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Melmetal sprite

#0809

Melmetal

steel2.5 m · 800.0 kg

Base stats — 600 total

HP
135
Atk
143
Def
143
SpA
80
SpD
65
Spe
34

Abilities

  • Iron Fist

Learnset

What Melmetal learns in Let's Go Pikachu / Eevee. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level16

  • —Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.
  • 1HardennormalStatus30 PPRaises the user’s Defense by one stage.
  • 1HeadbuttnormalPhysical70 BP100% acc15 PPHas a chance to make the target flinch.
  • 1Tail WhipnormalStatus100% acc30 PPLowers the target’s Defense by one stage.
  • 1Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.
  • 1Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • 9Tail WhipnormalStatus100% acc30 PPLowers the target’s Defense by one stage.
  • 18Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • 27Thunder ShockelectricSpecial40 BP100% acc30 PPHas a chance to paralyze the target.
  • 36Acid ArmorpoisonStatus20 PPRaises the user’s Defense by two stages.
  • 45Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • 54Mega PunchnormalPhysical80 BP85% acc20 PPInflicts regular damage with no additional effect.
  • 63ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • 72Double Iron BashsteelPhysical60 BP100% acc5 PPHits twice in one turn.
  • 81SuperpowerfightingPhysical120 BP100% acc5 PPLowers the user’s Attack and Defense by one stage after inflicting damage.
  • 90Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.

TM/HM20

  • Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
  • EarthquakegroundPhysical100 BP100% acc10 PPInflicts regular damage and can hit Dig users.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • HeadbuttnormalPhysical70 BP100% acc15 PPHas a chance to make the target flinch.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Ice BeamiceSpecial90 BP100% acc10 PPHas a chance to freeze the target.
  • Ice PunchicePhysical75 BP100% acc15 PPHas a chance to freeze the target.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • Rock SliderockPhysical75 BP90% acc10 PPHas a chance to make the target flinch.
  • Self DestructnormalPhysical200 BP100% acc5 PPUser faints.
  • Solar BeamgrassSpecial200 BP100% acc10 PPRequires a turn to charge before attacking.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • SuperpowerfightingPhysical120 BP100% acc5 PPLowers the user’s Attack and Defense by one stage after inflicting damage.
  • ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
  • Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.
  • Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • ToxicpoisonStatus90% acc10 PPBadly poisons the target, inflicting more damage every turn.

Appears in — 2 games

Click a game to see the learnset as it works there; click again to go back to the latest.