About
Centrifugal force is behind the punches of Melmetal’s heavy hex-nut arms. Melmetal is said to deliver the strongest punches of all Pokémon.
- Abilities
-
Strengthens punch-based moves to 1.2× their power.
- Height
- 2.5 m 8′02″
- Weight
- 800.0 kg 1763.7 lb
- Gender
Genderless
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 135 | 380–474 | |
| Attack | 143 | 261–423 | |
| Defense | 143 | 261–423 | |
| Sp. Atk | 80 | 148–284 | |
| Sp. Def | 65 | 121–251 | |
| Speed | 34 | 65–183 | |
| Total | 600 | ||
Ranges assume 0 IVs, 0 EVs and a hindering nature at the low end, and 31 IVs, 252 EVs and a helpful nature at the high end.
Type matchups
Multipliers use the current type chart. Abilities that change damage taken can be applied.
Taking hits
- Weak 2×
- FireFightingGround
- Resists ½×
- NormalGrassIceFlyingPsychicBugRockDragonSteelFairy
- Immune
- Poison
Same-type attacks
- Super effective 2×
- IceRockFairy
- Not very effective ½×
- FireWaterElectricSteel
Evolution
- Meltan Candies
Forms
Alternate forms have their own types, stats and abilities.
Moves
Moves this Pokémon can learn in the selected game. STAB marks attacks that share its type.
| Lv. | Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|---|
| Evo. | Has a chance to paralyze the target. | Electric | Physical | 75 | 100% | 15 |
| 1 | Raises the user’s Defense by one stage. | Normal | Status | — | — | 30 |
| 1 | Has a chance to make the target flinch. | Normal | Physical | 70 | 100% | 15 |
| 1 | Lowers the target’s Defense by one stage. | Normal | Status | — | 100% | 30 |
| 1 | Has a chance to paralyze the target. | Electric | Physical | 75 | 100% | 15 |
| 1 | Has a chance to paralyze the target. | Electric | Special | 40 | 100% | 30 |
| 24 | Paralyzes the target. | Electric | Status | — | 90% | 20 |
| 32 | Raises the user’s Defense by two stages. | Poison | Status | — | — | 20 |
| 40 | Flash Cannon STAB Has a chance to lower the target’s Special Defense by one stage. | Steel | Special | 80 | 100% | 10 |
| 48 | Inflicts regular damage with no additional effect. | Normal | Physical | 80 | 85% | 20 |
| 56 | Prevents any moves from hitting the user this turn. | Normal | Status | — | — | 10 |
| 64 | Has a chance to paralyze the target. | Electric | Special | 80 | 100% | 15 |
| 72 | Has a chance to confuse the target. | Fighting | Physical | 100 | 50% | 5 |
| 80 | Lowers the user’s Attack and Defense by one stage after inflicting damage. | Fighting | Physical | 120 | 100% | 5 |
| 88 | Double Iron Bash STAB Hits twice in one turn. | Steel | Physical | 60 | 100% | 5 |
| 96 | User foregoes its next turn to recharge. | Normal | Special | 150 | 90% | 5 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Damage is calculated using the user's Defense stat as its Attack, including stat stage changes. | Fighting | Physical | 80 | 100% | 10 |
| Has a chance to paralyze the target. | Normal | Physical | 85 | 100% | 15 |
| Destroys Reflect and Light Screen. | Fighting | Physical | 75 | 100% | 15 |
| Inflicts regular damage with no additional effect. | Dark | Physical | 60 | 100% | 20 |
| Ignores the target’s stat modifiers. | Dark | Physical | 85 | 100% | 10 |
| Inflicts regular damage and can hit Dig users. | Ground | Physical | 100 | 100% | 10 |
| For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. | Electric | Status | — | — | 10 |
| Prevents the user’s HP from lowering below 1 this turn. | Normal | Status | — | — | 10 |
| Power doubles if user is burned, paralyzed, or poisoned. | Normal | Physical | 70 | 100% | 20 |
Flash Cannon STAB Has a chance to lower the target’s Special Defense by one stage. | Steel | Special | 80 | 100% | 10 |
| User foregoes its next turn to recharge. | Normal | Physical | 150 | 90% | 5 |
Gyro Ball STAB Power raises when the user has lower Speed, up to a maximum of 150. | Steel | Physical | — | 100% | 5 |
Heavy Slam STAB Power is higher when the user weighs more than the target, up to a maximum of 120. | Steel | Physical | — | 100% | 10 |
| Inflicts regular damage with no additional effect. | Ground | Physical | 95 | 95% | 10 |
| User foregoes its next turn to recharge. | Normal | Special | 150 | 90% | 5 |
| Has a chance to freeze the target. | Ice | Special | 90 | 100% | 10 |
| Has a chance to freeze the target. | Ice | Physical | 75 | 100% | 15 |
| Raises the user’s Defense by two stages. | Steel | Status | — | — | 15 |
Iron Head STAB Has a chance to make the target flinch. | Steel | Physical | 80 | 100% | 15 |
| Inflicts regular damage with no additional effect. | Normal | Physical | 120 | 75% | 5 |
| Inflicts regular damage with no additional effect. | Normal | Physical | 80 | 85% | 20 |
| Prevents any moves from hitting the user this turn. | Normal | Status | — | — | 10 |
| User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
| Has a chance to make the target flinch. | Rock | Physical | 75 | 90% | 10 |
| Has a chance to lower the target’s Speed by one stage. | Rock | Physical | 60 | 95% | 15 |
| Has double power if it’s used more than once per turn. | Normal | Special | 60 | 100% | 15 |
| User faints. | Normal | Physical | 200 | 100% | 5 |
| Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | Normal | Status | — | — | 10 |
| Has a chance to make the target flinch. Only works if the user is sleeping. | Normal | Special | 50 | 100% | 15 |
| Requires a turn to charge before attacking. | Grass | Special | 120 | 100% | 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. | Normal | Status | — | — | 10 |
| Lowers the user’s Attack and Defense by one stage after inflicting damage. | Fighting | Physical | 120 | 100% | 5 |
| Has a chance to paralyze the target. | Electric | Special | 110 | 70% | 10 |
| Has a chance to paralyze the target. | Electric | Physical | 75 | 100% | 15 |
| Paralyzes the target. | Electric | Status | — | 90% | 20 |
| Has a chance to paralyze the target. | Electric | Special | 90 | 100% | 15 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
Steel Beam STAB Inflicts damage, and the user takes damage equal to half of its max HP, rounded up. | Steel | Special | 140 | 95% | 5 |
Steel Roller STAB Ends the effect of Electric, Grassy, Misty, or Psychic Terrains. Fails if no Terrain is active. | Steel | Physical | 130 | 100% | 5 |
Training and breeding
Training
- EV yield
- 3 Attack
- Catch rate
- 3
- Base friendship
- 0
- Base experience
- 270
- Growth rate
- Slow
Breeding
- Egg groups
- No Eggs
- Egg cycles
- 120 (about 30,840 steps)