#0600
Klang
steel0.6 m · 51.0 kg
Base stats — 440 total
- HP
- 60
- Atk
- 80
- Def
- 95
- SpA
- 70
- SpD
- 85
- Spe
- 50
Abilities
- Plus
- Minus
- Clear Body hidden
Learnset
What Klang learns in Black / White. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.
Level18
- 1ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
- 1Gear GrindsteelPhysical50 BP85% acc15 PPHits twice in one turn.
- 1Thunder ShockelectricSpecial40 BP100% acc30 PPHas a chance to paralyze the target.
- 1Vice GripnormalPhysical55 BP100% acc30 PPInflicts regular damage with no additional effect.
- 6ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
- 11Thunder ShockelectricSpecial40 BP100% acc30 PPHas a chance to paralyze the target.
- 16Gear GrindsteelPhysical50 BP85% acc15 PPHits twice in one turn.
- 21BindnormalPhysical15 BP85% acc20 PPPrevents the target from fleeing and inflicts damage for 2-5 turns.
- 26Charge BeamelectricSpecial50 BP90% acc10 PPHas a chance to raise the user’s Special Attack by one stage.
- 31AutotomizesteelStatus15 PPRaises the user’s Speed by two stages and halves the user’s weight.
- 36Mirror ShotsteelSpecial65 BP85% acc10 PPHas a chance to lower the target’s accuracy by one stage.
- 40ScreechnormalStatus85% acc40 PPLowers the target’s Defense by two stages.
- 44DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
- 48Metal SoundsteelStatus85% acc40 PPLowers the target’s Special Defense by two stages.
- 52Shift GearsteelStatus10 PPRaises the user’s Attack by one stage and its Speed by two stages.
- 56Lock OnnormalStatus5 PPEnsures that the user’s next move will hit the target.
- 60Zap CannonelectricSpecial120 BP50% acc5 PPHas a chance to paralyze the target.
- 64Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
TM/HM20
- Charge BeamelectricSpecial50 BP90% acc10 PPHas a chance to raise the user’s Special Attack by one stage.
- Double TeamnormalStatus15 PPRaises the user’s evasion by one stage.
- 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.
- FrustrationnormalPhysical100% acc20 PPPower increases as happiness decreases, up to a maximum of 102.
- Hidden PowernormalSpecial1 BP100% acc15 PPPower and type depend upon user’s IVs. Power can range from 30 to 70.
- Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
- ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
- RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
- ReturnnormalPhysical100% acc20 PPPower increases with happiness, up to a maximum of 102.
- Rock PolishrockStatus20 PPRaises the user’s Speed by two stages.
- Rock SmashfightingPhysical40 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
- 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.
- 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.
- SwaggernormalStatus90% acc15 PPRaises the target’s Attack by two stages and confuses the target.
- Thunder WaveelectricStatus100% acc20 PPParalyzes the target.
- ThunderboltelectricSpecial95 BP100% acc15 PPHas a chance to paralyze the target.
- ToxicpoisonStatus90% acc10 PPBadly poisons the target, inflicting more damage every turn.
- Volt SwitchelectricSpecial70 BP100% acc20 PPUser must switch out after attacking.
Appears in — 7 games
- Black / White
- Black 2 / White 2
- X / Y
- Omega Ruby / Alpha Sapphire
- Sun / Moon
- Ultra Sun / Ultra Moon
- Sword / Shield