#0599
Klink
steel0.3 m · 21.0 kg
Base stats — 300 total
- HP
- 40
- Atk
- 55
- Def
- 70
- SpA
- 45
- SpD
- 60
- Spe
- 30
Abilities
- Plus
- Minus
- Clear Body hidden
Learnset
What Klink learns in Sword / Shield. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.
Level14
- 1Thunder ShockelectricSpecial40 BP100% acc30 PPHas a chance to paralyze the target.
- 1Vice GripnormalPhysical55 BP100% acc30 PPInflicts regular damage with no additional effect.
- 4BindnormalPhysical15 BP85% acc20 PPPrevents the target from fleeing and inflicts damage for 2-5 turns.
- 8ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
- 12Charge BeamelectricSpecial50 BP90% acc10 PPHas a chance to raise the user’s Special Attack by one stage.
- 16Metal SoundsteelStatus85% acc40 PPLowers the target’s Special Defense by two stages.
- 20AutotomizesteelStatus15 PPRaises the user’s Speed by two stages and halves the user’s weight.
- 24DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
- 28ScreechnormalStatus85% acc40 PPLowers the target’s Defense by two stages.
- 32Gear GrindsteelPhysical50 BP85% acc15 PPHits twice in one turn.
- 36Lock OnnormalStatus5 PPEnsures that the user’s next move will hit the target.
- 40Shift GearsteelStatus10 PPRaises the user’s Attack by one stage and its Speed by two stages.
- 44Zap CannonelectricSpecial120 BP50% acc5 PPHas a chance to paralyze the target.
- 48Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
TM/HM20
- AssurancedarkPhysical60 BP100% acc10 PPPower is doubled if the target has already received damage this turn.
- EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
- FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
- Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
- Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
- Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
- Power GemrockSpecial80 BP100% acc20 PPInflicts regular damage with no additional effect.
- ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
- RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
- RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
- SandstormrockStatus10 PPChanges the weather to a sandstorm for five turns.
- ScreechnormalStatus85% acc40 PPLowers the target’s Defense by two stages.
- Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
- SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
- SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
- Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
- ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
- UproarnormalSpecial90 BP100% acc10 PPForced to use this move for several turns. Pokémon cannot fall asleep in that time.
- Volt SwitchelectricSpecial70 BP100% acc20 PPUser must switch out after attacking.
- Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.
Tutor3
- Rising VoltageelectricSpecial70 BP100% acc20 PPIf Electric Terrain is active and the user is grounded, this move has has its power doubled.
- Steel BeamsteelSpecial140 BP95% acc5 PPInflicts damage, and the user takes damage equal to half of its max HP, rounded up.
- Steel RollersteelPhysical130 BP100% acc5 PPEnds the effect of Electric, Grassy, Misty, or Psychic Terrains. Fails if no Terrain is active.
Appears in — 7 games
- Black / White
- Black 2 / White 2
- X / Y
- Omega Ruby / Alpha Sapphire
- Sun / Moon
- Ultra Sun / Ultra Moon
- Sword / Shield