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 / Psychic Fangs
Level 45, 15/15/15, no Megas; each counter on its best moveset.
| # | Pokemon | Moves | Power | Wins | Time | Result |
|---|---|---|---|---|---|---|
| 1 | fireFire Spin fireFire BlastfireMagma Storm | 2.116 | 100% | 13.0 s 3.0 charged | 53% HP left on average | |
| 2 | fireFire Spin fireFire BlastfireFlamethrower | 1.820 | 100% | 13.0 s 1.0 charged | 45% HP left on average | |
| 3 | waterWaterfall waterHydro CannonwaterHydro Pump | 1.755 | 100% | 13.0 s 3.0 charged | 43% HP left on average | |
| 4 | fightingLow Kick darkDark PulsedarkFoul Play | 1.741 | 100% | 16.5 s 3.0 charged | 43% HP left on average | |
| 5 | fireIncinerate fireOverheatwaterScald | 1.637 | 100% | 14.0 s 3.0 charged | 39% HP left on average | |
| 6 | fightingDouble Kick fightingClose CombatfightingSacred Sword | 1.596 | 100% | 11.5 s 3.0 charged | 37% HP left on average | |
| 7 | psychicConfusion fireV-createfireOverheat | 1.560 | 100% | 14.0 s 3.0 charged | 36% HP left on average | |
| 8 | steelMetal Sound waterHydro CannonwaterHydro Pump | 1.550 | 100% | 14.5 s 3.0 charged | 35% HP left on average | |
| 9 | ghostShadow Claw groundEarthquakesteelMeteor Mash | 1.546 | 100% | 16.0 s 3.0 charged | 35% HP left on average | |
| 10 | waterWaterfall waterHydro PumpwaterSurf | 1.520 | 100% | 14.5 s 3.0 charged | 34% HP left on average | |
| 11 | fireFire Fang fireBlast BurnfireBlaze Kick | 1.492 | 100% | 14.0 s 3.0 charged | 33% HP left on average | |
| 12 | fireEmber fireHeat WavefireFlame Charge | 1.491 | 100% | 13.0 s 3.0 charged | 33% HP left on average | |
| 13 | fireIncinerate fireSacred Fire++fireSacred Fire | 1.476 | 100% | 12.5 s 1.0 charged | 32% HP left on average | |
| 14 | fireIncinerate fireSacred Fire++fireSacred Fire | 1.465 | 100% | 16.0 s 2.0 charged | 32% HP left on average | |
| 15 | waterWaterfall fightingSacred SworddarkDark Pulse | 1.452 | 100% | 11.5 s 3.0 charged | 31% HP left on average | |
| 16 | fireFire Fang fireOverheatfireFusion Flare | 1.432 | 100% | 12.5 s 1.0 charged | 30% HP left on average | |
| 17 | waterWaterfall waterSurfwaterAqua Tail | 1.393 | 100% | 13.5 s 3.0 charged | 28% HP left on average | |
| 18 | dragonDragon Breath dragonDraco MeteorsteelIron Head | 1.377 | 100% | 16.5 s 3.0 charged | 27% HP left on average | |
| 19 | waterWaterfall waterAqua JetwaterRazor Shell | 1.371 | 100% | 11.5 s 3.0 charged | 27% HP left on average | |
| 20 | fireFire Spin fireFlamethrowersteelIron Head | 1.343 | 100% | 16.0 s 4.0 charged | 26% 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.