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Name Type Cat. PP Att. Acc. Effect
Anchor Shot Anchor Shot - STEEL 20 80 100 The user entangles the target with its anchor chain while attacking. The target becomes unable to flee.
Autotomize Autotomize - STEEL 15 -- 101 The user sheds part of its body to make itself lighter and sharply raise its Speed stat.
Behemoth Bash Behemoth Bash - STEEL 5 100 100 The user becomes a gigantic shield and slams into the target. This move deals twice the damage if the target is Dynamaxed.
Behemoth Blade Behemoth Blade - STEEL 5 100 100 The user becomes a gigantic sword and cuts the target. This move deals twice the damage if the target is Dynamaxed.
Bullet Punch Bullet Punch - STEEL 30 40 100 The user strikes the target with tough punches as fast as bullets. This move always goes first.
Corkscrew Crash Corkscrew Crash - STEEL 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Corkscrew Crash Corkscrew Crash - STEEL 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Doom Desire Doom Desire - STEEL 5 140 100 Two turns after this move is used, a concentrated bundle of light blasts the target.
Double Iron Bash Double Iron Bash - STEEL 5 60 100 The user rotates, centering the hex nut in its chest, and then strikes with its arms twice in a row. This may also make the target flinch.
Flash Cannon Flash Cannon - STEEL 10 80 100 The user gathers all its light energy and releases it all at once. This may also lower the target's Sp. Def stat.
G-Max Meltdown G-Max Meltdown - STEEL 10 -- 101 A Steel-type attack that Gigantamax Melmetal use. This move makes opponents incapable of using the same move twice in a row.
G-Max Steelsurge G-Max Steelsurge - STEEL 10 -- 101 A Steel-type attack that Gigantamax Copperajah use. This move scatters sharp spikes around the field.
Gear Grind Gear Grind - STEEL 15 50 85 The user attacks by throwing steel gears at its target twice.
Gear Up Gear Up - STEEL 20 -- 101 The user engages its gears to raise the Attack and Sp. Atk stats of ally Pokémon with the Plus or Minus Ability.
Gyro Ball Gyro Ball - STEEL 5 -- 100 The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move's power.
Heavy Slam Heavy Slam - STEEL 10 -- 100 The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move's power.
Iron Defense Iron Defense - STEEL 15 -- 101 The user hardens its body's surface like iron, sharply raising its Defense stat.
Iron Head Iron Head - STEEL 15 80 100 The user slams the target with its steel-hard head. This may also make the target flinch.
Iron Tail Iron Tail - STEEL 15 100 75 The target is slammed with a steel-hard tail. This may also lower the target's Defense stat.
King's Shield King's Shield - STEEL 10 -- 101 The user takes a defensive stance while it protects itself from damage. It also lowers the Attack stat of any attacker that makes direct contact.
Magnet Bomb Magnet Bomb - STEEL 20 60 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Max Steelspike Max Steelspike - STEEL 10 -- 101 This is a Steel-type attack Dynamax Pokémon use. This raises ally Pokémon's Defense stats.
Metal Burst Metal Burst - STEEL 10 -- 100 The user retaliates with much greater force against the opponent that last inflicted damage on it.
Metal Claw Metal Claw - STEEL 35 50 95 The target is raked with steel claws. This may also raise the user's Attack stat.
Metal Sound Metal Sound - STEEL 40 -- 85 A horrible sound like scraping metal harshly lowers the target's Sp. Def stat.
Meteor Mash Meteor Mash - STEEL 10 90 90 The target is hit with a hard punch fired like a meteor. This may also raise the user's Attack stat.
Mirror Shot Mirror Shot - STEEL 10 65 85 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Searing Sunraze Smash Searing Sunraze Smash - STEEL 1 200 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Shelter Shelter - STEEL 10 -- 101 The user makes its skin as hard as an iron shield, raising its defensive stats. Incoming moves also become more likely to miss.
Shift Gear Shift Gear - STEEL 10 -- 101 The user rotates its gears, raising its Attack stat and sharply raising its Speed stat.
Smart Strike Smart Strike - STEEL 10 70 101 The user stabs the target with a sharp horn. This attack never misses.
Steel Beam Steel Beam - STEEL 5 140 95 The user fires a beam of steel that it collected from its entire body. This also damages the user.
Steel Roller Steel Roller - STEEL 5 130 100 The user attacks while destroying the terrain. This move fails when the ground hasn't turned into a terrain.
Steel Wing Steel Wing - STEEL 25 70 90 The target is hit with wings of steel. This may also raise the user's Defense stat.
Sunsteel Strike Sunsteel Strike - STEEL 5 100 100 The user slams into the target with the force of a meteor. This move can be used on the target regardless of its Abilities.