
Hoenn
Steven (Arc Suit) & Metagross
★★★★★
/
Steel/Multi
Introduction
Steven (Arc Suit) & Metagross is a 5-star Steel sync pair in Pokémon Masters EX. Steven (Arc Suit) & Metagross's role is Multi. Faction: Hoenn.
On the Pokémon Masters EX tier list Steven (Arc Suit) & Metagross is S tier, 24th of the 608 sync pairs ranked.
Other Steel sync pairs in Pokémon Masters EX: Argenta & Skarmory, Colress & Klinklang, Dawn & Empoleon, Elio (Champion) & Necrozma, Gloria & Zacian, Grimsley (Kimono) & Bisharp and 28 more.
Steven (Arc Suit) & Metagross's banners
All banners- 28 August 2026 to 7 October 2026Arc Suit Select Tiered Scout
- 14 March 2026 to 11 April 2026Arc Suit Tiered Scout!
- 26 April 2024 to 28 August 202448-Hour Paid-Gem (2024-04)
Stats
- HP236th of 765840
- Attack219th of 765454
- Defense8th of 765415
- Sp. Atk417th of 765296
- Sp. Def6th of 765415
- Speed342nd of 765372
Base stats at level 200, before the sync grid, potential and EX role. Each bar is measured against the highest value in the Pokémon Masters EX roster, and the place is out of every sync pair with that stat.
Stats by level
Base values at each growth level, before the sync grid, potential, EX role and gear. Level 200 is the current cap.
- HPLv. 1: 106Lv. 30: 182Lv. 45: 254Lv. 100: 540Lv. 120: 600Lv. 140: 660Lv. 200: 840
- AttackLv. 1: 10Lv. 30: 56Lv. 45: 98Lv. 100: 274Lv. 120: 310Lv. 140: 346Lv. 200: 454
- DefenseLv. 1: 20Lv. 30: 62Lv. 45: 101Lv. 100: 255Lv. 120: 287Lv. 140: 319Lv. 200: 415
- Sp. AtkLv. 1: 10Lv. 30: 39Lv. 45: 66Lv. 100: 176Lv. 120: 200Lv. 140: 224Lv. 200: 296
- Sp. DefLv. 1: 20Lv. 30: 62Lv. 45: 101Lv. 100: 255Lv. 120: 287Lv. 140: 319Lv. 200: 415
- SpeedLv. 1: 16Lv. 30: 53Lv. 45: 89Lv. 100: 232Lv. 120: 260Lv. 140: 288Lv. 200: 372
As Mega Metagross
- HPLv. 1: 106Lv. 30: 182Lv. 45: 254Lv. 100: 540Lv. 120: 600Lv. 140: 660Lv. 200: 840
- AttackLv. 1: 11Lv. 30: 61Lv. 45: 107Lv. 100: 301Lv. 120: 341Lv. 140: 380Lv. 200: 499
- DefenseLv. 1: 22Lv. 30: 68Lv. 45: 111Lv. 100: 280Lv. 120: 315Lv. 140: 350Lv. 200: 456
- Sp. AtkLv. 1: 11Lv. 30: 42Lv. 45: 72Lv. 100: 193Lv. 120: 220Lv. 140: 246Lv. 200: 325
- Sp. DefLv. 1: 22Lv. 30: 68Lv. 45: 111Lv. 100: 280Lv. 120: 315Lv. 140: 350Lv. 200: 456
- SpeedLv. 1: 17Lv. 30: 58Lv. 45: 97Lv. 100: 255Lv. 120: 286Lv. 140: 316Lv. 200: 409
Sync pair
Moves
5- Iron Head
Steel·Physical·Power 92-110·Accuracy 100·3 gauge·Opponent (one)Has a chance (30%) of making the target flinch.
- PotionStatus·2 MP·Ally (one)
Restores an ally's HP by approximately 40% of its maximum HP.
- Almighty Flash Bullet Punch
Steel·Physical·Power 120-144·3 MP·Opponent (all)Activation Condition: When the user uses any move once. Deactivation Condition: When this move is used. Never misses. Lowers the target's Defense and Sp. Def by 2 stat ranks. Raises the Defense and Sp. Def of all allied sync pairs by 2 stat ranks.
- We're the Strongest!Trainer moveStatus·1 MP·Ally (all)
Raises the Attack of all allied sync pairs by 6 stat ranks. Uses a maximum of three slots of the user's move gauge. The more amount used, the more it raises the critical-hit rate of all allied sync pairs (can be raised by zero to three stat ranks maximum). Increases the Sync Move ↑ Next effect of all allied sync pairs by 3 ranks.
- Polished Steel Divine Meteor MashSync move
Steel·Physical·Power 300-360·Opponent (one)Become Mega Metagross until the end of battle. Critical hits land more easily. Restores the HP of all allied sync pairs by approximately 20% of their maximum HP.
Passive skills
4- Iron Myth
Powers up the moves of all allied sync pairs by 10%. Reduces attack move damage taken by all allied sync pairs by 20%. The more allied sync pairs with the Steel theme you have on your team, the higher these percentages are. (Each additional sync pair powers up moves by 10% and reduces damage by 3%. The maximum power-up is 30%, and the maximum damage reduction is 26%.)
- Iron Judgment
Raises the Steel Type Rebuff of all allied sync pairs by 1 rank the first time the user enters a battle each battle. Lowers the Steel Type Rebuff of all opposing sync pairs by 1 rank the first time the user enters a battle each battle.
- What I Learned from My Adventure
Applies the Enduring effect to all allied sync pairs the first time the user enters a battle each battle. Applies the Free Move Next effect to the user when its attack move is successful. Increases the Physical Moves ↑ Next effect of all allied sync pairs by 1 rank when the user's attack move is successful.
- Wandering Stone Enthusiast
Protects the user against critical hits. Protects the user from damage from a sandstorm. When the user's stats would be lowered, raises the user's stats by the same amount instead.
Sync grid
5252 tiles, 211 energy to light them all. Tap a tile to read it. Blue tiles raise a stat, gold ones add a passive skill, green ones change a move's effect, red ones add power, purple ones accuracy and orange ones teach a move.
Every tile as a list
- HP +100 energy · 5 orbs
- Attack +50 energy · 5 orbs
- Defense +50 energy · 5 orbs
- Attack +50 energy · 5 orbs
- Sp. Def +50 energy · 5 orbs
- Speed +50 energy · 5 orbs
- HP +40 (1 or more adjacent tiles must be activated; )0 energy · 5 orbs
- Polished Steel Divine Meteor Mash: Power +50Polished Steel Divine Meteor Mash: Power ↑ +50 (1 or more adjacent tiles must be activated; )0 energy · 5 orbs
- Hit: Attack ↓ & Sp. Atk ↓ 9Lowers the target's Attack and Sp. Atk by 1 stat rank when the user's attack move is successful. (1 or more adjacent tiles must be activated; )0 energy · 5 orbs
- Sync Burst 1Restores 1 MP for the user the first time its sync move is used each battle. (1 or more adjacent tiles must be activated; )0 energy · 5 orbs
- Attack +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Defense +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Sp. Def +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Speed +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Defense +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- HP +10 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)2 energy · 24 orbs
- Defense +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Sp. Def +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Speed +5 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)2 energy · 24 orbs
- HP +10 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Defense +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Attack +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Iron Head: Power +3Iron Head: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Iron Head: Power +3Iron Head: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Iron Head: Power +3Iron Head: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Almighty Flash Bullet Punch: Power +3Almighty Flash Bullet Punch: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Almighty Flash Bullet Punch: Power +3Almighty Flash Bullet Punch: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Almighty Flash Bullet Punch: Power +3Almighty Flash Bullet Punch: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Iron Head: Power +3Iron Head: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Iron Head: Power +3Iron Head: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Almighty Flash Bullet Punch: Power +3Almighty Flash Bullet Punch: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Almighty Flash Bullet Punch: Power +3Almighty Flash Bullet Punch: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Attack +10 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)4 energy · 48 orbs
- AntitoxinPrevents the user from getting poisoned or badly poisoned. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- Polished Steel Divine Meteor Mash: Power +25Polished Steel Divine Meteor Mash: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Polished Steel Divine Meteor Mash: Power +25Polished Steel Divine Meteor Mash: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Defense +20 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- We're the Strongest!: MP Refresh 2Move: We're the Strongest! Has a chance (30%) of restoring one MP of the user's move when that move is successful. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- Iron Head: Move Gauge Refresh 3Move: Iron Head Has a chance (40%) of charging the user's move gauge by one when its move is successful. (1 or more adjacent tiles must be activated)7 energy · 84 orbs
- Sp. Def +20 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- Potion: MP Refresh 2Move: Potion Has a chance (30%) of restoring one MP of the user's move when that move is successful. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- Potion: MP Refresh 2Move: Potion Has a chance (30%) of restoring one MP of the user's move when that move is successful. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)7 energy · 84 orbs
- Sterner Stuff 2Reduces damage when the user is hit by a physical attack move. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Revenge Boost 4Has a chance (50%) of charging the user's move gauge by one when the user is hit by an attack move. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Status ImmunityStatus conditions cannot be inflicted on the user. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- HaymakerThe more the user's Attack is raised, the more it powers up the user's sync move. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Endure AgainExcept in certain circumstances, when the user's Enduring effect activates for the first time and the user has 1 HP remaining, applies the Enduring effect to the user again each battle. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Head Start 1Reduces the user's sync move countdown by 1 the first time it enters a battle each battle. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Furious BrawnThe more the user's Attack is raised, the more it powers up the user's moves. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Iron Head: Aggravation 1Move: Iron Head Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Potion: Master Healer 1Move: Potion Increases the amount of HP restored by the user's healing moves. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)10 energy · 120 orbs
- Potion: Master Healer 1Move: Potion Increases the amount of HP restored by the user's healing moves. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
Steven (Arc Suit) & Metagross
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