[OVERVIEW]
[SET]
name: Standard Support
move 1: Thunder Wave
move 2: Safeguard
move 2: Swagger
move 4: Foul Play
item: Leftovers / Mental Herb
ability: Prankster
nature: Bold
evs: 252 HP / 84 Def / 172 SpD
name: Dual Screens
move 1: Reflect
move 2: Light Screen
move 3: Safeguard
move 4: Foul Play / Thunder Wave / Swagger
item: Light Clay
ability: Prankster
nature: Impish
evs: 252 HP / 124 Def / 132 SpD
Moves
========
Safeguard prevents status
Reflect increases your teams defense for 8 turns thanks to light clay
Light screen increases your teams special defense for 8 turns thanks to light clay
Filler. Foul play is so you have some attacking move if you're afraid of Thundurus, Thunder wave for speed control, Swagger for general annoyance and its basically the best move in the game ;)
Set Details
========
Survives adamant scarf earthquake from Landorus-Therian
Survives timid life orb earth power from Landorus-Incarnate
Survives bulky mega Charizard Y's heat wave in the sun after light screen
Survives heat wave and earth power from lefties max SpA heatran
The list goes on...
Usage Tips
========
Klefki is usually a great lead
Don't sack too early
Don't rely on Swagger / Thunder wave to win you games
Don't setup safeguard for no reason
Be careful around other prankster users
Team Options
========
Mega Kangaskhan - Offers fake out support forcing some turn one protects or switches
Gyarados - Dragon dance waterfall / ice fang takes care of a lot of Klefki's threats
Mega Salamence - Offers intimidate support and takes care of klefki's only type weaknesses
Wide guard - Prevents rock slide from flinching you, prevents heat waves, prevents earthquakes
[STRATEGY COMMENTS]
Other Options
=============
Checks and Counters
===================
**Fire types**: Gives Klefki lots of problems, Charizard Y and Rotom-H gets special mentions because Charizard Y guaranteed 1HKO's Klefki with Overheat and Rotom-H is immune to Thunder Wave.
**Ground Types**: Ground types are immune to thunder wave
**Taunt Users**: Anything that learns taunt hinders Klefki from doing it's job. Specifically prankster taunt users such as Thundurus, Sableye, etc because they can taunt you before you can even try and set up.
- Below average stats for a support Pokemon, but it's positive defensive typing makes up for that due to it resisting so many other types and it only being weak to Fire and Ground
- Viable prankster abuser
- Klefki has such a diverse movepool so it can be ran many different ways. The set i will be talking about will be it's dual screens set.
[SET]
name: Standard Support
move 1: Thunder Wave
move 2: Safeguard
move 2: Swagger
move 4: Foul Play
item: Leftovers / Mental Herb
ability: Prankster
nature: Bold
evs: 252 HP / 84 Def / 172 SpD
name: Dual Screens
move 1: Reflect
move 2: Light Screen
move 3: Safeguard
move 4: Foul Play / Thunder Wave / Swagger
item: Light Clay
ability: Prankster
nature: Impish
evs: 252 HP / 124 Def / 132 SpD
Moves
========
Safeguard prevents status
Reflect increases your teams defense for 8 turns thanks to light clay
Light screen increases your teams special defense for 8 turns thanks to light clay
Filler. Foul play is so you have some attacking move if you're afraid of Thundurus, Thunder wave for speed control, Swagger for general annoyance and its basically the best move in the game ;)
Set Details
========
Survives adamant scarf earthquake from Landorus-Therian
Survives timid life orb earth power from Landorus-Incarnate
Survives bulky mega Charizard Y's heat wave in the sun after light screen
Survives heat wave and earth power from lefties max SpA heatran
The list goes on...
Usage Tips
========
Klefki is usually a great lead
Don't sack too early
Don't rely on Swagger / Thunder wave to win you games
Don't setup safeguard for no reason
Be careful around other prankster users
Team Options
========
Mega Kangaskhan - Offers fake out support forcing some turn one protects or switches
Gyarados - Dragon dance waterfall / ice fang takes care of a lot of Klefki's threats
Mega Salamence - Offers intimidate support and takes care of klefki's only type weaknesses
Wide guard - Prevents rock slide from flinching you, prevents heat waves, prevents earthquakes
[STRATEGY COMMENTS]
Other Options
=============
- Protect and Substitute are options to keep Klefki on the field longer.
- Magnet Rise accomplishes the same by preventing exclusively Ground-type attacks from damaging Klefki; completely walling common Choice-locked attackers like Landorus-T.
- Rain Dance and Sunny Day help their respective weather teams maintain control. As a Steel-type, Klefki has slightly better synergy with the former as it reduces the damage of Fire-type attacks.
- Dazzling Gleam and Flash Cannon are alternatives for Foul Play if you need their respective coverage.
- Switcheroo can be used in combination with a hindering item like Lagging Tail.
Checks and Counters
===================
**Fire types**: Gives Klefki lots of problems, Charizard Y and Rotom-H gets special mentions because Charizard Y guaranteed 1HKO's Klefki with Overheat and Rotom-H is immune to Thunder Wave.
**Ground Types**: Ground types are immune to thunder wave
**Taunt Users**: Anything that learns taunt hinders Klefki from doing it's job. Specifically prankster taunt users such as Thundurus, Sableye, etc because they can taunt you before you can even try and set up.
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