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 Dragon Tail / Crunch
Level 50, 15/15/15, no Megas; each counter on its best moveset.
| # | Pokemon | Moves | Power | Wins | Time | Result |
|---|---|---|---|---|---|---|
| 1 | fightingDouble Kick fightingClose CombatfightingSacred Sword | 1.899 | 100% | 12.0 s 3.0 charged | 47% HP left on average | |
| 2 | grassVine Whip waterChilling WatergrassPetal Blizzard | 1.585 | 100% | 20.5 s 5.0 charged | 37% HP left on average | |
| 3 | fightingDouble Kick fightingClose CombatfightingSacred Sword | 1.480 | 100% | 12.0 s 3.0 charged | 32% HP left on average | |
| 4 | fightingDouble Kick fightingSacred SwordgroundEarthquake | 1.435 | 100% | 10.0 s 3.0 charged | 30% HP left on average | |
| 5 | fightingLow Kick fightingClose CombatfightingSecret Sword | 1.435 | 100% | 11.0 s 3.0 charged | 30% HP left on average | |
| 6 | fairyFairy Wind fireOverheatdarkBrutal Swing | 1.419 | 100% | 12.0 s 3.0 charged | 30% HP left on average | |
| 7 | flyingAir Slash fightingClose CombatsteelBehemoth Blade | 1.395 | 100% | 15.5 s 4.0 charged | 28% HP left on average | |
| 8 | fightingKarate Chop fightingClose CombatdarkNight Slash | 1.357 | 100% | 11.0 s 3.0 charged | 26% HP left on average | |
| 9 | steelMetal Claw fightingClose CombatsteelBehemoth Bash | 1.352 | 100% | 15.0 s 4.0 charged | 26% HP left on average | |
| 10 | fairyFairy Wind groundEarth PowerfireMystical Fire | 1.325 | 100% | 18.5 s 5.0 charged | 25% HP left on average | |
| 11 | normalTackle fightingClose CombatfairyMoonblast | 1.251 | 100% | 18.0 s 4.0 charged | 20% HP left on average | |
| 12 | waterWater Gun waterHydro PumpwaterSurf | 1.246 | 100% | 17.5 s 4.0 charged | 20% HP left on average | |
| 13 | ghostShadow Claw fightingSuperpowerfightingDrain Punch | 1.242 | 100% | 12.0 s 3.0 charged | 19% HP left on average | |
| 14 | fightingLow Kick darkDark PulsedarkFoul Play | 1.205 | 100% | 16.5 s 4.0 charged | 17% HP left on average | |
| 15 | icePowder Snow iceBlizzardwaterChilling Water | 1.201 | 100% | 20.5 s 5.0 charged | 17% HP left on average | |
| 16 | darkBite fightingClose CombatdarkCrunch | 1.200 | 100% | 13.5 s 3.0 charged | 17% HP left on average | |
| 17 | flyingPeck fireFlamethrowerfairyDazzling Gleam | 1.156 | 100% | 19.0 s 4.0 charged | 13% HP left on average | |
| 18 | fightingDouble Kick waterAqua JetgroundEarthquake | 1.155 | 100% | 12.0 s 3.0 charged | 13% HP left on average | |
| 19 | darkSnarl fightingFocus BlastdarkFoul Play | 1.142 | 100% | 14.0 s 4.0 charged | 12% HP left on average | |
| 20 | fightingKarate Chop fightingClose CombatdarkNight Slash | 1.141 | 100% | 11.0 s 3.0 charged | 12% 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.