Metagross

Alternate Forms

metagross
Base
X

With four linked brains, it’s more intelligent than a supercomputer, and it uses calculations to analyze foes.

Y

Metang combined to form it. With four brains, it has the intelligence of a supercomputer.

Omega Ruby

Metagross has four brains in total. Combined, the four brains can breeze through difficult calculations faster than a supercomputer. This Pokémon can float in the air by tucking in its four legs.

Alpha Sapphire

Metagross is the result of two Metang achieving fusion. When hunting, this Pokémon pins the prey to the ground under its massive body. It then eats the helpless victim using the large mouth on its stomach.

Evolution Chain

beldum
Beldum
Level 20
metang
Metang
Level 45
metagross
Metagross

Pokédex & Training Data

Classification Iron Leg Pokémon
Height 1.6 m (5'03")
Weight 550.0 kg (1212.5 lbs)
Abilities
EV Yield +3 defense
Catch Rate 3
Base Friendship 35
Growth Rate slow
Gender Ratio
Genderless
Egg Groups Mineral

Pokédex Numbers

Hoenn (R/S/E) #192
Unova (B2/W2) #264
Hoenn (OR/AS) #201
Alola (S/M) #216
Alola (US/UM) #280
National #376
Crown Tundra #131
Blueberry #139

Held Items

Learned Moves

Level Up Moves

X/Y
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.
45 Hammer Arm
100 90% 10 Lowers user’s Speed by one stage.
53 Iron Defense
— — 15 Raises the user’s Defense by two stages.
62 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
OR/AS
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 Bullet Punch
40 100% 30 Inflicts regular damage with no additional effect.
29 Miracle Eye
— — 40 Forces the target to have no evasion, and allows it to be hit by Psychic moves even if it’s Dark.
32 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
35 Scary Face
— 100% 10 Lowers the target’s Speed by two stages.
38 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
41 Agility
— — 30 Raises the user’s Speed by two stages.
44 Meteor Mash
90 90% 10 Has a 20% chance to raise the user’s Attack by one stage.
45 Hammer Arm
100 90% 10 Lowers user’s Speed by one stage.
52 Iron Defense
— — 15 Raises the user’s Defense by two stages.
60 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.

TM/HM Moves

X/Y
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.
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.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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.
TM98 Power Up Punch
40 100% 20 Raises the user’s Attack by one stage after inflicting damage.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.
OR/AS
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.
HM06 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.
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.
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.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM98 Power Up Punch
40 100% 20 Raises the user’s Attack by one stage after inflicting damage.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

OR/AS
Name Class Power Acc. PP Effect
Block
— — 5 Prevents the target from leaving battle.
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.
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 80
Attack 135
Defense 130
Sp. Atk 95
Sp. Def 90
Speed 70
Total 600

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

Mega Metagross

Mega Metagross
Hp 80
Attack 145
Defense 150
Sp. Atk 105
Sp. Def 110
Speed 110
Total 700