Guides Pokedex

Pokemon Lets Go Melmetal

Melmetal Pokedex ID: 892
Stat Amount Bar Graph
Max CP 600
Attack 143
Special Attack 80
Defense 143
Special Defense 65
HP 135
Speed 34

Overview

Pokemon Let's Go Melmetal is a Steel Type pokemon also known as a Hex Nut Pokémon, first discovered in the Kanto region. it's weak against Fighting, Ground, Fire type moves and has a Max CP of 600, 135 HP, 143 Attack, 80 SP Attack, 143 Defense, 65 SP Defense and 34 Speed. Considering it's stats, the best nature to have is Relaxed, this will increase it's Defense and decrease it's Speed stats.

Pokedex Entry

Pokemon Lets Go Melmetal Evolutions

What level does Pokemon Let's Go Melmetal Evolve at?

The Unevolved Form Meltan Evolves at level into Melmetal.

First Second Third Final
Meltan300
Melmetal600

How to catch Melmetal in Pokemon Let's Go

Where to catch and find Pokemon Lets Go Melmetal Locations and their Spawn Rate Chance for that Zone.

The best place to find pokemon let's go Melmetal is in the Cerulean Cave zone, it will have a Rare Spawn% chance to spawn in the area with a level range of 51-56. This also makes Cerulean Cave the best place to Catch Combo Chain hunt Shiny Melmetal or for a Flawless IV Stats.

Pokemon Area Spawn Chance Levels Encounter Floor

The list above shows all the spawn locations of this pokemon and it's evolution forms.


How To Catch Meltan will require players to connect their Pokemon GO to their Pokemon Lets Go Account, after which you will receive a Mystery Box that will attract Meltan in Pokemon GO.
Pokemon-lets-go_mysterybox
After you have stocked up on some of these mythical pokes you can send a couple back into Lets Go to finish up your Pokedex. It will Require 400 Candy to evolve Meltan into Melmetal.

Transferring and Catching

The type of Pokemon Candy you receive from Transferring and Catching Melmetal.

Best Nature for Melmetal

We recommend a Relaxed Nature for Melmetal, you can visit Madam Celadon to force encounter pokemon of Relaxed Nature.

Nature Increases Decreases Choice 1 Choice 2
Relaxed Defense Speed Yellow Pink
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Pokemon Lets Go Melmetal Moves

Level Up Moves

Pokemon Let's Go Melmetal Moves You Learn From Leveling Up.

LVL Move Type Class Pow PP Acc Effect
0 Thunder Punch Electric Physical 75 15 100% deals damage and has a 10% chance of paralyzing the target.
1 Harden Normal None -- 30 -- Raises the user's Defense by one stage.
1 Headbutt Normal Physical 70 15 100% Has a 30% chance to make the target flinch.
1 Tail Whip Normal None -- 30 100% Lowers the target's Defense by one stage.
1 Thunder Punch Electric Physical 75 15 100% deals damage and has a 10% chance of paralyzing the target.
1 Thunder Wave Electric None -- 20 100% Paralyzes the target.
9 Tail Whip Normal None -- 30 100% Lowers the target's Defense by one stage.
18 Thunder Wave Electric None -- 20 100% Paralyzes the target.
27 Thunder Shock Electric Special 40 30 100% deals damage and has a 10% chance of paralyzing the target.
36 Acid Armor Poison None -- 40 -- Raises the user's Defense by two stages.
45 Flash Cannon Steel Special 80 10 100% deals damage and has a 10% chance of lowering the target's Special Defense by one stage.
54 Mega Punch Normal Physical 80 20 85% Inflicts regular damage with no additional effect.
63 Protect Normal None -- 10 -- prevents any attacks targeted at the user from striking, for the duration of the turn. It has priority +4 so will activate before most other moves.
72 Double Iron Bash Steel Physical 60 5 100% Hits twice in one turn may cause flinching.
81 Superpower Fighting Physical 120 5 100% deals damage but lowers the user's Attack and Defense by one stage each after attacking.
90 Hyper Beam Normal Special 150 5 90% User foregoes its next turn to recharge.

Learnable TMs Moves

These are the Technical Machines (TM) Moves that Melmetal can Learn.

Item Move Type Class Pow PP Acc Effect
TM1 Headbutt Normal Physical 70 15 100% Has a 30% chance to make the target flinch.
TM5 Rest Psychic None -- 10 -- User sleeps for two turns, completely healing itself.
TM7 Protect Normal None -- 10 -- prevents any attacks targeted at the user from striking, for the duration of the turn. It has priority +4 so will activate before most other moves.
TM8 Substitute Normal None -- 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.
TM12 Facade Normal Physical 70 20 100% deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.
TM13 Brick Break Fighting Physical 75 15 100% deals damage, but removes the effects of Reflect and Light Screen before attacking.
TM16 Thunder Wave Electric None -- 20 100% Paralyzes the target.
TM22 Rock Slide Rock Physical 75 10 90% Has a 30% chance to make the target flinch.
TM23 Thunder Punch Electric Physical 75 15 100% deals damage and has a 10% chance of paralyzing the target.
TM27 Toxic Poison None -- 10 90% Badly poisons the target, inflicting more damage every turn.
TM35 Ice Punch Ice Physical 75 15 100% Has a 10% chance to freeze the target.
TM36 Thunderbolt Electric Special 95 15 100% Has a 10% chance to paralyze the target.
TM38 Thunder Electric Special 95 15 100% Has a 10% chance to paralyze the target.
TM41 Earthquake Ground Physical 100 10 100% Inflicts regular damage and can hit Dig users.
TM42 Self-Destruct Normal Physical 200 5 100% Self-Destruct deals high damage, but causes the user to faint.
TM45 Solar Beam Grass Special 120 10 100% The user of Solar Beam will absorb light on the first turn. On the second turn, Solar Beam deals damage.
TM48 Hyper Beam Normal Special 150 5 90% User foregoes its next turn to recharge.
TM49 Superpower Fighting Physical 120 5 100% deals damage but lowers the user's Attack and Defense by one stage each after attacking.
TM54 Flash Cannon Steel Special 80 10 100% deals damage and has a 10% chance of lowering the target's Special Defense by one stage.
TM55 Ice Beam Ice Special 95 10 100% Has a 10% chance to freeze the target.

Master Trainer

This pokemon does NOT have a Melmetal Master Trainer in Let's Go

Weak Against
Fighting
2x
Ground
2x
Fire
2x
Strong Against
Normal
1/2
Flying
1/2
Rock
1/2
Bug
1/2
Steel
1/2
Grass
1/2
Psychic
1/2
Ice
1/2
Dragon
1/2
Fairy
1/2
Poison
Immune