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Metang

In-battle formes

HP:60
Attack:75
Defense:100
Sp. Atk:55
Sp. Def:80
Speed:50
Min (-ve nature, 0 IVs)94
Default136
Max Neutral199
Max Positive218
Max Neutral (+1)298
Max Positive (+1)327
Max Neutral (+2)398
Max Positive (+2)436
NeverUsed
Offensive Utility136
Physically Defensive136

Evolutions

Strategies

  • en
Formats:
Written by soulgazer and Farobi

Overview

Metang finds a niche thanks to its ability to act as a reliable counter to many Psychic- and Normal-type Pokemon in the tier. Thanks to its decent bulk, which is enhanced further by Eviolite, Metang makes excellent use of its defensive typing to take on many of the offensive Pokemon in the tier, most notably Kangaskhan, Zangoose, Braviary, Serperior, and Musharna. Unfortunately, Metang has difficulty staying around for long due to its lack of recovery and the abundance of Ground- and Fire-type attacks in the tier. Metang's STAB moves lack coverage and have average power, which forces it to rely on Toxic to inflict damage against many common opponents.

Offensive Utility

Move 1
Move 2
  • Meteor Mash
    20% chance to raise the user's Attack by 1.
    TypeSteel
    CategoryPhysical
    Power100 BP
    Accuracy85%
Move 3
Move 4
  • Bullet Punch
    Usually goes first.
    TypeSteel
    CategoryPhysical
    Power40 BP
    Accuracy100%
    Priority1

One glance at Metang's stats might suggest that it is suited to act as a defensive wall, but underestimate offensive Metang at your own risk, as it hits many of the offensive threats in the tier hard. Courtesy of its great bulk, Metang can also check physical and special attackers alike, such as Primeape, Serperior, Braviary, and Musharna. Unfortunately, Metang still cannot beat common leads such as Piloswine and Golem one-on-one, but it can survive an Earthquake from them, allowing it to make a move before it dies. Stealth Rock is a handy move on Metang, chipping off health from Pokemon such as Charizard and Rotom-S to which Metang can do little otherwise. Meteor Mash is a strong STAB move, 2HKOing Serperior, Primeape, and Skuntank after Stealth Rock damage. Toxic is essential for Metang to cripple Tangela and Alomomola, and it also allows Metang to beat Musharna without gambling on Meteor Mash Attack boosts. Bullet Punch might seem odd as it limits Metang's coverage, but it is incredibly useful as it allows it to pick off frail threats such as Primeape, Haunter, and Swellow.

176 Attack EVs allow Metang to break +1 Defense Braviary's Substitute; adding more doesn't help it net any notable KOs. 80 Special Defense EVs make it easier for Metang to sponge special hits from special attackers such as Kadabra and Haunter. Even though both of Metang's abilities give little benefit, Clear Body is the better option, as it prevents unexpected stat drops from Shadow Ball and Psychic. As for other moves, Psych Up allows Metang to copy stat boosts from Substitute + Bulk Up Braviary effectively. Pursuit can be used over Bullet Punch to catch Haunter and Kadabra as they attempt to switch, but it doesn't serve much use otherwise because it's pathetically weak against other Pokemon. Earthquake enables Metang to hit the likes of Samurott and Skuntank harder, but it shouldn't stay in on Samurott anyway and Skuntank does not survive constant Meteor Mashes either.

As far as partners go, Ludicolo is a great teammate as it can beat the Fire- and Ground-types that Metang despises; it also handles certain Water-types such as Alomomola, Seismitoad, and special Samurott well. Misdreavus is also a good teammate, as it is immune to Ground-type attacks and can threaten Golem, Armaldo, Piloswine, and other common leads with Will-O-Wisp and Taunt. Anything that can take on strong Fire-types helps, thus making Carracosta and Seismitoad effective partners for Metang, but they should be wary of Hidden Power Grass that the Fire-types might carry. Pokemon that find Normal- and Flying-types troublesome generally appreciate Metang's presence; Serperior and Primeape are the most noteworthy of these. Alomomola can pass big Wishes to Metang and resists Fire-type attacks aimed at it.

Physically Defensive

Move 1
Move 2
  • Meteor Mash
    20% chance to raise the user's Attack by 1.
    TypeSteel
    CategoryPhysical
    Power100 BP
    Accuracy85%
Move 3
Move 4

With Eviolite boosting its stellar Defense, Metang becomes a usable physical wall. Metang differentiates itself from other Steel-types in NU with its amazing typing, which is greatly appreciated on stall teams as it lets Metang not only wall popular Normal-, Psychic-, and Flying-types such as Zangoose, Kangaskhan, Musharna, Braviary, and Swellow, but also keep its important resistances and take neutral hits from Fighting-type moves.

Metang takes advantage of its resistances by using them to find opportunities to support its team with entry hazards in the form of Stealth Rock. Meteor Mash is Metang's strongest STAB move to directly damage its foes while potentially boosting its Attack. Toxic gives Metang a way to wear down bulky Pokemon trying to set up on it that would otherwise take very little damage from its other attacks. Psych Up is used in the fourth moveslot to copy the boost from Pokemon that think they can set up on Metang, such as Substitute + Bulk Up Braviary, Calm Mind Musharna with Heal Bell, Substitute + Calm Mind Serperior, and Bulk Up Scraggy.

If your team needs Metang to take special attacks, an EV spread of 252 HP / 4 Def / 252 SpD with a Careful nature can be used, as it lets Metang take hits from Pokemon such as Gardevoir and Haunter more effectively. As far as partners go, stall partners such as Alomomola, which in particular can easily take any Ground-type move headed toward Metang and provide it with recovery in the form of Wish, and others are your best choices. Zweilous is also a great partner, as it can easily take hits from special attackers such as Charizard, Samurott, and Ludicolo, and along with Metang, wall every relevant special attacker when used together. Furthermore, Metang can still cover most physical attackers. Audino and Lickilicky also pair well with Metang, as they can tank a special attack, provide recovery with Wish, and heal status conditions with Heal Bell.

Other Options

Surprisingly, Metang has a lot of options in its movepool. Sleep Talk could be used as a filler if you need someone to absorb sleep afflictions from Exeggutor. Rock Slide could be used if your team is weak to Charizard, but you'll have to predict Charizard's switch in, as it'll force Metang out most of the time. Zen Headbutt could also be used over Meteor Mash, but Metang would become setup bait for Dark-types. An offensive Metang with moves such as Hone Claws and Agility might seem good, but it won't go far with its low Speed and its average Attack. Dual screens are possible, but Metang needs Eviolite to take hits better, and it doesn't have the space in its moveset to run these moves. RestTalk might seem like a good idea, as Metang has no other recovery move and lack Leftovers, but it just doesn't have the space for it. Keep in mind that using Hone Claws and RestTalk in the same set is Metang's best bet as a RestTalk user. Finally, Rest alone can also be used as a filler if you want the recovery and have a Heal Bell user such as Audino on your team, but Metang doesn't have the moveslots to spare.

Checks and Counters

Even though Metang has some offensive presence, its lack of coverage leaves it open to being set up on by some Pokemon, including Swords Dance Charizard, Swords Dance Samurott, Rock Polish + Swords Dance Torterra, Shell Smash Carracosta, Shell Smash Gorebyss, and Rain Dance Ludicolo. Keep in mind though, that most of them won't enjoy being hit by Toxic. Other than that, Pokemon able to hit Metang hard with a special attack or strong super effective move, such as Charizard, Samurott, Seismitoad, Eelektross, Choice Band Torterra, and Golurk, can easily force Metang out.

Magnet Pull Probopass is great against Metang, as it is able to finish Metang off with Earth Power and takes almost nothing from Metang's Meteor Mash, but it must watch out for the occasional Earthquake. Golem can also check Metang, but keep in mind it'll come out weakened at best. Also, Pokemon commonly running Taunt such as Mandibuzz, which can take any hit from Metang, constantly wear it down with Foul Play, and heal itself with Roost, and Misdreavus, which can Heal Bell if Metang hits it with Toxic and can Will-O-Wisp Metang to wear it down, can easily kill Metang. Being grounded, Spikes hinders Metang's survivability quite a lot; add to that its lack of recovery outside of the unreliable RestTalk, and Metang is easy to wear down.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
50
Accuracy
100%
PP
25
10% chance to confuse the target.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
250
Accuracy
100%
PP
5
Hits adjacent Pokemon. The user faints.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
20
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
5
5 turns: no Ground immunities, 1.67x accuracy.
 
Power
Accuracy
100%
PP
5
More power the slower the user than the target.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
PP
10
For 5 turns, the user has immunity to Ground.
 
Power
50
Accuracy
95%
PP
35
10% chance to raise the user's Attack by 1.
 
Power
100
Accuracy
85%
PP
10
20% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
PP
40
Psychic hits Dark. Evasiveness ignored.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
80
Accuracy
100%
PP
10
Damages target based on Defense, not Sp. Def.
 
Power
40
Accuracy
100%
PP
20
If a foe is switching out, hits it at 2x power.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
20
User cures its burn, poison, or paralysis.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
20
Raises the user's Speed by 2.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
80%
PP
10
100% chance to lower the target's Speed by 1.
 
Power
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% chance acc -1)
 
Power
200
Accuracy
100%
PP
5
Hits adjacent Pokemon. The user faints.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
90
Accuracy
100%
PP
10
30% chance to poison the target.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
PP
15
For 3 turns, target floats but moves can't miss it.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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