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Demo data accounts are live, the database isn't. Every run below is seeded and nothing saves. Add your Supabase keys to .env.local to make it real (see SETUP.md § Supabase).

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

Showing Sword / ShieldMelmetal doesn't appear in Ultra Sun / Ultra Moon.

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 ShockelectricSpecial40 BP100% acc30 PPHas a chance to paralyze the target.
  • 24Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • 32Acid ArmorpoisonStatus20 PPRaises the user’s Defense by two stages.
  • 40Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • 48Mega PunchnormalPhysical80 BP85% acc20 PPInflicts regular damage with no additional effect.
  • 56ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • 64DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
  • 72Dynamic PunchfightingPhysical100 BP50% acc5 PPHas a chance to confuse the target.
  • 80SuperpowerfightingPhysical120 BP100% acc5 PPLowers the user’s Attack and Defense by one stage after inflicting damage.
  • 88Double Iron BashsteelPhysical60 BP100% acc5 PPHits twice in one turn.
  • 96Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.

TM/HM36

  • Body PressfightingPhysical80 BP100% acc10 PPDamage is calculated using the user's Defense stat as its Attack, including stat stage changes.
  • Body SlamnormalPhysical85 BP100% acc15 PPHas a chance to paralyze the target.
  • Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
  • Brutal SwingdarkPhysical60 BP100% acc20 PPInflicts regular damage with no additional effect.
  • Darkest LariatdarkPhysical85 BP100% acc10 PPIgnores the target’s stat modifiers.
  • EarthquakegroundPhysical100 BP100% acc10 PPInflicts regular damage and can hit Dig users.
  • Electric TerrainelectricStatus10 PPFor five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • 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.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Gyro BallsteelPhysical100% acc5 PPPower raises when the user has lower Speed, up to a maximum of 150.
  • Heavy SlamsteelPhysical100% acc10 PPPower is higher when the user weighs more than the target, up to a maximum of 120.
  • High HorsepowergroundPhysical95 BP95% acc10 PPInflicts regular damage with no additional effect.
  • 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.
  • Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
  • Iron HeadsteelPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
  • Mega KicknormalPhysical120 BP75% acc5 PPInflicts regular damage with no additional effect.
  • Mega PunchnormalPhysical80 BP85% acc20 PPInflicts regular damage with no additional effect.
  • 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.
  • Rock TombrockPhysical60 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • Self DestructnormalPhysical200 BP100% acc5 PPUser faints.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
  • Solar BeamgrassSpecial120 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.

Tutor2

  • Steel BeamsteelSpecial140 BP95% acc5 PPInflicts damage, and the user takes damage equal to half of its max HP, rounded up.
  • Steel RollersteelPhysical130 BP100% acc5 PPEnds the effect of Electric, Grassy, Misty, or Psychic Terrains. Fails if no Terrain is active.

Appears in 2 games

  • Let's Go Pikachu / Eevee
  • Sword / Shield