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Thread: Community POTW #20

  1. #1
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    Default Community POTW #20

    Reno's busy writing the last one so here's the next one



    This week we'll be doing Steelix, a classic Generation II Pokémon

    http://www.serebii.net/pokedex-bw/208.shtml

    Steelix hasn't had much new, but it does have Sheer Force as its Hidden Ability and we all know how brutal that can be.

    Go nuts.

  2. #2
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    Steelix @ Leftovers
    Ability: Rock Head
    EVs: 244 HP / 248 Atk / 16 Def
    Adamant Nature (+Atk, -SAtk) | Impish Nature (+Def, -SAtk)
    - Rest
    - Sleep Talk
    - Dragon Tail
    - Earthquake

    Rest-Talk is your only recovery outside of Leftovers. Dragon Tail works in your sleep, and has no Negative Priority, but Steelix is so slow it can only hope to Phaze Ferrothorn. Earthquake is it's most reliable STAB, and gets coverage with D-Tail.

    Impish is an option for those wanting more defense, but Steelix is already bulky enough alone.

    Steelix @ Leftovers / Life Orb
    Ability: Sheer Force
    EVs: 4 HP / 252 Atk / 252 Spd
    Adamant Nature (+Atk, -SAtk)
    - Autotomize / Rock Polish
    - Earthquake / Bulldoze
    - Fire Fang
    - Rock Slide / Ice Fang

    Sheer Force Abuse. Autotomize increases your speed, outrunning base 95s after one use, and Scarfed 95s after 2 uses. Earthquake is your primary STAB, and Bulldoze works with Life Orb since it has a side effect, thus no recoil. Fire Fang because we hate Ferrothorns, and it gets the Sheer Force boost too, and Rock Slide because it gets coverage with Earthquake and it also gets the Sheer Force boost. Ice Fang hits Dragons.

    Rock Polish is an alternative, since both Autotomize and Rock Polish are the same.

    Jolly and an EV spread of 4 HP / 252 Atk / 28 Def / 224 Spd outspeeds Garchomp and base 100s after Rock Polish, which is alot.
    Last edited by SomeoneIGuess; 15th May 2011 at 10:33 AM.
    Ignore, thanks.

  3. #3
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    Oh yeah, Onix with Eviolite has a ridiculous defence. It's up to Reno but if you can note anything, it'd be cool

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    Nice pokemon. Steelix is a tank of defense and it can wall very well. Anyways I have good set for Steelix

    Curselix
    -Curse
    -Thunder Fang
    -Gyro Ball/Iron Tail
    -Earthquake
    Item Attached:Leftovers/Expert Belt
    Ability:Sheer Force
    EVs and Nature:
    EVs:252 Atk/252 Def/4 HP
    Brave Nature(+Atk, -Spd) / Relaxed Nature(+Def, - Spd)

    Curse boosts Attack and Defense at cost of Speed which doesn't matter and recuded Speed makes Gyro Ball even more powerful. Thunder Fang makes Water Types go down because of Sheer Force ability. Iron tail is risky but if hits, its power will be enough to knock out most Pokemons. Earthquake is for STAB.
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    Here is my attempt on its set,

    Steelix

    Ability: Sturdy
    Item: Leftovers
    Nature: Relaxed/Sassy
    EV's: 180 Atk / 252 Def / 76 SDef

    - Curse
    - Gyro Ball/Heavy Slam
    - Payback
    - Dragon Tail/Earthquake/Stone Edge

    ===================================

    Ability: Sheer Force
    Item: Life Orb

    Nature: Impish/Careful
    EV's: 180 Atk / 252 Def / 76 SDef

    - Iron Tail
    - Earthquake/Bulldoze
    - Crunch/Rock Slide
    - Ice Fang/Fire Fang

  6. #6
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    WOOOOT
    Steelix is like on of my favorite pokemon, apart from scizor... I have a thing for steels ok?
    But I digress...

    Go away you annoying big metal worm!
    Item: Air Ballon/ Float stone.
    Nature: Jolly
    Ability: Sturdy
    Moves:
    Stealth Rock
    Dragon Tail
    Iron Tail/ Head
    Stone Edge/ Earthquake/ Elemental Fang/ Curse/ Sandstorm/ Crunch

    Ok, first, the name, it's what my brother shouted when he first went against this bad guy in Heart Gold... made me lol...
    OK, First you use stealth rock, and really that's all that's here to do, hence sturdy, if you survive then use dragon tail to make them switch, or you can use [insert move here] also...
    The Iron Tail. Head thing is really up to you, Iron head had 100 accuracy, in exchange for 20 less power and Iron Tail has 100 power but 75 accuracy
    As for the last moveset it's really mup to you, if you want you can have Stone edge to handle fires and flying types... which shouldn't give you too much trouble, but still, earthquake, for a nice bit of STAB and electric/ fire/ rock coverage, the eleemental fang is a nice idea too because thunder and Ice fang both handle a weakness of his, water and ground respectively. Curse to boost your already beastly defence and okish attack, whilst sacrificing your really bad speed. Sandstorm if you want that kinda thing... but if you want that Tyranitar does it better... Crunch... for coverage if you want it but... it's nothing special...
    Item wise, it's up to you, i chose those two particularly because steelix is large chap, so moves like grass knot and Low kick will do ALOT of damage to him, or air ballon so he can be immune to ground type moves...
    You'll want to be staying alive for as long as possible, so IV's in Hp, then Sp def, then attack.

    If Tyranitar can do it, I can do it too!
    Ok it's best not to think of him as an inferior tyranitar... but he can still pull of his moves...
    Item: Choice Band
    Nature: Adamant
    Ability: Sheer Force
    Moves:
    Crunch
    Stone Edge/Iron Tail
    Earthquake
    Elemental Fang/ Double Edge/ Explosion
    Ok, so it's pretty much similar to the choice band tyranitar, except without persuit...
    Um... Crunch Deals with ghosts, and psychics,but won't lower theiir defence cus of sheer force, Stone Edge and Iron Tail are your preference, same sttack similar accuracy except Iron tail gets STAB, which is nice, Earthquake is just a nice Bit of STAB and deals with pesky rock types, and fire types, and to a lesser extent electric types. With the fangs it's your choice, or you can choose double edge, or earthquake if you have little faith in life.
    Evs: 180 HP, 252 Atk, 76 Spd.

    Steelix basically has many options, but due to his shoddy special defence he won't be sttaying for long... if at all...

    Pre EVo Corner!
    Onix!
    I Like Onix, Mainly because it's actually quite fast, for a rock type
    Mini-leadix
    Item: Eviolite
    Nature: Jolly
    Ability: Sturdy/ Weak Armour
    Moves:
    Stone Edge
    Stealth Rock
    Dragon Tail/ Roar
    Earthquake
    I like this set, and even though this guy won't be used in the little cup etc but it's still a nice idead, especiall for the Eviolite, which gives him WAY more defences that steelix
    Stealthrock force a switch, repeat, or just smoosh them.
    EVs: Both defences then HP
    Mmmmm Steel types...

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    Eviolite Onix? Same Arguement as Eviolite Scyther. Stat-wise is great, Type-wise not so great.

    Notable Usable moves, Notable Italisised:

    Body Slam, Paralysis is useful but not in conjuction with Sheer Force
    Curse, Ups Attack and Defense in exchange for lowering Steelix's speed- no one cares about it
    Dragon Tail, Phazes
    Explosion, it got nerfed but it works on a lead
    Fire Fang, Ferrothorn
    Gyro Ball, it works with Steelix's horrible speed and works even better with Curse. Ferrothorn does this better.
    Ice Fang, kills dragons.
    Iron Head hits a little softer than Gyro Ball but is more reliable, expecially with Sheer Force
    Payback works better than Crunch, but you need to be slow to use it. But it's still better than Crunch.
    Rest, is the only recovery this guy gets.
    Rock Slide forms the Quake-Edge combo with Earthquake and gets the Sheer Force boost
    Screech makes Steelix hit hard(er)
    Sleep Talk works with Rest
    Stealth Rock is if you need support.
    Stone Edge if you are not utilising Sheer Force, like on a Sleep Talk set (Illegal)
    Thunder Fang kills bulky waters and Gyarados, but which Steelix stays in on bulky waters like Suicune?
    Toxic makes Steelix actually do reasonable damage.
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Autotomize, boosts speed, even if it is pathetic.
    Block, trap an opponent who thinks they can handle Steelix and Curse freely
    Bulldoze, Life Orb recoil-less Earthquake. Also good for support in doubles.
    Crunch, for Levitating Ghosts
    Double-edge, works with Rock Head but you lose Sheer Force. No coverage.
    Heavy Slam, might work but there are too many heavy things in OU
    Magnet Rise protects you from ground type moves
    Psych Up is a cool move, and can potentially copy some useful boosts. Situational, though
    Roar is like Dragon Tail, except it doesn't get walled by subs.
    Rock Polish is another Autotomize
    Substitute protects you from status, but you're immune to two kinds of status, so probably not. Works against other Dragon Tailers, though.
    Taunt shuts down Whimsicott and other walls, but Steelix is kinda slow for this.
    Last edited by SomeoneIGuess; 15th May 2011 at 11:54 AM.
    Ignore, thanks.

  8. #8

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    Anti-Lead
    Steelix @ Leftovers
    Trait: Sturdy
    Nature: Careful (+SpD, -SpA)
    EVs: 252 HP / 220 SpD / 36 Spe
    - Stealth Rock
    - Dragon Tail
    - Taunt
    - Earthquake / Fire Fang / Ice Fang

    Lolwut Speed EV on Steelix!?!?1? Yes. The unique EV spread makes the Iron Snake pokemon able to outspeed and Taunt 0 IV Forretress. Dragon Tail send Taunt user (Deoxys-S) back to its ball. While the last slot is optional: Earthquake for the power, Fire Fang for Ferro & Forry, and Ice Fang for the Dragons.

  9. #9

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    Pretty much the most annoying battle of your/their life
    Steelix @ Life Orb
    Nature:Adamant
    Ability: Sheer Force
    EVs:210 HP/220 SpD/80 Att
    Stealth Rock
    Earthquake
    Fire Fang
    Thunder Fang

    You got some pretty good coverage with this.
    Last edited by The White Wailord; 15th May 2011 at 12:52 PM.

  10. #10
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    @^ EVs?
    Quote Originally Posted by stenli View Post
    Anti-Lead
    Steelix @ Leftovers
    Trait: Sturdy
    Nature: Careful (+SpD, -SpA)
    EVs: 252 HP / 220 SpD / 36 Spe
    - Stealth Rock
    - Dragon Tail
    - Taunt
    - Earthquake / Fire Fang / Ice Fang

    Lolwut Speed EV on Steelix!?!?1? Yes. The unique EV spread makes the Iron Snake pokemon able to outspeed and Taunt 0 IV Forretress. Dragon Tail send Taunt user (Deoxys-S) back to its ball. While the last slot is optional: Earthquake for the power, Fire Fang for Ferro & Forry, and Ice Fang for the Dragons.
    All you need to outrun is 0 IV Relaxed / Sassy / Brave Ferrothorn, since Forry doesn't see much use anymore. You can lose some HP for Attack to hit harder, too.

    @Below: Eh whatever.
    Last edited by SomeoneIGuess; 15th May 2011 at 1:07 PM.
    Ignore, thanks.

  11. #11

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    In case of some random player uses Forry (including me ), I'll stick with 36 Speed EV.

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    Classic CurseLix
    - Curse
    - Gyro Ball / Ice Fang
    - Earthquake
    - Rest / Fire Fang / Rock Slide
    Item Attached: Chesto Berry / Leftovers
    Ability: Sturdy / Sheer Force
    Evs and Nature:
    252 HP / 252 SpD / 252 Def
    Sassy nature [ +SpD, -Spe ]

    Classic. Since Steelix is already hard as hell to take down, Curse with max SpD EVs does well. Curse on this set is obvious, Attack up, Defense up, and Speed down. Gyro Ball hits 225 base power after some Curses. Earthquake is a great move on any Pokemon. Rock Slide is more reliable than Stone Edge, and gets the Sheer Force boost. Ice Fang hits Gliscor and the Dragons, and Fire Fang hits Forretress and Ferrothorn, both of the fangs benefiting from Sheer Force. Rest and Chesto Berry can go for a one-off recovery, especially since Steelix is already hard as hell to take down, try going through it a second time.

    Choice Band
    - Earthquake
    - Rock Slide / Gyro Ball
    - Ice Fang / Gyro Ball
    - Fire Fang / Gyro Ball
    Item attached: Choice Band
    Ability: Sheer Force
    Evs and Nature:
    252 HP / 252 Atk / 4 SpD
    Brave nature [ +Atk, -SpD ]

    Earthquake is a great move. Rock Slide gets great coverage with Earthquake, and gets off Sheer Force. Ice Fang hits Dragons and Gliscor, Fire Fang hits Forretress and Ferrothorn, both fangs benefit from Sheer Force. Gyro Ball hits crazy hard.

  13. #13
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    Traits

    Rock Head: Prevents recoil damage from Double-Edge... and Steelix has much more powerful attacks than that, so this ability is borderline useless.
    Sturdy: Immunity to One Hit KO attacks (Which nobody uses), but also comes with a built in Endure effect, stopping it from being 1hkoed by most Water Types. This is a big boost for Steelix this generation, because it makes leading with him more viable, and makes one of my favorite Steelix gimmicks more viable.
    Sheer Force: Boosts the power of the Fang Trio and Rock Slide, but sacrifices their side effects. This ability makes Rock Slide more viable than Stone Edge.

    Cursed Steel
    Sturdy / Sheer Force, Life Orb, Adamant, 252 Atk, 252 HP, 4 SpDef
    - Earthquake
    - Gyro Ball
    - Rock Slide / Thunder Fang / Payback / Explosion
    - Curse

    This is a pretty standard affair for Steelix, but that's not a bad thing at all. If you do something right, go all in with it. Earthquake and Gyro Ball pick up STAB and have huge base damage. Curse is your main boosting move, giving you +1 Attack and Defense in exchange for -1 Speed. But at base 30 Speed, nobody cares about that (Plus you're running Gyro Ball anyway, and anything that uses that is slow by rule of thumb). Your last move slot has a few options. Rock Slide and Thunder Fang are both nice coverage moves that are boosted by Sheer Force. Payback rolls with Steelix's low speed and has respectable coverage. Explosion is a last ditch attack, if you can predict Steelix's impending demise. Depending on which move you take, pick Sheer Force or Sturdy to accommodate your decision.

    Slow Choice
    Sturdy, Choice Band, Brave, 252 Atk, 252 HP, 4 SpDef
    - Earthquake
    - Gyro Ball
    - Payback
    - Stone Edge / Explosion

    Oh look, the first of my many Steelix gimmick sets. With a built in Focus Sash and the ability to carry a Choice Item, Steelix can use Gyro Ball and Payback like a champion. You still have your alternative attacks on deck should you need them though, Earthquake, Stone Edge, and Explosion.

    Polished Sweeper
    Sturdy / Sheer Force, Choice Band, Jolly, 252 Atk, 252 Speed, 4 HP
    - Earthquake
    - Heavy Slam / Stone Edge / Rock Slide / Thunder Fang
    - Heavy Slam / Stone Edge / Rock Slide / Thunder Fang
    - Rock Polish

    Steelix can cap off at 348 Speed after one Rock Polish. That can actually outrun a solid amount of stuff, so this move set has some merit to it, and makes this whole option a lot more viable than most gimmicks. Earthquake has STAB, and is your standard attack. Since you're running with speed natures and EVs, Gyro Ball won't cut it here. Heavy Slam is a viable alternative in the UU, since things there are fairly lightweight compared to Steelix, who is pretty heavy (Under the taking 100 Base Damage from Grass Knot table). If you're running Sturdy, another option is Stone Edge. Like the first set though, you can run Rock Slide and / or Thunder Fang with Sheer Force. I prefer Sturdy though, since it guarantees at least one boost can be pulled off.

    As to why Autotomize isn't used here, it has 5 less PP and reduces weight, thus weakening Heavy Slam if it is used. You can run it on Sheer Force variations if you want to weaken Grass Knot and Low Kick.

    Sneaky Lead / Anti Lead
    Sturdy, Leftovers / Balloon / Shed Skin, Adamant, 252 Atk, 252 HP, 4 SpDef
    - Earthquake
    - Dragon Tail
    - Stealth Rock
    - Taunt / Toxic / Explosion

    Personally, I wouldn't trust Steelix as a lead because there are a lot of more viable options, but that doesn't mean he's a bad one... it's just that with Froslass, Ferrothorn, Whimsicott, Aerodactyl and other superior leads running around, Steelix has lots of superior options as a lead. That doesn't mean it's a bad anti lead though, or a combination of the two.

    Earthquake is your main STAB, which ironically has no coverage on any of the pokemon I just mentioned, but covers some other ones. Dragon Tail is an attack that forces a switch, meaning other leads cannot disable it with Taunt, and it breaks through Focus Sashes. Stealth Rock is a great entry hazard to have, and can be set up if Steelix has not been Taunted. The last slot is a toss up. Taunt is very good, but Steelix is too slow to carry it. Toxic works well on bulky Grass and Water types, but Steelix may be Taunted before it can use that too. Explosion is a great last ditch for once Steelix has done his job, and helps draw the comparisons to Froslass and Aerodactyl as suicide leads.

    As far as hold items are concerned, you have a few options, though Leftovers is generally the best one since you have a built in Focus Sash with Sturdy. Balloon gives Steelix another immunity, and to a move that Aerodactyl will typically use on it (As do the Water/Ground types), making it considerable. Shed Skin stops Magnet Pull from Magnezone, but, Steelix can typically 1HKO Magnezone unless it carries Magnet Rise. I'll make a mention of Probopass, but he's too rare of an occurrence, and he's x4 weak to Earthquake too.

    Alternative Attacks

    Rock Blast: Annihilates Substitutes and inflicts damage, but Steelix lacks STAB boosts on it.
    Ice Fang: Can be used to catch Dragons in the higher tiers.
    Fire Fang: Decimates the Steel/Bugs and Ferrothorn.
    Crunch: Can replace Payback in the Rock Polish set, but the coverage isn't stellar enough to mandate a slot, and it is outpowered by every other move in most circumstances (Can vary with Heavy Slam).
    Block / Sand Tomb: Stops escaping, which can be nice with Sand Tomb, which also catches a STAB boost. But it's still very weak and is inaccurate.

    Countering Steelix

    Bulky Water types that can handle Earthquake are fine, and they can pretty much all sponge Gyro Balls. Blastoise, Vaporeon, Quagasire, Swampert, Gastrodon, and Seismitoad are all good choices. Blastoise and Vaporeon carry Thunder Fang weaknesses though, while the latter options have immunities and carry STAB Surf, Waterfall, Earthquakes or Earth Powers every time. Gliscor is a nice choice for it's dual immunities to Earthquake and Thunder Fang.
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    @^ Use Sheer Force and Rock Slide on the CB Set. It doesn't remove Payback's side effect so it's OK.

    Heavy Slam doesn't hit a whole lotta stuff, since Steelix weighs 400kg and that's not too heavy in terms of OU. Use Sheer Force Iron Head.
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    to add to counters, air balloon heatran can switch in on an earth % 0and ohko it with fire blast and not really be frightened by anything else.
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    This could be a good Swords Dance Baton Pass reciever.
    Onix @ Eviolite/Life Orb/Muscle Band/Expert Belt
    Sheer Force
    252 Atk/252 Spd/4 SDef
    Jolly
    - Rock Polish
    - Rock Slide
    - Earthquake
    - Thunder Fang
    Baton Pass him in on a check, let the opponent laugh at you and send in their strongest Pokemon, use Rock Polish and "Sweep". Sheer Force so Rock Slide is stronger and more accurate than Stone Edge, Max Atk and Spd, so Atk boosts and Rock Polish are put to full effect. Earthquake and Rock Slide for STAB, Thunder Fang for coverage against Bulky Waters. Jolly because Onix needs to outspeed something. Onix over Steelix because of the speed on Onix that Steelix doesn't have. Eviolite can be used if you don't think you will survive the first hit without it. Life Orb for the boost of power, but recoil. Muscle Band for a little bit of extra damage. Expert Belt for again a little bit more power with no recoil, but only on Super Effective hits. Counters to this set would be any Swampert, Ferrothorn, Forretress, and Skarmory, as well as any thing that outspeeds it that can hit it with a special attack.
    Last edited by UsernameSayWha?; 15th May 2011 at 3:26 PM.
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  17. #17
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    StallLix
    - Rock Polish
    - Block
    - Toxic
    - Rest / Substitute / Protect / Gyro Ball / Earthquake / Sandstorm
    Item Attached: Leftovers
    Ability: Sturdy
    Evs and Nature:
    252 HP / 252 SpD / 252 Def
    Sassy nature [ +SpD, -Spe ]

    This is a nice little trap and toxic stall set. Block, Toxic, stall. Rock Polish is to speed up while stalling so you may out speed the next opponent that comes in. The final move is just either to help your survivability or so you are not blatant taunt bait. Also if your run gyro ball you may want to throw one of the other bottom moves up and replace rock polish.
    Last edited by Hoppip2; 15th May 2011 at 4:18 PM.

  18. #18
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    I just want to say, Autotomize > Rock Polish, since it halves Steelix's weight at the same time, thereby nerfing Low Kick and Grass Knot.
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    Wallnix @ Eviolite
    Sturdy
    252 Def/252 Sp. Def/4 HP
    Sassy nature (-Spd, +Sp.Def) or Relaxed nature (-Spd, +Def)
    -Block
    -Toxic
    -Curse
    -Heavy Slam

    Not too good, but I've been using it awhile. With Eviolite, Onix has huge Defenses, Special and Physical. Block prevents the opponent from switching, so Toxic can do it's damage. Curse, when used the full six times, raises your ridiculously high Defense to AMAZING levels, 2760 or something if you have Relaxed nature, but Sassy is preferable to get the Sp. Def up. Heavy Slam so you're not Taunt bait.
    Last edited by Mister_SGG; 15th May 2011 at 4:41 PM.

  20. #20
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    Steelix @ lifeorb
    252 Attack 252 Defence
    Automize
    Thunder Fang
    Fire Fang
    Earthquake

    Different than other sets because instead of carrying ice fang to take out dragons it carrys thunder to take out a random water or flying type that s being annoying. Automize is helpful because of the speed boost and allows you to start going with your attacks. you could possibly change earthquake for ice fang for full coverage.
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  21. #21
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    Suicide Lead @ Life Orb
    Sheer Force
    252 HP/120 Atk/136 SDef
    -Stealth Rock
    -Explosion
    -Heavy Slam
    -Taunt

    Taunt, then Stealth Rock. Heavy Slam, and Explosion as a last resort. Again, not that great, but... I'm like, new to competitive.

  22. #22
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    Sheer Steelix
    Steelix @ Leftovers/Muscle Band/Wide Lens/Smooth Rock
    Trait: Sheer Force
    EVs: 4 HP/252 Atk/252 Def
    Adamant (+Attack, -Sp. Attack)/Brave(+Attack, -Speed)/Impish (+Defense, -Sp. Attack)/Relaxed (+Defense, -Speed)
    - Earthquake
    - Iron Tail/Gyro Ball/Heavy Slam
    - Thunder Fang/Ice Fang/Rock Slide
    - Sandstorm/Rock Polish/Curse
    Okay, so Earthquake is for STAB. Iron Tail, Gyro Ball, and Heavy Slam are also STAB. I have seen Iron Tail rarely used in other sets so far, despite the fact that Steelix is one big Iron Tail. I know it has bad accuracy, but that’s what I threw Wide Lens in to help a little. Gyro Ball is because Steelix is pretty slow, while Heavy Slam is because Steelix is really heavy. Thunder Fang and Ice Fang are for covering weaknesses, while Rock Slide is also in there for Sheer Force. Unfortunately, Sheer Force doesn’t get Earthquake because there’s no secondary effect, but it still gets Iron Tail, the Fangs, and Rock Slide. Sandstorm is for boosting Sp. Defense. Rock Polish is for increasing speed, and I would rather not decrease its weight so I can still use Heavy Slam, as you won’t be using Gyro Ball and Rock Polish on the same Steelix. Curse is for boosting Attack and Defense while lowering Speed, which isn’t really a bad thing. Sheer Force is a SUPER AWESOME ability that benefits basically any Pokemon that gets it. For nature, it depends on your preference. If you’d rather train for offense, go with Adamant or Brave, while for Defense, go with Impish or Relaxed. Brave and Relaxed help Gyro Ball and are not helped Rock Polish. As for items, Leftovers is just for small healing, Muscle Band is for boosting offense, Wide Lens is for helping with Iron Tail and Rock Slide, and Smooth Rock lengthens the duration of Sandstorm. I don’t use a Choice Band on Ground-types, as then they can’t affect a Flying-type or Pokemon with Levitate that switches in. It’s a shame that Steelix can’t have Iron Head and Sheer Force, because that would also be useful.

  23. #23
    Join Date
    Mar 2009
    Location
    Valhalla
    Posts
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    Uber physical wall Steelix:
    Item: Leftovers or Muscle Band
    EVs: 252 Defense, 252 HP, 4 S defense
    (Could switch up HP and S defense, but it's your call)
    -Earthquake
    -Fire/Thunder fang
    -Rock Slide
    -Curse

    Steelix has a crappy speed already, but can take hits to set up curse. Fire and Thunder fangs cover typing. Earthquake is sort of a must have, and Rock Slide deals with pesky fire types, like Charizard and Volcarona that want to ruin your fun with high special attack flamethrowers and heat waves.

  24. #24
    Join Date
    Mar 2006
    Location
    UK/Yorkshire/Leeds
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    First time Posting one of these

    Name: Steelead
    EV: 252 HP, 4 ATK, 252 SDEF -
    Nature: Careful
    Ability: Sturdy
    Attacks: Stealth Rock, Taunt, Toxic, Dragon Tail
    Item: Leftovers

    Goal: Taunt other leads, Toxic on the switch then Dragon Tail to force switches and also do damage.
    Last edited by gpt11; 15th May 2011 at 5:37 PM.

  25. #25
    Join Date
    May 2011
    Posts
    219

    Default

    I wall you unless you are water...

    Onix@Eviolite /w/ Sturdy
    Nature: Impish
    EV's: 252 Hp, 252 Def, 252 Spd

    ~Stealth Rocks
    ~Rest
    ~Toxic
    ~Protect

    With eviolite, onix gets massive defense, so there is no need to run EV's there, max HP plus max Spd means that it can take hits from both sides of the spectrum. Rest is it's only means of recovery, so it basically has to be included. Entry hazards are always nice, and you can set them up or toxic your opponents switch, depending on what pokes where in the team preview. Toxic is basically the only way for onix to inflict some signifigant damage, and protect works in conjunction with this, letting you scout your opponents moveset while stalling them out.

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