Metang
Sun

When two Beldum link together, their psychic power is doubled. Their intelligence, however, remains unchanged.

Moon

It adores magnetic minerals, so it pursues Nosepass at speeds exceeding 60 mph.

Ultra Sun

With its two brains, it fires powerful psychic energy to stop its prey in their tracks.

Ultra Moon

It flies at high speeds around the skies. When it finds its prey, Metang takes a firm grip with its sharp claws and never lets go.

Evolution Chain

beldum
Beldum
Level 20
metang
Metang
Level 45
metagross
Metagross

Pokédex Data

Classification Iron Claw Pokémon
Height 1.2 m (3'11")
Weight 202.5 kg (446.4 lbs)
Abilities

Held Items

Game Locations

  • Poke Pelago Elite Four Defeated
  • Poke Pelago Poni Island Reached

Training

EV Yield +2 defense
Catch Rate 3
Base Friendship 35
Growth Rate slow
Gender Ratio
Genderless
Egg Groups Mineral

Learned Moves

Level Up Moves

Sun/Moon
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.
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.
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.
Ultra Sun/Ultra Moon
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.
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.
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

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
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.
TM69 Rock Polish
20 Raises the user's Speed by two stages.
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.
TM100 Confide
20 Lowers the target's Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Ally Switch
15 User switches places with the friendly Pokémon opposite it.
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.
Telekinesis
15 Moves have 100% accuracy against the target for three turns.
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