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Mega Metagross

Mega Ability

Tough Claws

This Pokemon's contact moves have their power multiplied by 1.3.

Before Mega: Clear Body / Light Metal

BST 700
SeasonM-6
Format
Battle data is recorded for MetagrossMega Metagross has no separate usage table in the Champions source; the statistics below belong to its pre-transformation form.

Base Stats

Stat spread

BST 700
HP
80
Atk
145
Def
150
SpA
105
SpD
110
Spe
110

Type defenses

Type defenses

Mega Metagross takes damage from each attacking type below.

Weak to
Fire2xGround2xGhost2xDark2x
Resists
Normal1/2xGrass1/2xIce1/2xFlying1/2xRock1/2xDragon1/2xSteel1/2xFairy1/2xPsychic1/4x
Immune to
Poison0x
Damage taken from each attacking type
NormalFireWaterElectricGrassIceFightingPoisonGroundFlyingPsychicBugRockGhostDragonDarkSteelFairy
1/2x2x1x1x1/2x1/2x1x0x2x1/2x1/4x1x1/2x2x1/2x2x1/2x1/2x
Normal1/2x
Fire2x
Water1x
Electric1x
Grass1/2x
Ice1/2x
Fighting1x
Poison0x
Ground2x
Flying1/2x
Psychic1/4x
Bug1x
Rock1/2x
Ghost2x
Dragon1/2x
Dark2x
Steel1/2x
Fairy1/2x

Forms / Mega

Available forms

Base vs Mega

Mega MetagrossType unchangedAbility: Clear Body -> Tough ClawsHP +0 / Atk +10 / Def +20 / SpA +10 / SpD +20 / Spe +40

Battle Data

Common choices

Moves

Move usage
10
  1. 1PsychicPsychic Fangs92.5%
  2. 2NormalProtect81.3%
  3. 3SteelSteel Roller45.9%
  4. 4SteelIron Head34.4%

Held Items

Item usage
10
  1. 1Metagrossite89.4%
  2. 2Life Orb2.6%
  3. 3Normal Gem1.2%
  4. 4Sitrus Berry0.8%

Nature

Set usage
10
  1. 1AdamantAttack↑Sp. Atk↓50.3%
  2. 2JollySpeed↑Sp. Atk↓41.2%
  3. 3ImpishDefense↑Sp. Atk↓2.4%

Abilities

Set usage
2
  1. 1Clear Body99.3%
  2. 2Light Metal0.7%

Stat Points

Set usage
30
  1. 1HP2Atk32Def0SpA0SpD0Spe3223.3%
  2. 2HP24Atk15Def0SpA0SpD0Spe277.7%
  3. 3HP12Atk15Def11SpA0SpD0Spe284.1%

Learnable Moves

Move list

MoveTypeCategoryPowerAccuracyPPDescription
Aerial Ace60-20This move does not check accuracy.
Agility--20Raises the user's Speed by 2 stages.
Body Press8010010Damage is calculated using the user's Defense stat as its Attack, including stat stage changes. Other effects that modify the Attack stat are used as normal.
Body Slam8510015Has a 30% chance to paralyze the target. Damage doubles and no accuracy check is done if the target has used Minimize while active.
Brick Break7510015If this attack does not miss, the effects of Reflect, Light Screen, and Aurora Veil end for the target's side of the field before damage is calculated.
Brutal Swing6010020No additional effect.
Bulldoze6010020Has a 100% chance to lower the target's Speed by 1 stage.
Bullet Punch4010020No additional effect.
Cosmic Power--20Raises the user's Defense and Special Defense by 1 stage.
Double-Edge12010015If the target lost HP, the user takes recoil damage equal to 33% the HP lost by the target, rounded half up, but not less than 1 HP.
Earthquake10010010Damage doubles if the target is using Dig.
Endure--10The user will survive attacks made by other Pokemon during this turn with at least 1 HP. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn.
Expanding Force8010010If the current terrain is Psychic Terrain and the user is grounded, this move hits all opposing Pokemon and has its power multiplied by 1.5.
Explosion2501005The user faints after using this move, even if this move fails for having no target. This move is prevented from executing if any active Pokemon has the Damp Ability.
Facade7010020Power doubles if the user is burned, paralyzed, or poisoned. The physical damage halving effect from the user's burn is ignored.
Flash Cannon8010010Has a 10% chance to lower the target's Special Defense by 1 stage.
Focus Punch15010020The user loses its focus and does nothing if it is hit by a damaging attack this turn before it can execute the move.
Future Sight12010010Deals damage two turns after this move is used. At the end of that turn, the damage is calculated at that time and dealt to the Pokemon at the position the target had when the move was used. If the user is no longer active at the time, damage is calculated based on the user's natural Special Attack stat, types, and level, with no boosts from its held item or Ability. Fails if this move or Doom Desire is already in effect for the target's position.
Giga Impact150905If this move is successful, the user must recharge on the following turn and cannot select a move.
Grass Knot-10020This move's power is 20 if the target weighs less than 10 kg, 40 if less than 25 kg, 60 if less than 50 kg, 80 if less than 100 kg, 100 if less than 200 kg, and 120 if greater than or equal to 200 kg.
Gravity--5For 5 turns, the evasiveness of all active Pokemon is multiplied by 0.6. At the time of use, Bounce, Fly, Magnet Rise, Sky Drop, and Telekinesis end immediately for all active Pokemon. During the effect, Bounce, Fly, Flying Press, High Jump Kick, Jump Kick, Magnet Rise, Sky Drop, Splash, and Telekinesis are prevented from being used by all active Pokemon. Ground-type attacks, Spikes, Toxic Spikes, Sticky Web, and the Arena Trap Ability can affect Flying types or Pokemon with the Levitate Ability. Fails if this move is already in effect.
Gyro Ball-1005Power is equal to (25 * target's current Speed / user's current Speed) + 1, rounded down, but not more than 150. If the user's current Speed is 0, this move's power is 1.
Hammer Arm1009010Lowers the user's Speed by 1 stage.
Hard Press-10010Power is equal to 100 × (target's current HP / target's maximum HP), rounded half down, but not less than 1.
Hyper Beam150905If this move is successful, the user must recharge on the following turn and cannot select a move.
Ice Punch7510015Has a 10% chance to freeze the target.
Icy Wind559515Has a 100% chance to lower the target's Speed by 1 stage.
Iron Defense--15Raises the user's Defense by 2 stages.
Iron Head8010015Has a 30% chance to make the target flinch.
Light Screen--20For 5 turns, the user and its party members take 0.5× damage from special attacks, or 0.66× damage if in a Double Battle. Damage is not reduced further with Aurora Veil. Critical hits ignore this effect. It is removed from the user's side if the user or an ally is successfully hit by Brick Break, Psychic Fangs, or Defog. Lasts for 8 turns if the user is holding Light Clay. Fails if the effect is already active on the user's side.
Magnet Rise--10For 5 turns, the user is immune to Ground-type attacks and the effects of Spikes, Toxic Spikes, Sticky Web, and the Arena Trap Ability as long as it remains active. If the user uses Baton Pass, the replacement will gain the effect. Ingrain, Smack Down, Thousand Arrows, and Iron Ball override this move if the user is under any of their effects. Fails if the user is already under this effect or the effects of Ingrain, Smack Down, or Thousand Arrows.
Meteor Beam1209010This attack charges on the first turn and executes on the second. Raises the user's Special Attack by 1 stage on the first turn. If the user is holding a Power Herb, the move completes in one turn.
Meteor Mash909010Has a 20% chance to raise the user's Attack by 1 stage.
Mud-Slap2010010Has a 100% chance to lower the target's accuracy by 1 stage.
Protect--5The user is protected from most attacks made by other Pokemon during this turn. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn.
Psych Up--10The user copies all of the target's current stat stage changes.
Psychic9010010Has a 10% chance to lower the target's Special Defense by 1 stage.
Psychic Fangs8510010If this attack does not miss, the effects of Reflect, Light Screen, and Aurora Veil end for the target's side of the field before damage is calculated.
Psychic Noise7510010For 2 turns, the target is prevented from restoring any HP as long as it remains active. During the effect, healing and draining moves are unusable, and Abilities and items that grant healing will not heal the user. If an affected Pokemon uses Baton Pass, the replacement will remain unable to restore its HP. Pain Split and the Regenerator Ability are unaffected.
Psycho Cut7010020Has a higher chance for a critical hit.
Psyshock8010010Deals damage to the target based on its Defense instead of Special Defense.
Rain Dance--5For 5 turns, the weather becomes Rain. The damage of Water-type attacks is multiplied by 1.5 and the damage of Fire-type attacks is multiplied by 0.5 during the effect. Lasts for 8 turns if the user is holding Damp Rock. Fails if the current weather is Rain.
Reflect--20For 5 turns, the user and its party members take 0.5× damage from physical attacks, or 0.66× damage if in a Double Battle. Damage is not reduced further with Aurora Veil. Critical hits ignore this effect. It is removed from the user's side if the user or an ally is successfully hit by Brick Break, Psychic Fangs, or Defog. Lasts for 8 turns if the user is holding Light Clay. Fails if the effect is already active on the user's side.
Rest--5The user falls asleep for the next two turns and restores all of its HP, curing itself of any non-volatile status condition in the process. Fails if the user has full HP, is already asleep, or if another effect is preventing sleep.
Rock Slide759010Has a 30% chance to make the target flinch.
Rock Tomb609515Has a 100% chance to lower the target's Speed by 1 stage.
Round6010015If there are other active Pokemon that chose this move for use this turn, those Pokemon take their turn immediately after the user, in Speed order, and this move's power is 120 for each other user.
Sandstorm--5For 5 turns, the weather becomes Sandstorm. At the end of each turn except the last, all active Pokemon lose 1/16 of their maximum HP, rounded down, unless they are a Ground, Rock, or Steel type, or have the Magic Guard, Overcoat, Sand Force, Sand Rush, or Sand Veil Abilities. During the effect, the Special Defense of Rock-type Pokemon is multiplied by 1.5 when taking damage from a special attack. Lasts for 8 turns if the user is holding Smooth Rock. Fails if the current weather is Sandstorm.
Scary Face-10010Lowers the target's Speed by 2 stages.
Self-Destruct2001005The user faints after using this move, even if this move fails for having no target. This move is prevented from executing if any active Pokemon has the Damp Ability.
Shadow Ball8010015Has a 20% chance to lower the target's Special Defense by 1 stage.
Shadow Claw7010015Has a higher chance for a critical hit.
Shadow Punch60-20This move does not check accuracy.
Sleep Talk--10One of the user's known moves, besides this move, is selected for use at random. Fails if the user is not asleep. The selected move does not have PP deducted from it, and can currently have 0 PP. This move cannot select Assist, Beak Blast, Belch, Bide, Blazing Torque, Celebrate, Chatter, Combat Torque, Copycat, Dynamax Cannon, Focus Punch, Hold Hands, Magical Torque, Me First, Metronome, Mimic, Mirror Move, Nature Power, Noxious Torque, Shell Trap, Sketch, Sleep Talk, Struggle, Uproar, Wicked Torque, or any two-turn move.
Sludge Bomb9010010Has a 30% chance to poison the target.
Snore5010015Has a 30% chance to make the target flinch. Fails if the user is not asleep.
Stealth Rock--20Sets up a hazard on the opposing side of the field, damaging each opposing Pokemon that switches in. Fails if the effect is already active on the opposing side. Foes lose 1/32, 1/16, 1/8, 1/4, or 1/2 of their maximum HP, rounded down, based on their weakness to the Rock type; 0.25×, 0.5×, neutral, 2×, or 4×, respectively. Can be removed from the opposing side if any Pokemon uses Tidy Up, or if any opposing Pokemon uses Mortal Spin, Rapid Spin, or Defog successfully, or is hit by Defog.
Steel Beam140955Whether or not this move is successful and even if it would cause fainting, the user loses 1/2 of its maximum HP, rounded up, unless the user has the Magic Guard Ability.
Steel Roller1301005Fails if there is no terrain active. Ends the effects of Electric Terrain, Grassy Terrain, Misty Terrain, and Psychic Terrain.
Stomping Tantrum7510010Power doubles if the user's last move on the previous turn, including moves called by other moves or those used through Instruct, Magic Coat, Snatch, or the Dancer or Magic Bounce Abilities, failed to do any of its normal effects, not including damage from an unsuccessful High Jump Kick, Jump Kick, or Mind Blown, or if the user was prevented from moving by any effect other than recharging or Sky Drop. A move that was blocked by Baneful Bunker, Detect, King's Shield, Protect, Spiky Shield, Crafty Shield, Mat Block, Quick Guard, or Wide Guard will not double this move's power, nor will Bounce or Fly ending early due to the effect of Gravity, Smack Down, or Thousand Arrows.
Stone Edge100805Has a higher chance for a critical hit.
Substitute--10The user takes 1/4 of its maximum HP, rounded down, and puts it into a substitute to take its place in battle. The substitute is removed once enough damage is inflicted on it, if the user switches out or faints, or if any Pokemon uses Tidy Up. Baton Pass can be used to transfer the substitute to an ally, and the substitute will keep its remaining HP. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat stage changes caused by other Pokemon. Sound-based moves and Pokemon with the Infiltrator Ability ignore substitutes. The user still takes normal damage from weather and status effects while behind its substitute. If the substitute breaks during a multi-hit attack, the user will take damage from any remaining hits. If a substitute is created while the user is trapped by a binding move, the binding effect ends immediately. Fails if the user does not have enough HP remaining to create a substitute without fainting, or if it already has a substitute.
Sunny Day--5For 5 turns, the weather becomes Sun. The damage of Fire-type attacks is multiplied by 1.5 and the damage of Water-type attacks is multiplied by 0.5 during the effect. Lasts for 8 turns if the user is holding Heat Rock. Fails if the current weather is Sun.
Swagger-8515Raises the target's Attack by 2 stages and confuses it.
Thunder Punch7510015Has a 10% chance to paralyze the target.
Trailblaze5010020Has a 100% chance to raise the user's Speed by 1 stage.
Trick-10010The user swaps its held item with the target's held item. Fails if both the user and the target have no held item, or if the user is trying to give or take a Blue Orb, Red Orb, Adamant Crystal, Lustrous Globe, Griseous Core, Plate, Drive, Memory, Rusted Sword, Rusted Shield, Booster Energy, or Mask to or from a Kyogre, Groudon, Dialga, Palkia, Giratina, Arceus, Genesect, Silvally, Zacian, Zamazenta, Paradox Pokemon, or Ogerpon, respectively. In this case, Paradox Pokemon include every species with the Protosynthesis and Quark Drive Abilities, except Gouging Fire, Raging Bolt, Iron Boulder, and Iron Crown. The target is immune to this move if it has the Sticky Hold Ability.
Zen Headbutt809015Has a 20% chance to make the target flinch.
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