UU Klefki

:ss/klefki:

[OVERVIEW]

With an excellent defensive typing in Steel / Fairy, an amazing ability in Prankster, and a bevy of utility moves, Klefki makes a name for itself as a solid support Pokemon that can also check common threats like Nihilego and Zarude in the process. Access to Spikes sets Klefki apart from other entry hazard setters, with it being one of the only viable Spikes setters in the tier. Combined with priority Thunder Wave, this easily distinguishes it from other Steel-types in the tier, particularly Aegislash and Jirachi. Klefki's base stats are rather subpar, making it very passive and stopping it from maximizing its great defensive typing. Its mediocre bulk and lack of recovery cause Klefki to struggle with checking powerful threats like Buzzwole and Lycanroc-D, while its lackluster offensive presence limits it to using status or Foul Play against Pokemon it cannot hit super effectively, such as Scizor. Klefki faces competition as a Spikes setter from Mew, which has a much wider movepool and recovery. Additionally, Klefki struggles to pressure many entry hazard removers, particularly the Rotom formes, forcing it to run Toxic if it wants to cripple them.

[SET]
name: Spikes
move 1: Dazzling Gleam
move 2: Spikes
move 3: Thunder Wave
move 4: Foul Play / Toxic
item: Leftovers
ability: Prankster
nature: Bold
evs: 252 HP / 84 Def / 156 SpD / 16 Spe

[SET COMMENTS]

Dazzling Gleam 2HKOes Buzzwole and pressures Pokemon like Zarude and Kommo-o. Spikes, in combination with Prankster, turns Klefki into a solid entry hazard setter that can easily get them up on the first turn of a match or when it is given a free switch in. It also helps to wear down bulky Pokemon that Klefki has trouble checking, such as Rhyperior and Chansey. Thunder Wave slows down opposing Pokemon such as Keldeo and Nihilego, which gives its slower teammates more opportunities to wallbreak. It also provides Klefki with a safety net against Speed-boosting setup sweepers, such as Dragon Dance Gyarados and Swords Dance + Scale Shot Kommo-o. Foul Play is used to deal with powerful physical attackers, like Gyarados and Scizor. Alternatively, Toxic can be used to cripple Electric-types like Rotom-W and Rotom-H, which completely wall Klefki otherwise, as well as defensive Pokemon like Assault Vest Tangrowth. Leftovers provides Klefki with recovery, which it lacks otherwise. The given EV spread allows Klefki to take multiple physical and special hits. 84 Defense EVs and a Bold nature allow Klefki to survive a +2 Bullet Punch from Life Orb Scizor and subsequently KO it with Foul Play, whereas 156 Special Defense EVs improve Klefki's ability to switch into a Flamethrower from Salamence while still checking special attackers like Nihilego and Galarian Moltres. 16 Speed EVs allow Klefki to outspeed extremely fast Pokemon, such as Noivern, after paralyzing them.

Klefki is best used on offensive teams that appreciate the early-game support that its status moves provide. Stealth Rock setters like Rhyperior and Nidoqueen form a solid entry hazard-stacking core with Klefki while also being able to deal with Rotom-H, a Pokemon that Klefki greatly struggles with. Pokemon that can pressure the Rotom formes are immensely important for Klefki, as they are some of its biggest counters if lacking Toxic. Ground-types like Rhyperior and Krookodile can deal with Rotom-H, while Grass-types like Tapu Bulu and Zarude can take care of Rotom-W. Wallbreakers like Mamoswine and Primarina appreciate Thunder Wave slowing Pokemon that would otherwise take them out, like Gyarados and Mienshao, and Spikes weakening Buzzwole and putting Assault Vest Tangrowth within 2HKO range of Primarina's Moonblast. Water-types such as Keldeo and Azumarill are especially appreciated to take out Pokemon like Krookodile, Rhyperior, and Chandelure that force out Klefki easily. In turn, these Water-types appreciate Klefki's Spikes wearing down Tangrowth and Amoonguss. Late-game cleaners, like Gyarados and Nihilego, greatly appreciate Klefki's support wearing down bulky Pokemon like Buzzwole and Jirachi that often could wall them earlier in the game. Pokemon that can take care of Spikes blockers and removers, such as Tentacruel, Hatterene, and Starmie, are greatly valued to help Klefki keep its Spikes up for longer. Kommo-o and Salamence can take care of Tentacruel, Aegislash can take care of Hatterene, and Tangrowth and Zarude can take care of Starmie.

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

Magnet Rise can be used to grant Klefki a Ground immunity, easing its matchup against threats like Krookodile and Mamoswine. Play Rough can be used as the STAB move over Dazzling Gleam to hit Galarian Moltres harder, but it makes taking out Buzzwole much harder. Defog is an option, but Klefki is greatly outclassed in this role by better Pokemon like Salamence and Rotom-W. Switcheroo in combination with an item like Toxic Orb or Choice Band cripples foes like the Rotom formes, but these sets are very niche and overall not very useful.

Checks and Counters
===================
**Entry Hazard Removers**: Rotom-W and Rotom-H can easily get rid of Klefki's Spikes with Defog and are both immune to Thunder Wave, so Klefki has to run Toxic to be able to cripple them. Tentacruel can also easily remove Klefki's Spikes with Rapid Spin and is immune to Toxic. However, Tentacruel greatly dislikes being paralyzed by Thunder Wave. Defensive Starmie can also remove spin and heal off any status from Klefki thanks to Natural Cure, though it does not like taking a Foul Play.

**Hatterene**: Hatterene completely walls Klefki thanks to not fearing its Fairy-type moves and having Magic Bounce; it can take advantage of this by freely setting up with Calm Mind.

**Fire-types**: Fire-types like Moltres, Volcanion, and Chandelure can all easily OHKO Klefki with their super effective STAB moves, though they all hate being paralyzed.

**Ground-types**: Ground-types like Krookodile, Nidoqueen, and Mamoswine can also OHKO Klefki with their super effective STAB moves. They are also immune to Thunder Wave, which makes it very hard for Klefki to cripple them.

[CREDITS]
- Written by: [[StarFalcon555, 540058]]
- Quality checked by: [[Estarossa, 461329], [Twilight, 344575], [Monky25, 515132]]
- Grammar checked by: [[Finland, 517429], [deetah, 297659]]
 
Last edited:
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:ss/klefki:

[OVERVIEW]

  • With an excellent defensive typing in Steel/Fairy, an amazing ability in Prankster, and a wide bevy of status moves, Klefki makes a name for itself as an amazing support Pokemon. Tune it down, Klefki isn't as great as you portray it to be here.
  • Access to moves like Spikes, Thunder Wave, Toxic, Reflect, and Light Screen allows Klefki to fit a wide variety of support roles, making it a good fit for any team composition. Klefki does not fit on defensive teams at all, and even if it did this should go on the second paragraph.
  • However, Klefki's base stats are rather subpar, making it very passive and easily killed. hindering its capability to put its great defensive typing to use. (Here you are implying that Klefki will take a lot of damage from any move it takes, so i rephrased it to sound more forgiving to Klefki)
  • Klefki also faces competition from other, stronger Pokemon in its support roles. As a THhunder Wave user, it is outclassed by the Rotom forms Rotom-W (Rotom-H never uses Thunder Wave, since it needs to threaten Ground-types), while as a Spikes setter, it it outclassed by Mew.

[SET]
name: Spikes
move 1: Play Rough
move 2: Spikes
move 3: Thunder Wave
move 4: Foul Play / Toxic
item: Leftovers
ability: Prankster
nature: Careful
evs: 240 HP / 252 SpD / 16 Spe

[SET COMMENTS]

Paragraph 1
  • Play Rough is Klefki's main STAB move, as well as its main method of not being passive.
  • Spikes allows Klefki to set up hazards.
  • Thunder Wave is used to paralyze opposing Pokemon, which slows them down and allows Klefki's teammates to set up. Slow down opposing Pokemon, which is greatly appreciated by a slow but powerful teammate attempting to wallbreak. (You were just describing what the move did without adding much to it)
  • Foul Play is used to deal with powerful physical attackers, like Mamoswine (the difference between Play Rough and Foul Play is not that big, just choose a Pokemon that resists Play Rough.) and Scizor, that can otherwise tank Play Rough very well.
  • Alternatively, Toxic can be used to cripple Electric-types like Thundurus-T and Raikou that are not affected by Thunder Wave.
  • Prankster is used as the ability fluff. either delete this or explain how Prankster gives Klefki priority Thunder Wave and Spikes, and also how it synergizes nicely with Klefki's fairy STAB hitting the Dark-types that are inmune to Prankster.
  • Leftovers are used to provide Klefki with recovery, which it lacks otherwise.
  • A Careful nature combined with maximum Special Defense EVs allows Klefki to become a special tank. Mention special attackers Klefki checks, like Galarian Moltres.

Paragraph 2
  • Mention the offensive teams Klefki fits on
  • Klefki is best used with Pokemon that appreciate Spikes and Thunder Wave support. (You say this exact thing in the next point while elaborating on which Pokemon appreciate that support, fluff.)
  • Wallbreakers like Mamoswine and Primarina appreciate the combination of Spikes and Thunder Wave (If you are going to implement what is at the end of the point, swap Spikes and Thunder Wave's position), as the combination of Spikes damage and paralysis allows them to take out their opponents quicker. outspeed Pokemon that would normally force them out like Gyarados and Zarude, and also weakening Pokemon like Buzzwole and Assault Vest Tangrowth trying to come in to sponge a hit
  • Primarina is especially appreciated as a partner because it can take out Fire- and Ground-types, two of Klefki's biggest weaknesses.
  • Water-types in general, like Keldeo and Gyarados, are greatly appreciated by Klefki for the above reason. Merge this with the point above, you are just talking about how Klefki appreciates Water-types on both.
  • Slower Pokemon, such as Crawdaunt and Aegislash, appreciate Klefki's ability to spread paralysis, as it allows them to get the upper hand on Pokemon that would otherwise outspeed them. This is the same you said on the second point, I do not see a reason to keep this

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

  • Reflect and Light Screen can be used to give Klefki a way of helping its teammates set up, but since both moves only last for five turns, they are not very reliable. Klefki is extremely outclassed in this by Alolan Ninetales and Grimmsnarl, and that is with screens being very mediocre after the Light Clay ban.
  • Defog can be used to give Klefki a method of hazard removal, but it is greatly outclassed in this role by better Pokemon like Salamence and Rotom-W.
  • Switcheroo can be used in combination with an item like Toxic Orb or Sticky Barb to cripple opponents, but these sets are very niche and are not very useful competitively.

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

**Fire-types*: Rotom-H, Entei, and Moltres all resist Klefki's main form of damage and can easily OHKO it with their super-effective moves. The former is especially dangerous as it cannot be crippled by Thunder Wave.

**Ground-types**: Krookodile, Mamoswine, and Nidoqueen can all easily OHKO Klefki with their super-effective Ground-types moves (either add this to the Fire-types one too, or delete it from here), though the former does have to watch out for Play Rough.

[CREDITS]
- Written by: [[StarFalcon555, 540058]]
- Quality checked by: [[username1, userid1], [username2, userid2], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
 
Last edited:

Estarossa

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:ss/klefki:

[OVERVIEW]

  • With an excellent defensive typing in Steel/Fairy, an amazing ability in Prankster, and a wide bevy of status moves, Klefki makes a name for itself as an amazing support Pokemon. Tune it down, Klefki isn't as great as you portray it to be here. Yep, also worth noting what its defensive typing lets it do though with a few examples, eg. check Nihilego and Zarude.
  • Access to moves like Spikes, Thunder Wave, Toxic, Reflect, and Light Screen allows Klefki to fit a wide variety of support roles, making it a good fit for any team composition. Klefki does not fit on defensive teams at all, and even if it did this should go on the second paragraph. I agree with you about it not fitting on defensive teams, but its fine to mention a pokemon being a splashable fit for x team structures in the overview. Its also a nice thing to comment on how well this synergises with Prankster; makes Klefki quite nice versus offense because a Prankster Twave is great versus stuff like SD/soul kommo-o / DD Gyarados.
  • However, Klefki's base stats are rather subpar, making it very passive and easily killed. hindering its capability to put its great defensive typing to use. (Here you are implying that Klefki will take a lot of damage from any move it takes, so i rephrased it to sound more forgiving to Klefki)
  • Klefki also faces competition from other, stronger Pokemon in its support roles. As a THhunder Wave user, it is outclassed by the Rotom forms Rotom-W (Rotom-H never uses Thunder Wave, since it needs to threaten Ground-types), I would actually ditch the Thudner Waver comparison, Rotom-w doesn't really run it much either, just focus on it being a rather subpar spikes setter while as a Spikes setter, it it outclassed by Mew. You should also be commenting on its poor matchup versus a lot of hazard removers, especially the rotoms.

[SET]
name: Spikes
move 1: Play Rough
move 2: Spikes
move 3: Thunder Wave
move 4: Foul Play / Toxic
item: Leftovers
ability: Prankster
nature: Careful

evs: 240 HP / 252 SpD / 16 Spe

[SET]
name: Spikes
move 1: Play Rough
move 2: Spikes
move 3: Thunder Wave
move 4: Foul Play / Toxic
item: Leftovers
ability: Prankster
nature: Impish

evs: 252 HP / 84 Def / 156 SpD / 16 Spe

Updating spread to this, lets you live a +2 LO BP from Scizor and foul play it, improves calcs versus zarude at same time while having little impact on your Nihilego matchup, also lets you live a +1 EQ from DD Necrozma if you hard switched into it, and Paralyse it twice to get around Lum berry.


[SET COMMENTS]

Paragraph 1
  • Play Rough is Klefki's main STAB move, as well as its main method of not being passive. I dont know that i agre that its your main thing that keeps you not passive since its really not that powerful, can just say that its your main way of pressuring Pokemon like Zarude / Kommo-o.
  • Spikes allows Klefki to set up hazards.
  • Thunder Wave is used to paralyze opposing Pokemon, which slows them down and allows Klefki's teammates to set up. Slow down opposing Pokemon, which is greatly appreciated by a slow but powerful teammate attempting to wallbreak. (You were just describing what the move did without adding much to it) I think the more important point to bring up here is how ti combiens with Prankster to let you cripple set up sweepers like Kommo-o / Gyarados too.
  • Foul Play is used to deal with powerful physical attackers, like Mamoswine (the difference between Play Rough and Foul Play is not that big, just choose a Pokemon that resists Play Rough.) can just use any physical sweeper that you'd want to para first like Gyara or Necro here tbh. and Scizor, that can otherwise tank Play Rough very well.
  • Alternatively, Toxic can be used to cripple Electric-types like Thundurus-T and Raikou that are not affected by Thunder Wave. These arent the most important examples, one of the most important things here to focus on is that it cripples Rotom-W/H which are removers that you can't touch otherwise.
  • Prankster is used as the ability fluff. either delete this or explain how Prankster gives Klefki priority Thunder Wave and Spikes, and also how it synergizes nicely with Klefki's fairy STAB hitting the Dark-types that are inmune to Prankster.
  • Leftovers are used to provide Klefki with recovery, which it lacks otherwise.
  • A Careful nature combined with maximum Special Defense EVs allows Klefki to become a special tank. Mention special attackers Klefki checks, like Galarian Moltres. Update this EV spread to the new one iprovided, commenting on how it leaves you with special bulk to check special attackers like NIhilego still and switch into Mence more safely on a predicted non Fire Blast to pressure it with Twave / Spikes.

Paragraph 2
  • Mention the offensive teams Klefki fits on
  • Klefki is best used with Pokemon that appreciate Spikes and Thunder Wave support. (You say this exact thing in the next point while elaborating on which Pokemon appreciate that support, fluff.)
  • Wallbreakers like Mamoswine and Primarina appreciate the combination of Spikes and Thunder Wave (If you are going to implement what is at the end of the point, swap Spikes and Thunder Wave's position), as the combination of Spikes damage and paralysis this is really repetitive allows them to take out their opponents quicker. outspeed Pokemon that would normally force them out like Gyarados and Zarude, and also weakening Pokemon like Buzzwole and Assault Vest Tangrowth trying to come in to sponge a hit Zarude can't be paralysed by Klefki cause its a dark type.
  • Primarina is especially appreciated as a partner because it can take out Fire- and Ground-types, two of Klefki's biggest weaknesses. Just a general analysis thing but try to give examples instead of just listing off a type chart. you can specifically mention here checking stuff like Krookodile, Chandelure, and Rhyperior.
  • Water-types in general, like Keldeo and Gyarados, are greatly appreciated by Klefki for the above reason. Merge this with the point above, you are just talking about how Klefki appreciates Water-types on both.
  • Slower Pokemon, such as Crawdaunt and Aegislash, appreciate Klefki's ability to spread paralysis, as it allows them to get the upper hand on Pokemon that would otherwise outspeed them. This is the same you said on the second point, I do not see a reason to keep this
This team options is feeling really empty, you have literally just commented on Mamo, Prim, Keldeo, Gyara here and thats it. Some stuff you should be bringing up here;

  • Rocks setters that pair well with Klefki. Put special importance on ones with positive matchups versus Hazard removers, Rhyperior and Nihilego coming to mind especially. Can also bring these rock-types up as checks to Thundies which Klefki can't paralyse.
  • Put some separation in the section between wallbreakers and late game cleaners (which your Gyarados would fit into). Mention a few more that pair well on Klefki based sorts of teams.
  • Pokemon that can pressure Rotom-W and Rotom-H, especialyl the former, are worth bringing up since you'll struggle to get spikes up through them. One way you could do this is by talking about The rock-types doing Rotom-H (and mence too), while you can bring up an option like Zarude to pressure Rotom-W, which also helps vs Thundy-T.

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

  • Reflect and Light Screen can be used to give Klefki a way of helping its teammates set up, but since both moves only last for five turns, they are not very reliable. Klefki is extremely outclassed in this by Alolan Ninetales and Grimmsnarl, and that is with screens being very mediocre after the Light Clay ban. Agreed remove this.
  • Defog can be used to give Klefki a method of hazard removal, but it is greatly outclassed in this role by better Pokemon like Salamence and Rotom-W. Maybe bring up Imprison Spikes Defog filler too, to get spikes up past Rotoms etc, but comment on how you can't afford to really give up the 2 slots and Spikes Taunt mew can pull this off a lot more effectively.
  • Magnet rise
  • Switcheroo can be used in combination with an item like Toxic Orb or Sticky Barb to cripple opponents, but these sets are very niche and are not very useful competitively. Wouldn't use switcheroo sticky barb cause of the chip damage and making itself super obvious but switcheroo with a choice item is ok. The important thing to bring up here is the horrendous 4mss klefki already has. Also need to comment on like the actual benefits of doing this, eg. crippling Rotom-W / Rotom-H, and how you have options like Toxic to do this already.

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

**Rotom Formes**: Cover a point on Rotom-H and Rotom-W especially here, as Defoggers that you cannot cripple unless running Toxic.

**Hatterene**: Similarly a point on Hatterene would be good, as it absolutely stonewalls you.


**Fire-types*: Rotom-H, Entei, and Moltres all resist Klefki's main form of damage and can easily OHKO it with their super-effective moves. The former is especially dangerous as it cannot be crippled by Thunder Wave. entei is currently unranked, use an example like Chandelure for now. Also need to comment that Moltres / Chandy absolutely hate being paralysed.

**Ground-types**: Krookodile, Mamoswine, and Nidoqueen can all easily OHKO Klefki with their super-effective Ground-types moves (either add this to the Fire-types one too, or delete it from here), though the former does have to watch out for Play Rough.


[CREDITS]
- Written by: [[StarFalcon555, 540058]]
- Quality checked by: [[username1, userid1], [username2, userid2], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
Going over Franco's check here, implement anything that I haven't specifically disagreed with here StarFalcon555, and tag me for a second check afterwards :)

Red - Remove [Falco]
Blue - comments [Falco]

Orange - Remove [Esta]

Purple - Comments [Esta]
 

Estarossa

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:ss/klefki:

[OVERVIEW]

  • With an excellent defensive typing in Steel/Fairy, an amazing ability in Prankster, and a wide bevy of status moves, Klefki makes a name for itself as a solid support Pokemon that can also check common threats like Nihilego and Zarude in the process.
  • Access to moves like Spikes, Thunder Wave, and Toxic allows Klefki to fit a wide variety of support roles, making it a good fit for any team composition.
  • Klefki's base stats are rather subpar, making it very passive and hindering its capability to put its great defensive typing to use.
  • Klefki faces competition as a Spikes setter from Mew, which is much more powerful and has access to recovery. being much more powerful isn't rly that important because spikes mew doesn't even often run a STAB move or anything and runs hp investment, whats important is that its got a more widemovepool, better matchup vs hazard removers depending on its set, and the recovery.
  • Additionally, Klefki is a hazard setter that struggles to counter many hazard removers, particularly the Rotom forms.

[SET]
name: Spikes
move 1: Play Rough
move 2: Spikes
move 3: Thunder Wave
move 4: Foul Play / Toxic
item: Leftovers
ability: Prankster
nature: Impish
evs: 252 HP / 84 Def / 156 SpD / 16 Spe

[SET COMMENTS]

Paragraph 1
  • Play Rough is Klefki's main STAB move, as well as its main method of pressuring Pokemon like Zarude and Kommo-o.
  • Spikes allows Klefki to set up hazards. This is just fluff atm, either write something about like the sort of Pokemon it sets spikes up against or cut this.
  • Thunder Wave is used to slow down opposing Pokemon, which gives its slower teammates more opportunities to wallbreak.
  • Foul Play is used to deal with powerful physical attackers, like Gyarados and Scizor, that can otherwise tank Play Rough very well.
  • Alternatively, Toxic can be used to cripple Electric-types like Rotom-W and Rotom-H, which completely wall Klefki otherwise.
  • Prankster gives Klefki access to priority Spikes and Thunder Wave. It also synergizes nicely with Klefki's Fairy STAB, which it can use to hit Drak-types that are immune to Prankster. This stuff about prankster thunder wave still fails to capture the important details, ie. that it provides a safety net versus speed boosting threats like SD scale shot kommo-o, DD gyarados, etc.
  • Leftovers are used to provide Klefki with recovery, which it lacks otherwise.
  • The EV spread given allows Klefki to take multiple hits on both side of the spectrum. The Defense EVs plus the Impish nature allow Klefki to live a +2 Bullet Punch from Life Orb Scizor and subsequently KO it with Foul Play, and the Special Defense EVs allow Klefki to switch into a Fire Blast from Salamence while still checking special attackers like Nihilego and Galarian Moltres. it could do that without lower spdef evs, just say that they improve its ability to do this instead of allowing it to.

Paragraph 2
  • Klefki is best used on offensive teams that appreciate the support that its status moves provide.
  • Wallbreakers like Mamoswine and Primarina appreciate the combination of Spikes and Thunder Wave, as it allows them to outspeed Pokemon that would otherwise take them out, like Gyarados and Zarude, while also weakening Pokemon like Buzzwole and Assault Vest Tangrowth that try to to come in and take a hit.
  • Water-types, such as Keldeo and Primarina are especially appreciated as partners because they can take out Pokemon like Krookodile, Rhyperior, and Chandelure that force out Klefki easily. Why do they specifically benefit from Spikes? There should be more discussion of this sort of thing here, in particlar these two love Amoong and AV tang being worn down.
  • Late-game cleaners, like Gyarados and Nihilego, greatly appreciate Klefki's support capabilities, because it makes their ability to clean up a little bit easier. This is really just fluff atm, there should be an actual explanation of why this is the case here.
  • Rocks setters like Rhyperior and Nidoqueen can form a solid hazard-stacking core with Klefki while also being able to deal with Rotom-H, a Pokemon that Klefki greatly struggles with, for it. This should be the first point before mamo/prim point.
  • Pokemon that can pressure the Rotom forms are immensely important for Klefki, as they are some of its biggest counters. Ground-types like Rhyperior and Krookodile can deal with Rotom-H, while Grass-types like Tapu Bulu and Zarude can take care of Rotom-W.

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

  • Defog can be used to give Klefki a method of hazard removal, but it is greatly outclassed in this role by better Pokemon like Salamence and Rotom-W.
  • Specifically, a combination of Imprison, Spikes, and Defog can be used to block the Rotom forms from using Defog, but Klefki cannot afford to give up two moveslots for this combination, and Spikes + Taunt Mew can pull off this combination more effectively.
  • Magnet Rise can be used to turn one of Klefki's weaknesses into an immunity, but it takes up a moveslot that can be used for something else.
  • Switcheroo can be used in combination with an item like Toxic Orb or a Choice item to cripple opponents like the Rotom forms, but these sets are very niche and are not very useful competitively.

Checks and Counters
===================
**Rotom forms**: Both Rotom forms can easily get rid of Klefki's Spikes with Defog, and they are both immune to Thunder Wave, so Klefki has to run Toxic to be able to cripple them.

**Hatterene**: Hatterene is able to completely wall Klefki thanks to its defensive typing and having Magic Bounce as an ability to block all of Klefki's support moves.

**Fire- and Ground-types**: Moltres, Chandelure, Mamoswine, and Krookodile can all easily OHKO Klefki with their super-effective moves. The former two hate being paralyzed, though, and the latter dislikes having to take a Play Rough.

types should have different points for ech typing, so split this up.

[CREDITS]
- Written by: [[StarFalcon555, 540058]]
- Quality checked by: [[username1, userid1], [username2, userid2], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
QC 1/3.
 
:ss/klefki:

[OVERVIEW]

  • With an excellent defensive typing in Steel/Fairy, an amazing ability in Prankster, and a wide bevy of status moves, Klefki makes a name for itself as a solid support Pokemon that can also check common threats like Nihilego and Zarude in the process. Add a comment on Spikes here and it being one of the few viable Pokemon that run it
  • Access to moves like Spikes, Thunder Wave, and Toxic allows Klefki to fit a wide variety of support roles, making it a good fit for any team composition. You're only really running this on Bulky Offense, balance and stall teams have much better options to opt for.
  • Klefki's base stats are rather subpar, making it very passive and hindering its capability to put its great defensive typing to use. I'd like you to talk about its bulk and offensive presence in two different sentences. Rn, it reads like you're compressing it all into this small line. State that its mediocre bulk and lack of recovery makes it hard to check X and Y long-term. You can then tie in your Mew comment straight after. Have another point about it lacking an offensive presence, so it has to rely on Thunder Wave or Foul Play against targets it can't hit super effectively.
  • Klefki faces competition as a Spikes setter from Mew, which has a much wider movepool, and has access to recovery.
  • Additionally, Klefki is a hazard setter that struggles to counter many hazard removers, particularly the Rotom forms. It doesn't need to counter any of them when it's able to cripple all of them. Just reword this point to say that without Toxic it is unable to pressure Rotom-H and Rotom-W.

[SET]
name: Spikes
move 1: Play Rough Dazzling Gleam
move 2: Spikes
move 3: Thunder Wave
move 4: Foul Play / Toxic
item: Leftovers
ability: Prankster
nature: Impish Bold
evs: 252 HP / 84 Def / 156 SpD / 16 Spe

[SET COMMENTS]

Paragraph 1
  • Play Rough is Klefki's main STAB move, as well as its main method of pressuring Pokemon like Zarude and Kommo-o. Change this to be Dazzling Gleam. The main upside of Play Rough is hitting Goltres harder but it's not as common anymore so 2HKOing Buzzwole is better. Mention Buzz as the premier reasoning behind Dazzling, keep Play Rough as a mention for Goltres.
  • Spikes allows Klefki to set up hazards, which allows it to wear down bulky Pokemon that otherwise wall it, such as Amoonguss and Chansey. I wouldn't bother with this info. Just say it's a decent Spikes setter and when/how it can get them up.
  • Thunder Wave is used to slow down opposing Pokemon, which gives its slower teammates more opportunities to wallbreak. Reword this to say it provides Speed control then move up some of your examples of setup sweepers/fast mons from your Prankster point to here instead.
  • Foul Play is used to deal with powerful physical attackers, like Gyarados and Scizor, that can otherwise tank Play Rough very well.
  • Alternatively, Toxic can be used to cripple Electric-types like Rotom-W and Rotom-H, which completely wall Klefki otherwise.
  • Prankster gives Klefki access to priority Spikes and Thunder Wave. It also synergizes nicely with Klefki's Fairy STAB, which it can use to hit Dark-types that are immune to Prankster, and provides Klefki with a safety net against speed-boosting sweepers such as Dragon Dance Gyarados Swords Dance + Scale Shot Kommo-o, and Nasty Plot + Agility Galarian Moltres. You can't cripple Gmolt
  • Leftovers are used to provide Klefki with recovery, which it lacks otherwise.
  • The EV spread given allows Klefki to take multiple hits on both side of the spectrum. The Defense EVs plus the Impish nature allow Klefki to live a +2 Bullet Punch from Life Orb Scizor and subsequently KO it with Foul Play, and the Special Defense EVs improve Klefki's ability to switch into a Fire Blast from Salamence Most are Flamethrower now while still checking special attackers like Nihilego and Galarian Moltres. You should have a line that the Speed lets you outpace Noivern and lower after they are crippled with Thunder Wave.

Paragraph 2
  • Klefki is best used on offensive teams that appreciate the support that its status moves provide.
  • Rocks setters like Rhyperior and Nidoqueen can form a solid hazard-stacking core with Klefki while also being able to deal with Rotom-H, a Pokemon that Klefki greatly struggles with, for it.
  • Wallbreakers like Mamoswine and Primarina appreciate the combination of Spikes and Thunder Wave, as it allows them to outspeed Pokemon that would otherwise take them out, like Gyarados and Zarude, You can't paralyze Zarude, it's a Dark-type while also weakening Pokemon like Buzzwole and Assault Vest Tangrowth that try to to come in and take a hit. You aren't doing anything to Tang. Just say that Spikes brings it into 2HKO range of a Choice Specs-Moonblast from Prima.
  • Water-types, such as Keldeo and Azumarill Primarina are especially appreciated as partners because they can take out Pokemon like Krookodile, Rhyperior, and Chandelure that force out Klefki easily. In turn, these Water-types appreciate Klefki's Spikes supports, as it wears down AV Tangrowth and Amoonguss, two Pokemon that easily check Water-types.
  • Late-game cleaners, like Gyarados and Nihilego, greatly appreciate Klefki's support capabilities, because it makes their ability to clean up a little bit easier by wearing down bulky Pokemon like Buzzwole and Amoonguss that could wall them earlier in the game. Neither of these are Nihilego checks. Amoong can eat but all it can do is Spore then switch. Add another mention of something that actually gives Nihilego a hard time.
  • Pokemon that can pressure the Rotom forms are immensely important for Klefki, as they are some of its biggest counters if lacking Toxic. Ground-types like Rhyperior and Krookodile can deal with Rotom-H, while Grass-types like Tapu Bulu and Zarude can take care of Rotom-W.

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

  • Defog can be used to give Klefki a method of hazard removal, but it is greatly outclassed in this role by better Pokemon like Salamence and Rotom-W.
  • Specifically, a combination of Imprison, Spikes, and Defog can be used to block the Rotom forms from using Defog, but Klefki cannot afford to give up two moveslots for this combination, and Spikes + Taunt Mew can pull off this combination more effectively.
  • Magnet Rise can be used to turn one of Klefki's weaknesses into an immunity, but it takes up a moveslot that can be used for something else. Move this to the top of oo
  • Switcheroo can be used in combination with an item like Toxic Orb or a Choice item to cripple opponents like the Rotom forms, but these sets are very niche and are not very useful competitively.

Checks and Counters
===================
**Rotom forms**: Both Rotom forms can easily get rid of Klefki's Spikes with Defog, and they are both immune to Thunder Wave, so Klefki has to run Toxic to be able to cripple them. Just change this to hazard removers then talk about Tentacruel and defensive Starmie

**Hatterene**: Hatterene is able to completely wall Klefki thanks to its defensive typing and having Magic Bounce as an ability to block all of Klefki's support moves.

**Fire-types**: Moltres and Chandelure can both easily OHKO Klefki with their super-effective STAB moves, though they both hate being paralyzed.

**Ground-types**: Similar to the above point, Krookodile and Mamoswine can also OHKO Klefki with their super effective STAB moves, though the former does not like having to take a Play Rough. Remove Play Rough mention

[CREDITS]
- Written by: [[StarFalcon555, 540058]]
- Quality checked by: [[username1, userid1], [username2, userid2], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]

2/3
Write this up. Make sure you implement everything.

add remove comments
 
:ss/klefki:

[OVERVIEW]

  • With an excellent defensive typing in Steel/Fairy, an amazing ability in Prankster, and a wide bevy of status moves, Klefki makes a name for itself as a solid support Pokemon that can also check common threats like Nihilego and Zarude in the process. Add a comment on Spikes here and it being one of the few viable Pokemon that run it
  • Access to moves like Spikes, Thunder Wave, and Toxic allows Klefki to fit a wide variety of support roles, making it a good fit for any team composition. You're only really running this on Bulky Offense, balance and stall teams have much better options to opt for.
  • Klefki's base stats are rather subpar, making it very passive and hindering its capability to put its great defensive typing to use. I'd like you to talk about its bulk and offensive presence in two different sentences. Rn, it reads like you're compressing it all into this small line. State that its mediocre bulk and lack of recovery makes it hard to check X and Y long-term. You can then tie in your Mew comment straight after. Have another point about it lacking an offensive presence, so it has to rely on Thunder Wave or Foul Play against targets it can't hit super effectively.
  • Klefki faces competition as a Spikes setter from Mew, which has a much wider movepool, and has access to recovery.
  • Additionally, Klefki is a hazard setter that struggles to counter many hazard removers, particularly the Rotom forms. It doesn't need to counter any of them when it's able to cripple all of them. Just reword this point to say that without Toxic it is unable to pressure Rotom-H and Rotom-W.

[SET]
name: Spikes
move 1: Play Rough Dazzling Gleam
move 2: Spikes
move 3: Thunder Wave
move 4: Foul Play / Toxic
item: Leftovers
ability: Prankster
nature: Impish Bold
evs: 252 HP / 84 Def / 156 SpD / 16 Spe

[SET COMMENTS]

Paragraph 1
  • Play Rough is Klefki's main STAB move, as well as its main method of pressuring Pokemon like Zarude and Kommo-o. Change this to be Dazzling Gleam. The main upside of Play Rough is hitting Goltres harder but it's not as common anymore so 2HKOing Buzzwole is better. Mention Buzz as the premier reasoning behind Dazzling, keep Play Rough as a mention for Goltres.
  • Spikes allows Klefki to set up hazards, which allows it to wear down bulky Pokemon that otherwise wall it, such as Amoonguss and Chansey. I wouldn't bother with this info. Just say it's a decent Spikes setter and when/how it can get them up.
  • Thunder Wave is used to slow down opposing Pokemon, which gives its slower teammates more opportunities to wallbreak. Reword this to say it provides Speed control then move up some of your examples of setup sweepers/fast mons from your Prankster point to here instead.
  • Foul Play is used to deal with powerful physical attackers, like Gyarados and Scizor, that can otherwise tank Play Rough very well.
  • Alternatively, Toxic can be used to cripple Electric-types like Rotom-W and Rotom-H, which completely wall Klefki otherwise.
  • Prankster gives Klefki access to priority Spikes and Thunder Wave. It also synergizes nicely with Klefki's Fairy STAB, which it can use to hit Dark-types that are immune to Prankster, and provides Klefki with a safety net against speed-boosting sweepers such as Dragon Dance Gyarados Swords Dance + Scale Shot Kommo-o, and Nasty Plot + Agility Galarian Moltres. You can't cripple Gmolt
  • Leftovers are used to provide Klefki with recovery, which it lacks otherwise.
  • The EV spread given allows Klefki to take multiple hits on both side of the spectrum. The Defense EVs plus the Impish nature allow Klefki to live a +2 Bullet Punch from Life Orb Scizor and subsequently KO it with Foul Play, and the Special Defense EVs improve Klefki's ability to switch into a Fire Blast from Salamence Most are Flamethrower now while still checking special attackers like Nihilego and Galarian Moltres. You should have a line that the Speed lets you outpace Noivern and lower after they are crippled with Thunder Wave.

Paragraph 2
  • Klefki is best used on offensive teams that appreciate the support that its status moves provide.
  • Rocks setters like Rhyperior and Nidoqueen can form a solid hazard-stacking core with Klefki while also being able to deal with Rotom-H, a Pokemon that Klefki greatly struggles with, for it.
  • Wallbreakers like Mamoswine and Primarina appreciate the combination of Spikes and Thunder Wave, as it allows them to outspeed Pokemon that would otherwise take them out, like Gyarados and Zarude, You can't paralyze Zarude, it's a Dark-type while also weakening Pokemon like Buzzwole and Assault Vest Tangrowth that try to to come in and take a hit. You aren't doing anything to Tang. Just say that Spikes brings it into 2HKO range of a Choice Specs-Moonblast from Prima.
  • Water-types, such as Keldeo and Azumarill Primarina are especially appreciated as partners because they can take out Pokemon like Krookodile, Rhyperior, and Chandelure that force out Klefki easily. In turn, these Water-types appreciate Klefki's Spikes supports, as it wears down AV Tangrowth and Amoonguss, two Pokemon that easily check Water-types.
  • Late-game cleaners, like Gyarados and Nihilego, greatly appreciate Klefki's support capabilities, because it makes their ability to clean up a little bit easier by wearing down bulky Pokemon like Buzzwole and Amoonguss that could wall them earlier in the game. Neither of these are Nihilego checks. Amoong can eat but all it can do is Spore then switch. Add another mention of something that actually gives Nihilego a hard time.
  • Pokemon that can pressure the Rotom forms are immensely important for Klefki, as they are some of its biggest counters if lacking Toxic. Ground-types like Rhyperior and Krookodile can deal with Rotom-H, while Grass-types like Tapu Bulu and Zarude can take care of Rotom-W.

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

  • Defog can be used to give Klefki a method of hazard removal, but it is greatly outclassed in this role by better Pokemon like Salamence and Rotom-W.
  • Specifically, a combination of Imprison, Spikes, and Defog can be used to block the Rotom forms from using Defog, but Klefki cannot afford to give up two moveslots for this combination, and Spikes + Taunt Mew can pull off this combination more effectively.
  • Magnet Rise can be used to turn one of Klefki's weaknesses into an immunity, but it takes up a moveslot that can be used for something else. Move this to the top of oo
  • Switcheroo can be used in combination with an item like Toxic Orb or a Choice item to cripple opponents like the Rotom forms, but these sets are very niche and are not very useful competitively.

Checks and Counters
===================
**Rotom forms**: Both Rotom forms can easily get rid of Klefki's Spikes with Defog, and they are both immune to Thunder Wave, so Klefki has to run Toxic to be able to cripple them. Just change this to hazard removers then talk about Tentacruel and defensive Starmie

**Hatterene**: Hatterene is able to completely wall Klefki thanks to its defensive typing and having Magic Bounce as an ability to block all of Klefki's support moves.

**Fire-types**: Moltres and Chandelure can both easily OHKO Klefki with their super-effective STAB moves, though they both hate being paralyzed.

**Ground-types**: Similar to the above point, Krookodile and Mamoswine can also OHKO Klefki with their super effective STAB moves, though the former does not like having to take a Play Rough. Remove Play Rough mention

[CREDITS]
- Written by: [[StarFalcon555, 540058]]
- Quality checked by: [[username1, userid1], [username2, userid2], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]

2/3
Write this up. Make sure you implement everything.

add remove comments
implemented and written up!
 
[OVERVIEW]
With an excellent defensive typing in Steel/Fairy, an amazing ability in Prankster, and a wide bevy of status utility moves, Klefki makes a name for itself as a solid support Pokemon that can also check common threats like Nihilego and Zarude in the process. Access to Spikes sets Klefki apart from other setters (other setters of what? I'd much rather have this be about the utility it provides with spikes and thunder wave compared to other steel-types like Jirachi if anything), being one of the only viable Spikes setters in the tier. Klefki's base stats are rather subpar, making it very passive and hindering its capability to put its great defensive typing to use. Its mediocre bulk and lack of recovery causes Klefki to struggle with checking Pokemon like Buzzwole and Lycanroc-D. Nihilego (this is contradictory, you have klefki both checking and struggling with nihilego. Use the example I have), while its lackluster offensive presence causes Klefki to resort to using Thunder Wave or Foul Play against Pokemon it cannot hit super effectively (like? Give some examples). Klefki faces competition as a Spikes setter from Mew, which has a much wider movepool, and has access to recovery. Additionally, Klefki is a hazard setter that struggles to pressure many hazard removers, particularly the Rotom forms, forcing it to run Toxic if it wants to cripple them.

[SET]
name: Spikes
move 1: Dazzling Gleam
move 2: Spikes
move 3: Thunder Wave
move 4: Foul Play / Toxic
item: Leftovers
ability: Prankster
nature: Bold
evs: 252 HP / 84 Def / 156 SpD / 16 Spe

[SET COMMENTS]

Paragraph 1

Dazzling Gleam is Klefki's main STAB move, allowing it to 2HKO Buzzwole as well as pressure Pokemon like Zarude and Kommo-o. Spikes, in combination with Prankster, turns Klefki into a solid hazard setter that can easily get them up on the first turn of a match or when it is given a free switch in (give examples of Pokemon it can get spikes up against and Pokemon it can wear down). Thunder Wave is used to slow down opposing Pokemon, which gives its slower teammates more opportunities to wallbreak. (give examples of Pokemon it can cripple with thunder wave, keldeo is one that should absolutely be mentioned) It also provides Klefki with a safety net against speed-boosting set-up sweepers, such as Dragon Dance Gyarados and Swords Dance + Scale Shot Kommo-o. Foul Play is used to deal with powerful physical attackers, like Gyarados and Scizor. Alternatively, Toxic can be used to cripple Electric-types like Rotom-W and Rotom-H, which completely wall Klefki otherwise. Leftovers are used to provide Klefki with recovery, which it lacks otherwise. The EV spread given allows Klefki to take multiple hits on both side of the spectrum. The Defense EVs plus the Bold nature allow Klefki to live a +2 Bullet Punch from Life Orb Scizor and subsequently KO it with Foul Play, and the Special Defense EVs improve Klefki's ability to switch into a Flamethrower from Salamence while still checking special attackers like Nihilego and Galarian Moltres. The 16 Speed EVs allow Klefki to outspeed extremely fast Pokemon, such as Noivern, after paralyzing them.

Paragraph 2

Klefki is best used on offensive teams that appreciate the early-game support that its status moves provide. Stealth Rocks setters like Rhyperior and Nidoqueen can form a solid hazard-stacking core with Klefki while also being able to deal with Rotom-H, a Pokemon that Klefki greatly struggles with, for it. Wallbreakers like Mamoswine and Primarina appreciate the combination of Spikes and Thunder Wave, as it allows them to outspeed Pokemon that would otherwise take them out, like Gyarados and Mienshao, while also weakening Buzzwole and putting Assault Vest Tangrowth within 2HKO range of Primarina's Moonblast. Water-types, such as Keldeo and Azumarill are especially appreciated as partners because they can take out Pokemon like Krookodile, Rhyperior, and Chandelure that force out Klefki easily. In turn, these Water-types appreciate Klefki's Spikes supports, as it wears down Tangrowth and Amoonguss. Late-game cleaners, like Gyarados and Nihilego, greatly appreciate Klefki's support capabilities, because it makes their ability to clean up a little bit easier by wearing down bulky Pokemon like Buzzwole and Jirachi that could wall them earlier in the game. Pokemon that can pressure the Rotom forms are immensely important for Klefki, as they are some of its biggest counters if lacking Toxic. Ground-types like Rhyperior and Krookodile can deal with Rotom-H, while Grass-types like Tapu Bulu and Zarude can take care of Rotom-W. (move this right after your first sentence for better flow, since after talking about ground-types you can follow up with how they also help form a hazard stacking core with Klefki. Do a bit of rewording on your point about the rockers to account for this change)

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

Magnet Rise can be used to turn one of Klefki's weaknesses into an immunity, easing the matchup against threats like Krookodile and Mamoswine. Play Rough can be used as the STAB attacking move over Dazzling Gleam to hit Galarian Moltres harder, but it makes taking out Buzzwole much harder. Defog can be used to give Klefki a method of hazard removal, but it is greatly outclassed in this role by better Pokemon like Salamence and Rotom-W. Specifically, a combination of Imprison, Spikes, and Defog can be used to block the Rotom forms from using Defog, but Klefki cannot afford to give up two moveslots for this combination, and Spikes + Taunt Mew can pull off this combination more effectively. (this just sounds bad I would never touch it over mew) Switcheroo can be used in combination with an item like Toxic Orb or a Choice item to cripple opponents like the Rotom forms, but these sets are very niche and are not very useful competitively.

Checks and Counters
===================
**Entry Hazard removers**: Both Rotom forms can easily get rid of Klefki's Spikes with Defog, and they are both immune to Thunder Wave, so Klefki has to run Toxic to be able to cripple them. Tentacruel can also easily remove Klefki's Spikes with Rapid Spin, and it is also immune to Toxic, but dislikes taking Thunder Wave so Klefki is unable to cripple it. (it can be crippled with thunder wave, losing its edge as a defensive Pokemon with good speed) Defensive Starmie can also remove Klefki's hazards with Rapid Spin and heal off any statuses Klefki inflicts on it thanks to Natural Cure, though it does not like taking a Foul Play.

**Hatterene**: Hatterene is able to completely wall Klefki thanks to its defensive typing and having Magic Bounce as an ability to block all of Klefki's support moves. add how it can use klefki as set up fodder

**Fire-types**: Fire-types like Moltres, Volcanion, and Chandelure can both easily OHKO Klefki with their super-effective STAB moves, though they both hate being paralyzed.

**Ground-types**: Similar to the above point, Ground-types like Krookodile, Nidoqueen, and Mamoswine can also OHKO Klefki with their super effective STAB moves.

[CREDITS]
- Written by: [[StarFalcon555, 540058]]
- Quality checked by: [[Estarossa, 461329], [Twilight, 344575], [Monky25, 515132]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
Tag me when implementing this check, I'd like another look before giving it 3/3
add remove comment
 
[OVERVIEW]
With an excellent defensive typing in Steel/Fairy, an amazing ability in Prankster, and a wide bevy of status utility moves, Klefki makes a name for itself as a solid support Pokemon that can also check common threats like Nihilego and Zarude in the process. Access to Spikes sets Klefki apart from other setters (other setters of what? I'd much rather have this be about the utility it provides with spikes and thunder wave compared to other steel-types like Jirachi if anything), being one of the only viable Spikes setters in the tier. Klefki's base stats are rather subpar, making it very passive and hindering its capability to put its great defensive typing to use. Its mediocre bulk and lack of recovery causes Klefki to struggle with checking Pokemon like Buzzwole and Lycanroc-D. Nihilego (this is contradictory, you have klefki both checking and struggling with nihilego. Use the example I have), while its lackluster offensive presence causes Klefki to resort to using Thunder Wave or Foul Play against Pokemon it cannot hit super effectively (like? Give some examples). Klefki faces competition as a Spikes setter from Mew, which has a much wider movepool, and has access to recovery. Additionally, Klefki is a hazard setter that struggles to pressure many hazard removers, particularly the Rotom forms, forcing it to run Toxic if it wants to cripple them.

[SET]
name: Spikes
move 1: Dazzling Gleam
move 2: Spikes
move 3: Thunder Wave
move 4: Foul Play / Toxic
item: Leftovers
ability: Prankster
nature: Bold
evs: 252 HP / 84 Def / 156 SpD / 16 Spe

[SET COMMENTS]

Paragraph 1

Dazzling Gleam is Klefki's main STAB move, allowing it to 2HKO Buzzwole as well as pressure Pokemon like Zarude and Kommo-o. Spikes, in combination with Prankster, turns Klefki into a solid hazard setter that can easily get them up on the first turn of a match or when it is given a free switch in (give examples of Pokemon it can get spikes up against and Pokemon it can wear down). Thunder Wave is used to slow down opposing Pokemon, which gives its slower teammates more opportunities to wallbreak. (give examples of Pokemon it can cripple with thunder wave, keldeo is one that should absolutely be mentioned) It also provides Klefki with a safety net against speed-boosting set-up sweepers, such as Dragon Dance Gyarados and Swords Dance + Scale Shot Kommo-o. Foul Play is used to deal with powerful physical attackers, like Gyarados and Scizor. Alternatively, Toxic can be used to cripple Electric-types like Rotom-W and Rotom-H, which completely wall Klefki otherwise. Leftovers are used to provide Klefki with recovery, which it lacks otherwise. The EV spread given allows Klefki to take multiple hits on both side of the spectrum. The Defense EVs plus the Bold nature allow Klefki to live a +2 Bullet Punch from Life Orb Scizor and subsequently KO it with Foul Play, and the Special Defense EVs improve Klefki's ability to switch into a Flamethrower from Salamence while still checking special attackers like Nihilego and Galarian Moltres. The 16 Speed EVs allow Klefki to outspeed extremely fast Pokemon, such as Noivern, after paralyzing them.

Paragraph 2

Klefki is best used on offensive teams that appreciate the early-game support that its status moves provide. Stealth Rocks setters like Rhyperior and Nidoqueen can form a solid hazard-stacking core with Klefki while also being able to deal with Rotom-H, a Pokemon that Klefki greatly struggles with, for it. Wallbreakers like Mamoswine and Primarina appreciate the combination of Spikes and Thunder Wave, as it allows them to outspeed Pokemon that would otherwise take them out, like Gyarados and Mienshao, while also weakening Buzzwole and putting Assault Vest Tangrowth within 2HKO range of Primarina's Moonblast. Water-types, such as Keldeo and Azumarill are especially appreciated as partners because they can take out Pokemon like Krookodile, Rhyperior, and Chandelure that force out Klefki easily. In turn, these Water-types appreciate Klefki's Spikes supports, as it wears down Tangrowth and Amoonguss. Late-game cleaners, like Gyarados and Nihilego, greatly appreciate Klefki's support capabilities, because it makes their ability to clean up a little bit easier by wearing down bulky Pokemon like Buzzwole and Jirachi that could wall them earlier in the game. Pokemon that can pressure the Rotom forms are immensely important for Klefki, as they are some of its biggest counters if lacking Toxic. Ground-types like Rhyperior and Krookodile can deal with Rotom-H, while Grass-types like Tapu Bulu and Zarude can take care of Rotom-W. (move this right after your first sentence for better flow, since after talking about ground-types you can follow up with how they also help form a hazard stacking core with Klefki. Do a bit of rewording on your point about the rockers to account for this change)

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

Magnet Rise can be used to turn one of Klefki's weaknesses into an immunity, easing the matchup against threats like Krookodile and Mamoswine. Play Rough can be used as the STAB attacking move over Dazzling Gleam to hit Galarian Moltres harder, but it makes taking out Buzzwole much harder. Defog can be used to give Klefki a method of hazard removal, but it is greatly outclassed in this role by better Pokemon like Salamence and Rotom-W. Specifically, a combination of Imprison, Spikes, and Defog can be used to block the Rotom forms from using Defog, but Klefki cannot afford to give up two moveslots for this combination, and Spikes + Taunt Mew can pull off this combination more effectively. (this just sounds bad I would never touch it over mew) Switcheroo can be used in combination with an item like Toxic Orb or a Choice item to cripple opponents like the Rotom forms, but these sets are very niche and are not very useful competitively.

Checks and Counters
===================
**Entry Hazard removers**: Both Rotom forms can easily get rid of Klefki's Spikes with Defog, and they are both immune to Thunder Wave, so Klefki has to run Toxic to be able to cripple them. Tentacruel can also easily remove Klefki's Spikes with Rapid Spin, and it is also immune to Toxic, but dislikes taking Thunder Wave so Klefki is unable to cripple it. (it can be crippled with thunder wave, losing its edge as a defensive Pokemon with good speed) Defensive Starmie can also remove Klefki's hazards with Rapid Spin and heal off any statuses Klefki inflicts on it thanks to Natural Cure, though it does not like taking a Foul Play.

**Hatterene**: Hatterene is able to completely wall Klefki thanks to its defensive typing and having Magic Bounce as an ability to block all of Klefki's support moves. add how it can use klefki as set up fodder

**Fire-types**: Fire-types like Moltres, Volcanion, and Chandelure can both easily OHKO Klefki with their super-effective STAB moves, though they both hate being paralyzed.

**Ground-types**: Similar to the above point, Ground-types like Krookodile, Nidoqueen, and Mamoswine can also OHKO Klefki with their super effective STAB moves.

[CREDITS]
- Written by: [[StarFalcon555, 540058]]
- Quality checked by: [[Estarossa, 461329], [Twilight, 344575], [Monky25, 515132]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
Tag me when implementing this check, I'd like another look before giving it 3/3
add remove comment
implemented, ready for another look!
 
[OVERVIEW]

With an excellent defensive typing in Steel/Fairy, an amazing ability in Prankster, and a wide bevy of utility moves, Klefki makes a name for itself as a solid support Pokemon that can also check common threats like Nihilego and Zarude in the process. Access to Spikes sets Klefki apart from other entry hazard setters, being one of the only viable Spikes setters in the tier. talk about what klefki offers compared to other steel-types like aegislash and jirachi, you can tie this into your spikes point while also bringing up its utility in thunder wave. Klefki's base stats are rather subpar, making it very passive and hindering its capability to put its great defensive typing to use. Its mediocre bulk and lack of recovery causes Klefki to struggle with checking Pokemon like Buzzwole and Lycanroc-D, while its lackluster offensive presence causes Klefki to resort to using Thunder Wave or Foul Play against Pokemon it cannot hit super effectively, such as Scizor. Klefki faces competition as a Spikes setter from Mew, which has a much wider movepool, and has access to recovery. Additionally, Klefki is a hazard setter that struggles to pressure many hazard removers, particularly the Rotom forms, forcing it to run Toxic if it wants to cripple them.

[SET]
name: Spikes
move 1: Dazzling Gleam
move 2: Spikes
move 3: Thunder Wave
move 4: Foul Play / Toxic
item: Leftovers
ability: Prankster
nature: Bold
evs: 252 HP / 84 Def / 156 SpD / 16 Spe

[SET COMMENTS]

Dazzling Gleam is Klefki's main STAB move, allowing it to 2HKO Buzzwole as well as pressure Pokemon like Zarude and Kommo-o. Spikes, in combination with Prankster, turns Klefki into a solid hazard setter that can easily get them up on the first turn of a match or when it is given a free switch in. It also helps to wear down bulky Pokemon that Klefki has trouble checking, such as Rhyperior and Chansey. Thunder Wave is used to slow down opposing Pokemon such as Keldeo and Nihilego, which gives its slower teammates more opportunities to wallbreak. It also provides Klefki with a safety net against speed-boosting set-up sweepers, such as Dragon Dance Gyarados and Swords Dance + Scale Shot Kommo-o. Foul Play is used to deal with powerful physical attackers, like Gyarados and Scizor. Alternatively, Toxic can be used to cripple Electric-types like Rotom-W and Rotom-H, which completely wall Klefki otherwise. (add how toxic is nice for crippling defensive Pokemon like Assault Vest Tangrowth as well) Leftovers are used to provide Klefki with recovery, which it lacks otherwise. The EV spread given allows Klefki to take multiple hits on both side of the spectrum. The Defense EVs plus the Bold nature allow Klefki to live a +2 Bullet Punch from Life Orb Scizor and subsequently KO it with Foul Play, and the Special Defense EVs improve Klefki's ability to switch into a Flamethrower from Salamence while still checking special attackers like Nihilego and Galarian Moltres. The 16 Speed EVs allow Klefki to outspeed extremely fast Pokemon, such as Noivern, after paralyzing them.

Klefki is best used on offensive teams that appreciate the early-game support that its status moves provide. Stealth Rock setters like Rhyperior and Nidoqueen can form a solid hazard-stacking core with Klefki while also being able to deal with Rotom-H, a Pokemon that Klefki greatly struggles with, for it. Pokemon that can pressure the Rotom forms are immensely important for Klefki, as they are some of its biggest counters if lacking Toxic. Ground-types like Rhyperior and Krookodile can deal with Rotom-H, while Grass-types like Tapu Bulu and Zarude can take care of Rotom-W.
Wallbreakers like Mamoswine and Primarina appreciate the combination of Spikes and Thunder Wave, as it allows them to outspeed Pokemon that would otherwise take them out, like Gyarados and Mienshao, while also weakening Buzzwole and putting Assault Vest Tangrowth within 2HKO range of Primarina's Moonblast. Water-types, such as Keldeo and Azumarill are especially appreciated as partners because they can take out Pokemon like Krookodile, Rhyperior, and Chandelure that force out Klefki easily. In turn, these Water-types appreciate Klefki's Spikes supports, as it wears down Tangrowth and Amoonguss. Late-game cleaners, like Gyarados and Nihilego, greatly appreciate Klefki's support capabilities, because it makes their ability to clean up a little bit easier by wearing down bulky Pokemon like Buzzwole and Jirachi that could wall them earlier in the game.
talk about Pokemon who can pressure Pokemon who block spikes like starmie, tentacruel, and hatterene.

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

Magnet Rise can be used to turn one of Klefki's weaknesses into an immunity, easing its matchup against threats like Krookodile and Mamoswine.. Play Rough can be used as the STAB attacking move over Dazzling Gleam to hit Galarian Moltres harder, but it makes taking out Buzzwole much harder. Defog can be used to give Klefki a method of hazard removal, but it is greatly outclassed in this role by better Pokemon like Salamence and Rotom-W. Switcheroo can be used in combination with an item like Toxic Orb or a Choice item to cripple opponents like the Rotom forms, but these sets are very niche and are not very useful competitively.

Checks and Counters
===================
**Entry hazard removers**: Both Rotom forms can easily get rid of Klefki's Spikes with Defog, and they are both immune to Thunder Wave, so Klefki has to run Toxic to be able to cripple them. Tentacruel can also easily remove Klefki's Spikes with Rapid Spin, and it is also immune to Toxic. However, Tentacruel greatly dislikes being paralyzed by Thunder Wave. Defensive Starmie can also remove Klefki's hazards with Rapid Spin and heal off any statuses Klefki inflicts on it thanks to Natural Cure, though it does not like taking a Foul Play.

**Hatterene**: Hatterene is able to completely wall Klefki thanks to its defensive typing and having Magic Bounce as an ability to block all of Klefki's support moves, and can take advantage of this to set up freely against Klefki with Calm Mind.

**Fire-types**: Fire-types like Moltres, Volcanion, and Chandelure can all both easily OHKO Klefki with their super-effective STAB moves, though they both hate being paralyzed.

**Ground-types**: Ground-types like Krookodile, Nidoqueen, and Mamoswine can also OHKO Klefki with their super effective STAB moves.

[CREDITS]
- Written by: [[StarFalcon555, 540058]]
- Quality checked by: [[Estarossa, 461329], [Twilight, 344575], [Monky25, 515132]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
QC 3/3, good job implementing the previous check
add remove comment
 
[OVERVIEW]

With an excellent defensive typing in Steel/Fairy, an amazing ability in Prankster, and a wide bevy of utility moves, Klefki makes a name for itself as a solid support Pokemon that can also check common threats like Nihilego and Zarude in the process. Access to Spikes sets Klefki apart from other entry hazard setters, being one of the only viable Spikes setters in the tier. talk about what klefki offers compared to other steel-types like aegislash and jirachi, you can tie this into your spikes point while also bringing up its utility in thunder wave. Klefki's base stats are rather subpar, making it very passive and hindering its capability to put its great defensive typing to use. Its mediocre bulk and lack of recovery causes Klefki to struggle with checking Pokemon like Buzzwole and Lycanroc-D, while its lackluster offensive presence causes Klefki to resort to using Thunder Wave or Foul Play against Pokemon it cannot hit super effectively, such as Scizor. Klefki faces competition as a Spikes setter from Mew, which has a much wider movepool, and has access to recovery. Additionally, Klefki is a hazard setter that struggles to pressure many hazard removers, particularly the Rotom forms, forcing it to run Toxic if it wants to cripple them.

[SET]
name: Spikes
move 1: Dazzling Gleam
move 2: Spikes
move 3: Thunder Wave
move 4: Foul Play / Toxic
item: Leftovers
ability: Prankster
nature: Bold
evs: 252 HP / 84 Def / 156 SpD / 16 Spe

[SET COMMENTS]

Dazzling Gleam is Klefki's main STAB move, allowing it to 2HKO Buzzwole as well as pressure Pokemon like Zarude and Kommo-o. Spikes, in combination with Prankster, turns Klefki into a solid hazard setter that can easily get them up on the first turn of a match or when it is given a free switch in. It also helps to wear down bulky Pokemon that Klefki has trouble checking, such as Rhyperior and Chansey. Thunder Wave is used to slow down opposing Pokemon such as Keldeo and Nihilego, which gives its slower teammates more opportunities to wallbreak. It also provides Klefki with a safety net against speed-boosting set-up sweepers, such as Dragon Dance Gyarados and Swords Dance + Scale Shot Kommo-o. Foul Play is used to deal with powerful physical attackers, like Gyarados and Scizor. Alternatively, Toxic can be used to cripple Electric-types like Rotom-W and Rotom-H, which completely wall Klefki otherwise. (add how toxic is nice for crippling defensive Pokemon like Assault Vest Tangrowth as well) Leftovers are used to provide Klefki with recovery, which it lacks otherwise. The EV spread given allows Klefki to take multiple hits on both side of the spectrum. The Defense EVs plus the Bold nature allow Klefki to live a +2 Bullet Punch from Life Orb Scizor and subsequently KO it with Foul Play, and the Special Defense EVs improve Klefki's ability to switch into a Flamethrower from Salamence while still checking special attackers like Nihilego and Galarian Moltres. The 16 Speed EVs allow Klefki to outspeed extremely fast Pokemon, such as Noivern, after paralyzing them.

Klefki is best used on offensive teams that appreciate the early-game support that its status moves provide. Stealth Rock setters like Rhyperior and Nidoqueen can form a solid hazard-stacking core with Klefki while also being able to deal with Rotom-H, a Pokemon that Klefki greatly struggles with, for it. Pokemon that can pressure the Rotom forms are immensely important for Klefki, as they are some of its biggest counters if lacking Toxic. Ground-types like Rhyperior and Krookodile can deal with Rotom-H, while Grass-types like Tapu Bulu and Zarude can take care of Rotom-W.
Wallbreakers like Mamoswine and Primarina appreciate the combination of Spikes and Thunder Wave, as it allows them to outspeed Pokemon that would otherwise take them out, like Gyarados and Mienshao, while also weakening Buzzwole and putting Assault Vest Tangrowth within 2HKO range of Primarina's Moonblast. Water-types, such as Keldeo and Azumarill are especially appreciated as partners because they can take out Pokemon like Krookodile, Rhyperior, and Chandelure that force out Klefki easily. In turn, these Water-types appreciate Klefki's Spikes supports, as it wears down Tangrowth and Amoonguss. Late-game cleaners, like Gyarados and Nihilego, greatly appreciate Klefki's support capabilities, because it makes their ability to clean up a little bit easier by wearing down bulky Pokemon like Buzzwole and Jirachi that could wall them earlier in the game.
talk about Pokemon who can pressure Pokemon who block spikes like starmie, tentacruel, and hatterene.

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

Magnet Rise can be used to turn one of Klefki's weaknesses into an immunity, easing its matchup against threats like Krookodile and Mamoswine.. Play Rough can be used as the STAB attacking move over Dazzling Gleam to hit Galarian Moltres harder, but it makes taking out Buzzwole much harder. Defog can be used to give Klefki a method of hazard removal, but it is greatly outclassed in this role by better Pokemon like Salamence and Rotom-W. Switcheroo can be used in combination with an item like Toxic Orb or a Choice item to cripple opponents like the Rotom forms, but these sets are very niche and are not very useful competitively.

Checks and Counters
===================
**Entry hazard removers**: Both Rotom forms can easily get rid of Klefki's Spikes with Defog, and they are both immune to Thunder Wave, so Klefki has to run Toxic to be able to cripple them. Tentacruel can also easily remove Klefki's Spikes with Rapid Spin, and it is also immune to Toxic. However, Tentacruel greatly dislikes being paralyzed by Thunder Wave. Defensive Starmie can also remove Klefki's hazards with Rapid Spin and heal off any statuses Klefki inflicts on it thanks to Natural Cure, though it does not like taking a Foul Play.

**Hatterene**: Hatterene is able to completely wall Klefki thanks to its defensive typing and having Magic Bounce as an ability to block all of Klefki's support moves, and can take advantage of this to set up freely against Klefki with Calm Mind.

**Fire-types**: Fire-types like Moltres, Volcanion, and Chandelure can all both easily OHKO Klefki with their super-effective STAB moves, though they both hate being paralyzed.

**Ground-types**: Ground-types like Krookodile, Nidoqueen, and Mamoswine can also OHKO Klefki with their super effective STAB moves.

[CREDITS]
- Written by: [[StarFalcon555, 540058]]
- Quality checked by: [[Estarossa, 461329], [Twilight, 344575], [Monky25, 515132]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
QC 3/3, good job implementing the previous check
add remove comment
implemented, now moving into GP!
 

Adeleine

after committing a dangerous crime
is a Top Social Media Contributoris a Community Contributoris a Smogon Discord Contributoris a Top Contributoris a Smogon Media Contributoris a Battle Simulator Moderator Alumnus
Add/Fix Remove Comment
(RC): Remove Comma

[OVERVIEW]

With an excellent defensive typing in Steel/Fairy, Steel / Fairy, an amazing ability in Prankster, and a wide bevy of utility moves, Klefki makes a name for itself as a solid support Pokemon that can also check common threats like Nihilego and Zarude in the process. Access to Spikes sets Klefki apart from other entry hazard setters, with it being one of the only viable Spikes setters in the tier. Combined with access to priority Thunder Wave, Klefki can easily carve out a niche that seperates this easily distinguishes it from other Steel-types in the tier, particularly Aegislash and Jirachi. Klefki's base stats are rather subpar, making it very passive and hindering its capability to put its great defensive typing to use. stopping it from maximizing its great defensive typing. Its mediocre bulk and lack of recovery causes Klefki to struggle with checking Pokemon like Buzzwole and Lycanroc-D, (what about these pokemon makes them unusually hard for keys to check? perhaps more generic "struggle with checking powerful threats" or something could work? if not, though, just make clear why) while its lackluster offensive presence causes Klefki to resort to using Thunder Wave limits it to using status or Foul Play against Pokemon it cannot hit super effectively, such as Scizor. Klefki faces competition as a Spikes setter from Mew, which has a much wider movepool, and has access to movepool and recovery. Additionally, Klefki is a hazard setter that struggles to pressure many hazard removers, particularly the Rotom formes, forcing it to run Toxic if it wants to cripple them.

[SET]
name: Spikes
move 1: Dazzling Gleam
move 2: Spikes
move 3: Thunder Wave
move 4: Foul Play / Toxic
item: Leftovers
ability: Prankster
nature: Bold
evs: 252 HP / 84 Def / 156 SpD / 16 Spe

[SET COMMENTS]

Dazzling Gleam is Klefki's main STAB move, allowing it to 2HKO Buzzwole as well as pressure 2HKOes Buzzwole as well as pressuring Pokemon like Zarude and Kommo-o. Spikes, in combination with Prankster, turns Klefki into a solid hazard setter that can easily get them up on the first turn of a match or when it is given a free switch in. It also helps to wear down bulky Pokemon that Klefki has trouble checking, such as Rhyperior and Chansey. Thunder Wave is used to slow slows down opposing Pokemon such as Keldeo and Nihilego, which gives its slower teammates more opportunities to wallbreak. It also provides Klefki with a safety net against speed-boosting set-up Speed-boosting setup sweepers, such as Dragon Dance Gyarados and Swords Dance + Scale Shot Kommo-o. Foul Play is used to deal with powerful physical attackers, like Gyarados and Scizor. Alternatively, Toxic can be used to cripple Electric-types like Rotom-W and Rotom-H, which completely wall Klefki otherwise, as well as defensive Pokemon like Assault Vest Tangrowth. Leftovers are used to provide provides Klefki with recovery, which it lacks otherwise. The EV spread given allows Klefki to take multiple hits on both side of the spectrum. physical or special hits. The Defense EVs plus the Bold nature allow Klefki it to live a +2 Bullet Punch from Life Orb Scizor and subsequently KO it with Foul Play, and the Special Defense EVs improve Klefki's its ability to switch into a Flamethrower from Salamence while still checking and let it check (I imagine this makes sense, bc adding spd evs to switch into flamethrower doesnt hinder keys against special attackers, but lmk if i missed something) special attackers like Nihilego and Galarian Moltres. The 16 Speed EVs allow Klefki to outspeed extremely fast Pokemon, such as Noivern, after paralyzing them.

(removed paragraph break within this section) Klefki is best used on offensive teams that appreciate the early-game support that its status moves provide. Stealth Rock setters like Rhyperior and Nidoqueen can form a solid hazard-stacking core with Klefki while also being able to deal with Rotom-H, a Pokemon that Klefki greatly struggles with, for it. Pokemon that can pressure the Rotom formes are immensely important for Klefki, as they are some of its biggest counters if lacking Toxic. Ground-types like Rhyperior and Krookodile can deal with Rotom-H, while Grass-types like Tapu Bulu and Zarude can take care of Rotom-W. Wallbreakers like Mamoswine and Primarina appreciate the combination of Spikes and Thunder Wave, as it allows them to outspeed Thunder Wave slowing Pokemon that would otherwise take them out, like Gyarados and Mienshao, while also and Spikes weakening Buzzwole and putting Assault Vest Tangrowth within 2HKO range of Primarina's Moonblast. Water-types (RC) such as Keldeo and Azumarill are especially appreciated as partners because they can to take out Pokemon like Krookodile, Rhyperior, and Chandelure that force out Klefki easily. In turn, these Water-types appreciate Klefki's Spikes supports, as it wears wearing down Tangrowth and Amoonguss. Late-game cleaners, like Gyarados and Nihilego, greatly appreciate Klefki's support capabilities, because it makes their ability to clean up a little bit easier by wearing down bulky Pokemon like Buzzwole and Jirachi that often could wall them earlier in the game. Pokemon that can take care of Pokemon that block Spikes, Spikes blockers and removers, such as Tentacruel, Hatterene, and Starmie, are greatly valued as partners for Klefki because they can help to help Klefki keep its Spikes up for longer. Kommo-o and Salamence can take care of Tentacruel, Aegislash can take care of Hatterene, and Tangrowth and Zarude can take care of Starmie.

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

Magnet Rise can be used to turn one of Klefki's two weaknesses into an immunity, easing its matchup against threats like Krookodile and Mamoswine. (removed extra period) Play Rough can be used as the STAB attacking move over Dazzling Gleam to hit Galarian Moltres harder, but it makes taking out Buzzwole much harder. Defog can be used to give Klefki a method of hazard removal, but it is an option, but Klefki is greatly outclassed in this role by better Pokemon like Salamence and Rotom-W. Switcheroo can be used in combination with an item like Toxic Orb or a Choice item to cripple opponents _____ cripples foes (just fill in the blank with the best choice item to use) like the Rotom formes, but these sets are very niche and are not very useful competitively. overall not very useful.

Checks and Counters
===================
**Entry Hazard Removers**: Both Rotom forms Rotom-W and Rotom-H can easily get rid of Klefki's Spikes with Defog, and they are both immune to Thunder Wave, so Klefki has to run Toxic to be able to cripple them. Tentacruel can also easily remove Klefki's Spikes with Rapid Spin, and it is also immune to Toxic. However, Tentacruel greatly dislikes being paralyzed by it greatly dislikes Thunder Wave. Defensive Starmie can also remove Klefki's hazards with Rapid Spin and heal off any statuses Klefki inflicts on it spin and heals off any status from Klefki thanks to Natural Cure, though it does not like taking a Foul Play.

**Hatterene**: Hatterene is able to completely wall Klefki thanks to its defensive typing and having Magic Bounce as an ability to block all of Klefki's support moves, and can take advantage of this to set up freely against Klefki with Calm Mind. Hatterene completely walls Klefki thanks to not fearing its Fairy-type moves and having Magic Bounce, and it can take advantage of this by freely setting up with Calm Mind.

**Fire-types**: Fire-types like Moltres, Volcanion, and Chandelure can all easily OHKO Klefki with their super effective (removed hyphen) STAB moves, though they all hate being paralyzed.

**Ground-types**: Ground-types like Krookodile, Nidoqueen, and Mamoswine can also OHKO Klefki with their super effective STAB moves. OHKO Klefki and are immune to Thunder Wave. (twave immunity worth mentioning? up to you)

[CREDITS]
- Written by: [[StarFalcon555, 540058]]
- Quality checked by: [[Estarossa, 461329], [Twilight, 344575], [Monky25, 515132]]
- Grammar checked by: [[Finland, 517429], [username2, userid2]]

Corrin2.gif
1/2
 
Add/Fix Remove Comment
(RC): Remove Comma

[OVERVIEW]

With an excellent defensive typing in Steel/Fairy, Steel / Fairy, an amazing ability in Prankster, and a wide bevy of utility moves, Klefki makes a name for itself as a solid support Pokemon that can also check common threats like Nihilego and Zarude in the process. Access to Spikes sets Klefki apart from other entry hazard setters, with it being one of the only viable Spikes setters in the tier. Combined with access to priority Thunder Wave, Klefki can easily carve out a niche that seperates this easily distinguishes it from other Steel-types in the tier, particularly Aegislash and Jirachi. Klefki's base stats are rather subpar, making it very passive and hindering its capability to put its great defensive typing to use. stopping it from maximizing its great defensive typing. Its mediocre bulk and lack of recovery causes Klefki to struggle with checking Pokemon like Buzzwole and Lycanroc-D, (what about these pokemon makes them unusually hard for keys to check? perhaps more generic "struggle with checking powerful threats" or something could work? if not, though, just make clear why) while its lackluster offensive presence causes Klefki to resort to using Thunder Wave limits it to using status or Foul Play against Pokemon it cannot hit super effectively, such as Scizor. Klefki faces competition as a Spikes setter from Mew, which has a much wider movepool, and has access to movepool and recovery. Additionally, Klefki is a hazard setter that struggles to pressure many hazard removers, particularly the Rotom formes, forcing it to run Toxic if it wants to cripple them.

[SET]
name: Spikes
move 1: Dazzling Gleam
move 2: Spikes
move 3: Thunder Wave
move 4: Foul Play / Toxic
item: Leftovers
ability: Prankster
nature: Bold
evs: 252 HP / 84 Def / 156 SpD / 16 Spe

[SET COMMENTS]

Dazzling Gleam is Klefki's main STAB move, allowing it to 2HKO Buzzwole as well as pressure 2HKOes Buzzwole as well as pressuring Pokemon like Zarude and Kommo-o. Spikes, in combination with Prankster, turns Klefki into a solid hazard setter that can easily get them up on the first turn of a match or when it is given a free switch in. It also helps to wear down bulky Pokemon that Klefki has trouble checking, such as Rhyperior and Chansey. Thunder Wave is used to slow slows down opposing Pokemon such as Keldeo and Nihilego, which gives its slower teammates more opportunities to wallbreak. It also provides Klefki with a safety net against speed-boosting set-up Speed-boosting setup sweepers, such as Dragon Dance Gyarados and Swords Dance + Scale Shot Kommo-o. Foul Play is used to deal with powerful physical attackers, like Gyarados and Scizor. Alternatively, Toxic can be used to cripple Electric-types like Rotom-W and Rotom-H, which completely wall Klefki otherwise, as well as defensive Pokemon like Assault Vest Tangrowth. Leftovers are used to provide provides Klefki with recovery, which it lacks otherwise. The EV spread given allows Klefki to take multiple hits on both side of the spectrum. physical or special hits. The Defense EVs plus the Bold nature allow Klefki it to live a +2 Bullet Punch from Life Orb Scizor and subsequently KO it with Foul Play, and the Special Defense EVs improve Klefki's its ability to switch into a Flamethrower from Salamence while still checking and let it check (I imagine this makes sense, bc adding spd evs to switch into flamethrower doesnt hinder keys against special attackers, but lmk if i missed something) special attackers like Nihilego and Galarian Moltres. The 16 Speed EVs allow Klefki to outspeed extremely fast Pokemon, such as Noivern, after paralyzing them.

(removed paragraph break within this section) Klefki is best used on offensive teams that appreciate the early-game support that its status moves provide. Stealth Rock setters like Rhyperior and Nidoqueen can form a solid hazard-stacking core with Klefki while also being able to deal with Rotom-H, a Pokemon that Klefki greatly struggles with, for it. Pokemon that can pressure the Rotom formes are immensely important for Klefki, as they are some of its biggest counters if lacking Toxic. Ground-types like Rhyperior and Krookodile can deal with Rotom-H, while Grass-types like Tapu Bulu and Zarude can take care of Rotom-W. Wallbreakers like Mamoswine and Primarina appreciate the combination of Spikes and Thunder Wave, as it allows them to outspeed Thunder Wave slowing Pokemon that would otherwise take them out, like Gyarados and Mienshao, while also and Spikes weakening Buzzwole and putting Assault Vest Tangrowth within 2HKO range of Primarina's Moonblast. Water-types (RC) such as Keldeo and Azumarill are especially appreciated as partners because they can to take out Pokemon like Krookodile, Rhyperior, and Chandelure that force out Klefki easily. In turn, these Water-types appreciate Klefki's Spikes supports, as it wears wearing down Tangrowth and Amoonguss. Late-game cleaners, like Gyarados and Nihilego, greatly appreciate Klefki's support capabilities, because it makes their ability to clean up a little bit easier by wearing down bulky Pokemon like Buzzwole and Jirachi that often could wall them earlier in the game. Pokemon that can take care of Pokemon that block Spikes, Spikes blockers and removers, such as Tentacruel, Hatterene, and Starmie, are greatly valued as partners for Klefki because they can help to help Klefki keep its Spikes up for longer. Kommo-o and Salamence can take care of Tentacruel, Aegislash can take care of Hatterene, and Tangrowth and Zarude can take care of Starmie.

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

Magnet Rise can be used to turn one of Klefki's two weaknesses into an immunity, easing its matchup against threats like Krookodile and Mamoswine. (removed extra period) Play Rough can be used as the STAB attacking move over Dazzling Gleam to hit Galarian Moltres harder, but it makes taking out Buzzwole much harder. Defog can be used to give Klefki a method of hazard removal, but it is an option, but Klefki is greatly outclassed in this role by better Pokemon like Salamence and Rotom-W. Switcheroo can be used in combination with an item like Toxic Orb or a Choice item to cripple opponents _____ cripples foes (just fill in the blank with the best choice item to use) like the Rotom formes, but these sets are very niche and are not very useful competitively. overall not very useful.

Checks and Counters
===================
**Entry Hazard Removers**: Both Rotom forms Rotom-W and Rotom-H can easily get rid of Klefki's Spikes with Defog, and they are both immune to Thunder Wave, so Klefki has to run Toxic to be able to cripple them. Tentacruel can also easily remove Klefki's Spikes with Rapid Spin, and it is also immune to Toxic. However, Tentacruel greatly dislikes being paralyzed by it greatly dislikes Thunder Wave. Defensive Starmie can also remove Klefki's hazards with Rapid Spin and heal off any statuses Klefki inflicts on it spin and heals off any status from Klefki thanks to Natural Cure, though it does not like taking a Foul Play.

**Hatterene**: Hatterene is able to completely wall Klefki thanks to its defensive typing and having Magic Bounce as an ability to block all of Klefki's support moves, and can take advantage of this to set up freely against Klefki with Calm Mind. Hatterene completely walls Klefki thanks to not fearing its Fairy-type moves and having Magic Bounce, and it can take advantage of this by freely setting up with Calm Mind.

**Fire-types**: Fire-types like Moltres, Volcanion, and Chandelure can all easily OHKO Klefki with their super effective (removed hyphen) STAB moves, though they all hate being paralyzed.

**Ground-types**: Ground-types like Krookodile, Nidoqueen, and Mamoswine can also OHKO Klefki with their super effective STAB moves. OHKO Klefki and are immune to Thunder Wave. (twave immunity worth mentioning? up to you)

[CREDITS]
- Written by: [[StarFalcon555, 540058]]
- Quality checked by: [[Estarossa, 461329], [Twilight, 344575], [Monky25, 515132]]
- Grammar checked by: [[Finland, 517429], [username2, userid2]]

View attachment 3501341/2
finally finished implementing this!
 

deetah

Delicate as silk
is a Site Content Manageris a Top Social Media Contributoris an Artistis a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a Top Contributoris a Smogon Media Contributor
GP & SocMed Lead
Add Remove Comments (RC) = Remove Comma (SC) = Semicolon

GP 2/2


Mona_Stamp.gif


[OVERVIEW]

With an excellent defensive typing in Steel / Fairy, an amazing ability in Prankster, and a bevy of utility moves, Klefki makes a name for itself as a solid support Pokemon that can also check common threats like Nihilego and Zarude in the process. Access to Spikes sets Klefki apart from other entry hazard setters, with it being one of the only viable Spikes setters in the tier. Combined with priority Thunder Wave, this easily distinguishes it from other Steel-types in the tier, particularly Aegislash and Jirachi. Klefki's base stats are rather subpar, making it very passive and stopping it from maximizing its great defensive typing. Its mediocre bulk and lack of recovery cause Klefki to struggle with checking powerful threats like Buzzwole and Lycanroc-D, while its lackluster offensive presence limits it to using status or Foul Play against Pokemon it cannot hit super effectively, such as Scizor. Klefki faces competition as a Spikes setter from Mew, which has a much wider movepool and recovery. Additionally, Klefki is a hazard setter that struggles to pressure many entry hazard removers, particularly the Rotom formes, forcing it to run Toxic if it wants to cripple them.

[SET]
name: Spikes
move 1: Dazzling Gleam
move 2: Spikes
move 3: Thunder Wave
move 4: Foul Play / Toxic
item: Leftovers
ability: Prankster
nature: Bold
evs: 252 HP / 84 Def / 156 SpD / 16 Spe

[SET COMMENTS]

Dazzling Gleam 2HKOes Buzzwole and pressures Pokemon like Zarude and Kommo-o. Spikes, in combination with Prankster, turns Klefki into a solid entry hazard setter that can easily get them up on the first turn of a match or when it is given a free switch in. It also helps to wear down bulky Pokemon that Klefki has trouble checking, such as Rhyperior and Chansey. Thunder Wave slows down opposing Pokemon such as Keldeo and Nihilego, which gives its slower teammates more opportunities to wallbreak. It also provides Klefki with a safety net against Speed-boosting setup sweepers, such as Dragon Dance Gyarados and Swords Dance + Scale Shot Kommo-o. Foul Play is used to deal with powerful physical attackers, like Gyarados and Scizor. Alternatively, Toxic can be used to cripple Electric-types like Rotom-W and Rotom-H, which completely wall Klefki otherwise, as well as defensive Pokemon like Assault Vest Tangrowth. Leftovers provides Klefki with recovery, which it lacks otherwise. The given EV spread given allows Klefki to take multiple physical and special hits. The 84 Defense EVs plus the and a Bold nature allow Klefki to live survive a +2 Bullet Punch from Life Orb Scizor and subsequently KO it with Foul Play, and the whereas 156 Special Defense EVs improve Klefki's ability to switch into a Flamethrower from Salamence while still checking special attackers like Nihilego and Galarian Moltres. The 16 Speed EVs allow Klefki to outspeed extremely fast Pokemon, such as Noivern, after paralyzing them.

Klefki is best used on offensive teams that appreciate the early-game support that its status moves provide. Stealth Rock setters like Rhyperior and Nidoqueen form a solid entry hazard-stacking core with Klefki while also being able to deal with Rotom-H, a Pokemon that Klefki greatly struggles with. Pokemon that can pressure the Rotom forms formes are immensely important for Klefki, as they are some of its biggest counters if lacking Toxic. Ground-types like Rhyperior and Krookodile can deal with Rotom-H, while Grass-types like Tapu Bulu and Zarude can take care of Rotom-W. Wallbreakers like Mamoswine and Primarina appreciate Thunder Wave slowing Pokemon that would otherwise take them out, like Gyarados and Mienshao, and Spikes weakening Buzzwole and putting Assault Vest Tangrowth within 2HKO range of Primarina's Moonblast. Water-types, (RC) such as Keldeo and Azumarill are especially appreciated to take out Pokemon like Krookodile, Rhyperior, and Chandelure that force out Klefki easily. In turn, these Water-types appreciate Klefki's Spikes wearing down Tangrowth and Amoonguss. Late-game cleaners, like Gyarados and Nihilego, greatly appreciate Klefki's support wearing down bulky Pokemon like Buzzwole and Jirachi that often could wall them earlier in the game. Pokemon that can take care of Spikes blockers and removers, such as Tentacruel, Hatterene, and Starmie, are greatly valued to help Klefki keep up its Spikes up for longer. Kommo-o and Salamence can take care of Tentacruel, Aegislash can take care of Hatterene, and Tangrowth and Zarude can take care of Starmie.

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

Magnet Rise can be used to turn one of Klefki's two weaknesses into an grant Klefki a Ground immunity, easing its matchup against threats like Krookodile and Mamoswine. Play Rough can be used as the STAB move over Dazzling Gleam to hit Galarian Moltres harder, but it makes taking out Buzzwole much harder. Defog is an option, but Klefki is greatly outclassed in this role by better Pokemon like Salamence and Rotom-W. Switcheroo in combination with an item like Toxic Orb or Choice Band cripples opponents foes like the Rotom formes, but these sets are very niche and overall not very useful.

Checks and Counters
===================
**Entry Hazard Removers**: Rotom-W and Rotom-H can easily get rid of Klefki's Spikes with Defog, (RC) and they are both immune to Thunder Wave, so Klefki has to run Toxic to be able to cripple them. Tentacruel can also easily remove Klefki's Spikes with Rapid Spin, (RC) and it is also immune to Toxic. However, Tentacruel greatly dislikes being paralyzed by Thunder Wave. Defensive Starmie can also remove spin and heal off any status from Klefki thanks to Natural Cure, though it does not like taking a Foul Play.

**Hatterene**: Hatterene completely walls Klefki thanks to not fearing its Fairy-type moves and having Magic Bounce; (SC) and it can take advantage of this by freely setting up with Calm Mind.

**Fire-types**: Fire-types like Moltres, Volcanion, and Chandelure can all easily OHKO Klefki with their super effective STAB moves, though they all hate being paralyzed.

**Ground-types**: Ground-types like Krookodile, Nidoqueen, and Mamoswine can also OHKO Klefki with their super effective STAB moves. They are also immune to Thunder Wave, which makes it very hard for Klefki to cripple them.

[CREDITS]
- Written by: [[StarFalcon555, 540058]]
- Quality checked by: [[Estarossa, 461329], [Twilight, 344575], [Monky25, 515132]]
- Grammar checked by: [[Finland, 517429], [deetah, 297659]]
 
Add Remove Comments (RC) = Remove Comma (SC) = Semicolon

GP 2/2


View attachment 354702

[OVERVIEW]

With an excellent defensive typing in Steel / Fairy, an amazing ability in Prankster, and a bevy of utility moves, Klefki makes a name for itself as a solid support Pokemon that can also check common threats like Nihilego and Zarude in the process. Access to Spikes sets Klefki apart from other entry hazard setters, with it being one of the only viable Spikes setters in the tier. Combined with priority Thunder Wave, this easily distinguishes it from other Steel-types in the tier, particularly Aegislash and Jirachi. Klefki's base stats are rather subpar, making it very passive and stopping it from maximizing its great defensive typing. Its mediocre bulk and lack of recovery cause Klefki to struggle with checking powerful threats like Buzzwole and Lycanroc-D, while its lackluster offensive presence limits it to using status or Foul Play against Pokemon it cannot hit super effectively, such as Scizor. Klefki faces competition as a Spikes setter from Mew, which has a much wider movepool and recovery. Additionally, Klefki is a hazard setter that struggles to pressure many entry hazard removers, particularly the Rotom formes, forcing it to run Toxic if it wants to cripple them.

[SET]
name: Spikes
move 1: Dazzling Gleam
move 2: Spikes
move 3: Thunder Wave
move 4: Foul Play / Toxic
item: Leftovers
ability: Prankster
nature: Bold
evs: 252 HP / 84 Def / 156 SpD / 16 Spe

[SET COMMENTS]

Dazzling Gleam 2HKOes Buzzwole and pressures Pokemon like Zarude and Kommo-o. Spikes, in combination with Prankster, turns Klefki into a solid entry hazard setter that can easily get them up on the first turn of a match or when it is given a free switch in. It also helps to wear down bulky Pokemon that Klefki has trouble checking, such as Rhyperior and Chansey. Thunder Wave slows down opposing Pokemon such as Keldeo and Nihilego, which gives its slower teammates more opportunities to wallbreak. It also provides Klefki with a safety net against Speed-boosting setup sweepers, such as Dragon Dance Gyarados and Swords Dance + Scale Shot Kommo-o. Foul Play is used to deal with powerful physical attackers, like Gyarados and Scizor. Alternatively, Toxic can be used to cripple Electric-types like Rotom-W and Rotom-H, which completely wall Klefki otherwise, as well as defensive Pokemon like Assault Vest Tangrowth. Leftovers provides Klefki with recovery, which it lacks otherwise. The given EV spread given allows Klefki to take multiple physical and special hits. The 84 Defense EVs plus the and a Bold nature allow Klefki to live survive a +2 Bullet Punch from Life Orb Scizor and subsequently KO it with Foul Play, and the whereas 156 Special Defense EVs improve Klefki's ability to switch into a Flamethrower from Salamence while still checking special attackers like Nihilego and Galarian Moltres. The 16 Speed EVs allow Klefki to outspeed extremely fast Pokemon, such as Noivern, after paralyzing them.

Klefki is best used on offensive teams that appreciate the early-game support that its status moves provide. Stealth Rock setters like Rhyperior and Nidoqueen form a solid entry hazard-stacking core with Klefki while also being able to deal with Rotom-H, a Pokemon that Klefki greatly struggles with. Pokemon that can pressure the Rotom forms formes are immensely important for Klefki, as they are some of its biggest counters if lacking Toxic. Ground-types like Rhyperior and Krookodile can deal with Rotom-H, while Grass-types like Tapu Bulu and Zarude can take care of Rotom-W. Wallbreakers like Mamoswine and Primarina appreciate Thunder Wave slowing Pokemon that would otherwise take them out, like Gyarados and Mienshao, and Spikes weakening Buzzwole and putting Assault Vest Tangrowth within 2HKO range of Primarina's Moonblast. Water-types, (RC) such as Keldeo and Azumarill are especially appreciated to take out Pokemon like Krookodile, Rhyperior, and Chandelure that force out Klefki easily. In turn, these Water-types appreciate Klefki's Spikes wearing down Tangrowth and Amoonguss. Late-game cleaners, like Gyarados and Nihilego, greatly appreciate Klefki's support wearing down bulky Pokemon like Buzzwole and Jirachi that often could wall them earlier in the game. Pokemon that can take care of Spikes blockers and removers, such as Tentacruel, Hatterene, and Starmie, are greatly valued to help Klefki keep up its Spikes up for longer. Kommo-o and Salamence can take care of Tentacruel, Aegislash can take care of Hatterene, and Tangrowth and Zarude can take care of Starmie.

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

Magnet Rise can be used to turn one of Klefki's two weaknesses into an grant Klefki a Ground immunity, easing its matchup against threats like Krookodile and Mamoswine. Play Rough can be used as the STAB move over Dazzling Gleam to hit Galarian Moltres harder, but it makes taking out Buzzwole much harder. Defog is an option, but Klefki is greatly outclassed in this role by better Pokemon like Salamence and Rotom-W. Switcheroo in combination with an item like Toxic Orb or Choice Band cripples opponents foes like the Rotom formes, but these sets are very niche and overall not very useful.

Checks and Counters
===================
**Entry Hazard Removers**: Rotom-W and Rotom-H can easily get rid of Klefki's Spikes with Defog, (RC) and they are both immune to Thunder Wave, so Klefki has to run Toxic to be able to cripple them. Tentacruel can also easily remove Klefki's Spikes with Rapid Spin, (RC) and it is also immune to Toxic. However, Tentacruel greatly dislikes being paralyzed by Thunder Wave. Defensive Starmie can also remove spin and heal off any status from Klefki thanks to Natural Cure, though it does not like taking a Foul Play.

**Hatterene**: Hatterene completely walls Klefki thanks to not fearing its Fairy-type moves and having Magic Bounce; (SC) and it can take advantage of this by freely setting up with Calm Mind.

**Fire-types**: Fire-types like Moltres, Volcanion, and Chandelure can all easily OHKO Klefki with their super effective STAB moves, though they all hate being paralyzed.

**Ground-types**: Ground-types like Krookodile, Nidoqueen, and Mamoswine can also OHKO Klefki with their super effective STAB moves. They are also immune to Thunder Wave, which makes it very hard for Klefki to cripple them.

[CREDITS]
- Written by: [[StarFalcon555, 540058]]
- Quality checked by: [[Estarossa, 461329], [Twilight, 344575], [Monky25, 515132]]
- Grammar checked by: [[Finland, 517429], [deetah, 297659]]
implemented, yet another analysis done!
 

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