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.
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 |
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 |