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Tinkatink Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Tinkatink, a Fairy/Steel type creature first seen in Generation 9. Evolves into Tinkatuff. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Tinkatink #0957
Metalsmith Pokémon
Pokemon Profile
Pokédex Data
National No. #0957
Type fairy steel
Species Metalsmith Pokémon
Height 0.4 m (1'36")
Weight 8.9 kg (19.6 lbs)
Abilities Mold breaker,Own tempo,Pickpocket
Color Pink
Introduced in Generation 9
Egg Group fairy
Shiny
Pokemon Profile

Base Stats

Hp 50 17%
Attack 45 16%
Defense 45 16%
Sp. Atk 35 12%
Sp. Def 64 22%
Speed 58 20%
Total 297
Evolution
Pokemon 1
#0957
Tinkatink
Pokemon 1
#0958
Tinkatuff
Pokemon 1
#0959
Tinkaton

Type Effectiveness

Damaged normally by:
Weak to:
Immune to:
Resistant to:

Moves Learned by Level Up

Tinkatink learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
27 Slam The target is slammed with a long tail, vines, or the like to inflict damage. Physical Normal 80 75 20
21 Sweet Kiss The user kisses the target with a sweet, angelic cuteness that causes confusion. Status Fairy 0 75 10
8 Metal Claw The target is raked with steel claws. This may also raise the user’s Attack stat. Physical Steel 50 95 35
14 Rock Smash The user attacks with a punch. This may also lower the target’s Defense stat. This move can also shatter rocks in the field. Physical Fighting 40 100 15
39 Fake Out An attack that hits first and makes the target flinch. It only works the first turn the user is in battle. Physical Normal 40 100 10
43 Flatter Flattery is used to confuse the target. However, this also raises the target’s Sp. Atk stat. Status Dark 0 100 15
52 Knock Off The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item. Physical Dark 65 100 20
1 Astonish The user attacks the target while shouting in a startling fashion. This may also make the target flinch. Physical Ghost 30 100 15
11 Covet The user endearingly approaches the target, then steals the target’s held item. Physical Normal 60 100 25
31 Flash Cannon The user gathers all its light energy and releases it at once. This may also lower the target’s Sp. Def stat. Special Steel 80 100 10
17 Draining Kiss The user steals the target’s energy with a kiss. The user’s HP is restored by over half of the damage taken by the target. Special Fairy 50 100 10
35 Play Rough The user plays rough with the target and attacks it. This may also lower the target’s Attack stat. Physical Fairy 90 90 10
1 Fairy Wind The user stirs up a fairy wind and strikes the target with it. Special Fairy 40 100 30
5 Baby Doll Eyes The user stares at the target with its baby-doll eyes, which lowers its Attack stat. This move always goes first. Status Fairy 0 100 30
24 Brutal Swing The user swings its body around violently to inflict damage on everything in its vicinity. Physical Dark 60 100 20
47 Skitter Smack The user skitters behind the target to attack. This also lowers the target’s Sp. Atk stat. Physical Bug 70 90 10

Moves Learned through Breeding (Egg Moves)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Feint An attack that hits a target using Protect or Detect. This also lifts the effects of those moves. Physical Normal 30 100 10
0 Quash The user suppresses the target and makes its move go last. Status Dark 0 100 15
0 Ice Hammer The user swings and hits with its strong, heavy fist. It lowers the user’s Speed, however. Physical Ice 100 90 10

Tinkatink Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Swords Dance A frenetic dance to uplift the fighting spirit. This sharply raises the user’s Attack stat. Status Normal 0 0 20
0 Thunder Wave The user launches a weak jolt of electricity that paralyzes the target. Status Electric 0 90 20
0 Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns. Status Psychic 0 0 30
0 Reflect A wondrous wall of light is put up to reduce damage from physical attacks for five turns. Status Psychic 0 0 20
0 Metronome The user waggles a finger and stimulates its brain into randomly using nearly any move. Status Normal 0 0 10
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Rock Slide Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. Physical Rock 75 90 10
0 Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. Status Normal 0 0 10
0 Thief The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. Physical Dark 60 100 25
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. Status Normal 0 0 10
0 Encore The user compels the target to keep using only the move it last used for three turns. Status Normal 0 100 5
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Helping Hand The user assists an ally by boosting the power of that ally’s attack. Status Normal 0 0 20
0 Skill Swap The user employs its psychic power to exchange Abilities with the target. Status Psychic 0 0 10
0 Fake Tears The user feigns crying to fluster the target, harshly lowering its Sp. Def stat. Status Dark 0 100 20
0 Rock Tomb Boulders are hurled at the target. This also lowers the target’s Speed stat by preventing its movement. Physical Rock 60 95 15
0 Fling The user flings its held item at the target to attack. This move’s power and effects depend on the item. Physical Dark 0 100 10
0 Stone Edge The user stabs the target with sharpened stones from below. Critical hits land more easily. Physical Rock 100 80 5
0 Stealth Rock The user lays a trap of levitating stones around the opposing team. The trap hurts opposing Pokémon that switch into battle. Status Rock 0 0 20
0 Foul Play The user turns the target’s power against it. The higher the target’s Attack stat, the greater the move’s power. Physical Dark 95 100 15
0 Steel Beam The user fires a beam of steel that it collected from its entire body. This also damages the user. Special Steel 140 95 5
0 Tera Blast Special Normal 80 100 10
0 Pounce Physical Bug 50 100 20

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