The Cave of Dragonflies ASB Database

Mega Steelix

SteelGround
Speed
30
Gender
Female or male
Population
0

Abilities

Sand Force

Multiplies Ground, Rock, and Steel moves' base power by 1.3 during a sandstorm, and protects against the sandstorm's effects.

Type matchups

Very weak to (2×)
None
Weak to (1.5×)
FireWaterFightingGround
Resistant to (0.67×)
NormalFlyingPsychicBugDragonSteelFairy
Very resistant to (0.5×)
Rock
Immune to (0×)
ElectricPoison

Evolution

Onix
Steelix

battle holding a Metal Coat

Forms

Mega Evolution is coming soon.

Moves

Move Type Stat Pow. En. Acc. Pri. Summary
Ancient Power Rock Special 60 3% 100%

Has a 10% chance to raise all stats (except Evasion and Accuracy) by one stage.

Aqua Tail Water Physical 90 5% 90%

Deals damage. No other effect.

Attract Normal 4% 100%

Infatuates the target if it is the opposite gender.

Autotomize Steel 2%

Raises the user's Speed by two stages and halves its weight. Works once per Pokémon per battle.

Bide Normal Physical * * +1

Stores energy for three actions, then damages the target for twice the total damage taken.

Bind Normal Physical 15 2% 85%

Traps the target and deals 1% damage after each action for 4-5 actions.

Block Normal 3%

Blocks the target's path, preventing it from switching or using moves that require a lot of movement.

Body Slam Normal Physical 85 6% 100%

Has a 30% chance to paralyze the target.

Brutal Swing Dark Physical 60 3% 100%

Deals damage. No other effect.

Bulldoze Ground Physical 60 4% 100%

Has a 100% chance to lower each target's Speed by one stage.

Captivate Normal 2% 100%

Lowers the target's Special Attack by two stages if it is the opposite gender.

Confide Normal 1%

Lowers the target's Special Attack by one stage.

Crunch Dark Physical 80 4% 100%

Has a 20% chance to lower the target's Defense by one stage.

Curse Ghost *

Ghost users: costs half health; deals damage to the target after each round. Others: raises Attack and Defense but lowers Speed by one stage.

Cut Normal Physical 50 3% 95%

Deals damage. No other effect.

Dark Pulse Dark Special 80 4% 100%

Has a 20% chance to make the target flinch.

Defense Curl Normal 1%

Raises the user's Defense by one stage.

Dig Ground Physical 80 4% 100%

Digs underground, dodging most moves, then hits. Costs 3% extra energy to do both in one action.

Double-Edge Normal Physical 120 7% 100%

Deals recoil damage to the user equal to 1/3 the damage dealt.

Double Team Normal *

Produces a number of illusory clones which act as decoys for single-target moves.

Dragon Breath Dragon Special 60 4% 100%

Has a 30% chance to paralyze the target.

Dragon Pulse Dragon Special 85 5% 100%

Deals damage. No other effect.

Dragon Tail Dragon Physical 60 3% 90% −6

Knocks the target fairly far away, potentially preventing it from reaching the user for a bit.

Earth Power Ground Special 90 5% 100%

Has a 10% chance to lower the target's Special Defense by one stage.

Earthquake Ground Physical 100 6% 100%

Deals damage. No other effect.

Endure Normal * +4

Prevents direct damage from lowering the user's health below 1% this action.

Explosion Normal Physical 250 14% 100%

Knocks the user out.

Facade Normal Physical 70 4% 100%

Base power is doubled if the user has a major status ailment, excluding sleep.

Fire Fang Fire Physical 65 4% 95%

Has a 10% chance to burn the target and a 10% chance to make it flinch.

Fissure Ground Physical * * 30%

Deals damage equal to the damage cap, or 100% if there is none.

Flail Normal Physical * * 100%

Base power and energy cost rise as the user's health falls.

Flash Cannon Steel Special 80 4% 100%

Has a 10% chance to lower the target's Special Defense by one stage.

Frustration Normal Physical * * 100%

Base power and energy cost vary with the user's mood.

Giga Impact Normal Physical 150 9% 90%

Requires an action to recharge. Can be used in one action for 3% extra energy.

Gyro Ball Steel Physical * * 100%

Deals more damage the slower the user is compared to the target.

Harden Normal 1%

Raises the user's Defense by one stage.

Headbutt Normal Physical 70 5% 100%

Has a 30% chance to make the target flinch.

Heavy Slam Steel Physical * * 100%

Base power and energy cost vary based on the user and target's weights.

Hidden Power Normal Special 60 3% 100%

Type is randomized per Pokémon per battle.

Hyper Beam Normal Special 150 9% 90%

Requires an action to recharge. Can be used in one action for 3% extra energy.

Ice Fang Ice Physical 65 4% 95%

Has a 10% chance to freeze the target and a 10% chance to make it flinch.

Iron Head Steel Physical 80 5% 100%

Has a 30% chance to make the target flinch.

Iron Tail Steel Physical 100 7% 75%

Has a 30% chance to lower the target's Defense by one stage.

Magnet Rise Electric 4%

Grants the user Levitate for five actions in addition to all other abilities.

Mimic Normal 1%

Becomes any move used by any Pokémon since the user entered battle; reverts when the user leaves battle.

Mud-Slap Ground Special 20 2% 100%

Has a 100% chance to lower the target's Accuracy by one stage.

Mud Sport Ground 3%

Lowers the effectiveness of Electric-type moves used against any friendly Pokémon by one stage for nine actions.

Natural Gift Normal Physical * * 100%

Varies based on the user's signature move.

Nature Power Normal *

Uses another move depending on the arena.

Payback Dark Physical 50 3% 100%

Has double base power if the target has already acted this action.

Protect Normal * +4

Protects the user against all moves this action.

Psych Up Normal *

Copies the target's stat stages.

Rage Normal Physical 20 1% 100%

If the user damaged between this move and the next, its Attack will increase.

Rest Psychic *

Puts the user to sleep and fully heals it over three actions.

Return Normal Physical * * 100%

Base power and energy cost vary with the user's mood.

Roar Normal 3% −6

Tries to make the target flinch. Success rate varies depending on the circumstances.

Rock Blast Rock Physical 25 * 90%

Hits 2-5 times in one action. Base power is 25 times the number of hits.

Rock Climb Normal Physical 90 5% 85%

Has a 20% chance to confuse the target.

Rock Polish Rock 2%

Raises the user's Speed by two stages.

Rock Slide Rock Physical 75 5% 90%

Has a 30% chance to make each target flinch.

Rock Smash Fighting Physical 40 3% 100%

Has a 50% chance to lower the target's Defense.

Rock Throw Rock Physical 50 3% 90%

Deals damage. No other effect.

Rock Tomb Rock Physical 60 4% 95%

Has a 100% chance to lower the target's Speed by one stage.

Rollout Rock Physical 30 2% 90%

Base power doubles with each consecutive use.

Rototiller Ground *

Raises the Attack and Special Attack of all Grass Pokémon in battle by one stage.

Round Normal Special 60 3% 100%

Has double power if used by multiple Pokémon in one action.

Sandstorm Rock 5%

Changes the weather to a sandstorm for nine actions.

Sand Tomb Ground Physical 35 3% 85%

Traps the target and deals 1% damage after each action for 4-5 actions.

Screech Normal 2% 85%

Lowers the target's Defense by two stages.

Secret Power Normal Physical 70 5% 100%

Has a 30% chance of inflicting an extra effect that depends on the terrain.

Self-Destruct Normal Physical 200 11% 100%

Knocks the user out.

Skull Bash Normal Physical 130 8% 100%

Requires an action to charge, during which the user's Defense is raised by one stage. Can be used in one action for 3% extra energy.

Slam Normal Physical 80 4% 75%

Deals damage. No other effect.

Sleep Talk Normal *

Randomly uses any move the user has used since entering battle. Only works while asleep.

Smack Down Rock Physical 50 3% 100%

Knocks the target to the ground.

Snore Normal Special 50 4% 100%

Has a 30% chance to make the target flinch. Only works while asleep.

Stealth Rock Rock 2%

Scatters floating rocks which deal 2% Rock-type damage to any Pokémon who bumps them.

Stomping Tantrum Ground Physical 75 4% 100%

Has double power if the user's previous move failed.

Stone Edge Rock Physical 100 6% 80%

Has a critical hit rate one stage higher than normal.

Strength Normal Physical 80 4% 100%

Deals damage. No other effect.

Substitute Normal *

Transfers 10%, 15%, or 20% of the user's health into a doll, which blocks moves targetting the user until the doll's health reaches 0.

Sunny Day Fire 5%

Changes the weather to strong sunlight for nine actions.

Swagger Normal 3% 85%

Confuses the target and raises its Attack by two stages.

Tackle Normal Physical 40 2% 100%

Deals damage. No other effect.

Take Down Normal Physical 90 5% 85%

Deals recoil damage to the user equal to 1/4 the damage dealt.

Taunt Dark 4% 100%

Prevents the target from using non-damaging moves for three actions.

Thunder Fang Electric Physical 65 4% 95%

Has a 10% chance to paralyze the target and a 10% chance to make it flinch.

Torment Dark 4% 100%

Prevents the target from using the same move twice in a row for five actions.

Toxic Poison 4% 90%

Badly poisons the target. Never misses if the user is Poison-type.

Twister Dragon Special 40 2% 100%

Has a 20% chance to make each target flinch.

Wide Guard Rock * +3

Protects the user and its allies against moves that hit multiple targets this action.