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Klinklang sprite

#0601

Klinklang

steel0.6 m · 81.0 kg

Base stats — 520 total

HP
60
Atk
100
Def
115
SpA
70
SpD
85
Spe
90

Abilities

  • Plus
  • Minus
  • Clear Body hidden

Learnset

What Klinklang learns in Sword / Shield. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level17

  • 1BindnormalPhysical15 BP85% acc20 PPPrevents the target from fleeing and inflicts damage for 2-5 turns.
  • 1ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
  • 1Gear UpsteelStatus20 PPRaises the Attack and Special Attack of all friendly Pokémon with Plus or Minus by one stage.
  • 1Magnetic FluxelectricStatus20 PPRaises the Defense and Special Defense of all friendly Pokémon with Plus or Minus by one stage.
  • 1Thunder ShockelectricSpecial40 BP100% acc30 PPHas a chance to paralyze the target.
  • 1Vice GripnormalPhysical55 BP100% acc30 PPInflicts regular damage with no additional effect.
  • 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.
  • 42Shift GearsteelStatus10 PPRaises the user’s Attack by one stage and its Speed by two stages.
  • 48Zap CannonelectricSpecial120 BP50% acc5 PPHas a chance to paralyze the target.
  • 56Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • 64Electric TerrainelectricStatus10 PPFor five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power.

TM/HM25

  • Ally SwitchpsychicStatus15 PPUser switches places with the friendly Pokémon opposite it.
  • AssurancedarkPhysical60 BP100% acc10 PPPower is doubled if the target has already received damage this turn.
  • Electric TerrainelectricStatus10 PPFor five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power.
  • 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.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • 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.
  • ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
  • Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • Trick RoompsychicStatus5 PPFor five turns, slower Pokémon will act before faster Pokémon.
  • 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

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