Ubers Klefki

Felixx

I'm back.
[OVERVIEW]

* Access to Prankster and Spikes allows Klefki to stack entry hazards throughout a match, while Thunder Wave allows it to cripple fast offensive threats like Ultra Necrozma and Geomancy Xerneas before they're able to knock it out. This allows teammates to revenge kill them much more easily.
* Priority on status moves also means Klefki can be hard to take advantage of by most setup sweepers, as statused offensive threats will become crippled for the rest of the match without a cleric.
* Despite below-average defensive stats, Klefki is still able to soft check certain offensive threats in Ubers such as Yveltal, Arceus-Fairy, and Deoxys-A.
* However, Klefki's lack of recovery means it will get worn down both quickly and easily, providing very little to a defensive backbone. This means it is mostly restricted to teams that rely on keeping up offensive pressure and enjoy its hazard stacking capabilities.
* Klefki is forced out by numerous offensive Pokemon that can exploit its weaknesses to Fire- and Ground-types, such as Primal Groudon, Arceus-Ground, and Ho-Oh, and strong neutral hits from the likes of Primal Kyogre and Marshadow will break past it as well.
* Most importantly of all, Klefki faces competition from other Spikes setters such as Ferrothorn, Skarmory, Deoxys-S, and Cloyster. Ferrothorn handles more support Arceus formes and Primal Kyogre and has better longevity as it keeps itself healthy with Leech Seed, while Skarmory is a durable Spikes setter and physically defensive wall on bulkier teams. Deoxys-S and Cloyster are both reliable suicide leads; Deoxys-S can prevent opposing hazards or Defog using Taunt, while Cloyster can pick between Spikes or Toxic Spikes and remove opposing hazards with Rapid Spin.
* Klefki also shares its Steel / Fairy typing with an Ubers staple in Magearna, which has better bulk, is less passive, has access to Heal Bell, and can pivot using Volt Switch. Magearna's overall consistency as a better Xerneas and Yveltal check makes Klefki less desirable on some teams.
* Klefki fits best on offensive teams, where it can successfully support sweepers and wallbreakers such as Primal Groudon and Dragon Dance Zygarde-C.

[SET]
name: Spikes Support
move 1: Spikes
move 2: Play Rough
move 3: Thunder Wave
move 4: Toxic
item: Leftovers
ability: Prankster
nature: Careful
evs: 252 HP / 4 Def / 252 SpD

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

* Spikes allow Klefki to chip down the grounded members of the opposing team, racking up damage for teammates.
* Play Rough lets Klefki actually beat or at least weaken Yveltal, as Life Orb and Choice Specs variants tend to overpower Klefki in the long run. It also gives Klefki a way to chip Magic Bounce users.
* Thunder Wave is an emergency stop to fast offensive threats such as Double Dance Necrozma-DM, Ultra Necrozma, and Geomancy Xerneas.
* Toxic hits Ground-types and Defoggers such as Primal Groudon, Arceus-Ground, and Ho-Oh, putting them on a timer.

Set Details
========

* Maximum HP and Special Defense EVs and a Careful nature help Klefki handle special attackers as effectively as possible.
* Leftovers gives Klefki passive recovery to attempt to heal off chip damage.
* Prankster is what gives Klefki its niche in the tier.

Usage Tips
========

* Pivot Klefki into resisted attacks from Pokemon such as Magearna and Arceus-Fairy; from there, begin stacking Spikes or spreading status to soften the opposing team.
* If weakening grounded offensive threats such as Primal Groudon and Primal Kyogre is important, prioritize setting up Spikes to limit their wallbreaking potential, especially if they lack recovery. Use Toxic on bulkier pivots with recovery such as Arceus-Ground and Ho-Oh as they come in so teammates can break past them more easily. Certain Speed-boosting threats such as Ultra Necrozma and Geomancy Xerneas should be hit with Thunder Wave, slowing them down for revenge killers.
* If your opponent has Defoggers that are vulnerable to status, such as Arceus-Ground and Ho-Oh, attempt to cripple them so they can be dealt with by teammates.
* When faced against deadly setup sweepers such as Rock Polish Primal Groudon, Double Dance Necrozma-DM, and Geomancy Xerneas, it can be important to sacrifice Klefki to status them in order to stop them from blowing holes into your team.
* In certain matchups, use Klefki sparingly, as keeping it alive to use Thunder Wave on a big threat to your team can be important to gaining the edge in a match.
* Conversely, if no other good switch-ins exist, pivot Klefki into strong wallbreakers such as offensive Yveltal and Deoxys-A to prevent them from heavily damaging teammates. When up against Life Orb or Choice Specs Yveltal, decide whether to prioritize Spikes or try to weaken it with Play Rough, as teammates might struggle to handle a healthy Yveltal, although this could lead to a loss of momentum if they switch Yveltal out.
* Take note that Prankster-boosted status moves don't affect Dark-types and grounded Pokemon in Psychic Terrain.

Team Options
========

* Stealth Rock + Swords Dance Primal Groudon and Klefki form a formidable entry hazard stacking core, as this Primal Groudon set can put up Stealth Rock against Ho-Oh and pick off paralyzed threats such as Ultra Necrozma and Xerneas, while Klefki helps Groudon's matchup versus certain Defoggers such as Giratina-O and Lugia.
* Sweepers such as Extreme Killer Arceus and Necrozma-DM take advantage of Spikes and status crippling their checks such as Zygarde-C and support Arceus formes. Choice Scarf Yveltal and Xerneas provide additional insurance against faster foes, can check Marshadow, and are able to clean the opposing team more comfortably with Klefki's support. Xerneas also helps Klefki by being an additional check to opposing Yveltal, especially bulkier variants.
* Marshadow greatly benefits from Klefki's Spikes stacking, as support Arceus formes hit neutrally by Life Orb Close Combat are guaranteed to be 2HKOed after a single layer of Spikes. Z-Move variants also work well with Klefki, as +1 Soul-Stealing 7-Star Strike OHKOes maximum HP support Arceus formes, including Arceus-Fairy, when met with the same conditions.
* Mega Salamence is an exceptional partner, as it can handle Ho-Oh and circumvent burns with Facade or Refresh sets. Klefki's Spikes also helps Mega Salamence by chipping support Arceus formes, Zygarde-C, and Necrozma-DM into range of its attacks.
* Mega Gengar and Giratina-O form a Hex spam core with Klefki, spreading status and allowing the Ghost-types to break down defensive cores. Additionally, Giratina-O can switch into Fire- and Ground-type attacks for Klefki.
* Dragon Dance Zygarde-C enjoys support Arceus formes, Necrozma-DM, and Giratina-O being paralyzed or badly poisoned, as it can find setup opportunities on a full paralysis or let Toxic damage rack up by using Substitute and Protect. Dragon Tail on Zygarde-C also helps rack up Spikes damage on all support Arceus formes barring Arceus-Fairy.
* Offensive variants of Arceus-Ground and Arceus-Fairy pair well with Klefki defensively while keeping up offensive pressure, and both are able to handle Zygarde-C. Arceus-Ground also handles certain Primal Groudon sets, while Arceus-Fairy more easily handles Yveltal.

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

* Dazzling Gleam is an alternative STAB move that hits Mega Salamence and Mega Sableye harder, although Play Rough does more damage versus Yveltal and Mega Diancie, especially since they frequently run negative-Defense natures on mixed sets. A Calm nature should be used instead if opting for Dazzling Gleam.
* Foul Play can be used over Play Rough, as it gives Klefki a more direct way of punishing Necrozma-DM and Swords Dance Primal Groudon, but this weakens its matchup versus Magic Bounce users and Yveltal.
* Swagger, although luck-based, allows Klefki to annoy its targets by causing Confusion, and this combined with Thunder Wave makes the target easier to take advantage of and lessens their ability to handle your own offensive threats. It also pairs well with Marshadow, which can run Swagger itself, but most importantly, Spectral Thief will steal the foe's Attack boosts before attacking and can thus force switches.
* Magic Coat lets Klefki bounce back entry hazards versus Deoxys-S and Ferrothorn, although it struggles to find a moveslot for it.
* A dual screens lead set lets Klefki support teammates with easier setup opportunities, although it is outclassed in this already niche role by Deoxys-S and Tapu Koko.

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

**Ho-Oh**: Ho-Oh is able to easily come in on Klefki and threaten it with Sacred Fire or Defog away its entry hazards. Regenerator also means that Toxic doesn't wear it down too much.

**Ground-types**: Although they all get crippled by Toxic, Primal Groudon, Arceus-Ground, and Zygarde-C beat Klefki one-on-one and are immune to Thunder Wave. Arceus-Ground can remove Klefki's hazards, while Zygarde-C can circumvent Toxic using Substitute or Rest.

**Magic Bounce Users**: Magic Bounce users bounce back Klefki's status moves and prevent it from stacking Spikes, forcing it to hit them with Play Rough as they switch in and limiting what it can do in a match. Mega Sableye can burn Klefki or PP stall its attacks, while Mega Diancie hits Klefki hard with Earth Power or Explosion. However, Mega Sableye can get chipped by Stealth Rock set by offensive hazard setters and get 2HKOed, while Mega Diancie has no form of recovery.

**Dark-types**: Arceus-Dark is immune to Klefki's status moves, heals off Play Rough's damage with Recover, and can Defog away its hazards or start setting up using Calm Mind. Offensive Yveltal sets can break Klefki with repeated attacks, while bulkier Yveltal sets can Taunt Klefki or Defog its hazards.

**Steel-types**: Ferrothorn, Necrozma-DM, and Dialga take very little from Play Rough and are able to either set up Stealth Rock or hit Klefki with strong attacks. Necrozma-DM heavily dislikes Foul Play, however.

**Shadow Tag Users**: Mega Gengar can trap and dispose of Klefki with Will-O-Wisp + Hex, but it dislikes coming in on Foul Play and getting hit by Thunder Wave. Gothitelle and Gothorita can PP stall Klefki, and once it runs out of PP, a Defogger can be brought out safely to remove its hazards.


[CREDITS]
- Written by: [[Felixx, 401973]]
- Quality checked by: [[DMDW, 434601], [Nayrz, 212134], [Cynara, 224455]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [Fireflame479, 231476]]
 
Last edited:
carves it a small niche
We don't like this wording as well as a few other GPers, just a food for thought.
while Thunder Wave allows it to cripple fast offensive threats like Ultra Necrozma and Geomancy Xerneas.
I'd emphasize on the fact that this is possible before Klefki goes down. Pokemon with Thunder Wave can 'technically' paralyze Ultra Necrozma and Geomancy Xerneas, its just that they have to live a hit beforehand.

If you are willing to, touch a bit more on Prankster Thunder Wave or Prankster-boosted status in general. This makes it almost impossible to take advantage of Klefki for free. This means setting up on it will take a toll on Toxic being a timer and Paralysis being an annoyance and Mega Gengar becoming crippled for the rest of the game after trapping Klefki without cleric.
Ferrothorn handles more support Arceus-forms
This is true, but Klefki also handles a few support Arceus formes so I'll extend this to Ferrothorn handling bigger pool of Pokemon. Maybe include other examples like Primal Kyogre and add Ferrothorn has a better longevity?

move 1: Spikes
move 2: Dazzling Gleam / Foul Play
move 3: Thunder Wave
move 4: Toxic
A minor touch here: I'd go Play Rough on move 2, it does slightly more damage to Yveltal so it is going to help in a 1v1 that Klefki barely wins from full HP. Play Rough will also do more damage to Mega Diancie than Dazzling Gleam will...

I'd drop Foul Play to moves; keep the mention but don't slash it because at worst having a chance to force out Magic Bounce isn't something Klefki want to give up on; at that point it would have even less differentiable factor when compared with other Spikes users.
begin stacking Spikes or spreading status to soften the opposing team.
When would Spikes or statusbe necessary? Are important Pokemon from the opposing team mostly grounded? Which status will be more of an annoyance to other Pokemon? Readers will probably be left with these questions after this bullet point.

Somewhere in Usage Tips, you can talk about when to use Klefki for its utility and when to use it for a little defensive presence it has. I believe it is very unlikely that it will effectively do both so when it comes to utility vs. switching into attacks one of the option's importance will outweigh the other's. I'd cover this specifically in a bullet.

Team Options can talk about dealing with Defog Ho-Oh in general; I believe this is by far one of the worst MU issues that Klefki can have; SD + SR Pdon is mentioned so you can maybe just add being a good SR user against Ho-Oh is appreciated.
Wallbreakers such as Marshadow and Mega Salamence take advantage of Spikes and status crippling their checks
"their checks" remain in a mystery

Choice Scarf Yveltal and Xerneas are also able to clean the opposing team more comfortably with Klefki's support.
Threatening Defog users like Giratina-O can also help keeping the pressure.
Magic Coat lets Klefki bounce back hazards versus Deoxys-S and Ferrothorn, it can also be used against Primal Groudon and Necrozma-DM when Klefki is no longer useful in the match to prevent Stealth Rock from going up.
These Pokemon can be a variant using SR + Set up so not entirely sure if using Magic Coat on their face is a good decision...

Regarding Checks and Counters:
The ordering for Checks and Counters I would like to see goes:

* Ho-Oh
* Ground-types
* Magic Bounce
* Dark-types
* Steel-types
* Shadow Tag

Ho-Oh is one of the most obnoxious foes for Klefki to deal with because it doesn't mind Toxic as much due to Regenerator, Defogs Spikes, and threatens back with Sacred Fire. This means Defog variants can limit a lot about what Klefki can do.

Make a separate bullet about Ground-types instead of just putting pdon with Ho-Oh and making Arceus-Ground a separate bullet. Ho-Oh differentiates itself with other offensive checks to Klefki with what I just talked about and other Ground-types are kinda same with their ability to offensively check Klefki but being vulnerable to Toxic, which they will likely hit by before they get to hit Klefki.

Magic Bounce might deserve a separate bullet due to how it invalidates 3 moves from Klefki and forces it to rely on weak attack. Might be worth noting that most Mega Sableye avoids 2HKO from Play Rough (note that setting SR against Mega Sableye is entirely possible in this tier and a Stealth Rock chip will bring it down to 2HKO range) and Mega Diancie exists as well.

Dark-types are what Klefki is usually pivoting into and Klefki beats Yveltal one on one from full HP with Play Rough... the only Dark-type it struggles with is Arceus-Dark that doesn't care about attacks.

The last point is simple. Mega Gengar should resort getting paralyzed but it can easily remove Klefki lacking Foul Play while goth family do their things.
Merry Christmas - implement these and let me know (I need a time to possible get a new stamp)
 
Thunder Wave allows it to cripple fast offensive threats like Ultra Necrozma and Geomancy Xerneas before they're able to knock it out.
So that other teammates can revenge kill them easier.

Specify a bit more on Usage Tips about when can a healthy Klefki's defensive presence can be useful.


More of a GP-related matter but there are some mistakes like Ho-oh (that should be Ho-Oh) and Will-o-Wisp (that should be Will-O-Wisp). Might wanna consider going through some unfamiliar words before the GP stage.


QC 1/3
 
I have a few issues with this analysis as it stands.

I'll start with the Overview: the most glaring issue is that it doesn't mention the competition with Magearna in any way, shape, or form. Magearna is one of the bigger reasons Klefki doesn't see much use as it stands because of the much better defensive aspects it has - bulk, cleric, damage, pivoting ability. Another reason would be the Prankster + Thunder Wave (paralysis) nerfs mean that even from an offensively checking perspective Klefki is worse off. Be careful how this is worded in the overview though - generational shifts are avoided for reasons i forget. Make sure there's a Magearna comparison at least.

* Klefki's Steel / Fairy typing in combination with its decent support movepool makes it a viable pick in the Ubers tier.
* Access to Prankster and Spikes allows Klefki to stack hazards throughout a match, while Thunder Wave allows it to cripple fast offensive threats like Ultra Necrozma and Geomancy Xerneas before they're able to knock it out. This allows teammates to revenge kill them much more easily.
I think the first line could be removed and it works out anyway. Alternatively, make it sound like less of an introductory line by going over the Magearna comparison or something. The actual things that made it viable were made note of in the second point, which doesn't make much sense.
* Klefki's lack of recovery means it get worn down both quickly and easily, providing very little to a defensive backbone.
* This means its mostly restricted to teams that rely on keeping up offensive pressure and enjoy its hazard stacking capabilities.
combine
* Most importantly of all, Klefki faces competition from other Spikes setters such as Ferrothorn and Deoxys-S (skarmory, cloyster?), as Ferrothorn handles more support Arceus-forms and Primal Kyogre, and has better longevity as it keeps itself healthy with Leech Seed, while Deoxys-S can prevent opposing hazards using Taunt. (no mention of taunting Defog? that's far more useful...) Make sure to keep this in mind when putting Klefki on any competitive team. (replace with another bullet with a quick viewpoint on what type of teams klefki is commonly seen on - hint: zygarde + friends)
* Play Rough helps Klefki handle Taunt Yveltal and gives it a way to chip Magic Bounce users.
right but for the wrong reasons. Play Rough is needed to trade with Yveltal - you are usually forced to attack it or else it will keep clicking Dark Pulse (LO/Specs) and Klefki will die first. It also can't keep this up for very long, because after Yveltal switches out it will win the next time Klefki switches into Dark Pulse. Being forced to attack is an easy loss of momentum as well. Split this information in both usage tips and here.

I think Gleam is better in OO considering its uses. Foul Play is a seriously risky option because everything that you would hit with it can just kill you, and then you completely throw away any hope at annoying Dark-types. Its great at punishing greedy Necrozma-DM/Ultra but its not that great vs SD Arceus-Ground/Groudon/DD Zygarde... so I'd say drop that to OO. Swagger should join it there btw.
* Pivot Klefki into resisted attacks from Pokemon such as Yveltal and Arceus-Fairy; from there, begin stacking Spikes or spreading status to soften the opposing team.
Avoid this as I went over earlier - stacking Spikes on Yveltal is a good way to lose the emergency paralysis Klefki comes with.
Certain speed-boosting threats such as Necrozma-DM and Mega Salamence should be Thunder Waved, slowing them down for revenge killers.
Bear in mind Klefki can't stop Necrozma-DM from boosting more... this is where the paralysis nerf is problematic. Geomancy Xerneas and Ultra Necrozma are the prime targets, not mons that can afford to boost their speed even more.
* A healthy Klefki will often affect your opponents plays; Choice Scarf Yveltal is more likely to click U-turn, Giratina-O is less likely to use a Dragon-type move, and Arceus-Fairy will double-switch out to keep up momentum. Use your opponents' predictions against them to gain the advantage in a match.
not a fan of this kinda line of thinking - its very linear and somewhat inaccurate because Giratina-O isnt exactly looking to spam Dragon moves, and Arceus-Fairy isnt immediately scared of Klefki... did you consider that it might be Earth Power? Calm Mind? Both? Too many assumptions are loaded into this bullet point.

I'll review the rest after I see how this feedback so far has been implemented.
 

Felixx

I'm back.
I have a few issues with this analysis as it stands.

I'll start with the Overview: the most glaring issue is that it doesn't mention the competition with Magearna in any way, shape, or form. Magearna is one of the bigger reasons Klefki doesn't see much use as it stands because of the much better defensive aspects it has - bulk, cleric, damage, pivoting ability. Another reason would be the Prankster + Thunder Wave (paralysis) nerfs mean that even from an offensively checking perspective Klefki is worse off. Be careful how this is worded in the overview though - generational shifts are avoided for reasons i forget. Make sure there's a Magearna comparison at least.


I think the first line could be removed and it works out anyway. Alternatively, make it sound like less of an introductory line by going over the Magearna comparison or something. The actual things that made it viable were made note of in the second point, which doesn't make much sense.

combine


right but for the wrong reasons. Play Rough is needed to trade with Yveltal - you are usually forced to attack it or else it will keep clicking Dark Pulse (LO/Specs) and Klefki will die first. It also can't keep this up for very long, because after Yveltal switches out it will win the next time Klefki switches into Dark Pulse. Being forced to attack is an easy loss of momentum as well. Split this information in both usage tips and here.

I think Gleam is better in OO considering its uses. Foul Play is a seriously risky option because everything that you would hit with it can just kill you, and then you completely throw away any hope at annoying Dark-types. Its great at punishing greedy Necrozma-DM/Ultra but its not that great vs SD Arceus-Ground/Groudon/DD Zygarde... so I'd say drop that to OO. Swagger should join it there btw.

Avoid this as I went over earlier - stacking Spikes on Yveltal is a good way to lose the emergency paralysis Klefki comes with.

Bear in mind Klefki can't stop Necrozma-DM from boosting more... this is where the paralysis nerf is problematic. Geomancy Xerneas and Ultra Necrozma are the prime targets, not mons that can afford to boost their speed even more.

not a fan of this kinda line of thinking - its very linear and somewhat inaccurate because Giratina-O isnt exactly looking to spam Dragon moves, and Arceus-Fairy isnt immediately scared of Klefki... did you consider that it might be Earth Power? Calm Mind? Both? Too many assumptions are loaded into this bullet point.

I'll review the rest after I see how this feedback so far has been implemented.
Implemented everything you said so you can take a look at this again
 
* A nerf to Prankster and Thunder Wave's accuracy, with paralysis now only halving the opponent's speed means that Klefki's defensive flaws are now much more noticeable.
After some reminding of why we avoid generation shifts this should be removed - apologies for the back and forth. The other changes to the overview are well done.
* Play Rough lets Klefki actually beat or at least weaken Yveltal, as Life Orb and Choice Specs variants tend to overpower Klefki.
worth adding "in the long run" here at the end for clarity.
, while Skarmory is a durable Spikes setter and physically defensive wall on stall teams.
change to "bulkier" - i prefer to avoid labeling something as a stall mon in today's game.
* Stealth Rock + Swords Dance Primal Groudon and Klefki form a formidable hazard stacking core, as this Primal Groudon set can put up Stealth Rock against Ho-Oh and pick off paralyzed threats such as Ultra Necrozma and Xerneas, while Toxic'ed support Arceus-forms are unable to fend off Groudon successfully.
The idea of SD / SR sets is so that outside support isn't needed to beat most support Arceus. Arceus-Ground can handle it best, which Klefki doesn't exactly help against. The idea of having this as a partner is to add offensive pressure and more hazard support without being prone to Defog Ho-Oh. Klefki helps against Lugia and Giratina, which SD / SR Groudon has more issues with.
* Wallbreakers such as Marshadow and Mega Salamence take advantage of Spikes and status crippling their checks such as Zygarde-C and support Arceus-forms. Choice Scarf Yveltal and Xerneas threaten Defoggers such as Giratina-O and are also able to clean the opposing team more comfortably with Klefki's support.
I wouldn't quite call them wallbreakers without specific sets, which isnt the most common option for either mon. Zygarde isn't much of a check to them either.
Salamence needs its own bullet point, because for Klefki teams it is one of the few offensive Ho-Oh answers a build can fit for it, and can add anti-hazard for less favorable matchups.
Scarf Xern/Yveltal don't particularly need to threaten Gira-O... its matchup against Klefki is messy. They have other uses - Marshadow check, etc.

Zygarde - Dragon Tail + Spikes damage was somehow missed when its a key factor in beating support Arceus.
* Arceus-Ground and Arceus-Water pair well with Klefki defensively, both being able to handle Zygarde-C and certain Primal Groudon sets. Arceus-Water also comes in on Ho-Oh if it tries to Defog Klefki's hazards.
It doesn't really enjoy doing this and tends to be very passive which works against the idea of stacking pressure on the opponent with klefki + breakers/sweepers. Offensive arcs are very viable as well... what else could you put as partners with that in mind?
* Swagger, although luck-based, allows Klefki to annoy offensive threats by causing Confusion, and this combined with Thunder Wave makes the target easier to take advantage of.
It also reduces their counterplay potential by potentially taking their turns away. Dealing with hazards + sweeper while confused +/ paralyzed? Pressure is on...
However, Mega Sableye can get chipped by Stealth Rock set by Primal Groudon and get 2HKOed, while Mega Diancie has no form of recovery.
Be careful in noting Groudon as the SR mon, there are others in the tier that can set SR vs Sableye. Sableye is more anti-spikes than anti-sr.
**Dark-types**: Arceus-Dark is immune to Klefki's status moves, heals off Play Rough's damage with Recover, and can Defog away its hazards or start setting-up using Calm Mind.
Yveltal should be here. It can break it with offensive pressure or just wall Klefki with bulkier sets, something the analysis has overlooked the existence of (probably address this when talking about Xerneas in Team Options) Stallbreaker doesn't care about Klefki at all, and Physically Defensive sets can Defog hazards (so can Scarf).

Last round once this is implemented.
 

Felixx

I'm back.
After some reminding of why we avoid generation shifts this should be removed - apologies for the back and forth. The other changes to the overview are well done.

worth adding "in the long run" here at the end for clarity.

change to "bulkier" - i prefer to avoid labeling something as a stall mon in today's game.

The idea of SD / SR sets is so that outside support isn't needed to beat most support Arceus. Arceus-Ground can handle it best, which Klefki doesn't exactly help against. The idea of having this as a partner is to add offensive pressure and more hazard support without being prone to Defog Ho-Oh. Klefki helps against Lugia and Giratina, which SD / SR Groudon has more issues with.

I wouldn't quite call them wallbreakers without specific sets, which isnt the most common option for either mon. Zygarde isn't much of a check to them either.
Salamence needs its own bullet point, because for Klefki teams it is one of the few offensive Ho-Oh answers a build can fit for it, and can add anti-hazard for less favorable matchups.
Scarf Xern/Yveltal don't particularly need to threaten Gira-O... its matchup against Klefki is messy. They have other uses - Marshadow check, etc.

Zygarde - Dragon Tail + Spikes damage was somehow missed when its a key factor in beating support Arceus.

It doesn't really enjoy doing this and tends to be very passive which works against the idea of stacking pressure on the opponent with klefki + breakers/sweepers. Offensive arcs are very viable as well... what else could you put as partners with that in mind?

It also reduces their counterplay potential by potentially taking their turns away. Dealing with hazards + sweeper while confused +/ paralyzed? Pressure is on...

Be careful in noting Groudon as the SR mon, there are others in the tier that can set SR vs Sableye. Sableye is more anti-spikes than anti-sr.

Yveltal should be here. It can break it with offensive pressure or just wall Klefki with bulkier sets, something the analysis has overlooked the existence of (probably address this when talking about Xerneas in Team Options) Stallbreaker doesn't care about Klefki at all, and Physically Defensive sets can Defog hazards (so can Scarf).

Last round once this is implemented.
I think I was able to implement everything so far so this is ready for you to take another look once more
 
* Wallbreakers such as E-killer Arceus and Necrozma-DM
these are better categorized as sweepers.

This is much better now overall. Remember to retain what was learned here for future analyses because this many changes aren't within normal QC boundaries - in other words, a stricter viewpoint could reject it.

i also edited the title - this is klefki's first usm entry, not a revamp.

QC 2/3
 

Felixx

I'm back.
these are better categorized as sweepers.

This is much better now overall. Remember to retain what was learned here for future analyses because this many changes aren't within normal QC boundaries - in other words, a stricter viewpoint could reject it.

i also edited the title - this is klefki's first usm entry, not a revamp.

QC 2/3
Understood, especially since I plan on doing more of these Ubers analyses in the future. Anyways, this is ready for final QC check.
 

Cynara

Banned deucer.
Marshadow is an amazing team option for Klefki Spikes and should be mentioned in team options, considering the best team imo is Mence / Don / Ekiller / Keys / Xern / Z Move Marshadow.

Overviews a bit large, but it covers all the main aspects so its fine how it is.

* Prankster is required so that Klefki's status moves gain +1 priority.
Can this be reworded? just briefly say that Prankster is the ability of choice over its other abilities because of this. Its assumed the reader knows what Prankster does to begin with. all in all I don't mind if this gets removed completely.

overall this is good now.

QC: 3/3
 
Umbreon.png
Hello! AMGP check, implement what you want / if GP stamps my check.
Espeon.png

remove add / fix (comments); (AC=add comma; RC=remove comma)


[OVERVIEW]

* Access to Prankster and Spikes allows Klefki to stack hazards throughout a match, while Thunder Wave allows it to cripple fast offensive threats like Ultra Necrozma and Geomancy Xerneas before they're able to knock it out. This allows teammates to revenge kill them much more easily.
* Priority status moves also means Klefki can be hard to take advantage of by most set-up sweepers, as statused offensive threats induced with status will become crippled for the rest of the match without a cleric.
* Despite below average defensive stats, Klefki is still able to soft check certain offensive threats in Ubers such as Yveltal, Arceus-Fairy, and Deoxys-A.
* Klefki's lack of recovery means it will get worn down both quickly and easily, providing very little which is disadvantageous to a defensive backbone. This means its mostly restricted to teams that rely on keeping up offensive pressure and enjoy its hazard stacking capabilities.
* Klefki is forced out by many numerous offensive Pokemon in the tier that can exploit its weaknesses to Fire- and Ground-types, such as Primal Groudon, Arceus-Ground, and Ho-Oh, while strong neutral hits from the likes of Primal Kyogre and Marshadow will break past it.
* Most importantly of all, Klefki faces competition from other Spikes setters such as Ferrothorn, Skarmory, Deoxys-S, and Cloyster. Ferrothorn handles more support Arceus-formes (remove hyphen) and Primal Kyogre, and has better longevity as it keeps itself healthy with Leech Seed, while Skarmory is a durable Spikes setter and physically defensive wall on bulkier teams. Deoxys-S and Cloyster are both reliable suicide leads; Deoxys-S can prevent opposing hazards or Defog using Taunt, while Cloyster can pick between Spikes or Toxic Spikes, and remove opposing hazards with Rapid Spin.
* Klefki also shares its Steel / Fairy typing with an Ubers Uber staple in Magearna, who which (we use genderless pronouns in analyses) has better bulk, is less passive, has access to Heal Bell, and can pivot using Volt Switch. Magearna's overall consistency as a better Xerneas and Yveltal check makes Klefki less desirable on some teams.
* Klefki fits best on offensive teams, where it can successfully support sweepers and wallbreakers such as Primal Groudon and Dragon Dance Zygarde-C.

[SET]
name: Spikes Support
move 1: Spikes
move 2: Play Rough
move 3: Thunder Wave
move 4: Toxic
item: Leftovers
ability: Prankster
nature: Careful
evs: 248 HP / 8 Def / 252 SpD

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

* Spikes allow allows Klefki to chip down the grounded members of the opposing team, racking up damage for teammates.
* Play Rough lets Klefki actually beat or at least weaken Yveltal, as Life Orb and Choice Specs variants tend to overpower Klefki in the long run. It also gives it a way to chip Magic Bounce users.
* Thunder Wave is an emergency stop to fast offensive threats such as Dual Dance Necrozma-DM, Ultra Necrozma, and Geomancy Xerneas.
* Toxic hits Ground-types and Defoggers such as Primal Groudon, Arceus-Ground, and Ho-Oh, putting them on a timer.

Set Details
========

* Maximum HP and Special Defense EVs and a Careful nature helps Klefki better handle special attackers as much as possible.
* Leftovers gives Klefki passive recovery to attempt to heal off chip damage.
* Prankster is what gives Klefki its niche in the tier.

Usage Tips
========

* Pivot Klefki into resisted attacks from Pokemon such as Magearna and Arceus-Fairy; from there, begin stacking Spikes or spreading status to soften the opposing team.
* If weakening grounded offensive threats such as Primal Groudon and Primal Kyogre is important, then prioritize setting up Spikes to limit their wallbreaking potential, especially if they lack recovery. Use Toxic on bulkier (lower case) pivots with recovery such as Arceus-Ground and Ho-Oh should be Toxic'ed as they come in, (RC) so that teammates can break past them more easily. Certain speed-boosting threats such as Ultra Necrozma and Geomancy Xerneas should be Thunder Waved, slowing them down for revenge killers.
* If your opponent has Defoggers that are vulnerable to status, such as Arceus-Ground and Ho-Oh, attempt to cripple them so they can be dealt with by teammates.
* When faced against deadly set-up sweepers such as Rock Polish Primal Groudon, Dual Dance Necrozma-DM, and Geomancy Xerneas, it can be important beneficial to sacrifice Klefki to status them in order to stop them from blowing holes into your team.
* In certain matchups, use Klefki sparingly, as keeping it alive to use Thunder Wave on a big threat to your team can be important to gaining gain the edge in a match.
* Conversely, if no other good switch-ins exist, pivot Klefki into strong wallbreakers such as offensive Yveltal or Deoxys-A to prevent them from heavily damaging teammates. When up against Life Orb or Choice Specs Yveltal, decide whether to prioritize Spikes or to try to weaken it with Play Rough, as teammates might struggle to handle a healthy Yveltal, although this could lead to a loss of momentum if they switch Yveltal out.
* Take note that Prankster-boosted status moves don't affect Dark-types and grounded Pokemon in Psychic Terrain.

Team Options
========

* Stealth Rock + Swords Dance Primal Groudon and Klefki form a formidable hazard stacking core, as this Primal Groudon set can put up Stealth Rock against Ho-Oh and pick off paralyzed threats such as Ultra Necrozma and Xerneas, while Klefki helps Primal Groudon's matchup versus certain Defoggers such as Giratina-O and Lugia.
* Sweepers such as E-killer Extreme Killer Arceus and Necrozma-DM take advantage of Spikes and status crippling their checks such as Zygarde-C and support Arceus-formes (remove hyphen). Choice Scarf Yveltal and Xerneas provide additional speed control, can check Marshadow, and are also able to clean the opposing team more comfortably with Klefki's support. Xerneas also helps Klefki by being an additional check to opposing Yveltal, especially bulkier sets of Yveltal.
* Marshadow greatly benefits from Klefki's Spikes stacking, as support Arceus-formes hit neutrally by Life Orb Close Combat are guaranteed to be 2HKOed after a single layer of Spikes. Z-move variants also work well with Klefki, as +1 Soul-Stealing 7-Star Strike OHKOs max HP support Arceus-formes (remove hyphen) including Arceus-Fairy when met with the same conditions.
* Mega Salamence is a an exceptional partner, as it can handle Ho-Oh and circumvent burns with Facade or Refresh sets. Klefki's Spikes also help Mega Salamence by chipping support Arceus-formes (remove hyphen), Zygarde-C, and Necrozma-DM into range of its attacks.
* Mega Gengar and Giratina-O form a Hex spam core with Klefki, spreading status and allowing the Ghost-types to break down defensive cores. Additionally, Giratina-O can switch into Fire- and Ground-type attacks for Klefki.
* Dragon Dance Zygarde-C enjoys support Arceus-formes (remove hyphen), Necrozma-DM, and Giratina-O being paralyzed or Toxic'ed poisoned, as it can find set-up opportunities on a full paralysis or let Toxic damage rack up by using Substitute and Protect. Dragon Tail on Zygarde-C also helps rack up Spikes damage on all types of support Arceus-formes (remove hyphen) barring Arceus-Fairy.
* Offensive variants of Arceus-Ground and Arceus-Fairy pair well with Klefki defensively while keeping up offensive pressure, and both are able to handle Zygarde-C. Arceus-Ground also handles certain Primal Groudon sets, while Arceus-Fairy more easily handles Yveltal.

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

* Dazzling Gleam is an alternative STAB move, as it hits Mega Salamence and Mega Sableye harder, although Play Rough does more damage versus Yveltal and Mega Diancie, especially since they frequently run minus Defense natures on mixed sets. A Calm nature should be used instead if opting for Dazzling Gleam.
* Foul Play can be used over Play Rough, as it gives Klefki a more direct way of punishing Necrozma-DM and Swords Dance Primal Groudon, but this weakens its matchup versus Magic Bounce users and Yveltal.
* Swagger, although luck-based, allows Klefki to annoy its targets by causing Confusion, and this combined with Thunder Wave makes the target easier to take advantage of and lessens their ability to handle your own offensive threats. It also pairs well with Marshshadow Marshadow, who which can run Swagger itself, but most importantly having Spectral Thief will to steal the opponent's Attack boosts before attacking and can thus force switches.
* Magic Coat lets Klefki bounce back hazards versus Deoxys-S and Ferrothorn, although it struggles to find a moveslot for it.
* A dual screens lead set lets Klefki support teammates with easier set-up (remove hyphen) opportunities, although it is outclassed in this already niche role by Deoxys-S and Tapu Koko.

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

**Ho-Oh**: Ho-Oh is able to easily come in on Klefki and threaten it with Sacred Fire or Defog its hazards. Regenerator also means that Toxic doesn't wear it down too much.

**Ground-types**: Although they all get crippled by Toxic, Primal Groudon, Arceus-Ground and Zygarde-C beat Klefki one-on-one, and are immune to Thunder Wave. Arceus-Ground can remove Klefki's hazards, while Zygarde-C can circumvent Toxic using Substitute or Rest.

**Magic Bounce Users**: Magic Bounce users bounce back Klefki's status moves and prevent it from stacking Spikes, forcing it to Play Rough them as they switch in and limiting what it can do in a match. Mega Sableye can Will-O-Wisp Klefki or PP stall its attacks, while Mega Diancie hits Klefki hard with Earth Power or Explosion. However, Mega Sableye can get chipped by Stealth Rock set by offensive hazard setters and get 2HKOed, while Mega Diancie has no form of recovery.

**Dark-types**: Arceus-Dark is immune to Klefki's status moves, heals off Play Rough's damage with Recover, and can Defog away its hazards or start setting-up using Calm Mind. Offensive Yveltal sets can break Klefki with reppeated repeated attacks, while bulkier Yveltal sets can Taunt Klefki or Defog its hazards.

**Steel-types**: Ferrothorn, Necrozma-DM, and Dialga take very little from Play Rough and are able to either set up Stealth Rock or hit Klefki with strong attacks. However, Necrozma-DM heavily dislikes Foul Play however.

**Shadow Tag Users**: Mega Gengar can trap and dispose of Klefki with Will-O-Wisp + Hex, but it dislikes coming in on Foul Play and getting hit by Thunder Wave. Gothitelle and Gothorita can PP stall Klefki, and once it runs out of PP, a Defogger can be brought out safely to remove its hazards.


[CREDITS]
- Written by: [[Felixx, 401973]]
- Quality checked by: [[DMDW, 434601], [Nayrz, 212134], [Cynara, 224455]]
- Grammar checked by: [x, x]
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

* Access to Prankster and Spikes allows Klefki to stack entry hazards throughout a match, while Thunder Wave allows it to cripple fast offensive threats like Ultra Necrozma and Geomancy Xerneas before they're able to knock it out. This allows teammates to revenge kill them much more easily.
* Priority on status moves also means Klefki can be hard to take advantage of by most set-up setup sweepers, as statused offensive threats will become crippled for the rest of the match without a cleric.
* Despite below average defensive stats, Klefki is still able to soft check certain offensive threats in Ubers such as Yveltal, Arceus-Fairy, and Deoxys-A.
* However, Klefki's lack of recovery means it will get worn down both quickly and easily, providing very little to a defensive backbone. This means its mostly restricted to teams that rely on keeping up offensive pressure and enjoy its hazard stacking capabilities.
* Klefki is forced out by many numerous offensive Pokemon in the tier that can exploit its weaknesses to Fire- and Ground-types, such as Primal Groudon, Arceus-Ground, and Ho-Oh, while and strong neutral hits from the likes of Primal Kyogre and Marshadow will break past it as well.
* Most importantly of all, Klefki faces competition from other Spikes setters such as Ferrothorn, Skarmory, Deoxys-S, and Cloyster. Ferrothorn handles more support Arceus formes and Primal Kyogre (RC) and has better longevity as it keeps itself healthy with Leech Seed, while Skarmory is a durable Spikes setter and physically defensive wall on bulkier teams. Deoxys-S and Cloyster are both reliable suicide leads; Deoxys-S can prevent opposing hazards or Defog using Taunt, while Cloyster can pick between Spikes or Toxic Spikes, and remove opposing hazards with Rapid Spin.
* Klefki also shares its Steel / Fairy typing with an Ubers staple in Magearna, which has better bulk, is less passive, has access to Heal Bell, and can pivot using Volt Switch. Magearna's overall consistency as a better Xerneas and Yveltal check makes Klefki less desirable on some teams.
* Klefki fits best on offensive teams, where it can successfully support sweepers and wallbreakers such as Primal Groudon and Dragon Dance Zygarde-C.

[SET]
name: Spikes Support
move 1: Spikes
move 2: Play Rough
move 3: Thunder Wave
move 4: Toxic
item: Leftovers
ability: Prankster
nature: Careful
evs: 248 HP / 8 Def / 252 SpD (Klefki's max HP is not divisible by 8, should just be max/max from what i can tell unless the defense evs do something special)

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

* Spikes allow Klefki to chip down the grounded members of the opposing team, racking up damage for teammates.
* Play Rough lets Klefki actually beat or at least weaken Yveltal, as Life Orb and Choice Specs variants tend to overpower Klefki in the long run. It also gives it a way to chip Magic Bounce users.
* Thunder Wave is an emergency stop to fast offensive threats such as Dual Double Dance Necrozma-DM, Ultra Necrozma, and Geomancy Xerneas.
* Toxic hits Ground-types and Defoggers such as Primal Groudon, Arceus-Ground, and Ho-Oh, putting them on a timer.

Set Details
========

* Maximum HP and Special Defense EVs and a Careful nature helps help Klefki handle special attackers as much effectively as possible.
* Leftovers gives Klefki passive recovery to attempt to heal off chip damage.
* Prankster is what gives Klefki its niche in the tier. (ok but how)

Usage Tips
========

* Pivot Klefki into resisted attacks from Pokemon such as Magearna and Arceus-Fairy; from there, begin stacking Spikes or spreading status to soften the opposing team.
* If weakening grounded offensive threats such as Primal Groudon and Primal Kyogre is important, then prioritize setting up Spikes to limit their wallbreaking potential, especially if they lack recovery. Use Toxic on bulkier pivots with recovery such as Arceus-Ground and Ho-Oh as they come in so that teammates can break past them more easily. Certain Speed-boosting threats such as Ultra Necrozma and Geomancy Xerneas should be Thunder Waved hit with Thunder Wave, slowing them down for revenge killers.
* If your opponent has Defoggers that are vulnerable to status, such as Arceus-Ground and Ho-Oh, attempt to cripple them so they can be dealt with by teammates.
* When faced against deadly set-up setup sweepers such as Rock Polish Primal Groudon, Dual Double Dance Necrozma-DM, and Geomancy Xerneas, it can be important to sacrifice Klefki to status them in order to stop them from blowing holes into your team.
* In certain matchups, use Klefki sparingly, as keeping it alive to use Thunder Wave on a big threat to your team can be important to gaining the edge in a match.
* Conversely, if no other good switch-ins exist, pivot Klefki into strong wallbreakers such as offensive Yveltal or Deoxys-A to prevent them from heavily damaging teammates. When up against Life Orb or Choice Specs Yveltal, decide whether to prioritize Spikes or to try to weaken it with Play Rough, as teammates might struggle to handle a healthy Yveltal, although this could lead to a loss of momentum if they switch Yveltal out.
* Take note that Prankster-boosted status moves don't affect Dark-types and grounded Pokemon in Psychic Terrain.

Team Options
========

* Stealth Rock + Swords Dance Primal Groudon and Klefki form a formidable entry hazard stacking core, as this Primal Groudon set can put up Stealth Rock against Ho-Oh and pick off paralyzed threats such as Ultra Necrozma and Xerneas, while Klefki helps Groudon's matchup versus certain Defoggers such as Giratina-O and Lugia.
* Sweepers such as E-killer Extreme Killer Arceus and Necrozma-DM take advantage of Spikes and status crippling their checks such as Zygarde-C and support Arceus formes. Choice Scarf Yveltal and Xerneas provide additional speed control insurance against faster foes, can check Marshadow, and are also able to clean the opposing team more comfortably with Klefki's support. Xerneas also helps Klefki by being an additional check to opposing Yveltal, especially bulkier sets of Yveltal variants.
* Marshadow greatly benefits from Klefki's Spikes stacking, as support Arceus formes hit neutrally by Life Orb Close Combat are guaranteed to be 2HKOed after a single layer of Spikes. Z-Move variants also work well with Klefki, as +1 Soul-Stealing 7-Star Strike OHKOs OHKOes maximum HP support Arceus formes including Arceus-Fairy when met with the same conditions.
* Mega Salamence is an exceptional partner, as it can handle Ho-Oh and circumvent burns with Facade or Refresh sets. Klefki's Spikes also help Mega Salamence by chipping support Arceus formes, Zygarde-C, and Necrozma-DM into range of its attacks.
* Mega Gengar and Giratina-O form a Hex spam core with Klefki, spreading status and allowing the Ghost-types to break down defensive cores. Additionally, Giratina-O can switch into Fire- and Ground-type attacks for Klefki.
* Dragon Dance Zygarde-C enjoys support Arceus formes, Necrozma-DM, and Giratina-O being paralyzed or Toxic'ed badly poisoned, as it can find set-up setup opportunities on a full paralysis or let Toxic damage rack up by using Substitute and Protect. Dragon Tail on Zygarde-C also helps rack up Spikes damage on all support Arceus formes barring Arceus-Fairy.
* Offensive variants of Arceus-Ground and Arceus-Fairy pair well with Klefki defensively while keeping up offensive pressure, and both are able to handle Zygarde-C. Arceus-Ground also handles certain Primal Groudon sets, while Arceus-Fairy more easily handles Yveltal.

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

* Dazzling Gleam is an alternative STAB move, as that it hits Mega Salamence and Mega Sableye harder, although Play Rough does more damage versus Yveltal and Mega Diancie, especially since they frequently run minus negative-Defense natures on mixed sets. A Calm nature should be used instead if opting for Dazzling Gleam.
* Foul Play can be used over Play Rough, as it gives Klefki a more direct way of punishing Necrozma-DM and Swords Dance Primal Groudon, but this weakens its matchup versus Magic Bounce users and Yveltal.
* Swagger, although luck-based, allows Klefki to annoy its targets by causing Confusion, and this combined with Thunder Wave makes the target easier to take advantage of and lessens their ability to handle your own offensive threats. It also pairs well with Marshadow, which can run Swagger itself, but most importantly Spectral Thief will steal the opponent's Attack boosts before attacking and can thus force switches.
* Magic Coat lets Klefki bounce back entry hazards versus Deoxys-S and Ferrothorn, although it struggles to find a moveslot for it.
* A dual screens lead set lets Klefki support teammates with easier setup opportunities, although it is outclassed in this already niche role by Deoxys-S and Tapu Koko.

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

**Ho-Oh**: Ho-Oh is able to easily come in on Klefki and threaten it with Sacred Fire or Defog away its entry hazards. Regenerator also means that Toxic doesn't wear it down too much.

**Ground-types**: Although they all get crippled by Toxic, Primal Groudon, Arceus-Ground and Zygarde-C beat Klefki one-on-one (RC) and are immune to Thunder Wave. Arceus-Ground can remove Klefki's hazards, while Zygarde-C can circumvent Toxic using Substitute or Rest.

**Magic Bounce Users**: Magic Bounce users bounce back Klefki's status moves and prevent it from stacking Spikes, forcing it to hit them with Play Rough them as they switch in and limiting what it can do in a match. Mega Sableye can Will-O-Wisp burn Klefki or PP stall its attacks, while Mega Diancie hits Klefki hard with Earth Power or Explosion. However, Mega Sableye can get chipped by Stealth Rock set by offensive hazard setters and get 2HKOed, while Mega Diancie has no form of recovery.

**Dark-types**: Arceus-Dark is immune to Klefki's status moves, heals off Play Rough's damage with Recover, and can Defog away its hazards or start setting up (RH) using Calm Mind. Offensive Yveltal sets can break Klefki with repeated attacks, while bulkier Yveltal sets can Taunt Klefki or Defog its hazards.

**Steel-types**: Ferrothorn, Necrozma-DM, and Dialga take very little from Play Rough and are able to either set up Stealth Rock or hit Klefki with strong attacks. Necrozma-DM heavily dislikes Foul Play, (AC) however.

**Shadow Tag Users**: Mega Gengar can trap and dispose of Klefki with Will-O-Wisp + Hex, but it dislikes coming in on Foul Play and getting hit by Thunder Wave. Gothitelle and Gothorita can PP stall Klefki, and once it runs out of PP, a Defogger can be brought out safely to remove its hazards.


[CREDITS]
- Written by: [[Felixx, 401973]]
- Quality checked by: [[DMDW, 434601], [Nayrz, 212134], [Cynara, 224455]]
- Grammar checked by: [x, x]
 

Felixx

I'm back.
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

* Access to Prankster and Spikes allows Klefki to stack entry hazards throughout a match, while Thunder Wave allows it to cripple fast offensive threats like Ultra Necrozma and Geomancy Xerneas before they're able to knock it out. This allows teammates to revenge kill them much more easily.
* Priority on status moves also means Klefki can be hard to take advantage of by most set-up setup sweepers, as statused offensive threats will become crippled for the rest of the match without a cleric.
* Despite below average defensive stats, Klefki is still able to soft check certain offensive threats in Ubers such as Yveltal, Arceus-Fairy, and Deoxys-A.
* However, Klefki's lack of recovery means it will get worn down both quickly and easily, providing very little to a defensive backbone. This means its mostly restricted to teams that rely on keeping up offensive pressure and enjoy its hazard stacking capabilities.
* Klefki is forced out by many numerous offensive Pokemon in the tier that can exploit its weaknesses to Fire- and Ground-types, such as Primal Groudon, Arceus-Ground, and Ho-Oh, while and strong neutral hits from the likes of Primal Kyogre and Marshadow will break past it as well.
* Most importantly of all, Klefki faces competition from other Spikes setters such as Ferrothorn, Skarmory, Deoxys-S, and Cloyster. Ferrothorn handles more support Arceus formes and Primal Kyogre (RC) and has better longevity as it keeps itself healthy with Leech Seed, while Skarmory is a durable Spikes setter and physically defensive wall on bulkier teams. Deoxys-S and Cloyster are both reliable suicide leads; Deoxys-S can prevent opposing hazards or Defog using Taunt, while Cloyster can pick between Spikes or Toxic Spikes, and remove opposing hazards with Rapid Spin.
* Klefki also shares its Steel / Fairy typing with an Ubers staple in Magearna, which has better bulk, is less passive, has access to Heal Bell, and can pivot using Volt Switch. Magearna's overall consistency as a better Xerneas and Yveltal check makes Klefki less desirable on some teams.
* Klefki fits best on offensive teams, where it can successfully support sweepers and wallbreakers such as Primal Groudon and Dragon Dance Zygarde-C.

[SET]
name: Spikes Support
move 1: Spikes
move 2: Play Rough
move 3: Thunder Wave
move 4: Toxic
item: Leftovers
ability: Prankster
nature: Careful
evs: 248 HP / 8 Def / 252 SpD (Klefki's max HP is not divisible by 8, should just be max/max from what i can tell unless the defense evs do something special)

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

* Spikes allow Klefki to chip down the grounded members of the opposing team, racking up damage for teammates.
* Play Rough lets Klefki actually beat or at least weaken Yveltal, as Life Orb and Choice Specs variants tend to overpower Klefki in the long run. It also gives it a way to chip Magic Bounce users.
* Thunder Wave is an emergency stop to fast offensive threats such as Dual Double Dance Necrozma-DM, Ultra Necrozma, and Geomancy Xerneas.
* Toxic hits Ground-types and Defoggers such as Primal Groudon, Arceus-Ground, and Ho-Oh, putting them on a timer.

Set Details
========

* Maximum HP and Special Defense EVs and a Careful nature helps help Klefki handle special attackers as much effectively as possible.
* Leftovers gives Klefki passive recovery to attempt to heal off chip damage.
* Prankster is what gives Klefki its niche in the tier. (ok but how)

Usage Tips
========

* Pivot Klefki into resisted attacks from Pokemon such as Magearna and Arceus-Fairy; from there, begin stacking Spikes or spreading status to soften the opposing team.
* If weakening grounded offensive threats such as Primal Groudon and Primal Kyogre is important, then prioritize setting up Spikes to limit their wallbreaking potential, especially if they lack recovery. Use Toxic on bulkier pivots with recovery such as Arceus-Ground and Ho-Oh as they come in so that teammates can break past them more easily. Certain Speed-boosting threats such as Ultra Necrozma and Geomancy Xerneas should be Thunder Waved hit with Thunder Wave, slowing them down for revenge killers.
* If your opponent has Defoggers that are vulnerable to status, such as Arceus-Ground and Ho-Oh, attempt to cripple them so they can be dealt with by teammates.
* When faced against deadly set-up setup sweepers such as Rock Polish Primal Groudon, Dual Double Dance Necrozma-DM, and Geomancy Xerneas, it can be important to sacrifice Klefki to status them in order to stop them from blowing holes into your team.
* In certain matchups, use Klefki sparingly, as keeping it alive to use Thunder Wave on a big threat to your team can be important to gaining the edge in a match.
* Conversely, if no other good switch-ins exist, pivot Klefki into strong wallbreakers such as offensive Yveltal or Deoxys-A to prevent them from heavily damaging teammates. When up against Life Orb or Choice Specs Yveltal, decide whether to prioritize Spikes or to try to weaken it with Play Rough, as teammates might struggle to handle a healthy Yveltal, although this could lead to a loss of momentum if they switch Yveltal out.
* Take note that Prankster-boosted status moves don't affect Dark-types and grounded Pokemon in Psychic Terrain.

Team Options
========

* Stealth Rock + Swords Dance Primal Groudon and Klefki form a formidable entry hazard stacking core, as this Primal Groudon set can put up Stealth Rock against Ho-Oh and pick off paralyzed threats such as Ultra Necrozma and Xerneas, while Klefki helps Groudon's matchup versus certain Defoggers such as Giratina-O and Lugia.
* Sweepers such as E-killer Extreme Killer Arceus and Necrozma-DM take advantage of Spikes and status crippling their checks such as Zygarde-C and support Arceus formes. Choice Scarf Yveltal and Xerneas provide additional speed control insurance against faster foes, can check Marshadow, and are also able to clean the opposing team more comfortably with Klefki's support. Xerneas also helps Klefki by being an additional check to opposing Yveltal, especially bulkier sets of Yveltal variants.
* Marshadow greatly benefits from Klefki's Spikes stacking, as support Arceus formes hit neutrally by Life Orb Close Combat are guaranteed to be 2HKOed after a single layer of Spikes. Z-Move variants also work well with Klefki, as +1 Soul-Stealing 7-Star Strike OHKOs OHKOes maximum HP support Arceus formes including Arceus-Fairy when met with the same conditions.
* Mega Salamence is an exceptional partner, as it can handle Ho-Oh and circumvent burns with Facade or Refresh sets. Klefki's Spikes also help Mega Salamence by chipping support Arceus formes, Zygarde-C, and Necrozma-DM into range of its attacks.
* Mega Gengar and Giratina-O form a Hex spam core with Klefki, spreading status and allowing the Ghost-types to break down defensive cores. Additionally, Giratina-O can switch into Fire- and Ground-type attacks for Klefki.
* Dragon Dance Zygarde-C enjoys support Arceus formes, Necrozma-DM, and Giratina-O being paralyzed or Toxic'ed badly poisoned, as it can find set-up setup opportunities on a full paralysis or let Toxic damage rack up by using Substitute and Protect. Dragon Tail on Zygarde-C also helps rack up Spikes damage on all support Arceus formes barring Arceus-Fairy.
* Offensive variants of Arceus-Ground and Arceus-Fairy pair well with Klefki defensively while keeping up offensive pressure, and both are able to handle Zygarde-C. Arceus-Ground also handles certain Primal Groudon sets, while Arceus-Fairy more easily handles Yveltal.

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

* Dazzling Gleam is an alternative STAB move, as that it hits Mega Salamence and Mega Sableye harder, although Play Rough does more damage versus Yveltal and Mega Diancie, especially since they frequently run minus negative-Defense natures on mixed sets. A Calm nature should be used instead if opting for Dazzling Gleam.
* Foul Play can be used over Play Rough, as it gives Klefki a more direct way of punishing Necrozma-DM and Swords Dance Primal Groudon, but this weakens its matchup versus Magic Bounce users and Yveltal.
* Swagger, although luck-based, allows Klefki to annoy its targets by causing Confusion, and this combined with Thunder Wave makes the target easier to take advantage of and lessens their ability to handle your own offensive threats. It also pairs well with Marshadow, which can run Swagger itself, but most importantly Spectral Thief will steal the opponent's Attack boosts before attacking and can thus force switches.
* Magic Coat lets Klefki bounce back entry hazards versus Deoxys-S and Ferrothorn, although it struggles to find a moveslot for it.
* A dual screens lead set lets Klefki support teammates with easier setup opportunities, although it is outclassed in this already niche role by Deoxys-S and Tapu Koko.

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

**Ho-Oh**: Ho-Oh is able to easily come in on Klefki and threaten it with Sacred Fire or Defog away its entry hazards. Regenerator also means that Toxic doesn't wear it down too much.

**Ground-types**: Although they all get crippled by Toxic, Primal Groudon, Arceus-Ground and Zygarde-C beat Klefki one-on-one (RC) and are immune to Thunder Wave. Arceus-Ground can remove Klefki's hazards, while Zygarde-C can circumvent Toxic using Substitute or Rest.

**Magic Bounce Users**: Magic Bounce users bounce back Klefki's status moves and prevent it from stacking Spikes, forcing it to hit them with Play Rough them as they switch in and limiting what it can do in a match. Mega Sableye can Will-O-Wisp burn Klefki or PP stall its attacks, while Mega Diancie hits Klefki hard with Earth Power or Explosion. However, Mega Sableye can get chipped by Stealth Rock set by offensive hazard setters and get 2HKOed, while Mega Diancie has no form of recovery.

**Dark-types**: Arceus-Dark is immune to Klefki's status moves, heals off Play Rough's damage with Recover, and can Defog away its hazards or start setting up (RH) using Calm Mind. Offensive Yveltal sets can break Klefki with repeated attacks, while bulkier Yveltal sets can Taunt Klefki or Defog its hazards.

**Steel-types**: Ferrothorn, Necrozma-DM, and Dialga take very little from Play Rough and are able to either set up Stealth Rock or hit Klefki with strong attacks. Necrozma-DM heavily dislikes Foul Play, (AC) however.

**Shadow Tag Users**: Mega Gengar can trap and dispose of Klefki with Will-O-Wisp + Hex, but it dislikes coming in on Foul Play and getting hit by Thunder Wave. Gothitelle and Gothorita can PP stall Klefki, and once it runs out of PP, a Defogger can be brought out safely to remove its hazards.


[CREDITS]
- Written by: [[Felixx, 401973]]
- Quality checked by: [[DMDW, 434601], [Nayrz, 212134], [Cynara, 224455]]
- Grammar checked by: [x, x]
Implemented the official GP check besides the Prankster bit as Cynara pointed out that it doesen't need to be explained
 

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
You have nice writing

Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
[OVERVIEW]

* Access to Prankster and Spikes allows Klefki to stack entry hazards throughout a match, while Thunder Wave allows it to cripple fast offensive threats like Ultra Necrozma and Geomancy Xerneas before they're able to knock it out. This allows teammates to revenge kill them much more easily.
* Priority on status moves also means Klefki can be hard to take advantage of by most setup sweepers, as statused offensive threats will become crippled for the rest of the match without a cleric.
* Despite below-(AH)average defensive stats, Klefki is still able to soft check certain offensive threats in Ubers such as Yveltal, Arceus-Fairy, and Deoxys-A.
* However, Klefki's lack of recovery means it will get worn down both quickly and easily, providing very little to a defensive backbone. This means its it is mostly restricted to teams that rely on keeping up offensive pressure and enjoy its hazard stacking capabilities.
* Klefki is forced out by numerous offensive Pokemon that can exploit its weaknesses to Fire- and Ground-types, such as Primal Groudon, Arceus-Ground, and Ho-Oh, and strong neutral hits from the likes of Primal Kyogre and Marshadow will break past it as well.
* Most importantly of all, Klefki faces competition from other Spikes setters such as Ferrothorn, Skarmory, Deoxys-S, and Cloyster. Ferrothorn handles more support Arceus formes and Primal Kyogre and has better longevity as it keeps itself healthy with Leech Seed, while Skarmory is a durable Spikes setter and physically defensive wall on bulkier teams. Deoxys-S and Cloyster are both reliable suicide leads; Deoxys-S can prevent opposing hazards or Defog using Taunt, while Cloyster can pick between Spikes or Toxic Spikes,(RC) and remove opposing hazards with Rapid Spin.
* Klefki also shares its Steel / Fairy typing with an Ubers staple in Magearna, which has better bulk, is less passive, has access to Heal Bell, and can pivot using Volt Switch. Magearna's overall consistency as a better Xerneas and Yveltal check makes Klefki less desirable on some teams.
* Klefki fits best on offensive teams, where it can successfully support sweepers and wallbreakers such as Primal Groudon and Dragon Dance Zygarde-C.

[SET]
name: Spikes Support
move 1: Spikes
move 2: Play Rough
move 3: Thunder Wave
move 4: Toxic
item: Leftovers
ability: Prankster
nature: Careful
evs: 252 HP / 4 Def / 252 SpD

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

* Spikes allow Klefki to chip down the grounded members of the opposing team, racking up damage for teammates.
* Play Rough lets Klefki actually beat or at least weaken Yveltal, as Life Orb and Choice Specs variants tend to overpower Klefki in the long run. It also gives it Klefki a way to chip Magic Bounce users.
* Thunder Wave is an emergency stop to fast offensive threats such as Double Dance Necrozma-DM, Ultra Necrozma, and Geomancy Xerneas.
* Toxic hits Ground-types and Defoggers such as Primal Groudon, Arceus-Ground, and Ho-Oh, putting them on a timer.

Set Details
========

* Maximum HP and Special Defense EVs and a Careful nature help Klefki handle special attackers as effectively as possible.
* Leftovers gives Klefki passive recovery to attempt to heal off chip damage.
* Prankster is what gives Klefki its niche in the tier.

Usage Tips
========

* Pivot Klefki into resisted attacks from Pokemon such as Magearna and Arceus-Fairy; from there, begin stacking Spikes or spreading status to soften the opposing team.
* If weakening grounded offensive threats such as Primal Groudon and Primal Kyogre is important, prioritize setting up Spikes to limit their wallbreaking potential, especially if they lack recovery. Use Toxic on bulkier pivots with recovery such as Arceus-Ground and Ho-Oh as they come in so that teammates can break past them more easily. Certain Speed-boosting threats such as Ultra Necrozma and Geomancy Xerneas should be hit with Thunder Wave, slowing them down for revenge killers.
* If your opponent has Defoggers that are vulnerable to status, such as Arceus-Ground and Ho-Oh, attempt to cripple them so they can be dealt with by teammates.
* When faced against deadly setup sweepers such as Rock Polish Primal Groudon, Double Dance Necrozma-DM, and Geomancy Xerneas, it can be important to sacrifice Klefki to status them in order to stop them from blowing holes into your team.
* In certain matchups, use Klefki sparingly, as keeping it alive to use Thunder Wave on a big threat to your team can be important to gaining the edge in a match.
* Conversely, if no other good switch-ins exist, pivot Klefki into strong wallbreakers such as offensive Yveltal or and Deoxys-A to prevent them from heavily damaging teammates. When up against Life Orb or Choice Specs Yveltal, decide whether to prioritize Spikes or to try to weaken it with Play Rough, as teammates might struggle to handle a healthy Yveltal, although this could lead to a loss of momentum if they switch Yveltal out.
* Take note that Prankster-boosted status moves don't affect Dark-types and grounded Pokemon in Psychic Terrain.

Team Options
========

* Stealth Rock + Swords Dance Primal Groudon and Klefki form a formidable entry hazard stacking core, as this Primal Groudon set can put up Stealth Rock against Ho-Oh and pick off paralyzed threats such as Ultra Necrozma and Xerneas, while Klefki helps Groudon's matchup versus certain Defoggers such as Giratina-O and Lugia.
* Sweepers such as Extreme Killer Arceus and Necrozma-DM take advantage of Spikes and status crippling their checks such as Zygarde-C and support Arceus formes. Choice Scarf Yveltal and Xerneas provide additional insurance against faster foes, can check Marshadow, and are able to clean the opposing team more comfortably with Klefki's support. Xerneas also helps Klefki by being an additional check to opposing Yveltal, especially bulkier variants.
* Marshadow greatly benefits from Klefki's Spikes stacking, as support Arceus formes hit neutrally by Life Orb Close Combat are guaranteed to be 2HKOed after a single layer of Spikes. Z-Move variants also work well with Klefki, as +1 Soul-Stealing 7-Star Strike OHKOes maximum HP support Arceus formes,(AC) including Arceus-Fairy,(AC) (optional but imo this reads better) when met with the same conditions.
* Mega Salamence is an exceptional partner, as it can handle Ho-Oh and circumvent burns with Facade or Refresh sets. Klefki's Spikes also helps (the move is singular) Mega Salamence by chipping support Arceus formes, Zygarde-C, and Necrozma-DM into range of its attacks.
* Mega Gengar and Giratina-O form a Hex spam core with Klefki, spreading status and allowing the Ghost-types to break down defensive cores. Additionally, Giratina-O can switch into Fire- and Ground-type attacks for Klefki.
* Dragon Dance Zygarde-C enjoys support Arceus formes, Necrozma-DM, and Giratina-O being paralyzed or badly poisoned, as it can find setup opportunities on a full paralysis or let Toxic damage rack up by using Substitute and Protect. Dragon Tail on Zygarde-C also helps rack up Spikes damage on all support Arceus formes barring Arceus-Fairy.
* Offensive variants of Arceus-Ground and Arceus-Fairy pair well with Klefki defensively while keeping up offensive pressure, and both are able to handle Zygarde-C. Arceus-Ground also handles certain Primal Groudon sets, while Arceus-Fairy more easily handles Yveltal.

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

* Dazzling Gleam is an alternative STAB move that it hits Mega Salamence and Mega Sableye harder, although Play Rough does more damage versus Yveltal and Mega Diancie, especially since they frequently run negative-Defense natures on mixed sets. A Calm nature should be used instead if opting for Dazzling Gleam.
* Foul Play can be used over Play Rough, as it gives Klefki a more direct way of punishing Necrozma-DM and Swords Dance Primal Groudon, but this weakens its matchup versus Magic Bounce users and Yveltal.
* Swagger, although luck-based, allows Klefki to annoy its targets by causing confusion, and this combined with Thunder Wave makes the target easier to take advantage of and lessens their ability to handle your own offensive threats. It also pairs well with Marshadow, which can run Swagger itself, but most importantly,(AC) Spectral Thief will steal the opponent's foe's Attack boosts before attacking and can thus force switches.
* Magic Coat lets Klefki bounce back entry hazards versus Deoxys-S and Ferrothorn, although it struggles to find a moveslot for it.
* A dual screens lead set lets Klefki support teammates with easier setup opportunities, although it is outclassed in this already niche role by Deoxys-S and Tapu Koko.

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

**Ho-Oh**: Ho-Oh is able to easily come in on Klefki and threaten it with Sacred Fire or Defog away its entry hazards. Regenerator also means that Toxic doesn't wear it down too much.

**Ground-types**: Although they all get crippled by Toxic, Primal Groudon, Arceus-Ground,(AC) and Zygarde-C beat Klefki one-on-one and are immune to Thunder Wave. Arceus-Ground can remove Klefki's hazards, while Zygarde-C can circumvent Toxic using Substitute or Rest.

**Magic Bounce Users**: Magic Bounce users bounce back Klefki's status moves and prevent it from stacking Spikes, forcing it to hit them with Play Rough as they switch in and limiting what it can do in a match. Mega Sableye can burn Klefki or PP stall its attacks, while Mega Diancie hits Klefki hard with Earth Power or Explosion. However, Mega Sableye can get chipped by Stealth Rock set by offensive hazard setters and get 2HKOed, while Mega Diancie has no form of recovery.

**Dark-types**: Arceus-Dark is immune to Klefki's status moves, heals off Play Rough's damage with Recover, and can Defog away its hazards or start setting up using Calm Mind. Offensive Yveltal sets can break Klefki with repeated attacks, while bulkier Yveltal sets can Taunt Klefki or Defog its hazards.

**Steel-types**: Ferrothorn, Necrozma-DM, and Dialga take very little from Play Rough and are able to either set up Stealth Rock or hit Klefki with strong attacks. Necrozma-DM heavily dislikes Foul Play, however.

**Shadow Tag Users**: Mega Gengar can trap and dispose of Klefki with Will-O-Wisp + Hex, but it dislikes coming in on Foul Play and getting hit by Thunder Wave. Gothitelle and Gothorita can PP stall Klefki, and once it runs out of PP, a Defogger can be brought out safely to remove its hazards.


[CREDITS]
- Written by: [[Felixx, 401973]]
- Quality checked by: [[DMDW, 434601], [Nayrz, 212134], [Cynara, 224455]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], x]
GP 2/2
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top