OU Klefki


[Overview]

* Klefki has access to a large number of support options, in particular Spikes, Thunder Wave, Reflect, Light Screen and Magnet Rise.
* Its wide movepool in tandem with Prankster allows it to function as a very effective support Pokemon.
* Prankster Thunder Wave means that Klefki can act as a check to the majority of setup sweepers.
* A Light Clay set with dual screens ensures that its teammates can more reliably set up.
* Fairy / Steel typing gives Klefki two key immunities and nine different resistances, which grants it more opportunities to switch in and set up Spikes or screens.
* 57/91/87 defenses mean Klefki cannot take hits well.
* Dark-types gaining an immunity to Prankster means that Klefki has to run Fairy-type STAB moves if it wants to be able to even touch Dark-types.
* Weaknesses Fire and Ground further reduce its longevity, although the latter is somewhat remedied by Magnet Rise.
* Incredibly passive; 80/80 offenses give it little to no presence offensively.

[SET]
name: Spikes
move 1: Spikes
move 2: Thunder Wave
move 3: Play Rough
move 4: Foul Play / Magnet Rise
item: Leftovers / Sitrus Berry
ability: Prankster
nature: Careful
evs: 252 HP / 252 SpD / 4 Def

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

* Spikes is a great support move in general and it allows Klefki to slowly rack up damage on the opposing team's Pokemon, punishing any switches.
* Thunder Wave is also crucial for its ability to permanently halve the Speed of faster threats, as well as stop setup sweepers in their tracks.
* Play Rough allows Klefki to actually hit Dark-types, as they're immune to Prankster, in particular Mega Sableye.
* Foul Play hits Jirachi for good damage, while also discouraging sweepers like Excadrill and Scizor, who don't mind a Thunder Wave, from setting up.
* Magnet Rise turns Klefki's weakness to Ground into an immunity for five turns, which gives it more time to set up Spikes and can force out Pokemon which normally rely on Ground-type moves to check it, like Garchomp and Excadrill.

Set Details
========

* Full investment into HP EVs is necessary to maximize Klefki's longevity on the battlefield.
* 252 EVs are placed into Special Defense to allow Klefki to shrug off special hits from Pokemon like Starmie, Clefable, Keldeo, Latios, Latias and Tornadus.
* The rest of the EVs are thrown into Defense to increase physical bulk.
* A Careful nature is used to further increase Klefki's Special Defense while dropping its unused Special Attack.
* Leftovers is the item of choice to give Klefki some passive recovery while it places Spikes.
* Sitrus Berry is also viable to provide Klefki with immediate recovery as soon as it falls to below half of its HP.
* Prankster is the only real reason to use Klefki for priority on all of its Status moves.
* A spread of 252 HP / 252 Def / 4 SpD with a Bold nature and a Rocky Helmet can be used to better take on physical attackers like Weavile, Azumarill and Tapu Bulu.

Usage Tips
========

* Due to how passive Klefki is, it can easily be taken advantage of, particularly by setup sweepers who are immune to its Status moves. As such, it should be switched out often in order to avoid giving free turns to the opposing team if at all possible.
* Klefki should be switched in to tank a hit with one of its numerous resistances or immunities and set up Spikes.
* Klefki can be sent in to use Thunder Wave on a setup sweeper and stop a potential sweep, but generally only when it gets a free switch, as Klefki cannot afford to take too many hits.
* Spikes or Toxic can be used on a predicted switch into a Pokémon immune to Thunder Wave.
* Magnet Rise should be selected if a Ground-type, such as Garchomp, Landorus-T or Excadrill, decides to switch in on Klefki.
* Foul Play should be used on physical set up sweepers to discourage them from using boosting moves.

Team Options
========

* Klefki is a fairly specialized Pokemon which fits mostly on more offensive teams which appreciate the Spikes support to help wear down their checks and counters and gain more KOs.
* Pokemon such as Mega Scizor and Mega Sharpedo, make for good partners as their checks are mostly grounded Pokemon that are worn down by Spikes.
* Gyarados and Mega Gyarados are excellent teammates for Klefki, as Spikes allows them to wear down checks like Mega Manectric and Magnezone. They also have good defensive synergy with Klefki, able to switch in on Fire- and Ground-type moves.
* Defiant users, the two most relevant in OU being Bisharp and Thundurus, work well with Klefki because they discourage Defoggers from getting rid of Spikes.
* Water-types in general make decent partners for their ability to wear down the Fire- and Ground-types which threaten Klefki.

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

* Metal Sound, Flash Cannon, and Dazzling Gleam allows Klefki to break through bulky Calm Mind users, such as Clefable, Slowbro, and Keldeo.
* A dual screens set with Fairy Lock makes for a useful partner for most setup sweepers.
* Z-Psych Up has a niche in restoring Klefki's HP to full, but is only usable once and once used is mostly a waste of Klefki's item slot and one of its move slots.
* Dazzling Gleam can be used over Play Rough to hit physically defensive walls harder.

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

**Ground-types**: Ground-types are immune to Thunder Wave and can easily beat Klefki with a super effective STAB move.
**Electric-types**: Electric-types like Magnezone and Tapu Koko also can’t be touched by Thunder Wave and so can pretty easily switch in on Klefki and sometimes even set up on it
**Ferrothorn**: Ferrothorn is immune to Toxic and a Thunder Wave only makes Gyro Ball stronger. It takes little from Play Rough or Foul Play, meaning that it can easily use Klefki to set up entry hazards or get up Leech Seed.
**Excadrill**: Excadrill is able to shut down Klefki as it's immune to Thunder Wave and Toxic and can easily Rapid Spin away any Spikes Klefki might set up against it.
**Tapu Fini**: Misty Terrain being on the field stops Klefki from using both Spikes and any kind of status-inflicting move it might carry, meaning that Tapu Fini has to be eliminated before Klefki can do it's job effectively.
**Taunt Users**: Taunt users can shut Klefki down, though most of them, except Thundurus, have to watch out for priority Thunder Wave.
**Defensive Pokemon**: Klefki generally has a harder time dealing with bulkier Pokémon like Rotom-Wash, Heatran and Slowbro. It can beat theme with Toxic or Heal Block though.
 
Last edited:

kumiko

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I would just make Dual Screens an OO set; I don't think it's really worth running the majority of the time. Also make Metal Sound + Flash Cannon the first thing mentioned in OO; it lets Klefki beat bulky CM mons, most notably Clefable. I would probably also remove Switcheroo and Heal Block from OO.

If you really want to keep screens most definitely remove any mentions of Kommo-O as a set up mon.

1/3
 
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Colonel M

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I might look into this more later, but I think you need to address how Prankster nerf doesn't affect Spikes whatsoever (it only affects Thunder Wave). For the sake of OO it would also affect Swagger and Metal Sound.
 
What about Fairy Lock + Eject Button? Could that work for a set-up sweeper?

* Klefki can run a Swagger + Foul Play set with Substitute, but such a set is incredibly luck based, especially after the confusion nerf
What's this about a confusion nerf?
 

Anish

luckynbad
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* Gyarados and Mega Gyarados are excellent teammates for Klefki, as Spikes allows them to wear down checks like Mega Manectric and Magnezone, and they have good type synergy with Klefki
Mega Manectric isnt obtainable at the moment.Maybe could mention how it also faces competition as a Spiker on more offensive teams due to Greninja's drop in the overview?
 
Last edited:

Gary

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What about Fairy Lock + Eject Button? Could that work for a set-up sweeper?



What's this about a confusion nerf?
Could a Modest nature work? I mean, Water Shuriken could use the extra power, and since it has priority, I'd think Speed is less important. (Besides it gets a boost from the ability).


Bro you need to stop going on all these QC threads and just asking if such and such set would work. If you have an actual set suggestion provide solid evidence (aka replays). Also if you have a general question about a set or mechanics, there's another place for that too. It's borderline shit posting at this point, you've been posting here for quite some time you should know the drill by now man.
 
There was a small nerf to the strategy more than Confusion's suspected nerf rate. Both Thunder Wave and Swagger had their accuracy reduced by 10%.
Also, paralysis only reduces speed by 50% now, meaning that certain faster things (anything faster than Alakazam) can move first and hit Klefki before it can Foul Play, even if they are paralyzed.
 

Jukain

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please mention that this checks greninja and hoopa

main flaw you need to communicate is that it's ridiculously passive, state that outright in the overview

mention drill, tapu fini (misty terrain), and natural cure starmie as notable forms of hazard control to use against klefki in c&c. also you should mention that play rough is important to put pressure on msableye in moves.

usage tips needs to warn that klefki can be taken advantage and destroy momentum or just create poor situations at times, so you may want to be careful with keeping it in and how you use klefki sometimes.

i need to get a better idea of what teams you would put klefki on because it is kinda specialized. just clarify more on that in team options and this is good, 2/3
 

Colonel M

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At risk of getting jumped on, I do agree with Jukain's check barring Starmie. With Starmie not receiving an analysis it's more consistent to make no mention of it (Fini and Driller are fine).

Apologies if this is a bit out of line.
 

Finchinator

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* Klefki can run a Swagger + Foul Play set with Substitute, but such a set is incredibly luck based, especially after the confusion nerf
^ should be removed from the OO and any mentions of SwagPlay should be removed in general.

z psych up should be added to the OO, it heals klefki to full and, therefore, has a bit of a niche

3/3 - good work
 

GatoDelFuego

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DeathByWobbuffet

REMOVE CHANGE COMMENTS

[Overview]

* Klefki has access to a large number of support options, in particular Spikes, Thunder Wave, Reflect, Light Screen, Dual Screens and Magnet Rise
* Its wide movepool in tandem with Prankster allows it to function as a very effective support Pokemon
* Prankster Thunder Wave means that Klefki can act as a check to the majority of setup sweepers
* A Light Clay set with dual screens ensures that its teammates can more reliably set up
* Fairy / Steel typing gives it Klefki two key immunities and nine different resistances, which grants it more opportunities to switch in and set up Spikes or screens
* 57/91/87 defenses mean Klefki cannot take hits well leave much to be desired and increase it's frailty
* The nerf Dark-type immunity to Prankster has hurt it immensely and means that it Klefki now has to run Fairy STAB moves if it wants to be able to even touch Dark types
* Weaknesses to the common Fire and Ground types further reduce its longevity, although the latter is somewhat remedied by Magnet Rise
* Incredibly passive; 80/80 offenses give it little to no presence offensively

[SET]
name: Spikes
move 1: Spikes
move 2: Thunder Wave
move 3: Play Rough
move 4: Foul Play / Magnet Rise
item: Leftovers / Sitrus Berry
ability: Prankster
nature: Careful
evs: 252 HP / 252 SpD / 4 Def

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

* Spikes is a great support move in general and it allows Klefki to slowly rack up damage on the opposing team's Pokemon, and punishing any switches
* Thunder Wave is also crucial on this set, because even now that the move has been nerfed, for its ability to permanently halve the Speed of faster threats, as well as stop setup sweepers in their tracks is invaluable for most teams
* Play Rough allows Klefki to actually hit Dark-types, as they're immune to Prankster, in particular Mega Sableye
* Foul Play hits Jirachi for good damage, while also discouraging things sweepers like Excadrill and Scizor, who don't mind a Thunder Wave, from setting up
* Magnet Rise turns Klefki's weakness to Ground into an immunity for five turns, which gives it more time to set up Spikes and can force out Pokemon which normally rely on Ground-type moves to check it, like Garchomp and Excadrill

Set Details
========

* Full investment into HP EVs is necessary to maximize Klefki's longevity on the battlefield * 252 EVs are placed into Special Defense to allow Klefki to shrug off special hits from Pokemon like Starmie, Clefable, Keldeo, Latios, (AC) and Latias, (AC) and Tornadus
* The rest of the EVs are thrown into Defense to increase physical bulk
* A Careful nature is used to further increase Klefki's Special Defense while dropping its unused Special Attack
* Leftovers is the item of choice to give Klefki some passive recovery while it places down Spikes
* Sitrus Berry is also viable for its ability to provide Klefki with immediate recovery as soon as it falls to below half of its HP
* Prankster is the only real reason to use Klefki as it gives it for priority on all of its status moves
* A spread of 252 HP / 252 Def / 4 SpD with a Bold nature and a Rocky Helmet can be used to better take on physical attackers like Weavile, Azumarill, Tapu Bulu, (AC) and Genesect

Usage Tips
========

* Due to how passive Klefki is, it can easily be taken advantage of, which is why it should be played very carefully as it can lead to bad situations at times what does this mean? How do you "play it carefully", and what is a bad situation it could be in?
* Should be switched Switch in to tank a hit with one of its numerous resistances or immunities and set up spikes
* Can be sent in to Use Thunder Wave on a setup sweeper, (RC) and stop a potential sweep, but generally only when it gets on a free switch, as Klefki can't afford to take too many hits. Is this correct?
* Spikes or Toxic can be used on a predicted switch into a Pokémon immune to Thunder Wave
* Magnet Rise should be selected if a Ground-type, such as Garchomp, Landorus, (AC) and Landorus-T, (AC) or Excadrill, decides to switch in on Klefki. (period)
* Foul Play should be used on physical setup sweepers to discourage them from using boosting moves, and can also be used on Pokemon like Jirachi Why Jirachi in particular? Is it a setup sweeper? What makes it such a good target of Foul Play?

Team Options
========

* Klefki is a fairly specialized Pokemon which fits mostly on more offensive teams which appreciate the Spikes support to help wear down their checks and counters and gain more KOs
* Pokemon such as Mega Scizor and Mega Sharpedo make for good partners, (AC) as their checks are mostly grounded Pokemon who that are worn down by Spikes
* Gyarados and Mega Gyarados are excellent teammates for Klefki, as Spikes allows them to wear down checks like Mega Manectric and Magnezone. (period) and they They also have defensive good type synergy with Klefki, (AC) able to switch in to take predicted Fire- and Ground-type moves
* Defiant users, the two most relevant in OU being Bisharp and Thundurus, work well with Klefki because they are discourage Defoggers from getting rid of Spikes
* Water-types in general make decent partners for their ability to wear down the Fire- and Ground-types which threaten Klefki

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

* Metal Sound, (AC) + Flash Cannon, (AC) and Dazzling Gleam allows Klefki to break through bulky Calm Mind users, such as Clefable, Slowbro, (AC) and Keldeo
* A dual screens set with Fairy Lock makes for a useful partner for most setup sweepers
* Z-Psych Up has a niche in restoring Klefki's HP to full, but is only single usable once and once used is mostly a waste of Klefki's item slot and one of its moveslots
* Dazzling Gleam can be used over Play Rough to hit physically defensive walls harder

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

**Ground-types**: Ground-types are immune to Thunder Wave and can easily beat Klefki with a super effective STAB move.
**Electric-types**: Electric-types like Magnezone and Tapu Koko also can’t be touched by Thunder Wave and so can pretty easily switch in on Klefki and sometimes even set up on it
**Ferrothorn**: Ferrothorn is immune to Toxic and a Thunder Wave only makes Gyro Ball stronger. It takes little from Play Rough or Foul Play, meaning that it can easily use Klefki to set up entry hazards or get up Leech Seed.
**Excadrill**: Excadrill is able to shut down Klefki as it's immune to Thunder Wave and Toxic and can easily Rapid Spin away any Spikes it Klefki might set up against it.
**Tapu Fini**: Misty Terrain being on the field stops Klefki from using both Spikes and any kind of status-inflicting move it might carry, meaning that Tapu Fini has to be eliminated before Klefki can do its job effectively.
**Taunt Users**: Taunt users can shut Klefki down, though most of them, except Thundurus, have to watch out for priority Thunder Wave.
**Defensive Pokemon**: Klefki generally has a harder time dealing with bulkier Pokémon like Rotom-Wash, Heatran, (AC) and Slowbro. It can beat theme with Toxic or Heal Block, (AC) though.

1/1

Add periods to the end of every line. You're missing a lot. This analysis has plenty of simple errors (x-types, serial commas, and setup vs set up) that could be easily fixed on your next analysis. Be sure to tag me on that usage tips section.
 
Last edited:

Colonel M

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Wait a minute.

Wait a minute.

I'm being put to work. :(

Uploading.

To avoid the base stats in the analysis I did change a couple of lines (I asked GP):

* Mediocre defenses mean Klefki cannot take hits well.
* Incredibly passive; low attacking stats give it little to no presence offensively.
 
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