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Official artwork of Tinkatuff

#0958

Tinkatuff

Gen IX

Hammer Pokémon

FairySteel

Pokédex entry · Scarlet

This Pokémon will attack groups of Pawniard and Bisharp, gathering metal from them in order to create a large and sturdy hammer.

Height
0.7 m
Weight
59.1 kg
Base EXP
133
Growth
Medium slow
Catch rate

90/255Medium

Friendship

50/255

Base stats

HP65Attack55Defense55Speed78Sp. Def82Sp. Atk45
HP
65
Attack
55
Defense
55
Speed
78
Sp. Def★
82
Sp. Atk
45

Total 380

Medium

EV yield +2 Sp. Def

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

MinMax
HP125172
Attack54117
Defense54117
Speed74143
Sp. Def78147
Sp. Atk45106
Total430802

About Tinkatuff

Tinkatuff can be found in the ruins and scrap heaps of Paldea, rummaging for metal to reinforce its hammer. It attacks groups of Pawniard and Bisharp, snatches metal parts from them, and incorporates them into a head that grows larger and sturdier. Two Tinkatuff also clash their hammers to see which one can withstand blows better.

Its pink, humanoid body has large arms, short feet, and Steel plates around its hips. The hammer retains parts of the one it used as Tinkatink, although it now weighs more and has a much sturdier structure. This relationship between the creature and its tool defines its appearance: it does not carry just any weapon, but an object it builds and improves with materials gathered from its surroundings.

Tinkatuff is the middle stage of a three-stage evolutionary line. It evolves from Tinkatink upon reaching level 24 and still needs to gather more metal before reaching its final form, Tinkaton, at level 38.

Combat analysis

×2

Weakness

FireGround
×½

Resistance

NormalGrassIceFlyingPsychicRockDarkFairy
×¼

Double resistance

Bug
×0

Immunity

PoisonDragon

Tinkatuff in depth

A small blacksmith with an ever-growing hammer

The design is based on the image of a goblin, gnome, or dwarf devoted to smithing. Its short stature, humanoid appearance, and metal tools fit that idea, although the Fairy and Steel combination keeps it from looking like a literal depiction of a traditional blacksmith. The pink colour, square teeth, and angry expression give it a more aggressive appearance than its proportions would suggest.

Its English name combines “tinker”, referring to someone who works with tin and other metals, with “tough”. The Japanese Nakanuchan combines 中, “naka”, with 鍛冶, “kanuchi”, blacksmith, and the diminutive suffix “-chan”. The “naka” part also fits its place in the evolutionary line: it is between Tinkatink and Tinkaton.

An evolution built from scrap metal

The idea of making the hammer is not just a visual detail. Pokédex entries describe Tinkatuff attacking groups of Pawniard and Bisharp to obtain metal, as well as living in scrap heaps and visiting human settlements to raid factories and warehouses. Two Tinkatuff smash their hammers together to test their strength. This behaviour combines gathering, territorial aggression, and a kind of competition between blacksmiths.

The line first appeared in Generation IX, so there is no earlier version to compare its stats, types, or moves with. Tinkatuff debuted as the middle stage and kept the same Fairy and Steel typing as its two evolutions. Its evolution into Tinkaton preserves the hammer concept, but takes it to a much larger scale.

How to use it during a playthrough

In a normal playthrough, Tinkatuff performs best when it comes in against Dragon-, Poison-, Dark-, Fairy-, or Bug-type attacks and uses the turn to cause trouble. Knock Off is useful against opponents that rely on their item; Thunder Wave makes up for its lack of power and helps the rest of the team move first; Stealth Rock adds chip damage if the opponent switches frequently. Protect and Encore also fit a style based on forcing awkward decisions.

Mold Breaker is the most consistent Ability because it allows its moves to ignore the target's Abilities. Own Tempo prevents confusion, while Pickpocket punishes anyone who hits it with a contact move if Tinkatuff is not holding an item. In prolonged battles, Pickpocket has a clear drawback: the species needs to keep its own item in order to take hits more effectively.

The limit of its 380 points

Its 82 Special Defense and 78 Speed are its most useful stats. Its 55 Attack and 45 Special Attack make super effective attacks much more valuable than hitting for neutral damage. Play Rough and Flash Cannon cover both of its types, and Knock Off rounds out the set with utility, but none of them fixes its lack of power on its own.

Its physical Defense of 55 leaves it clearly vulnerable to powerful physical attackers. Fire and Ground hit it super effectively, and the lack of reliable recovery means that every unnecessary switch-in comes at a high cost. That is why it works best by coming in against specific targets, applying pressure with status conditions, or removing items, rather than trying to stay on the field for the entire battle.

TCG cards

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