Essentials

Steelix

Steelix

Steel Ground

Abilities

Rock Head

Protects against recoil damage.

Sturdy

Prevents being KOed from full HP, leaving 1 HP instead. Protects against the one-hit KO moves regardless of HP.

Dream Ability

Sheer Force

Strengthens moves with extra effects to 1.3× their power, but prevents their extra effects.

Damage Taken

  • Bug ½
  • Dark ½
  • Dragon ½
  • Electric 0
  • Fighting 2
  • Fire 2
  • Flying ½
  • Ghost ½
  • Grass 1
  • Ground 2
  • Ice 1
  • Normal ½
  • Poison 0
  • Psychic ½
  • Rock ¼
  • Steel ½
  • Water 2

Pokédex Numbers

Introduced in
Generation 2
National
208
Original Johto
63 Gold, Silver, Crystal
Original Sinnoh
35 Diamond, Pearl
Extended Sinnoh
35 Platinum
Updated Johto
63 HeartGold, SoulSilver

Names

German
Stahlos
Chinese
大鋼蛇
Korean
강철톤
French
Steelix
Japanese
ハガネール (haganeeru)
Official Roomaji
Haganeil

Breeding

Gender
½ male, ½ female Search:
Egg groups
  • Mineral
Hatch counter
25 Search:
Steps to hatch
6630 / 3570

Compatibility

Training

Base EXP
196 Search:
2800 EXP at level
Effort points
  • 2 Defense
Capture rate
25 Search:
Base happiness
70 Search:
Growth rate
medium Search:

Wild held items

Generation 3 5% Metal Coat Metal Coat
Generation 4 5% Metal Coat Metal Coat
Generation 5 5% Metal Coat Metal Coat

Evolution

Baby Basic Stage 1 Stage 2
Onix Steelix Trade, while holding a Metal Coat

Stats

Pctile Min IVs Max IVs
HP
75
67.4 323 354
Attack
85
65.2 238 269
Defense
200
99.7 468 499
Special Attack
55
35.8 178 209
Special Defense
65
49.2 198 229
Speed
30
8.9 128 159
Total
510
80.1

HeartGold, SoulSilver Pokéathlon Performance

★ Minimum; ✯ Base; ☆ Maximum

Speed
★☆
Power
★★★✯✯
Skill
★✯
Stamina
★★★✯✯
Jump
★★
Total
10/15/16

Flavor

Flavor Text

Generation 4
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.

Platinum

It is thought its body transformed as a result of iron accumulating internally from swallowing soil.

HeartGold

Its body has been compressed deep under the ground. As a result, it is even harder than a diamond.

SoulSilver

It’s said that if an ONIX lives for 100 years, its composition becomes diamondlike as it evolves into a STEELIX.

Generation 5
Black, White

It is thought its body transformed as a result of iron accumulating internally from swallowing soil.

Sprites

Steelix Steelix Steelix Steelix
Steelix Steelix Steelix Steelix

Miscellany

Species
Iron Snake Search:
Color
Gray Search:
Cry
Habitat FireRed, LeafGreen
cave Search:
Footprint
Steelix
Shape
Caudal Search:

Height

${_("Trainer dude")}

Steelix
92

30'2.2"
9.2 m

Weight

${_("Trainer dudette")}

Steelix
4000

881.8 lb
400.0 kg

Locations

Diamond Diamond
Pearl Pearl
Platinum Platinum
HeartGold HeartGold
SoulSilver SoulSilver

Moves

Steel and Ground moves get STAB, and have their type highlighted in green.

Physical moves better suit Steelix's higher Attack, and have their class highlighted in green.

Generation 2 Ruby, Sapphire
Emerald
FireRed, LeafGreen Diamond, Pearl Platinum
HeartGold, SoulSilver
Generation 5 Move Type Class PP Power Acc Pri Effect
Level up: Learned when a Pokémon reaches a certain level.
Thunder Fang Electric physical 15 65 95%

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

Ice Fang Ice physical 15 65 95%

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

Fire Fang Fire physical 15 65 95%

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

Mud Sport Ground non-damaging 15

Halves all Electric-type damage.

Tackle Normal physical 35 50 100%

Inflicts regular damage with no additional effect.

Harden Normal non-damaging 30

Raises the user's Defense by one stage.

Bind Normal physical 20 15 85%

Prevents the target from fleeing and inflicts damage for 2-5 turns.

6 6 6 Screech Normal non-damaging 40 85%

Lowers the target's Defense by two stages.

10 9 8 Bind Normal physical 20 15 85%

Prevents the target from fleeing and inflicts damage for 2-5 turns.

14 13 12 9 9 9 Rock Throw Rock physical 15 50 90%

Inflicts regular damage with no additional effect.

23 21 19 Harden Normal non-damaging 30

Raises the user's Defense by one stage.

27 25 23 14 14 14 Rage Normal physical 20 20 100%

If the user is hit after using this move, its Attack rises by one stage.

17 17 17 Rock Tomb Rock physical 10 50 80%

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

22 Smack Down Rock physical 15 50 100%

Removes any immunity to Ground damage.

36 33 22 22 25 Sandstorm Rock non-damaging 10

Changes the weather to a sandstorm for five turns.

30 Autotomize Steel non-damaging 15

Raises the user's Speed by two stages and halves the user's weight.

40 37 25 25 33 Slam Normal physical 20 80 75%

Inflicts regular damage with no additional effect.

38 Stealth Rock Rock non-damaging 20

Causes damage when opposing Pokémon switch in.

30 30 Rock Polish Rock non-damaging 20

Raises the user's Speed by two stages.

30 33 33 41 DragonBreath Dragon special 20 60 100%

Has a 30% chance to paralyze the target.

38 46 Curse Ghost non-damaging 10

Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.

45 38 41 49 Iron Tail Steel physical 15 100 75%

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

49 49 41 46 54 Crunch Dark physical 15 80 100%

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

57 46 49 57 Double-Edge Normal physical 15 120 100%

User receives 1/3 the damage inflicted in recoil.

49 54 62 Stone Edge Rock physical 5 100 80%

Has an increased chance for a critical hit.

34 Sandstorm Rock non-damaging 10

Changes the weather to a sandstorm for five turns.

41 Slam Normal physical 20 80 75%

Inflicts regular damage with no additional effect.

45 Iron Tail Steel physical 15 100 75%

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

52 Crunch Dark physical 15 80 100%

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

56 Double-Edge Normal physical 15 120 100%

User receives 1/3 the damage inflicted in recoil.

Level up, learned by Onix but not Steelix
30 Rock Polish Rock non-damaging 20

Raises the user's Speed by two stages.

Tackle Normal physical 35 50 100%

Inflicts regular damage with no additional effect.

49 52 41 46 54 Sand Tomb Ground physical 15 35 85%

Prevents the target from fleeing and inflicts damage for 2-5 turns.

Screech Normal non-damaging 40 85%

Lowers the target's Defense by two stages.

Bind Normal physical 20 15 85%

Prevents the target from fleeing and inflicts damage for 2-5 turns.

Rock Throw Rock physical 15 50 90%

Inflicts regular damage with no additional effect.

Rage Normal physical 20 20 100%

If the user is hit after using this move, its Attack rises by one stage.

Slam Normal physical 20 80 75%

Inflicts regular damage with no additional effect.

Harden Normal non-damaging 30

Raises the user's Defense by one stage.

Generation 2 Ruby, Sapphire
Emerald
FireRed, LeafGreen Diamond, Pearl Platinum
HeartGold, SoulSilver
Generation 5 Move Type Class PP Power Acc Pri Effect
Egg: Appears on a newly-hatched Pokémon, if the father had the same move.
Egg, learned by Onix but not Steelix
• • • • • Block Normal non-damaging 5

Prevents the target from leaving battle.

• • • Defense Curl Normal non-damaging 40

Raises user's Defense by one stage.

• • • • Explosion Normal physical 5 250 100%

User faints.

• • • • • • Flail Normal physical 15 * 100%

Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.

• Heavy Slam Steel physical 10 * 100%

Power is higher when the user weighs more than the target, up to a maximum of 120.

• • • Rock Blast Rock physical 10 25 90%

Hits 2-5 times in one turn.

• Rock Climb Normal physical 20 90 85%

Has a 20% chance to confuse the target.

• • • • • Rock Slide Rock physical 10 75 90%

Has a 30% chance to make the target flinch.

• • • Rollout Rock physical 20 30 90%

Power doubles every turn this move is used in succession after the first, resetting after five turns.

• Stealth Rock Rock non-damaging 20

Causes damage when opposing Pokémon switch in.

Generation 2 Ruby, Sapphire
Emerald
FireRed, LeafGreen Diamond, Pearl Platinum
HeartGold, SoulSilver
Generation 5 Move Type Class PP Power Acc Pri Effect
Tutor: Can be taught at any time by an NPC.
Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver AncientPower Rock special 5 60 100%

Has a 10% chance to raise all of the user's stats by one stage.

Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Aqua Tail Water physical 10 90 90%

Inflicts regular damage with no additional effect.

Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Block Normal non-damaging 5

Prevents the target from leaving battle.

Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Body Slam Normal physical 15 85 100%

Has a 30% chance to paralyze the target.

Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Defense Curl Normal non-damaging 40

Raises user's Defense by one stage.

Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Double-Edge Normal physical 15 120 100%

User receives 1/3 the damage inflicted in recoil.

Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Earth Power Ground special 10 90 100%

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

Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Endure Normal non-damaging 10 4

Prevents the user's HP from lowering below 1 this turn.

Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Explosion Normal physical 5 250 100%

User faints.

Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Headbutt Normal physical 15 70 100%

Has a 30% chance to make the target flinch.

Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Iron Head Steel physical 15 80 100%

Has a 30% chance to make the target flinch.

Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Magnet Rise Electric non-damaging 10

User is immune to Ground moves and effects for five turns.

Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Mimic Normal non-damaging 10

Copies the target's last used move.

Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Mud-Slap Ground special 10 20 100%

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

Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Rock Slide Rock physical 10 75 90%

Has a 30% chance to make the target flinch.

Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Rollout Rock physical 20 30 90%

Power doubles every turn this move is used in succession after the first, resetting after five turns.

Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Sleep Talk Normal non-damaging 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Snore Normal special 15 40 100%

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Substitute Normal non-damaging 10

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 FireRed, LeafGreen Platinum HeartGold, SoulSilver Swagger Normal non-damaging 15 90%

Raises the target's Attack by two stages and confuses the target.

Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Twister Dragon special 20 40 100%

Has a 20% chance to make the target flinch.

Tutor, learned by Onix but not Steelix
Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Psych Up Normal non-damaging 10

Discards the user's stat changes and copies the target's.

Generation 2 Ruby, Sapphire
Emerald
FireRed, LeafGreen Diamond, Pearl Platinum
HeartGold, SoulSilver
Generation 5 Move Type Class PP Power Acc Pri Effect
Machine: Can be taught at any time by using a TM or HM.
02 Headbutt Normal physical 15 70 100%

Has a 30% chance to make the target flinch.

03 Curse Ghost non-damaging 10

Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.

04 Rollout Rock physical 20 30 90%

Power doubles every turn this move is used in succession after the first, resetting after five turns.

05 05 05 05 05 05 Roar Normal non-damaging 20 100% -6

Immediately ends wild battles. Forces trainers to switch Pokémon.

06 06 06 06 06 06 Toxic Poison non-damaging 10 90%

Badly poisons the target, inflicting more damage every turn.

08 Rock Smash Fighting physical 15 40 100%

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

10 10 10 10 10 10 Hidden Power Normal special 15 * 100%

Power and type depend upon user's IVs. Power can range from 30 to 70.

11 11 11 11 11 11 Sunny Day Fire non-damaging 5

Changes the weather to sunny for five turns.

13 Snore Normal special 15 40 100%

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

12 12 12 12 12 Taunt Dark non-damaging 20 100%

For the next few turns, the target can only use damaging moves.

15 15 15 15 15 15 Hyper Beam Normal special 5 150 90%

User foregoes its next turn to recharge.

17 17 17 17 17 17 Protect Normal non-damaging 10 4

Prevents any moves from hitting the user this turn.

20 Endure Normal non-damaging 10 4

Prevents the user's HP from lowering below 1 this turn.

21 21 21 21 21 21 Frustration Normal physical 20 * 100%

Power increases as happiness decreases, up to a maximum of 102.

23 Smack Down Rock physical 15 50 100%

Removes any immunity to Ground damage.

23 23 23 23 23 Iron Tail Steel physical 15 100 75%

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

24 DragonBreath Dragon special 20 60 100%

Has a 30% chance to paralyze the target.

26 26 26 26 26 26 Earthquake Ground physical 10 100 100%

Inflicts regular damage and can hit Dig users.

27 27 27 27 27 27 Return Normal physical 20 * 100%

Power increases with happiness, up to a maximum of 102.

28 28 28 28 28 28 Dig Ground physical 10 80 100%

User digs underground, dodging all attacks, and hits next turn.

31 Mud-Slap Ground special 10 20 100%

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

32 32 32 32 32 32 Double Team Normal non-damaging 15

Raises the user's evasion by one stage.

34 Swagger Normal non-damaging 15 90%

Raises the target's Attack by two stages and confuses the target.

35 Sleep Talk Normal non-damaging 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

37 37 37 37 37 37 Sandstorm Rock non-damaging 10

Changes the weather to a sandstorm for five turns.

40 Defense Curl Normal non-damaging 40

Raises user's Defense by one stage.

39 39 39 39 39 Rock Tomb Rock physical 10 50 80%

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

41 41 41 41 41 Torment Dark non-damaging 15 100%

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

42 42 42 42 42 Facade Normal physical 20 70 100%

Power doubles if user is burned, paralyzed, or poisoned.

43 43 43 43 Secret Power Normal physical 20 70 100%

Has a 30% chance to inflict a status effect which depends upon the terrain.

44 44 44 44 44 44 Rest Psychic non-damaging 10

User sleeps for two turns, completely healing itself.

45 45 45 45 45 45 Attract Normal non-damaging 15 100%

Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.

58 58 Endure Normal non-damaging 10 4

Prevents the user's HP from lowering below 1 this turn.

59 59 Dragon Pulse Dragon special 10 90 100%

Inflicts regular damage with no additional effect.

48 Round Normal special 15 60 100%

Has double power if it's used more than once per turn.

64 64 64 Explosion Normal physical 5 250 100%

User faints.

66 66 66 Payback Dark physical 10 50 100%

Power is doubled if the target has already moved this turn.

68 68 68 Giga Impact Normal physical 5 150 90%

User foregoes its next turn to recharge.

69 69 69 Rock Polish Rock non-damaging 20

Raises the user's Speed by two stages.

71 71 71 Stone Edge Rock physical 5 100 80%

Has an increased chance for a critical hit.

74 74 74 Gyro Ball Steel physical 5 * 100%

Power raises when the user has lower Speed, up to a maximum of 150.

76 76 Stealth Rock Rock non-damaging 20

Causes damage when opposing Pokémon switch in.

77 77 77 Psych Up Normal non-damaging 10

Discards the user's stat changes and copies the target's.

78 Bulldoze Ground physical 20 60 100%

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

78 78 Captivate Normal non-damaging 20 100%

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

79 79 Dark Pulse Dark special 15 80 100%

Has a 20% chance to make the target flinch.

80 80 80 Rock Slide Rock physical 10 75 90%

Has a 30% chance to make the target flinch.

82 Dragon Tail Dragon physical 10 60 90% -6

Ends wild battles. Forces trainers to switch Pokémon.

82 82 Sleep Talk Normal non-damaging 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

83 83 Natural Gift Normal physical 15 * 100%

Power and type depend on the held berry.

87 87 87 Swagger Normal non-damaging 15 90%

Raises the target's Attack by two stages and confuses the target.

90 90 90 Substitute Normal non-damaging 10

Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

91 91 91 Flash Cannon Steel special 10 80 100%

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

94 Rock Smash Fighting physical 15 40 100%

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

H1 H1 H1 H1 H1 H1 Cut Normal physical 30 50 95%

Inflicts regular damage with no additional effect.

H4 H4 H4 H4 H4 H4 Strength Normal physical 15 80 100%

Inflicts regular damage with no additional effect.

H6 H6 H6 H6 Rock Smash Fighting physical 15 40 100%

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

H8 H8 Rock Climb Normal physical 20 90 85%

Has a 20% chance to confuse the target.

Machine, learned by Onix but not Steelix
Toxic Poison non-damaging 10 90%

Badly poisons the target, inflicting more damage every turn.

Body Slam Normal physical 15 85 100%

Has a 30% chance to paralyze the target.

Take Down Normal physical 20 90 85%

User receives 1/4 the damage it inflicts in recoil.

Double-Edge Normal physical 15 120 100%

User receives 1/3 the damage inflicted in recoil.

Rage Normal physical 20 20 100%

If the user is hit after using this move, its Attack rises by one stage.

Earthquake Ground physical 10 100 100%

Inflicts regular damage and can hit Dig users.

Fissure Ground physical 5 * 30%

Causes a one-hit KO.

Dig Ground physical 10 80 100%

User digs underground, dodging all attacks, and hits next turn.

Mimic Normal non-damaging 10

Copies the target's last used move.

Double Team Normal non-damaging 15

Raises the user's evasion by one stage.

Bide Normal physical 10 * 1

User waits for two turns, then hits back for twice the damage it took.

Selfdestruct Normal physical 5 200 100%

User faints.

Skull Bash Normal physical 15 100 100%

Raises the user's Defense by one stage. User charges for one turn before attacking.

Rest Psychic non-damaging 10

User sleeps for two turns, completely healing itself.

Explosion Normal physical 5 250 100%

User faints.

Rock Slide Rock physical 10 75 90%

Has a 30% chance to make the target flinch.

Substitute Normal non-damaging 10

Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

Strength Normal physical 15 80 100%

Inflicts regular damage with no additional effect.

External Links