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4 votes

If you have a good moveset for Melmetal, post an answer below and upvote the best ones. Remember, this is for competitive movesets, not in-game. Make sure to read all the guidelines here. (Some parts don't apply for LGP/E, apply such as abilities and EVs -- the latter being replaced by AVs.)

Melmetal Pokedex & learnset for reference.

Melmetal sprite

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YES! Finally Melmetal gets a chance to shine!

4 Answers

1 vote

LGPE OU is surprisingly fun, and Melmetal is big in the Meta, so here is the set I use:


- Adamant Nature
- Double Iron Bash
- Earthquake
- Rest
- Thunder Wave/Ice Punch/Rock Slide

Double Iron Bash is an essential damaging move for Melmetal. Earthquake handles common Steel, Electric, Poison, and Fire threats like Partner Pikachu, Alolan Muk, Mega Charizard X, and Alolan Dugtrio. Because of the lack of status recovery, Steel types, Poison types, Fire types, Electric Types, Rest, and Partner Eevee's Sparkly Swirl are all, so a big part of the Meta is avoiding and healing Status conditions. Melmetal fits well into this by dealing out Paralysis with Thunder Wave, Heals it's bulky build with Rest, and is immune to Poison. Ice Punch/Rock Slide hits Zapdos and a few other Pokémon better than its other moves, and prevents being walled by them.

Hope I Helped! :P

edited by
1 vote

This is the one I like running and I wish I saw it more:

Adamant Nature
- Double Iron Bash
- Thunder Wave
- Earthquake
- Ice Punch/Rock Slide/Rest

The set is pretty simple: Paralyze a target with Thunder Wave and spam Double Iron Bash and paraflinch them to death. Earthquake is for hitting Electric and Steel types that otherwise resist Double Iron Bash, namely Partner Pikachu, Magneton, and Alolan Dugtrio. Ice Punch hits Flying and Dragon types like Dodrio, Dragonite and especially Zapdos, who can wall it otherwise and potentially cripple it from paralysis. Rock Slide is another option, especially since it destroys Mega Charizard Y and Moltres, but those are uncommon. Rest is one final useful option since it gains a means of recovery and can counteract being burned without having to switch into Partner Eevee to cure it, but I don't like it because Zapdos can safely switch in on it.

Melmetal mostly loses to the stronger Fire-type attackers and anything carrying Will-o-Wisp or Thunder Wave if your Partner Eevee gets KO'd. It can also potentially get burn leech stalled by Partner Eevee. Ice Punch sets lose to fire types, but Rock Slide sets lose to Dragonite. Stealth Rocks and Sparkly Swirl support is quite obviously welcome.

0 votes

[Gen 7 Let's Go] No Ristrictions:

Ability: Iron Fist
EVs: 200 HP / 200 Atk / 200 Def / 200 SpD / 200 Spe
Jolly Nature
IVs: 0 SpA
- Double Iron Bash
- Earthquake
- Ice Punch
- Acid Armor

I thought ev cap was 510?
It is. EVs don't exist in LGP/E though, and are replaced by AVs which have no cap except 200 per stat. There's more detail here if you're interested. https://bulbapedia.bulbagarden.net/wiki/Awakening_values
So all pokemon can have 200 on hp, attack, defense, and speed?
Yes. Special Attack and Special Defence as well, for that matter.
Sorry for asking so many questions but are IV’s still a thing in let’s go or should I put 31 iv?
No problem. IVs are still around in Let's Go and behave the same as in previous games, so you'd best max them as well.
0 votes

Offensive Melmetal
Adamant Nature
200Atk 200Def EVs

Double Iron Bash-STAB, about 120 real power
Earthquake/Rock Slide- Earthquake has more power, but rock slide is better for eoubles and kills charizards and Volcaronas. Coverage for fire, rock, electric, flying
Thunder Punch/ Ice Punch-Take advantage of the Iron Fist ability to freeze/parylyze people
Hyper Beam- Your last resort


Defensive MelMetal
Defense Raising Nature
200 Hp 200Def 200Spdef

Toxic-Slowly kill them
Acid Armor-Get even MORE tanky
Thunder Wave-Make them not able to fight back >:)
Rock Slide/Rest-Try to speed up the game or heal