Gen 5 Klang [QC 2/2] [GP 1/1] [DONE]

Akir

A true villain!
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[OVERVIEW]

Klang is one of the fantastic Steel-type tanks of PU, providing a long list of sought-after resistances to Flying, Grass, and more to plenty of teams of all varieties. When this is combined with Klang's impressive bulk, it stands as one of the sturdiest walls in PU. Klang even has Volt Switch, making it into an effective pivot. Unfortunately, Klang's subpar Attack and reliance on Toxic to deal damage makes it into a particularly passive wall. Klang also can get worn down easily, as it takes full damage from entry hazards and lacks any recovery outside of Rest. Add in Klang's weaknesses to common attacking types like Fighting and Ground from threats like Monferno and Marowak, and it might struggle to stay around for as long as it wants.


[SET]
name: Pivot
move 1: Rest
move 2: Sleep Talk
move 3: Volt Switch
move 4: Toxic / Gear Grind
item: Eviolite
ability: Clear Body
nature: Sassy
EVs: 248 HP / 8 Def / 252 SpD


[SET COMMENTS]
Klang's singular recovery move is Rest, healing it to full health and getting rid of any status but locking it into two turns of sleep at minimum. Unfortunately, due to to BW's sleep mechanics, the amount of turns Klang has been asleep for resets every time it switches out, so Sleep Talk is also used on the set to alleviate this problem. Volt Switch allows Klang to safely bring in its teammates thanks to its extremely slow Speed. Toxic is used so that Klang can status common switch-ins like Stunfisk and Torterra and rack up damage, while Gear Grind can be used instead with a Careful nature. It is worth noting, however, that Toxic is the more reliable and effective damage source between the two choices.

Klang's EV spread allows it to properly take hits from heavy special hitters like Swanna, Beheeyem, and Shiftry. Klang is great for slow pivoting into wallbreakers such as Monferno and Beheeyem safely with Volt Switch. While Klang does have impressive natural bulk, it is still weak to common attacking types like Fighting and Ground. As a result, partners that can take those hits such as Torterra and Frillish are good options. Stunfisk stands out as one of the stronger options for a defensive teammate; it can reliably take on common Klang answers like Monferno and Zebstrika and take physical hits generally well, while Klang can take a lot of the Water- and Ice-type attacks thrown at Stunfisk by threats like Swanna and Vanilluxe. Certain other teammates such as Shiftry and Swanna can also be effective partners for Klang, as they can reliably take on the Ground-types that regularly threaten it such as Marowak or Torterra.


[CREDITS]
Written by:
https://www.smogon.com/forums/members/akir.231726/
Quality checked by:
https://www.smogon.com/forums/members/bella.567483/
https://www.smogon.com/forums/members/roxie.481576/
Grammar checked by:
https://www.smogon.com/forums/members/adorluigi.528364/
https://www.smogon.com/forums/members/rose.511181/
 
Last edited:

Bella

Lighterless
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First BW QC in uhh... ever. Thank you Akir for giving me the blessing

[OVERVIEW]

Klang is the one of two three (Mawile, Bronzor, Klang) fantastic Steel-type tanks for PU, providing a long list of sought-after resistances to Normal, Flying, Ice, Dark, Grass, and more to plenty of teams of all varieties. (Would cut this resistance list to just 2, since this is kinda dex-fillery anyways.) Combined with its impressive bulk, Klang stands as one of the sturdiest walls in PU. Klang even has access to Volt Switch, making it into an effective pivot. Unfortunately, Klang's subpar Attack and reliance on Toxic to deal damage makes Klang into a particularly passive wall. Klang also can get worn down easily, as it takes full damage from entry hazards and lacks any recovery outside of Rest. Add in Klang's weaknesses to common attacking types like Fighting or Ground (Probably would mention Pokemon of these types like Monferno and Maro?) , and Klang might struggle to stay around for as long as it wants. Even so, there are few Pokemon as good of a pivot as Klang is in PU. (Filler)


[SET]
name: Pivot
move 1: Rest
move 2: Sleep Talk
move 3: Volt Switch
move 4: Toxic / Gear Grind
item: Eviolite
ability: Clear Body
nature: Sassy
EVs: 248 HP / 8 Def / 252 SpD


[SET COMMENTS]
Klang's singular recovery move is Rest, healing Klang to full health and getting rid of any status but locking Klang into two turns of Sleep minimum. Thanks to BW's Sleep rules, the amount of turns Klang has been asleep resets every time it switches out, so Sleep Talk is also on the set to alleviate this problem by letting Klang use its other moves while still being asleep. Volt Switch allows Klang to safely bring in its teammates thanks to its extremely slow speed, and Toxic is used so that Klang can status common switchins like Stunfisk (Would mention stuff like Tort and Gabite here too.) and rack up damage. Gear Grind can be used with Volt Switch as well, but always change the nature to Careful when using Gear Grind even with Volt Switch. It is worth noting, however, that Toxic is the more reliable and effective damage source between the two choices. (Would probably make Toxic and Gear grind together in one sentence since they ARE Slashed together after all.

Klang's EV spread allows it to properly take hits from heavy special hitters like Swanna, Beheeyem, and Shiftry. Klang is great for slow pivoting into wallbreakers such as Monferno or Beheeyem safely with Volt Switch. While Klang does have impressive natural bulk, it is still weak to common attacking types like Fighting and Ground. As such, partners that can take those hits such as Torterra and Frillish are good options. (You could mention how this creates a good defensive backbone with Klang being good swaps into their problematic matchups like Vileplume or whatever) Stunfisk stands out as one of the stronger options for a defensive teammate: Stunfisk can reliably take on common Klang answers like Monferno and Zebstrika and take physical hits generally well while Klang can take a lot of the Water and Ice-type attacks thrown at Stunfisk. The key to utilizing Klang well is to remember that its success is its teammate's success: Klang is only there to take a hit or two, maybe get some chip damage, and then swap to a more immediate threat. (Also would delete this sentence as it also fills fillerish. Would mention Klang stuff like Swanna or Shiftry who take out the Ground-types that would otherwise not allow it to volt as freely though)


[CREDITS]
- Written by: [[Akir, 231726]]
- Quality checked by: [[Bella, 567483], [name, id]]
- Grammar checked by: [[name, id]]

Yeah this is good. 1/1
uhBella (1).gif
 

roxie

https://www.youtube.com/@noxiousroxie
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Thanks to BW's Sleep rules, the amount of turns Klang has been asleep resets every time it switches out, so Sleep Talk is also on the set to alleviate this problem by letting Klang use its other moves while still being asleep
- this sounds very lollipops and tootsie pops atm , the word thanks in my eyes should be Unfortunately because the turn resetting kinda sucks in this gen but it’s up to you.
Klang can take a lot of the Water and Ice-type attacks thrown at Stunfisk.
- we should elaborate more a little on what’s using these attacks and mention this in either p1 or p2
Certain other teammates such as Shiftry or Swanna can also be effective partners for Klang as they can reliably take on the Ground-types that regularly threaten Klang.
- ground-types like Marowak, tort, etc (just for readers)
2/2 great work
 
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[OVERVIEW]

Klang is the one of the three fantastic Steel-type tanks for of PU(name those other 2 steel types?), providing a long list of sought-after resistances to Flying, Grass, and more to plenty of teams of all varieties. Combined with its impressive bulk, Klang stands as one of the sturdiest walls in PU. Klang even has access to Volt Switch, making it into an effective pivot. Unfortunately, Klang's subpar Attack and reliance on Toxic to deal damage makes Klang into a particularly passive wall. Klang also can get worn down easily, as it takes full damage from entry hazards and lacks any recovery outside of Rest. Add in Klang's weaknesses to common attacking types like Fighting or Ground from threats like Monferno or Marowak, and Klang might struggle to stay around for as long as it wants.


[SET]
name: Pivot
move 1: Rest
move 2: Sleep Talk
move 3: Volt Switch
move 4: Toxic / Gear Grind
item: Eviolite
ability: Clear Body
nature: Sassy
EVs: 248 HP / 8 Def / 252 SpD


[SET COMMENTS]
Klang's singular recovery move is Rest, healing Klang to full health and getting rid of any status but locking Klang into two turns of Sleep sleep minimum. Unfortunately,(AC) due to to BW's Ssleep rules mechanics, the amount of turns Klang has been asleep for resets every time it switches out, so Sleep Talk is also used on the set to alleviate this problem by letting,(AC) letting Klang use its other moves while still being asleep. Volt Switch allows Klang to safely bring in its teammates thanks to its extremely slow speed Speed. Toxic is used so that Klang can status common switch-ins(AH) like Stunfisk and Torterra and rack up damage.(AP), while Gear Grind can be used over Toxic with Volt Switch as well, but always change the nature to Careful when using Gear Grind even with Volt Switch. It is worth noting, however, that Toxic is the more reliable and effective damage source between the two choices.

Klang's EV spread allows it to properly take hits from heavy special hitters like Swanna, Beheeyem, and Shiftry. Klang's low Speed makes it is great for slow pivoting into wallbreakers such as Monferno or and Beheeyem safely with Volt Switch. While Klang does have impressive natural bulk, it is still weak to common attacking types like Fighting and Ground. As such, partners that can take those hits such as Torterra and Frillish are good options. Stunfisk stands out as one of the stronger options for a defensive teammate:.(AP) Stunfisk can reliably take on common Klang answers like Monferno and Zebstrika and take physical hits generally well while Klang can take a lot of the Water-(AH) and Ice-type attacks thrown at Stunfisk by threats like Swanna and Vanilluxe. Certain other teammates such as Shiftry or Swanna can also be effective partners for Klang as they can reliably take on the Ground-types that regularly threaten Klang such as Marowak or Torterra.


[CREDITS]
- Written by: [[https://www.smogon.com/forums/members/akir.231726/]]
- Quality checked by: [[https://www.smogon.com/forums/members/bella.567483/]], [name, id]]
- Grammar checked by: [[name, id]]
 
Add Remove Comment
(AC) add comma (AH) add hyphen (AP) add period
add remove comment


[OVERVIEW]
Klang is the one of the three fantastic Steel-type tanks for of PU (name those other 2 steel types?), providing a long list of sought-after resistances to Flying, Grass, and more to plenty of teams of all varieties. Combined When this is combined (Ignore the "Combined" change if you just meant Klang's bulk makes it stand out rather than both its resistances and bulk) with its Klang's impressive bulk, Klang it stands as one of the sturdiest walls in PU. Klang even has access to Volt Switch, making it into an effective pivot. Unfortunately, Klang's subpar Attack and reliance on Toxic to deal damage makes Klang it into a particularly passive wall. Klang also can get worn down easily, as it takes full damage from entry hazards and lacks any recovery outside of Rest. Add in Klang's weaknesses to common attacking types like Fighting or and Ground from threats like Monferno or and Marowak, and Klang it might struggle to stay around for as long as it wants.


[SET]
name: Pivot
move 1: Rest
move 2: Sleep Talk
move 3: Volt Switch
move 4: Toxic / Gear Grind
item: Eviolite
ability: Clear Body
nature: Sassy
EVs: 248 HP / 8 Def / 252 SpD

[SET COMMENTS]
Klang's singular recovery move is Rest, healing Klang it to full health and getting rid of any status but locking Klang it into two turns of Sleep sleep at minimum. Unfortunately,(AC) due to to BW's Ssleep rules mechanics, the amount of turns Klang has been asleep for resets every time it switches out, so Sleep Talk is also used on the set to alleviate this problem by letting Klang use its other moves while still being asleep. Volt Switch allows Klang to safely bring in its teammates thanks to its extremely slow speed Speed. Toxic is used so that Klang can status common switch-ins(AH) like Stunfisk and Torterra and rack up damage, while Gear Grind can be used with Volt Switch as well, but always change the nature to Careful when using Gear Grind even with Volt Switch instead with a Careful nature. It is worth noting, however, that Toxic is the more reliable and effective damage source between the two choices.

Klang's EV spread allows it to properly take hits from heavy special hitters like Swanna, Beheeyem, and Shiftry. Klang is great for slow pivoting into wallbreakers such as Monferno or and Beheeyem safely with Volt Switch. While Klang does have impressive natural bulk, it is still weak to common attacking types like Fighting and Ground. As such a result, partners that can take those hits such as Torterra and Frillish are good options. Stunfisk stands out as one of the stronger options for a defensive teammate: Stunfisk teammate; it can reliably take on common Klang answers like Monferno and Zebstrika and take physical hits generally well, (comma) while Klang can take a lot of the Water-(AH) and Ice-type attacks thrown at Stunfisk by threats like Swanna and Vanilluxe. Certain other teammates such as Shiftry or and Swanna can also be effective partners for Klang, (comma) as they can reliably take on the Ground-types that regularly threaten Klang it such as Marowak or Torterra.

[CREDITS]
- Written by: [[https://www.smogon.com/forums/members/akir.231726/]]
- Quality checked by: [[https://www.smogon.com/forums/members/bella.567483/]], [name, id]]
- Grammar checked by: [[name, id]]
Written by:
https://www.smogon.com/forums/members/akir.231726/
Quality checked by:
https://www.smogon.com/forums/members/bella.567483/
https://www.smogon.com/forums/members/roxie.481576/
Grammar checked by:

- You can replace subsequent uses of a subject in a sentence with "it" if doing so doesn't introduce ambiguity.
- "X or Y" is singular, and "X and Y" is plural. "Types", "threats", and "teammates" are all plural, so they should be used with "and".
- Explanations of obvious move mechanics like the Sleep Talk one aren't necessary.
- Specifying Klang's low Speed is what makes it slow wasn't really necessary.

1/1 GP Team done
Credit adorluigi too!
 

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