Klefki

Klefki

Rank #114SteelFairy

HP
132
Atk
100
Def
111
SpA
100
SpD
107
Spe
95
Total645

Usage Format

Klefki Abilities

Klefki Type Effectiveness

Weak to

GroundFire

Resistant to

Normal½×Flying½×Rock½×Grass½×Psychic½×Ice½×Dark½×Fairy½×Bug¼×

Immune to

PoisonDragon

Damaged normally by

FightingGhostSteelWaterElectric

Klefki Moves

Usage Move Type Category Power Acc PP Prio Description
41.9%Light ScreenPsychicStatus200Gives the user’s side the Light Screen status for 5 turns.
39.4%ReflectPsychicStatus200Gives the user’s side the Reflect status for 5 turns.
36.8%Dazzling GleamFairySpecial80100120
33.6%Draining KissFairySpecial50100120The user’s HP is restored by 3/4 of the damage dealt by this move.
30.3%Psych UpNormalStatus120The user copies the target’s stat changes.
27.7%Calm MindPsychicStatus200Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
26.6%Rain DanceWaterStatus80Summons rain for 5 turns.
26.4%Thunder WaveElectricStatus90200Paralyzes the target.
25.2%Trick RoomPsychicStatus8-7Gives the entire field the Trick Room status for 5 turns.
20.2%SubstituteNormalStatus120The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP.
Hyper BeamNormalSpecial1509080The user gains the Recharging status on the turn after this move is used.
PsychicPsychicSpecial90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
RestPsychicStatus80Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full.
ThiefDarkPhysical60100200If the user is not already holding an item, it steals the target’s held item.
SnoreNormalSpecial50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
ProtectNormalStatus8+4The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
SpikesGroundStatus200Gives the opponent’s side the Spikes status.
SandstormRockStatus80Summons a sandstorm for 5 turns.
EndureNormalStatus12+4During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Sleep TalkNormalStatus120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
SafeguardNormalStatus200Gives the user’s side the Safeguard status for 5 turns.
Sunny DayFireStatus80Summons harsh sunlight for 5 turns.
Future SightPsychicSpecial120100120Gives the target’s spot the Future Attack status.
TormentDarkStatus100160Gives the target the Unable to Repeat status.
FacadeNormalPhysical70100200This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
RecycleNormalStatus120Regenerates the last held item that the user consumed. The user then holds this item once more.
ImprisonPsychicStatus120The user gains the Sealing Off status.
AstonishGhostPhysical30100160
Metal SoundSteelStatus85200Lowers the target’s Sp. Def stat by 2 stages.
Iron DefenseSteelStatus160Boosts the user’s Defense stat by 2 stages.
Last ResortNormalPhysical14010080This move fails unless the user has already used all the other moves it knows.
Magnet RiseElectricStatus120The user gains the Magnet Rise status.
SwitcherooDarkStatus100120The user and the target swap their held items.
Giga ImpactNormalPhysical1509080The user gains the Recharging status on the turn after this move is used.
Flash CannonSteelSpecial80100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
PsyshockPsychicSpecial80100120This is a special move, but the damage it deals is calculated using the target’s Defense stat.
Magic RoomPsychicStatus120Gives the entire field the Magic Room status for 5 turns.
Foul PlayDarkPhysical95100160The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat.
RoundNormalSpecial60100160If multiple Pokemon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Stored PowerPsychicSpecial20100120This move’s power is increased by 20 for each stage that the user’s stats have been boosted.
Misty TerrainFairyStatus120Turns the entire field into Misty Terrain for 5 turns.
Play RoughFairyPhysical9090120Has a 10% chance of lowering the target’s Attack stat by 1 stage.
Fairy LockFairyStatus120Gives all Pokemon on the field the Fairy Locked status.
Steel BeamSteelSpecial1409580After attacking, the user takes damage equal to 1/2 of its max HP.
Skitter SmackBugPhysical7090120Lowers the target’s Sp. Atk stat by 1 stage.