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Official artwork of Metang

#0375

Metang

Gen III

Iron Claw Pokémon

SteelPsychic

Pokédex entry · Ruby

When two BELDUM fuse together, METANG is formed. The brains of the BELDUM are joined by a magnetic nervous system. By linking its brains magnetically, this POKéMON generates strong psychokinetic power.

Height
1.2 m
Weight
202.5 kg
Base EXP
147
Growth
Slow
Catch rate

3/255Very hard

Friendship

35/255

Base stats

HP60Attack75Defense100Speed50Sp. Def80Sp. Atk55
HP
60
Attack
75
Defense★
100
Speed
50
Sp. Def
80
Sp. Atk
55

Total 420

Medium

EV yield +2 Defense

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP120167
Attack72139
Defense94167
Speed49112
Sp. Def76145
Sp. Atk54117
Total465847

About Metang

A mix of flying saucer and mechanical crab, Metang moves through the air without legs and attacks with its two claw-ended arms. Its body is made up of two Beldum joined by magnetic forces. The fusion connects their brains with a magnetic nervous system and doubles the psychic energy they can generate.

Pokédex entries describe it as a creature that pursues magnetic minerals and tracks down Nosepass. It does not behave like a typical fast predator: it uses its psychic powers to stop its prey before trapping it with its claws. Its Steel body can withstand even colliding with an aeroplane, while its magnetism lets it remain suspended and move across difficult terrain.

It occupies the middle stage of a three-species evolutionary line. It appears when two Beldum fuse and still retains a simple structure focused on defence and movement control. When it reaches level 45, it evolves into Metagross, a much larger and more specialised form.

Combat analysis

×2

Weakness

FireGroundGhostDark
×½

Resistance

NormalGrassIceFlyingRockDragonSteelFairy
×¼

Double resistance

Psychic
×0

Immunity

Poison

Metang in depth

Two Beldum and a mechanical silhouette

The design starts from a literal fusion of two Beldum. The resulting form keeps the previous species' clawed arms, but incorporates them into a broad, floating body. The silhouette resembles a flying saucer seen from the front and also a legless crab: the central disc acts as a shell, while the arms work as pincers. The concept fits the idea of a creature that stays airborne through magnetism.

The Japanese name is メタング, written as Metang in international romanisation. The clearest reference is “metal”, and the whole name also plays on the sound of a metallic impact. Its connection to magnetism fits how the evolutionary line works, although the name does not change between Japanese, English and Spanish.

A clearly defined middle evolution

Metang debuted in Generation III alongside Beldum and Metagross. Since then, it has kept the same species, the same Steel and Psychic typing, and its evolution at level 45. Entries from later generations repeat two ideas: the union of two brains and the pursuit of magnetic minerals, especially those associated with Nosepass.

Its type matchups did change over time. Before Generation VI, Ghost and Dark dealt neutral damage to it; from Generation VI onwards, both types hit it super effectively. That change made its defensive switch-ins worse, since they were two common threats against a creature that already needed to preserve a lot of HP.

In recent generations, it has kept a recognisable level-up movepool: Zen Headbutt at level 6, Flash Cannon at level 18, Psychic at level 34 and Meteor Mash at level 50. Its TM movepool also lets it use Earthquake, Iron Head, Stealth Rock, Iron Defense and Agility. It has no alternate forms that divert its role.

How to use it before level 45

In an adventure, it is best treated as a transitional defensive piece. It switches in better against Normal-, Grass-, Ice-, Rock-, Dragon- or Fairy-type attacks than against Ground, Fire, Ghost or Dark. Clear Body helps when the opponent tries to lower its stats, but it does not fix its HP or its sluggishness.

A simple set can combine Zen Headbutt or Iron Head with Earthquake and Iron Defense. Stealth Rock takes the fourth slot when you want to punish the opponent's switches. Agility also makes sense if you want to compensate for its 50 Speed, although spending a turn on it leaves a defence exposed that does not have much HP behind it.

The catch rate and the magnetic detail

The Catch Rate of 3 explains why this species can cause problems even when it appears in a suitable area. Light Metal halves its weight, but Clear Body usually contributes more during a regular playthrough because it preserves its stats against external reductions.

Its relationship with minerals is not limited to a Pokédex description. It also explains why it pursues Nosepass and why it can be found associated with rugged environments. The Metal Coat it can hold in the wild connects with that same industrial aesthetic. When it reaches level 45, its transformation into Metagross leaves behind the silhouette of two arms and shows the complete result of the union of the two brains.

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