Type weaknesscurrent chartGen 1–9Updated OCT 18, 2026

Steel Type Weakness

Steel type weakness: Fire, Fighting and Ground moves deal 2× damage to the Steel type, and it takes no damage from Poison attacks. Aegislash (Steel/Ghost) turns the Fighting weakness into an immunity. Magnezone (Electric/Steel) doubles the Ground weakness to 4×.

Weakness chart

What is Steel type weak to?

This is the chart every game has used since X & Y (Gen 6). What was different in older games is at the bottom of the page.

Steel weaknesses and resistances

2×Weak to (takes double damage)
0×Immune to

What Steel is strong against

2×Super effective on
½×Not very effective on
Counters

Pokémon strong against Steel

The best counters to Steel. These Pokémon win both ways: they take half damage or less from Steel attacks, and their own type hits Steel for 2× damage. Ranked by that move, the stat behind it, bulk and speed.

  1. 1
    DarmanitanFire1/2×damage from Steel2×damage to Steel
    USESFireFlare BlitzPHYSICAL120 PWR100 ACC
    Total
    480
    HP
    105
    Atk
    140
    Def
    55
    SpA
    30
    SpD
    55
    Spe
    95
  2. 2
    ExcadrillGroundSteel1/2×damage from Steel2×damage to Steel
    USESGroundEarthquakePHYSICAL100 PWR100 ACC
    Total
    508
    HP
    110
    Atk
    135
    Def
    60
    SpA
    50
    SpD
    65
    Spe
    88
  3. 3
    VolcaronaBugFire1/2×damage from Steel2×damage to Steel
    USESFireFlamethrowerSPECIAL90 PWR100 ACC
    Total
    550
    HP
    85
    Atk
    60
    Def
    65
    SpA
    135
    SpD
    105
    Spe
    100
  4. 4
    ArmarougeFirePsychic1/2×damage from Steel2×damage to Steel
    USESFireArmor CannonSPECIAL120 PWR100 ACC
    Total
    525
    HP
    85
    Atk
    60
    Def
    100
    SpA
    125
    SpD
    80
    Spe
    75
  5. 5
    CeruledgeFireGhost1/2×damage from Steel2×damage to Steel
    USESFireFlare BlitzPHYSICAL120 PWR100 ACC
    Total
    525
    HP
    75
    Atk
    125
    Def
    80
    SpA
    60
    SpD
    100
    Spe
    85
  6. 6
    EmboarFireFighting1/2×damage from Steel2×damage to Steel
    USESFightingSuperpowerPHYSICAL120 PWR100 ACC
    Total
    528
    HP
    110
    Atk
    123
    Def
    65
    SpA
    100
    SpD
    65
    Spe
    65
  7. 7
    ChandelureGhostFire1/2×damage from Steel2×damage to Steel
    USESFireFlamethrowerSPECIAL90 PWR100 ACC
    Total
    520
    HP
    60
    Atk
    55
    Def
    90
    SpA
    145
    SpD
    90
    Spe
    80
  8. 8
    CinderaceFire1/2×damage from Steel2×damage to Steel
    USESFireFlare BlitzPHYSICAL120 PWR100 ACC
    Total
    530
    HP
    80
    Atk
    116
    Def
    75
    SpA
    65
    SpD
    75
    Spe
    119

Legendary, Mythical, Paradox and Ultra Beast picks

  1. 1
    ReshiramDragonFire1/2×damage from Steel2×damage to Steel
    USESFireFusion FlareSPECIAL100 PWR100 ACC
    Total
    680
    HP
    100
    Atk
    120
    Def
    100
    SpA
    150
    SpD
    120
    Spe
    90
  2. 2
    Iron HandsFightingElectric1/2×damage from Steel2×damage to Steel
    USESFightingClose CombatPHYSICAL120 PWR100 ACC
    Total
    570
    HP
    154
    Atk
    140
    Def
    108
    SpA
    50
    SpD
    68
    Spe
    50
  3. 3
    Ho-OhFireFlying1/2×damage from Steel2×damage to Steel
    USESFireFlare BlitzPHYSICAL120 PWR100 ACC
    Total
    680
    HP
    106
    Atk
    130
    Def
    90
    SpA
    110
    SpD
    154
    Spe
    90
  4. 4
    HeatranFireSteel1/4×damage from Steel2×damage to Steel
    USESFireFlamethrowerSPECIAL90 PWR100 ACC
    Total
    600
    HP
    91
    Atk
    90
    Def
    106
    SpA
    130
    SpD
    106
    Spe
    77
Abilities & items

Abilities and items that change Steel matchups

Some abilities and held items change how much damage Steel deals or takes, on top of the chart.

Abilities that cover Steel’s weaknesses

Carried by Steel Pokémon themselves.

  • Flash FireNO DAMAGEVSFireFIRE
    Fire moves deal no damage and power up the holder's own Fire moves by 50% until it switches out.
  • HeatproofLESS DAMAGEVSFireFIRE
    Halves the attacker's attacking stat for Fire moves and also halves burn damage each turn.
  • LevitateNO DAMAGEVSGroundGROUND
    Ground moves miss it, except Thousand Arrows; Gravity, Iron Ball, Smack Down and Ingrain take that away.
  • Earth EaterNO DAMAGEVSGroundGROUND
    Ground moves deal no damage and restore 1/4 of the holder's max HP instead.
  • FilterLESS DAMAGE
    Super-effective hits deal 25% less damage; attackers with Mold Breaker ignore it.

Resist berries

  • Babiri BerryVSSteelSTEEL
    Halves one super effective Steel hit on the holder, then is used up.
  • Occa BerryVSFireFIRE
    Halves one super effective Fire hit on a Steel Pokémon, then is used up.
  • Chople BerryVSFightingFIGHTING
    Halves one super effective Fighting hit on a Steel Pokémon, then is used up.
  • Shuca BerryVSGroundGROUND
    Halves one super effective Ground hit on a Steel Pokémon, then is used up.
Moves

Super effective moves against Steel

Moves that deal 2× damage to Steel, from every type it is weak to.

Up to 10 moves of each type that hit Steel for 2×, picked from the moves the most Pokémon can learn at 75 power or more. Filter by type or sort by any number.

MOVECATEGORY
GroundDigGEN 1PHYSICAL80ACC 100%PP 10LEARNED BY 390
FightingBrick BreakGEN 3PHYSICAL75ACC 100%PP 15LEARNED BY 347
GroundEarthquakeGEN 1PHYSICAL100ACC 100%PP 10LEARNED BY 294
GroundStomping TantrumGEN 7PHYSICAL75ACC 100%PP 10LEARNED BY 257
FightingFocus BlastGEN 4SPECIAL120ACC 70%PP 5LEARNED BY 228
FightingFocus PunchGEN 3PHYSICAL150ACC 100%PP 20LEARNED BY 226
GroundEarth PowerGEN 4SPECIAL90ACC 100%PP 10LEARNED BY 210
FireFlamethrowerGEN 1SPECIAL90ACC 100%PP 15LEARNED BY 204
FightingSuperpowerGEN 3PHYSICAL120ACC 100%PP 5LEARNED BY 186
FireFire BlastGEN 1SPECIAL110ACC 85%PP 5LEARNED BY 183
FireFire PunchGEN 1PHYSICAL75ACC 100%PP 15LEARNED BY 168
FightingBody PressGEN 8PHYSICAL80ACC 100%PP 10LEARNED BY 155
FireHeat WaveGEN 3SPECIAL95ACC 90%PP 10LEARNED BY 153
FightingDynamic PunchGEN 2PHYSICAL100ACC 50%PP 5LEARNED BY 150
FightingDrain PunchGEN 4PHYSICAL75ACC 100%PP 10LEARNED BY 150
FightingClose CombatGEN 4PHYSICAL120ACC 100%PP 5LEARNED BY 135
FireOverheatGEN 3SPECIAL130ACC 90%PP 5LEARNED BY 102
FireFlare BlitzGEN 4PHYSICAL120ACC 100%PP 15LEARNED BY 85
FireTemper FlareGEN 9PHYSICAL75ACC 100%PP 10LEARNED BY 70
FightingSubmissionGEN 1PHYSICAL80ACC 80%PP 20LEARNED BY 65
FightingHammer ArmGEN 4PHYSICAL100ACC 90%PP 10LEARNED BY 59
FireMystical FireGEN 6SPECIAL75ACC 100%PP 10LEARNED BY 53
GroundDrill RunGEN 5PHYSICAL80ACC 95%PP 10LEARNED BY 45
FireFire PledgeGEN 5SPECIAL80ACC 100%PP 10LEARNED BY 31
FireBlaze KickGEN 3PHYSICAL85ACC 90%PP 10LEARNED BY 25
Rules & history

Steel type rules beyond the chart

Battle effects tied to the Steel type, and what was different in older games.

Beyond the chart

  • Status and weather
    From Gen 3, Steel types can’t be poisoned (Corrosion aside), and they take no sandstorm damage.
  • Stealth Rock: 6.25% on switch-in
    Steel resists Rock, so Stealth Rock takes half the usual 12.5% of max HP.

How Steel changed across generations

  1. GEN2Gold & SilverSteel type added, resisting Ghost and Dark until Gen 6.
  2. GEN4Diamond & PearlSince Gen 4, each Steel move is physical or special based on the move itself. Before that, every Steel move was physical.
  3. GEN6X & YFairy type added. Steel moves hit Fairy for 2×, and Steel resists Fairy moves.
  4. GEN6X & YSteel no longer resists Ghost and Dark moves.
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