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Klang sprite

#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 2 / White 2. 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/HM21

  • 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.
  • Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.

Tutor10

  • BindnormalPhysical15 BP85% acc20 PPPrevents the target from fleeing and inflicts damage for 2-5 turns.
  • GravitypsychicStatus5 PPDisables moves and immunities that involve flying or levitating for five turns.
  • Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
  • Magic CoatpsychicStatus15 PPReflects back the first effect move used on the user this turn.
  • Magnet RiseelectricStatus10 PPUser is immune to Ground moves and effects for five turns.
  • RecyclenormalStatus10 PPUser recovers the item it last used up.
  • Signal BeambugSpecial75 BP100% acc15 PPHas a chance to confuse the target.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • SnorenormalSpecial40 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
  • UproarnormalSpecial90 BP100% acc10 PPForced to use this move for several turns. Pokémon cannot fall asleep in that time.

Appears in — 7 games

Click a game to see the learnset as it works there; click again to go back to the latest.

Klang — RunLocke Pokédex