Meltan artwork
#808

Meltan

Steel
All data Standard/Form Gen 7

Use this page like a quick team check: read the role, check what attacks scare it, then open the full move pool only if you need deeper data.

Main jobFlexible pick

Meltan reads as a mixed attacker from its current stats.

Speed readSlow

Usually wants Trick Room, protection, or bulky support.

Watch outFire, Fighting, Ground

These attack types are the first danger check before adding it to a team.

Battle Stats

HP46Atk65Def65Sp.Atk55Sp.Def35Speed34total300
HP 46
Atk 65
Def 65
Sp.Atk 55
Sp.Def 35
Speed 34
Type Check

What scares Meltan?

Read this before adding it to a team. Weak means the attack hits hard; resist or immune means it can switch in more safely.

Test in Builder
Weak to
FireFightingGround
Resists
NormalGrassIceFlyingPsychicBugRockDragonSteelFairy
Immune to
Poison

Abilities / Passives

Passive effect

Magnet Pull

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Move Pool

Skills and Moves

Showing the most useful or most complete move cards first. The full move pool is folded below to keep this page lighter.

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Protect
Status · Normal Pow - · Acc - · PP 8

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Flash Cannon
Special · Steel PP 12

The user gathers all its light energy and releases it at once. This may also lower the target's Sp. Def stat.

Thunderbolt
Special · Electric PP 16

The user attacks the target with a strong electric blast. This may also leave the target with paralysis.

Acid Armor
Damage

Used to take knockouts or put enemies into finishing range.

Endure
Damage

Used to take knockouts or put enemies into finishing range.

Facade
Damage

Used to take knockouts or put enemies into finishing range.

Gyro Ball
Damage

Used to take knockouts or put enemies into finishing range.

Harden
Damage

Used to take knockouts or put enemies into finishing range.

Headbutt
Damage

Used to take knockouts or put enemies into finishing range.

Iron Defense
Damage

Used to take knockouts or put enemies into finishing range.

Rest
Damage

Used to take knockouts or put enemies into finishing range.

Round
Damage

Used to take knockouts or put enemies into finishing range.

Sleep Talk
Damage

Used to take knockouts or put enemies into finishing range.

Snore
Damage

Used to take knockouts or put enemies into finishing range.

Steel Beam
Damage

Used to take knockouts or put enemies into finishing range.

Substitute
Damage

Used to take knockouts or put enemies into finishing range.

Tail Whip
Damage

Used to take knockouts or put enemies into finishing range.

Thunder Shock
Damage

Used to take knockouts or put enemies into finishing range.

Browse moves (20 total, 30 at a time)

Data Source

Base stats, abilities, and move names are generated from Pokemon Champions data sources. Regulation and meta pages should be reviewed separately before ranked recommendations.

Open Sources