10 Best Steel-Type Fusions in Pokémon Infinite Fusion, Ranked

What are the best steel type fusions in Pokémon Infinite Fusion? After running the numbers through the fusion stat formula, the short answer is: Aegislash + Gengar (Steel/Poison), Metagross + Garchomp (Steel/Ground), and Aggron + Dragonite (Steel/Flying) sit at the very top, with a King’s Shield stance dancer, a three-weakness offensive tank, and a Multiscale physical wall leading the pack. This guide ranks the 10 best steel-type fusions in Pokémon Infinite Fusion for your team, with exact head/body orders, resulting typings, estimated stats, ability choices, and build paths in version 6.7.2.

Quick note: pokemon-infinitefusions.site is an unofficial fan guide. We are not affiliated with Nintendo, Game Freak, or the creators of Pokémon Infinite Fusion.

Trainer commanding an armored steel creature in a battle arena

Why Steel-Type Fusions Anchor the Best Teams

Steel is the best defensive type in Pokémon, and that stays true in Infinite Fusion. A Steel-type fusion resists ten different types (Normal, Grass, Ice, Flying, Psychic, Bug, Rock, Dragon, Steel, and Fairy) and is immune to Poison, which means free switch-ins against the Toxic stalling, dragon sweepers, and Fairy-type coverage moves that define the late game. If your team has no Steel answer, one well-built dragon or fairy fusion can run through all six of your slots.

Steel also gives you the two best answers to the fairies and dragons dominating the current meta. Fairy is weak to Steel, and Dragon resists nothing that Steel threatens while Steel resists Dragon outright. That combination makes a Steel-type fusion the single most efficient defensive slot on most teams: one Pokémon that checks dragons, fairies, rock sweepers, and ice coverage at the same time.

The catch is famous: Steel is weak to Fire, Fighting, and Ground, three of the most common offensive types in the game. Every fusion below is chosen to blunt those weaknesses with a smart secondary typing, and the team-building section at the end shows exactly which partners cover the gaps each pick leaves. Before fusing anything, always preview the pair in the Pokémon Infinite Fusion calculator so you can see the typing and stat line in both orders.

How We Ranked These Steel Fusions

Every pick below carries Steel in its typing (head’s primary type + body’s secondary type, per the fusion rules) and was scored on four things:

  • Does the secondary typing fix Steel’s weaknesses? Steel/Ground (Metagross + Garchomp) is immune to Electric and Poison on top of Steel’s resistances. Steel/Poison (Aegislash + Gengar) flips two of Steel’s problems into resistances. A Steel fusion that keeps all three classic weaknesses had to earn its slot another way.
  • Stat bias matches the role. Remember the 2/3 rule: the head donates two-thirds of HP, Special Attack, and Special Defense, while the body donates two-thirds of Attack, Defense, and Speed. Every pick below lists the order that puts the right stats in the right places, and all stat numbers are estimates from the formula, so verify them in the fusion calculator before you commit a splicer.
  • Abilities that define the pick. You choose from the two abilities the parents actually had at fusion time, so Technician, Multiscale, Stance Change, Poison Heal, and Sand Stream are all on the table when the right parent carries them. The ability often matters more than the last 10 points of a stat.
  • Real roles, not just big numbers. Sweepers, walls, pivots, and hazard setters all made the list. A team of ten glass cannons loses to the first gym with Earthquake, so bulk and utility count as much as offense.

If you are new to how head and body order changes typing and stats, read our Pokémon fusion tool walkthrough first: it explains the typing math (including the anti-redundancy rule and the Normal/Flying exception) with worked examples.

The 10 Best Steel-Type Fusions in Pokémon Infinite Fusion

#1 Aegislash (Head) + Gengar (Body): The Stance-Dance Assassin

Resulting type: Steel/Poison. Aegislash’s primary type is Steel and Gengar’s secondary type is Poison, so the typing math lands exactly where you want it: Steel/Poison, a combination with nine resistances, a Poison immunity, and weaknesses only to Fire, Ground, and Psychic. The community calls it Aegigar, and it is the closest thing Infinite Fusion has to a perfect fusion.

The stat blend gives you a defensive chassis of roughly 87 Defense, 118 Special Defense, and 93 Speed from the Shield Forme averages, which is already solid. Then Stance Change does what it always does: every time you attack, Aegislash flips into Blade Forme and the offenses explode, and King’s Shield flips you back while dropping the attacker’s Attack two stages. In practice you scout with King’s Shield, punish contact moves, and pick your attacking turns. Few AI opponents in the story mode have an answer for a wall that becomes a sweeper on command.

Ability: take Stance Change from Aegislash. It is the entire identity of the pick. Levitate from Gengar is the backup plan if you ever build a variant that wants the Ground immunity more than the stance dancing, but you almost never do.

Moveset: King’s Shield, Shadow Ball, Sludge Bomb, and Flash Cannon or Sacred Sword depending on whether the target is specially or physically frail. Shadow Ball and Sludge Bomb both get STAB, which is the real prize here: dual STAB on two of the best offensive types in the game.

The honest weakness is speed control. At roughly 93 Speed you outrun most story-mode threats but not real sweepers, so pair it with a Thunder Wave or Sticky Web supporter and it will feel two tiers stronger than the numbers suggest. This is the single best steel-type fusion in Pokémon Infinite Fusion if you can only build one.

#2 Metagross (Head) + Garchomp (Body): The Three-Weakness Tank

Resulting type: Steel/Ground. Metagross contributes Steel, Garchomp’s secondary type is Ground, and the result is one of the best defensive typings fusion can produce: weak only to Water, Fighting, and Ground, with an Electric immunity, a Poison immunity, and ten resistances stacked on top. Dragons, fairies, rocks, and electrics all bounce off this thing.

The stats are where it gets unfair: roughly 132 Attack, 107 Defense, and 91 Speed from Garchomp’s physical chassis, with 89 HP and 88 Special Defense from Metagross’s bulk. That is a physical attacker that also takes hits like a wall. Earthquake gets STAB, Meteor Mash gets STAB, and the coverage pool (Ice Punch, Stone Edge, Zen Headbutt) means very little switches in safely.

Ability: Clear Body from Metagross is the default. Intimidate users are everywhere in the late game, and Clear Body makes their favorite opening move a wasted turn. Rough Skin from Garchomp is the spicy alternative: it punishes the contact moves that Fighting and Ground attackers must use to threaten you.

Moveset: Earthquake, Meteor Mash, Ice Punch or Stone Edge for coverage, and Stealth Rock or Agility in the last slot. This fusion does genuine work in every phase of a playthrough, from the mid-game gyms through the Elite Four. If you want one steel-type fusion that never leaves your team, this is it.

#3 Aggron (Head) + Dragonite (Body): The Multiscale Fortress

Resulting type: Steel/Flying. Aggron gives Steel, Dragonite’s secondary type is Flying, and the fusion inherits two immunities (Ground and Poison) with weaknesses only to Electric and Fire. Ice, which normally deletes Dragonite, is neutral here because Steel resists it. That is a masterclass in what the right secondary typing does for a Steel fusion.

The numbers read like a fortress with a cannon on top: roughly 126 Attack, 123 Defense, and 77 HP, with 70 Speed keeping you honest. You are not outspeeding anything, and you do not need to. You switch into resisted hits for free, you threaten everything back with Heavy Slam, Iron Head, or Earthquake, and you set up with Dragon Dance if the opponent gives you a free turn.

Ability: Multiscale from Dragonite is the reason this fusion exists. Halving damage at full HP turns an already massive physical wall into something that survives super-effective hits it has no business surviving. Sturdy from Aggron is the backup: it guarantees you survive at least one attack from full, which combines beautifully with a slow setup game.

Moveset: Heavy Slam, Earthquake, Dragon Dance, and Roost. Roost deserves emphasis: a wall this bulky with reliable recovery is genuinely hard to break in story mode, and Roost even sheds the Flying type for a turn, briefly removing the Electric weakness. Plan your EVs around HP and Attack and let the typing do the rest.

#4 Lucario (Head) + Scizor (Body): The Technician Menace

Resulting type: Fighting/Steel. Lucario’s primary type is Fighting and Scizor’s secondary type is Steel, which gives you one of the great offensive typings: Fighting and Steel STAB together hit nearly everything neutrally, with weaknesses only to Fire, Fighting, and Ground. The old Scizor + Heracross pairing from classic fusion lists wishes it hit this hard.

The stat line is roughly 123 Attack, 90 Defense, 95 Special Attack, and 73 Speed: a physical attacker with a genuinely usable special side, which means Aura Sphere and Vacuum Wave are both live options. But the ability is the headline. Technician boosts every move at 60 base power or below by 50 percent, and this fusion’s movepool is stacked with qualifying moves: Bullet Punch becomes a STAB priority nuke, and Vacuum Wave gives you the rare Fighting-type priority move that picks off faster threats.

Ability: Technician from Scizor, no contest. Justified from Lucario is a fine ability on other builds, but nothing else on this list warps the damage math the way Technician does. Build the whole moveset around it.

Moveset: Bullet Punch, Close Combat, Swords Dance, and U-turn or Iron Head. The game plan is simple: come in on something that cannot threaten you, Swords Dance once, and start clicking Bullet Punch. At +2 Attack with Technician and STAB, Bullet Punch deletes frail sweepers before they move. Keep it away from Fire types and faster Fighting coverage, and it will sweep entire late-game teams.

#5 Metagross (Head) + Tyranitar (Body): The Sand Stream Siege Engine

Resulting type: Steel/Dark. Metagross contributes Steel, Tyranitar’s secondary type is Dark, and you get immunities to both Poison and Psychic on top of Steel’s resistance stack. Psychic immunity matters more than it looks: it means Alakazam and Mewtwo fusions cannot touch you with their STAB, which is exactly the matchup a Steel team slot exists to win.

Stat-wise this is a siege engine: roughly 134 Attack, 117 Defense, and 93 Special Defense with 87 HP. It is slow (around 64 Speed), but everything about the design says you do not care. You switch in, you start a sandstorm, and you start trading hits that you always win because your bulk and offenses are both elite.

Ability: Sand Stream from Tyranitar. The sandstorm chips every non-Steel, non-Rock, non-Ground opponent for a sixteenth of their HP each turn, breaks Focus Sashes, and quietly wins long games. Clear Body from Metagross is the alternative if your team already has weather and you want the Intimidate immunity instead.

Moveset: Crunch, Meteor Mash or Iron Head, Earthquake, and Stealth Rock. Note the anti-synergy to avoid: do not pair this with teammates that hate sandstorm chip (your own Volcarona or Togekiss fusions will thank you). Build the rest of the team with sand-immune partners and the whole squad gets stronger.

#6 Gyarados (Head) + Empoleon (Body): The Bulky Dragon Dancer

Resulting type: Water/Steel. Gyarados gives Water, Empoleon’s secondary type is Steel, and the result is a typing with ten resistances, a Poison immunity, and only three weaknesses (Electric, Fighting, Ground). It is also one of the few fusions that is simultaneously a setup sweeper and a defensive pivot, which makes it incredibly easy to fit on a team.

The numbers support both jobs: roughly 99 Attack, 85 Defense, 100 Special Defense, and 91 HP. That is not a glass cannon stat line, and that is the point. You switch into resisted hits, click Dragon Dance as the opponent switches, and suddenly a bulky Water/Steel type is sweeping at +1 Attack and Speed with perfect neutral coverage.

Ability: Moxie from Gyarados is the sweeper’s choice: every knockout raises Attack another stage, which turns a good sweep into an unstoppable one. Intimidate is the pivot’s choice, softening physical attackers on the switch. Pick based on whether this slot is your win condition or your glue.

Moveset: Waterfall, Iron Head, Dragon Dance, and Earthquake or Ice Fang. Waterfall and Iron Head give you dual STAB with flinch chances on both, which is quietly one of the most annoying offensive combinations in the game to play against. Two Dragon Dances against a passive team is usually game over.

#7 Blissey (Head) + Ferrothorn (Body): The Immovable Object

Resulting type: Normal/Steel. Blissey’s primary type is Normal and Ferrothorn’s secondary type is Steel. Read that typing twice: Normal/Steel is weak only to Fire and Fighting, immune to Poison and Ghost, and resists everything else Steel resists. It is arguably the single best defensive typing fusion can create.

And then the stats: roughly 195 HP and 129 Special Defense from Blissey’s special chassis, with 91 Defense from Ferrothorn’s body. That is a special wall that also survives physical hits, which is the thing Blissey could never do alone. The Speed is a miserable 32, which is actually perfect: you want to move last so your recovery and status moves land after the opponent commits.

Ability: Iron Barbs from Ferrothorn punishes every contact move with chip damage, which adds up fast against physical attackers forced to hit into your bulk. Natural Cure from Blissey is the alternative: it cures status on every switch, making you functionally immune to Toxic stalling.

Moveset: Seismic Toss, Toxic, Soft-Boiled, and Stealth Rock or Thunder Wave. The game plan is the oldest one in Pokémon: poison everything, heal off the damage, and let Seismic Toss deal fixed damage that ignores your nonexistent offenses. Keep it away from Fire and Fighting coverage and it walls half the game by itself.

#8 Alakazam (Head) + Magnezone (Body): The Magnet Trap Sweeper

Resulting type: Psychic/Steel. Alakazam contributes Psychic, Magnezone’s secondary type is Steel, and you get the classic special-attacker typing with a Poison immunity and eight resistances. The weaknesses (Fire, Ground, Ghost, Dark) are real, so this one plays as a calculated assassin rather than a switch-in tank: you bring it in on a free turn and something faints.

The offensive numbers are the best on this list for special attacking: roughly 133 Special Attack with 92 Defense and 93 Special Defense backing it up. That Defense stat is the quiet story here. Alakazam alone is made of paper; Magnezone’s body gives this fusion enough physical bulk to survive a neutral hit, which means it gets to attack far more often than its glass-cannon parent ever did.

Ability: Magnet Pull from Magnezone is the defining choice: opposing Steel types cannot switch out, which means the Fairy and Steel walls that normally check special attackers are trapped and deleted. Magic Guard from Alakazam is the alternative, making you immune to all indirect damage (sandstorm, poison, burn, hazards), which is incredible on a sweeper.

Moveset: Psychic or Psyshock, Flash Cannon, Thunderbolt, and Calm Mind or Volt Switch. One Calm Mind against a passive opponent and the 133 Special Attack starts ending games. Just remember the cardinal rule of this fusion: never switch it directly into a Dark or Ghost attack. Bring it in after a knockout or on a predicted resist.

#9 Jirachi (Head) + Hydreigon (Body): The Serene Grace Flincher

Resulting type: Steel/Dragon. Jirachi’s primary type is Steel and Hydreigon’s secondary type is Dragon, producing the famous Steel/Dragon combination: weak only to Fighting and Ground, immune to Poison, and resistant to nearly everything else. It is the typing of Dialga, one of the best defensive profiles ever printed, and fusion lets you build your own version with a better ability.

The stats are balanced rather than extreme: roughly 103 Attack, 108 Special Attack, 93 Defense, 97 Special Defense, and 99 Speed with 97 HP. Nothing here is the best on the list, and nothing needs to be. This fusion wins games through Serene Grace, which doubles the secondary-effect chance of every move. Iron Head becomes a 60 percent flinch machine, Thunder Wave-level paralysis support becomes oppressive, and opponents simply stop getting turns.

Ability: Serene Grace from Jirachi is mandatory. It is the entire strategy. Levitate from Hydreigon would remove the Ground weakness, which sounds tempting, but giving up the flinch game guts the pick’s identity. Build around the hax, not around the bulk.

Moveset: Iron Head, Thunder Wave or Body Slam, Draco Meteor or Dark Pulse, and U-turn. The loop is miserable to play against: paralyze the faster threat, flinch the slower ones with Iron Head, and U-turn out when something finally threatens you. It is not the most honorable strategy in the game, but it is brutally effective in story mode where the AI rarely carries the perfect answer.

#10 Aggron (Head) + Machamp (Body): The No Guard Wrecking Ball

Resulting type: Steel/Fighting. Aggron contributes Steel, Machamp is single-typed so its primary type (Fighting) is used, and you land on Steel/Fighting: the great offensive pairing with a Poison immunity and resistances across the physical spectrum. The weaknesses to Fire, Fighting, and Ground mean you play it as a breaker, not a wall: it comes in, it deletes something, it leaves or faints having done its job.

Roughly 123 Attack and 113 Defense with 77 HP is a very honest stat line for the role. The headline is the ability interaction. No Guard makes every move used by and against this fusion always hit, which turns DynamicPunch from a 50-accuracy gamble into a guaranteed 100-power Fighting STAB that confuses the target every single time. Confusion plus STAB plus 123 Attack ends games.

Ability: No Guard from Machamp is the pick that makes the fusion famous. Sturdy from Aggron is the sensible alternative: it guarantees you survive one hit from full HP, which is exactly what a slow breaker wants so it always gets its attack off.

Moveset: DynamicPunch, Heavy Slam or Iron Head, Stone Edge, and Earthquake. Note the risk built into No Guard: the opponent’s moves never miss you either, so do not leave this in against anything with a dangerous high-power attack. It is a guided missile, not a tank. Fire it at the right target and watch something important disappear.

Two steel creatures fusing inside a swirling silver energy vortex

Covering Steel’s Weaknesses: Team Partners That Complete the Core

Every steel-type fusion in Pokémon Infinite Fusion shares the same three enemies: Fire, Fighting, and Ground. The picks above blunt those weaknesses with smart secondary typings, but no single fusion covers everything. The fix is a defensive core: pair your Steel fusion with partners that resist what it fears.

The classic answer is a Water or Dragon partner. Water resists Fire and hits Ground super effectively; Dragon resists Fire, Water, Grass, and Electric while threatening right back. Our best water-type fusions guide has ten options that pair naturally with a Steel anchor, and the best dragon-type fusions guide covers the other half of the core. A Steel + Water + Dragon trio resists or is immune to almost every type in the game between them.

For the Fighting weakness specifically, a Fairy or Psychic partner does the work: both resist Fighting and threaten Fighting types back. The best fairy-type fusions guide is the natural companion piece to this one. And if you want to plan the whole six-slot team before spending a single splicer, map it out in the team builder and check every member’s sprite in the Infinite Fusion dex.

Steel Fusion Building Mistakes to Avoid

  • Fusing in the wrong order. Metagross + Garchomp and Garchomp + Metagross are completely different fusions: one is Steel/Ground with a physical bias, the other is Dragon/Psychic with a special bias. Always preview both orders in the fusion calculator. The two minutes it takes saves you a wasted Super Splicer.
  • Ignoring the ability choice. The fusion offers you the two abilities the parents actually had, and the wrong pick can cost you the whole strategy. Technician on the Lucario + Scizor fusion is the difference between a good attacker and a meta-warping one. Read the ability list before you confirm.
  • Stacking redundant Steel types. One Steel fusion gives you the resistances; two gives you shared Fire, Fighting, and Ground weaknesses that one smart opponent exploits twice. If you run two picks from this list, make sure their secondary typings cover different threats.
  • Forgetting hazard control. Several of these fusions switch in and out constantly (that is what walls and pivots do), which means entry hazards punish them every time. A Defog or Rapid Spin user keeps your Steel core healthy across a long game.

If you have not installed the game yet, download Pokémon Infinite Fusion (current version 6.7.2) and start collecting the parents for these builds. Most of the non-legendary parents on this list are obtainable through normal play, so you can start your Steel core early and upgrade it as new areas open.

Steel creature resting in a glowing forge with molten metal

FAQ: Best Steel-Type Fusions in Pokémon Infinite Fusion

What is the best steel-type fusion in Pokémon Infinite Fusion?

Aegislash (head) + Gengar (body) is the strongest overall pick: Steel/Poison typing with nine resistances, Stance Change letting it flip between an elite wall and an elite attacker, and dual STAB on Shadow Ball and Sludge Bomb. For a simpler, more forgiving option, Metagross + Garchomp (Steel/Ground) has only three weaknesses and elite stats on both sides.

Why is Steel considered the best defensive type for fusions?

Steel resists ten types and is immune to Poison, which is more defensive coverage than any other single type offers. In fusion, that resistance stack combines with a second typing chosen to erase Steel’s Fire, Fighting, and Ground weaknesses, producing defensive profiles (like Steel/Ground or Steel/Flying) that single Pokémon can never achieve.

Does head or body order matter for steel-type fusions?

Enormously. The head sets the primary type and contributes two-thirds of HP, Special Attack, and Special Defense; the body sets the secondary type and contributes two-thirds of Attack, Defense, and Speed. Swapping the order of the same two parents can change the typing completely: Aggron + Dragonite is Steel/Flying, while Dragonite + Aggron would be Dragon/Rock. Preview both orders before fusing.

What beats steel-type fusions?

Fire, Fighting, and Ground moves are super effective against pure Steel, and most Steel fusions keep at least one of those weaknesses. When building a team around a Steel anchor, bring partners that resist those three types: Water types handle Fire and Ground, Fairy and Psychic types handle Fighting, and Flying types are immune to Ground entirely.

Are these steel fusions good for Nuzlocke runs?

Several are excellent. Aggron + Dragonite (Multiscale wall), Blissey + Ferrothorn (special wall), and Metagross + Garchomp (bulky attacker) all survive hits that kill frailer options, which is exactly what a Nuzlocke demands. Our Nuzlocke challenge guide covers the rules and strategies for keeping them alive.

Final Word on the Best Steel-Type Fusions

The best steel type fusions in Pokémon Infinite Fusion all do the same thing: they take the best defensive type in the game and pair it with a secondary typing that erases its weaknesses. Aegislash + Gengar dances between wall and sweeper, Metagross + Garchomp shrugs off almost everything, and the other eight picks cover every role from hazard-setting walls to Technician-powered sweepers. Pick the one that fits the hole in your team, preview the order in the fusion calculator, and give your team the Steel anchor it has been missing. For the other half of the classic defensive core, see our best water-type fusions next.

Sources: fusion typing and stat mechanics verified against the Pokémon Infinite Fusion Wiki; base stats and movepools per the official series data. All fusion stat numbers are estimates from the 2/3 + 1/3 weighted formula: confirm exact values in-game or with the fusion calculator before committing rare splicers.

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