#0707
Klefki

Klefki

Steel Fairy

Abilities

  • Prankster Increases the priority of the Pokémon's status moves by 1 stage.
  • Magician Hidden If the Pokémon is not already holding an item, it will steal the held item from targets it deals damage to with its moves.

Stat Points

HP
57
ATK
80
DEF
91
Sp. Atk
80
Sp. Def
87
SPE
75

Weakness and Resistance

2x ⦿ Super Effective
Fire Ground
1x – Normal
Water Electric Fighting Ghost Steel
0.5x △ Resists
Normal Grass Ice Flying Psychic Rock Dark Fairy
0.25x ▼ Mostly Ineffective
Bug
0x × Immune
Poison Dragon

Learnable Moves (44)

Name Type Category Power PP Description
Calm Mind status - 20 Boosts the user's Sp. Atk and Sp.Def statsby 1 stage.
Dazzling Gleam special 80 12 —
Draining Kiss special 50 12 The user's HP is restored by 3/4 of the damage dealt by this move.
Endure status - 12 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.
Facade physical 70 20 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.
Fairy Lock status - 12 Gives all Pokémon on the field the Fairy Locked status, where no Pokemon on the field can be switched out of battle until the end of the next turn after the status is activated
Flash Cannon special 80 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Foul Play physical 95 16 The damage dealt by this move is calculated using the target's Attack stat instead of the user's Attack stat.
Future Sight special 120 12 Gives the target the Future Attack status, where the Pokémon in the targeted spot will take damage 2 turns after the status is activated.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Imprison status - 12 The user gains the Sealing Off status, where any moves known by the Pokémon that caused this status cannot be used by its opponents.
Iron Defense status - 16 Boosts the user's Defense stat by 2 stages.
Last Resort physical 140 8 This move fails unless the user has already used all the other moves it knows.
Light Screen status - 20 Gives the user’s side the Light Screen status for 5 turns, where damage taken from special moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Magic Room status - 12 Gives the entire field the Magic Room status for 5 turns, where most held items will not work.
Magnet Rise status - 12 The user gains the Magnet Rise status, where it makes the user float off the ground. The Pokemon becomes immuned to Ground-type moves, as well as Spikes and other hazards.
Metal Sound status - 20 Lowers the target's Sp. Def stat by 2 stages.
Misty Terrain status - 12 Turns the entire field into Misty Terrain for 5 turns.
Play Rough physical 90 12 Has a 10% chance of lowering the target's Attack stat by 1 stage.
Protect status - 8 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.
Psych Up status - 12 The user copies the target's stat changes.
Psychic special 90 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Psyshock special 80 12 This is a special move, but the damage it deals is calculated using the target's Defense stat.
Rain Dance status - 8 Summons rain for 5 turns.
Recycle status - 12 Regenerates the last held item that the user consumed. The user then holds this item once more.
Reflect status - 20 Gives the user's side the Reflect status for 5 turns, where damage taken from physical moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Rest status - 8 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.
Round special 60 16 If multiple Pokémon 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.
Safeguard status - 20 Gives the user's side the Safeguard status for 5 turns, where the Pokémon is immune to status conditions and cannot become confused.
Sandstorm status - 8 Summons a sandstorm for 5 turns.
Skitter Smack physical 70 12 Lowers the target's Sp. Atk stat by 1 stage.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Spikes status - 20 Gives the opponent's side the Spikes status, where Pokémon that are not Flying-types or have the Levitate ability that switch into battle will take damage equal to 1/8 of their max HP and will increase with each instance up to three times.
Steel Beam special 140 8 After attacking, the user takes damage equal to 1/2 of its max HP.
Stored Power special 20 12 This move's power is increased by20 for each stage that the user's stats have been boosted.
Substitute status - 12 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.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Switcheroo status - 12 The user and the target swap their held items.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Thunder Wave status - 20 Paralyzes the target.
Torment status - 16 Gives the target the Unable to Repeat status, where the Pokémon cannot use the same move twice in a row.
Trick Room status - 8 Gives the entire field the Trick Room status, where Pokémon with lower Speed stats move first, for 5 turns.