Metal Claw
Melee · PhysicalSwipes a forward arc using steel claws.
Base cooldown: 0.5 s · Max level: 5
Steel attacks hit Ice, Rock and Fairy for extra damage. Its defensive chart includes many resistances and reduced Poison damage. Compare Steel Fortress encounters and move recipes.
Damage modifiers against a single defending type. Ice, Rock, Fairy: ×1.6; Fire, Water, Electric, Steel: ×0.6.
Incoming damage modifiers for a single-type partner. Fire, Fighting, Ground: ×1.6; Normal, Grass, Ice, Flying, Psychic, Bug, Rock, Dragon, Steel, Fairy: ×0.6; Poison: ×0.3.
The checked official catalog contains 5 Steel moves, including 5 evolution recipes. Their maximum level is 5. Available moves depend on the partner; this type list is not every Pokémon’s learnset.
Checked base values from the reference snapshot. Upgrades and balance changes can alter cooldown; these are not final attack intervals.
Swipes a forward arc using steel claws.
Base cooldown: 0.5 s · Max level: 5
Projects a piercing lane of metallic energy.
Base cooldown: 1.05 s · Max level: 5
Drops a pair of steel strikes onto target areas.
Base cooldown: 1.4 s · Max level: 5
A shot rebounds between enemies.
Base cooldown: 0.64 s · Max level: 5
Repeated spins hit enemies around the partner.
Base cooldown: 1.05 s · Max level: 5
Metal Claw hits in close range, Flash Cannon covers a lane and Meteor Mash drops attacks around enemies. Mirror Shot bounces and Gyro Ball spins. Flash Cannon and Mirror Shot both evolve into Steel Beam, but require different cards: Armor and Power respectively.
Use piercing attacks and sustained damage against tough defenders. Keep a clear firing angle between the fortress’s pillars.
10 legendary entries can use this arena. A dual-type legendary can use either type’s arena and keeps both types for damage matchups.
View the full Rift guideThe 61 entries include 51 partners and 10 legendaries. Each dual-type Pokémon counts once. Starter labels describe roster status, not immediate availability.
Sprites: PMD SpriteCollab · CC BY-NC 4.0.
Check attack damage separately from the partner’s weather protection. The table shows modifiers from the checked implementation; a second type also determines protection.
| Weather | Attack damage of this type | Additional effect |
|---|---|---|
| Sandstorm | ×1.3 | Partners with Rock, Ground or Steel avoid sandstorm weather damage. |
| Snowfall | ×1 | Weather damage and up to 10% slower movement unless the partner has Ice as its other type. |
Multipliers shown at full weather intensity; they transition gradually as weather starts and ends. ×1 means no change to this attack type’s damage. Weather protection checks both of the partner’s types.
Against a single defending type: Ice, Rock, Fairy. Each advantage deals ×1.6. For a dual-type target, multiply both modifiers up to ×2.4.
A single-type partner takes ×1.6 from: Fire, Fighting, Ground. A second type can change the result.
Reach maximum move level, obtain its card and choose the evolution when offered. Metal Claw → Iron Head (Power); Flash Cannon → Steel Beam (Armor); Meteor Mash → Magnet Bomb (Power); Mirror Shot → Steel Beam (Power); Gyro Ball → Heavy Slam (Armor).
No. Upgrades modify cooldown. Charge time, duration and behavior also depend on the move; the listed base values come from the checked code and do not guarantee a final attack cadence.
Choose a partner and put what you have learned into practice.