Pokemon Brilliant Diamond and Shining Pearl Steelix is a Steel and Ground Type Iron Snake Pokémon, with a 3.3% Chance To Catch with a regular Pokeball. Steelix can be found with Rock Head, Sturdy and Sheer Force as an Ability and has a Medium Fast growth rate with a 2 Defense EV Yield. We recommend the Relaxed Nature, based on 510 combined Base Stats.
Steelix Stats and Abilities
Based on Steelix Base IVs we consider this pokemon B-Tier choice. Steelix Highest IV Stat is Defense 200 and the Lowest being Speed 30.
Tier | Stat | Base | Min | Max |
---|---|---|---|---|
F | HP | 75 | 260 | 354 |
D | Attack | 85 | 157 | 295 |
S | Defense | 200 | 364 | 548 |
E | Special Attack | 55 | 103 | 229 |
F | Special Defense | 65 | 121 | 251 |
F | Speed | 30 | 58 | 174 |
B | Total | 510 |
Steelix | Detail |
---|---|
Best Nature | Relaxed
↑ +10% Defense↓ -10% Speed |
Caught in the Wild Held Item Chance | 5% Metal Coat |
Like/Dislikes |
Likes: Sour
Dislikes: Sweet
|
EV Yield | 2 Defense |
Growth Rate | Medium Fast |
Catch Rate | 25 (3.3% with PokéBall, full HP) |
Egg Groups | Mineral |
Egg Cycles | 25 (6,169–6,425 steps) |
Abilities | Description |
---|---|
Rock Head Ability 1 | Protects the Pokémon from recoil damage. |
Sturdy Ability 2 | Sturdy allows the Pokémon to survive with 1 HP if attacked at full HP with an attack that would otherwise knock it out. It also prevents One-Hit-KO moves (Fissure, Horn Drill, Guillotine or Sheer Cold). |
Sheer Force Hidden Ability | Sheer Force increases the power of moves that have beneficial secondary effects by 30%, but removes those additional effects. |
How To Evolve Steelix in BDSP
Onix requires (trade holding Metal Coat) to evolve into Steelix.
Base Form | Evolution Requirement | First Evolution |
---|---|---|
Onix
| trade holding
Metal Coat → |
Steelix
|
Where To Find Steelix in BDSP
Steelix has spawn locations in Pokemon Brilliant Diamond and Shining Pearl. You can find the Unevolved form Lv. , within the location using the method.
Location | How To Catch | Pokemon Spawns |
---|---|---|
20 - 5% |
Onix
Lv. 44
| |
20 - 5% |
Steelix
Lv. 46
| |
20 - 5% |
Onix
Lv. 8
| |
20 - 5% |
Onix
Lv. 32-33
| |
20 - 5% |
Steelix
Lv. 33-34
| |
100 - 20% |
Steelix
Lv. 52
| |
20 - 5% |
Onix
Lv. 50-52
| |
100 - 20% |
Onix
Lv. 54
| |
Start |
Onix
Lv. 16-63
| |
Start |
Onix
Lv. 16-63
| |
Advertisement | ||
Start |
Onix
Lv. 16-63
| |
Start |
Onix
Lv. 16-63
| |
Start |
Onix
Lv. 16-63
|
Pokemon Brilliant Diamond and Shining Pearl Steelix Weakness
Steelix is a Steel and Ground Type pokemon. This will cause Steelix to take More Damage from Fighting, Ground, Fire, Water Type Moves, and Less Damage from Normal, , Bug, Steel, Psychic, Dragon, Fairy, Poison, Electric, Rock Type moves.
Damage | Types |
---|---|
4.0x More Damage | |
2.0x More Damage |
Fighting
Ground
Fire
Water
|
0.5x Less Damage |
Normal
Flying
Bug
Steel
Psychic
Dragon
Fairy
|
0.25x Less Damage |
Rock
|
Immune to Damage |
Poison
Electric
|
Best Moves Steelix in BDSP
Best Moveset for Steelix Lv Up Moves based on Power.
Lvl | Best Moves | Type | Class | Power | Acc | PP | Effect |
---|---|---|---|---|---|---|---|
56 |
Double-Edge
| Physical | 120 | 100 | 15 | User receives recoil damage. | |
48 |
Iron Tail
| Physical | 150 | 75 | 15 | May lower opponent's Defense. | |
52 |
Stone Edge
| Physical | 100 | 80 | 5 | High critical hit ratio. | |
1 |
Crunch
| Physical | 80 | 100 | 15 | May lower opponent's Defense. |
Best Moveset for Steelix TM Moves based on Power.
TM | Best Moves | Type | Class | Power | Acc | PP | Effect |
---|---|---|---|---|---|---|---|
TM64 |
Explosion
| Physical | 250 | 100 | 5 | User faints. | |
TM68 |
Giga Impact
| Physical | 150 | 90 | 5 | User must recharge next turn. | |
TM15 |
Hyper Beam
| Special | 150 | 90 | 5 | User must recharge next turn. | |
TM26 |
Earthquake
| Physical | 150 | 100 | 10 | Power is doubled if opponent is underground from using Dig. |
Steelix Level Up Moves
List of Moves Steelix can learn by reaching higher levels in Pokemon Brilliant Diamond and Shining Pearl.
Lvl | Move | Desc |
---|---|---|
1 |
Crunch
|
Power: 80
Acc: 100
PP: 15
Physical
May lower opponent's Defense.
|
1 |
Thunder Fang
|
Power: 65
Acc: 95
PP: 15
Physical
May cause flinching and/or paralyze opponent.
|
1 |
Ice Fang
|
Power: 65
Acc: 95
PP: 15
Physical
May cause flinching and/or freeze opponent.
|
1 |
Fire Fang
|
Power: 65
Acc: 95
PP: 15
Physical
May cause flinching and/or burn opponent.
|
1 |
Rock Polish
|
Power: —
Acc: —
PP: 20
Status
Sharply raises user's Speed.
|
1 |
Tackle
|
Power: 40
Acc: 100
PP: 35
Physical
A physical attack in which the user charges and slams into the target with its whole body.
|
1 |
Harden
|
Power: —
Acc: —
PP: 30
Status
Raises user's Defense.
|
1 |
Bind
|
Power: 15
Acc: 85
PP: 20
Physical
Traps opponent, damaging them for 4-5 turns.
|
1 |
Rock Throw
|
Power: 50
Acc: 90
PP: 15
Physical
|
4 |
Smack Down
|
Power: 50
Acc: 100
PP: 15
Physical
Makes Flying-type Pokémon vulnerable to Ground moves.
|
8 |
Autotomize
|
Power: —
Acc: —
PP: 15
Status
Reduces weight and sharply raises Speed.
|
12 |
Dragon Breath
|
Power: 60
Acc: 100
PP: 20
Special
May paralyze opponent.
|
16 |
Curse
|
Power: —
Acc: —
PP: 10
Status
Ghosts lose 50% of max HP and curse the opponent; Non-Ghosts raise Attack, Defense and lower Speed.
|
20 |
Rock Slide
|
Power: 75
Acc: 90
PP: 10
Physical
May cause flinching.
|
24 |
Screech
|
Power: —
Acc: 85
PP: 40
Status
Sharply lowers opponent's Defense.
|
28 |
Sand Tomb
|
Power:
52.5 Acc: 85
PP: 15
Physical
Traps opponent, damaging them for 4-5 turns.
|
32 |
Stealth Rock
|
Power: —
Acc: —
PP: 20
Status
Damages opponent switching into battle.
|
36 |
Slam
|
Power: 80
Acc: 75
PP: 20
Physical
|
40 |
Sandstorm
|
Power: —
Acc: —
PP: 10
Status
Creates a sandstorm for 5 turns.
|
44 |
Dig
|
Power:
120 Acc: 100
PP: 10
Physical
Digs underground on first turn, attacks on second. Can also escape from caves.
|
48 |
Iron Tail
|
Power:
150 Acc: 75
PP: 15
Physical
May lower opponent's Defense.
|
52 |
Stone Edge
|
Power: 100
Acc: 80
PP: 5
Physical
High critical hit ratio.
|
56 |
Double-Edge
|
Power: 120
Acc: 100
PP: 15
Physical
User receives recoil damage.
|
60 |
Magnet Rise
|
Power: —
Acc: —
PP: 10
Status
User becomes immune to Ground-type moves for 5 turns.
|
Steelix TM Moves
List of Moves Steelix can learn using (TMs) Technical Machine Items.
TM | Move | Desc |
---|---|---|
TM05 |
Roar
|
Power: —
Acc: —
PP: 20
Status
In battles, the opponent switches. In the wild, the Pokémon runs.
|
TM11 |
Sunny Day
|
Power: —
Acc: —
PP: 5
Status
Makes it sunny for 5 turns.
|
TM12 |
Taunt
|
Power: —
Acc: 100
PP: 20
Status
Opponent can only use moves that attack.
|
TM15 |
Hyper Beam
|
Power: 150
Acc: 90
PP: 5
Special
User must recharge next turn.
|
TM17 |
Protect
|
Power: —
Acc: —
PP: 10
Status
Protects the user, but may fail if used consecutively.
|
TM23 |
Iron Tail
|
Power:
150 Acc: 75
PP: 15
Physical
May lower opponent's Defense.
|
TM26 |
Earthquake
|
Power:
150 Acc: 100
PP: 10
Physical
Power is doubled if opponent is underground from using Dig.
|
TM28 |
Dig
|
Power:
120 Acc: 100
PP: 10
Physical
Digs underground on first turn, attacks on second. Can also escape from caves.
|
TM32 |
Double Team
|
Power: —
Acc: —
PP: 15
Status
Raises user's Evasiveness.
|
TM37 |
Sandstorm
|
Power: —
Acc: —
PP: 10
Status
Creates a sandstorm for 5 turns.
|
TM39 |
Rock Tomb
|
Power: 60
Acc: 95
PP: 15
Physical
Lowers opponent's Speed.
|
TM41 |
Torment
|
Power: —
Acc: 100
PP: 15
Status
Opponent cannot use the same move in a row.
|
TM42 |
Facade
|
Power: 70
Acc: 100
PP: 20
Physical
Power doubles if user is burned, poisoned, or paralyzed.
|
TM44 |
Rest
|
Power: —
Acc: —
PP: 10
Status
User sleeps for 2 turns, but user is fully healed.
|
TM45 |
Attract
|
Power: —
Acc: 100
PP: 15
Status
If opponent is the opposite gender, it's less likely to attack.
|
TM58 |
Endure
|
Power: —
Acc: —
PP: 10
Status
Always left with at least 1 HP, but may fail if used consecutively.
|
TM59 |
Dragon Pulse
|
Power: 85
Acc: 100
PP: 10
Special
The target is attacked with a shock wave generated by the user’s gaping mouth. This attack never misses.
|
TM64 |
Explosion
|
Power: 250
Acc: 100
PP: 5
Physical
User faints.
|
TM66 |
Payback
|
Power: 50
Acc: 100
PP: 10
Physical
Power doubles if the user was attacked first.
|
TM68 |
Giga Impact
|
Power: 150
Acc: 90
PP: 5
Physical
User must recharge next turn.
|
TM69 |
Rock Polish
|
Power: —
Acc: —
PP: 20
Status
Sharply raises user's Speed.
|
TM71 |
Stone Edge
|
Power: 100
Acc: 80
PP: 5
Physical
High critical hit ratio.
|
TM74 |
Gyro Ball
|
Power: —
Acc: 100
PP: 5
Physical
The slower the user, the stronger the attack.
|
TM76 |
Stealth Rock
|
Power: —
Acc: —
PP: 20
Status
Damages opponent switching into battle.
|
TM77 |
Psych Up
|
Power: —
Acc: —
PP: 10
Status
Copies the opponent's stat changes.
|
TM79 |
Dark Pulse
|
Power: 80
Acc: 100
PP: 15
Special
May cause flinching.
|
TM80 |
Rock Slide
|
Power: 75
Acc: 90
PP: 10
Physical
May cause flinching.
|
TM82 |
Sleep Talk
|
Power: —
Acc: —
PP: 10
Status
User performs one of its own moves while sleeping.
|
TM83 |
Bulldoze
|
Power:
90 Acc: 100
PP: 20
Physical
Lowers opponent's Speed.
|
TM87 |
Swagger
|
Power: —
Acc: 85
PP: 15
Status
Opponent becomes confused, but its Attack is sharply raised.
|
TM90 |
Substitute
|
Power: —
Acc: —
PP: 10
Status
Uses HP to creates a decoy that takes hits.
|
TM91 |
Flash Cannon
|
Power:
120 Acc: 100
PP: 10
Special
May lower opponent's Special Defense.
|
TM93 |
Cut
|
Power: 50
Acc: 95
PP: 30
Physical
|
TM96 |
Strength
|
Power: 80
Acc: 100
PP: 15
Physical
|
TM98 |
Rock Smash
|
Power: 40
Acc: 100
PP: 15
Physical
May lower opponent's Defense.
|
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