Steelix • Sword & Shield Pokédex

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Steelix

Steelix

Steelix's Type

STEEL
GROUND

Steelix's Pokédex #s

Galar #
179
National #
208

Steelix's Base Stats

HP:
75
Attack:
85
Defense:
200
Sp. Atk:
55
Sp. Def:
65
Speed:
30
Total:
510

Misc. Info

Egg Groups:
Mineral
EXP At Lv. 100:
1,000,000
EV Yield:
2 Defense

Steelix's Abilities

Here are what abilities Steelix can possibly have, along with their effects.
Rock Head
Prevents all recoil damage Steelix takes from moves that cause recoil damage.
Sturdy
If Steelix has full HP and would be knocked out by a single hit, it survives with 1 HP. Also protects against OHKO moves.
Sheer Force
Damaging moves that have a % chance of an extra effect occurring lose that effect, but do 30% more damage.

Weaknesses & Resistances

Below is a list of what Steelix's weakness and resistance is to various types.
FIRE
WATER
FIGHTING
GROUND
½
NORMAL
FLYING
PSYCHIC
BUG
DRAGON
STEEL
FAIRY
¼
ROCK
immune
ELECTRIC
POISON

Steelix's Evolution Line

Below you'll find a list of all Pokémon Steelix evolves from or into, along with its evolution method.
Onix
Onix
starting form
Steelix
Steelix
trade while holding Metal Coat

Steelix's Moves

Below is a list of all of the moves that Steelix can learn, along with what level it learns the move, the TM or TR number, and what egg moves it can learn, if any. Hover over a move (desktop/laptop) or click the ? button next to the move (mobile/tablet) to find out more about the move.

Level Up Moves

Here are all of the moves Steelix learns via level up. Anything marked "Evo." means it learns it upon evolving. If the level is 1, it can be relearned at a Pokémon Center.
Lv. Move Type Category Power Acc.% PP Target Info
1
Crunch
20% chance of lowering the target's Defense by one stage.
DARK
PHYSICAL
80 100% 15 One Target
1
Thunder Fang
Has a 10% chance to paralyze the target. Has a separate 10% chance to make the target flinch.
ELECTRIC
PHYSICAL
65 95% 15 One Target
1
Ice Fang
Has a 10% chance to freeze the target. Has a separate 10% chance to make the target flinch.
ICE
PHYSICAL
65 95% 15 One Target
1
Fire Fang
Has a 10% chance to burn the target. Has a separate 10% chance to make the target flinch.
FIRE
PHYSICAL
65 95% 15 One Target
1
Rock Polish
Raises Steelix's Speed by two stages.
ROCK
STATUS
-- -- 20 User
1
Tackle
Damages the target.
NORMAL
PHYSICAL
40 100% 35 One Target
1
Harden
Raises Steelix's Defense by one stage.
NORMAL
STATUS
-- -- 30 User
1
Bind
Traps the target for 2–5 turns; does 1/16 max HP per turn.
NORMAL
PHYSICAL
15 85% 20 One Target
1
Rock Throw
Damages the target.
ROCK
PHYSICAL
50 90% 15 One Target
4
Smack Down
The target can be hit by Ground-type moves after being hit by Smack Down.
ROCK
PHYSICAL
50 100% 15 One Target
8
Autotomize
Raises Steelix's Speed by two stages and reduces its weight by half.
STEEL
STATUS
-- -- 15 User
12
Dragon Breath
Has a 30% chance to paralyze the target.
DRAGON
SPECIAL
60 100% 20 One Target
16
Curse
{notghost}Raises Steelix's Attack and Defense by one stage, but lowers its Speed by one stage.{/notghost}{ghost}Takes 50% of Steelix's max HP to curse the last Pokémon to hit it, damaging the last Pokémon to hit it by 1/4 its max HP after each turn.{/ghost}
GHOST
STATUS
-- -- 10 Counter
20
Rock Slide
Has a 30% chance of causing all nearby enemies to flinch.
ROCK
PHYSICAL
75 90% 10 Nearby Enemies
24
Screech
Lowers the target's Defense by two stages.
NORMAL
STATUS
-- 85% 40 One Target
28
Sand Tomb
Traps the target for 2–5 turns; does 1/16 max HP per turn.
GROUND
PHYSICAL
35 85% 15 One Target
32
Stealth Rock
Sets floating rocks on the enemy's field. Does 1/8 max HP to enemies that switch in. Weakness/resistance to Rock affects this damage.
ROCK
STATUS
-- -- 20 Enemy Field
36
Slam
Damages the target.
NORMAL
PHYSICAL
80 75% 20 One Target
40
Sandstorm
Changes the weather to a sandstorm for 5 turns.
ROCK
STATUS
-- -- 10 Entire Field
44
Dig
Can't be hit on the first turn, attacks on the second turn.
GROUND
PHYSICAL
80 100% 10 One Target
48
Iron Tail
30% chance of lowering the target's Defense by one stage.
STEEL
PHYSICAL
100 75% 15 One Target
52
Stone Edge
Has a higher critical hit rate. (+1 stage.)
ROCK
PHYSICAL
100 80% 5 One Target
56
Double-Edge
Steelix takes 33% of Double-Edge's damage as recoil damage.
NORMAL
PHYSICAL
120 100% 15 One Target
60
Magnet Rise
Steelix becomes immune to Ground-type moves and effects for the next 5 turns.
ELECTRIC
STATUS
-- -- 10 User

TM Moves

Here are all of the moves that Steelix can learn via TM (Technical Machine). These moves can be taught an unlimited number of times once the TM is obtained.
TM Move Type Category Power Acc.% PP Target Info
TM08
Hyper Beam
Requires a turn to recharge (unless it misses).
NORMAL
SPECIAL
150 90% 5 One Target
TM09
Giga Impact
Requires a turn to recharge (unless it misses).
NORMAL
PHYSICAL
150 90% 5 One Target
TM15
Dig
Can't be hit on the first turn, attacks on the second turn.
GROUND
PHYSICAL
80 100% 10 One Target
TM16
Screech
Lowers the target's Defense by two stages.
NORMAL
STATUS
-- 85% 40 One Target
TM20
Self-Destruct
Steelix is knocked out after using Self-Destruct.
NORMAL
PHYSICAL
200 100% 5 All But Self
TM21
Rest
Steelix restores its HP to full and falls asleep for two turns.
PSYCHIC
STATUS
-- -- 10 User
TM22
Rock Slide
Has a 30% chance of causing all nearby enemies to flinch.
ROCK
PHYSICAL
75 90% 10 Nearby Enemies
TM24
Snore
Can only be used while asleep. 30% chance of making the target flinch.
NORMAL
SPECIAL
50 100% 15 One Target
TM25
Protect
Protects Steelix from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM26
Scary Face
Lowers the target's Speed by two stages.
NORMAL
STATUS
-- 100% 10 One Target
TM31
Attract
Infatuates Pokémon of the opposite gender.
NORMAL
STATUS
-- 100% 15 One Target
TM32
Sandstorm
Changes the weather to a sandstorm for 5 turns.
ROCK
STATUS
-- -- 10 Entire Field
TM34
Sunny Day
Changes the weather to sunny for 5 turns.
FIRE
STATUS
-- -- 5 Entire Field
TM39
Facade
Does double damage if Steelix is poisoned, burned, or paralyzed.
NORMAL
PHYSICAL
70 100% 20 One Target
TM48
Rock Tomb
100% chance of lowering the target's Speed by one stage.
ROCK
PHYSICAL
60 95% 15 One Target
TM49
Sand Tomb
Traps the target for 2–5 turns; does 1/16 max HP per turn.
GROUND
PHYSICAL
35 85% 15 One Target
TM54
Rock Blast
Hits the target two to five times in a row.
ROCK
PHYSICAL
25 90% 10 One Target
TM57
Payback
Does double damage if Steelix attacks after the target.
DARK
PHYSICAL
50 100% 10 One Target
TM66
Thunder Fang
Has a 10% chance to paralyze the target. Has a separate 10% chance to make the target flinch.
ELECTRIC
PHYSICAL
65 95% 15 One Target
TM67
Ice Fang
Has a 10% chance to freeze the target. Has a separate 10% chance to make the target flinch.
ICE
PHYSICAL
65 95% 15 One Target
TM68
Fire Fang
Has a 10% chance to burn the target. Has a separate 10% chance to make the target flinch.
FIRE
PHYSICAL
65 95% 15 One Target
TM76
Round
Deals double damage if Round has already been used and causes any other Pokémon using Round to use it immediately afterward.
NORMAL
SPECIAL
60 100% 15 One Target
TM81
Bulldoze
100% chance of lowering all nearby Pokémon's Speed by one stage.
GROUND
PHYSICAL
60 100% 20 All But Self
TM97
Brutal Swing
Has no effect.
DARK
PHYSICAL
60 100% 20 All But Self
TM98
Stomping Tantrum
Power is doubled if Steelix missed the target last turn.
GROUND
PHYSICAL
75 100% 10 One Target
TM99
Breaking Swipe
Lowers all nearby enemies' Attack by one stage.
DRAGON
PHYSICAL
60 100% 15 Nearby Enemies

TR Moves

Here are all of the moves that Steelix can learn via TR (Technical Record). These moves can be taught only once per TR, but TRs can be obtained in the Wild Area.
TR Move Type Category Power Acc.% PP Target Info
TR01
Body Slam
Has a 30% chance to paralyze the target.
NORMAL
PHYSICAL
85 100% 15 One Target
TR10
Earthquake
Does double damage against targets using Dig.
GROUND
PHYSICAL
100 100% 10 All But Self
TR20
Substitute
Costs 25% of Steelix's max HP. Sets up a Substitute to block effects and damage.
NORMAL
STATUS
-- -- 10 User
TR26
Endure
Will survive any hit with at least 1 HP left this turn. 50% chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TR27
Sleep Talk
Can only be used while asleep. Uses one of Steelix's moves at random.
NORMAL
STATUS
-- -- 10 User
TR31
Iron Tail
30% chance of lowering the target's Defense by one stage.
STEEL
PHYSICAL
100 75% 15 One Target
TR32
Crunch
20% chance of lowering the target's Defense by one stage.
DARK
PHYSICAL
80 100% 15 One Target
TR37
Taunt
Prevents the target from using Status moves for the next few turns.
DARK
STATUS
-- 100% 20 One Target
TR46
Iron Defense
Raises Steelix's Defense by two stages.
STEEL
STATUS
-- -- 15 User
TR51
Dragon Dance
Raises Steelix's Attack and Speed by one stage.
DRAGON
STATUS
-- -- 20 User
TR52
Gyro Ball
Does more damage based on how much lower Steelix's Speed is compared to the target's.
STEEL
PHYSICAL
varies 100% 5 One Target
TR58
Dark Pulse
Has a 20% chance of causing the target to flinch.
DARK
SPECIAL
80 100% 15 One Target
TR62
Dragon Pulse
Damages the target.
DRAGON
SPECIAL
85 100% 10 One Target
TR67
Earth Power
10% chance of lowering the target's Sp. Def by one stage.
GROUND
SPECIAL
90 100% 10 One Target
TR70
Flash Cannon
10% chance of lowering the target's Sp. Def by one stage.
STEEL
SPECIAL
80 100% 10 One Target
TR74
Iron Head
Has a 30% chance of causing the target to flinch.
STEEL
PHYSICAL
80 100% 15 One Target
TR75
Stone Edge
Has a higher critical hit rate. (+1 stage.)
ROCK
PHYSICAL
100 80% 5 One Target
TR76
Stealth Rock
Sets floating rocks on the enemy's field. Does 1/8 max HP to enemies that switch in. Weakness/resistance to Rock affects this damage.
ROCK
STATUS
-- -- 20 Enemy Field
TR79
Heavy Slam
Power ranges from 40–120 based on Steelix's weight vs. the target's weight.
STEEL
PHYSICAL
varies 100% 10 One Target
TR87
Drill Run
Has a higher critical hit rate. (+1 stage.)
GROUND
PHYSICAL
80 95% 10 One Target
TR94
High Horsepower
Damages the target.
GROUND
PHYSICAL
95 95% 10 One Target
TR97
Psychic Fangs
Breaks the opponent's Light Screen or Reflect.
PSYCHIC
PHYSICAL
85 100% 10 One Target
TR99
Body Press
Does more damage based on how high Steelix's Defense stat is.
FIGHTING
PHYSICAL
80 100% 10 One Target

Egg Moves

Here are all of the moves that Steelix can learn as Egg Moves. In the case of evolved Pokémon, it shows what Egg Moves it can learn in its lowest evolutionary stage.
Move Type Category Power Acc.% PP Target Info
EGG
Flail
Does more damage when Steelix's HP is low.
NORMAL
PHYSICAL
varies 100% 15 One Target
EGG
Block
Prevents the target from fleeing or switching out.
NORMAL
STATUS
-- -- 5 One Target
EGG
Defense Curl
Raises Steelix's Defense by one stage. Rollout and Ice Ball do double damage.
NORMAL
STATUS
-- -- 40 User
EGG
Wide Guard
Protects your team from moves that hit multiple targets for the turn.
ROCK
STATUS
-- -- 10 User's Field
EGG
Rollout
Lose control for up to 5 turns, with each hit doing 2× as much. Doubles damage if Defense Curl was used beforehand.
ROCK
PHYSICAL
30 90% 20 One Target
EGG
Dragon Tail
-6 priority. After doing damage, forces the foe to switch out, or ends wild battles.
DRAGON
PHYSICAL
60 90% 10 One Target
EGG
Head Smash
Steelix takes -50% of Head Smash's damage as recoil damage.
ROCK
PHYSICAL
150 80% 5 One Target

Where to Find Steelix

If you're looking for where to find Steelix, you'll find the various methods listed down below, along with any notes or special locations. This should help you figure out how to get Steelix in Pokémon Sword & Shield. (Currently the encounters do not show most "strong" static encounters or Max Raid Battles.)

Special Ways to Get Steelix

You can often fight a wild Steelix in the Giant's Seat in the southeastern part of the Wild Area.

Getting Steelix By Evolution

Evolves from Onix by trading it to another player while it is holding a Metal Coat. You can get Metal Coats pretty easily by talking to the either of the Digging Duo by the Pokémon Nursery in the Bridge Field part of the Wild Area.
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