meltan #808

Pokemon - meltan
  • Weight

    8.00 kg

  • Height

    0.20 m

  • Abilites

    magnet pull

  • Type





Sp. Attack

Sp. Defense








Base Info

Pokemon Base: Mythical

Happiness: -/255

Catch Rate: 3/255 (1.18)%

Hatch Counter: 30.855 Steps

Gender Rate: 100% Genderless

Experience gained for defeating this pokemon: 150



While this Pokémon is in battle, opposing steel-type Pokémon cannot flee or switch out. Pokémon with run away can still flee. Pokémon can still switch out with the use of a move or item. Overworld: If the lead Pokémon has this ability, Steel-type Pokémon have a higher encounter rate.



2x rock

2x ice

2x fairy

0.5x steel

0.5x fire

0.5x water

0.5x electric


2x fighting

2x ground

2x fire

0.5x normal

0.5x flying

0.5x rock

0.5x bug

0.5x steel

0.5x grass

0.5x psychic

0.5x ice

0.5x dragon

0.5x fairy

0x poison


headbuttphysical70100%30%15selected pokemonInflicts regular damage. Has a 30% chance to make the target flinch.
tail whipstatus-100%-30all opponentsLowers the target's Defense by one stage.
thunder shockspecial40100%10%30selected pokemonInflicts regular damage. Has a 10% chance to paralyze the target.
thunderboltspecial90100%10%15selected pokemonInflicts regular damage. Has a 10% chance to paralyze the target.
thunder wavestatus-90%-20selected pokemonParalyzes the target.
toxicstatus-90%-10selected pokemonBadly poisons the target. Never misses when used by a poison-type Pokémon.
hardenstatus---30userRaises the user's Defense by one stage.
acid armorstatus---20userRaises the user's Defense by two stages.
reststatus---10userUser falls to sleep and immediately regains all its HP. If the user has another major status effect, sleep will replace it. The user will always wake up after two turns, or one turn with early bird. This move fails if the Pokémon cannot fall asleep due to uproar, insomnia, or vital spirit. It also fails if the Pokémon is at full health or is already asleep.
substitutestatus---10userTransfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail. If the user leaves the field, the doll will vanish. If the user cannot pay the HP cost, this move will fail. The doll takes damage as normal, using the user's stats and types, and will break when its HP reaches zero. Self-inflicted damage from confusion or recoil is not absorbed. Healing effects from opponents ignore the doll and heal the user as normal. Moves that work based on the user's HP still do so; the doll's HP does not influence any move. The doll will block major status effects, confusion, and flinching. The effects of smelling salts and wake up slap do not trigger against a doll, even if the Pokémon behind the doll has the appropriate major status effect. Multi-turn trapping moves like wrap will hit the doll for their regular damage, but the multi-turn trapping and damage effects will not activate. Moves blocked or damage absorbed by the doll do not count as hitting the user or inflicting damage for any effects that respond to such, e.g., avalanche, counter, or a rowap berry. magic coat still works as normal, even against moves the doll would block. Opposing Pokémon that damage the doll with a leech move like absorb are healed as normal. It will also block acupressure, block, the curse effect of curse, dream eater, embargo, flatter, gastro acid, grudge, heal block, leech seed, lock on, mean look, mimic, mind reader, nightmare, pain split, psycho shift, spider web, sketch, swagger, switcheroo, trick, worry seed, and yawn. A Pokémon affected by yawn before summoning the doll will still fall to sleep. The doll blocks intimidate, but all other abilities act as though the doll did not exist. If the user has an ability that absorbs moves of a certain type for HP (such as volt absorb absorbing thunder wave), such moves will not be blocked. life orb and berries that cause confusion still work as normal, but their respective HP loss and confusion are absorbed/blocked by the doll. The user is still vulnerable to damage inflicted when entering or leaving the field, such as by pursuit or spikes; however, the doll will block the poison effect of toxic spikes. The doll is passed on by baton pass. It keeps its existing HP, but uses the replacement Pokémon's stats and types for damage calculation. All other effects work as normal.
snorespecial50100%30%15selected pokemonOnly usable if the user is sleeping. Inflicts regular damage. Has a 30% chance to make the target flinch.
protectstatus---10userNo moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. lock on, mind reader, and no guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (fissure, guillotine, horn drill, and sheer cold); those are always blocked by this move. thunder during rain dance and blizzard during hail have a 30% chance to break through this move. The following effects are not prevented by this move: * acupressure from an ally * curse's curse effect * Delayed damage from doom desire and future sight; however, these moves will be prevented if they are used this turn * feint, which will also end this move's protection after it hits * imprison * perish song * shadow force * Moves that merely copy the user, such as transform or psych up This move cannot be selected by assist or metronome.
endurestatus---10userThe user's HP cannot be lowered below 1 by any means for the remainder of this turn. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. This move cannot be selected by assist or metronome.
sleep talkstatus---10userOnly usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP. This move will not select assist, bide, bounce, chatter, copycat, dig, dive, fly, focus punch, me first, metronome, mirror move, shadow force, skull bash, sky attack, sky drop, sleep talk, solar beam, razor wind, or uproar. If the selected move requires a recharge turn—i.e., one of blast burn, frenzy plant, giga impact, hydro cannon, hyper beam, roar of time, or rock wrecker—and the user is still sleeping next turn, then it's forced to use this move again and pay another PP for the recharge turn. This move cannot be copied by mirror move, nor selected by assist, metronome, or sleep talk.
facadephysical70100%-20selected pokemonInflicts regular damage. If the user is burned, paralyzed, or poisoned, this move has double power.
iron defensestatus---15userRaises the user's Defense by two stages.
gyro ballphysical-100%-5selected pokemonInflicts regular damage. Power increases with the target's current Speed compared to the user, given by `1 + 25 * target Speed / user Speed`, capped at 150.
flash cannonspecial80100%10%10selected pokemonInflicts regular damage. Has a 10% chance to lower the target's Special Defense by one stage.
roundspecial60100%-15selected pokemonInflicts regular damage. If round has already been used this turn, this move's power is doubled. After this move is used, any other Pokémon using it this turn will immediately do so (in the order they would otherwise act), regardless of Speed or priority. Pokémon using other moves will then continue to act as usual.
steel beamspecial14095%-5selected pokemonInflicts damage, and the user takes damage equal to half of its max HP, rounded up. The user still takes damage if the move is blocked by Protect or Substitute, misses, or if the target has Flash Fire.