Shadow Steelix counters
steelgroundSierra · slot 3Leader
CP
5,731
Attack
295.9
x1.2 Shadow
Defense
312.3
x0.83 Shadow
HP
120
You 0 shields, Rocket 0. 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 45, 15/15/15, no Megas; each counter on its best moveset.
| # | Pokemon | Moves | Power | Wins | Time | Result |
|---|---|---|---|---|---|---|
| 1 | steelMetal Claw fightingClose CombatsteelBehemoth Blade | 10.000 | 100% | 7.5 s 1.0 charged | 93% HP left on average | |
| 2 | waterWaterfall waterHydro CannonwaterSparkling Aria | 8.350 | 100% | 6.5 s 1.0 charged | 88% HP left on average | |
| 3 | steelMetal Claw fightingClose CombatsteelBehemoth Bash | 7.000 | 100% | 7.5 s 1.0 charged | 86% HP left on average | |
| 4 | bugFury Cutter fireTechno Blast (Fire)fireFlamethrower | 4.813 | 100% | 7.5 s 1.0 charged | 79% HP left on average | |
| 5 | bugFury Cutter waterTechno Blast (Water)steelMagnet Bomb | 4.813 | 100% | 7.5 s 1.0 charged | 79% HP left on average | |
| 6 | groundMud-Slap groundEarthquakegroundDrill Run | 4.354 | 100% | 6.5 s 1.0 charged | 77% HP left on average | |
| 7 | waterWaterfall waterHydro CannonwaterHydro Pump | 4.300 | 100% | 6.5 s 1.0 charged | 77% HP left on average | |
| 8 | fightingLow Kick fightingSuperpowergrassFrenzy Plant | 4.238 | 100% | 5.5 s 1.0 charged | 76% HP left on average | |
| 9 | groundMud Shot groundPrecipice BladesgroundEarthquake | 4.068 | 100% | 7.5 s 1.0 charged | 75% HP left on average | |
| 10 | normalQuick Attack fireV-createfireOverheat | 4.063 | 100% | 7.5 s 1.0 charged | 75% HP left on average | |
| 11 | darkBite fightingClose CombatdarkCrunch | 4.000 | 100% | 8.5 s 1.0 charged | 75% HP left on average | |
| 12 | fightingKarate Chop fightingClose CombatdarkNight Slash | 3.917 | 100% | 5.5 s 1.0 charged | 74% HP left on average | |
| 13 | fightingCounter groundDrill RunwaterRazor Shell | 3.800 | 100% | 7.5 s 1.0 charged | 74% HP left on average | |
| 14 | fightingLow Kick fightingSuperpowerfightingDrain Punch | 3.733 | 100% | 5.5 s 1.0 charged | 73% HP left on average | |
| 15 | groundMud-Slap groundEarthquakegroundDrill Run | 3.732 | 100% | 6.5 s 1.0 charged | 73% HP left on average | |
| 16 | fightingLow Kick fightingClose CombatghostShadow Ball | 3.732 | 100% | 6.5 s 1.0 charged | 73% HP left on average | |
| 17 | fightingCounter fightingSuperpowerbugLunge | 3.615 | 100% | 7.5 s 1.0 charged | 72% HP left on average | |
| 18 | waterWaterfall waterHydro CannonwaterHydro Pump | 3.583 | 100% | 8.5 s 1.0 charged | 72% HP left on average | |
| 19 | fightingDouble Kick fightingClose CombatfightingSacred Sword | 3.500 | 100% | 6.5 s 1.0 charged | 71% HP left on average | |
| 20 | fightingLow Kick fightingClose CombatfightingSecret Sword | 3.500 | 100% | 6.5 s 1.0 charged | 71% 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.