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Steelworker - Ability ID 200

In-Game Description

"Normal becomes Steel + Steel gains STAB. Resists Ghost/Dark."

Extended In-Game Description

For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)

Steelworker converts Normal-type moves to Steel-type and grants STAB for Steel moves regardless of typing. Additionally takes half damage from Dark and Ghost-type moves. This unique combination of offensive type conversion and defensive resistances provides exceptional versatility in battle.

Character count: 292

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Steelworker is a hybrid ability that combines the ATE (type-conversion) family mechanics with unique defensive properties. It serves dual purposes as both an offensive type converter and a defensive resistance provider.

Type Conversion Component (ATE_ABILITY)

  • Normal-to-Steel conversion: All Normal-type moves used by the Pokémon become Steel-type
  • STAB access: The Pokémon gains STAB (1.5x damage) for ALL Steel-type moves, regardless of original typing
  • Pre-damage conversion: Type conversion occurs before damage calculation and type effectiveness
  • Elite Redux difference: Unlike main series, no additional 1.2x power boost to converted moves

Defensive Resistance Component

  • Dark-type resistance: Incoming Dark-type moves deal half damage (0.5x multiplier)
  • Ghost-type resistance: Incoming Ghost-type moves deal half damage (0.5x multiplier)
  • Unique defensive profile: No other ability provides these specific resistances

Technical Implementation

c
constexpr Ability Steelworker = {
    ATE_ABILITY(TYPE_STEEL),  // Normal→Steel conversion + Steel STAB
    .onAfterTypeEffectiveness =
        +[](ON_AFTER_TYPE_EFFECTIVENESS) {
            if (moveType == TYPE_DARK || moveType == TYPE_GHOST) *mod /= 2;
        },
    .onAfterTypeEffectivenessFor = APPLY_ON_TARGET,
    .breakable = TRUE,
};

Strategic Applications

Offensive Benefits:

  • Converts Normal moves like Body Slam, Return, Hyper Voice to Steel-type with STAB
  • Grants Steel STAB to non-Steel types, allowing super-effective hits on Rock, Ice, Fairy
  • Excellent for Pokémon with expansive Normal movepools
  • Steel typing provides neutral coverage against most types

Defensive Benefits:

  • Half damage from Dark moves (counters Knock Off, Crunch, Dark Pulse)
  • Half damage from Ghost moves (counters Shadow Ball, Shadow Claw, Hex)
  • Provides defensive utility typically unavailable to most Pokémon
  • Creates favorable matchups against Dark and Ghost-type specialists

Unique Positioning:

  • Only ability that combines type conversion with specific type resistances
  • Allows offensive Pokémon to have defensive utility against common attacking types
  • Particularly valuable in Elite Redux's multi-ability system as innate ability

Common Users and Synergies

Based on species data analysis:

  • Magnezone line: Natural Steel typing benefits from enhanced STAB coverage
  • Durant: Bug/Steel with access to powerful Normal moves to convert
  • Dialga variants: Legendary with Steel typing gains additional defensive utility
  • Custom Elite Redux Pokémon: Various fan-made species utilize this unique combination

Competitive Usage Notes

  • Team role flexibility: Can function as both offensive converter and defensive pivot
  • Coverage enhancement: Steel moves hit Rock, Ice, Fairy super-effectively
  • Dark/Ghost counter: Hard counters common offensive types in competitive play
  • Multi-ability synergy: Excellent as innate ability paired with other offensive abilities

Type Effectiveness Interactions

Steel-type moves become super-effective against:

  • Rock types (2x damage)
  • Ice types (2x damage)
  • Fairy types (2x damage)

Steel-type moves resisted by:

  • Steel types (0.5x damage)
  • Fire types (0.5x damage)
  • Water types (0.5x damage)
  • Electric types (0.5x damage)

Defensive resistances provided:

  • Dark moves → 0.5x damage taken
  • Ghost moves → 0.5x damage taken

Counters and Limitations

Ability Suppression:

  • Mold Breaker ignores type conversion and resistances
  • Neutralizing Gas suppresses the ability entirely
  • Ability-changing moves remove Steelworker benefits

Type Disadvantages:

  • Steel moves don't affect non-converted moves
  • Still vulnerable to Fire, Fighting, Ground moves at normal effectiveness
  • Fire types resist Steel moves and can exploit typical Steel weaknesses

Strategic Counters:

  • Fire-type coverage to exploit typical Steel weaknesses
  • Physical Fighting moves for neutral damage
  • Status moves unaffected by type conversion
  • Entry hazards and indirect damage bypass resistances

Synergistic Combinations

In Elite Redux 4-ability system:

  • Iron Fist: Boosts Steel-type punching moves converted from Normal
  • Sheer Force: Enhances Steel moves with secondary effects
  • Tough Claws: Boosts Steel-type contact moves
  • Adaptability: Doubles STAB bonus for Steel moves

Team Support:

  • Magnet Rise users: Cover Ground weakness common to Steel types
  • Fire-type coverage: Handle Steel resistances
  • Status support: Paralysis/burns help with Speed control

Version History and Elite Redux Changes

  • Custom Elite Redux ability: Unique combination not found in main series
  • Enhanced utility: Provides both offensive and defensive benefits
  • Multi-ability compatibility: Functions as changeable or innate ability
  • Balanced design: Strong but has clear counters and limitations

Notable Interactions

  • Return/Frustration: High-power Normal moves become Steel with STAB
  • Multi-hit moves: Each hit gets Steel typing and STAB
  • Hidden Power: If Normal-type, converts to Steel (rare interaction)
  • Choice items: Lock into Steel-type moves after conversion
  • Normalize interaction: Steelworker overrides Normalize's type conversion

Elite Redux Ability Codex