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Metagross

    Jump to Gen IV Pokédex

    Tip: Moves with a double border on their right get STAB. Levels that appear in bold are below Metagross's evolution level. If you want to teach your Pokémon a Level Up move that its level does not appear in bold, then press B while it evolves; you can always evolve it later. In case you want to teach it a Level Up move that it has forgotten, you can visit the move re-learner in Fallarbor Town (Hoenn) or Two Island (Kanto).

    Ruby/Sapphire/Emerald/Fire Red/Leaf Green Level Up Moves
    Move NameLevelTypePw.Acc.PPEff.%C.TypeAppealJam
    Take DownNormal908520--Tough60
    User takes recoil damage.
    After this move, the user is more easily startled.
    ConfusionPsychic501002510Smart23
    May induce CONFUSION.
    Startles the POKéMON that appealed before the user.
    Metal ClawSteel50953510Cool40
    May raise user's ATTACK one stage.
    A highly appealing move.
    Scary FaceNormal--9010--Tough31
    Lowers opponent's SPEED two stages.
    Startles the POKéMON that has the JUDGE's attention.
    Confusion20Psychic501002510Smart23
    May induce CONFUSION.
    Startles the POKéMON that appealed before the user.
    Metal Claw20Steel50953510Cool40
    May raise user's ATTACK one stage.
    A highly appealing move.
    Scary Face26Normal--9010--Tough31
    Lowers opponent's SPEED two stages.
    Startles the POKéMON that has the JUDGE's attention.
    Pursuit32Dark4010020--Smart21
    Inflicts double damage if the opponent is switching out.
    Badly startles all POKéMON that made good appeals.
    Psychic38Psychic901001010Smart13
    May lower opponent's SP. DEF one stage.
    Badly startles those that have made appeals.
    Iron Defense44Steel----15--Tough10
    Raises user's DEFENSE two stages.
    Can avoid being startled by others.
    Meteor Mash55Steel100851020Cool20
    May raise user's ATTACK one stage.
    Works well if it's the same type as the one before.
    Agility66Psychic----30--Cool30
    Raises user's SPEED two stages.
    The next appeal can be made earlier next turn.
    Hyper Beam77Normal150905--Cool44
    User cannot attack on the next turn.
    Jams the others, and misses one turn of appeals.
    Machine Moves
    Move NameMachineTypePw.Acc.PPEff.%C.TypeAppealJam
    ToxicTM06Poison--8510100Smart30
    Induces severe poison.
    Worsens the condition of those that made appeals.
    Hidden PowerTM10Normal??10015--Smart30
    Power and type depend on user's IVs.
    Can be repeatedly used without boring the JUDGE.
    Sunny DayTM11Fire----5--Beauty10
    Causes Sunshine for 5 rounds.
    The appeal works best the more the crowd is excited.
    Hyper BeamTM15Normal150905--Cool44
    User cannot attack on the next turn.
    Jams the others, and misses one turn of appeals.
    Light ScreenTM16Psychic----30--Beauty10
    Halves SP. ATK damage inflicted on user.
    Can avoid being startled by others.
    ProtectTM17Normal----10--Cute10
    Evades opponents next attack; the move's accuracy drops.
    Can avoid being startled by others.
    Rain DanceTM18Water----5--Tough10
    Causes Rain for 5 rounds.
    The appeal works best the more the crowd is excited.
    FrustrationTM21Normal??10020--Cute10
    The less happy the user, the stronger the attack. Power is (255-Tameness)*10/25.
    An appeal that excites the audience in any CONTEST.
    EarthquakeTM26Ground10010010--Tough13
    Hits everyone on the field.
    Badly startles those that have made appeals.
    ReturnTM27Normal??10020--Cute10
    The happier the user, the stronger the attack. Power is Tameness*10/25.
    An appeal that excites the audience in any CONTEST.
    PsychicTM29Psychic901001010Smart13
    May lower opponent's SP. DEF one stage.
    Badly startles those that have made appeals.
    Shadow BallTM30Ghost801001520Smart30
    May lower opponent's SP. DEF one stage.
    Shifts the JUDGE's attention from others.
    Brick BreakTM31Fighting7510015--Cool14
    Destroys protective barriers.
    Badly startles the POKéMON in front.
    Double TeamTM32Normal----15--Cool20
    Raises user's EVASIVENESS one stage.
    Can avoid being startled by others once.
    ReflectTM33Psychic----20--Smart10
    Halves ATTACK damage inflicted on user.
    Can avoid being startled by others.
    Sludge BombTM36Poison901001030Tough21
    May induce poison.
    Startles the POKéMON that has the JUDGE's attention.
    SandstormTM37Rock----10--Tough30
    Causes a Sandstorm for 5 turns.
    Scrambles the order of appeals on the next turn.
    Rock TombTM39Rock508010100Smart30
    May lower opponent's SPEED one stage.
    Temporarily stops the crowd from growing excited.
    Aerial AceTM40Flying60--20--Cool20
    Cannot miss.
    The appeal works great if performed first.
    FacadeTM42Normal7010020--Cute20
    ATTACK is doubled when burned, paralyzed, or poisoned.
    The appeal works great if performed last.
    Secret PowerTM43Normal701002030Smart10
    Depends on battle location.
    The appeal works well if the user's condition is good.
    RestTM44Psychic----10--Cute20
    User restores health, then sleeps.
    Can avoid being startled by others once.
    CutHM01Normal509530--Cool21
    No effect.
    Badly startles all POKéMON that made good appeals.
    StrengthHM04Normal8010015--Tough21
    No effect.
    Startles POKéMON that made a same-type appeal.
    FlashHM05Normal--7020--Beauty30
    Lowers opponent's ACCURACY one stage.
    Shifts the JUDGE's attention from others.
    Rock SmashHM06Fighting201001550Tough10
    May lower opponent's DEFENSE one stage.
    The appeal works well if the user's condition is good.
    Fire Red/Leaf Green/Emerald Tutor Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    Body SlamNormal851001530Tough14
    May induce paralysis.
    Badly startles the POKéMON in front.
    Double-edgeNormal12010015--Tough60
    User takes recoil damage.
    After this move, the user is more easily startled.
    MimicNormal--10010--Cute10
    Copies opponents last move.
    Makes the appeal as good as the one before it.
    ExplosionNormal2501005--Beauty80
    User faints.
    Makes a great appeal, but allows no more to the end.
    Rock SlideRock75901030Tough13
    May cause opponent to flinch.
    Badly startles those that have made appeals.
    SubstituteNormal----10--Smart20
    Creates a decoy using 1/4 of the user's maximum HP.
    Can avoid being startled by others once.
    Emerald Tutor Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    DynamicpunchFighting100505100Cool21
    May induce CONFUSION.
    Startles the POKéMON that has the JUDGE's attention.
    RolloutRock309020--Tough30
    Uses the same move for 5 turns; move's power doubles every time it hits.
    Temporarily stops the crowd from growing excited.
    Psych UpNormal----10--Smart20
    Copies opponent's stat changes.
    Works well if it's the same type as the one before.
    SnoreNormal401001530Cute40
    Can only be used while asleep.
    A highly appealing move.
    Icy WindIce559515100Beauty13
    May lower opponent's SPEED one stage.
    Badly startles those that have made appeals.
    EndureNormal----10--Tough20
    Survives any attack for one turn leaving at least 1 HP but move's accuracy drops.
    Can avoid being startled by others once.
    Mud-slapGround2010010100Cute21
    May lower opponent's ACCURACY one stage.
    Startles the POKéMON that has the JUDGE's attention.
    Ice PunchIce751001510Beauty40
    May induce freeze.
    A highly appealing move.
    SwaggerNormal--9015100Cute20
    Induces CONFUSE. Raises opponent's ATTACK two stages.
    The appeal works great if performed first.
    Sleep TalkNormal----10--Cute30
    Uses an own random move while asleep.
    Can be repeatedly used without boring the JUDGE.
    SwiftNormal60--20--Cool20
    Cannot miss.
    The appeal works great if performed first.
    Defense CurlNormal----40--Cool20
    Raises user's DEFENSE one stage. Damage from ROLLOUT will be higher.
    Can avoid being startled by others once.
    ThunderpunchElectric751001510Cool40
    May induce paralysis.
    A highly appealing move.
    Fury CutterBug109520--Cool30
    Move's power doubles each time it hits, but only up to 160.
    Can be repeatedly used without boring the JUDGE.

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