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 / Earthquake
Level 50, 15/15/15, no Megas; each counter on its best moveset.
| # | Pokemon | Moves | Power | Wins | Time | Result |
|---|---|---|---|---|---|---|
| 1 | fairyFairy Wind groundEarth PowerfireMystical Fire | 1.663 | 100% | 18.0 s 4.0 charged | 40% HP left on average | |
| 2 | flyingPeck fightingAura SpherefireFlamethrower | 1.521 | 100% | 18.0 s 4.0 charged | 34% HP left on average | |
| 3 | icePowder Snow iceBlizzardiceIcy Wind | 1.348 | 100% | 17.0 s 3.0 charged | 26% HP left on average | |
| 4 | darkSucker Punch fightingFocus BlastdarkDark Pulse | 1.203 | 100% | 15.0 s 3.0 charged | 17% HP left on average | |
| 5 | waterWaterfall waterAqua TaildarkCrunch | 1.155 | 100% | 11.5 s 3.0 charged | 13% HP left on average | |
| 6 | dragonDragon Tail groundEarth PowerwaterHydro Pump | 1.141 | 100% | 17.5 s 4.0 charged | 12% HP left on average | |
| 7 | grassMagical Leaf grassSolar BeamgrassEnergy Ball | 1.117 | 100% | 14.5 s 3.0 charged | 10% HP left on average | |
| 8 | icePowder Snow iceBlizzardiceIcy Wind | 1.107 | 100% | 17.0 s 3.0 charged | 10% HP left on average | |
| 9 | ghostAstonish grassGrass KnotflyingFly | 1.101 | 100% | 16.0 s 3.0 charged | 9% HP left on average | |
| 10 | groundMud Shot groundEarthquakefightingSuperpower | 1.076 | 100% | 13.5 s 3.0 charged | 7% HP left on average | |
| 11 | fireIncinerate fireSacred Fire++fireSacred Fire | 1.055 | 100% | 16.0 s 2.0 charged | 5% HP left on average | |
| 12 | fightingDouble Kick fightingClose CombatfightingSacred Sword | 1.050 | 100% | 11.5 s 3.0 charged | 5% HP left on average | |
| 13 | fightingLow Kick fightingClose CombatflyingFly | 1.033 | 100% | 14.0 s 3.0 charged | 3% HP left on average | |
| 14 | groundMud Shot groundEarth PowerfightingFocus Blast | 1.005 | 100% | 14.0 s 3.0 charged | 1% HP left on average | |
| 15 | groundSand Attack groundEarthquakegroundSand Tomb | 1.000 | 0% | 15.5 s 3.0 charged | 0% HP left on average | |
| 16 | darkBite grassPower WhipgrassEnergy Ball | 0.983 | 0% | 17.0 s 3.0 charged | 0% HP left on average | |
| 17 | psychicExtrasensory groundEarth PowerwaterHydro Pump | 0.975 | 0% | 17.0 s 4.0 charged | 0% HP left on average | |
| 18 | grassMagical Leaf fightingAura SpheregrassLeaf Storm | 0.917 | 0% | 13.5 s 3.0 charged | 0% HP left on average | |
| 19 | fightingCounter fightingSuperpowerbugLunge | 0.908 | 0% | 14.0 s 2.0 charged | 0% HP left on average | |
| 20 | fireFire Fang fireOverheatdragonDraco Meteor | 0.900 | 0% | 9.5 s 1.0 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.