Metang • Generation VIII Pokédex

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Metang
Pokédex Page for Metang

This is the Marriland Pokédex page for Metang, showing its information and moves in Pokémon Sword & Shield as well as Pokémon Brilliant Diamond & Shining Pearl.

To choose which version to view Metang's moves and location information from, please use the toggle below, or use the toggles further down in the page.

Metang

Metang
Sprite of Metang in Pokémon HOME

Metang's Type

STEEL
PSYCHIC

Metang's Pokédex #s

National #
375
Galar #
--
Armor #
--
Crown #
130

Metang's Base Stats

HP:
60
Attack:
75
Defense:
100
Sp. Atk:
55
Sp. Def:
80
Speed:
50
Total:
420

Misc. Info

Height:
3'11" (1.2m)
Weight:
446.4 lbs. (202.5 kg)
Gender Ratio:
Egg Groups:
Mineral
EXP At Lv. 100:
1,250,000
EV Yield:
2 Defense
Base EXP:
147
Catch Rate:
3
Base Happiness:
35

Metang's Abilities

Here are what abilities Metang can possibly have, along with their effects.
Clear Body
Prevents Metang's stats from being lowered by other Pokémon.
Light Metal
Metang's weight is considered to be half what it usually is.

Weaknesses & Resistances

Below is a list of what Metang's weakness and resistance is to various types.
FIRE
GROUND
GHOST
DARK
½
NORMAL
GRASS
ICE
FLYING
ROCK
DRAGON
STEEL
FAIRY
¼
PSYCHIC
immune
POISON

Metang's Evolution Line

Below you'll find a list of all Pokémon Metang evolves from or into, along with its evolution method.
Beldum
Beldum
starting form
Metang
Metang
at level 20
Metagross
Metagross
at level 45

Metang's Moves in Brilliant Diamond & Shining Pearl

Below is a list of all of the moves that Metang can learn, along with what level it learns the move, the TM or TR number, and what egg moves it can learn, if any. Hover over a move (desktop/laptop) or click the ? button next to the move (mobile/tablet) to find out more about the move.

Level Up Moves

Here are all of the moves Metang learns via level up. Anything marked "Evo." means it learns it upon evolving. If the level is 1, it can be relearned at a Pokémon Center.
Lv. Move Type Category Power Acc.% PP Target Info
Evo.
Confusion
Has a 10% chance of confusing the target.
PSYCHIC
SPECIAL
50 100% 25 One Target
Evo.
Metal Claw
Has a 10% chance of raising Metang's Attack by one stage.
STEEL
PHYSICAL
50 95% 35 One Target
1
Confusion
Has a 10% chance of confusing the target.
PSYCHIC
SPECIAL
50 100% 25 One Target
1
Metal Claw
Has a 10% chance of raising Metang's Attack by one stage.
STEEL
PHYSICAL
50 95% 35 One Target
1
Bullet Punch
Has higher priority.
STEEL
PHYSICAL
40 100% 30 One Target
1
Tackle
Damages the target.
NORMAL
PHYSICAL
40 100% 35 One Target
6
Zen Headbutt
Has a 20% chance of causing the target to flinch.
PSYCHIC
PHYSICAL
80 90% 15 One Target
12
Magnet Rise
Metang becomes immune to Ground-type moves and effects for the next 5 turns.
ELECTRIC
STATUS
-- -- 10 User
18
Flash Cannon
10% chance of lowering the target's Sp. Def by one stage.
STEEL
SPECIAL
80 100% 10 One Target
26
Take Down
Metang takes 25% of Take Down's damage as recoil damage.
NORMAL
PHYSICAL
90 85% 20 One Target
34
Psychic
10% chance of lowering the target's Sp. Def by one stage.
PSYCHIC
SPECIAL
90 100% 10 One Target
42
Scary Face
Lowers the target's Speed by two stages.
NORMAL
STATUS
-- 100% 10 One Target
50
Meteor Mash
Has a 20% chance of raising Metang's Attack by one stage.
STEEL
PHYSICAL
90 90% 10 One Target
58
Iron Defense
Raises Metang's Defense by two stages.
STEEL
STATUS
-- -- 15 User
66
Agility
Raises Metang's Speed by two stages.
PSYCHIC
STATUS
-- -- 30 User
74
Hyper Beam
Requires a turn to recharge (unless it misses).
NORMAL
SPECIAL
150 90% 5 One Target

TM Moves

Here are all of the moves that Metang can learn via TM (Technical Machine). These moves can be taught an unlimited number of times once the TM is obtained.
TM Move Type Category Power Acc.% PP Target Info
TM04
Ice Punch
Has a 10% chance to freeze the target.
ICE
PHYSICAL
75 100% 15 One Target
TM05
Thunder Punch
Has a 10% chance to paralyze the target.
ELECTRIC
PHYSICAL
75 100% 15 One Target
TM08
Hyper Beam
Requires a turn to recharge (unless it misses).
NORMAL
SPECIAL
150 90% 5 One Target
TM17
Light Screen
Reduces damage from Special-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 30 User's Field
TM18
Reflect
Reduces damage from Physical-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 20 User's Field
TM20
Self-Destruct
Metang is knocked out after using Self-Destruct.
NORMAL
PHYSICAL
200 100% 5 All But Self
TM21
Rest
Metang restores its HP to full and falls asleep for two turns.
PSYCHIC
STATUS
-- -- 10 User
TM22
Rock Slide
Has a 30% chance of causing all nearby enemies to flinch.
ROCK
PHYSICAL
75 90% 10 Nearby Enemies
TM24
Snore
Can only be used while asleep. 30% chance of making the target flinch.
NORMAL
SPECIAL
50 100% 15 One Target
TM25
Protect
Protects Metang from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM26
Scary Face
Lowers the target's Speed by two stages.
NORMAL
STATUS
-- 100% 10 One Target
TM27
Icy Wind
100% chance of lowering all nearby enemies' Speed by one stage.
ICE
SPECIAL
55 95% 15 Nearby Enemies
TM32
Sandstorm
Changes the weather to a sandstorm for 5 turns.
ROCK
STATUS
-- -- 10 Entire Field
TM33
Rain Dance
Changes the weather to rainy for 5 turns.
WATER
STATUS
-- -- 5 Entire Field
TM34
Sunny Day
Changes the weather to sunny for 5 turns.
FIRE
STATUS
-- -- 5 Entire Field
TM39
Facade
Does double damage if Metang is poisoned, burned, or paralyzed.
NORMAL
PHYSICAL
70 100% 20 One Target
TM40
Swift
Doesn't miss all nearby enemies.
NORMAL
SPECIAL
60 -- 20 Nearby Enemies
TM43
Brick Break
Breaks the opponent's Light Screen or Reflect.
FIGHTING
PHYSICAL
75 100% 15 One Target
TM48
Rock Tomb
100% chance of lowering the target's Speed by one stage.
ROCK
PHYSICAL
60 95% 15 One Target
TM69
Psycho Cut
Has a higher critical hit rate. (+1 stage.)
PSYCHIC
PHYSICAL
70 100% 20 One Target
TM76
Round
Deals double damage if Round has already been used and causes any other Pokémon using Round to use it immediately afterward.
NORMAL
SPECIAL
60 100% 15 One Target
TM81
Bulldoze
100% chance of lowering all nearby Pokémon's Speed by one stage.
GROUND
PHYSICAL
60 100% 20 All But Self

TR Moves

Here are all of the moves that Metang can learn via TR (Technical Record). These moves can be taught only once per TR, but TRs can be obtained in the Wild Area and other locations.
TR Move Type Category Power Acc.% PP Target Info
TR01
Body Slam
Has a 30% chance to paralyze the target.
NORMAL
PHYSICAL
85 100% 15 One Target
TR10
Earthquake
Does double damage against targets using Dig.
GROUND
PHYSICAL
100 100% 10 All But Self
TR11
Psychic
10% chance of lowering the target's Sp. Def by one stage.
PSYCHIC
SPECIAL
90 100% 10 One Target
TR12
Agility
Raises Metang's Speed by two stages.
PSYCHIC
STATUS
-- -- 30 User
TR20
Substitute
Costs 25% of Metang's max HP. Sets up a Substitute to block effects and damage.
NORMAL
STATUS
-- -- 10 User
TR22
Sludge Bomb
Has a 30% chance to poison the target.
POISON
SPECIAL
90 100% 10 One Target
TR25
Psyshock
Psyshock uses the target's Defense stat to calculate damage instead of its Special Defense.
PSYCHIC
SPECIAL
80 100% 10 One Target
TR26
Endure
Will survive any hit with at least 1 HP left this turn. 50% chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TR27
Sleep Talk
Can only be used while asleep. Uses one of Metang's moves at random.
NORMAL
STATUS
-- -- 10 User
TR33
Shadow Ball
20% chance of lowering the target's Sp. Def by one stage.
GHOST
SPECIAL
80 100% 15 One Target
TR38
Trick
Switches Metang's held item with the target's.
PSYCHIC
STATUS
-- 100% 10 One Target
TR44
Cosmic Power
Raises Metang's Defense and Special Defense by one stage.
PSYCHIC
STATUS
-- -- 20 User
TR46
Iron Defense
Raises Metang's Defense by two stages.
STEEL
STATUS
-- -- 15 User
TR52
Gyro Ball
Does more damage based on how much lower Metang's Speed is compared to the target's.
STEEL
PHYSICAL
varies 100% 5 One Target
TR69
Zen Headbutt
Has a 20% chance of causing the target to flinch.
PSYCHIC
PHYSICAL
80 90% 15 One Target
TR70
Flash Cannon
10% chance of lowering the target's Sp. Def by one stage.
STEEL
SPECIAL
80 100% 10 One Target
TR74
Iron Head
Has a 30% chance of causing the target to flinch.
STEEL
PHYSICAL
80 100% 15 One Target
TR76
Stealth Rock
Sets floating rocks on the enemy's field. Does 1/8 max HP to enemies that switch in. Weakness/resistance to Rock affects this damage.
ROCK
STATUS
-- -- 20 Enemy Field
TR77
Grass Knot
Does more damage depending on how heavy the target is.
GRASS
SPECIAL
varies 100% 20 One Target
TR83
Ally Switch
Switches places with Metang for the rest of the battle.
PSYCHIC
STATUS
-- -- 15 User

Move Tutor Moves

Here are all of the moves that Metang can learn from Move Tutors. Most of these require the Expansion Pass and can be found in the Isle of Armor's Dojo, costing some Armorite Ore to teach. However, there are a few moves that can be taught aside from this.
Move Type Category Power Acc.% PP Target Info
TUTOR
Expanding Force
If used during Psychic Terrain, Expanding Force does 50% more damage and additionally targets both enemy Pokémon if in a Double Battle instead.
PSYCHIC
SPECIAL
80 100% 10 One Target
TUTOR
Meteor Beam
Raises Metang's Sp. Atk by one stage. Charges for a turn, attacks on second turn.
ROCK
SPECIAL
120 90% 10 One Target
TUTOR
Steel Roller
Steel Roller fails if used while there is no Terrain in effect. After doing damage, any active Terrain effect is removed.
STEEL
PHYSICAL
130 100% 5 One Target

Level Up Moves

Here are all of the moves Metang learns via level up. Anything marked "Evo." means it learns it upon evolving. If the level is 1, it can be relearned at a Pokémon Center.
Lv. Move Type Category Power Acc.% PP Target Info
Evo.
Confusion
Has a 10% chance of confusing the target.
PSYCHIC
SPECIAL
50 100% 25 One Target
Evo.
Metal Claw
Has a 10% chance of raising Metang's Attack by one stage.
STEEL
PHYSICAL
50 95% 35 One Target
1
Confusion
Has a 10% chance of confusing the target.
PSYCHIC
SPECIAL
50 100% 25 One Target
1
Metal Claw
Has a 10% chance of raising Metang's Attack by one stage.
STEEL
PHYSICAL
50 95% 35 One Target
1
Bullet Punch
Has higher priority.
STEEL
PHYSICAL
40 100% 30 One Target
1
Tackle
Damages the target.
NORMAL
PHYSICAL
40 100% 35 One Target
6
Zen Headbutt
Has a 20% chance of causing the target to flinch.
PSYCHIC
PHYSICAL
80 90% 15 One Target
12
Magnet Rise
Metang becomes immune to Ground-type moves and effects for the next 5 turns.
ELECTRIC
STATUS
-- -- 10 User
18
Flash Cannon
10% chance of lowering the target's Sp. Def by one stage.
STEEL
SPECIAL
80 100% 10 One Target
26
Take Down
Metang takes 25% of Take Down's damage as recoil damage.
NORMAL
PHYSICAL
90 85% 20 One Target
34
Psychic
10% chance of lowering the target's Sp. Def by one stage.
PSYCHIC
SPECIAL
90 100% 10 One Target
42
Scary Face
Lowers the target's Speed by two stages.
NORMAL
STATUS
-- 100% 10 One Target
50
Meteor Mash
Has a 20% chance of raising Metang's Attack by one stage.
STEEL
PHYSICAL
90 90% 10 One Target
58
Iron Defense
Raises Metang's Defense by two stages.
STEEL
STATUS
-- -- 15 User
66
Agility
Raises Metang's Speed by two stages.
PSYCHIC
STATUS
-- -- 30 User
74
Hyper Beam
Requires a turn to recharge (unless it misses).
NORMAL
SPECIAL
150 90% 5 One Target

TM Moves

Here are all of the moves that Metang can learn via TM (Technical Machine). These moves can be taught once per use of the TM.
TM Move Type Category Power Acc.% PP Target Info
TM11
Sunny Day
Changes the weather to sunny for 5 turns.
FIRE
STATUS
-- -- 5 Entire Field
TM15
Hyper Beam
Requires a turn to recharge (unless it misses).
NORMAL
SPECIAL
150 90% 5 One Target
TM16
Light Screen
Reduces damage from Special-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 30 User's Field
TM17
Protect
Protects Metang from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM18
Rain Dance
Changes the weather to rainy for 5 turns.
WATER
STATUS
-- -- 5 Entire Field
TM26
Earthquake
Does double damage against targets using Dig.
GROUND
PHYSICAL
100 100% 10 All But Self
TM29
Psychic
10% chance of lowering the target's Sp. Def by one stage.
PSYCHIC
SPECIAL
90 100% 10 One Target
TM30
Shadow Ball
20% chance of lowering the target's Sp. Def by one stage.
GHOST
SPECIAL
80 100% 15 One Target
TM31
Brick Break
Breaks the opponent's Light Screen or Reflect.
FIGHTING
PHYSICAL
75 100% 15 One Target
TM32
Double Team
Raises Metang's Evasion by one stage.
NORMAL
STATUS
-- -- 15 User
TM33
Reflect
Reduces damage from Physical-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 20 User's Field
TM36
Sludge Bomb
Has a 30% chance to poison the target.
POISON
SPECIAL
90 100% 10 One Target
TM37
Sandstorm
Changes the weather to a sandstorm for 5 turns.
ROCK
STATUS
-- -- 10 Entire Field
TM39
Rock Tomb
100% chance of lowering the target's Speed by one stage.
ROCK
PHYSICAL
60 95% 15 One Target
TM40
Aerial Ace
Doesn't miss the target.
FLYING
PHYSICAL
60 -- 20 One Target
TM42
Facade
Does double damage if Metang is poisoned, burned, or paralyzed.
NORMAL
PHYSICAL
70 100% 20 One Target
TM44
Rest
Metang restores its HP to full and falls asleep for two turns.
PSYCHIC
STATUS
-- -- 10 User
TM58
Endure
Will survive any hit with at least 1 HP left this turn. 50% chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM64
Explosion
Metang is knocked out after using Explosion.
NORMAL
PHYSICAL
250 100% 5 All But Self
TM69
Rock Polish
Raises Metang's Speed by two stages.
ROCK
STATUS
-- -- 20 User
TM70
Flash
Lowers the target's Accuracy by one stage.
NORMAL
STATUS
-- 100% 20 One Target
TM74
Gyro Ball
Does more damage based on how much lower Metang's Speed is compared to the target's.
STEEL
PHYSICAL
varies 100% 5 One Target
TM76
Stealth Rock
Sets floating rocks on the enemy's field. Does 1/8 max HP to enemies that switch in. Weakness/resistance to Rock affects this damage.
ROCK
STATUS
-- -- 20 Enemy Field
TM77
Psych Up
Copies all stat modifiers on the target.
NORMAL
STATUS
-- -- 10 One Target
TM80
Rock Slide
Has a 30% chance of causing all nearby enemies to flinch.
ROCK
PHYSICAL
75 90% 10 Nearby Enemies
TM82
Sleep Talk
Can only be used while asleep. Uses one of Metang's moves at random.
NORMAL
STATUS
-- -- 10 User
TM83
Bulldoze
100% chance of lowering all nearby Pokémon's Speed by one stage.
GROUND
PHYSICAL
60 100% 20 All But Self
TM86
Grass Knot
Does more damage depending on how heavy the target is.
GRASS
SPECIAL
varies 100% 20 One Target
TM87
Swagger
Raises the target's Attack by two stages and confuses it.
NORMAL
STATUS
-- 85% 15 One Target
TM90
Substitute
Costs 25% of Metang's max HP. Sets up a Substitute to block effects and damage.
NORMAL
STATUS
-- -- 10 User
TM91
Flash Cannon
10% chance of lowering the target's Sp. Def by one stage.
STEEL
SPECIAL
80 100% 10 One Target
TM93
Cut
Damages the target.
NORMAL
PHYSICAL
50 95% 30 One Target
TM96
Strength
Damages the target.
NORMAL
PHYSICAL
80 100% 15 One Target
TM98
Rock Smash
50% chance of lowering the target's Defense by one stage.
FIGHTING
PHYSICAL
40 100% 15 One Target

Metang's Detailed Stats

Below you'll find a more detailed table containing Metang's calculated stats, which are the stats that you actually see displayed in game. These are affected by a variety of things, such as level, Effort Values (EVs), Individual Values (IVs), and Metang's Nature.

By default, the stats you see in the table below show four different possibilities, all assuming Metang is level 100: its stats with 0 EVs, 252+ (max) EVs, 0 IVs, and 31 (max) IVs. Nature is not shown by default, so its maximum is 10% higher than shown here, and minium 10% lower.
Stats at
level 100
0 EVs 252+ EVs Base Stat
Min Max Min Max
HP
230 261 293 324 60
Attack
155 186 218 249 75
Defense
205 236 268 299 100
Sp. Atk
115 146 178 209 55
Sp. Def
165 196 228 259 80
Speed
105 136 168 199 50
Total
420

Where to Find Metang in Brilliant Diamond & Shining Pearl

If you're looking for where to find Metang, you'll find the various methods listed down below, along with any notes or special locations. This should help you figure out how to get Metang in Pokémon Sword & Shield. (Currently this does not show most "strong" static encounters or Max Raid Battles.)

Special Ways to Get Metang

Catchable during Dynamax Adventures in Crown Tundra (DLC), level 65.

Getting Metang By Evolution

Evolves from Beldum at level 20.
Location information on where to find Metang in Pokémon Brilliant Diamond & Shining Pearl will be coming to the Marriland Pokédex in a future update! Thank you for your patience!

Pokédex Entries for Metang

Generation 8 Pokédex Entries

Sword
Two Beldum have become stuck together via their own magnetic forces. With two brains, the resulting Metang has doubled psychic powers.
Shield
Using magnetic forces to stay aloft, this Pokémon flies at high speeds, weaving through harsh mountain terrain in pursuit of prey.

Generation 7 Pokédex Entries

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.

Generation 6 Pokédex Entries

X
It is formed by two Beldum joining together. Its steel body won't be scratched if it collides with a jet.
Y
It is formed by two Beldum joining together. Its two brains are linked, amplifying its psychic power.
Omega 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 Pokémon generates strong psychokinetic power.
Alpha Sapphire
When two Beldum fuse together, Metang is formed. The brains of the Beldum are joined by a magnetic nervous system. This Pokémon turns its arms to the rear for traveling at high speed.

Generation 5 Pokédex Entries

Black White
It is formed by two Beldum joining together. Its steel body won't be scratched if it collides with a jet.
Black 2 White 2
It is formed by two Beldum joining together. Its two brains are linked, amplifying its psychic power.

Generation 4 Pokédex Entries

Diamond Pearl Platinum
It is formed by two BELDUM joining together. Its steel body won't be scratched if it collides with a jet.
HeartGold SoulSilver
When two BELDUM fuse together, a magnetic nervous system places their brains in union.

Generation 3 Pokédex Entries

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 POKéMON 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 POKéMON 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 LeafGreen
It floats midair using magnetism. Its body is so tough, even a crash with a jet plane won't leave a scratch.
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