Metagross #376 Black and White
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#376 Metagross

Metagross ken sugimori artwork Normal SpritesNormal Backsprites
Metagross sprite
Metagross backsprite
Shiny SpritesShiny Backsprites
Shiny Metagross sprite
Shiny Metagross backsprite

Gender Ratio

Gender pie chart

Metagross - Iron Leg Pokémon

Flavor Text
BlackMetang combined to form it. With four brains, it has the intelligence of a supercomputer.
White

Type:   SteelPsychic
Resistance to Moves:
Attacking Type: Normal Fighting Flying Poison Ground Rock Bug Ghost Steel Fire Water Grass Electric Psychic Ice Dragon Dark
Damage Received: ×12
½
×1
1
×12
½
×0
0
×2
2
×12
½
×1
1
×1
1
×12
½
×2
2
×1
1
×12
½
×1
1
×14
¼
×12
½
×12
½
×1
1

Evolutions

 

-- Level 20 -->


-- Level 45 -->


Ability

Clear Body Prevents other Pokémon from lowering its stats.
Light Metal
(Dreamworld)
Halves the Pokémon's weight.

Height

bw male trainer height

Male Trainer: 4'11"

bw Metagross height

Metagross: 5'3"


Weight

bw Metagross wdight
bw female trainer weight
scale
scaleLever_1_r
scaleLever_2_r
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scaleLever_5_r
scaleLever_6_r
scaleLever_7_r
scaleLever_8_r
scaleLever_9_r
scaleLever_10_r
scaleLever_11_r
scaleLever_12_r

Metagross: 1210 lbs.   Female Trainer: 88 lbs.


Catching/ Experience Data

Items Catch Rate Run Chance Experience Won Experience Rate Total Experience
None 3 0 270 Slow 1,250,000

Moves

Level Name Power Accuracy Effect
Type Category Power Points Description
1 Magnet Rise 0 -- User is immune to Ground moves and effects for five turns.
Electric Other 10 The user levitates using electrically generated magnetism for five turns.
1 Take Down 90 85 User receives 1/4 the damage it inflicts in recoil.
Normal Physical 20 A reckless, full-body charge attack for slamming into the target. It also damages the user a little.
1 Metal Claw 50 95 Has a 0% chance to raise the user's Attack by one stage.
Steel Physical 35 The target is raked with steel claws. It may also raise the user's Attack stat.
1 Confusion 50 100 Has a 10% chance to confuse the target.
Psychic Special 25 The target is hit by a weak telekinetic force. It may also leave the target confused.
20 Metal Claw 50 95 Has a 0% chance to raise the user's Attack by one stage.
Steel Physical 35 The target is raked with steel claws. It may also raise the user's Attack stat.
20 Confusion 50 100 Has a 10% chance to confuse the target.
Psychic Special 25 The target is hit by a weak telekinetic force. It may also leave the target confused.
24 Scary Face 0 100 Lowers the target's Speed by two stages.
Normal Other 10 The user frightens the target with a scary face to harshly reduce its Speed stat.
28 Pursuit 40 100 If the target leaves battle this turn, user will hit the target with double power and then hit its replacement normally.
Dark Physical 20 An attack move that inflicts double damage if used on a target that is switching out of battle.
32 Bullet Punch 40 100 Inflicts regular damage with no additional effect.
Steel Physical 30 The user strikes the target with tough punches as fast as bullets. This move always goes first.
36 Psychic 90 100 Has a 0% chance to lower the target's Special Defense by one stage.
Psychic Special 10 The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat.
40 Iron Defense 0 -- Raises the user's Defense by two stages.
Steel Other 15 The user hardens its body's surface like iron, sharply raising its Defense stat.
44 Agility 0 -- Raises the user's Speed by two stages.
Psychic Other 30 The user relaxes and lightens its body to move faster. It sharply boosts the Speed stat.
45 Hammer Arm 100 90 Lowers user's Speed by one stage.
Fighting Physical 10 The user swings and hits with its strong and heavy fist. It lowers the user's Speed, however.
53 Meteor Mash 100 85 Has a 0% chance to raise the user's Attack by one stage.
Steel Physical 10 The target is hit with a hard punch fired like a meteor. It may also raise the user's Attack.
62 Zen Headbutt 80 90 Has a 0% chance to make the target flinch.
Psychic Physical 15 The user focuses its willpower to its head and attacks the target. It may also make the target flinch.
71 Hyper Beam 150 90 User foregoes its next turn to recharge.
Normal Special 5 The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.
Stats
Hit Points (HP) Attack (ATK) Defense (DEF) Speed (SPD) Special Attack (SPATK) Special Defense (SPDEF)
EV Gain +0 +0 +3 +0 +0 +0
Base 80 135 130 70 95 90
Ranking
Hit Points (HP) Attack (ATK) Defense (DEF) Speed (SPD) Special Attack (SPATK) Special Defense (SPDEF)
181649 17649 28649 283649 136649 135649