#601 - Klinklang
Type: Steel
Weaknesses: Fire, Ground, Fighting
Resistances: Normal, Fairy, Steel, Rock, Bug, Grass, Psychic, Dragon, Flying, Ice
Immunities: Poison
Abilities: Plus, Minus, Clear Body (hidden)
How to get hidden: Find a mirage cave in ORAS with Klink in it and use the dex nav to find one with the ability clear body or find a Klang in the friend safari in XY. Intimidate will help to see if it has clear body or not, as it will activate the first turn.
Stats:
HP: 60 (low)Attack: 100 (high)
Defence: 115 (high)
Sp. Attack: 70 (medium)
Sp. Defence: 85 (medium)
Speed: 90 (high)
Notable Moves:
-Shift Gear (+2 speed, +1 attack)-Gear Grind
-Wild Charge
-Return
-Screech
-Magnetic Flux
-Iron Defence
-Magnet Rise
-Toxic
-Protect
===Singles===
Bulky Sweeper
~Shift Gear~Return
~Gear Grind
~Wild Charge
Clear Body
MAX Attack
MAX Speed
Rest in HP/Def/Sp. Def
Adamant Nature
Item: Shell Bell/Leftovers
Starting off with a basic move set, Shift Gear can be used to set up which allows Klinklang to easily outspeed and sweep a team using return, gear grind, and wild charge. Clear body will prevent stat reductions in intimidates and sticky webs. Because it's bulky and can take a hit or two, the shell bell or leftovers allow for some HP to be regained after attacking and the shell bell can be especially helpful after taking recoil from Wild Charge and will still allow the use of leftovers on a different Pokemon. Return can be swapped out for screech if you want to harshly lower an opponent's defence, however, this is advised against as you will already have a boost in attack from shift gear.
Stalling Tank
~Magnetic Flux~Toxic
~Protect
~Gear Grind
Plus/Minus
MAX Special Defence
MAX HP
Rest in defence
Careful/Impish Nature
Item: Leftovers
Magnetic flux boosts the defence and special defence of any Pokemon with the plus or minus ability, making it prominent on a Stalling Tank type Klinklang. (essentially, it's an alternate Cosmic Power) The toxic/protect combination allows for Klinklang to stall an opponent with ease, granted that it's defences are boosted by magnetic flux. Gear grind is there as a fail safe in case Klinklang gets taunted or the opponent has magic bounce. The only problem is if the opponent is a steel type, they will be immune to toxic and resist gear grind. Use with caution.
Note: Gear Grind is used over Klinklang's other moves as nothing is immune to the steel type whereas a ground type would be immune to wild charge and a ghost type to return.
==Doubles==
Tanky Sweeper
~Shift Gear~Protect/Magnetic Flux
~Gear Grind
~Return/Wild Charge
Plus/Minus
MAX Attack
MAX Speed
Rest in HP
Adamant Nature
Item: Shell Bell/Leftovers
Although Klinklang and its move pull are designed for singles, it can utilise the same sweeping strategy as the first strategy in the singles category had, while also retaining its ability to be a tank. The first thing to do is get another Pokemon with plus or minus or one that can learn magnetic flux. The most prominent candidate for this is Ampharos, as it has both. One of the Pokemon (the one without Magnetic Flux) protects the first turn while the other uses magnetic flux. The second turn, use magnetic flux again while Klinklang uses shift gear, or if Klingklang has magnetic flux instead of protect use shift gear. The third turn Klinklang starts to attack while the other Pokemon (assuming it has magnetic flux) continues to boost the defence of the two Pokemon. Repeat until both are at +6 or one is knocked out. Though this strategy can be difficult to set up, the end result is well worth it as Klinklang will be able to continue to knock out Pokemon while gaining defences and healing itself with the shell bell or leftovers. Drawbacks include earthquake and the difficulty of set up plus the loss of clear body, making Klinklang subjective to intimidate.
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