw with the Baitlix set:

Blaziken's Superpower vs min/min Def Steelix: 88.66% - 105.15%

In order to survive 100% of the time, Steelix needs 76 Def EVs making superpower only do: 84.54% - 99.66%

So mention that at least....
 
Why someone would never use HP EVs on Steelix is beyond me. Even a Careful Max SpDef Steelix can act as psuedo-baitlix, as it can survive any unboosted Surf in UU and simply blow up from there...
 
<p>Any unresisted special attacks can put an end to Steelix so long as it isn't carrying a type-resist Berry to reduce the damage, as it's too slow to retaliate more than once against these threats. Pack multiple checks in case of Explosion, and you'll be fine.</p>
Type-resist berries only activate if the attack is super effective, so in effect a SE hit will become a neutral, unresisted hits after the berry activates, and a neutral hit will stay neutral.
 
<p>Any unresisted special attacks can put an end to Steelix so long as it isn't carrying a type-resist Berry to reduce the damage, as it's too slow to retaliate more than once against these threats. Pack multiple checks in case of Explosion, and you'll be fine.</p>
Not to mention this is a false statement, especially if Steelix has 354 HP and 251 Special Defense like you suggest...
 

cim

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Why does BaitLix not have Max HP which dramatically increases its defenses on both sides and fixes the Superpower problem?

Frankly if you don't understand the mechanics of Steelix's best move I wouldn't trust the rest of your revamp. Gyro Ball caps at 150 Base Power, that just seems like a really simple mistake that doesn't make the rest of the revamp look good. I'll read it fully when I have time but that makes me uneasy.
 
Why someone would never use HP EVs on Steelix is beyond me.
Why does BaitLix not have Max HP which dramatically increases its defenses on both sides and fixes the Superpower problem?
People, please, that's just how it's run.

Gyro Ball caps at 150 Base Power, that just seems like a really simple mistake that doesn't make the rest of the revamp look good.
It's 225 with STAB, just like Earthquake is 150 with STAB. Actually, I remember taking that line out, so I don't know how you caught it...
 

jrrrrrrr

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From the Curse set:

<p>This Steelix isn't much of a team player, and requires some backup to get the job done. Stealth Rock support works wonders for its sweeping potential, keeping Charizard and Moltres off its back. Trick Room removes the speed issues of Curse, without taking away from Gyro Ball's power, and prevents Choice Scarf from ending your sweep.
If you're using a Curselix, what difference does it make if your opponent has a Choice Scarf or not? Just take the bolded part out.
 

cim

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People, please, that's just how it's run.
Not good enough. Just because people use it doesn't mean it becomes good or makes any sense at all. You're going to have to give us some kind of evidence that says 252 SpD is better than 252 HP.

You haven't actually tested Curselix with Trick Room. You'd at most get in one or two hits before Trick Room runs out; the support does pretty much nothing due to TR's finite limit.
 
Not good enough. Just because people use it doesn't mean it becomes good or makes any sense at all. You're going to have to give us some kind of evidence that says 252 SpD is better than 252 HP.
I'll take his side this time.

When Imran (I think) came up with the "BaitLix" set, these are the EVs he used.

But the thing that sold it for me was:

LO Blaziken's Fire Blast vs Max HP / Min SpD Steelix. AFTER resist Berry: 350 Atk vs 166 Def & 354 HP (120 Base Power): 354 - 417 (100.00% - 117.80%)

Always OHKOes.

About the superpower thing, Blaziken will not "want" to Superpower Steelix, as most easily survive, and if it does it is just a misprediction. Its better to be never OHKOed by Fire Blast, and having a small chance to be OHKOed by Superpower, then always being OHKOed by Fire Blast.
 
Thank you for that. As for Trick Room, you can totally call me on that - it was just theorymon to pad the paragraph, so I'll remove it.
 
But the thing that sold it for me was:

LO Blaziken's Fire Blast vs Max HP / Min SpD Steelix. AFTER resist Berry: 350 Atk vs 166 Def & 354 HP (120 Base Power): 354 - 417 (100.00% - 117.80%)

Always OHKOes.

About the superpower thing, Blaziken will not "want" to Superpower Steelix, as most easily survive, and if it does it is just a misprediction. Its better to be never OHKOed by Fire Blast, and having a small chance to be OHKOed by Superpower, then always being OHKOed by Fire Blast.
Then why not do both with a spread like this:

100 HP / 244 Atk / 164 SpD

LO Mix Blaziken's Superpower vs. this Steelix: 81.65-96.84%

LO Mix Blaziken's Fire Blast vs. this Steelix (with Occa Berry): 81.01-95.89%

This therefore allows Steelix to survive either attack 100% of the time after switching in to Stealth Rock. The only problem is that you take 2% more from special hits overall, but if this is the main reason for the special defense investment then this isn't important. Steelix will still survive unboosted Surfs from bulky Waters. The loss of 2 Attack points might also be significant, but no specifics were mentioned in the comments.

EDIT: actually, I just noticed that this spread is better:

100 HP / 164 Atk / 244 SpD Adamant

This gives more Attack than the original spread (271) whilst giving the same special defense as above. So ignore the spread above.
 

Caelum

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Payback is a superior option to Crunch on the Choice Band set since Steelix will almost always be going last and so it will have 100 Base Power.
 
Lol, thanks guys for adding Payback.

Like seriously, I've actually been using Payback on my Steelix and it's awesome against those Ghost types and Psychic types (as long as they don't hit me with Focus Blast. <_<)
 

jrrrrrrr

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This analysis looks really good, except for the last two sets (Curse and CB). This is supposed to be an update/revamp including extra team options paragraph....but your descriptions for those two sets are shorter than the ones currently in the analysis? That doesn't make much sense...

Add more description to the last two sets and this will be ready to go on-site. Feel free to use the current analysis to help you with this.
 
The last two sets have been elaborated on to the best of my abilities. Before you put it on the site, though, I would like to wait to confirm the tiering of Crobat, in case I need to revise any mention of it in the analysis.
 
The last two sets have been elaborated on to the best of my abilities. Before you put in on the site, though, I would like to wait to confirm the tiering of Crobat, in case I need to revise any mention of it in the analysis.

Don't worry about that, I beleive Jrrrr is going to go through each analysis and modify it if Crobat (or anything else) is banned.

Crobat won't be banned for a long time either.
 

cim

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If we wait to find out if things are banned before uploading we'll never upload analyses. They're not hard to fix when it happens, don't worry about it.
 

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