Shadow Steelix counters
steelgroundArlo · slot 2Leader
CP
5,731
Attack
295.9
x1.2 Shadow
Defense
312.3
x0.83 Shadow
HP
120
You 2 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 50, 15/15/15, no Megas; each counter on its best moveset.
| # | Pokemon | Moves | Power | Wins | Time | Result |
|---|---|---|---|---|---|---|
| 1 | fightingLow Kick fightingClose CombatfightingSecret Sword | 3.082 | 100% | 11.0 s 3.0 charged | 68% HP left on average | |
| 2 | steelMetal Sound waterHydro CannonwaterHydro Pump | 3.017 | 100% | 13.5 s 3.0 charged | 67% HP left on average | |
| 3 | waterWaterfall waterHydro CannonwaterHydro Pump | 2.825 | 100% | 13.0 s 3.0 charged | 65% HP left on average | |
| 4 | fightingDouble Kick fightingClose CombatfightingSacred Sword | 2.765 | 100% | 11.5 s 3.0 charged | 64% HP left on average | |
| 5 | fireEmber fireHeat WavefireFlamethrower | 2.657 | 100% | 12.0 s 3.0 charged | 62% HP left on average | |
| 6 | fireIncinerate fireSacred Fire++fireSacred Fire | 2.630 | 100% | 12.5 s 1.0 charged | 62% HP left on average | |
| 7 | fireFire Fang fireOverheatfireFusion Flare | 2.629 | 100% | 10.5 s 1.0 charged | 62% HP left on average | |
| 8 | fireIncinerate fireSacred Fire++fireSacred Fire | 2.560 | 100% | 16.0 s 2.0 charged | 61% HP left on average | |
| 9 | fireFire Fang fireOverheatfireFusion Flare | 2.453 | 100% | 12.5 s 1.0 charged | 59% HP left on average | |
| 10 | waterWaterfall waterHydro PumpwaterSurf | 2.446 | 100% | 14.5 s 3.0 charged | 59% HP left on average | |
| 11 | dragonDragon Breath waterAqua TailfireFire Blast | 2.443 | 100% | 12.0 s 3.0 charged | 59% HP left on average | |
| 12 | fightingLow Kick fightingClose CombatwaterHydro Cannon | 2.438 | 100% | 12.0 s 3.0 charged | 59% HP left on average | |
| 13 | waterWaterfall waterAqua JetwaterRazor Shell | 2.412 | 100% | 11.5 s 3.0 charged | 59% HP left on average | |
| 14 | waterWaterfall waterAqua TaildarkCrunch | 2.366 | 100% | 11.5 s 3.0 charged | 58% HP left on average | |
| 15 | waterWaterfall waterSurfwaterAqua Tail | 2.366 | 100% | 13.5 s 3.0 charged | 58% HP left on average | |
| 16 | fightingLow Kick fightingFocus BlastdarkDark Pulse | 2.310 | 100% | 14.0 s 3.0 charged | 57% HP left on average | |
| 17 | waterWaterfall waterAqua TailiceBlizzard | 2.310 | 100% | 11.5 s 3.0 charged | 57% HP left on average | |
| 18 | waterWaterfall waterOrigin PulsewaterHydro Pump | 2.244 | 100% | 11.5 s 1.0 charged | 55% HP left on average | |
| 19 | darkBite groundEarthquakegroundBulldoze | 2.230 | 100% | 16.0 s 3.0 charged | 55% HP left on average | |
| 20 | fireFire Spin fireFire BlastfireMagma Storm | 2.212 | 100% | 13.0 s 3.0 charged | 55% 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.