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Steelix


Main Pokédex page | Flavor text and images

General

Steelix
steel ground

Abilities

Sturdy
One-hit KO moves do not work on this Pokémon.
Rock Head
This Pokémon does not receive any recoil from moves.

Damage Taken

Dex Numbers

Generation
Gold/Silver/Crystal GSC
Red/Blue/Yellow Kanto
208
Gold/Silver/Crystal Johto
63
Ruby/Sapphire/Emerald Hoenn
n/a
Diamond/Pearl Sinnoh
35

Names

Japanese
ハガネール
Romaji
Haganeeru

Flavor

Height
30'2.2" or 9.2 m
Weight
881.8 lb or 400 kg
Species
Iron Snake
Color
gray
Cry
mp3 here
Fire Red/Leaf Green Habitat
Cave
Pawprint

Misc

R/B/Y code
n/a

Breeding

Gender
½ male; ½ female (code: 127 or 0x7f)
Breeding groups
10: Mineral
Steps to hatch
6,400
Compatible with
12 families; 29 total Pokémon

In the Wild

Base EXP
196 or 0xc4
Capture rate
25 or 0x19
Base happiness
70 or 0x46
Growth rate
medium
Effort points
2 Defense
Wild held items
Metal Coat (5%)

Evolution Chain

See also: Comparison of this evolution chain

BasicStage 1
95 Onix Base form 208 Steelix Trade with Metal Coat attached

Stats

Stat Base Max Stat %ile
L50 L100
HP
75
182 354 65.5
Attack
85
137 269 65.5
Defense
200
252 499 99.4
Special Attack
55
107 209 33.9
Special Defense
65
117 229 46.5
Speed
30
82 159 6.3
Average
85
- - 80.5

Flavor

See also: All versions' flavor text and sprites

Diamond Tempered underground under high pressure and heat, its body is harder than any metal.

Pearl It chews its way through boulders with its sturdy jaws. Its eyes can see in the darkness underground.

Locations

Victory Road
Victory Road
Victory Road
Victory Road
Victory Road
Victory Road
Iron Island
Iron Island

Sorry, Pearl players! Only Diamond for the moment.

Area Section Level Method
Snowpoint Temple 1F 52 Morning Daytime Night 5%
Snowpoint Temple B1F 53 - 54 Morning Daytime Night 15%
Snowpoint Temple B2F 53 - 54 Morning Daytime Night 15%
Snowpoint Temple B3F 53 - 54 Morning Daytime Night 15%
Snowpoint Temple B4F 54 - 56 Morning Daytime Night 20%
Snowpoint Temple B5F 54 - 56 Morning Daytime Night 20%
Victory Road 1F 46 Morning Daytime Night 10%
Victory Road 2F 47 Morning Daytime Night 10%
Victory Road B1F 46 Morning Daytime Night 10%
Victory Road inside 52 Morning Daytime Night 10%
Victory Road inside B1F 52 Morning Daytime Night 10%
Victory Road inside exit 52 Morning Daytime Night 10%
Iron Island B2F left 33 - 34 Morning Daytime Night 10%
Iron Island B3F 33 - 34 Morning Daytime Night 10%

Move List

See also: This list in the move search

See also: Contest list

Steelix's Attack is higher, so it will inflict more damage with physical () moves.

Steelix gets the STAB from steel and ground moves.

Gold/Silver/Crystal Ruby/Sapphire/Emerald Fire Red/Leaf Green Diamond/Pearl Move Type Dmg PP Power Acc.* Pri. Description
-- Bind normal physical 20 15 75% Both prevents the target from fleeing and inflicts damage for 2-5 turns.
-- Fire Fang fire physical 15 65 95% Has a 10% chance to Burn the target and a 10% chance to make the target Flinch.
-- Harden normal none 30 -- 100% Raises the user's Defense.
-- Ice Fang ice physical 15 65 95% Has a 10% chance to Freeze the target and a 10% chance to make the target Flinch.
-- Mud Sport ground none 15 -- 100% All damage from Electric moves is halved until the end of the battle.
-- -- -- -- Tackle normal physical 35 35 95% Inflicts regular damage.
-- Thunder Fang electric physical 15 65 95% Has a 10% chance to Paralyze the target and a 10% chance to make the target Flinch.
-- -- -- 6 Screech normal none 40 -- 85% Lowers the target's Defense by two levels.
10 9 8 Bind normal physical 20 15 75% Both prevents the target from fleeing and inflicts damage for 2-5 turns.
14 13 12 9 Rock Throw rock physical 15 50 90% Inflicts regular damage.
14 Rage normal physical 20 20 100% User can only use this move until it wins or faints, but becomes stronger each time it is hit.
17 Rock Tomb rock physical 10 50 80% Has a 100% chance to lower the target's Speed.
22 Sandstorm rock none 10 -- 100% Changes the weather to a sandstorm for five turns.
23 21 19 Harden normal none 30 -- 100% Raises the user's Defense.
25 Slam normal physical 20 80 75% Inflicts regular damage.
27 25 23 Rage normal physical 20 20 100% User can only use this move until it wins or faints, but becomes stronger each time it is hit.
30 Rock Polish rock none 20 -- 0% Raises the user's Speed by two levels.
30 33 DragonBreath dragon special 20 60 100% Has a 30% chance to Paralyze the target.
36 33 34 Sandstorm rock none 10 -- 100% Changes the weather to a sandstorm for five turns.
38 Iron Tail steel physical 15 100 75% Has a 30% chance to lower the target's Defense.
41 Crunch dark physical 15 80 100% Has a 20% chance to lower the target's Defense.
40 37 41 Slam normal physical 20 80 75% Inflicts regular damage.
45 45 Iron Tail steel physical 15 100 75% Has a 30% chance to lower the target's Defense.
46 Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
49 Stone Edge rock physical 5 100 80% Has an increased chance for a critical hit.
49 49 52 Crunch dark physical 15 80 100% Has a 20% chance to lower the target's Defense.
57 56 Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
Gold/Silver/Crystal Ruby/Sapphire/Emerald Fire Red/Leaf Green Diamond/Pearl Tutored moves
Emerald Fire Red/Leaf Green Body Slam normal physical 15 85 100% Has a 30% chance to Paralyze the target.
Emerald Fire Red/Leaf Green Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
Emerald Fire Red/Leaf Green Mimic normal none 10 -- 100% Copies the target's last used move.
Emerald Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
Emerald Fire Red/Leaf Green Explosion normal physical 5 250 100% Inflicts double damage and faints the user.
Emerald Fire Red/Leaf Green Rock Slide rock physical 10 75 90% Has a 30% chance to make the target Flinch.
Emerald Fire Red/Leaf Green Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Emerald Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Emerald Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Emerald Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Emerald Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
Emerald Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Emerald Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Gold/Silver/Crystal Ruby/Sapphire/Emerald Fire Red/Leaf Green Diamond/Pearl TMs and HMs
Chains 45 45 45 45 Attract normal none 15 -- 100% Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
Chains 78 Captivate normal none 20 -- 100% Lowers the target's Special Attack by two levels if it is the opposite gender.
Chains 03 Curse ????? none 10 -- 100% Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Chains H1 H1 H1 H1 Cut normal physical 30 50 95% Inflicts regular damage.
Chains 79 Dark Pulse dark special 15 80 100% Has a 20% chance to make the target Flinch.
Chains 40 Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
Chains 28 28 28 28 Dig ground physical 10 80 100% User digs underground, dodging all attacks, and hits next turn.
Chains 32 32 32 32 Double Team normal none 15 -- 100% Raises the user's Evasion.
Chains 59 Dragon Pulse dragon special 10 90 100% Inflicts regular damage.
Chains 24 DragonBreath dragon special 20 60 100% Has a 30% chance to Paralyze the target.
Chains 26 26 26 26 Earthquake ground physical 10 100 100% Inflicts regular damage.
Chains 20 58 Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Chains 64 Explosion normal physical 5 250 100% Inflicts double damage and faints the user.
Chains 42 42 42 Facade normal physical 20 70 100% Power doubles if user is Burned, Paralyzed, or Poisoned.
Chains 91 Flash Cannon steel special 10 80 100% Has a 10% chance to lower the target's Special Defense.
Chains 21 21 21 21 Frustration normal physical 20 varies 100% Power increases as Happiness decreases, up to a maximum of 102.
Chains 68 Giga Impact normal physical 5 150 90% User foregoes its next turn to recharge.
Chains 74 Gyro Ball steel physical 5 varies 100% Inflicts more damage when the user has lower Speed, with a maximum of 150 power.
Chains 02 Headbutt normal physical 15 70 100% Has a 30% chance to make the target Flinch.
Chains 10 10 10 10 Hidden Power normal special 15 varies 100% Power and type depend upon user's IVs. Power can range from 30 to 70.
Chains 15 15 15 15 Hyper Beam normal special 5 150 90% User foregoes its next turn to recharge.
Chains 23 23 23 23 Iron Tail steel physical 15 100 75% Has a 30% chance to lower the target's Defense.
Chains 31 Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Chains 83 Natural Gift normal physical 15 varies 100% Power and type depend on the held berry.
Chains 66 Payback dark physical 10 50 100% Inflicts double damage if the user receives damage before using this move.
Chains 17 17 17 17 Protect normal none 10 -- 0% 3 Goes first. Prevents any moves from hitting the user this turn.
Chains 77 Psych Up normal none 10 -- 100% Discards the user's stat changes and copies the target's.
Chains 44 44 44 44 Rest psychic none 10 -- 100% User Sleeps, completely healing itself.
Chains 27 27 27 27 Return normal physical 20 varies 100% Power increases with Happiness, up to a maximum of 102.
Chains 05 05 05 05 Roar normal none 20 -- 100% -6 Goes last. Immediately ends wild battles. Forces trainers to switch Pokemon.
Chains H8 Rock Climb normal physical 20 90 85% Has a 20% chance to Confuse the target.
Chains 69 Rock Polish rock none 20 -- 0% Raises the user's Speed by two levels.
Chains 80 Rock Slide rock physical 10 75 90% Has a 30% chance to make the target Flinch.
Chains 08 H6 H6 H6 Rock Smash fighting physical 15 40 100% Has a 50% chance to lower the target's Defense.
Chains 39 39 39 Rock Tomb rock physical 10 50 80% Has a 100% chance to lower the target's Speed.
Chains 04 Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
Chains 37 37 37 37 Sandstorm rock none 10 -- 100% Changes the weather to a sandstorm for five turns.
Chains 43 43 43 Secret Power normal physical 20 70 100% Has a 30% chance to inflict a status effect which depends upon the terrain.
Chains 35 82 Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Chains 13 Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Chains 76 Stealth Rock rock none 20 -- 0% Causes damage when Pokemon switch in to where the target is now.
Chains 71 Stone Edge rock physical 5 100 80% Has an increased chance for a critical hit.
Chains H4 H4 H4 H4 Strength normal physical 15 80 100% Inflicts regular damage.
Chains 90 Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Chains 11 11 11 11 Sunny Day fire none 5 -- 0% Changes the weather to sunny for five turns.
Chains 34 87 Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Chains 12 12 12 Taunt dark none 20 -- 100% For the next two turns, the target can only use moves that inflict damage.
Chains 41 41 41 Torment dark none 15 -- 100% Prevents the target from using the same move twice in a row until it leaves battle.
Chains 06 06 06 06 Toxic poison none 10 -- 85% Badly Poisons the target, inflicting more damage every turn.

Steelix in other Pokédexes