Last updated: 2026-08-03

Related Pokemon
Boosts the power of the Pokémon’s contact moves by 30%.
A high-ranking fast attacker in Singles. The standard physical attacker set mainly uses Jolly, building around Psychic Fangs and Bullet Punch boosted by Tough Claws, with Earthquake and Ice Punch expanding coverage.
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: M-4 (2026-08-03)
Moves
Item
Ability
Nature
AP Spreads
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
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
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 | The user gains the Recharging status on the turn after this move is used. |
| Double-Edge | Normal | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes 1/3 of the damage dealt by this move. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Psych Up | Normal | Stat | - | - | 12 | 1 Foe | The user copies the target’s stat changes. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Swagger | Normal | Stat | - | 85 | 16 | 1 Foe | Boosts the target’s Attack stat by 2 stages and confuses it. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Scary Face | Normal | Stat | - | 100 | 12 | 1 Foe | Lowers the target’s Speed stat by 2 stages. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Trailblaze | Grass | Phys | 50 | 100 | 20 | Contact | 1 Foe | Boosts the user’s Speed stat by 1 stage. |
| Grass Knot | Grass | Spec | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater this move’s power (ranging between 20 and 120). |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Summons harsh sunlight for 5 turns. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons 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 gains the Magnet Rise status. | |
| Aerial Ace | Flying | Phys | 60 | - | 20 | ContactCut | 1 Foe | This move never misses. |
| Stone Edge | Rock | Phys | 100 | 80 | 8 | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. | |
| Rock Slide | Rock | Phys | 75 | 90 | 12 | All Foes | Has a 30% chance of making targets flinch. | |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Meteor Beam | Rock | Spec | 120 | 90 | 12 | 1 Foe | The user gains the Charging status on the turn this move is used, then attacks on the following turn. The user’s Sp. Atk stat is boosted by 1 stage on the turn this move is used. | |
| Stealth Rock | Rock | Stat | - | - | 20 | Foe's Side | Gives the opponent’s side the Stealth Rock status. | |
| Sandstorm | Rock | Stat | - | - | 8 | Wind | Whole Field | Summons 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 | This move’s power is doubled against targets that have the Underground status. 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 act or its move missed or failed on the previous turn. |
| Bulldoze | Ground | Phys | 60 | 100 | 20 | All | Lowers targets’ Speed stats 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 of freezing the target. |
| Icy Wind | Ice | Spec | 55 | 95 | 16 | Wind | All Foes | Lowers targets’ Speed stats by 1 stage. |
| Focus Punch | Fighting | Phys | 150 | 100 | 20 | ContactPunch | 1 Foe | This move fails if the user has already taken damage from a move in the same turn. |
| Hammer Arm | Fighting | Phys | 100 | 90 | 12 | ContactPunch | 1 Foe | Lowers the user’s Speed stat by 1 stage. |
| Body Press | Fighting | Phys | 80 | 100 | 12 | Contact | 1 Foe | The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat. |
| Brick Break | Fighting | Phys | 75 | 100 | 16 | Contact | 1 Foe | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. |
| Psychic Fangs | Psychic | Phys | 85 | 100 | 12 | ContactBite | 1 Foe | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. |
| Zen Headbutt | Psychic | Phys | 80 | 90 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Psycho Cut | Psychic | Phys | 70 | 100 | 20 | Cut | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. |
| Future Sight | Psychic | Spec | 120 | 100 | 12 | 1 Foe | Gives the target’s spot the Future Attack status. | |
| Psychic | Psychic | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Expanding Force | Psychic | Spec | 80 | 100 | 12 | 1 Foe | If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents. | |
| Psyshock | Psychic | Spec | 80 | 100 | 12 | 1 Foe | This is a special move, but the damage it deals is calculated using the target’s Defense stat. | |
| Psychic Noise | Psychic | Spec | 75 | 100 | 12 | Sound | 1 Foe | Gives the target the Healing Prevented status for 2 turns. |
| Gravity | Psychic | Stat | - | - | 8 | Whole Field | Gives the entire field the Gravity status for 5 turns. | |
| Cosmic Power | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Defense and Sp. Def stats by 1 stage. | |
| Trick | Psychic | Stat | - | 100 | 12 | 1 Foe | The user and the target swap their held items. | |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Reflect | Psychic | Stat | - | - | 20 | Ally Side | Gives the user’s side the Reflect status for 5 turns. | |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Gives the user’s side the Light Screen status for 5 turns. | |
| Agility | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Speed stat by 2 stages. | |
| Shadow Claw | Ghost | Phys | 70 | 100 | 16 | ContactCut | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. |
| Shadow Punch | Ghost | Phys | 60 | - | 20 | ContactPunch | 1 Foe | This move never misses. |
| Shadow Ball | Ghost | Spec | 80 | 100 | 16 | Ball | 1 Foe | Has a 20% chance of lowering the target’s Sp. Def stat 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 | Removes any terrain. This move fails if there is no terrain on the field. |
| Meteor Mash | Steel | Phys | 90 | 90 | 12 | ContactPunch | 1 Foe | Has a 20% chance of boosting the user’s Attack stat by 1 stage. |
| Iron Head | Steel | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance of making 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 this move’s power (ranging between 1 and 100). |
| Gyro Ball | Steel | Phys | - | 100 | 8 | ContactBall | 1 Foe | The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150). |
| Steel Beam | Steel | Spec | 140 | 95 | 8 | 1 Foe | After attacking, the user takes damage equal to 1/2 of its max HP. | |
| Flash Cannon | Steel | Spec | 80 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Iron Defense | Steel | Stat | - | - | 16 | Self | Boosts the user’s Defense stat by 2 stages. |