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Pojo's Pokémon Card of the Day


Klinklang #76

Emerging Powers

Date Reviewed: Nov. 8, 2011

Ratings & Reviews Summary

Modified: 1.67
Limited: 3.00

Ratings are based on a 1 to 5 scale.
1 being the worst. 
3 ... average.  
5 is the highest rating.

Back to the main COTD Page

Baby Mario
2010 UK National

Klinklang 76/98 (Emerging Powers)

One of the weirder designs from Generation V, it’s probably best not to even think about how Klinklang can function as an actual living thing. In the video game, Klinklang is let down by a pretty sad movepool with very few, if any, competitive standard attacks. Let’s hope they can think of some to put on the TCG card, eh?

The first thing you notice about Klinklang is its excellent 150 HP. That puts it right at the high end for Stage 2 Pokémon and together with its ability to abuse the defensive qualities of Special Metal Energy, it should make it something of a tank . . . if it wasn’t for the Fire Weakness of course. Reshiram really is doing a top job of keeping Metal out of the format: even fully loaded with Special Energy, this thing dies to a single Blue Flare. The Psychic Resistance is only semi useful right now: this Pokémon doesn’t really pose much of a threat to Gothitelle, and Mew Prime decks will have plenty of answers to it: copying Muk’s Sludge Drag to bring this thing active with Confusion and Poison will be crippling – especially with that dreadful Retreat cost.

Klinklang’s first attack, Charge Beam, is actually pretty decent. For a single Metal Energy you do 30 damage (good value in itself) and you get to attach an Energy from the discard pile to Klinklang. Not the lack of restriction on the type of Energy: you could use this to grab a Special Metal or (most likely) a Double Colourless to power up Klinklang’s second attack. For [M][C][C] Zap Cannon does 80 damage (which is kind of meh) and has a downside: if you flip tails, Klinklang can’t use Zap Cannon on your next turn. It’s not the worst drawback in the game by any means (and you could always run the forthcoming Victory Star Victini I guess), but it seems kind of unnecessary on what is a fairly mediocre attack.

By now, Klinklang should be reminding you strongly of another big, tanky Metal Pokémon: Steelix Prime. Like Klinklang, Steelix has an attack which does 30 damage and charges it up. It also has a more expensive (but harder hitting) second attack which benefits from the Energy acceleration. All things considered, the fact that Steelix is a Stage 1 with a very useful PokéBody (it cannot be affected by Special Conditions), gives it a bit of an edge on Klinklang. Sadly, it’s a moot point right now as neither will be competitively viable until Reshiram decks lose their popularity.

Klinklang isn’t the worst Stage 2 ever released, but it is somewhat underpowered and unfortunately finds itself in just about the worst possible metagame. Even in a more favourable environment, Metal has better Pokémon to offer, not least the forthcoming Cobalion from Noble Victories.


Modified: 2.25 (Not bad, but won’t ever be good enough)

Limited: 3 (Stage 2s aren’t the easiest things to pull or get in play, but once out it will be very tough to KO)


Hello once again, Pojo readers! This week, we're continuing to review various cards we've missed from previous Black and White expansions. Today we'll be reviewing the evolution of yesterday's Card of the Day. Today's COTD is Klinklang from Emerging Powers.

Klinklang is a Stage 2 Metal Pokemon. Metal Pokemon are very uncommon in Modified, where Fire-types are everywhere and there isn't much Metal support. 150 HP is great for a Stage 2, meaning that Klinklang will easily take a hit or two from most powerful attacks in the game (attacks for Weakness and 200 damage attacks notwithstanding). Fire Weakness is terrible in Modified, with Reshiram, Emboar, and Typhlosion running around. Psychic Resistance is useful against Gothitelle and Mew Prime. Four Retreat is enormous and shouldn't ever be paid unless you are really in a bind and can probably win the game as a result - use Switch instead.

Klinklang has two attacks, Charge Beam and Zap Cannon. Charge Beam deals a decent 30 damage for a single Metal Energy, and allows you to attach an Energy card from your discard pile to Klinklang. Charge Beam is a decent attack by most measures, but it's wasted on Klinklang, as 30 damage isn't enough for a Stage 2. If this attack cost a little more and did more damage, it would be useful, but as it stands, the attack is mostly relegated to Limited. Zap Cannon deals 80 damage for one Metal and two Colorless, but then you flip a coin and if tails, Klinklang can't use Zap Cannon next turn. 80 damage for 3 Energy is just about average, so the can't attack drawback is really unnecessary.

Modified: 1/5 Klinklang has good HP, and that's about it. Along with a terrible Weakness and Retreat Cost, Charge Beam is too weak to really be useful in Modified, although admittedly the Energy acceleration is very nice. Zap Cannon deals average damage, but really not enough to justify use in Modified as a Stage 2, especially with the can't-attack drawback.

Limited: 3/5 Klinklang isn't amazing in Limited, but it will still probably win you games if you can get it out. Charge Beam is very nice for the cost (even on a Stage 2), and Klinklang's high HP will give it a lot of survivability in the format. Zap Cannon is still somewhat mediocre, but will still get the KOs, especially if you flip well.

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