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 50, 15/15/15, no Megas; each counter on its best moveset.
| # | Pokemon | Moves | Power | Wins | Time | Result |
|---|---|---|---|---|---|---|
| 1 | fightingLow Kick fightingClose CombatfightingSecret Sword | 3.133 | 100% | 10.5 s 2.0 charged | 68% HP left on average | |
| 2 | fireFire Fang fireOverheatfireFusion Flare | 2.788 | 100% | 10.0 s 0.0 charged | 64% HP left on average | |
| 3 | steelMetal Claw fightingClose CombatsteelBehemoth Bash | 1.802 | 100% | 15.0 s 3.0 charged | 45% HP left on average | |
| 4 | fightingDouble Kick fightingClose CombatfightingSacred Sword | 1.664 | 100% | 11.5 s 3.0 charged | 40% HP left on average | |
| 5 | fightingLow Kick fightingClose CombatfightingSacred Sword | 1.604 | 100% | 10.5 s 2.0 charged | 38% HP left on average | |
| 6 | darkBite groundEarthquakegroundBulldoze | 1.527 | 100% | 16.0 s 3.0 charged | 35% HP left on average | |
| 7 | fireIncinerate fireSacred Fire++fireSacred Fire | 1.488 | 100% | 16.0 s 2.0 charged | 33% HP left on average | |
| 8 | fightingLow Kick fightingFocus BlastdarkDark Pulse | 1.478 | 100% | 14.0 s 3.0 charged | 32% HP left on average | |
| 9 | fireFire Spin fireFire BlastfireMagma Storm | 1.414 | 100% | 13.0 s 3.0 charged | 29% HP left on average | |
| 10 | waterWaterfall waterHydro PumpwaterSurf | 1.377 | 100% | 14.5 s 3.0 charged | 27% HP left on average | |
| 11 | fireIncinerate fireSacred Fire++fireSacred Fire | 1.371 | 100% | 12.0 s 2.0 charged | 27% HP left on average | |
| 12 | fightingLow Kick fightingClose CombatfightingSacred Sword | 1.351 | 100% | 10.5 s 2.0 charged | 26% HP left on average | |
| 13 | waterWaterfall fightingClose CombatwaterAqua Jet | 1.331 | 100% | 13.0 s 3.0 charged | 25% HP left on average | |
| 14 | fireIncinerate fireOverheatwaterScald | 1.303 | 100% | 14.0 s 3.0 charged | 23% HP left on average | |
| 15 | fightingDouble Kick waterAqua JetgroundEarthquake | 1.281 | 100% | 11.5 s 3.0 charged | 22% HP left on average | |
| 16 | fightingDouble Kick fireBlast BurnfireBlaze Kick | 1.276 | 100% | 13.0 s 3.0 charged | 22% HP left on average | |
| 17 | fightingDouble Kick fightingClose CombatfightingSacred Sword | 1.270 | 100% | 11.5 s 3.0 charged | 21% HP left on average | |
| 18 | waterWaterfall waterSurfwaterAqua Tail | 1.252 | 100% | 13.0 s 3.0 charged | 20% HP left on average | |
| 19 | fireFire Spin fireFire BlastfireFlamethrower | 1.245 | 100% | 11.5 s 1.0 charged | 20% HP left on average | |
| 20 | electricThunder Shock fightingSuperpowersteelDouble Iron Bash | 1.200 | 100% | 16.0 s 4.0 charged | 17% 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.