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Official artwork of Klang

#0600

Klang

Gen V

Gear Pokémon

Steel

Pokédex entry · Black

By changing the direction in which it rotates, it communicates its feelings to others. When angry, it rotates faster.

Height
0.6 m
Weight
51 kg
Base EXP
154
Growth
Medium slow
Catch rate

60/255Medium

Friendship

70/255

Base stats

HP60Attack80Defense95Speed50Sp. Def85Sp. Atk70
HP
60
Attack
80
Defense★
95
Speed
50
Sp. Def
85
Sp. Atk
70

Total 440

Medium

EV yield +2 Defense

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP120167
Attack76145
Defense90161
Speed49112
Sp. Def81150
Sp. Atk67134
Total483869

About Klang

The second stage of Klink's evolutionary line, Klang appears when it reaches level 38 and still retains the basic structure of two gears. One large gear forms its body, while a smaller one attaches to it to attack. Its appearance comes from a set of industrial gears, not an animal or a plant, and fits the technological image associated with Galar.

The smaller gear functions almost like an independent part. Klang launches it at its opponent, although it loses power if it cannot retrieve it. It also expresses its mood through the direction of its rotation: the angrier it gets, the faster it spins. When it concentrates, the outer gear of the larger piece joins the smaller one and makes the mechanism accelerate even further.

Its Steel body gives it a clear defensive presence, while its attacks combine physical blows with electric discharges. In Galar, several companies use its image in industry-related logos. The line ends with Klinklang, which adds another gear and represents the mechanism's fully developed stage.

Combat analysis

×2

Weakness

FireFightingGround
×½

Resistance

NormalGrassIceFlyingPsychicBugRockDragonSteelFairy
×0

Immunity

Poison

Klang in depth

Gears with a metal name

The design is based on two interlocking gears, one large and one small. The idea comes from the gears that transmit movement in a machine, possibly relating to a sun-and-planet gear system. The Pokédex carries that mechanism over into its behavior: the smaller piece is launched, returns to the body, and can connect to the larger one when Klang exerts itself.

The English name Klang is related to “clang,” an English onomatopoeia for a metallic collision. The Japanese name is ギギアル (Gigiaru), built from “gear,” with the opening syllable repeated. That repetition also links its name to Klink's, while Klinklang adds a third gear and extends the same pattern.

A line born in Unova

The species debuted in Generation V as the middle stage of a line focused entirely on industrial machinery. Its concept has barely changed since then. In earlier generations, the order in which it learned its moves was different, and the movepools obtained through TMs and tutors varied considerably between games. The arrival of Pokémon Sword and Shield reorganized its level-up moves and gave it tutor access to Steel Beam, Steel Roller, and Rising Voltage.

Clear Body also became more important over time. At first, Plus and Minus were the line's visible Abilities; later, Clear Body offered a much more useful defensive alternative by preventing stat drops from ruining a setup attempt. In Pokémon Sword and Shield, Klang learns Shift Gear at level 42, a clear reference to its function as an accelerating gear.

Its place among other Steel types

Klang stands out for its 95 Defense, but it falls behind many fully evolved Steel species in power, Speed, or movepool variety. Compared with Klinklang, it loses offensive power and some of its options, although access to Eviolite makes up for part of that difference in battles where unevolved Pokémon are allowed.

Its most favorable comparison is against other defensive Steel types with limited movepools. Klang has the advantage of Shift Gear and a useful combination of Gear Grind and Electric-type attacks. The drawback is straightforward: it has no reliable recovery in its usual movepool, and its special attacks do not make full use of its 70 Special Attack.

How to make the most of its gears

The right moment to use it is against an opponent that cannot punish it with Fire, Fighting, Ground, or a strong special attack. It should first take advantage of a resistance to switch in; then, Shift Gear turns its low Speed into a genuine threat. Gear Grind is the main option against targets weak to Steel, while Wild Charge stops Water-type Pokémon from switching in without taking pressure. Protect, Rest, or Substitute can be used to gain turns, but each one leaves less room to cover its offensive limitations.

It needs support against Ground- and Fighting-type attacks, as well as an answer to opposing Steel types and Water-type Pokémon with high physical bulk. Forced switches also benefit it, since they give it opportunities to set up again. Without Shift Gear, its 50 Speed and 80 Attack make it far too dependent on taking a hit before striking back.

TCG cards

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