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| Steelix | |
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| Topic Started: Mar 10 2008, 09:26 AM (176 Views) | |
| mag | Mar 10 2008, 09:26 AM Post #1 |
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Type(s): Ground / Steel Base Stats: 75 HP / 85 Atk / 200 Def / 30 Spd / 55 SAtk / 65 SDef - Total 405 Trait(s): Rock Head - Recoil moves have no recoil. Sturdy - OHKO moves will fail. Weakness(es) x4: N/A Weakness(es) x2: Fighting, Fire, Ground, Water, Resists x4: Rock. Resists x2: Bug, Dark Dragon, Flying, Ghost, Normal, Psychic, Steel. Immune: Poison, Electric. Tier: BL Steelix (M) @ Leftovers Trait: Sturdy EVs: 244 HP / 96 Atk / 56 Def / 112 SDef Relaxed Nature (+Def, -Spd) - Earthquake - Roar / Screech - Gyro Ball / Stone Edge - Toxic / Stealth Rock / Rest This would be almost exactly the same as the standard set used in ADV back in the day, if you were ever cool enough to use Steelix and or play ADV! Only real difference to it's moveset is the addition of a more reliable Steel attack, in the form of Gyro Ball, which works nicely off it's frankly terrible speed. Another new addition in Stone Edge is useful because the additional power over Rock Slide makes up for Steelix's average Atk, something it had to suffer with in ADV. Stealth Rock is also a new addition to it's movepool, but isn't as useful as it may seem, as it needs all 4 of it's slots to do what it does best. Earthquake is there for basic STAB and to be a menace to things like Jirachi, Metagross and Tyranitar even after the transition to 4th gen. Roar should always be listed as standard, as it is ever so useful on Steelix. Almost anything physically orientated with a Stat-upping move Steelix'll be able to phaze out without too many issues. Even roaring things like Choice Band Garchomp stuck in an Outrage is useful. Though if you want to, you can use Screech over it, to sort of Pseudo-Haze, which will help Steelix do a little more damage. Gyro Ball there is useful for hitting Weavile for huge damage, seeing as Gyro Ball will be at a full 150 power. It also does more damage to Garchomp/Dragon Dancing Tyranitar/Salamence. Stone Edge is there as an option as Rock/Ground has great coverage, and with Stone Edge's large base power, it'll still hit things like a swapping in Salamence/Gyarados for a fair bit of damage. I still personally prefer the dual STAB though. Iron Tail could also be an option (like in ADV) if you want to hit Cresellia and co for a little more damage. The lowered accuracy is quite off-putting though. Toxic is the higher advised move for the last slot, due to it being able to molest a large amount of Pokémon that will commonly come in on Steelix. Swampert/Hippowdon/Cresselia/Gyarados/Salamence/Celebi/Tangrowth/Vaporeon/etc will really not be very happy after Steelix has inflicted them with Poison. Stealth Rock is there as an option, as it is usable and could be useful if you're lacking a Stealth Rocker, though this makes coming in on Steelix a little easier. Rest is also there as an option for survivability. Not really as useful anymore due to Sleep Talk-less sleep just being such set up fodder for this far too offencive metagame. EVs listed give it max Leftovers recovery, 495 Def, which is more than enough to live through Choice Band attacks from anything. Minusing Choice Band Adamant Medicham which just about KO's it with Hi Jump Kick. The listed SDef gives it extra durability against weaker special Normal attacks, or Hidden Power [Ice/Grass] from Raikou. And it has enough attack for a guaranteed 2HKO on Boah, and all other Tyranitar, enough for a OHKO on Weavile (with any steel move), and Stone Edge does a fair chunk to Salamence with only 4HP EVs even after the Intimidate (34.64% - 40.66%). Steelix (M) @ Leftovers Trait: Sturdy EVs: 244 HP / 96 Atk / 56 Def / 112 SDef Relaxed Nature (+Def, -Spd) - Earthquake / Gyro Ball - Roar / Toxic - Rest - Sleep Talk This is basically the same as the above, but with far better survivability. Pick an offencive move, then a support move; either to poison loads of stuff that will come in on Steelix, or to phaze them out again, maybe inflicting extra secondary damage to your opponent. Pretty straightforward, and rather similar to the above. Steelix (M) @ Choice Band Trait: Sturdy EVs: 244 HP / 216 Atk / 48 SDef Brave Nature (+Atk, -Spd) - Earthquake - Gyro Ball / Iron Tail - Stone Edge - Explosion This bumps up Steelix's average attack stat up to a half decent level, though it does have the disadvantage of not really being able to cover that many types, and with Skarmory learning Roost, it will wall you so much that you will shed a tear for the giant iron snake. With the listed EVs, Earthquake is a guaranteed 2HKO on standard Swampert, and with the SDef EVs listed, Steelix will live through one Hydro Pump so you can get your second Earthquake in. Iron Tail is also a decent 3HKO on standard Cresselia, who wont be able to do much back to you without Grass Knot, and one simple -Def from Iron Tail will mean you'll beat it easily. Explosion is also a guaranteed OHKO on any Cresselia, which is handy. Choice Band Steelix is actually able to hit a few things for some decent damage this generation, which wasn't true in ADV due to it's counters remaining the same for the Choice Band set as existed for the standard set. It was also lumbered with far fewer attacking options, and those that were there were far weaker, but this isn't the case anymore with the addition of Stone Edge and Gyro Ball. The drop in the amount of Skarmory's this generation is beneficial for Choice Band Steelix, though the addition of Bronzong knocks that back down to size again. Still a rather gimmicky set, but cool - no questions asked. Other Options Crunch is on offer as a Physical option now, but not much good will come of that. Body Slam can be used to slow things down, but again, not needed. Double-Edge can be used on the first set over your 2nd attack, as it causes constant decent damage with no recoil, and works well in conjunction with Ground type moves. Fire Fang is an option to hit Scizor/Forretress/Bronzomg with, but Steelix's attack will limit this to only those (and only really SDef based Bronzomg) and not much else, especially not Skarmory. Ice Fang can be used to hit Salamence, Garchomp and Gliscor for more damage. Psych Up can be cool for stealing a Dragon Dance, a Swords Dance or even Snorlax's Curses, though more beneficial in ADV due to how fast and powerful OU play now is. Protect can also be used on the first set to scout and benefit from extra Leftovers due to it having no solid recovery move, but not really very useful outside of that. Rock Polish, lol. Rock Tomb can be used to slow down your opponents down a little... Taunt can be fun, but Steelix isn't fast enough to stop anything with it, so would have to rely on hitting Cresselia, or whoever, with it on the switch, stopping it's usage of Rest/Sleep Talk/Moonlight/whatever for a couple of turns after. Thunder Fang can hit Gyarados for more damage than Stone Edge if you want/need it to. Opinion Another Pokémon I really like. I absolutely adore it's shiny sprite, especially on Colo/XD/PBR. Very underrated, I feel. It really can patch up some pretty decent holes in any team, covering Electric, Rock, Bug, and Dark (in particular) with is astronomical base 200 defence. Because of this, it will be able to come in on Tyranitar every single time, and force it out as often. It can come in on all versions of Weavile and scare them off too. It can even come in on a weakened Gyarados (as long as it's only got one Dragon Dance under it's belt before you go to attack), and scare it with a 2HKO from Stone Edge or slightly more from a Thunder Fang. Decent additions to it's movepool really didn't made much of a difference, as it has been lumbered with pretty average stats (of course ignoring that incredible Def stat). It does pretty much the same job as it has always done; Phazing and spreading Toxic around (but now with the option of setting down spikes too!). Long live the iron snake. Counters Skarmory and Bronzong stop it doing anything at all. They stop both it's STAB attacks, no matter how powered up they are, and are immune to Toxic. They'll just be Roared away at most. Suicune will stop it completely, and shake off it's Toxic with Rest. Cresselia will do the same. Dusknoir too. Celebi will stop it's attacks, and will force Steelix on it's way with fear of Leech Seed and a max power Grass Knot. Magnezone can come in on a Gyro Ball and use Electrolevitate (lol) and slowly kill Steelix off with Hidden Power. No un-boosted physical attacks, except Medicham's more powerful Fighting attacks off of an Adamant Choice Band set (aka; rare), will come close to OHKOing Steelix here, which is good, but then it is let down a great on the special side. Even if it does have good coverage and resistances, most STAB'd semi-powerful special attacks that land a neutral hit will be enough to scare it off, as well as some more powerful attacks it resists (Dragon/Normal/Ghost). |
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