Metang
Black/White

It is formed by two Beldum joining together. Its steel body won’t be scratched if it collides with a jet.

Black 2/White 2

It is formed by two Beldum joining together. Its two brains are linked, amplifying its psychic power.

Evolution Chain

beldum
Beldum
Level 20
metang
Metang
Level 45
metagross
Metagross

Pokédex & Training Data

Classification Iron Claw Pokémon
Height 1.2 m (3'11")
Weight 202.5 kg (446.4 lbs)
Abilities
EV Yield +2 defense
Catch Rate 3
Base Friendship 35
Growth Rate slow
Gender Ratio
Genderless
Egg Groups Mineral

Pokédex Numbers

Hoenn (R/S/E) #191
Unova (B2/W2) #263
Hoenn (OR/AS) #200
Alola (S/M) #215
Alola (US/UM) #279
National #375
Crown Tundra #130
Blueberry #138

Held Items

Game Locations

Giant Chasm Forest
Giant Chasm Forest Cave

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Metal Claw
50 95% 35 Has a 10% chance to raise the user’s Attack by one stage.
1 Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
20 Confusion
50 100% 25 Has a 10% chance to confuse the target.
20 Metal Claw
50 95% 35 Has a 10% chance to raise the user’s Attack by one stage.
24 Scary Face
— 100% 10 Lowers the target’s Speed by two stages.
28 Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
32 Bullet Punch
40 100% 30 Inflicts regular damage with no additional effect.
36 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
40 Iron Defense
— — 15 Raises the user’s Defense by two stages.
44 Agility
— — 30 Raises the user’s Speed by two stages.
48 Meteor Mash
90 90% 10 Has a 20% chance to raise the user’s Attack by one stage.
52 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
56 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Metal Claw
50 95% 35 Has a 10% chance to raise the user’s Attack by one stage.
1 Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
20 Confusion
50 100% 25 Has a 10% chance to confuse the target.
20 Metal Claw
50 95% 35 Has a 10% chance to raise the user’s Attack by one stage.
23 Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
26 Miracle Eye
— — 40 Forces the target to have no evasion, and allows it to be hit by Psychic moves even if it’s Dark.
29 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
32 Bullet Punch
40 100% 30 Inflicts regular damage with no additional effect.
35 Scary Face
— 100% 10 Lowers the target’s Speed by two stages.
38 Agility
— — 30 Raises the user’s Speed by two stages.
41 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
44 Meteor Mash
90 90% 10 Has a 20% chance to raise the user’s Attack by one stage.
47 Iron Defense
— — 15 Raises the user’s Defense by two stages.
50 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
TM01 Hone Claws
— — 15 Raises the user’s Attack and accuracy by one stage.
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM19 Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM36 Sludge Bomb
90 100% 10 Has a 30% chance to poison the target.
TM37 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM40 Aerial Ace
60 — 20 Never misses.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM64 Explosion
250 100% 5 User faints.
TM69 Rock Polish
— — 20 Raises the user’s Speed by two stages.
TM70 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM74 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM91 Flash Cannon
80 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM94 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Iron Defense
— — 15 Raises the user’s Defense by two stages.
Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Stealth Rock
— — 20 Causes damage when opposing Pokémon switch in.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Trick
— 100% 10 User and target swap items.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 60
Attack 75
Defense 100
Sp. Atk 55
Sp. Def 80
Speed 50
Total 420

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x
0x
2x
0.5x
0.25x
0.5x
2x
0.5x
2x
0.5x
0.5x