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Klang

Gen 5 #0600
A minigear and big gear comprise its body. If the minigear it launches at a foe doesn't return, it will die.
  • Types steel
  • Height / Weight 0.6 m (2′00″) · 51.0 kg (112.4 lbs)
  • Gender Ratio Genderless
  • Catch difficulty Medium (60)
  • Training EV Yield +2 Defence Leveling pace Slower early levels, catches up later
  • Egg groups Mineral · 20 egg cycles

Abilities

Evolution Chain

Base Stats

HP 60
Attack 80
Defence 95
Sp. Atk 70
Sp. Def 85
Speed 50
Total (BST) 440

Where to Find (World Spawns)

Click a spawn row to highlight matching biomes on the server map. Map = biome eligibility only; light / time / weather stay in the table.

Rarity Bucket Levels Context Weight Biomes Conditions
Common Lv. 38-44 Grounded Natural 2.7
Overworld
Except: Deep Dark, Sulfur Caves
Sky Light: 0–7 Nearby: Redstone Ores, Redstone Ores
Common Lv. 38-44 Grounded Natural Redstone 0.9
Overworld
Except: Sulfur Caves
Nearby: Redstone Ores, Redstone Blocks, Redstone Ores
Common Lv. 38-44 Grounded Natural 0.9
Overworld
Nearby: Cogwheel, Large Cogwheel, Gearbox, Vertical Gearbox

Item Drops & Player Interactions

Wild Item Drops (Max rolls: 2)

Item Quantity Drop Chance
Raw IronRaw Iron 0-2 Guaranteed / Weighted

Riding & World Behavior

Behavior Traits

  • Flight Can Fly
  • Sleep Sleeps (Any · Light 0-4)
  • Combat Defends Owner · Defends Self
  • Herd Size Up to 7

Moveset

Lv. Move Type Category Power Acc. PP Description
Start / 1 Bind Normal Physical 15 85% 20 A long body, tentacles, or the like are used to bind and squeeze the target for four to five turns.
Start / 1 Charge Electric Status — 100% 20 The user becomes charged, boosting the power of the next Electric-type move it uses. This also boosts the user's Sp. Def stat.
Start / 1 Mirror Shot STAB Steel Special 65 85% 10 The user lets loose a flash of energy at the target from its polished body. This may also lower the target's accuracy.
Start / 1 Thunder Shock Electric Special 40 100% 30 The user attacks the target with a jolt of electricity. This may also leave the target with paralysis.
Start / 1 Vise Grip Normal Physical 55 100% 30 The target is gripped and squeezed from both sides to inflict damage.
12 Charge Beam Electric Special 50 90% 10 The user attacks the target with an electric charge. The residual electricity may also boost the user's Sp. Atk stat.
16 Metal Sound Steel Status — 85% 40 A horrible sound like scraping metal harshly lowers the target's Sp. Def stat.
20 Autotomize Steel Status — 100% 15 The user sheds part of its body to make itself lighter and sharply raise its Speed stat.
24 Discharge Electric Special 80 100% 15 The user strikes everything around it by letting loose a flare of electricity. This may also leave those hit by the attack with paralysis.
28 Screech Normal Status — 85% 40 An earsplitting screech harshly lowers the target's Defense stat.
32 Gear Grind STAB Steel Physical 50 85% 15 The user attacks by throwing steel gears at the target twice in a row.
36 Lock-On Normal Status — 100% 5 The user takes sure aim at the target. This ensures the user's next move does not miss that target.
42 Shift Gear Steel Status — 100% 10 The user rotates its gears, boosting its Attack stat and sharply boosting its Speed stat.
48 Zap Cannon Electric Special 120 50% 5 The user attacks by firing an electric blast like a cannon. This also leaves the target with paralysis.
54 Hyper Beam Normal Special 150 90% 5 The target is attacked with a powerful beam. The user can't move on the next turn.
Move Type Category Power Acc. PP Description
Ally Switch Psychic Status — 100% 15 The user teleports using a strange power and switches places with one of its allies. This move's chance of failing rises if it is used in succession.
Assurance Dark Physical 60 100% 10 This move's power is doubled if the target has already taken some damage in the same turn.
Bind Normal Physical 15 85% 20 A long body, tentacles, or the like are used to bind and squeeze the target for four to five turns.
Charge Electric Status — 100% 20 The user becomes charged, boosting the power of the next Electric-type move it uses. This also boosts the user's Sp. Def stat.
Charge Beam Electric Special 50 90% 10 The user attacks the target with an electric charge. The residual electricity may also boost the user's Sp. Atk stat.
Endure Normal Status — 100% 10 The user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession.
Facade Normal Physical 70 100% 20 This move's power is doubled if the user is poisoned, burned, or paralyzed.
Flash Cannon STAB Steel Special 80 100% 10 The user gathers all its light energy and releases it at once. This may also lower the target's Sp. Def stat.
Gravity Psychic Status — 100% 5 Enables Flying types or Pokémon with the Levitate Ability to be hit by Ground-type moves for five turns. Moves that involve flying can't be used.
Hyper Beam Normal Special 150 90% 5 The target is attacked with a powerful beam. The user can't move on the next turn.
Iron Defense Steel Status — 100% 15 The user hardens its body's surface like iron, sharply boosting its Defense stat.
Magic Coat Psychic Status — 100% 15 Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.
Magnet Rise Electric Status — 100% 10 The user levitates using electrically generated magnetism for five turns.
Metal Sound Steel Status — 85% 40 A horrible sound like scraping metal harshly lowers the target's Sp. Def stat.
Power Gem Rock Special 80 100% 20 The user attacks with a ray of light that sparkles as if it were made of gemstones.
Protect Normal Status — 100% 10 This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
Recycle Normal Status — 100% 10 The user recycles a held item that has been used in battle so it can be used again.
Rest Psychic Status — 100% 5 The user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions.
Rising Voltage Electric Special 70 100% 20 The user attacks with electricity rising from the ground. This move's power is doubled if the target is on Electric Terrain.
Rock Polish Rock Status — 100% 20 The user polishes its body to reduce drag. This sharply boosts the user's Speed stat.
Rock Smash Fighting Physical 40 100% 15 The user attacks with a punch. This may also lower the target's Defense stat.
Sandstorm Rock Status — 100% 10 A five-turn sandstorm is summoned to damage all Pokémon except Rock, Ground, and Steel types. The sandstorm also boosts the Sp. Def stats of Rock types.
Screech Normal Status — 85% 40 An earsplitting screech harshly lowers the target's Defense stat.
Shock Wave Electric Special 60 100% 20 The user strikes the target with a quick jolt of electricity. This attack never misses.
Signal Beam Bug Special 75 100% 15 The user attacks with a sinister beam of light. This may also confuse the target.
Sleep Talk Normal Status — 100% 10 The user randomly uses one of the moves it knows. This move can only be used while the user is asleep.
Steel Beam STAB Steel Special 140 95% 5 The user fires a beam of steel that it collected from its entire body. This also damages the user.
Steel Roller STAB Steel Physical 130 100% 5 The user attacks while destroying the terrain. This move fails if the ground hasn't turned into a terrain.
Substitute Normal Status — 100% 10 The user creates a substitute for itself using some of its own HP. The substitute serves as the user's decoy.
Telekinesis Psychic Status — 100% 15 The user makes the target float with its psychic power. The target is easier to hit for three turns.
Tera Blast Normal Special 80 100% 10 If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.
Thunderbolt Electric Special 90 100% 15 The user attacks the target with a strong electric blast. This may also leave the target with paralysis.
Thunder Wave Electric Status — 90% 20 The user launches a weak jolt of electricity that paralyzes the target.
Uproar Normal Special 90 100% 10 The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.
Volt Switch Electric Special 70 100% 20 After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
Wild Charge Electric Physical 90 100% 15 The user shrouds itself in electricity and smashes into the target. This also damages the user a little.

No egg moves listed for this species.

Move Type Category Power Acc. PP Description
Ally Switch Psychic Status — 100% 15 The user teleports using a strange power and switches places with one of its allies. This move's chance of failing rises if it is used in succession.
Bind Normal Physical 15 85% 20 A long body, tentacles, or the like are used to bind and squeeze the target for four to five turns.
Charge Beam Electric Special 50 90% 10 The user attacks the target with an electric charge. The residual electricity may also boost the user's Sp. Atk stat.
Flash Cannon STAB Steel Special 80 100% 10 The user gathers all its light energy and releases it at once. This may also lower the target's Sp. Def stat.
Gravity Psychic Status — 100% 5 Enables Flying types or Pokémon with the Levitate Ability to be hit by Ground-type moves for five turns. Moves that involve flying can't be used.
Hyper Beam Normal Special 150 90% 5 The target is attacked with a powerful beam. The user can't move on the next turn.
Iron Defense Steel Status — 100% 15 The user hardens its body's surface like iron, sharply boosting its Defense stat.
Magic Coat Psychic Status — 100% 15 Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.
Magnet Rise Electric Status — 100% 10 The user levitates using electrically generated magnetism for five turns.
Recycle Normal Status — 100% 10 The user recycles a held item that has been used in battle so it can be used again.
Rest Psychic Status — 100% 5 The user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions.
Rising Voltage Electric Special 70 100% 20 The user attacks with electricity rising from the ground. This move's power is doubled if the target is on Electric Terrain.
Rock Smash Fighting Physical 40 100% 15 The user attacks with a punch. This may also lower the target's Defense stat.
Shock Wave Electric Special 60 100% 20 The user strikes the target with a quick jolt of electricity. This attack never misses.
Signal Beam Bug Special 75 100% 15 The user attacks with a sinister beam of light. This may also confuse the target.
Sleep Talk Normal Status — 100% 10 The user randomly uses one of the moves it knows. This move can only be used while the user is asleep.
Steel Beam STAB Steel Special 140 95% 5 The user fires a beam of steel that it collected from its entire body. This also damages the user.
Steel Roller STAB Steel Physical 130 100% 5 The user attacks while destroying the terrain. This move fails if the ground hasn't turned into a terrain.
Telekinesis Psychic Status — 100% 15 The user makes the target float with its psychic power. The target is easier to hit for three turns.
Thunderbolt Electric Special 90 100% 15 The user attacks the target with a strong electric blast. This may also leave the target with paralysis.
Uproar Normal Special 90 100% 10 The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.
Wild Charge Electric Physical 90 100% 15 The user shrouds itself in electricity and smashes into the target. This also damages the user a little.

STAB = Same Type Attack Bonus (~1.5× damage) when a damaging move matches this Pokémon’s type(s).