#707 Klefki

General Location Attacks Stats Egg Moves
Gen IX Dex Gen VIII Dex Gen VII Dex Gen VI Dex
Champions Pokédex

Picture
Normal SpriteShiny Sprite
Name Other Names No. Gender Ratio Type
Klefki
Japan: Cleffy
クレッフィ
French: Trousselin
German: Clavion
Korean: 클레피
National: #707
Male :50%
Female :50%
Steel-type Fairy-type
Classification Height Weight
Key Ring Pokémon 0'08"
0.2m
6.6lbs
3kg
Abilities: Prankster - Magician
Prankster: Status category moves have their Speed Priority increased by 1. Moves increased by this that are used on Dark-type opponents will fail.
Magician: The Pokémon steals the held item of a Pokémon it hits with a move.

Weakness

Attacking Move Type: Normal-type Attacking Move Type: Fire-type Attacking Move Type: Water-type Attacking Move Type: Electric-type Attacking Move Type: Grass-type Attacking Move Type: Ice-type Attacking Move Type: Fighting-type Attacking Move Type: Poison-type Attacking Move Type: Ground-type Attacking Move Type: Flying-type Attacking Move Type: Psychic-type Attacking Move Type: Bug-type Attacking Move Type: Rock-type Attacking Move Type: Ghost-type Attacking Move Type: Dragon-type Attacking Move Type: Dark-type Attacking Move Type: Steel-type Attacking Move Type: Fairy-type
*0.5 *2 *1 *1 *0.5 *0.5 *1 *0 *2 *0.5 *0.5 *0.25 *0.5 *1 *0 *0.5 *1 *0.5
Evolutionary Chain
Klefki

Standard Moves

Attack NameTypeCat.Att.Acc.PPEffect %
Calm Mind Calm Mind - Psychic-type Calm Mind: Other Move -- 101 20 --
Boosts the user's Sp. Atk and Sp. Def stats by 1 stage.
Dazzling Gleam Dazzling Gleam - Fairy-type Dazzling Gleam: Special Move 80 100 12 --
Draining Kiss Draining Kiss - Fairy-type Draining Kiss: Special Move 50 100 12 --
The user's HP is restored by 3/4 of the damage dealt by this move.
Endure Endure - Normal-type Endure: Other Move -- 101 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 Facade - Normal-type Facade: Physical Move 70 100 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 Fairy Lock - Fairy-type Fairy Lock: Other Move -- 101 12 --
Gives all Pokémon on the field the Fairy Locked status.
Flash Cannon Flash Cannon - Steel-type Flash Cannon: Special Move 80 100 12 10
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Foul Play Foul Play - Dark-type Foul Play: Physical Move 95 100 16 --
The damage dealt by this move is calculated using the target's Attack stat instead of the user's Attack stat.
Future Sight Future Sight - Psychic-type Future Sight: Special Move 120 100 12 --
Gives the target's spot the Future Attack status.
Giga Impact Giga Impact - Normal-type Giga Impact: Physical Move 150 90 8 --
The user gains the Recharging status on the turn after this move is used.
Hyper Beam Hyper Beam - Normal-type Hyper Beam: Special Move 150 90 8 --
The user gains the Recharging status on the turn after this move is used.
Imprison Imprison - Psychic-type Imprison: Other Move -- 101 12 --
The user gains the Sealing Off status.
Iron Defense Iron Defense - Steel-type Iron Defense: Other Move -- 101 16 --
Boosts the user's Defense stat by 2 stages.
Last Resort Last Resort - Normal-type Last Resort: Physical Move 140 100 8 --
This move fails unless the user has already used all the other moves it knows.
Light Screen Light Screen - Psychic-type Light Screen: Other Move -- 101 20 --
Gives the user's side the Light Screen status for 5 turns.
Magic Room Magic Room - Psychic-type Magic Room: Other Move -- 101 12 --
Gives the entire field the Magic Room status for 5 turns.
Magnet Rise Magnet Rise - Electric-type Magnet Rise: Other Move -- 101 12 --
The user gains the Magnet Rise status.
Metal Sound Metal Sound - Steel-type Metal Sound: Other Move -- 85 20 --
Lowers the target's Sp. Def stat by 2 stages.
Misty Terrain Misty Terrain - Fairy-type Misty Terrain: Other Move -- 101 12 --
Turns the entire field into Misty Terrain for 5 turns.
Play Rough Play Rough - Fairy-type Play Rough: Physical Move 90 90 12 10
Has a 10% chance of lowering the target's Attack stat by 1 stage.
Protect Protect - Normal-type Protect: Other Move -- 101 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 Psych Up - Normal-type Psych Up: Other Move -- 101 12 --
The user copies the target's stat changes.
Psychic Psychic - Psychic-type Psychic: Special Move 90 100 12 10
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Psyshock Psyshock - Psychic-type Psyshock: Special Move 80 100 12 --
This is a special move but the damage it deals is calculated using the target's Defense stat.
Rain Dance Rain Dance - Water-type Rain Dance: Other Move -- 101 8 --
Summons rain for 5 turns.
Recycle Recycle - Normal-type Recycle: Other Move -- 101 12 --
Regenerates the last held item that the user consumed. The user then holds this item once more.
Reflect Reflect - Psychic-type Reflect: Other Move -- 101 20 --
Gives the user's side the Reflect status for 5 turns.
Rest Rest - Psychic-type Rest: Other Move -- 101 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 Round - Normal-type Round: Special Move 60 100 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 Safeguard - Normal-type Safeguard: Other Move -- 101 20 --
Gives the user's side the Safeguard status for 5 turns.
Sandstorm Sandstorm - Rock-type Sandstorm: Other Move -- 101 8 --
Summons a sandstorm for 5 turns.
Skitter Smack Skitter Smack - Bug-type Skitter Smack: Physical Move 70 90 12 --
Lowers the target's Sp. Atk stat by 1 stage.
Sleep Talk Sleep Talk - Normal-type Sleep Talk: Other Move -- 101 12 --
Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore Snore - Normal-type Snore: Special Move 50 100 16 30
Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Spikes Spikes - Ground-type Spikes: Other Move -- 101 20 --
Gives the opponent's side the Spikes status.
Steel Beam Steel Beam - Steel-type Steel Beam: Special Move 140 95 8 --
After attacking the user takes damage equal to 1/2 of its max HP.
Stored Power Stored Power - Psychic-type Stored Power: Special Move 20 100 12 --
This move's power is increased by 20 for each stage that the user's stats have been boosted.
Substitute Substitute - Normal-type Substitute: Other Move -- 101 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 Sunny Day - Fire-type Sunny Day: Other Move -- 101 8 --
Summons harsh sunlight for 5 turns.
Switcheroo Switcheroo - Dark-type Switcheroo: Other Move -- 100 12 --
The user and the target swap their held items.
Thief Thief - Dark-type Thief: Physical Move 60 100 20 --
If the user is not already holding an item it steals the target's held item.
Thunder Wave Thunder Wave - Electric-type Thunder Wave: Other Move -- 90 20 --
Paralyzes the target.
Torment Torment - Dark-type Torment: Other Move -- 100 16 --
Gives the target the Unable to Repeat status.
Trick Room Trick Room - Psychic-type Trick Room: Other Move -- 101 8 --
Gives the entire field the Trick Room status for 5 turns.



Stats

  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 470 57 80 91 80 87 75
Max Stats
Hindering Nature
Standard 132 - 164 90 - 118 99 - 128 90 - 118 96 - 125 85 - 114
Max Stats
Neutral Nature
Standard 132 - 164 100 - 132 111 - 143 100 - 132 107 - 139 95 - 127
Max Stats
Beneficial Nature
Standard 132 - 164 110 - 145 122 - 157 110 - 145 117 - 152 104 - 139
57
80
91
75
87
80

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