[STABmons] Klefki [QC: 3/3] [GP: 2/2]

[OVERVIEW]

Klefki's excellent typing allows it to check a myriad of top-tier threats such as Kyurem-B, Hoopa-U, Weavile, and Latios. While Klefki forces these Pokemon out, it is able to reliably set up Spikes for offensive teams. Thunder Wave is one of Klefki's biggest assets, as many offensive teams love having a priority Thunder Wave user to cripple fast threats such as Weavile, Serperior, and boosted Mega Scizor, which otherwise threaten to sweep after setting up. Klefki is very unpredictable as well, as it can pick from two coverage moves to limit its counters, and it has the ability to run wonderful utility moves such as Magnet Rise, Moonlight, and King's Shield. Prankster is one of the best abilities in the game, and Klefki has the perfect movepool to utilize it. However, although Thunder Wave is a great move, many Pokemon, such as Landorus-T, Thundurus, and Diggersby, are immune to it, thus leaving Klefki as setup fodder for these Pokemon. Klefki is also very weak to Ground-type moves, and although this can be mitigated with Magnet Rise, it takes a turn to use, and Klefki is unable to switch into Ground-types otherwise. Klefki has a large movepool, but it often can't accomplish everything it wants to due to its inability to fit everything it wants into one set. Finally, Klefki has absolutely no offensive presence, which leaves it unable to threaten setup sweepers immune to Thunder Wave.

[SET]
name: Major Key
move 1: Spikes
move 2: Thunder Wave
move 3: Magnet Rise / Moonlight / King's Shield
move 4: Flash Cannon
item: Leftovers
ability: Prankster
nature: Calm
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]
Moves
========

Spikes is Klefki's greatest asset and is a great form of support for its team because it chips away at the foe's health. Thunder Wave is also very important because it cripples faster Pokemon to help Klefki's slower teammates. The third slot is very team dependent. Magnet Rise is particularly useful to avoid Ground-type attacks from Landorus-T, which would otherwise hit Klefki for super effective damage. Meanwhile, Moonlight provides Klefki with a form of recovery outside of Leftovers, which allows Klefki to repeatedly set up Spikes and spread Thunder Wave throughout a match. King's Shield is a nice way to scare away physical attackers such as Terrakion. Flash Cannon is really useful to hit Mega Diancie, which can otherwise come in on any move Klefki throws out thanks to Magic Bounce and beat it. However, Moonblast holds merit for being able to hit Mega Sableye for the same reason, though it requires Special Attack investment to actually overwhelm Mega Sableye.

Set Details
========

Leftovers is Klefki's only form of recovery bar Moonlight, and the two in combination make Klefki hard to take down. If Moonlight is being run, however, Klefki can run Rocky Helmet to punish and wear down physical attackers. Shed Shell is another viable option to be able to switch out of Magnezone's Magnet Pull; however, if the opponent does not have Magnezone, Klefki has effectively wasted its item slot. Maximum Special Defense investment is preferred over full Defense investment to take on Thundurus, Gengar, and Keldeo a lot better than Klefki would with a physically defensive spread. However, if these threats are covered and your team desperately needs a physical wall, Klefki can run a spread of 252 HP / 252 Def / 4 SpD with a Bold nature. Prankster is Klefki's only viable ability, granting it priority on its status moves.

Usage Tips
========

Klefki should never directly switch into a Ground-type attack; instead, it should be brought in with pivoting and then catch the foe off guard with Magnet Rise. Spikes is best used on predicted switches, but it shouldn't be used in many other situations because it can leave Klefki vulnerable. Thunder Wave should be used often, as there really isn't much of a drawback to using it, and Ground-types can be caught off guard with Magnet Rise if they do potentially come in. Because Klefki's bulk is somewhat average, it should avoid switching directly into powerful attacks; it just can't take the hits. However, resisted attacks are easy to switch into because of Klefki's numerous resistances. Save Klefki for late in the match to cripple a setup sweeper that could potentially break through your team. Sacrificing Klefki in these situations is the way to go, as you're losing one Pokemon as opposed to your entire team.

Team Options
========

Flying-types such as Tornadus-T, Landorus-T, and Thundurus all appreciate the Spikes support that Klefki provides to enable them to wear down the opposing team quicker, and they share good type synergy with Klefki. Pokemon that can prevent Rapid Spin or Defog from being used, such as Gengar and Bisharp, are great partners for Klefki; these two Pokemon in particular thrive off of the Spikes that Klefki can set to break down the opposing team. A lure set on Thundurus that utilizes Defiant could also be used to catch the foe off guard. However, Gengar can't block Scrappy Rapid Spin, so simple Fighting-type partners such as Terrakion are good to pressure the opponent's spinner and prevent them from having an opportunity to use the move. Slower offensive Pokemon, such as Azumarill, Choice Specs Heatran, and Mega Charizard Y, are great partners because they appreciate Thunder Wave slowing the opposing team down. In general, powerful offensive Pokemon like Weavile and Hoopa-U can really put in work against the opposing team, as Spikes wears foes down. Setup sweepers, namely Shift Gear Mega Scizor, can simply stomp opposing teams once they've been worn down by Spikes.

[STRATEGY COMMENTS]
Other Options
=============

Toxic is a viable option to whittle down Mega Slowbro, which would otherwise wall Klefki entirely and use it as setup bait. Toxic wears a lot of defensive Pokemon down in general, but using it over Thunder Wave is really risky and gives up a key point to Klefki's success. Iron Head can be used over Flash Cannon to make the foe flinch, which can prove very annoying in combination with Thunder Wave, but it's really weak because of the majority of the metagame favoring Defense over Special Defense. An example of this is Landorus-T making Iron Head weaker through Intimidate. Charm acts as a Will-O-Wisp of sorts, but it's hard to fit into most of Klefki's sets. Fairy Lock is an interesting option to use alongside a setup sweeper to prevent a switch the turn after Klefki is KOed. Dual screens with Thunder Wave could potentially be pulled off, but STABmons is too offensive for the set to be used consistently. Moreover, even when it is put up, Fake Out is so common that these increased defenses don't last as long as one would like them to.

Checks and Counters
===================

**Fire-types**: Fire-types such as both Mega Charizard formes and Heatran OHKO Klefki with Blue Flare and resist Klefki's attacking moves. Rotom-H cannot OHKO Klefki, but it is immune to Spikes and Thunder Wave and doesn't care about Klefki's attacks.

**Ground-types**: Even with Magnet Rise, Klefki can't do much to Ground-types. Without Magnet Rise, Klefki is forced out by most Ground-types. Specifically, Excadrill and Gliscor don't care about Klefki's attacks at all, and Excadrill can even threaten Klefki with Meteor Mash when Magnet Rise is set. Landorus-T and Hippowdon cannot hit Klefki during Magnet Rise, but Klefki also cannot do anything to them in return.

**Magic Bounce Users**: Mega Sableye takes heavy damage from Moonblast, and Mega Diancie is OHKOed by Flash Cannon, but both of them can switch on any other move and make Klefki regret using its own moves. Moreover, Klefki will always be countered by one or the other because it cannot run both Moonblast and Flash Cannon.

**Offensive Pressure**: Powerful attacks from Pokemon like Terrakion, Keldeo, and Mega Scizor spell doom for Klefki because it doesn't have the overall bulk to take these attacks. However, all of these Pokemon have to worry about being paralyzed with Thunder Wave.

**Water-types**: Mega Slowbro and Suicune in particular hard counter Klefki. Thunder Wave doesn't bother either of them, and they're both able to use Klefki as setup fodder. Additionally, none of Klefki's attacks are threatening enough to either of these Pokemon. However, they have to be careful of the uncommon Toxic, which catches them off guard and heavily cripples them.

**Magnezone**: Unless Klefki carries Shed Shell, Magnezone is able to trap Klefki and whittle it down with Thunderbolt. In return, Klefki is left with nothing else to do but set up Spikes until it is eventually KOed. None of Klefki's attacks threaten Magnezone, so it's a relatively safe way to prevent Klefki from doing much.
 
Last edited:

baconbagon

free stabmons
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[17:28:41] unfixable: baconbagonz
[17:28:44] unfixable: http://www.smogon.com/forums/threads/stabmons-klefki-qc-0-3.3561306/
[17:28:45] unfixable: go QC :3

Overview
  • Uh I'd say that Tornadus-T carries Heat Wave pretty commonly, so I don't really think Klefki can check it on the basis of its typing. Maybe replace this with a Pokemon such as Meloetta or Weavile?
  • Mention that Klefki struggles to fit all the moves it needs into 4 slots
  • Note that Klefki generally lacks any kind of offensive presence
Moves
  • Slash Moonlight in front of Magnet Rise? Recovery is pretty amazing when you're trying not to get worn down. It's really opinion tho
  • Mention that Moonblast hits Mega Sableye, which otherwise 100% stops the set
Team Options
  • Defiant Thundurus is also pretty good at discouraging Defog
  • When mentioning the powerful Pokemon that appreciate Spikes, mention setup sweepers as well, because they can easily blow through a team when Spikes are up
  • Examples are Swords Dance Diggersby and Shift Gear Scizor
  • Change Diggersby's Earthquake to Precipice Blades, it's overall better
Checks and Counters
  • "Even with Magnet Rise, Klefki can't do much to Steel-types." change to Ground-types :o
  • Particularly mention Excadrill and Gliscor under Ground-types, as they're also immune to Toxic. Excadrill also doesn't care about Magnet Rise when Meteor Mash / Gear Grind is doing a ton
  • Add Magic Bounce users, Mega Sableye only fears Moonblast and although Flash Cannon is on the set, Mega Diancie can still threaten with Earth Power
i hope that's ok? D:
QC 1/3
 
[17:28:41] unfixable: baconbagonz
[17:28:44] unfixable: http://www.smogon.com/forums/threads/stabmons-klefki-qc-0-3.3561306/
[17:28:45] unfixable: go QC :3

Overview
  • Uh I'd say that Tornadus-T carries Heat Wave pretty commonly, so I don't really think Klefki can check it on the basis of its typing. Maybe replace this with a Pokemon such as Meloetta or Weavile?
  • Mention that Klefki struggles to fit all the moves it needs into 4 slots
  • Note that Klefki generally lacks any kind of offensive presence
Moves
  • Slash Moonlight in front of Magnet Rise? Recovery is pretty amazing when you're trying not to get worn down. It's really opinion tho
  • Mention that Moonblast hits Mega Sableye, which otherwise 100% stops the set
Team Options
  • Defiant Thundurus is also pretty good at discouraging Defog
  • When mentioning the powerful Pokemon that appreciate Spikes, mention setup sweepers as well, because they can easily blow through a team when Spikes are up
  • Examples are Swords Dance Diggersby and Shift Gear Scizor
  • Change Diggersby's Earthquake to Precipice Blades, it's overall better
Checks and Counters
  • "Even with Magnet Rise, Klefki can't do much to Steel-types." change to Ground-types :o
  • Particularly mention Excadrill and Gliscor under Ground-types, as they're also immune to Toxic. Excadrill also doesn't care about Magnet Rise when Meteor Mash / Gear Grind is doing a ton
  • Add Magic Bounce users, Mega Sableye only fears Moonblast and although Flash Cannon is on the set, Mega Diancie can still threaten with Earth Power
i hope that's ok? D:
QC 1/3

Implemented <3
 

Josh

=P
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HI not QC but IMHO mention that you need to invest in spa for Moonblast to 2hko. Since Dark Void is banned WoW and therefore spdef spreads are better, so this'll be fairly common. No point in luring Sableye if you can't guarantee the kill!
0 SpA Klefki Moonblast vs. 252 HP / 252 SpD Mega Sableye: 122-146 (40.1 - 48%) -- guaranteed 3HKO
 

EV

Banned deucer.
Overview
  • This looks good
  • Maybe something about checking Hoopa-U?
Set - Major Key (bad name imo)

Moves
  • I know Spikes support the team, but I still think you should mention why. ("by chipping away at the team's HP")
  • Foul Play doesn't take into account Huge Power, so it's not really a good reason to use if Diggersby is a problem. I wouldn't mention it.
Usage Tips
  • "Save Klefki for later in the match" contradicts the Spike stacking you advocate elsewhere. Klefki should be played throughout the match imo, spreading Spikes and paralysis as often as possible. It's dead weight later when those things aren't as important because it's not going to be able to take down certain sweepers (Thundurus).
Other Options
  • Charm? It's like a psuedo prankster Wisp.
Checks and Counters
  • I doubt Rotom-H OHKOs uninvested
  • No mention of the Zone? Ignores Twave. Laughs at Flash Cannon. All Klefki can do is throw out Spikes before it goes down.
Implementirino and QC 2/3
 
Last edited:

Scyther NO Swiping

Washed up former great
is a Battle Simulator Moderator Alumnus
This looks great! I'll go ahead and give QC 3/3. The only minor suggestion is that maybe in team options you add teammates that can run volt-turn because Klefiki appreciates being brought in on a slow U-turn so it doesn't have to worry about taking an EQ, so maybe Lando-T or Rotom W or H would be good. But that's just a minor suggestion. Everything else looks amazing!!!
 

Empress

Warning: may contain traces of nuts
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Add Remove Comment
[OVERVIEW]

Klefki's excellent typing allows it to check a myriad of top-(AH)tier threats such as Kyurem-Black, Hoopa-Unbound, Weavile, and Latios. While Klefki takes advantage of forces these Pokemon being forced out, it is able to reliably set up Spikes for offensive teams to help support its partners (redundant imo). Thunder Wave is one of Klefki's biggest assets, as and many offensive teams love having a priority Thunder Wave user to cripple fast threats such as Weavile, Seprerior Serperior, and boosted Mega Scizor, (AC) which otherwise threaten to sweep after being boosted setting up. Klefki's overall is very unpredictable as well, as it can pick from two coverage moves to limit its counters, and it has the ability to run wonderful utility moves such as Magnet Rise, Moonlight, and King's Shield. Prankster is one of the best abilities in the game, and Klefki has the perfect movepool to abuse utilize it. Although However, although Thunder Wave is a great move, many Pokemon, such as Landorus-T, Thundurus, and Diggersby, are immune to it, thus leaving Klefki as a setup fodder for these Pokemon. Klefki is also very weak to Ground-type moves in return, and although this can be mitigated with Magnet Rise, it takes a turn to use, (AC) and it's Klefki is unable to switch into Ground-types otherwise. Klefki has a large movepool, but it often can't accomplish everything it wants to due to its massive struggle inability to fit everything it wants into one set. Finally, Klefki has absolutely no offensive presence, (AC) which leaves it unable to threaten set(remove space)up sweepers immune to Thunder Wave.

[SET]
name: Major Key
move 1: Spikes
move 2: Thunder Wave
move 3: Magnet Rise / Moonlight / King's Shield
move 4: Flash Cannon
item: Leftovers
ability: Prankster
nature: Calm
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]
Moves
========

Spikes is Klefki's greatest asset and is a great form of support for its team because it chips away at the opponent's foe's health. Thunder Wave is also very important because it cripples faster Pokemon to help its Klefki's slower teammates. The third slot is very team dependent and all are viable options. Magnet Rise is particularly useful to avoid Ground-type attacks from Landorus-T, (AC) which would otherwise hit Klefki for super effective damage. Meanwhile, (AC) Moonlight provides Klefki with a form of recovery outside of Leftovers, (AC) which allows Klefki to repeatedly set up Spikes and spread Thunder Wave throughout a match. King's Shield is a nice way to scare away physical attackers such as Terrakion. Flash Cannon is really useful to hit Mega Diancie, which can otherwise can come in on any move Klefki throws out thanks to Magic Bounce and beat it. However, Moonblast holds merit for being able to hit Mega Sableye for the same reason, though it requires Special Attack investment to actually overwhelm Mega Sableye.

Set Details
========

Leftovers is Klefki's only form of recovery bar Moonlight, and the two in combination together (redundant) make Klefki hard to take down. If Moonlight is being run, however, Klefki can run Rocky Helmet to punish and wear down physical attackers. Shed Shell is another viable option to be able to switch out of Magnezone's Magnet Pull; however, if the opponent does not have Magnezone, then Klefki has effectively wasted its item slot. Maximum Special Defense investment is preferred over full Defense investment to take on Thundurus, Gengar, and Keldeo a lot better than it Klefkiwould with a physically defensive spread. However, if these threats are covered and your team desperately needs a physical wall, then Klefki can run a spread of 252 HP / 252 Def / 4 SpD with a Bold nature. Magician should never be run, and Prankster is the Klefki's only viable ability, granting that is viable for Klefki to give it priority on most of its attacks status moves.

Usage Tips
========

Klefki should never directly switch into a Ground-type attack directly; instead, it should be brought in with pivoting and then catch the opponent foe (I think you're referring to the opposing Pokemon and not the opposing player, but I'm not 100% sure) off guard with Magnet Rise. Spikes is best used on predicted switches, but not it shouldn't be used in many other situations because it can leave Klefki vulnerable. Thunder Wave should be used often, as there really isn't much of a drawback to using it, (AC) and Ground-types can be caught off guard with Magnet Rise if they do potentially come in. Because Klefki's bulk is somewhat average, it should avoid switching directly into powerful attacks, (AC) since it just can't take the hits. However, resisted attacks are easy to switch into because of Klefki's numerous resistances. Save Klefki for late in the match to cripple a set(remove space)up sweeper that could potentially break through your team. Sacrificing Klefki in these situations is the way to go, as you're losing one Pokemon versus as opposed to your entire team being lost.

Team Options
========

Flying-types such as Tornadus-T, Landorus-T, and Thundurus all appreciate the Spikes support that Klefki provides to enable them to wear down the opponent opposing team quicker, and they share good type synergy with Klefki. Pokemon that can prevent Rapid Spin or Defog from being used, such as Gengar and Bisharp, are great partners for Klefki. These Klefki; these two Pokemon in particular thrive off of the Spikes that Klefki can set to break down the opposing team. A lure set on Thundurus that utilizes Defiant could also be used to catch the opponent (opposing player or opposing Pokemon/team?) off guard. However, the aforementioned Gengar can't block Scrappy Rapid Spin, so simple Fighting-type partners such as Terrakion are good to pressure the opponent's spinner and prevent them from having an opportunity turn to Rapid Spin use the move. Slower offensive Pokemon, such as Azumarill, Choice Specs Heatran, and Mega Charizard Y, are great partners because they appreciate Thunder Wave slowing the opponent opposing team down and appreciate the Spikes being laid. (You mention this in the next sentence, and I'm not sure the categories are different enough where two mentions are needed.) In general, powerful offensive Pokemon like Weavile and Hoopa-U can really put in work against the opposing team, (AC) as Spikes wears them foes down. Set(remove space)up sweepers, namely Shift Gear Mega Scizor, can simply stomp opposing teams once they've been worn down by Spikes.

[STRATEGY COMMENTS]
Other Options
=============

Toxic is a viable option to hit and wither whittle down Mega Slowbro, (AC) which would otherwise wall Klefki entirely and use it as set up bait. Toxic wears a lot of defensive Pokemon down in general, but using it over Thunder Wave is really risky and gives up a key point to Klefki's success. Iron Head can be used over Flash Cannon to fish for ParaFlinch make the foe flinch, which can prove very annoying in combination with Thunder Wave, but it's really weak because of the majority of the metagame featuring physical defense favoring Defense over special defense Special Defense. An example of this is Landorus-T making Iron Head weaker through Intimidate. Charm acts as a Will-O-Wisp of sorts, but it's hard to fit into most of Klefki's sets. Fairy Lock is an interesting option to use alongside a set(remove space)up sweeper to prevent a switch the turn after Klefki passes (You need a clearer verb here). Dual screens with Thunder Wave could potentially be pulled off, but STABmons is too offensive for the set to be used consistently. And Moreover, even when it is put up, Fake Out is so common that these turns of increased defenses doesn't last as long as one would like them to.

Checks and Counters
===================

**Fire-types**: Fire-types such as Charizard (which one?) and Heatran OHKO Klefki with Blue Flare and resist Klefki's attacking moves..(remove extra period) Rotom-Heat cannot OHKO Klefki, but it is immune to Spikes and Thunder Wave, (RC) and doesn't care about Klefki's attacks.

**Ground-types**: Even with Magnet Rise, Klefki can't do much to Ground-types. Without Magnet Rise, Klefki is forced out by most Ground-types. In specific Specifically, Excadrill and Gliscor don't care about Klefki's attacks in general at all, and Excadrill can even threaten Klefki with Meteor Mash when Magnet Rise is set. Landorus-T and Hippowdon cannot hit Klefki during Magnet Rise, but Klefki also cannot do anything to them in return.

**Magic Bounce Users**: Mega Sableye takes heavy damage from Moonblast, and Mega Diancie is OHKOed by Flash Cannon, but both of them can switch on any other attack move and make Klefki regret using its own attacks moves. However Moreover, Klefki will always be countered by one or the other since because it cannot run both Moonblast and Flash Cannon.

**Offensive Pressure**: Powerful attacks from Pokemon such as like Terrakion, Keldeo, and Mega Scizor spell doom for Klefki because it doesn't have the overall bulk to take these attacks. However, all of these Pokemon have to be worry about being paralyzed with Thunder Wave.

**Water-types**: Mega Slowbro and Suicune in particular hard counter Klefki. Thunder Wave doesn't bother either of them, and they're both able to use Klefki as set(remove space)up fodders. None Additionally, none of Klefki's attacks are threatening enough to either of these Pokemon. However, they have to be careful of the uncommon Toxic, (AC) which does catches them off guard and heavily cripples them.

**Magnezone**: Unless Klefki carries Shed Shell, Magnezone is able to trap Klefki and wither whittle it away down with Thunderbolt. In return, Klefki is left with nothing else to do but set up Spikes until it is eventually KOed. None of Klefki's attacks threaten Magnezone, so it's a relatively safe way to prevent Klefki from doing much.
GP 1/2
 
Last edited:

P Squared

a great unrecorded history
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unfixable would be a funny name for a cat
GP 2/2
[OVERVIEW]

Klefki's excellent typing allows it to check a myriad of top-tier threats such as Kyurem-B, Hoopa-U, Weavile, and Latios. While Klefki forces these Pokemon out, it is able to reliably set up Spikes for offensive teams. Thunder Wave is one of Klefki's biggest assets, as many offensive teams love having a priority Thunder Wave user to cripple fast threats such as Weavile, Serperior, and boosted Mega Scizor, which otherwise threaten to sweep after setting up. Klefki is very unpredictable as well, as it can pick from two coverage moves to limit its counters, and it has the ability to run wonderful utility moves such as Magnet Rise, Moonlight, and King's Shield. Prankster is one of the best abilities in the game, and Klefki has the perfect movepool to utilize it. However, although Thunder Wave is a great move, many Pokemon, such as Landorus-T, Thundurus, and Diggersby, are immune to it, thus leaving Klefki as setup fodder for these Pokemon. Klefki is also very weak to Ground-type moves, and although this can be mitigated with Magnet Rise, it takes a turn to use, and Klefki is unable to switch into Ground-types otherwise. Klefki has a large movepool, but it often can't accomplish everything it wants to due to its inability to fit everything it wants into one set. Finally, Klefki has absolutely no offensive presence, which leaves it unable to threaten setup sweepers immune to Thunder Wave.

[SET]
name: Major Key
move 1: Spikes
move 2: Thunder Wave
move 3: Magnet Rise / Moonlight / King's Shield
move 4: Flash Cannon
item: Leftovers
ability: Prankster
nature: Calm
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]
Moves
========

Spikes is Klefki's greatest asset and is a great form of support for its team because it chips away at the foe's health. Thunder Wave is also very important because it cripples faster Pokemon to help Klefki's slower teammates. The third slot is very team dependent. Magnet Rise is particularly useful to avoid Ground-type attacks from Landorus-T, which would otherwise hit Klefki for super effective damage. Meanwhile, Moonlight provides Klefki with a form of recovery outside of Leftovers, which allows Klefki to repeatedly set up Spikes and spread Thunder Wave throughout a match. King's Shield is a nice way to scare away physical attackers such as Terrakion. Flash Cannon is really useful to hit Mega Diancie, which can otherwise come in on any move Klefki throws out thanks to Magic Bounce and beat it. However, Moonblast holds merit for being able to hit Mega Sableye for the same reason, though it requires Special Attack investment to actually overwhelm Mega Sableye.

Set Details
========

Leftovers is Klefki's only form of recovery bar Moonlight, and the two in combination make Klefki hard to take down. If Moonlight is being run, however, Klefki can run Rocky Helmet to punish and wear down physical attackers. Shed Shell is another viable option to be able to switch out of Magnezone's Magnet Pull; however, if the opponent does not have Magnezone, then Klefki has effectively wasted its item slot. Maximum Special Defense investment is preferred over full Defense investment to take on Thundurus, Gengar, and Keldeo a lot better than Klefki would with a physically defensive spread. However, if these threats are covered and your team desperately needs a physical wall, then Klefki can run a spread of 252 HP / 252 Def / 4 SpD with a Bold nature. Prankster is Klefki's only viable ability, granting it priority on its status moves.

Usage Tips
========

Klefki should never directly switch into a Ground-type attack; instead, it should be brought in with pivoting and then catch the foe off guard with Magnet Rise. Spikes is best used on predicted switches, but it shouldn't be used in many other situations because it can leave Klefki vulnerable. Thunder Wave should be used often, as there really isn't much of a drawback to using it, and Ground-types can be caught off guard with Magnet Rise if they do potentially come in. Because Klefki's bulk is somewhat average, it should avoid switching directly into powerful attacks; (ASC) it just can't take the hits. However, resisted attacks are easy to switch into because of Klefki's numerous resistances. Save Klefki for late in the match to cripple a setup sweeper that could potentially break through your team. Sacrificing Klefki in these situations is the way to go, as you're losing one Pokemon as opposed to your entire team.

Team Options
========

Flying-types such as Tornadus-T, Landorus-T, and Thundurus all appreciate the Spikes support that Klefki provides to enable them to wear down the opposing team quicker, and they share good type synergy with Klefki. Pokemon that can prevent Rapid Spin or Defog from being used, such as Gengar and Bisharp, are great partners for Klefki; these two Pokemon in particular thrive off of the Spikes that Klefki can set to break down the opposing team. A lure set on Thundurus that utilizes Defiant could also be used to catch the foe off guard. However, Gengar can't block Scrappy Rapid Spin, so simple Fighting-type partners such as Terrakion are good to pressure the opponent's spinner and prevent them from having an opportunity to use the move. Slower offensive Pokemon, such as Azumarill, Choice Specs Heatran, and Mega Charizard Y, are great partners because they appreciate Thunder Wave slowing the opposing team down. (AP) In general, powerful offensive Pokemon like Weavile and Hoopa-U can really put in work against the opposing team, as Spikes wears foes down. Setup sweepers, namely Shift Gear Mega Scizor, can simply stomp opposing teams once they've been worn down by Spikes.

[STRATEGY COMMENTS]
Other Options
=============

Toxic is a viable option to hit and whittle down Mega Slowbro, which would otherwise wall Klefki entirely and use it as setup bait. Toxic wears a lot of defensive Pokemon down in general, but using it over Thunder Wave is really risky and gives up a key point to Klefki's success. Iron Head can be used over Flash Cannon to make the foe flinch, which can prove very annoying in combination with Thunder Wave, but it's really weak because of the majority of the metagame favoring Defense over Special Defense. An example of this is Landorus-T making Iron Head weaker through Intimidate. Charm acts as a Will-O-Wisp of sorts, but it's hard to fit into most of Klefki's sets. Fairy Lock is an interesting option to use alongside a setup sweeper to prevent a switch the turn after Klefki is KOed. Dual screens with Thunder Wave could potentially be pulled off, but STABmons is too offensive for the set to be used consistently. Moreover, even when it is put up, Fake Out is so common that these increased defenses don't last as long as one would like them to.

Checks and Counters
===================

**Fire-types**: Fire-types such as both Mega Charizard formes and Heatran OHKO Klefki with Blue Flare and resist Klefki's attacking moves. Rotom-H cannot OHKO Klefki, but it is immune to Spikes and Thunder Wave and doesn't care about Klefki's attacks.

**Ground-types**: Even with Magnet Rise, Klefki can't do much to Ground-types. Without Magnet Rise, Klefki is forced out by most Ground-types. Specifically, Excadrill and Gliscor don't care about Klefki's attacks at all, and Excadrill can even threaten Klefki with Meteor Mash when Magnet Rise is set. Landorus-T and Hippowdon cannot hit Klefki during Magnet Rise, but Klefki also cannot do anything to them in return.

**Magic Bounce Users**: Mega Sableye takes heavy damage from Moonblast, and Mega Diancie is OHKOed by Flash Cannon, but both of them can switch on any other move and make Klefki regret using its own moves. Moreover, Klefki will always be countered by one or the other because it cannot run both Moonblast and Flash Cannon.

**Offensive Pressure**: Powerful attacks from Pokemon like Terrakion, Keldeo, and Mega Scizor spell doom for Klefki because it doesn't have the overall bulk to take these attacks. However, all of these Pokemon have to worry about being paralyzed with Thunder Wave.

**Water-types**: Mega Slowbro and Suicune in particular hard counter Klefki. Thunder Wave doesn't bother either of them, and they're both able to use Klefki as setup fodder. Additionally, none of Klefki's attacks are threatening enough to either of these Pokemon. However, they have to be careful of the uncommon Toxic, which catches them off guard and heavily cripples them.

**Magnezone**: Unless Klefki carries Shed Shell, Magnezone is able to trap Klefki and whittle it down with Thunderbolt. In return, Klefki is left with nothing else to do but set up Spikes until it is eventually KOed. None of Klefki's attacks threaten Magnezone, so it's a relatively safe way to prevent Klefki from doing much.
 
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