← #374 Beldum | #376 Metagross → |
Metang #375 - Iron Claw Pokemon
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types | ||
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gender | Genderless | ||
height | 4'11" | 1.2 m | |
weight | 446.5 lb. | 202.5 kg | |
generation |
3rd (Ruby, Sapphire, Emerald) National: #375 | Hoenn: #191
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375
Family
#374 - Beldum | #375 - Metang Lv. 20 | #376 - Metagross Lv. 45 |
Breeding
Egg Groups | Steps to Hatch |
---|---|
Mineral | 10,200 |
Moves
Abilities
Clear Body | Protects against opponent-inflicted stat drops. |
Level-up Moves
Lv. | Move | Type | Class | Pow. | PP | Acc. | Effect |
---|---|---|---|---|---|---|---|
1 | Take Down | 90 | 20 | 85% | User receives 1/4 the damage it inflicts in recoil. | ||
1 | Confusion | 50 | 25 | 100% | Has a 10% chance to confuse the target. | ||
1 | Metal Claw | 50 | 35 | 95% | 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 | 25 | 100% | Has a 10% chance to confuse the target. | ||
20 | Metal Claw | 50 | 35 | 95% | Has a 10% chance to raise the user's Attack by one stage. | ||
23 | Pursuit | 40 | 20 | 100% | If the target leaves battle this turn, user will hit the target with double power and then hit its replacement normally. | ||
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 | 15 | 90% | Has a 20% chance to make the target flinch. | ||
32 | Bullet Punch | 40 | 30 | 100% | Inflicts regular damage with no additional effect. | ||
35 | Scary Face | -- | 10 | 100% | Lowers the target's Speed by two stages. | ||
38 | Agility | -- | 30 | -- | Raises the user's Speed by two stages. | ||
41 | Psychic | 90 | 10 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. | ||
44 | Meteor Mash | 100 | 10 | 85% | 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 | 5 | 90% | User foregoes its next turn to recharge. |
TMs/HMs
# | Move | Type | Class | Pow. | PP | Acc. | Effect |
---|---|---|---|---|---|---|---|
TM1 | Hone Claws | -- | 15 | -- | Raises the user's Attack and accuracy by one stage. | ||
TM3 | Psyshock | 80 | 10 | 100% | Inflicts damage based on the target's Defense, not Special Defense. | ||
TM6 | Toxic | -- | 10 | 90% | Badly poisons the target, inflicting more damage every turn. | ||
TM10 | Hidden Power | 1 | 15 | 100% | 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 | 5 | 90% | 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 | 1 | 20 | 100% | Power increases as happiness decreases, up to a maximum of 102. | ||
TM26 | Earthquake | 100 | 10 | 100% | Inflicts regular damage and can hit Dig users. | ||
TM27 | Return | 1 | 20 | 100% | Power increases with happiness, up to a maximum of 102. | ||
TM29 | Psychic | 90 | 10 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. | ||
TM30 | Shadow Ball | 80 | 15 | 100% | Has a 20% chance to lower the target's Special Defense by one stage. | ||
TM31 | Brick Break | 75 | 15 | 100% | 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 | 10 | 100% | Has a 30% chance to poison the target. | ||
TM37 | Sandstorm | -- | 10 | -- | Changes the weather to a sandstorm for five turns. | ||
TM39 | Rock Tomb | 50 | 10 | 80% | Has a 100% chance to lower the target's Speed by one stage. | ||
TM40 | Aerial Ace | 60 | 20 | -- | Never misses. | ||
TM42 | Facade | 70 | 20 | 100% | Power doubles if user is burned, paralyzed, or poisoned. | ||
TM44 | Rest | -- | 10 | -- | User sleeps for two turns, completely healing itself. | ||
TM48 | Round | 60 | 15 | 100% | Has double power if it's used more than once per turn. | ||
TM64 | Explosion | 250 | 5 | 100% | User faints. | ||
TM69 | Rock Polish | -- | 20 | -- | Raises the user's Speed by two stages. | ||
TM70 | Flash | -- | 20 | 100% | Lowers the target's accuracy by one stage. | ||
TM74 | Gyro Ball | 1 | 5 | 100% | 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 | 20 | 100% | Has a 100% chance to lower the target's Speed by one stage. | ||
TM80 | Rock Slide | 75 | 10 | 90% | Has a 30% chance to make the target flinch. | ||
TM86 | Grass Knot | 1 | 20 | 100% | Inflicts more damage to heavier targets, with a maximum of 120 power. | ||
TM87 | Swagger | -- | 15 | 90% | 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 | 10 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. | ||
TM94 | Rock Smash | 40 | 15 | 100% | Has a 50% chance to lower the target's Defense by one stage. | ||
TM98 | Power-up Punch | 40 | 20 | 100% | Has a 100% chance to raise the user's Attack by one stage. | ||
TM100 | Confide | -- | 20 | -- | Lowers the target's Special Attack by one stage. | ||
HM1 | Cut | 50 | 30 | 95% | Inflicts regular damage with no additional effect. | ||
HM4 | Strength | 80 | 15 | 100% | Inflicts regular damage with no additional effect. |
Egg Moves
Move | Type | Class | Pow. | PP | Acc. | Effect |
---|
Stats
at level 100 | Base | Hindering (90%) | Neutral (100%) | Beneficial (110%) |
---|---|---|---|---|
HP | 60 | 230 - 324 | 230 - 324 | 230 - 324 |
Attack | 75 | 139 - 224 | 155 - 249 | 170 - 273 |
Defense | 100 | 184 - 269 | 205 - 299 | 225 - 328 |
Sp. Attack | 55 | 103 - 188 | 115 - 209 | 126 - 229 |
Sp. Defense | 80 | 148 - 233 | 165 - 259 | 181 - 284 |
Speed | 50 | 94 - 179 | 105 - 199 | 115 - 218 |
TOTAL | 420 |
Other Stats
Base Experience | Max Experience | Catch Rate | Happiness | EV Yields |
---|---|---|---|---|
153 | 1,250,000 | 3 | 35 | Defense: 2 points |
Damage Taken
0.5x
1x
0.5x
0x
2x
0.5x
1x
2x
0.5x
2x
1x
0.5x
1x
0.25x
0.5x
0.5x
2x
0.5x
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Images
Black | |
White | |
Diamond | |
Pearl | |
Platinum | |
HeartGold | |
SoulSilver | |
Ruby | |
Sapphire | |
Emerald |
Flavortext
Black 2 | It is formed by two Beldum joining together. Its two brains are linked, amplifying its psychic power. |
White 2 | |
Black | |
White | |
Diamond | |
Pearl | |
Platinum | |
HeartGold | When two BELDUM fuse together, a magnetic nervous system places their brains in union. |
SoulSilver | |
Ruby | When two BELDUM fuse together, METANG is formed. The brains of the BELDUM are joined by a magnetic nervous system.By linking its brains magnetically, this Pokemon generates strong psychokinetic power. |
Sapphire | When two BELDUM fuse together, METANG is formed. The brains of the BELDUM are joined by a magnetic nervous system.This Pokemon turns its arms to the rear for traveling at high speed. |
Emerald | The claws tipping its arms pack the destructive power to tear through thick iron sheets as if they were silk. It flies at over 60 miles per hour. |
FireRed | It floats midair using magnetism. Its body is so tough, even a crash with a jet plane won't leave a scratch. |
LeafGreen |
Other
Name Etymology | Metal + angstrom |
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← #374 Beldum | #376 Metagross → |