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1 vote
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Share your best competitive movesets for Klefki on this thread!

Check the submission guidelines before posting! Only competitive movesets with all relevant details (item, nature, exact EVs, ability, moves) and a solid explanation will be accepted.

Klefki Pokédex and learnset for reference.

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24 Answers

4 votes

Klefki @ Light Clay
Ability: Prankster
EVs: 4 HP / 252 Def / 252 SpD
Bold / Calm / Impish / Careful Nature
- Thunder Wave / Foul Play
- Spikes
- Reflect
- Light Screen

This is very good at setting up dual screens. Thunder Wave is useful, but you might prefer Foul Play so you aren't completely shut down by Taunt users. Spikes means it has a double role as a hazard setter as well.

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If you have Foul Play, you need a stat condition. Take out one of the screens to T-Wave and Foul Play. :)
2 votes


Klefki @ Leftovers
Ability: Prankster
EVs: 252 Def / 252 HP / 4 Atk
Lax Nature
- Thunder Wave
- Flash Cannon
- Torment
- Foul Play

Wrecks everything. Counters Aegislash. OU. TWave-Torment shuts down all the new Pokes.

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More like annoys everything. I cannot take the people on battle spot with Thunder Wave just paralyzing away... that's why most of my pokemon hold lum berries and know the move taunt. This moveset will not stand a chance if Taunt has been used. Then all it can use is Foul Play.
And then you switch. It wrecks everything.
What about Mirror Shot (if it can learn it)?
Flash Cannon>Mirror Shat
why do you have attack EVs?
as far as i can see you have no physical moves and foul play uses the opponents attack in damage calculation
Bold is better. Doesn't lower Sp.D, and Foul Play doesn't use your attack anyway. It also reduces confusion and Foul Play Damage.
2 votes

Here's an interesting idea

Klekfi @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Calm Mind
- Draining Kiss
- Flash Cannon
- Hidden Power {Ground}

Calm Mind Klekfi. I decided on Draining Kiss. An odd choice, but recovery is necessary. Flash Cannon is STAB, and HP ground is to kill Steels, Poison, and fire

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2 votes

The next step up from Liepard.

enter image description here
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Substitute
- Swagger
- Thunder Wave
- Foul Play

Klefki's standard set in the early days of Gen 6 OU (though most would run Spikes over Substitute). Prankster Thunder Wave coupled with an excellent defensive typing made Klefki a genuine problem for setup sweepers in OU and beyond. Foul Play combines with Swagger to let Klefki win 1v1s.

SwagPlay Klefki had a very big hand in getting "Swagger Clause" implemented across all Smogon formats, which is a very funny part of competitive Pokemon history.

Can also run SpDef.

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cheap tactics soooooooooooooooooooooooooooooo annoying
It works well! not cheap... it's pokemon :P
One word: 'Taunt'
Instead of sub, use attract.
I love this Klefki!!
1 vote

enter image description here

Klefki @ Leftovers
Ability: Prankster
EV: 252 HP / 248 Def / 8 SpD
Calm Nature
- Thunder Wave
- Toxic
- Dazzling Gleam
- Spikes

So another Prankster user ? Outclassed by Whimsicott, itself outclassed by Tornadus, itself outclassed by the "unoutclassable" Prankster user Thundurus. Yeah. It's doomed for the abyss.
Thunder Wave or Toxic can be used in function of the threat: a sweeper may shut down with Thunder Wave, whilst a wall will fear Toxic. Dazzling Gleam is a filler, mainly attacking some Dragons here and there. Spikes is a support move that will fade away after a bird come on, and otherwise will damage Pokémon.

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I think you mean Calm.
Yes. That's what I meant. Thank you, Mew, for pointing this out :D
I'd replace Dazzling Gleam with Foul Play. Just my opinion though.
While its stats are below the other Prankster users you mentioned, Klefki is the inly one who has access to Dual Screens. It can still work very effectively in that regard.
1 vote

Most people upon seeing a klefki enter the battle suspect one of two things, a support mon (doubles) or a set up mon (singles). While stall wall klefki are a thing, they're less common. Let's put an end to that with this one that's great for singles and will even help beat out other stall walls that can't clear poison.

Klefki @ Mago Berry
Ability: Prankster
EVs: 252 HP / 126 Def / 126 SpD
Calm Nature
- Toxic
- Substitute
- Recycle
- Protect

Every move has priority thanks to Prankster, so we don't care about speed. Instead, we want to make the most out of klefki's pitiful HP since substitute will be eating away at it with each use. Just in case klefki does take a hit.

Open with sub, then toxic your opponent, then alternate between sub and protect as toxic wears them down. Once your berry has been eaten, use recycle while behind a sub to restore it for more stall shenanigans. Repeat on any Pokemon they swap in. This could even be an opening mon for when they're trying to set up either the field or themselves.

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1 vote

National Dex UU

Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Spikes
- Defog
- Imprison
- Dazzling Gleam

A little fun gimmick set you can use. Spikes is for setting up an entry hazard. Defog is part of the fun. Imprison is why Defog is on this set Prankster gives you priority Imprison prevents other Pokemon from setting up Spikes and Defog. Dazzling Gleam is STAB so you won't be total Taunt bait.

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1 vote

Gen 9 NU Utility

Klefki @ Leftovers
Ability: Prankster
Tera Type: Water / Ghost
EVs: 252 HP / 200 SpD / 56 Spe or 252 HP / 200 Def / 56 Spe
Careful / Impish Nature
- Spikes
- Play Rough
- Foul Play
- Thunder Wave

This is the utility set Klefki uses in Gen 9 NU that takes advantage of its typing and Ability Prankster. Spikes with Prankster allows Klefki to almost always setup a hazard that chips grounded Pokemon before the opposing Pokemon. Play Rough is used for the STAB move since it allows Klefki to deal super effective damage to Goodra. Play Rough is also useful to chip Pokemon such as Calm Mind Jolteon. Foul Play lets Klefki punish the scary physical wallbreakers such as Decidueye, Hariyama, and Scyther for boosting their attack stat. Thunder Wave is a nice move to slow down opposing Pokemon that don't like being paralyzed. Leftovers give Klefki some HP recovery. Tera Water gives Klefki a nice defensive typing. Tera Ghost can be used if you want Klefki to have a Fighting immunity.

252 HP EVs are used for bulk. 56 Speed EVs allow Klefki to outspeed max speed Adamant Hariyama. The rest of the EVs and what nature you use depends on what you want Klefki to check. 200 Defense EVs with a Impish Nature lets Klefki check physical attackers such as Hariyama and Scyther better. You can use 200 Special Defense EVs with a Careful Nature if you want Klefki to check special wallbreakers.

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1 vote

Gen 9 NU Rain Setter

Klefki @ Damp Rock
Ability: Prankster
Tera Type: Ghost
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Rain Dance
- Spikes
- Thunder Wave
- Foul Play / Steel Beam

A rain setter set Klefki uses on Manual Rain teams in Gen 9 NU. Klefki is a rain setter used alongside Tornadus due to Klefki's utility moves and Prankster. Prankster Rain Dance allows Klefki to setup Rain first most of the time. With Damp Rock, Rain Dance gives you 8 turns to use the Rain to overwhelm the opponent with Rain abusers such as Basculegion, Kingdra, Ludicolo, and Hisuian Qwilfish. Spikes allows Klefki to setup a hazard to chip grounded Pokemon switching in to put them in range of your teammates' attacks. Thunder Wave is used to slow down faster Pokemon such as Choice Scarf Mienshao, which is useful if you have something like a Modest Ludicolo that doesn't outspeed Choice Scarf Mienshao in rain. Foul Play allows Klefki to punish physical wallbreakers for trying to setup against it, being useful against Pokemon such as Feraligatr and Torterra. Steel Beam is an option over Foul Play, not for the sake of having a STAB move, but for being able to generate momentum to freely bring in a Rain abuser should Klefki have less than 50% HP left. The set uses a Specially Defensive EV spread so it can take special hits better. Tera Ghost is used so Klefki can become an emergency Spinblocker should you need to keep Spikes up on the opposing Pokemon's side. You can use something like Tera Water to give Klefki a nice defensive typing that gets rid of its Fire and Ground weaknesses.

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1 vote

Gen 9 NU Dual Screens

Klefki @ Eject Button
Ability: Prankster
Tera Type: Ghost
EVs: 252 HP / 64 Def / 192 SpD
Bold Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Spikes
- Steel Beam

Despite RU banning Light Clay and Alolan Nintetales existing in NU, Klefki is still able to pull off a dual screens set for HO teams in NU. This is thanks to its Ability Prankster as well as the item Eject Button. Prankster allowing it to move first most of the time to get off a screen or both is what allows Klefki to pull off a screens setting set with Eject Button. Alolan Ninetales can't really use Eject Button with Aurora Veil since faster Pokemon such as Kilowattrel, Inteleon, Scream Tail, and Choice Scarf Pokemon such as Munkidori, Flamigo, and Flygon exist.

How this set works is pretty simple. You typically lead off with Klefki and use Light Screen and/or Reflect depending on the Pokemon in front of Klefki. With Eject Button, Klefki can switch out after being hit by an attack after getting off one or both screens to safely bring in a setup sweeper such as Drednaw and Bulky Double Dance Porygon-Z. Spikes allows Klefki to setup a hazard to chip grounded Pokemon that aren't wearing Heavy-Duty Boots. Steel Beam is used for the STAB move on this set to potentially have another way to bring in a setup sweeper after Klefki sets up screens should Klefki be at 50% HP or less. Tera Ghost is used to block Rapid Spin and become immune to Fighting moves should you need to Tera Klefki.

The mixed EV spread prevents Download Porygon-Z from getting a Special Attack boost when it is out against Klefki. You could use a max max EV spread of 252 HP / 252 Def / 4 SpD or 252 HP / 4 Def / 252 SpD with Bold / Calm Nature instead. This set is only used on HO teams, so this set is seen with setup sweepers such as Bulky Dual Dance Sitrus Berry Porygon-Z, Drednaw, Shift Gear Toxtricity, Booster Energy: Speed Scream Tail, and Flygon.

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0 votes

I went for a bulky Pokémon with this fella:

Klefki @ Dark Gem
Ability: Magician
EVs: 252 Def / 252 SpD
Careful Nature
- Fairy Lock / Toxic
- Spikes
- Foul Play
- Protect / Play Rough

  • Fairy Lock / Toxic: Fairy Lock prevents a weak oponent from fleeing (specially in double battles with a sweeper partner) while Toxic is for a full-bulk Klefki.
  • Foul Play: Allows it to take care of sweepers without it having a decent attack itself, as it uses the foe's attack stat. The Dark Gem will empower this move.
  • Protect / Play Rough: Protect is to be used with Toxic or in double battles and Play Rough gives it STAB if Foul Play isn't enough

Extra: After using Foul Play and losing the item, its ability Magician allows it to take the foe's item, which might come in handy.

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0 votes

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 128 Def / 128 SpD
Modest / Adamant Nature
- Thunder Wave
- Swagger
- Foul Play
- Dazzling Gleam / Play Rough / Flash Cannon

Thunderwave to slow and possibly immobilize. If your optional move is super-effective then use that or swagger to raise their attack and add another immobilizing effect making it hard for them to move and use FoulPlay to utilize their raised attack swagger can be use multiple times even if they are confused to add more attack to your FoulPlay, really good for going against psychic types and pretty much anything that is a special attacker. I even managed to get a Lucario very to low health, I would have KO'd it if I had Swagger at the time but I didn't

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0 votes

Klefki @ Light Clay
Ability: Prankster
EVs: 232 HP / 168 Def / 108 SpD
Careful Nature
- Light Screen
- Reflect
- Thunder Wave / Spikes
- Foul Play

This EV spread gives Klefki 260 to both defences and improves its overall bulk from attacks on both sides of the spectrum. The standard 252/252 leaves it very vulnerable to side you didn't invest in. Split defences also allows it to use Dual Screens much better. Under Dual Screens this set effectively gives Klefki 520 to both defences.

It's also possible to use another set that replaces the nature, item and Foul Play. The following set gives more survivability if that's what you're going for.

Klefki @ Leftovers
Ability: Prankster
EVs: 232 HP / 168 Def / 108 SpD
Calm Nature
- Light Screen
- Reflect
- Thunder Wave / Spikes
- Draining Kiss

This set gives Klefki some form of recovery but it will miss the damage dealing potential of Foul Play.

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0 votes

Well everyone has gone and done the more viable support sets, let's go with gimmicks! Nope, not Swagplay. Item switch.

Klefki @ Toxic Orb / Flame Orb
Ability: Prankster
EVs: 252 HP /252 Def / 4 SpD or 252 HP / 4 Def / 252 SpD
Bold / Calm Nature
- Switcheroo
- Foul Play
- Substitute / Protect
- Toxic / Thunder Wave / Spikes

Switcheroo and Prankster switches out their item real fast. Klefki is also faster than Sableye, so this is great for crippling it before it can taunt. Other tanks and walls also don't appreciate being given a status item. Substitute/Protect scouts the enemy move and give you more turns of tick damage. Foul Play is for attacking if ever Klefki eats a taunt. The last move is for further support after the item swap: Toxic for more damage, great with Protect. Thunder Wave is for extra annoyance. With Spikes, Klefki might get a free turn to do it, because of possible switches caused by Toxic Orb/Flame Orb.

Toxic Orb is easier to manage than Flame Orb, since you don't need to swap immediately as Klefki is immune to poison status. Flame Orb has the benefit of crippling physical attackers that don't have Guts or Facade.

Switcheroo (and Trick) are weaker now because they are blocked by mega evo stones that you can expect one per team, and there's the possibility of getting stuck with an Assault Vest, but don't let it deter you.

Other possible items to swap around include Choice Band/Specs/Scarf and Lagging Tail. Choice items are best for locking supports and tanks into undesirable moves, forcing a switch. Lagging Tail is to cripple non-priority sweepers.

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Iron Ball too. If you suspect a fling user, Iron Ball is risky due to the 130 base fling damage.
0 votes

Klefki @ Leftovers
Ability: Prankster
EVs: 4 HP / 252 Def / 252 SpD
Bold / Calm Nature
- Thunder Wave / Attract
- Swagger
- Reflect / Light screen
- Foul Play

  • Thunder Wave / Attract-(I hate T.Wave because everyone has that ground switch ready. However attract can save your butt long enough for leftovers to do their job)
  • Swagger-Combined with attract and you have a mean klefki.
  • Reflect / Light screen- For your teams needs. I like reflect in case of earthquake switches.
  • Foul Play-Lets face it with taunt you need an attack. Not to mention with a crippled sweeper in love with your jingling keys, and swagger. foul play helps seal the deal.

Please note This can be screwed over if your klefki is faced with same types (male/male etc) This also helps me scout their team because people will switch out.

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0 votes

Klefki
Klefki @ Leftovers / Sitrus Berry
Ability: Prankster
EVs: 252 HP / 252 Def / 6 SpD
Calm Nature
- Crafty Shield
- Draining Kiss
- Thunder Wave
- Reflect / Light Screen

I made this set for VGC doubles 4v4.
This is good against the infamous Smeargle MegaKang lead.
Basically, Crafty Shield is used to Protect your team against Dark Void and because
of Prankster it becomes +4 priority going before fakeout and giving you the protection you need. It is best paired with a heavy hitter cuz most MegaKang will fakeout Klefki thinking that it might use safeguard to protect themselves from Dark Void therefore giving way for you to take down the Smeargle or with a Fighting type, you can even go for the MegaKang.
Draining Kiss is there to help enter image description hereagainst Taunt users and a little Health Regen is always helpful. Thunderwave helps in better stalling while you try to regain health with draining kiss and it gives your slower Pokemons outspeed potential threats on the opposition. Reflect/Light Screen helps in adding your desired bulk for the whole team. Calm Mind will also work out if you want better Health gain from Draining Kiss and additional bulk in SpDef.

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0 votes

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 100 Def / 156 SpD
Calm Nature
- Draining Kiss
- Rest
- Calm Mind
- Iron Defense

Calm Mind and Iron Defense with Prankster lets Klefki setup before the opponent most of the time, making it a potent threat that can take on unprepared teams. Rest lets Klefki fully recover and is useful when it is at low HP. Draining Kiss lets Klefki recover HP while damaging the opponent without having to rely on rest.

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0 votes

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 248 Def / 8 Spe
Serious Nature
- Swagger
- Substitute
- Foul Play
- Draining Kiss

Usage: first use substitute, which is important because foes can't directly damage you anymore. Then use swagger to confuse them. Use foul play because it's attack based and use draining kiss to heal. This Klefki is annoying and really hard to beat. You only have to watch out for Reshiram and Primal Groudon (I play Anything goes with these, and primal Groudon can be easily checked with foul play but otherwise you will lose to it)

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0 votes

Klefki @ Leftovers
Ability: Prankster
EVs: 4 HP / 252 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Play Rough
- Toxic

  • Spikes (Klefki is the best Spikes setter)
  • Thunder Wave (paralyze foe)
  • Play Rough (in case of Taunters)
  • Toxic (everyone hates being badly poisoned)
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Bad ev spread. have max hp, then max in either defense or special defense. Also, toxic and thunder wave do status, so I'd recommend foul play over toxix.
0 votes

Setup Keys (Klefki) @ Focus sash
Ability: Prankster
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
- Thuner Wave
- Spikes
- Magnet Rise
- Torment

Strat: magnet rise (first turn), spikes as much as possible while you have the sash (up to 3 times), torment so they can't use same move (would suck to be choice item user), twave if they still alive to crip

Note this should only be used in doubles with a good partner

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Why max defenses over max HP?
@Giru whats the point of hp if you can't use it
What do you mean? It's recommended for most Pokemon to have 252 HP over 252 defenses.
Make your set Showdown! importable. “Twave” is no move, please don’t be lazy and type out Thunder Wave.