Klinklang
Steel
Base stats
HP60
Atk100
Def115
SpA70
SpD85
Spe90
BST520
Abilities
- Primary
- Plus
- Secondary
- Minus
- Hidden
- Clear Body
Singles analysis
What this movepool and ability set qualify for under the Singles on National Dex role checks used by league synergy and the roster builder.
Base 90 Speed: Scarf-viable attacker (70 to 100).
- Sweeper candidate: has setup and the Speed, a Speed boost, or the bulk to use it.
Pivoting
- Pivot (U-turn / Volt Switch / Flip Turn / Parting Shot / Chilly Reception)
- Volt Switch
Recovery
- Rest (near-universal; pairs with Sleep Talk)
- Rest
Setup
- Offensive setup
- Shift Gear
- Speed setup (Agility / Rock Polish / Autotomize)
- Rock Polish, Autotomize
- Defensive setup (Iron Defense / Curse)
- Iron Defense
Status
- Toxic
- Paralysis (Thunder Wave / Glare / Nuzzle)
- Thunder Wave
- Status chance riders (minor)
- Discharge
Stallbreak / utility
- Substitute (near-universal)
- Substitute
Moves — National Dex
60 of 60 moves
| Details | |||||||
|---|---|---|---|---|---|---|---|
| Ally Switch | Psychic | Status | — | — | 15 | User and ally swap positions; using again can fail. | |
| Assurance | Dark | Physical | 60 | 100 | 10 | Power doubles if target was damaged this turn. | |
| Autotomize | Steel | Status | — | — | 15 | Raises the user's Speed by 2; user loses 100 kg. | |
| Bind | Normal | Physical | 15 | 85 | 20 | Traps and damages the target for 4-5 turns. | |
| Charge | Electric | Status | — | — | 20 | +1 SpD, user's next Electric move 2x power. | |
| Charge Beam | Electric | Special | 50 | 90 | 10 | 70% chance to raise the user's Sp. Atk by 1. | |
| Confide | Normal | Status | — | — | 20 | Lowers the target's Sp. Atk by 1. | |
| Discharge | Electric | Special | 80 | 100 | 15 | 30% chance to paralyze adjacent Pokemon. | |
| Double Team | Normal | Status | — | — | 15 | Raises the user's evasiveness by 1. | |
| Electric Terrain | Electric | Status | — | — | 10 | 5 turns. Grounded: +Electric power, can't sleep. | |
| Endure | Normal | Status | — | — | 10 | User survives attacks this turn with at least 1 HP. | |
| Facade | Normal | Physical | 70 | 100 | 20 | Power doubles if user is burn/poison/paralyzed. | |
| Flash Cannon | Steel | Special | 80 | 100 | 10 | 10% chance to lower the target's Sp. Def by 1. | |
| Frustration | Normal | Physical | — | 100 | 20 | Max 102 power at minimum Happiness. | |
| Gear Grind | Steel | Physical | 50 | 85 | 15 | Hits 2 times in one turn. | |
| Gear Up | Steel | Status | — | — | 20 | Raises Atk, Sp. Atk of allies with Plus/Minus by 1. | |
| Giga Impact | Normal | Physical | 150 | 90 | 5 | User cannot move next turn. | |
| Gravity | Psychic | Status | — | — | 5 | 5 turns: no Ground immunities, 1.67x accuracy. | |
| Hidden Power Water | Water | Special | 60 | 100 | 15 | — | |
| Hyper Beam | Normal | Special | 150 | 90 | 5 | User cannot move next turn. | |
| Iron Defense | Steel | Status | — | — | 15 | Raises the user's Defense by 2. | |
| Lock-On | Normal | Status | — | — | 5 | User's next move will not miss the target. | |
| Magic Coat | Psychic | Status | — | — | 15 | Bounces back certain non-damaging moves. | |
| Magnet Rise | Electric | Status | — | — | 10 | For 5 turns, the user has immunity to Ground. | |
| Magnetic Flux | Electric | Status | — | — | 20 | Raises Def, Sp. Def of allies with Plus/Minus by 1. |