I've noticed that there is a large untapped potential that is Mega-Steelix on the competitive scene. Sure the roar/stealth rocks set kind of works, but is a huge waste of your mega slot compared to what else is out there. In addition to this, the thing also looks way too cool to be an lower-RU. So, after a lot of plotting, I've devised a viable Mega-Steelix set for VCG Doubles:
Pokemon: Steelix
Item: Steelixite
Ability: (Any Will Do)
Nature: Jolly or Adamant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Iron Tail/Iron Head
- Earthquake
- Ice Fang/Thunder Fang/Fire Fang/Protect
- Autotomize
Moves: Iron Tail and Earthquake make for a powerful STAB combination. Iron Head can be run over Iron Tail if accuracy is a concern or you if want flinch hacks, but keep note that there will be a significant power drop as a result. Ice Fang is the most useful move in the 3rd slot, because it can hit Landorus-T and Mega-Salamence hard. Thunder Fang can be used to nail Milotic or Gyarados for super-effective damage. Fire Fang's only real use is to nail Mega-Scizor for 4x damage or inflict a burn. Protect can be run to increase survivability, but limits this set's overall coverage. Lastly, Autotomize removes the huge burden of Mega-Steelix's low speed and decreases Low Kick's damage. With only one Autotomize boost, Mega-Steelix can outspeed the majority of the metagame.
Set Details: Max Attack and Speed EVs allow Steelix to hit as hard and as quickly as possible. A Jolly nature provides Steelix with the much-needed speed, thus allowing it to take down threats before taking damage. Adamant provides a power boost, but the extra speed from a Jolly nature is essential, unless you have speed-control already on your team.
Usage Tips: Use Autotomize as soon as possible to set up your speed boost. Using Autotomize on the first turn is usually your best bet, due to foes using Protect to avoid the expected Toxic from the defensive RU set. Ice Fang is the best move to put in the 3rd slot, because it'll take a nasty chunk out of Landorus-T and Mega-Salamence, even after an Intimidate. Keep mind of special attackers when using this set, because Steelix's Special Defense is rather lackluster.
Team Options: A sand-bringer is appreciated by Steelix, because the Sand Force boost will provide protection from an Intimidate or burn and supply extra power to attacks. Try to avoid expected Sand Streamers such as Tyranitar and Hippowdon, and instead have something with Sandstorm. I've found that a defensive Carracosta has excellent synergy with Steelix, because it can set up a Sandstorm, has access to Wide Guard, and can repel physical attackers with Scald.
Checks and Counters: Special attackers such as Mega Charizard Y and Aegislash can take a large chunk out of Stellix's HP while it's setting up. Milotic walls this set when not under sand when Thunder Fang is not run. Strong Fighting and Water Types such as Terrakion, Conkeldurr, and Azumarill also can cause problems with super-effective STAB attacks.
Well, that's all I've got for this set. It can be a little hard to use at first, but can be deadly when used in the right hands, and can easily catch teams off-guard. Hope you have fun unleashing chaos with this rape train!
Pokemon: Steelix
Item: Steelixite
Ability: (Any Will Do)
Nature: Jolly or Adamant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Iron Tail/Iron Head
- Earthquake
- Ice Fang/Thunder Fang/Fire Fang/Protect
- Autotomize
Moves: Iron Tail and Earthquake make for a powerful STAB combination. Iron Head can be run over Iron Tail if accuracy is a concern or you if want flinch hacks, but keep note that there will be a significant power drop as a result. Ice Fang is the most useful move in the 3rd slot, because it can hit Landorus-T and Mega-Salamence hard. Thunder Fang can be used to nail Milotic or Gyarados for super-effective damage. Fire Fang's only real use is to nail Mega-Scizor for 4x damage or inflict a burn. Protect can be run to increase survivability, but limits this set's overall coverage. Lastly, Autotomize removes the huge burden of Mega-Steelix's low speed and decreases Low Kick's damage. With only one Autotomize boost, Mega-Steelix can outspeed the majority of the metagame.
Set Details: Max Attack and Speed EVs allow Steelix to hit as hard and as quickly as possible. A Jolly nature provides Steelix with the much-needed speed, thus allowing it to take down threats before taking damage. Adamant provides a power boost, but the extra speed from a Jolly nature is essential, unless you have speed-control already on your team.
Usage Tips: Use Autotomize as soon as possible to set up your speed boost. Using Autotomize on the first turn is usually your best bet, due to foes using Protect to avoid the expected Toxic from the defensive RU set. Ice Fang is the best move to put in the 3rd slot, because it'll take a nasty chunk out of Landorus-T and Mega-Salamence, even after an Intimidate. Keep mind of special attackers when using this set, because Steelix's Special Defense is rather lackluster.
Team Options: A sand-bringer is appreciated by Steelix, because the Sand Force boost will provide protection from an Intimidate or burn and supply extra power to attacks. Try to avoid expected Sand Streamers such as Tyranitar and Hippowdon, and instead have something with Sandstorm. I've found that a defensive Carracosta has excellent synergy with Steelix, because it can set up a Sandstorm, has access to Wide Guard, and can repel physical attackers with Scald.
Checks and Counters: Special attackers such as Mega Charizard Y and Aegislash can take a large chunk out of Stellix's HP while it's setting up. Milotic walls this set when not under sand when Thunder Fang is not run. Strong Fighting and Water Types such as Terrakion, Conkeldurr, and Azumarill also can cause problems with super-effective STAB attacks.
Well, that's all I've got for this set. It can be a little hard to use at first, but can be deadly when used in the right hands, and can easily catch teams off-guard. Hope you have fun unleashing chaos with this rape train!