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Jasmine & Steelix

Table of Contents

Other Forms

Trainer

Pokemon Info

Type Steel
Weak Vs Water
Role Support
Base Potential
Gender Female

Pokemon Description

Steelix lives even further underground than Onix. This Pokémon is known to dig toward the earth’s core. There are records of this Pokémon reaching a depth of over six-tenths of a mile underground.

Table of Contents

Stats

5★
HP 140
ATK 8
DEF 17
Sp. ATK 10
Sp. DEF 16
Speed 9
HP 520
ATK 140
DEF 300
Sp. ATK 120
Sp. DEF 185
Speed 140
Bulk 790

Table of Contents

Pokemon Analysis

Table of Contents

Moves

Type Steel
Category
Power
44 / 52
Accuracy 100
Target An opponent
Cost
Its power is doubled if the target’s Speed has risen.
Unlock Requirements
Unlocked by Default
Category
Power
0 / 0
Accuracy 0
Target All allies
Uses 2
Sharply raises the Defense of all allied sync pairs.
Unlock Requirements
Unlocked by Default
Category
Power
0 / 0
Accuracy 0
Target Allied side
Uses 2
Activates the Critical-Hit Defense and Stat Reduction Defense effects on the allied field of play.
Unlock Requirements
Unlocked by Default
Type Steel
Category
Power
132 / 158
Accuracy 75
Target An opponent
Cost
Has a moderate chance of lowering the target’s Defense.
Unlock Requirements
Unlocked by Default

Sync Move

Type Steel
Category
Power
160 / 192
Accuracy -
Target An opponent
Effect Tag -

Become Mega Steelix until the end of battle. The more the user’s Defense has been raised, the greater the power of this move.

Passive Skills

Endurance

If the Pokémon enters battle with full HP, allows it to endure a single overwhelming attack with 1 HP left.

Sync Grid

Link to Sync Grid Planner Tool
Icon Bonus Sync Orb Cost Energy Cost Req Sync Level Grid Pos (X,Y)
Attack +5 5 0 (1,-1)
Attack +5 5 0 (-1,-1)
Attack +5 24 2 (-2,-1)
Attack +5 24 2 (-3,-2)
Attack +5 24 2 (-1,-2)
Attack +5 24 2 (1,-3)
Attack +20 96 8 2 (-2,-5)
HP +10 5 0 (1,1)
HP +20 48 4 2 (-1,-4)
HP +50 120 10 3 (-1,7)
Speed +5 5 0 (0,2)
Defense +5 5 0 (0,-2)
Defense +5 24 2 (1,3)
Defense +5 24 2 (1,5)
Defense +5 48 4 2 (1,7)
Sp. Def +5 5 0 (-1,1)
Sp. Def +5 24 2 (2,4)
Sp. Def +5 24 2 (3,5)
Sp. Def +10 60 5 (3,7)
Steel-Clad Iron Tail : Power +25 60 5 3 (0,6)
Steel-Clad Iron Tail : Power +25 60 5 3 (0,-6)
Gyro Ball : Surging Sand 9 - Powers up moves in a sandstorm. 120 10 3 (1,-9)
Gyro Ball : Move Gauge Refresh 4 - Has a good chance of charging the user’s move gauge by one when a move is successful. 72 6 (2,-6)
X Defense All : MP Refresh 3 - Has a moderately good chance of restoring one MP of the move used if the move is successful. 84 7 (2,6)
Iron Tail : On a Roll 1 - Raises the chance of lowering stat values with the additional effects of moves. 96 8 3 (-3,7)
Iron Tail : Move Gauge Refresh 3 - Has a moderately good chance of charging the user’s move gauge by one when a move is successful. 72 6 (-2,4)
Clang! : MP Refresh 3 - Has a moderately good chance of restoring one MP of the move used if the move is successful. 84 7 2 (-3,-4)
Clang! : Lockstep 9 - Charges the move gauges of all allied sync pairs by one when a move is successful. 96 8 2 (2,-8)
Clang! : Berserk Bunch 1 - Raises the Attack of all allied sync pairs when a move is successful. 96 8 3 (1,9)
Sand Shelter - Protects the Pokémon from damage from a sandstorm. 36 3 2 (3,9)
Unyielding 2 - When the user has endured the most recent hit and has 1 HP remaining, has a moderate chance of allowing the user to endure an additional hit. 120 10 2 (3,-9)
Recuperation 2 - Restores the user’s HP after using a sync move. 120 10 3 (-3,-6)
Rejuvenate 6 - Charges the user’s move gauge by six after using a sync move. 96 8 3 (2,-10)
Tough Cookie - The more the user’s Defense has been raised, the more it powers up moves. 96 8 2 (2,8)
Tough Cookie - The more the user’s Defense has been raised, the more it powers up moves. 96 8 (-2,-3)
Soothing Sand 1 - Restores the Pokémon’s HP whenever it takes an action during a sandstorm. 120 10 3 (2,10)
Impatient 1 - Has a small chance of reducing the user’s sync move countdown by one when the user is hit by an attack move. 120 10 3 (-1,-6)
Starting Node 0 0 (0,0)
Iron Tail : Accuracy +10 60 5 (-2,2)
Iron Tail : Accuracy +10 60 5 2 (-2,6)
Gyro Ball : Power +4 24 2 (1,-5)
Gyro Ball : Power +4 24 2 (3,-5)
Gyro Ball : Power +4 24 2 2 (1,-7)
Gyro Ball : Power +4 24 2 (3,-7)
Gyro Ball : Power +4 24 2 (2,-4)
Iron Tail : Power +3 24 2 (-1,3)
Iron Tail : Power +3 24 2 (-3,3)
Iron Tail : Power +3 24 2 2 (-1,5)
Iron Tail : Power +3 24 2 2 (-3,5)