Moves
Move usage- 1
Light Screen
44.3% - 2
Reflect
42.4% - 3
Draining Kiss
40.5% - 4
Psych Up
35.1%

Base Stats
Type defenses
Klefki takes damage from each attacking type below.
| Normal | Fire | Water | Electric | Grass | Ice | Fighting | Poison | Ground | Flying | Psychic | Bug | Rock | Ghost | Dragon | Dark | Steel | Fairy |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1/2x | 2x | 1x | 1x | 1/2x | 1/2x | 1x | 0x | 2x | 1/2x | 1/2x | 1/4x | 1/2x | 1x | 0x | 1/2x | 1x | 1/2x |
Forms / Mega
Battle Data
Learnable Moves
| Move | Type | Category | Power | Accuracy | PP | Description |
|---|---|---|---|---|---|---|
| Astonish | 30 | 100 | 15 | Has a chance to make the target flinch. | ||
| Calm Mind | - | - | 20 | The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. | ||
| Dazzling Gleam | 80 | 100 | 12 | The user damages opposing Pokémon by emitting a powerful flash. | ||
| Draining Kiss | 50 | 100 | 12 | The user steals the target’s HP with a kiss. The user’s HP is restored by over half of the damage taken by the target. | ||
| Endure | - | - | 10 | The user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession. | ||
| Facade | 70 | 100 | 20 | This attack move doubles its power if the user is poisoned, burned, or paralyzed. | ||
| Fairy Lock | - | - | 10 | By locking down the battlefield, the user keeps all Pokémon from fleeing during the next turn. | ||
| Flash Cannon | 80 | 100 | 12 | The user gathers all its light energy and releases it all at once. This may also lower the target’s Sp. Def stat. | ||
| Foul Play | 95 | 100 | 16 | The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage it deals. | ||
| Future Sight | 120 | 100 | 12 | Two turns after this move is used, a hunk of psychic energy attacks the target. | ||
| Giga Impact | 150 | 90 | 8 | The user charges at the target using every bit of its power. The user can’t move on the next turn. | ||
| Hyper Beam | 150 | 90 | 8 | The target is attacked with a powerful beam. The user can’t move on the next turn. | ||
| Imprison | - | - | 12 | If opposing Pokémon know any move also known by the user, they are prevented from using it. | ||
| Iron Defense | - | - | 16 | The user hardens its body’s surface like iron, sharply raising its Defense stat. | ||
| Last Resort | 140 | 100 | 5 | This move can be used only after the user has used all the other moves it knows in the battle. | ||
| Light Screen | - | - | 20 | A wondrous wall of light is put up to reduce damage from special attacks for five turns. | ||
| Magic Room | - | - | 10 | The user creates a bizarre area in which Pokémon's held items lose their effects for five turns. | ||
| Magnet Rise | - | - | 12 | The user levitates using electrically generated magnetism for five turns. | ||
| Metal Sound | - | 85 | 40 | A horrible sound like scraping metal harshly lowers the target's Sp. Def stat. | ||
| Misty Terrain | - | - | 12 | This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns. | ||
| Play Rough | 90 | 90 | 12 | The user plays rough with the target and attacks it. This may also lower the target’s Attack stat. | ||
| Protect | - | - | 12 | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. | ||
| Psych Up | - | - | 10 | The user hypnotizes itself into copying any stat change made by the target. | ||
| Psychic | 90 | 100 | 12 | The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. | ||
| Psyshock | 80 | 100 | 12 | The user materializes an odd psychic wave to attack the target. This attack does physical damage. | ||
| Rain Dance | - | - | 8 | The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves. | ||
| Recycle | - | - | 10 | The user recycles a held item that has been used in battle so it can be used again. | ||
| Reflect | - | - | 20 | A wondrous wall of light is put up to reduce damage from physical attacks for five turns. | ||
| Rest | - | - | 8 | The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. | ||
| Round | 60 | 100 | 15 | The user attacks the target with a song. If others use this move, they will act immediately after the initial user, and the power of their Rounds will be boosted. | ||
| Safeguard | - | - | 20 | The user creates a protective field that prevents status conditions for five turns. | ||
| Sandstorm | - | - | 12 | A five-turn sandstorm is summoned to hurt all combatants except Rock, Ground, and Steel types. It raises the Sp. Def stat of Rock types. | ||
| Skitter Smack | 70 | 90 | 10 | The user skitters behind the target to attack. This also lowers the target's Sp. Atk stat. | ||
| Sleep Talk | - | - | 12 | While it is asleep, the user randomly uses one of the moves it knows. | ||
| Snore | 50 | 100 | 16 | This attack can be used only if the user is asleep. The harsh noise may also make the target flinch. | ||
| Spikes | - | - | 20 | The user lays a trap of spikes at the opposing team’s feet. The trap hurts Pokémon that switch into battle. | ||
| Steel Beam | 140 | 95 | 5 | The user fires a beam of steel that it collected from its entire body. This also damages the user. | ||
| Stored Power | 20 | 100 | 12 | The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power. | ||
| Substitute | - | - | 12 | The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy. | ||
| Sunny Day | - | - | 8 | The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves. | ||
| Switcheroo | - | 100 | 10 | The user trades held items with the target faster than the eye can follow. | ||
| Thief | 60 | 100 | 20 | The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. | ||
| Thunder Wave | - | 90 | 20 | The user launches a weak jolt of electricity that paralyzes the target. | ||
| Torment | - | 100 | 16 | The user torments and enrages the target, making it incapable of using the same move twice in a row. | ||
| Trick Room | - | - | 8 | The user creates a bizarre area in which slower Pokémon get to move first for five turns. |