Okay, let's cut straight to the chase. Whether you're deep into competitive Pokemon battling or just trying to beat that tough Gym Leader, figuring out **what is steel weak against** is absolutely crucial. Seriously, mess this up and you'll watch your supposedly tanky Steel-type melt faster than ice cream in the sun. I've been there, trust me. That feeling when your Bastiodon gets toasted by a single Flamethrower? Ouch. Let's make sure that doesn't happen to you.
Steel types are famous for their incredible defenses. Think walls like Steelix, Skarmory, or the mighty Metagross. They resist a ton of stuff – Normal, Grass, Ice, Flying, Psychic, Bug, Rock, Dragon, Fairy – the list goes on. It's why they're so popular. But that awesome defense comes with some glaring blind spots. Knowing these weaknesses isn't just helpful; it's essential for winning battles, either online or in-game. So, **what exactly is steel weak against**? That's what we're diving deep into today.
The Core Weaknesses: Fire, Fighting, Ground
Alright, let's get down to the fundamentals. The core answers to **what is steel weak against** boil down to three main types:
Weakness Type | Damage Multiplier | Why It Hurts | Common/Powerful Moves |
---|---|---|---|
Fire | 2x (Super Effective) | Intense heat melts metal. Pretty straightforward physics here – think about smelting iron ore. | Flamethrower, Fire Blast, Overheat, Sacred Fire, Flare Blitz, Mystical Fire, Pyro Ball |
Fighting | 2x (Super Effective) | Raw physical force can dent, bend, and break rigid steel structures. Think of a martial artist shattering metal plates. | Close Combat, Dynamic Punch, Superpower, Drain Punch, Aura Sphere, Focus Blast, Mach Punch |
Ground | 2x (Super Effective) | Earthquakes crack foundations and shift the earth beneath heavy steel structures. Corrosion from soil and minerals also plays a part. | Earthquake, High Horsepower, Earth Power, Drill Run, Precipice Blades, Tectonic Rage |
Seeing this laid out, it becomes obvious why these three are the prime threats. Fire is arguably the most feared. Why? Because Fire-type moves are incredibly common on so many strong Pokemon (Charizard, Infernape, Volcarona, Cinderace, you name it). Plus, Fire moves often have high Base Power or useful secondary effects like burns. Getting hit by a Fire attack when you were expecting to tank a hit? Yeah, that's usually game over for your Steel type.
Important Note: The type effectiveness multipliers stack! If a Pokemon is both Steel and, say, Rock type (like Aggron), it becomes doubly weak (4x) to Fighting and Ground moves. That means a single Close Combat or Earthquake will almost certainly obliterate it. Brutal. This is critical when figuring out what is steel weak against for dual-types.
Let me tell you about a time this mattered. I was in a tournament, feeling pretty good with my Ferrothorn out against what I thought was a safe opponent. Boom, out comes a Conkeldurr with Drain Punch. I knew Fighting was a weakness, but underestimated just how hard it would hit combined with Conkeldurr's massive Attack stat. One shot KO. Learned that lesson the hard way.
Digging Deeper: Type Interactions Beyond the Core Three
Knowing the core weaknesses is vital, but understanding the bigger picture of how Steel interacts with every other type gives you a massive strategic edge. This table is your quick reference guide for any Steel-type encounter:
Complete Steel Type Effectiveness Chart
Attacking Type | Effectiveness Against Pure Steel | Notes & Examples |
---|---|---|
Normal | 0.5x (Resisted) | Solid defenses against common attacks. |
Fire | 2x (Super Effective!) | Core weakness. Melts steel. |
Water | 0.5x (Resisted) | Water causes rust, but mechanically resisted in battle. |
Electric | 0.5x (Resisted) | Steel conducts electricity well, but resisted moves. |
Grass | 0.5x (Resisted) | Plants struggle against metal. |
Ice | 0.5x (Resisted) | Metal is generally resilient to cold. |
Fighting | 2x (Super Effective!) | Core weakness. Force breaks metal. |
Poison | 0x (Immune!) | HUGE advantage. Steel is immune to Poison. Toxic spikes? Sludge Bomb? No effect. Amazing for switching in. |
Ground | 2x (Super Effective!) | Core weakness. Earthquakes devastate. |
Flying | 0.5x (Resisted) | Resisted, but watch for dual-types. |
Psychic | 0.5x (Resisted) | Mental powers usually struggle against metal. |
Bug | 0.5x (Resisted) | Resisted, though some Bug moves can be strong otherwise. |
Rock | 0.5x (Resisted) | Metal generally withstands rock, but watch for dual-types (like Aggron) that become weak to Fighting/Ground. |
Ghost | 0.5x (Resisted) | Spooks pass through? Not against steel. |
Dragon | 0.5x (Resisted) | A key resistance against powerful Dragon moves. |
Dark | 0.5x (Resisted) | Resisted, providing good utility. |
Steel | 0.5x (Resisted) | Steel vs. Steel is a slow, resistant grind. |
Fairy | 0.5x (Resisted) | Another fantastic resistance against a powerful offensive type. |
Looking at this, the Poison immunity really stands out, right? It's probably my favorite thing about Steel types strategically. Being able to switch into a predicted Toxic or Sludge Bomb without a care in the world feels amazing. It completely shuts down certain strategies. That immunity alone makes Steel-types invaluable as defensive pivots.
Here's the annoying thing though: While Steel has amazing resistances and that Poison immunity, those three core weaknesses (Fire, Fighting, Ground) are incredibly common offensive types. Seriously, how many teams don't run Earthquake? It feels like almost every physical attacker has it as coverage. And Fire coverage? Everywhere. That's the trade-off for being so tanky otherwise. Sometimes I wish they had just one less weakness!
The Devil in the Details: Secondary Types Change Everything
You absolutely cannot talk about **what steel is weak against** without focusing intensely on secondary types. This is where things get complex and where many players, even experienced ones, can get tripped up. Pure Steel-types (like Registeel or Klinklang) are rare. Most Steel-types have a second type that drastically alters their weaknesses and resistances.
Let's break down some common and important Steel dual-types and see how their weaknesses shift:
Common Steel Dual-Type Combinations & Their Weaknesses
Dual-Type | Example Pokemon | Added Weaknesses | Changed Resistances/Immunities | Key Vulnerability Notes |
---|---|---|---|---|
Steel/Flying | Skarmory, Celesteela, Corviknight | Fire (2x becomes 2x), Electric (2x) | Loses Rock resistance. Gains Ground immunity! Keeps Poison immunity. | Biggest Threat: Thunderbolt, Wild Charge. Fire still hurts. Surprisingly vulnerable to Electric despite looks. Ground moves won't hit! |
Steel/Water | Empoleon, Duraludon (Gigantamax) | Fighting (2x becomes 2x), Ground (2x becomes 2x), Electric (2x), Grass (2x) | Loses Fire weakness! (Becomes neutral). Gains Water, Ice resistances. | Biggest Threats: Close Combat, Earthquake, Thunderbolt, Energy Ball. Fire moves are not super effective anymore! But now weak to common Grass/Electric. |
Steel/Ground | Excadrill, Steelix, Garchomp (Mega) | Fire (2x becomes 2x), Fighting (2x becomes 2x), Water (2x), Ground (Immune!) | Gains Ground immunity (pure Ground weakness negated). Loses Electric resistance. Gains Poison immunity. | Biggest Threats: Surf, Scald, Close Combat, Flamethrower. Huge vulnerability to Water! Fire/Fighting still hurt. Immune to Ground/Electric/Poison. Very mixed bag. |
Steel/Fairy | Magearna, Zacian (Crowned Sword), Tinkaton | Fire (2x becomes 2x), Ground (2x) | Loses Fighting weakness! (Becomes neutral). Gains Dark/Bug resistances. Gains Dragon immunity! Keeps Poison immunity. | Biggest Threats: Earthquake, Flamethrower, Earth Power. Fighting moves are not super effective! Huge defensive typing overall, vulnerable mainly to Ground/Fire. |
Steel/Rock | Aggron, Probopass | Fighting (4x!), Ground (4x!), Water (2x) | Loses Fire resistance (Fire becomes 2x). Gains Normal/Flying resistance. | Biggest Threats: Close Combat, Earthquake, ANY Fighting/Ground move. Seriously, these guys fold like paper to those types. Fire also hurts. High defense stats barely matter at 4x weakness. |
Steel/Psychic | Metagross, Jirachi, Bronzong | Fire (2x becomes 2x), Ground (2x), Ghost (2x), Dark (2x) | Loses Fighting resistance (Becomes neutral). Gains Poison immunity. Gains Psychic resistance. | Biggest Threats: Earthquake, Flamethrower, Shadow Ball, Knock Off. Fighting moves are neutral now, which helps, but gains new weaknesses to Ghost/Dark. Ground/Fire remain core threats. |
Steel/Dragon | Dialga, Duraludon | Fighting (2x becomes 2x), Ground (2x) | Loses Dragon weakness! (Becomes neutral). Gains Dragon resistance. Gains Poison immunity. Resists Steel. | Biggest Threats: Earthquake, Close Combat, Focus Blast, High Horsepower. Fire is neutral! Dragon moves are resisted. Solid typing defensively, mainly fearing Fighting/Ground. |
See what I mean? A Steel/Flying type like Skarmory laughs at Earthquake (immune!) but absolutely dreads a Thunderbolt. Meanwhile, Aggron (Steel/Rock) gets obliterated by any decent Fighting or Ground move. Knowing the dual-type is literally half the battle when answering **what is steel weak against** for a specific Pokemon. You really have to check that secondary type every single time.
I remember building around Mega Aggron once, thinking its colossal Defense stat would make it unbreakable. Then a random Mienshao used High Jump Kick... yeah, it wasn't pretty. 4x weakness is no joke. Lesson learned: always, always check the full typing.
Beyond Super Effective: Why Steel Types Still Get Hurt
Okay, so we know **what steel is weak against** type-wise. But in the heat of battle (pun intended), that's not the whole story. Why do seemingly resistant Steel types sometimes still take big damage? A few reasons:
- Massive Attack Stats: Even a resisted hit from a Pokemon with a sky-high Attack or Special Attack stat can leave a dent. Think Choice Band Tyranitar using Crunch against a Metagross. It's resisted (0.5x), but Tyranitar hits so stupidly hard it might still chunk half your HP.
- STAB (Same Type Attack Bonus): Moves get a 1.5x power boost when used by a Pokemon of the same type. So a Fire-type using Flamethrower gets STAB, making that already super effective hit (2x) even more devastating (effectively 3x base power). Ouch.
- Powerful Coverage Moves: Many Pokemon carry moves specifically to hit types they wouldn't otherwise. That Water-type Pokemon might know Focus Blast to hit Steel-types super effectively. Always scout or anticipate coverage.
- Status Conditions: Burns halve a Steel-type's physical Attack (bad for attackers like Bisharp or Excadrill). Toxic poison gets worse and worse every turn, even if immune to regular Poison moves.
- Entry Hazards: Stealth Rock? Steel types take normal damage, but it chips away. Toxic Spikes? Thankfully, Poison immunity means they ignore them completely! Spikes affect them normally.
So, just because something isn't technically super effective doesn't mean it can't put your Steel type in danger. You always need to consider the raw power behind the hit.
Pro Tip: When facing a strong physical attacker that your Steel *should* wall, always check if they might have a surprise Fighting, Fire, or Ground coverage move (e.g., Earthquake on Tyranitar, Superpower on Dragonite, Fire Punch on Garchomp). Assume they do until proven otherwise!
Exploiting the Weakness: How to Beat Steel Types
Now that you intimately know **what steel is weak against**, how do you actually use this knowledge to win? Here's the practical battle strategy:
- Bring the Core Threats: Pack reliable Fire, Fighting, or Ground type attackers. Examples: Infernape (Fire/Fighting hits both!), Excadrill (Ground/Steel, immune to Toxic!), Blaziken, Garchomp, Landorus-T, Cinderace, Volcarona, Conkeldurr, Urshifu (Single Strike).
- Coverage Moves are King: Teach strong Pokemon coverage moves that exploit Steel weaknesses. Examples:
- Earthquake on Tyranitar, Garchomp, Dragonite, Mamoswine, Landorus-T.
- Fire Punch/Flame Orb on Guts Swellow or Facade users.
- Focus Blast on Alakazam, Gengar, Hydreigon (risky but high reward).
- Superpower on Dragonite, Scizor (Technician Bullet Punch alternative).
- Sacred Fire on Ho-Oh.
- Mystical Fire on special attackers needing coverage.
- Predict the Switch: Good players switch their Steel types into resisted attacks. If you predict this, hit them on the switch with a super effective move. Example: Send out a Water type. Opponent will likely bring in Ferrothorn to absorb Water attacks. You switch immediately to your Infernape as they come in and hit them with Flamethrower before they can react. Boom.
- Magnezone Trap: This is a classic competitive tactic. Magnezone's ability Magnet Pull prevents Steel types from escaping. Switch Magnezone into a Steel type (especially one weak to Electric like Skarmory or Corviknight) and trap them. Then destroy them with Thunderbolt. Scizor and Ferrothorn also fear HP Fire variants.
- Weather Power: Fire moves get a 1.5x boost in Sun (thanks to Drought or Sunny Day). Ground moves aren't boosted by weather directly, but Sandstorm boosts Rock-type Sp. Def, helping Ground/Rock users. Rain weakens Fire moves (0.5x) – bad for exploiting Steel.
Honestly, Magnezone trapping feels almost unfair sometimes, especially against Flying/Steel types that rely on switching. It's a bit cheesy, but incredibly effective if you pull it off.
Defending Your Steel: How to Use Them Despite the Weaknesses
Steel types are powerful defensive tools. Knowing **what is steel weak against** also means knowing how to protect your own Steel types!
- Partner Them Wisely: Pair your Steel type with Pokemon that resist or are immune to Fire, Fighting, and Ground. Examples:
- Against Fire: Water types (Rotom-Wash, Toxapex), Dragon types (Latias, Dragapult - resists Fire), Fire types themselves (resists Fire).
- Against Fighting: Ghost types (Gengar, Dragapult - immune!), Flying types (Tornadus-T, Corviknight), Fairy types (Clefable, Grimmsnarl). Psychic works but risks Dark moves.
- Against Ground: Flying types (Landorus-T, Zapdos - immune!), Levitate users (Rotom, Hydreigon), Grass types (Ferrothorn - but careful of Fire!), or simply another Ground immune teammate to discourage Earthquake spam.
- Use Defensive Abilities:
- Flash Fire (Heatran): Makes you immune to Fire and boosts your own Fire moves! The ultimate counter to Fire weakness.
- Levitate (Bronzong, some Rotom forms): Grants immunity to Ground moves.
- Sturdy (Skarmory, Aggron): Survives any one-hit KO from full HP. Great for getting off one last move or setting hazards.
- Bulletproof (Kommo-o line): Blocks certain ball/bomb moves (like Focus Blast or Shadow Ball), offering surprising protection.
- Boost Defenses: Moves like Iron Defense (steel types often learn it) or general bulk boosting (Cosmic Power, Amnesia) can make them incredibly hard to break even with neutral hits.
- Status Clerics: Steel types hate burns (halves Attack). Partner them with a Heal Bell or Aromatherapy user (Blissey, Umbreon, Comfey) to cure status.
- Resist Berries: Items like Shuca Berry (reduces Ground damage), Passho Berry (reduces Water damage), Occa Berry (reduces Fire damage), or Chople Berry (reduces Fighting damage) can let your Steel type survive a crucial super effective hit and strike back.
Heatran is the poster child for handling the Fire weakness. It's hilarious switching into a Flamethrower meant for your Scizor, taking zero damage, and then roasting them with your own boosted Fire move. Such a satisfying counter.
Steel Weakness Spotlight: Top Pokemon That Counter Steel
Knowing **what is steel weak against** helps identify the best Pokemon to take them down. Here's a list of common and potent Steel-type counters across different tiers and battle formats:
Pokemon | Primary Type(s) | Key Moves Against Steel | Why It Counters Steel | Watch Out For |
---|---|---|---|---|
Heatran | Fire/Steel | Magma Storm, Lava Plume, Earth Power, Flash Cannon, Taunt | Flash Fire makes it immune to Fire, resists Steel. Magma Storm traps and burns. Earth Power covers other Fires. Extremely tanky. | Super effective Ground/Fighting/Water moves. Being slower than some threats. |
Excadrill | Ground/Steel | Earthquake, Iron Head, Rock Slide, Swords Dance | Immune to Electric/Toxic, resists Steel/Rock. Sand Rush makes it blazing fast in sand. STAB Earthquake destroys most Steels. Can set Rapid Spin. | Water, Fire, Fighting moves (4x weak to Ground but immune to it!). Priority moves. Bulky Water/Grass types. |
Blaziken | Fire/Fighting | Flare Blitz, Close Combat, Thunder Punch, Swords Dance | STAB on both core Steel weaknesses (Fire & Fighting). Speed Boost ability makes it faster every turn. Massive attacking stats. | Recoil damage. Fragile defenses. Priority moves (Aqua Jet, Shadow Sneak). Fast Earthquake users. |
Landorus-Therian | Ground/Flying | Earthquake, U-turn, Stone Edge, Swords Dance, Stealth Rock | Immune to Ground. STAB Earthquake hits brutally hard. Intimidate lowers opponent Attack. Versatile. | Ice moves (4x weak!). Water moves. Fast special attackers. |
Conkeldurr | Fighting | Drain Punch, Mach Punch (Priority!), Thunder Punch, Ice Punch, Poison Jab, Guts | Immense Attack stat. STAB Fighting moves crush Steel. Guts ability boosts Attack if burned/poisoned. Priority Mach Punch. | Psychic and Flying moves. Fast special attackers lacking priority. |
Volcarona | Bug/Fire | Fiery Dance, Bug Buzz, Quiver Dance, Giga Drain, Psychic | STAB Fire hits super effectively. Quiver Dance boosts Sp. Atk, Sp. Def, and Speed making it a terrifying sweeper. Can deal with Ground types via Giga Drain. | Stealth Rock (halves HP on entry!). Rock moves (4x weak). Fast Flying/Water attackers. |
Magnezone | Electric/Steel | Thunderbolt, Volt Switch, Flash Cannon, Hidden Power Fire | Magnet Pull traps Steel types! Hidden Power Fire destroys trapped Scizor, Ferrothorn, Kartana. Sturdy or Analytic boost damage. Resists Steel moves. | Ground moves (4x weak!). Fighting/Fire moves. Very slow speed. |
Urshifu (Single Strike) | Fighting/Dark | Wicked Blow (Always crits!), Close Combat, Sucker Punch (Priority!), Iron Head, U-turn | STAB Close Combat destroys Steel. Wicked Blow ignores enemy Defense boosts. Incredibly high Attack. | Fairy moves (4x weak!). Faster Fighting types. Strong priority. |
Landorus-T is just everywhere for a reason. Intimidate helps soften physical hits as it switches in, and then it just clicks Earthquake. Simple, effective, and devastating against so many Steel types that aren't Flying or Levitating. Sometimes the classics are classics for a reason.
Steel Weakness FAQs: Your Burning Questions Answered
Let's tackle some of the most common questions people have when searching **what is steel weak against**, based on what I see asked constantly in forums and battle chats:
Is Steel weak to Water?
No, Steel is not weak to Water. Water-type moves deal normal (1x) damage to pure Steel types. In fact, Steel types resist Water-type moves (0.5x damage). However, some popular Steel types are dual-types that *are* weak to Water. For example, Steel/Ground types like Excadrill and Steelix take double damage (2x) from Water moves due to their Ground typing. Steel/Fire types (like Heatran) also take double damage from Water. So always check the secondary type!
Is Steel weak to Electric?
No, pure Steel is not weak to Electric. Steel-types resist Electric moves (0.5x damage). However, the very common Steel/Flying types (Skarmory, Corviknight, Celesteela) are weak to Electric (2x damage) because of their Flying typing. This is a frequent point of confusion!
Is Steel weak to Fighting?
YES. Fighting is one of Steel's three core weaknesses. Fighting-type moves deal double damage (2x) to Steel types. This is a major vulnerability, especially for physically defensive Steel walls.
Is Steel weak to Ground?
YES. Ground is another core weakness. Ground-type moves deal double damage (2x) to Steel types. Earthquake is infamous for destroying Steel types not immune to Ground (i.e., those without Flying type or Levitate).
Why is Steel weak to Fire?
The weakness is primarily thematic/based on real-world properties: Fire represents intense heat, which melts and weakens metal. Mechanically, it's one of the key balancing factors for a type with so many resistances and an immunity.
What is Steel immune to?
Steel types have one key immunity: Poison. They are completely unaffected by Poison-type moves (like Sludge Bomb) and do not get poisoned by moves like Toxic or abilities like Poison Point. This is a massive defensive advantage and the main reason Steel types are such great switch-ins to Poison attacks and Toxic Spikes.
What types resist Steel?
Steel-type attacking moves (like Iron Head, Flash Cannon, Bullet Punch) are resisted by Fire (0.5x), Water (0.5x), Electric (0.5x), and another Steel type (0.5x). So while Steel hits many types neutrally or effectively (like Rock, Ice, Fairy), these four types take reduced damage.
What is the best overall counter to Steel types?
The "best" depends on the specific Steel type and format, but Ground is arguably the most universally threatening type against Steel. Earthquake is an immensely common, powerful move available to countless strong Pokemon. Fewer Steel types are immune to Ground (only Flying/Steel or Levitators) compared to how many resist Fire or Fighting through secondary typings. Magnezone is also a uniquely potent counter due to its trapping ability against many Steel types.
Putting It All Together: Mastering Steel Weaknesses
Understanding **what is steel weak against** – Fire, Fighting, and Ground – is the foundation. But mastering it means going deeper. You have to know how secondary types flip the script (making a Steel/Flying weak to Electric, or a Steel/Water weak to Grass). You need to anticipate coverage moves. You must utilize abilities (like Flash Fire or Levitate) and strategic partnerships to cover your own Steel type's flaws.
Whether you're facing down a Ferrothorn blocking your Water attacks, a Corviknight walling your physical sweepers, or a Heatran threatening a trap, knowing these weaknesses gives you the tools to break through. Equally, knowing how to protect your own Steel investments turns them from potential liabilities into team-defining defensive pillars.
The key takeaways? Fire melts it, Fighting breaks it, Ground shatters it. Poison bounces off it. And always, always check that second type before you click your attack. Got it? Good. Now go out there and crack some steel!
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