Klefki
Rank #114![]()
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HP
132
Atk
100
Def
111
SpA
100
SpD
107
Spe
95
Total645
Usage Format
Klefki Abilities
Klefki Type Effectiveness
Weak to
Resistant to
Immune to
Damaged normally by
Klefki Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 41.9% | Light Screen | — | ∞ | 20 | 0 | Gives the user’s side the Light Screen status for 5 turns. | ||
| 39.4% | Reflect | — | ∞ | 20 | 0 | Gives the user’s side the Reflect status for 5 turns. | ||
| 36.8% | Dazzling Gleam | 80 | 100 | 12 | 0 | — | ||
| 33.6% | Draining Kiss | 50 | 100 | 12 | 0 | The user’s HP is restored by 3/4 of the damage dealt by this move. | ||
| 30.3% | Psych Up | — | ∞ | 12 | 0 | The user copies the target’s stat changes. | ||
| 27.7% | Calm Mind | — | ∞ | 20 | 0 | Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage. | ||
| 26.6% | Rain Dance | — | ∞ | 8 | 0 | Summons rain for 5 turns. | ||
| 26.4% | Thunder Wave | — | 90 | 20 | 0 | Paralyzes the target. | ||
| 25.2% | Trick Room | — | ∞ | 8 | -7 | Gives the entire field the Trick Room status for 5 turns. | ||
| 20.2% | Substitute | — | ∞ | 12 | 0 | The 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 Beam | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Psychic | 90 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Rest | — | ∞ | 8 | 0 | Fully 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. | ||
| — | Thief | 60 | 100 | 20 | 0 | If the user is not already holding an item, it steals the target’s held item. | ||
| — | Snore | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Protect | — | ∞ | 8 | +4 | The 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. | ||
| — | Spikes | — | ∞ | 20 | 0 | Gives the opponent’s side the Spikes status. | ||
| — | Sandstorm | — | ∞ | 8 | 0 | Summons a sandstorm for 5 turns. | ||
| — | Endure | — | ∞ | 12 | +4 | During 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 Talk | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Safeguard | — | ∞ | 20 | 0 | Gives the user’s side the Safeguard status for 5 turns. | ||
| — | Sunny Day | — | ∞ | 8 | 0 | Summons harsh sunlight for 5 turns. | ||
| — | Future Sight | 120 | 100 | 12 | 0 | Gives the target’s spot the Future Attack status. | ||
| — | Torment | — | 100 | 16 | 0 | Gives the target the Unable to Repeat status. | ||
| — | Facade | 70 | 100 | 20 | 0 | This 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. | ||
| — | Recycle | — | ∞ | 12 | 0 | Regenerates the last held item that the user consumed. The user then holds this item once more. | ||
| — | Imprison | — | ∞ | 12 | 0 | The user gains the Sealing Off status. | ||
| — | Astonish | 30 | 100 | 16 | 0 | — | ||
| — | Metal Sound | — | 85 | 20 | 0 | Lowers the target’s Sp. Def stat by 2 stages. | ||
| — | Iron Defense | — | ∞ | 16 | 0 | Boosts the user’s Defense stat by 2 stages. | ||
| — | Last Resort | 140 | 100 | 8 | 0 | This move fails unless the user has already used all the other moves it knows. | ||
| — | Magnet Rise | — | ∞ | 12 | 0 | The user gains the Magnet Rise status. | ||
| — | Switcheroo | — | 100 | 12 | 0 | The user and the target swap their held items. | ||
| — | Giga Impact | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Flash Cannon | 80 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Psyshock | 80 | 100 | 12 | 0 | This is a special move, but the damage it deals is calculated using the target’s Defense stat. | ||
| — | Magic Room | — | ∞ | 12 | 0 | Gives the entire field the Magic Room status for 5 turns. | ||
| — | Foul Play | 95 | 100 | 16 | 0 | The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat. | ||
| — | Round | 60 | 100 | 16 | 0 | If 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 Power | 20 | 100 | 12 | 0 | This move’s power is increased by 20 for each stage that the user’s stats have been boosted. | ||
| — | Misty Terrain | — | ∞ | 12 | 0 | Turns the entire field into Misty Terrain for 5 turns. | ||
| — | Play Rough | 90 | 90 | 12 | 0 | Has a 10% chance of lowering the target’s Attack stat by 1 stage. | ||
| — | Fairy Lock | — | ∞ | 12 | 0 | Gives all Pokemon on the field the Fairy Locked status. | ||
| — | Steel Beam | 140 | 95 | 8 | 0 | After attacking, the user takes damage equal to 1/2 of its max HP. | ||
| — | Skitter Smack | 70 | 90 | 12 | 0 | Lowers the target’s Sp. Atk stat by 1 stage. |