Pokédex › Klefki
Klefki — Stats & Moves (Pokémon Champions)
SteelFairy Abilities: Prankster, Magician
Pokémon Champions data at Lv50 with the game's fixed 32 IVs. Best counters to Klefki / Calculate damage with Klefki / Calculate damage against Klefki
Base stats and actual values (Lv50)
| Stat | Base | 0 pts | 32 pts | 32 pts, +nature |
|---|---|---|---|---|
| HP | 132 | 164 | — | |
| Attack | 100 | 132 | 145 | |
| Defense | 111 | 143 | 157 | |
| Sp. Atk | 100 | 132 | 145 | |
| Sp. Def | 107 | 139 | 152 | |
| Speed | 95 | 127 | 139 |
Champions uses stat points instead of EVs: each point adds +1, max 32 per stat, 66 total. Nature multiplies after points are added (verified in-game).
Type matchups (defense)
| 2x weak | FireGround |
|---|---|
| resists (1/2) | NormalGrassIceFlyingPsychicRockDarkFairy |
| resists (1/4) | Bug |
| immune | PoisonDragon |
Learnset (44 moves)
| Move | Type | Cat. | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| Giga Impact | Normal | Physical | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Last Resort | Normal | Physical | 140 | 100 | 8 | Can only be used after all of the user’s other moves have been used. |
| Facade | Normal | Physical | 70 | 100 | 20 | Power doubles if user is burned, paralyzed, or poisoned. |
| Hyper Beam | Normal | Special | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Round | Normal | Special | 60 | 100 | 16 | Has double power if it’s used more than once per turn. |
| Snore | Normal | Special | 50 | 100 | 16 | Has a chance to make the target flinch. Only works if the user is sleeping. |
| Recycle | Normal | Status | — | — | 12 | User recovers the item it last used up. |
| Psych Up | Normal | Status | — | — | 12 | Discards the user’s stat changes and copies the target’s. |
| Safeguard | Normal | Status | — | — | 20 | Protects the user’s field from major status ailments and confusion for five turns. |
| Sleep Talk | Normal | Status | — | — | 12 | Randomly uses one of the user’s other three moves. Only works if the user is sleeping. |
| Endure | Normal | Status | — | — | 12 | Prevents the user’s HP from lowering below 1 this turn. |
| Protect | Normal | Status | — | — | 8 | Prevents any moves from hitting the user this turn. |
| Substitute | Normal | Status | — | — | 12 | Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. |
| Sunny Day | Fire | Status | — | — | 8 | Changes the weather to sunny for five turns. |
| Rain Dance | Water | Status | — | — | 8 | Changes the weather to rain for five turns. |
| Magnet Rise | Electric | Status | — | — | 12 | User is immune to Ground moves and effects for five turns. |
| Thunder Wave | Electric | Status | — | 90 | 20 | Paralyzes the target. |
| Skitter Smack | Bug | Physical | 70 | 90 | 12 | Inflicts regular damage with no additional effect. |
| Sandstorm | Rock | Status | — | — | 8 | Changes the weather to a sandstorm for five turns. |
| Spikes | Ground | Status | — | — | 20 | Scatters Spikes, hurting opposing Pokémon that switch in. |
| Future Sight | Psychic | Special | 120 | 100 | 12 | Hits the target two turns later. |
| Psychic | Psychic | Special | 90 | 100 | 12 | Has a chance to lower the target’s Special Defense by one stage. |
| Psyshock | Psychic | Special | 80 | 100 | 12 | Inflicts damage based on the target’s Defense, not Special Defense. |
| Stored Power | Psychic | Special | 20 | 100 | 12 | Power is higher the more the user’s stats have been raised, to a maximum of 31×. |
| Magic Room | Psychic | Status | — | — | 12 | Negates held items for five turns. |
| Trick Room | Psychic | Status | — | — | 8 | For five turns, slower Pokémon will act before faster Pokémon. |
| Calm Mind | Psychic | Status | — | — | 20 | Raises the user’s Special Attack and Special Defense by one stage. |
| Imprison | Psychic | Status | — | — | 12 | Prevents the target from using any moves that the user also knows. |
| Rest | Psychic | Status | — | — | 8 | User sleeps for two turns, completely healing itself. |
| Reflect | Psychic | Status | — | — | 20 | Reduces damage from physical attacks by half. |
| Light Screen | Psychic | Status | — | — | 20 | Reduces damage from special attacks by 50% for five turns. |
| Foul Play | Dark | Physical | 95 | 100 | 16 | Calculates damage with the target’s attacking stat. |
| Thief | Dark | Physical | 60 | 100 | 20 | Takes the target’s item. |
| Switcheroo | Dark | Status | — | 100 | 12 | User and target swap items. |
| Torment | Dark | Status | — | 100 | 16 | Prevents the target from using the same move twice in a row. |
| Steel Beam | Steel | Special | 140 | 95 | 8 | Inflicts damage, and the user takes damage equal to half of its max HP, rounded up. |
| Flash Cannon | Steel | Special | 80 | 100 | 12 | Has a chance to lower the target’s Special Defense by one stage. |
| Iron Defense | Steel | Status | — | — | 16 | Raises the user’s Defense by two stages. |
| Metal Sound | Steel | Status | — | 85 | 20 | Lowers the target’s Special Defense by two stages. |
| Play Rough | Fairy | Physical | 90 | 90 | 12 | Has a chance to lower the target’s Attack by one stage. |
| Dazzling Gleam | Fairy | Special | 80 | 100 | 12 | Inflicts regular damage with no additional effect. |
| Draining Kiss | Fairy | Special | 50 | 100 | 12 | Drains 75% of the damage inflicted to heal the user. |
| Fairy Lock | Fairy | Status | — | — | 12 | Prevents all Pokémon from fleeing or switching out during the next turn. |
| Misty Terrain | Fairy | Status | — | — | 12 | For five turns, protects all Pokémon on the ground from major status ailments and confusion, and halves the power of incoming Dragon moves. |