Last updated: 2026-06-18

Related Pokemon
Prevents the Pokémon's stats from being lowered by other Pokémon's moves or Abilities.
The Pokémon's weight is halved.
Beta / under verification. Content may be inaccurate.
Singles usage rank #10. A lead / bulky physical attacker built around Bullet Punch, Earthquake, Psychic Fangs, and Ice Punch, most commonly run as Mega with Metagrossite + Jolly/Adamant.
This analysis is auto-generated by AI based on base stats, typing, and recent-season usage trends. It may differ from the actual competitive environment.
Season: シーズンM-3 (2026-06-18)
Moves
Item
Ability
Nature
AP Spreads
Bulky Physical Attacker
A build that leverages high bulk and Attack to pressure the opponent
Metagross
| HP | 187 | 32 | |
|---|---|---|---|
| Atk↑ | 205 | 32 | |
| Def | 150 | - | |
| SpA↓ | 103 | - | |
| SpD | 110 | - | |
| Spe | 92 | 2 |
Max HP/Atk EVs, taking weakness-hitting Ground moves
Shuca Berry before retaliating with high-power physical moves — this Metagross build. The ability Clear Body prevents Attack drops, while reliably handle the matchup with Iron Head and the priority move Bullet Punch — its composition.
Choosing subweapons to suit the opponent is recommended
As subweapon options, Ice Punch or Explosion are also recommended. Ice Punch can exploit the weakness of troublesome Ground types, and Self-Destruct removes itself while dealing massive damage.
Leveraging high physical stats and excellent type resistances to win trades against physical attackers — its role. Even against the opponent's Ground moves and screen setup, forcibly disrupt the pace with the Yache Berry's guaranteed survival and Psychic Fangs' screen-breaking — core gameplay.
Weak to high-power special attackers
Metagross does not have particularly high special bulk, and its Speed is slow, so itWeak to high-power special attackers. It is at a disadvantage against Fire-type Pokémon that hit its weakness super effectively, so switch to another party member.
Example Threats
Face-Off Attacker
A build strong in 1-on-1 trades thanks to Speed that clears the crowded benchmark tier and a wide range of subweapons
Mega Metagross
| HP | 157 | 2 | |
|---|---|---|---|
| Atk | 197 | 32 | |
| Def | 170 | - | |
| SpA↓ | 112 | - | |
| SpD | 130 | - | |
| Spe↑ | 178 | 32 |
the ability that boosts the power of contact movesTough Claws — a physical attacker Mega Metagross. Through Mega Evolution it gains Speed that surpasses the crowded benchmark tier, and overwhelms opponents by wielding its broad coverage and the power boost from its ability — its composition.
which serves as a damage option against Steel typesEarthquake slot can be changed to the STAB move Psychic Fangs or to the subweapon Thunder Punch, Hammer Arm among others. A single move can change a matchup from favorable to unfavorable, so customize it to suit the opponents you want to beat.
By Mega Evolving it gains Speed that surpasses the crowded benchmark tier, and its main role is to trade in face-offs using its high physical power and abundant resistances as a shield. With its many resistances and solid defensive stats it also handles cycle play, and dominates the board while maintaining a balance of offense and defense — its role.
Physical Wall Pokémon
Mega Metagross cannot learn setup moves that raise Attack, so it gets stopped by bulky physical walls. Rather than forcing a breakthrough with Mega Metagross, prepare a special attacker in the back.
Example Threats
Doubles-oriented physical attacker
A Double Battle build that boosts contact-move power via its ability and attacks by leveraging wide coverage
Mega Metagross
| HP | 177 | 22 | |
|---|---|---|---|
| Atk | 176 | 11 | |
| Def | 170 | - | |
| SpA↓ | 112 | - | |
| SpD | 135 | 5 | |
| Spe↑ | 173 | 28 |
With EVs focused mainly on HP and Speed, the pre-evolution's ability Clear Body with Intimidate and similar threats while Mega Evolving — a physical attacker Mega Metagross build. Nature ようき makes it easier to move first, and the ability Tough Claws with raises contact-move power by 1.3x to press the attack.
EV Allocation Intent
Thunder Punch and Rock moves are also recommended
Thunder Punch lets you target the weaknesses of Water types like Basculegion and Pelipper. Also, Rock Slide or Rock Tomb and other Rock moves let you exploit Mega Charizard Y's 4x weakness.
Leveraging high offensive and defensive base stats to stay on the field, the role of an ace that works with allies to defeat opponents — its role.Protect to create openings to move safely, then accurately deal out ability-boosted physical moves to pressure the opponent.
Fire- and Ghost-type Pokémon
It gets its weaknesses exploited by Fire- and Ghost-type Pokémon. In particular, the ability Intimidate that lowers Attack on Incineroar, and the move Last Respects of high-power Basculegion (Male) are tough matchups. The moves of threatening Pokémon are Protect or switching, then counterattack with your allies' moves.
Example Threats
Type
Category
Target
Properties
68 / 68
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Explosion | Normal | Phys | 250 | 100 | 8 | Explosion | All | The user faints upon using this move. |
| Self-Destruct | Normal | Phys | 200 | 100 | 8 | Explosion | All | The user faints upon using this move. |
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | On the turn after using this move, the user must recharge. |
| Double-Edge | Normal | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes recoil damage equal to 1/3 of the damage dealt. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. Against a target in the Minimize state, the power is doubled and the move always hits. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | Power is doubled if the user is poisoned, badly poisoned, paralyzed, or burned. The halving of physical damage from being burned is ignored. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | On the turn after it is used, the user must recharge and cannot move. | |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | When multiple Pokémon use this move in the same turn, the Pokémon after the first one to use it act immediately after the first user. The power is doubled for the second and subsequent users. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can only be used while the user is asleep. Has a 30% chance of making the target flinch. |
| Psych Up | Normal | Stat | - | - | 12 | 1 Foe | Copies the stat changes affecting the target onto the user as well. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only while the user is asleep. Uses one of the other moves the user knows at random. | |
| Swagger | Normal | Stat | - | 85 | 16 | 1 Foe | Raises the target's Attack by two stages and puts it into the confused condition. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn it is used, if the user takes damage from a move that would cause it to faint, it endures with 1 HP remaining. This move's success rate becomes 1/3 of the previous time's if used in succession. | |
| Scary Face | Normal | Stat | - | 100 | 12 | 1 Foe | Lowers the target's Speed by 2 stages. | |
| Protect | Normal | Stat | - | - | 8 | Self | Protects the user from the opponent's moves during the turn it is used. If used in succession, its success rate becomes 1/3 of the previous use. | |
| Substitute | Normal | Stat | - | - | 12 | Self | Reduces the user's HP by 1/4 of its max HP to create a substitute. The substitute takes hits in the user's place. It disappears after taking damage equal to 1/4 of the user's max HP. | |
| Trailblaze | Grass | Phys | 50 | 100 | 20 | Contact | 1 Foe | Raises the user's Speed by 1 stage. |
| Grass Knot | Grass | Spec | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater the move's power. Power 20-120. |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Sets the weather to harsh sunlight for 5 turns. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Makes it rain for 5 turns. | |
| Thunder Punch | Electric | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of paralyzing the target. |
| Magnet Rise | Electric | Stat | - | - | 12 | Self | The user enters the Magnet Rise (Telekinesis-immune levitation) state. | |
| Aerial Ace | Flying | Phys | 60 | - | 20 | ContactCut | 1 Foe | This move never misses. |
| Stone Edge | Rock | Phys | 100 | 80 | 8 | 1 Foe | Attacks with a heightened critical-hit chance (critical-hit stage +1). | |
| Rock Slide | Rock | Phys | 75 | 90 | 12 | All Foes | Has a 30% chance to make the target flinch. | |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target's Speed by 1 stage. | |
| Meteor Beam | Rock | Spec | 120 | 90 | 12 | 1 Foe | On the turn it is used, the user charges, then attacks on the next turn. On the turn it is used, it raises the user's Sp. Atk by 1 stage. | |
| Stealth Rock | Rock | Stat | - | - | 20 | Foe's Side | Puts the target's side into a Stealth Rock state. | |
| Sandstorm | Rock | Stat | - | - | 8 | Wind | Whole Field | Sets up a sandstorm for 5 turns. |
| Sludge Bomb | Poison | Spec | 90 | 100 | 12 | Ball | 1 Foe | Has a 30% chance of poisoning the target. |
| Earthquake | Ground | Phys | 100 | 100 | 12 | All | Deals double damage to targets in the semi-invulnerable underground state (e.g., from Dig). When Grassy Terrain is active, this move's power is halved. | |
| Stomping Tantrum | Ground | Phys | 75 | 100 | 12 | Contact | 1 Foe | This move's power is doubled if the user couldn't move, missed, or failed with its move on the previous turn. |
| Bulldoze | Ground | Phys | 60 | 100 | 20 | All | Lowers the target's Speed by 1 stage. When Grassy Terrain is active, this move's power is halved. | |
| Mud-Slap | Ground | Spec | 20 | 100 | 12 | 1 Foe | Lowers the target's accuracy by 1 stage. | |
| Ice Punch | Ice | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance to leave the target frozen. |
| Icy Wind | Ice | Spec | 55 | 95 | 16 | Wind | All Foes | Lowers the target's Speed by 1 stage. |
| Focus Punch | Fighting | Phys | 150 | 100 | 20 | ContactPunch | 1 Foe | Fails if the user takes damage from the target's move before using this move on that turn. |
| Hammer Arm | Fighting | Phys | 100 | 90 | 12 | ContactPunch | 1 Foe | Lowers the user's Speed by 1 stage. |
| Body Press | Fighting | Phys | 80 | 100 | 12 | Contact | 1 Foe | This move calculates damage using the user's Defense stat instead of its Attack stat. |
| Brick Break | Fighting | Phys | 75 | 100 | 16 | Contact | 1 Foe | Removes Light Screen, Reflect, and Aurora Veil from the target's side before attacking. |
| Psychic Fangs | Psychic | Phys | 85 | 100 | 12 | ContactBite | 1 Foe | Removes Light Screen, Reflect, and Aurora Veil from the target's side before attacking. |
| Zen Headbutt | Psychic | Phys | 80 | 90 | 16 | Contact | 1 Foe | Has a 20% chance to make the target flinch. |
| Psycho Cut | Psychic | Phys | 70 | 100 | 20 | Cut | 1 Foe | Attacks with a critical hit rank of +1. |
| Future Sight | Psychic | Spec | 120 | 100 | 12 | 1 Foe | Sets the target's position to be attacked from the future (the attack lands later). | |
| Psychic | Psychic | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target's Sp. Def by 1 stage. | |
| Expanding Force | Psychic | Spec | 80 | 100 | 12 | 1 Foe | When under the effect of Psychic Terrain, its power becomes 1.5 times and it attacks all opponents. | |
| Psyshock | Psychic | Spec | 80 | 100 | 12 | 1 Foe | Calculates damage using the target's Defense stat. | |
| Psychic Noise | Psychic | Spec | 75 | 100 | 12 | Sound | 1 Foe | Leaves the target in the healing-blocked state for 2 turns, preventing it from recovering HP. |
| Gravity | Psychic | Stat | - | - | 8 | Whole Field | Turns the entire field into a Gravity state for 5 turns. | |
| Cosmic Power | Psychic | Stat | - | - | 20 | Self | Raises the user's Defense and Sp. Def by 1 stage each. | |
| Trick | Psychic | Stat | - | 100 | 12 | 1 Foe | Swaps the held items of the user and the target. | |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user's HP and cures its status conditions. The user falls asleep for 2 turns. Fails if the user's HP is already full. | |
| Reflect | Psychic | Stat | - | - | 20 | Ally Side | Puts the user's side of the field into the Reflect condition for 5 turns. | |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Sets Light Screen on the user's side of the field for 5 turns. | |
| Agility | Psychic | Stat | - | - | 20 | Self | Raises the user's Speed by 2 stages. | |
| Shadow Claw | Ghost | Phys | 70 | 100 | 16 | ContactCut | 1 Foe | Attacks with a heightened critical-hit chance (critical-hit stage +1). |
| Shadow Punch | Ghost | Phys | 60 | - | 20 | ContactPunch | 1 Foe | This attack never misses. |
| Shadow Ball | Ghost | Spec | 80 | 100 | 16 | Ball | 1 Foe | Has a 20% chance to lower the target's Sp. Def by 1 stage. |
| Brutal Swing | Dark | Phys | 60 | 100 | 20 | Contact | All | An ordinary attacking move. |
| Steel Roller | Steel | Phys | 130 | 100 | 8 | Contact | 1 Foe | Fails if there is no terrain on the field. Removes the terrain. |
| Meteor Mash | Steel | Phys | 90 | 90 | 12 | ContactPunch | 1 Foe | Has a 20% chance of raising the user's Attack by 1 stage. |
| Iron Head | Steel | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance to make the target flinch. |
| Bullet Punch | Steel | Phys | 40 | 100 | 20 | ContactPunch | 1 Foe | Always strikes first. (Priority +1) |
| Hard Press | Steel | Phys | - | 100 | 12 | Contact | 1 Foe | The more HP the target has left, the greater the power. Power ranges from 1 to 100. |
| Gyro Ball | Steel | Phys | - | 100 | 8 | ContactBall | 1 Foe | The lower the user's Speed is compared to the target's, the greater this move's power. Power ranges from 1 to 150. |
| Steel Beam | Steel | Spec | 140 | 95 | 8 | 1 Foe | After attacking, the user takes damage equal to 1/2 of its maximum HP. | |
| Flash Cannon | Steel | Spec | 80 | 100 | 12 | 1 Foe | Has a 10% chance to lower the target's Sp. Def by 1 stage. | |
| Iron Defense | Steel | Stat | - | - | 16 | Self | Raises the user's Defense by 2 stages. |