Shadow Steelix counters
steelgroundArlo · slot 2Leader
CP
5,731
Attack
295.9
x1.2 Shadow
Defense
312.3
x0.83 Shadow
HP
120
You 0 shields, Rocket 1. Leaders and Giovanni shield the first two charged attacks.
Its movesetAny of 15 (averaged)Iron Tail / EarthquakeDragon Tail / EarthquakeThunder Fang / EarthquakeIron Tail / Heavy SlamDragon Tail / Heavy SlamThunder Fang / Heavy SlamIron Tail / CrunchDragon Tail / CrunchThunder Fang / CrunchIron Tail / Psychic FangsDragon Tail / Psychic FangsThunder Fang / Psychic FangsIron Tail / Breaking SwipeDragon Tail / Breaking SwipeThunder Fang / Breaking Swipe
Best counters against Iron Tail / Crunch
Level 30, 15/15/15, no Megas; each counter on its best moveset.
| # | Pokemon | Moves | Power | Wins | Time | Result |
|---|---|---|---|---|---|---|
| 1 | fightingLow Kick fightingClose CombatfightingSecret Sword | 2.264 | 100% | 10.5 s 2.0 charged | 56% HP left on average | |
| 2 | steelMetal Claw fightingClose CombatsteelBehemoth Bash | 1.385 | 100% | 15.0 s 3.0 charged | 28% HP left on average | |
| 3 | fightingDouble Kick fightingClose CombatfightingSacred Sword | 1.190 | 100% | 13.0 s 3.0 charged | 16% HP left on average | |
| 4 | fightingKarate Chop fightingClose CombatdarkNight Slash | 1.174 | 100% | 10.5 s 2.0 charged | 15% HP left on average | |
| 5 | darkSnarl fightingFocus BlastdarkFoul Play | 1.074 | 100% | 14.5 s 3.0 charged | 7% HP left on average | |
| 6 | fireFire Spin fireFire BlastfireMagma Storm | 1.065 | 100% | 13.0 s 3.0 charged | 6% HP left on average | |
| 7 | dragonDragon Tail groundEarthquakegroundBulldoze | 1.054 | 100% | 16.0 s 3.0 charged | 5% HP left on average | |
| 8 | waterWaterfall waterHydro PumpwaterSurf | 1.030 | 100% | 14.5 s 3.0 charged | 3% HP left on average | |
| 9 | fightingLow Kick fightingClose CombatfightingSacred Sword | 1.015 | 100% | 10.5 s 2.0 charged | 1% HP left on average | |
| 10 | fireIncinerate fireSacred Fire++fireSacred Fire | 0.925 | 0% | 15.0 s 2.0 charged | 0% HP left on average | |
| 11 | fireIncinerate fireSacred Fire++fireSacred Fire | 0.908 | 0% | 18.0 s 2.0 charged | 0% HP left on average | |
| 12 | fightingLow Kick fightingClose CombatfightingSacred Sword | 0.908 | 0% | 11.5 s 3.0 charged | 0% HP left on average | |
| 13 | electricThunder Shock fightingBrick BreakdarkCrunch | 0.875 | 0% | 11.5 s 3.0 charged | 0% HP left on average | |
| 14 | fireFire Fang fireOverheatfireFusion Flare | 0.842 | 0% | 11.5 s 2.0 charged | 0% HP left on average | |
| 15 | fireFire Fang fireOverheatfightingFocus Blast | 0.842 | 0% | 11.5 s 2.0 charged | 0% HP left on average | |
| 16 | fireIncinerate fireMind BlownfireMystical Fire | 0.808 | 0% | 10.5 s 1.0 charged | 0% HP left on average | |
| 17 | fightingForce Palm fightingDynamic PunchfightingFocus Blast | 0.758 | 0% | 10.0 s 1.0 charged | 0% HP left on average | |
| 18 | fightingCounter fightingFocus BlastfireFlamethrower | 0.758 | 0% | 10.5 s 1.0 charged | 0% HP left on average | |
| 19 | fireFire Fang fireFire BlastfireFlamethrower | 0.758 | 0% | 11.5 s 2.0 charged | 0% HP left on average | |
| 20 | fireFire Fang fireOverheatfireFire Blast | 0.758 | 0% | 11.5 s 2.0 charged | 0% HP left on average |
Power = share of the Rocket Pokemon's HP you remove per share of your own HP lost (2 = you win with half your HP left; under 1 = you faint first; capped at 10), to three decimals so near-ties show. Wins = share of fights won over every Pokemon and moveset counted. Time = fast-attack time (turns x 0.5 s) and the charged attacks thrown by both sides. Each charged attack also pauses the battle for its minigame, so a counter that needs three charged attacks takes longer in real time than one that wins on fast attacks alone, even when its seconds look similar.