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Klefki

Klefki

  • Prankster

    Status moves gain +1 priority, but fail against Dark-type Pokémon.

  • Magician

    The Pokémon steals the held item from any target it hits with a move.

HP
57 / 132
Raw / Lvl 50
ATK
80 / 100
Raw / Lvl 50
DEF
91 / 111
Raw / Lvl 50
Sp. Atk
80 / 100
Raw / Lvl 50
Sp. Def
87 / 107
Raw / Lvl 50
SPD
75 / 95
Raw / Lvl 50
0/66 used(66 left)
Stat Points
470 / 645
Raw / Lvl 50 Total
Loading usage stats

Type

Damage Class

Move
Power
Accuracy
PP
PsychicCalm MindThe user quietly focuses its mind and calms its spirit to boost its Sp. Atk and Sp. Def stats.
--20
FairyDazzling GleamThe user damages opposing Pokémon by emitting a powerful flash.
80100%12
FairyDraining KissThe user steals the target's HP with a kiss. The user's HP is restored by over half the damage taken by the target.
50100%12
NormalEndureThe user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession.
--12
NormalFacadeThis move's power is doubled if the user is poisoned, burned, or paralyzed.
70100%20
FairyFairy LockBy locking down the battlefield, the user keeps all Pokémon from fleeing during the next turn.
--12
SteelFlash CannonThe user gathers all its light energy and releases it at once. This may also lower the target's Sp. Def stat.
80100%12
DarkFoul PlayThe user turns the target's strength against it. The higher the target's Attack stat, the greater the damage this move inflicts.
95100%16
PsychicFuture SightTwo turns after this move is used, a hunk of psychic energy attacks the target.
120100%12
NormalGiga ImpactThe user charges at the target using every bit of its power. The user can't move on the next turn.
15090%8
NormalHyper BeamThe target is attacked with a powerful beam. The user can't move on the next turn.
15090%8
PsychicImprisonIf opposing Pokémon know any move also known by the user, they are prevented from using it.
--12
SteelIron DefenseThe user hardens its body's surface like iron, sharply boosting its Defense stat.
--16
NormalLast ResortThis move can be used only after the user has used all the other moves it knows in the battle.
140100%8
PsychicLight ScreenA wondrous wall of light is put up to reduce damage from special moves for five turns.
--20
PsychicMagic RoomThe user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
--12
ElectricMagnet RiseThe user levitates using electrically generated magnetism for five turns.
--12
SteelMetal SoundA horrible sound like scraping metal harshly lowers the target's Sp. Def stat.
-85%20
FairyMisty TerrainThis protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns.
--12
FairyPlay RoughThe user attacks by playing rough with the target. This may also lower the target's Attack stat.
9090%12
NormalProtectThis move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
--8
NormalPsych UpThe user hypnotizes itself into copying any stat change made by the target.
--12
PsychicPsychicThe target is hit with a strong telekinetic force to inflict damage. This may also lower the target’s Sp. Def stat.
90100%12
PsychicPsyshockThe user materializes an odd psychic wave to attack the target. This move deals physical damage.
80100%12
WaterRain DanceThe user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks.
--8
NormalRecycleThe user recycles a held item that has been used in battle so it can be used again.
--12
PsychicReflectA wondrous wall of light is put up to reduce damage from physical moves for five turns.
--20
PsychicRestThe user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions.
--8
NormalRoundThe user attacks with a song. If an ally also uses Round this turn, they act immediately after the first user, and each consecutive Round doubles in power, up to 240.
60100%16
NormalSafeguardThe user creates a protective field that prevents status conditions for five turns.
--20
RockSandstormA five-turn sandstorm is summoned to damage all Pokémon except Rock, Ground, and Steel types. The sandstorm also boosts the Sp. Def stats of Rock types.
--12
BugSkitter SmackThe user skitters behind the target to attack. This also lowers the target's Sp. Atk stat.
7090%12
NormalSleep TalkThe user randomly uses one of the moves it knows. This move can only be used while the user is asleep.
--12
NormalSnoreThis attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
50100%16
GroundSpikesThe user lays a trap of spikes at the feet of the opposing team. The spikes will damage opposing Pokémon that switch into battle.
--20
SteelSteel BeamThe user fires a beam of steel that it collected from its entire body. This also damages the user.
14095%8
PsychicStored PowerThe user attacks the target with stored power. The more the user's stats are boosted, the greater the move's power.
20100%12
NormalSubstituteThe user creates a substitute for itself using some of its own HP. The substitute serves as the user's decoy.
--12
FireSunny DayThe user intensifies the sun for five turns, powering up Fire-type attacks. The sunlight also lowers the power of Water-type attacks.
--8
DarkSwitcherooThe user trades held items with the target faster than the eye can follow.
-100%12
DarkThiefThe user attacks and steals the target's held item simultaneously. The user can't steal anything if it already holds an item.
60100%20
ElectricThunder WaveThe user launches a weak jolt of electricity that paralyzes the target.
-90%20
DarkTormentThe user torments and enrages the target, making it incapable of using the same move twice in a row.
-100%16
PsychicTrick RoomThe user creates a bizarre area in which slower Pokémon get to move first for five turns.
--8
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