Beldum
SteelPsychic
Best attacking moveset: Take Down and Iron Head, worth 3.7 damage per second against a neutral target.
Best moveset
Beldum can learn 1 combinations. Take Down with Iron Head does the most damage per second of them, at level 40 with a perfect attack stat. Same-type moves get the 1.2× bonus, and the cycle assumes the charged attack fires the moment it has the energy.
Stats and moves come straight from the game's own data files. Every number on this page is a raid and gym number, not a PvP one.
Type matchups
| Fast attack | Type | Power | Duration | Energy |
|---|---|---|---|---|
| Take Down | Normal | 7 | 1.0s | +8 |
| Charged attack | Type | Power | Duration | Energy |
|---|---|---|---|---|
| Iron Head | Steel | 60 | 2.0s | -50 |
Shiny


Yes. Shiny Beldum has been released. Players have found it from: wild, raid, research, photobomb.
Evolution family
Numbers
| Max CP | 1,104 at level 50, 976 at level 40 |
|---|---|
| Raid catch | 558 CP at level 20, or 697 if weather boosted (perfect IVs) |
| Lowest possible raid catch | 513 CP. Raid encounters can't roll below 10/10/10 |
| Base stats | 96 attack · 132 defense · 120 stamina |
What it costs
| Second charged move | 75,000 Stardust and 75 Candy |
|---|---|
| Buddy distance | 5 km per Candy |
| Purify a Shadow one | 5,000 Stardust and 5 Candy |
| Size | 0.61 m and 95.2 kg |
Best moveset against each type
Beldum does not have one best moveset, it has 1. Which one wins depends on what you are attacking, because a move only gets its bonus against something weak to it. Best against Rock, Ice, Fairy.
| Against | Best moveset | DPS |
|---|---|---|
| Rock | Take Down + Iron Head | 5.0 |
| Ice | Take Down + Iron Head | 5.0 |
| Fairy | Take Down + Iron Head | 5.0 |
| Normal | Take Down + Iron Head | 3.7 |
| Fighting | Take Down + Iron Head | 3.7 |
| Take Down + Iron Head | 3.7 | |
| Poison | Take Down + Iron Head | 3.7 |
| Ground | Take Down + Iron Head | 3.7 |
| Bug | Take Down + Iron Head | 3.7 |
| Grass | Take Down + Iron Head | 3.7 |
| Psychic | Take Down + Iron Head | 3.7 |
| Dragon | Take Down + Iron Head | 3.7 |
| Dark | Take Down + Iron Head | 3.7 |
| Ghost | Take Down + Iron Head | 2.9 |
| Steel | Take Down + Iron Head | 2.8 |
| Fire | Take Down + Iron Head | 2.8 |
| Water | Take Down + Iron Head | 2.8 |
| Electric | Take Down + Iron Head | 2.8 |
Same maths as the headline number, run once per defending type: level 40, perfect attack IV, and the target's own type taken into account. Sorted by damage, so the top of this table is what Beldum is actually for.
Counters: what beats Beldum
| Attacker | Type | Moveset | DPS |
|---|---|---|---|
| FireGhost | Incinerate + Mind Blown Legacy | 49.5 | |
| DragonFire | Fire Fang + Fusion Flare Legacy | 41.1 | |
| GhostFire | Fire Spin + Overheat | 37.6 | |
| Fire | Fire Spin + Pyroball | 37.1 | |
| BugFire | Fire Spin + Overheat | 36.7 | |
| Fire | Fire Fang + Overheat | 36.6 | |
| Dark | Snarl + Shadow Ball | 36.0 | |
| GhostPoison | Lick + Shadow Ball Legacy | 35.6 | |
| FireFighting | Fire Spin + Blast Burn Legacy | 35.4 | |
| Ground | Mud Shot + Precipice Blades Legacy | 35.3 |
Ranked by damage per second against Beldum's own defense, at level 40 with a 15 attack IV, one per evolution family.


