Klinklang artwork
#601

Klinklang

Steel
All data Standard/Form Gen 5

Use this page like a quick team check: read the role, check what attacks scare it, then open the full move pool only if you need deeper data.

Main jobFlexible pick

Klinklang reads as a physical attacker from its current stats.

Speed readMedium speed

May need Tailwind, priority, or careful switching.

Watch outFire, Fighting, Ground

These attack types are the first danger check before adding it to a team.

Battle Stats

HP60Atk100Def115Sp.Atk70Sp.Def85Speed90total520
HP 60
Atk 100
Def 115
Sp.Atk 70
Sp.Def 85
Speed 90
Type Check

What scares Klinklang?

Read this before adding it to a team. Weak means the attack hits hard; resist or immune means it can switch in more safely.

Test in Builder
Weak to
FireFightingGround
Resists
NormalGrassIceFlyingPsychicBugRockDragonSteelFairy
Immune to
Poison

Abilities / Passives

Passive effect

Plus

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Passive effect

Minus

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Stat swing

Clear Body

Prevents other Pokémon's moves or Abilities from lowering the Pokémon's stats.

This passive changes stats, so one turn can suddenly become stronger or safer.
Move Pool

Skills and Moves

Showing the most useful or most complete move cards first. The full move pool is folded below to keep this page lighter.

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Protect
Status · Normal Pow - · Acc - · PP 8

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Trick Room
Status · Psychic Pow - · Acc - · PP 8

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Flash Cannon
Special · Steel PP 12

The user gathers all its light energy and releases it at once. This may also lower the target's Sp. Def stat.

Hyper Beam
Special · Normal PP 8

The target is attacked with a powerful beam. The user can't move on the next turn.

Power Gem
Special · Rock PP 20

The user attacks with a ray of light that sparkles as if it were made of gemstones.

Thunderbolt
Special · Electric PP 16

The user attacks the target with a strong electric blast. This may also leave the target with paralysis.

Volt Switch
Special · Electric PP 20

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Ally Switch
Damage

Used to take knockouts or put enemies into finishing range.

Assurance
Damage

Used to take knockouts or put enemies into finishing range.

Autotomize
Damage

Used to take knockouts or put enemies into finishing range.

Bind
Damage

Used to take knockouts or put enemies into finishing range.

Charge
Damage

Used to take knockouts or put enemies into finishing range.

Charge Beam
Damage

Used to take knockouts or put enemies into finishing range.

Confide
Damage

Used to take knockouts or put enemies into finishing range.

Discharge
Damage

Used to take knockouts or put enemies into finishing range.

Double Team
Damage

Used to take knockouts or put enemies into finishing range.

Electric Terrain
Field control

Changes the field so some Pokemon become stronger.

Endure
Damage

Used to take knockouts or put enemies into finishing range.

Browse moves (60 total, 30 at a time)

Data Source

Base stats, abilities, and move names are generated from Pokemon Champions data sources. Regulation and meta pages should be reviewed separately before ranked recommendations.

Open Sources