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RBY
GSC
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Onix Line
Onix
Onix DPPt
Type Rock/Ground
Abilities Rock Head or Sturdy
Gender Ratio 50% Male, 50% Female
Catch Rate 45 (5.9%)
Evolution Trade w/Metal Coat
Steelix
Steelix DPPt
Type Steel/Ground
Abilities Rock Head or Sturdy
Gender Ratio 50% Male, 50% Female
Catch Rate 25 (3.3%)

In all three Sinnoh games, Onix can be found in Oreburgh Mine, Iron Island and Victory Road. In Diamond and Pearl, they are also available in Snowpoint Temple and Stark Mountain, while in Platinum they can be encountered in Wayward Cave as well.

Wild Steelix can be found in Iron Island and Victory Road. In Diamond and Pearl, they are also found in Snowpoint Temple.

Wild Magnemite, Steelix, Beldum, Bronzor and Bronzong all have a chance to hold a Metal Coat. Additionally, a Metal Coat can be obtained from Byron in Iron Island during the postgame.

What do we have here? That's right, we've got a giant snake! While Onix may not be a big deal due to its typing, which offers that glaring double weakness to Water and Grass, and the low health offsetting its physical defense, it can still do its duty as physical wall and explosion absorber. Meanwhile, Steelix is instead a real beast: with an impressive physical bulk and a decent special defense, all combined with its defensive Steel typing, it can wall, or otherwise absorb, most common threats, having only to fear supereffective hits. Even so, some of them are still part of what this giant steely snake can take without breaking a sweat. If you need someone to withstand physical attacks with ease, but you're lacking teammates such as Torterra and Bronzong, then give Steelix a chance, you won't be disappointed.

Important Matchups[]

  • Gym #1 - Roark (Oreburgh City, Rock-type): If you have taught Onix Rock Smash, then you can easily take out both Geodude and Onix, however, due to their physical bulk, it is advisable to use Screech on them a couple of times. Cranidos is once again doable, but be careful of its Headbutt if the opponent Onix has used Screech and yours hasn't been switched out or used Harden.
  • Mars (Valley Windworks): Zubat falls easily to Rock Throw (or Rock Tomb if you're overlevelled), just bring Antidotes if it uses Toxic, since it can be a nasty threat, especially if Bite-induced flinches happen. Purugly is bulky and might require a bit of healing, but one or two Screeches, followed by a spam of Rock Smash, will do the trick.
  • Gym #2 - Gardenia (Eterna City, Grass-type): Either you're that desperate, or you've run out of Pokemon to sacrifice in order to heal or safely send in someone else. Being double weak to Grass, Onix should steer clear of this gym.
  • Jupiter (Galactic Eterna Building): Avoid Zubat, it knows Giga Drain. Skuntank is risky, but doable. Again, Screech-Rock Smash combo works like a charm, remember to keep your health high so a critical Night Slash won't kill you, heal eventual poisoning and switch out if it starts spamming Screech and Smokescreen.
  • Rival (Hearthome City): Rocks go on Starly, but be careful: a combination of Double Team spam and being forced to heal due to Endeavor might make this an annoying matchup. Onix must avoid Roselia, Buizel, Grotle and Prinplup at all costs, their STAB are 4x times effective on it; Steelix can instead take on the Grass types and still switch out against the Water types. Onix can put, once again, Rocks on Ponyta, while Steelix should avoid its special based Ember. Monferno can be taken on by both snakes, provided their health is kept high, as their bulk should be able to withstand its STAB moves; however, the monkey's newly acquired Fighting type blocks Rock moves' supereffectiveness.
  • Gym #3 - Maylene (Veilstone City, Fighting-type): Type disadvantage? What is it? Despite that, Onix and Steelix can still tank a few hits. Meditite is a tricky opponent for Onix: Dig is a 2-3HKO, and Drain Punch a 3HKO, but the latter gives back half of the inflicted damage, and combined with Detect it can easily outlive Onix. Machoke is a no, it outdamages. Onix shouldn't face Lucario either, as Drain Punch allows the jackall to outlive the rocky snake while being a certain 2HKO (while Onix's Dig has a small chance to miss it), plus Bone Rush can kill if it rolls 5 non-critical hits. Steelix can try this out, its monstrous defensive bulk really shines in this matchup. Dig in theory 2HKO Meditite, although it knows Drain Punch (a mere 4HKO despite Pure Power being in play), plus Detect, so expect shenanigans; potion support might be needed over time. Again, Dig claims the 2HKO on Machoke, whose Brick Break barely reaches the 3HKO. For the third time, Dig is a 2HKO on Lucario, who nets the 3HKO with Drain Punch/Force Palm; note that Drain Punch might allow it to survive longer, so heal if necessary. Bone Rush, meanwhile, can kill from full health only if the move rolls 5 critical hits. Surprisingly a good matchup despite the type disadvantage.
  • Gym #4 - Crasher Wake (Pastoria City, Water-type): Nope, Brine and Mud Bomb should have already clued you this is an unfavorable matchup. Don't.
  • Rival (Pastoria City): Higher levels, but this matchup is the same as it was in Hearthome.
  • Gym #5 - Fantina (Hearthome City, Ghost-type): Due to either a secondary Flying type or Levitate, Dig in this gym is basically useless, but there are other options. Due to its low special bulk, Onix should only face Gengar, which will do little thanks to its physical moveset; you only have to be careful of eventual Poisoning and confusion and then retaliate with Payback. Steelix fares way better, thanks to its Steel typing and decent special bulk coming into play. Drifblim falls to Ice/Thunder Fang or Payback. However, Minimize is there to make the matchup annoying and, combined with the chance of an all-stats boost from Ominous Wind, potentially dangerous on the long run, so don't be afraid to heal. Gengar is even easier, Shadow Claw will do chip damage, so the most it can do is going for Confuse Ray and Spite; Payback is the best candidate to dispel it away. Mismagius is, once again, easily defeated with Payback; yet, don't forget about Shadow Ball's chance of a special defense drop, Psybeam's chance of confusion and Confuse Ray, likely requiring a couple of healing items.
  • Rival (Canalave City): Staravia is easy to take down and its attacks will barely scratch you; however, with Intimidate in action and a potential spam of Double Team, the bird might take a bit to go down. Heracross makes its debut, but its high attack combined with STAB Brick Break are enough to tell you to switch out. Onix needs to bail whenever the Grass and Water types enter the field. Steelix, instead, can take on the Grass types, being careful of their Leech Seed, and Buizel as well, since its only STAB move is Aqua Jet, but Prinplup is still a big no. The best Ponyta can do is trap you with Fire Spin and then hope Stomp rolls multiple flinches; put rocks on it like usual. Monferno has only physical STAB, but both snakes should be able to take it on, likely requiring healing in the process.
  • Gym #6 - Byron (Canalave City, Steel-type): Onix better sit this one out, after all, Steel is supereffective on Rock. Steelix instead has a field day. Bronzong has Levitate, so bite away with Fire Fang; his own Steelix can only pull off a paralysis with Dragonbreath or a freeze with Ice Fang, so wear it down with either Dig or Fire Fang; again, Dig is your best choice against Bastiodon, which in turn can do nothing to seriously harm you; however, it has Iron Defense, Rest and a Chesto Berry equipped, thus having the potential to prolong the matchup, which it will still be in your favor.
  • Saturn (Lake Valor): Again, leave Onix out of this, its special bulk is too poor for this matchup. Meanwhile, Steelix demolishes Kadabra with a strong physical move and Bronzor with Fire Fang; Toxicroak falls to Earthquake, but it has Revenge and Mud Bomb, thus making you consider if you want to risk or play safe and switch out.
  • Mars (Lake Verity): Put rocks on Golbat if you have Onix, while Steelix can also count on Ice and Thunder Fang, but keep an eye on eventual confusion and remember Toxic is only ineffective against the steely snake. Just like with Saturn's, only Steelix is safe to use against Bronzor, so Fire Fang away. Purugly can be taken on by both members of the line, just keep Awakenings ready for when it manages to land an Hypnosis and Onix might require an heal or two.
  • Gym #7 - Candice (Snowpoint City, Ice-type): Again, let Onix out of this. Steelix fares better, being able to Fire Fang/Iron Tail Snover and Sneasel with the only worry being the move's imperfect accuracy. Medicham is to be left to another teammate, Force Palm and Bulk up are a dangerous combination. Abomasnow can be freely Fire Fanged, but Grasswhistle and Swagger might require an healing item or two, while Wood Hammer and boosted Avalanche can hit hard if they roll a crit, so keep your health high.
  • Cyrus (Galactic HQ): Everything shares a rock weakness, but don't let your guard down, especially if you are using Onix. Murkrow can count on the fixed damage Night Shade, plus it might force you to switch out due to Embargo (but don't be afraid, it doesn't know Pursuit). Rock Slide/Ice Fang/Thunder Fang will easily dispose of it. The same moves are applied on Golbat, whose threats are Poison Fang's badly poisoning, confusion (if Supersonic lands) and Bite-induced flinches. Then there's Sneasel, who packs Screech and Ice Punch, so Onix users should consider if it's better switching out or not; in any case, Rock Slide/Iron Tail/Fire Fang will do the job.
  • Saturn (Galactic HQ): Just like at Lake Valor, keep Onix away from this battle. Just like at Lake Valor, Steelix easily disposes of both Kadabra and Bronzor, while Toxicroak is less threatening, having Swagger to (questionably) mess you up and only Brick Break to dent the snake of steel with.
  • Mars and Jupiter (Spear Pillar, tag battle with rival): Steelix is a very good choice for this feared matchup, being able to wall almost everyone on the opposing team and shrugging off hits even when ganged on. The Bronzor are just here to be pretty and act annoying (Mars' has Confuse Ray and Light Screen, Jupiter's packs Reflect), they have Levitate, so let the Fire Fangs on the loose. The Golbat's main threats are Confuse Ray (Mars') and Mean Look (Jupiter), so resort to Rock Slide/Ice Fang/Thunder Fang as usual. Purugly can only slowly chip away at your health, but bring Awakenings with you, since it packs Hypnosis. Skuntank should instead be handled with caution due to it knowing Flamethrower; if you aren't afraid of risking, shake it up with an Earthquake. Onix, meanwhile, can do very little: Mars' Golbat and Purugly are the only opponents unable to hit it hard or supereffectively (even by having a low attack, both Bronzor can hit hard with Gyro Ball due to its damage formula and STAB, Jupiter's Golbat has Giga Drain and Skuntank Flamethrower and Night Slash), so send it out once Jupiter's half has been cleared.
  • Cyrus (Spear Pillar): Fun fact: all of Cyrus' Pokemon share a Rock weakness, so nothing is stopping you from setting up with Stealth Rock in order to chip away 25% of their health as they enter the field (and Roar can also be considered for an interesting way to wear them down). Once again, Steelix has a good matchup against most of his team. Honchkrow can't OHKO from full health with a crit Dark Pulse (still, beware it has a flinch chance), so Rock Slide/Ice Fang/Thunder Fang at will. Gyarados is risky, Earthquake and STAB Aqua Tail will hurt a lot, with a crit being almost certainly lethal, plus it has Intimidate; Rock Slide, or even better, Thunder Fang, are the best choices if you have no other options; Crobat is only annoying, making you waste time with Confuse Ray and Bite/Air Slash's flinch chance; dispose of it like you disposed of Honchkrow. Weavile carries Brick Break, but you should be able to even tank a critical one (assuming you aren't at low health) and hit back with Iron Tail/Gyro Ball/Rock Slide/Fire Fang. Onix should only face Crobat instead, the rest is too dangerous, just watch out if Poison Fang badly poisons and the usual shenanigans Steelix faces as well.
  • Dialga/Palkia (Spear Pillar): Keep Onix out of this. While Dialga can be safely taken on, as long as you watch out for Roar of Time (which is special and a critical hit might be dangerous for Steelix), Palkia is to be avoided due to STAB Water Pulse and Spacial Rend (which, like Roar of time, is special and crits are never fun).
  • Gym #8 - Volkner (Sunyshore City, Electric-type): Steelix will happily Earthquake everything into oblivion (Raichu's Brick Break isn't an issue), aside Octillery. That octopus packs STAB Octazooka, and be careful if Ambipom somehow manages to Baton Pass its boosts to it. Onix, while avoiding Octillery as well, must be careful of Raichu's Brick Break and Luxray's Crunch due to its own low health. If necessary, heal the rocky snake and then resume Earthquaking stuff.
  • Rival (Pokémon League): Staraptor's only nuisance is Intimidate's attack drop, as Close Combat, the best it can use against Steelix, is a 3HKO, and said move's collateral effect makes dispatching the bird with your Rock move of choice even easier. Heracross should be handled by someone else as its own Close Combat is a 2HKO - meaning a critical hit will be lethal - and, for comparison, Fire Fang is a 3HKO. Once again, the Steely snake's remarkable defenses come into play against Snorlax, making its Earthquake a measly 5HKO on average, while your own Earthquake and Iron Tail can 3HKO it back. Avoid Rapidash and Infernape, their *special* Fire type moves are a guaranteed one-hit kill; same goes for Empoleon, whom knows Brine. Floatzel is an easy opponent, it only knows physical moves, 3HKOing you at best. Roserade is to tread with caution and possibly not engage, as it is faster, Giga Drain is a 2HKO and Steelix's best moves 2HKO as well; again, Torterra is the same, Leaf Storm/Earthquake and Ice Fang are both 2HKO moves, and Steelix is slower.
  • Elite Four Aaron (Pokémon League, Bug-type): Dustox can only set up Light Screen and be a prick by spamming Double Team, so dispatch it asap either with Stone Edge or Fire Fang, which are a 2HKO. Beautifly can hurt you a bit with Energy Ball (4HKO) at most, while Stone Edge squashes it on the spot. Vespiquen's got some bulk, as Stone Edge has only a chance to OHKO, while Fire/Ice/Thunder Fang is a 3HKO. Just like Barry's, Aaron's Heracross will 2HKO with Close Combat, while Steelix can 3HKO at most, so send either a Flying type or a better suited teammate. Lastly, even after using its Sitrus Berry, Drapion is 2HKO by Earthquake, while Steelix is barely scratched by the scorpion's moves.
  • Elite Four Bertha (Pokémon League, Ground-type): Quagsire is doable; its Dig is 4HKO, while Earthquake is a 3HKO, but remember, Earthquake's damage is doubled against underground opponents. Sudowoodo doesn't hit hard enough, its own Earthquake and Hammer Arm can only 4HKO each, while your best STAB is a straight 2HKO. Against Golem, it's all a gamble of speed and chance of crits, as both it and Steelix 2HKO. Whiscash' Aqua Tail barely has a chance to 3HKO, but the same applies to Steelix's Earthquake. However, if you're at level 55 or lower, avoid this matchup, since it knows Fissure. Don't even think about taking on Hippowdon: its Earthquake is a 2HKO, while your best moves can only 4HKO.
  • Elite Four Flint (Pokémon League, Fire-type): First of all, have a Rain Dance or Sandstorm user in the team ready, because having Sunny Day set up means trouble for the steely snake; second of all, Steelix heavily relies on physical attacks, so a burn is severely detrimental. Rapidash will outspeed, and its Flare Blitz has a chance to 2HKO under normal circumstances, while Earthquake is a straight OHKO, so just hope you don't get burned. Against his own Steelix, your Earthquake 3HKO against Fire Fang's 6HKO, but be careful of its Screech and Sunny Day, that might force you to switch out. Drifblim is 2HKO by Stone Edge, but it's annoying to face due to Will-O-Wisp, Double Team and Ominous Wind's chance for an all-stat raise; also, don't let it live long, as it carries Baton Pass and you don't want the boosts to be passed to someone else. Lopunny gets 2HKO by Iron Tail/Earthquake, and Fire Punch is a 4HKO under the sun, but Charm is there to potentially turn the tides of the battle - switch out if the move gets spammed. Infernape's Flare Blitz is normally a 2HKO - absolutely avoid facing it if the sun is still high - while Steelix's Earthquake has a little chance to miss the OHKO, so be careful.
  • Elite Four Lucian (Pokémon League, Psychic-type): Wreck Mr. Mime in 2 hits with Iron Tail/Earthquake/Crunch, while boosted Payback has only a little chance to miss the OHKO. However, if it sets Reflect up, careful, as its Psychic is a 4HKO. Girafarig is 2HKO at best, while Psychic is just a 5HKO. You can take on Medicham with little worries, Drain and Fire Punches both 3HKO, while Earthquake is a 2HKO; just don't get burned by Fire Punch. Avoid Alakazam, it knows Focus Blast. Bronzong is a matter of luck and speed, as its Earthquake and unboosted Psychic are a 4HKO, just like Steelix's Fire Fang.
  • Champion Cynthia (Pokémon League): Steelix's Earthquake downs Spiritomb with 3 hits, while the collective of souls can achieve that in 5 hits with Dark Pulse, but beware of Psychic's chance of a special defense drop and Embargo. Avoid Roserade: both of you 2HKO each other, but Steelix is slower. Same with Gastrodon, Milotic and Lucario, whose special STABs (Muddy Water, Surf and Aura Sphere respectively) OHKO. Garchomp is once again a risky target to avoid, as its own Earthquake is a 2HKO, outspeeding Steelix's 2HKO from Ice Fang.
  • Post-Game: Steelix keeps being your friendly and reliable physical wall, just be careful of special moves and coverage as usual.

  • Gym #1 - Roark (Oreburgh City, Rock-type): If you have taught Onix Rock Smash, then you can easily take out both Geodude and Onix, however, due to their physical bulk, it is advisable to use Screech on them a couple of times. Cranidos is once again doable, but be careful of its Headbutt if the opponent Onix has used Screech and yours hasn't been switched out or used Harden.
  • Mars (Valley Windworks): Zubat falls easily to Rock Throw (or Rock Tomb if you're overlevelled), just bring Antidotes if it uses Toxic, since it can be a nasty threat, especially if Bite-induced flinches happen. Purugly is bulky and might require a bit of healing, but one or two Screeches, followed by a spam of Rock Smash, will do the trick.
  • Gym #2 - Gardenia (Eterna City, Grass-type): Either you're that desperate, or you've run out of Pokemon to sacrifice in order to heal or safely send in someone else. Being double weak to Grass, Onix should steer clear of this gym.
  • Jupiter (Galactic Eterna Building): Avoid Zubat, it knows Giga Drain. Skuntank is risky, but doable. Again, Screech-Rock Smash combo works like a charm, remember to keep your health high so a critical Night Slash won't kill you, heal eventual poisoning and switch out if it starts spamming Screech and Smokescreen.
  • Gym #3 - Fantina (Hearthome City, Ghost-type): This matchup is pretty difficult, mainly because Fantina's whole team has Levitate, thus rendering your best move at your disposal, Earthquake, useless. It's advised to use Screech plenty before going for the offensive, which, at this point, it's either Rock Throw or Rock Tomb. Even so, the best idea would be to let someone with better attacks take this gym on. Duskull has high defense, plus Will-O--Wisp to further nerf your attack (you have packed Burn Heals/Rawst Berries/Lum Berries, didn't you?); Onix users should also be careful of its Future Sight, which, despite the low special attack it comes from, it'll hit a low special defense as well. Haunter has a physical moveset, but the real problems are Confuse Ray and Hypnosis, so take your time and put this ghost down as well. When Mismagius enters the field, it's Onix's time to bail, as its special bulk is too low for this matchup. Steelix is instead up to the challenge, but be careful of the ever so annoying Confuse Ray and special defense drops coming from Shadow Ball (after one or two of them, switch your snake out so you can remove them). Bring a good stash of potions, you will need them.
  • Rival (Hearthome City):
  • Gym #4 - Maylene (Veilstone City, Fighting-type):
  • Rival (Pastoria City):
  • Gym #5 - Crasher Wake (Pastoria City, Water-type):
  • Cyrus (Celestic Town):
  • Rival (Canalave City):
  • Gym #6 - Byron (Canalave City, Steel-type):
  • Saturn (Lake Valor):
  • Mars (Lake Verity):
  • Gym #7 - Candice (Snowpoint City, Ice-type):
  • Cyrus (Galactic HQ):
  • Saturn (Galactic HQ):
  • Mars and Jupiter (Spear Pillar, tag battle with rival):
  • Cyrus (Distortion World):
  • Giratina (Distortion World):
  • Gym #8 - Volkner (Sunyshore City, Electric-type):
  • Rival (Pokémon League):
  • Elite Four Aaron (Pokémon League, Bug-type):
  • Elite Four Bertha (Pokémon League, Ground-type):
  • Elite Four Flint (Pokémon League, Fire-type):
  • Elite Four Lucian (Pokémon League, Psychic-type):
  • Champion Cynthia (Pokémon League):
  • Post-Game:

Moves[]

Right off the bat, Onix (and Steelix) start with Mud Sport, Tackle, Harden and Bind. Of those four moves, Bind is the only one worth keeping on the long run; Screech is next, at level 6. This is also another move worth keeping, especially in Onix's case, since it allows the Pokemon to raise the damage coming from its low attack stat. The first STAB (for Onix only) comes at level 9, Rock Throw; at level 14 there's Rage, but it's not worth to be kept on the long run; Rock Tomb is learnt at level 17: while it ties in power with Rock Throw and is less accurate, it also offers a useful (for supporting purposes) secondary effect in the form of a speed drop. Sandstorm comes at level 22, useful to inflict chip damage against non Rock, Ground or Steel typed opponents on the long run, and it synergizes well with Bind and Toxic. Slam at level 25 isn't worth the moveslot, Strength will outclass it. Rock Polish, available at level 30, is a move worth of consideration, especially if there are threats you'd like to outspeed; however, Steelix's low speed will likely require multiple uses in order to be effective, plus, it lowers Gyro Ball's damage if you're using said move as your main STAB. Dragon Breath, learnt at level 33, would be an interesting option due to its typing and secondary effect, if it weren't for the fact it comes off from the wrong offensive stat. Once reached level 38, Platinum players can bask in the glory of Curse, the best setup move Onix and Steelix might have access to. Sadly, this move isn't even accessible via Move Relearner in Diamond and Pearl. In Diamond and Pearl, level 38 brings the powerful, yet not really accurate, Iron Tail, the best STAB Steelix could get its metaphorical hands on. In Platinum, this move is learnt at level 41. At level 41 (46 in Platinum), Onix learns Sand Tomb, its only Ground STAB by level up and another move worth keeping for some chip damage over the turns. It's unlikely, however, that a trained Onix has held off evolution for so long. At the same level, Steelix learns Crunch instead, and it should be kept if you need coverage against Ghost and Psychic types, plus, it has a chance to lower the opponent's defense. Level 46 (49 in Platinum) brings forth the powerful - yet risky due to its recoil- Double Edge; Rock head users can take advantage of their ability and abuse the move, which out damages max power Return. Lastly, at level 49 (54 in Platinum), Stone Edge is learnt, and it offers great coverage that, together with its power and increased critical hit chance, compensate for its accuracy.

Provided the player has a few Heart Scales to invest in, Steelix can remember Fire, Ice and Thunder Fang, which offer further coverage in case it's needed.

Onix and Steelix do need a bit of TM love. Dig and Earthquake are the most powerful Ground STAB you'll have access to, while Gyro Ball is a viable Steel STAB, especially for Brave natured specimens, but, regardless of nature, it easily reaches its max base power (150) simply by making Steelix hold an Iron Ball. Rock Slide can be taught instead of Stone Edge, if you prefer accuracy over power. Payback, while weaker than Crunch, will double in power if the user is outsped by its opponent, but it's up to personal tastes if you want more power or the secondary effect of a defense drop. Return, Facade and Secret Power are reliable moves that might be worth the moveslot, even if temporary. On the supporting side, Roar and Stealth Rock can be used together to force the opponents to switch out multiple times, thus allowing the rocks to wear them down; Toxic is wonderful for stalling and bulky opponents in general, synergizing well with Bind and Sandstorm; Rest and Sleep Talk are worthy of note, especially in runs that impose a limit on healing items. Other options are Taunt, Protect and Endure, Psych Up and Substitute. Lastly, Steelix can also work in HM duty, being able to carry Cut, Strength, Rock Smash and Rock Climb.

Thanks to the move tutors, Platinum players can enjoy more options, with the most useful of the bunch being Magnet Rise, Aqua Tail and Iron Head. The first can be taught in Snowpoint, but, sadly, the latter two are available in the postgame Survival Area.

Recommended moveset:

  • Offensive: Iron Tail/Gyro Ball, Dig/Earthquake, Rock Slide/Stone Edge, Screech/Curse (Platinum only)/Crunch/Payback/Fire Fang/Ice Fang/Thunder Fang
  • Stalling: Bind/Sand Tomb, Toxic, Sandstorm, Protect/Substitute/Stealth Rock
  • Phazer: Rest, Sleep Talk, Stealth Rock, Roar

Recommended Teammates[]

  • Fast sweepers: Steelix's speed is on par with the likes of Snorlax, plus its attack doesn't reach the pinnacles of wallbreakers, so fast and powerful Pokemon are a perfect fit for the snake. Since most fast sweepers are also glass cannons, Steelix can in turn take the spot to absorb strong physical (and some resisted special) hits.
    • Good Pokémon that fit this description include, among others: Staraptor, Alakazam, Infernape, Mismagius, Roserade, Floatzel.
  • Special attackers: While Steelix can dish out its good dose of physical hits, it lacks the special attack to hit opponents weak on the special defense, thus requiring help from Pokemon whose main offense lay in the special attacks.
    • Good Pokémon that fit this description include, among others: Empoleon, Mr. Mime, Vaporeon (Platinum only), Jolteon (Platinum only), Gengar, Vespiquen.
  • Flying types: with Steelix being weak to Fighting and Ground types, plus receiving neutral damage from Grass moves, Flying Pokemon are the best fit to counter such issues, while the steel behemoth can offer its physical bulk and absorb Electric and Rock moves.
    • Good Pokémon that fit this description include, among others: Pelipper, Honchkrow, Crobat, Noctowl, Gliscor (Platinum only), Yanmega (Platinum only).
  • Water types: Water types wash away those annoying Fire and Ground types, while in turn Steelix once again absorbs Electric shocks.
    • Good Pokémon that fit this description include, among others: Pelipper, Gyarados, Golduck, Azumarill, Octillery, Milotic, Bibarel.
  • Special Walls: A physical wall like Steelix has a very good synergy with special walls, especially given its special bulk isn't very high.
    • Good Pokémon that fit this description include, among others: Tentacruel, Bronzong, Mantine, Snorlax, Blissey, Clefable.
  • Trick Room users: With a teammate setting up Trick Room, Steelix's hindering low speeds turns it into a fast physical tank as long as the move's in effect.
    • Good Pokémon that fit this description include, among others: Bronzong, Porygon Z (Platinum only), Espeon (Platinum only), Mr. Mime, Gengar, Alakazam.

Other[]

Onix's stats[]

Stat Range
At Lv. 50 At Lv. 100
HP: 35
95 - 142 180 - 274
Attack: 45
45 - 106 85 - 207
Defense: 160
148 - 233 292 - 460
Sp.Atk: 30
31 - 90 58 - 174
Sp.Def: 45
45 - 106 85 - 207
Speed: 70
67 - 134 130 - 262
Total: 385   Other Pokémon with this total  
  • Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.
  • Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.


Steelix's stats[]

Stat Range
At Lv. 50 At Lv. 100
HP: 75
135 - 182 260 - 354
Attack: 85
81 - 150 157 - 295
Defense: 200
184 - 277 364 - 548
Sp.Atk: 55
54 - 117 103 - 229
Sp.Def: 65
63 - 128 121 - 251
Speed: 30
31 - 90 58 - 174
Total: 510   Other Pokémon with this total  
  • Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.
  • Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.


Onix Line Ratings
Availability
2
Matchups
4 Stars
Movepool
4 Stars
Survivability
4 Stars
Type Usefulness
4 Stars
Team Role
5 Stars
Offensive Utility
3
Defensive Utility
5 Stars
Tankiness
4
Fun Factor
4 Stars


Overall
4 Stars
  • What Nature do I want? Onix and Steelix don't need speed or special attack, so a nature lowering one of these two stats and raising their defenses or attack is pretty much ideal.
  • Which Ability do I want? Due to how OHKO moves work, Sturdy might find some occasional use, especially in Platinum, where many P.I. carry Pokemon with such moves. Rock Head is also good, but it works only on a move that's learnt near the late game and that doesn't provide as much coverage as other moves may.
  • At what point in the game should I be evolved? Unless your ruleset doesn't allow trade evolutions, there's nothing worth stopping you from evolving your Onix as soon as possible, which is when wild Bronzor start being available (Route 206/Wayward Cave in Diamond and Pearl, Wayward Cave in Platinum). Just slap Thief on someone able to learn it and go hunt for Bronzor until you successfully steal a Metal Coat.
  • How good is the Onix line in a Nuzlocke? While Onix alone is decent at most due to the increasing disadvantage as the matchups progress, Steelix is instead a real beast in terms of defensive capabilities, despite being weak to a type easily found everywhere, mostly thanks to its type combination and high physical bulk. It's not easy to catch one, but if you do, you'll have a reliable teammate that will show its usefulness in almost every battle.

Onix's type matchups:

  • Weaknesses: Water (4x), Grass (4x), Fighting, Steel, Ice, Ground
  • Resistances: Normal, Flying, Poison (0,25x), Rock, Fire
  • Immunities: Electric
  • Neutralities: Bug, Ghost, Psychic, Dark, Dragon

Steelix's type matchups:

  • Weaknesses: Water, Fighting, Fire, Ground
  • Resistances: Normal, Rock (0,25x), Flying, Steel, Dark, Ghost, Psychic, Dragon, Bug
  • Immunities: Electric, Poison
  • Neutralities: Ice, Grass
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