Stats, type matchups, abilities, learnset, current usage, and build context for Steelix in Pokemon Champions.
Current ranked usage data is limited for this entry. Use the full learnset, matchups, and MetaDex tournament page to decide whether it fits your team.
Rock - special / 60 BP / 100%
10% chance to raise all stats by 1 (not acc/eva).
Normal - status / 100%
A target of the opposite gender gets infatuated.
Normal - physical / 15 BP / 85%
Traps and damages the target for 4-5 turns.
Normal - status
Prevents the target from switching out.
Fighting - physical / 80 BP / 100%
Uses user's Def stat as Atk in damage calculation.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Dragon - physical / 60 BP / 100%
100% chance to lower the foe(s) Attack by 1.
Dark - physical / 60 BP / 100%
No additional effect. Hits adjacent Pokemon.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Dark - physical / 80 BP / 100%
20% chance to lower the target's Defense by 1.
Ghost - status
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Dark - special / 80 BP / 100%
20% chance to make the target flinch.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
Normal - physical / 120 BP / 100%
Has 33% recoil.
Dragon - status
Raises the user's Attack and Speed by 1.
Dragon - special / 85 BP / 100%
No additional effect.
Dragon - physical / 60 BP / 90% / Priority -6
Forces the target to switch to a random ally.
Ground - physical / 80 BP / 95%
High critical hit ratio.
Ground - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Ground - physical / 100 BP / 100%
Hits adjacent Pokemon. Double damage on Dig.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Fire - physical / 65 BP / 95%
10% chance to burn. 10% chance to flinch.
Ground - physical / 30%
OHKOs the target. Fails if user is a lower level.
Normal - physical / 20-200 BP / 100%
More power the less HP the user has left.
Steel - special / 80 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Steel - physical / 1-150 BP / 100%
More power the slower the user than the target.
Rock - physical / 150 BP / 80%
Has 1/2 recoil.
Steel - physical / 40-120 BP / 100%
More power the heavier the user than the target.
Ground - physical / 95 BP / 95%
No additional effect.
Normal - special / 150 BP / 90%
User cannot move next turn.
Ice - physical / 65 BP / 95%
10% chance to freeze. 10% chance to flinch.
Steel - status
Raises the user's Defense by 2.
Steel - physical / 80 BP / 100%
20% chance to make the target flinch.
Steel - physical / 100 BP / 75%
30% chance to lower the target's Defense by 1.
Electric - status
For 5 turns, the user has immunity to Ground.
Rock - special / 120 BP / 90%
Raises user's Sp. Atk by 1 on turn 1. Hits turn 2.
Dark - physical / 50 BP / 100%
Power doubles if the user moves after the target.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Psychic - physical / 85 BP / 100%
Destroys screens, unless the target is immune.
Psychic - status
User sleeps 2 turns and restores HP and status.
Rock - physical / 25 BP / 90%
Hits 2-5 times in one turn.
Rock - status
Raises the user's Speed by 2.
Rock - physical / 75 BP / 90%
30% chance to make the foe(s) flinch.
Rock - physical / 60 BP / 95%
100% chance to lower the target's Speed by 1.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Ground - physical / 35 BP / 85%
Traps and damages the target for 4-5 turns.
Rock - status
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Normal - status / 100%
Lowers the target's Speed by 2.
Ground - special / 70 BP / 100%
30% chance to burn the target. Thaws target.
Normal - status / 85%
Lowers the target's Defense by 2.
Normal - physical / 200 BP / 100%
Hits adjacent Pokemon. The user faints.
Normal - status
User must be asleep. Uses another known move.
Rock - physical / 50 BP / 100%
Removes the target's Ground immunity.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Rock - status
Hurts foes on switch-in. Factors Rock weakness.
Steel - special / 140 BP / 95%
User loses 50% max HP.
Steel - physical / 130 BP / 100%
Fails if there is no terrain active. Ends the terrain.
Ground - physical / 75 BP / 100%
Power doubles if the user's last move failed.
Rock - physical / 100 BP / 80%
High critical hit ratio.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Dark - status / 100%
Target can't use status moves its next 3 turns.
Electric - physical / 65 BP / 95%
10% chance to paralyze. 10% chance to flinch.
Rock - status / Priority +3
Protects allies from multi-target moves this turn.