Guides Pokedex

Pokemon Lets Go Melmetal

Melmetal Pokedex ID: 892
StatAmountBar Graph
Max CP600
Attack143
Special Attack80
Defense143
Special Defense65
HP135
Speed34

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.

FirstSecondThirdFinal
Meltan300
Melmetal600

How to catch Melmetal in Pokemon Let's Go


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.

NatureIncreasesDecreasesChoice 1Choice 2
RelaxedDefenseSpeedYellowPink
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Pokemon Lets Go Melmetal Moves

Level Up Moves

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

LVLMoveTypeClassPowPPAccEffect
0Thunder PunchElectricPhysical7515100%deals damage and has a 10% chance of paralyzing the target.
1HardenNormalNone--30--Raises the user's Defense by one stage.
1HeadbuttNormalPhysical7015100%Has a 30% chance to make the target flinch.
1Tail WhipNormalNone--30100%Lowers the target's Defense by one stage.
1Thunder PunchElectricPhysical7515100%deals damage and has a 10% chance of paralyzing the target.
1Thunder WaveElectricNone--20100%Paralyzes the target.
9Tail WhipNormalNone--30100%Lowers the target's Defense by one stage.
18Thunder WaveElectricNone--20100%Paralyzes the target.
27Thunder ShockElectricSpecial4030100%deals damage and has a 10% chance of paralyzing the target.
36Acid ArmorPoisonNone--40--Raises the user's Defense by two stages.
45Flash CannonSteelSpecial8010100%deals damage and has a 10% chance of lowering the target's Special Defense by one stage.
54Mega PunchNormalPhysical802085%Inflicts regular damage with no additional effect.
63ProtectNormalNone--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.
72Double Iron BashSteelPhysical605100%Hits twice in one turn may cause flinching.
81SuperpowerFightingPhysical1205100%deals damage but lowers the user's Attack and Defense by one stage each after attacking.
90Hyper BeamNormalSpecial150590%User foregoes its next turn to recharge.

Learnable TMs Moves

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

ItemMoveTypeClassPowPPAccEffect
TM1HeadbuttNormalPhysical7015100%Has a 30% chance to make the target flinch.
TM5RestPsychicNone--10--User sleeps for two turns, completely healing itself.
TM7ProtectNormalNone--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.
TM8SubstituteNormalNone--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.
TM12FacadeNormalPhysical7020100%deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.
TM13Brick BreakFightingPhysical7515100%deals damage, but removes the effects of Reflect and Light Screen before attacking.
TM16Thunder WaveElectricNone--20100%Paralyzes the target.
TM22Rock SlideRockPhysical751090%Has a 30% chance to make the target flinch.
TM23Thunder PunchElectricPhysical7515100%deals damage and has a 10% chance of paralyzing the target.
TM27ToxicPoisonNone--1090%Badly poisons the target, inflicting more damage every turn.
TM35Ice PunchIcePhysical7515100%Has a 10% chance to freeze the target.
TM36ThunderboltElectricSpecial9515100%Has a 10% chance to paralyze the target.
TM38ThunderElectricSpecial9515100%Has a 10% chance to paralyze the target.
TM41EarthquakeGroundPhysical10010100%Inflicts regular damage and can hit Dig users.
TM42Self-DestructNormalPhysical2005100%Self-Destruct deals high damage, but causes the user to faint.
TM45Solar BeamGrassSpecial12010100%The user of Solar Beam will absorb light on the first turn. On the second turn, Solar Beam deals damage.
TM48Hyper BeamNormalSpecial150590%User foregoes its next turn to recharge.
TM49SuperpowerFightingPhysical1205100%deals damage but lowers the user's Attack and Defense by one stage each after attacking.
TM54Flash CannonSteelSpecial8010100%deals damage and has a 10% chance of lowering the target's Special Defense by one stage.
TM55Ice BeamIceSpecial9510100%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