UU Klefki

Hilomilo

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[OVERVIEW]

Klefki's massive utility movepool alongside its Prankster ability makes it a premier support Pokemon in the UU metagame and the best user of Spikes by far. Its amazing defensive typing alongside access to moves like Thunder Wave and Magnet Rise allows it to very adequately check top tier threats, such as Mega Aerodactyl, Latias, Mega Beedrill, and Hydreigon. Klefki also possesses a lot of flexibility in terms of which moves it can opt to run, which, alongside its ability to set up Spikes, allows it to fit very comfortably on offensive and balanced teams alike. Unfortunately, Klefki lacks recovery, which in tandem with its subpar bulk leaves it prone to being worn down, thus preventing it from reliably checking foes it aims to check from time to time. Klefki also lacks an offensive presence, which leaves it reliant on hitting foes super effectively to avoid being too passive.

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

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

Spikes gives Klefki a way of supporting its teammates with entry hazards, punishing grounded foes that switch in and out of play. Thunder Wave cripples fast offensive threats like Mega Aerodactyl, Mega Pidgeot, and Talonflame with paralysis and gives Klefki a way of easily spreading status. Toxic cripples defensive Pokemon that may try stalling Klefki out, such as Rotom-W, Hippowdon, and Alomomola, and is also good for crippling various setup sweepers, like Latias and Suicune. Magnet Rise grants Klefki a temporary immunity to Ground-type moves which can allow it to ease its matchup against Ground-types like Mamoswine, Swampert, and Seismitoad. Play Rough is Klefki's best source of damage against Latias, and it is also useful for pressuring Fighting- and Dark-type Pokemon like Terrakion and Mega Absol. Dazzling Gleam is an option over Play Rough that can be used to more heavily damage the likes of Krookodile, Bewear, and Crawdaunt. Foul Play is also an option for punishing physically offensive Pokemon that stay in on Klefki, such as Gliscor, Scizor, and Mega Beedrill. However, it generally isn't worth it due to leaving Klefki walled by Dark-types, and Klefki is also very reliant on Gliscor and Scizor setting up in order to actually pressure them with the attack. Hidden Power Fire is another option for luring in and heavily damaging Scizor. However, it also isn't often preferred due to leaving Klefki unable to do anything to Pokemon like Hydreigon and Mega Sharpedo. Lastly, Reflect can be used to aid Klefki's teammates in setting up or attacking against physically offensive Pokemon.
Set Details
========

Heavy investment in HP alongside maximum investment in Special Defense with a positive nature nearly maximizes Klefki's special bulk, allowing it to check threats like Togekiss, Latias, and Hydreigon as reliably as possible. 8 EVs are invested in Speed to allow Klefki to outrun Mega Pidgeot and everything slower after paralysis. A Careful nature is used to further bolster Klefki's special bulk while preventing Play Rough's power from dropping. However, if Dazzling Gleam is being used, a Calm nature is better so as not to decrease Klefki's Special Attack stat. Leftovers gives Klefki a form of passive recovery, providing it with decent longevity. Prankster is the preferred ability, giving Klefki's status moves a +1 boost in priority and securing its niche as a reliable Spikes setter.

Usage Tips
========

Klefki should look to set up Spikes early-game, as this will effectively deal good chip damage to foes throughout the course of the match. If setting up Spikes early on proves to be a monumental task, Klefki should try coming in on a foe that it can adequately tank hits from, such as Choice-locked Hydreigon or Togekiss, as this will allow for an opportunity to easily set at least a layer or two. Once Spikes is set, Klefki should be preserved for later on instead of being sacrificed, as it can work as an emergency check to various fast sweepers due to priority Thunder Wave and Toxic. Thunder Wave should be used against offensive threats that Klefki can tank at least one hit from, such as Mega Aerodactyl, Mega Pidgeot, Latias, and Starmie, as the paralysis will cripple them for the remainder of the match. Due to Klefki's passive nature, it should look to use Toxic to cripple various Pokemon that try setting up on it, like Latias and Suicune, or, if it isn't using Toxic, switch out into a Pokemon capable of taking care of the sweeper it's invited in so as not to generate more free turns. Klefki should only look to attack against threats that it's capable of adequately damaging, such as Mega Absol and Mega Sceptile, or, if it's using Foul Play, against Pokemon that try using it as setup bait, such as Scizor and Mega Beedrill. If Magnet Rise is being run, Klefki should use it against Ground-types like Mamoswine and Nidoqueen and Pokemon that often carry Ground-type coverage, like Mega Aerodactyl and Mega Beedrill, in order to blanket check them and reliably set up Spikes.
Team Options
========

Due to its ability to cripple fast threats with Thunder Wave while easily setting Spikes, Klefki is the main component of Spikes offense and usually fits best on offensive builds as a result. Rapid Spin support from the likes of Tentacruel and Starmie prevents Klefki from having to set Spikes more than once while also allowing it to check various threats more reliably due to refraining from taking chip damage. Cleaners like Mega Sharpedo and Zygarde-10% are fantastic Pokemon to pair with Klefki, as they can utilize its Spikes support to easily finish off weakened teams. Wallbreakers like Nidoking, Choice Band Scizor, and Terrakion appreciate the Spikes support Klefki provides them with, while setup sweepers like Infernape, Cobalion, and Gliscor also enjoy utilizing Spikes to break past foes more easily. Water-types like Suicune, Swampert, and Mega Blastoise can switch into the Fire- and Steel-types that Klefki generally hates dealing with, while they in return appreciate its ability to switch into Grass-type attacks. Klefki appreciates Ground-type switch-ins if it isn't running Magnet Rise, which makes Flying-types like Talonflame and Gliscor and Grass-types like Mega Sceptile and Celebi good options as teammates. Grass-types can also be good for coming in on Rotom-W, a Pokemon that Klefki often struggles to deal with. Latias and Hydreigon have particularly good synergy with Klefki, as both resist or are immune to the types that Klefki is weak to, and they appreciate its Spikes and Thunder Wave support and ability to come in on Fairy-, Dragon-, and Bug-type attacks. Wish support isn't mandatory, but it can be utilized on bulkier teams to give Klefki a way of more reliably recovering health. Examples of Pokemon capable of supporting Klefki with Wish include Blissey and Umbreon, which can both come in on powerful special Fire-type attacks for Klefki, and Sylveon, which can check Ground-types like Krookodile and Seismitoad fairly adequately.
[STRATEGY COMMENTS]
Other Options
=============

A dual screens set with Light Clay is an option for giving Klefki a way of reliably supporting setup sweepers, but it is usually less consistently useful than the standard set. Heal Block is a viable option for alongside Toxic, reliably checking defensive Pokemon like Latias and Hippowdon. However, Klefki can usually put the moves listed on the main set to more consistent use. Fairy Lock can allow Klefki to sacrifice itself upon setting up Spikes in order to safely bring a teammate into play afterward and is particularly helpful for Pursuit trappers like Metagross and Krookodile, but it is often too hard to find room for on a set. Flash Cannon can be used as a Steel-type STAB attack, but it will almost never cover as many threats as either Fairy-type STAB moves or Foul Play. Z-Psych Up is an option for fully restoring Klefki's health, but it usually isn't worth it due to its one-time use and the fact that another teammate will often put a Z-Crystal to better use.
Checks and Counters
===================

**Fire-types**: Although they fear Thunder Wave, Fire-types like Chandelure, Volcanion, and Infernape resist Klefki's Fairy-type STAB moves and can threaten to OHKO it with their super effective STAB attacks.
**Ground-types**: Ground-types such as Mamoswine, Krookodile, and Gliscor are immune to Thunder Wave and can threaten Klefki with their super effective STAB attacks. Zygarde-10% is particularly troublesome, due to its ability to ignore Magnet Rise with Thousand Arrows.

**Taunt**: Klefki is easily shut down by Taunt users like Azelf and Cobalion, which, upon preventing it from using Spikes or Thunder Wave, can set up their own entry hazards and apply heavy offensive pressure.

**Defensive Pokemon**: Klefki's lack of an offensive presence usually prevents it from beating most defensive Pokemon in one-on-one situations, even with Toxic. Defensive Pokemon that are immune to poison, such as Amoonguss and Mega Steelix, are particularly troublesome due to their ability to tank Klefki's hits without fear of being worn down by its status moves.

**Electric-types**: Electric-types like Rotom-W, Mega Manectric, and Raikou can freely switch into Thunder Wave and will often take minimal damage from Klefki's Fairy-type STAB attacks, which allows them to apply heavy offensive pressure to Klefki or use it as setup bait. All fear Toxic, however. Magneton is particularly annoying for Klefki to deal with, as its ability Magnet Pull allows it to trap and remove Klefki from play entirely.
 
Last edited:
hp fire should go in oo, maybe a mention in moves

change the spread to 252 hp / 236 spd + / 20 spe so that keys can outrun latias after twaving it

in the elec section of c&c mention that raikou shud be wary of toxic

qc 1/3 after this
 

A Cake Wearing A Hat

moist and crusty
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alright let's get to doing this

Overview

Make it more prominent that klefki is by far the best spiker in the tier and a huge staple of spikes offense.

Set

Put play rough before dazzling gleam because conk is gone, bewear is pretty much nonexistent for some reason, and mega latias exists (for now). This also means you should put careful before calm of course.

Honestly you could also deslash foul play from third slot, because being hard walled by every dark type ever isn't fun. If you object to this at least give a mention to foul play's big downside compared to fairy STAB in moves and why fairy moves are usually preferable in that slot.

Moves

Swap the positions of dgleam and play rough, and swap the positions of toxic and magnet rise.

Remove both mentions of conkeldurr and the mention of mega swampert.

Instead of saying what play rough struggles with (since that's not really much at the moment) say what dgleam's advantages+disadvantages are in the dgleam point (hitting cobalion/post-intim krook&mmane harder, letting you run hp fire without consequence, struggling more vs lati/mlati and other cm users and being weaker overall).

Mention mega latias and rotom-W as examples in the point about Toxic.

I'd mention Reflect /w/ lefties as another option for the fourth move for further last-minute team support, no need to slash it but it's definitely proven its worth from what i've seen to deserve it.

Set Details

Swap calm n careful around.

I would probably replace the 20 speed with 8 speed (for pidge) since ribombee is seen literally never.

Usage Tips

Fix the Toxic wording/examples here too.

Team Options

Klefki can function on hyper offense also, and honestly you can just mention that it's the main component of spikes offense as a whole.

Put cleaners like Mega Sharpedo and Zygarde-10% as one of the first points after playstyles since that's a huge component of spikes offense.

Remove Conkeldurr from the point about wallbreakers, add some ones like Mamoswine in there.

Mention that the Grass-types also help versus Rotom-W.

I'd probably add setup sweepers as another point since pretty much every variant of offensive pokemon benefits from spikes.

Checks n Counters

Remove mega swampert mention in ground types.

Merge zygarde with ground-types and just give it a special shout-out for hitting through magnet rise since these two next to each other seem kinda redundant.

Electric-types section needs a big overhaul thanks to the loss of xurk+the intro of mmane and rotom-w, so definitely include those.

Either give Magneton its own section or give it a special mention within Electric-types due to its ability to reliably trap and KO klefki while being immune to twave and toxic.


2/3 good job
 

Eyan

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In moves, when talking about Foul Play, aside from being walled by Dark-types, mention how it's very reliant on what some of those examples decide to do, and predicting the wrong thing can be detrimental. For example, you've got Gliscor that can potentially Swords Dance on Klefki, but it could also just click Earthquake. Same deal with Scizor, but there's also the fact that you have no idea what set it is initially, so Choice Band would just 2HKO with Bullet Punch anyway while Foul Play doesn't 2HKO it in return. You'd also be better off paralysing Mega Beedrill, so yeah, explain the opportunity cost more.

In usage tips, along with what you said about using it early-game to set up Spikes to wear down the opposing team, mention how it might be worth keeping till late-game if needed to cripple fast threats as a last ditch effort before going down, depending on the matchup of course. You already mentioned Thunder Wave cripping stuff like Mega Aerodactyl, so this is just an elaboration on the overall strategy behind that. Also, talk about how the fact that many Pokemon are going to be scared out by Toxic or Thunder Wave is nice to gain some sort of momentum for your team, especially if the opponent has a solid answer like Empoleon, in which case you'd double switch to exploit them.

In team options, this is probably just a nitpick of mine, but considering the current meta, I'd include Seismitoad as a mention in every instance Swampert is mentioned.

For other options, just remove the 52 HP / 236 Def / 20 Spe spread entirely. You'd need 48 EVs to outspeed Crobat after paralysing it, but Crobat isn't doing much back anyway. Other than that, Mega Manectric is the next benchmark, which you can't even paralyse, while the others like Mega Beedrill and Aerodactyl need too many EVs, so just the one spread is fine. Remove the mention of Aurora Veil and Alolan Ninetales, and reword the dual screens sentence accordingly.

QC 3/3
 

Lumari

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

Klefki's massive utility movepool alongside its Prankster ability makes it a premier support Pokemon in the UU metagame and the best user of Spikes by far. Its amazing defensive typing alongside access to moves like Thunder Wave and Magnet Rise allows it to very adequately check top tier threats, such as Mega Aerodactyl, Latias, Mega Beedrill, and Hydreigon, and more. Klefki also possesses a lot of flexibility in terms of which moves it can opt to run, which alongside its ability to set Spikes (RC) allows it to fit very comfortably on offensive and balanced teams alike. Unfortunately, Klefki lacks recovery, which in tandem with its subpar bulk leaves it prone to being worn down, thus preventing it from reliably checking foes it aims to check from time to time. Klefki also lacks an offensive presence, which leaves it reliant on hitting foes super effectively to avoid being too passive.

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

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

Spikes gives Klefki a way of supporting its teammates with entry hazards, and punishes punishing grounded foes that switch in and out of play. Thunder Wave cripples fast offensive threats like Mega Aerodactyl, Mega Pidgeot, and Talonflame with paralysis (RC) and gives Klefki a way of easily spreading status. Toxic cripples defensive Pokemon that may try stalling Klefki out, such as Rotom-W, Hippowdon, and Alomomola, and is also good for crippling various setup sweepers, like Mega Latias and Suicune. Magnet Rise grants Klefki with a temporary immunity to Magnet Rise, which can allow it to ease its matchup against Ground-types like Mamoswine, Swampert, and Seismitoad. Play Rough is Klefki's best source of damage against Latias and Mega Latias, and it is also useful for pressuring Fighting- and Dark-type Pokemon like Terrakion and Mega Absol. Dazzling Gleam is an option over Play Rough, however, that can be used to more heavily damage the likes of Krookodile, Bewear, and Crawdaunt. Foul Play is also an option for punishing physically offensive Pokemon that stay in on Klefki, such as Gliscor, Scizor, and Mega Beedrill. However, it generally isn't worth it due to leaving Klefki walled by Dark-types, and Klefki is also very reliant on the setup of Gliscor and Scizor setting up in order to actually pressure them with the attack. Hidden Power Fire is another option for luring in and heavily damaging Scizor. However, it also isn't often preferred due to leaving Klefki unable to do anything to Pokemon like Hydreigon and Mega Sharpedo. Lastly, Reflect can be used to aid Klefki's teammates in setting up or attacking against physically offensive Pokemon.

Set Details
========

Heavy investment in HP alongside maximum investment in Special Defense with a positive nature nearly maximizes Klefki's special bulk, allowing it to check threats like Togekiss, Latias, and Hydreigon as reliably as possible. 8 EVs are invested in Speed to allow Klefki to outrun Mega Pidgeot and everything slower after paralysis. A Careful nature is used to further bolster Klefki's special bulk while preventing Play Rough's power from dropping. However, if Dazzling Gleam is being used, a Calm nature is better so as not to decrease Klefki's Special Attack stat. Leftovers gives Klefki a form of passive recovery, providing it with decent longevity. Prankster is the preferred ability, giving Klefki's status moves a +1 boost in priority and securing its niche as a reliable Spikes setter.

Usage Tips
========

Klefki should look to set up Spikes in the early-game, as this will effectively deal good chip damage to foes throughout the course of the match. If setting up Spikes early on proves to be a monumental task, Klefki should try coming in on a foe that it can adequately tank hits from, such as Choice-locked Hydreigon or Togekiss, as this will allow for an opportunity to easily set at least a layer or two. Once Spikes are set, Klefki should be preserved for later on instead of being flat out sacked sacrificed, as it can work as an emergency check to various fast sweepers due to priority Thunder Wave and Toxic. Thunder Wave should be used against offensive threats that Klefki can tank at least one hit from, such as Mega Aerodactyl, Mega Pidgeot, Latias, and Starmie, as they will be crippled by the paralysis will cripple them for the remainder of the match. Due to Klefki's passive nature, it should look to use Toxic to cripple various Pokemon that try setting up on it, like Mega Latias and Suicune, or, (AC) if it isn't using Toxic, switch out into a Pokemon capable of taking care of the sweeper it's invited in so as not to generate more free turns. Klefki should only look to attack against threats that it's capable of adequately damaging, such as Mega Absol and Mega Sceptile, or, (AC) if it's using Foul Play, against Pokemon that try using it as setup bait, such as Scizor and Mega Beedrill. If Magnet Rise is being run, Klefki should use it against Ground-types like Mamoswine and Nidoqueen and Pokemon that often carry Ground-type coverage, like Mega Aerodactyl and Mega Beedrill, in order to blanket check them and reliably set up Spikes.

Team Options
========

Due to its ability to cripple fast threats with Thunder Wave while easily setting Spikes, Klefki is the main component of Spikes offense and usually fits best on offensive builds as a result. Rapid Spin support from the likes of Tentacruel and Starmie prevents Klefki from having to set Spikes more than once (RC) while also allowing it to check various threats more reliably due to refraining from taking chip damage. Cleaners like Mega Sharpedo and Zygarde-10% are fantastic Pokemon to pair with Klefki, as they can utilize its Spikes support to easily finish off weakened teams. Wallbreakers like Nidoking, Choice Band Scizor, and Terrakion appreciate the Spikes support Klefki provides them with, while setup sweepers like Infernape, Cobalion, and Gliscor also enjoy utilizing Spikes to break past foes more easily. Water-types like Suicune, Swampert, and Mega Blastoise can switch into the Fire- and Steel-types that Klefki generally hates dealing with, while they in return appreciate its ability to switch into Grass-type attacks. Klekfi appreciates Ground-type switch-ins if it isn't running Magnet Rise, with makes Flying-types like Talonflame and Gliscor and Grass-types like Mega Sceptile and Celebi good options as teammates. Grass-types can also be good for coming in on Rotom-W, a Pokemon that Klefki often struggles to deal with. Latias and Hydreigon have particularly good synergy with Klefki, as both resist or are immune to the types that Klefki is weak to, and they appreciate its Spikes and Thunder Wave support and ability to come in on Fairy-, Dragon-, and Bug-type attacks. Wish support isn't mandatory, but it can be utilized on bulkier teams to give Klefki a way of more reliably recovering health. Examples of Pokemon capable of supporting Klefki with Wish include Blissey and Umbreon, which can both come in on powerful special Fire-type attacks for Klefki, and Sylveon, which can check Ground-types like Krookodile and Seismitoad fairly adequately.

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

A dual screens set with Light Clay is an option for giving Klefki a way of reliably supporting setup sweepers, but it is usually less consistently useful than the standard set. Heal Block is a viable option for alongside Toxic, reliably checking defensive Pokemon like Mega Latias and Hippowdon. However, Klefki can usually put the moves listed on the main set to more consistent use. Fairy Lock can allow for Klefki to sacrifice itself upon setting up Spikes in order to safely bring a teammate into play afterward (RC) and is particularly helpful for Pursuit trappers like Metagross and Krookodile, but it is often too hard to find room for on a set. Flash Cannon can be used as a Steel-type STAB attack, but it will almost never cover as many threats as either Fairy-type STAB moves or Foul Play, which makes it an often subpar option for Klefki. Z-Psych Up is an option for fully restoring Klefki's health, but it usually isn't worth it due to its one-time use and the fact that another teammate will often put a Z-Crystal to better use.

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

**Fire-types**: Although they fear Thunder Wave, Fire-types like Chandelure, Volcanion, and Infernape resist Klefki's Fairy-type STAB and can threaten to OHKO it with their super effective STAB attacks.

**Ground-types**: Ground-types such as Mamoswine, Krookodile, and Gliscor are immune to Thunder Wave (RC) and can threaten Klefki with their super effective STAB attacks. Zygarde-10% is particularly troublesome, due to its ability to ignore Magnet Rise with Thousand Arrows.

**Taunt**: Klefki is easily shut down by Taunt users like Azelf and Cobalion, which, (AC) upon preventing it from using Spikes or Thunder Wave, can set up their own entry hazards and apply heavy offensive pressure.

**Defensive Pokemon**: Klefki's lack of an offensive presence usually prevents it from beating most defensive Pokemon in 1v1 one-on-one situations, even with Toxic. Defensive Pokemon that are immune to poison, such as Amoonguss and Mega Steelix, are particularly troublesome due to their ability to tank Klefki's hits without fear of being worn down by its status attacks.

**Electric-types**: Electric-types like Rotom-W, Mega Manectric, and Raikou can freely switch into Thunder Wave and will often take minimal damage from its Klefki's Fairy-type STAB attacks, which allows them to apply heavy offensive pressure to Klefki or use it as setup bait. All fear Toxic, however. Magneton is particularly annoying for Klefki to deal with, as its ability allows it to trap and remove Klefki from play entirely.
 

autumn

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GP 2/2
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[OVERVIEW]

Klefki's massive utility movepool alongside its Prankster ability makes it a premier support Pokemon in the UU metagame and the best user of Spikes by far. Its amazing defensive typing alongside access to moves like Thunder Wave and Magnet Rise allows it to very adequately check top tier threats, such as Mega Aerodactyl, Latias, Mega Beedrill, and Hydreigon. Klefki also possesses a lot of flexibility in terms of which moves it can opt to run, which, (AC) alongside its ability to set up Spikes, (AC) allows it to fit very comfortably on offensive and balanced teams alike. Unfortunately, Klefki lacks recovery, which in tandem with its subpar bulk leaves it prone to being worn down, thus preventing it from reliably checking foes it aims to check from time to time. Klefki also lacks an offensive presence, which leaves it reliant on hitting foes super effectively to avoid being too passive.

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

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

Spikes gives Klefki a way of supporting its teammates with entry hazards, punishing grounded foes that switch in and out of play. Thunder Wave cripples fast offensive threats like Mega Aerodactyl, Mega Pidgeot, and Talonflame with paralysis and gives Klefki a way of easily spreading status. Toxic cripples defensive Pokemon that may try stalling Klefki out, such as Rotom-W, Hippowdon, and Alomomola, and is also good for crippling various setup sweepers, like Mega Latias and (or a different example) Suicune. Magnet Rise grants Klefki a temporary immunity to Ground-type moves Magnet Rise, which can allow it to ease its matchup against Ground-types like Mamoswine, Swampert, and Seismitoad. Play Rough is Klefki's best source of damage against Latias and Mega Latias, and it is also useful for pressuring Fighting- and Dark-type Pokemon like Terrakion and Mega Absol. Dazzling Gleam is an option over Play Rough that can be used to more heavily damage the likes of Krookodile, Bewear, and Crawdaunt. Foul Play is also an option for punishing physically offensive Pokemon that stay in on Klefki, such as Gliscor, Scizor, and Mega Beedrill. However, it generally isn't worth it due to leaving Klefki walled by Dark-types, and Klefki is also very reliant on Gliscor and Scizor setting up in order to actually pressure them with the attack. Hidden Power Fire is another option for luring in and heavily damaging Scizor. However, it also isn't often preferred due to leaving Klefki unable to do anything to Pokemon like Hydreigon and Mega Sharpedo. Lastly, Reflect can be used to aid Klefki's teammates in setting up or attacking against physically offensive Pokemon.[/COLOR]
Set Details
========

Heavy investment in HP alongside maximum investment in Special Defense with a positive nature nearly maximizes Klefki's special bulk, allowing it to check threats like Togekiss, Latias, and Hydreigon as reliably as possible. 8 EVs are invested in Speed to allow Klefki to outrun Mega Pidgeot and everything slower after paralysis. A Careful nature is used to further bolster Klefki's special bulk while preventing Play Rough's power from dropping. However, if Dazzling Gleam is being used, a Calm nature is better so as not to decrease Klefki's Special Attack stat. Leftovers gives Klefki a form of passive recovery, providing it with decent longevity. Prankster is the preferred ability, giving Klefki's status moves a +1 boost in priority and securing its niche as a reliable Spikes setter.

Usage Tips
========

Klefki should look to set up Spikes in the early-game, as this will effectively deal good chip damage to foes throughout the course of the match. If setting up Spikes early on proves to be a monumental task, Klefki should try coming in on a foe that it can adequately tank hits from, such as Choice-locked Hydreigon or Togekiss, as this will allow for an opportunity to easily set at least a layer or two. Once Spikes are
is set, Klefki should be preserved for later on instead of being sacrificed, as it can work as an emergency check to various fast sweepers due to priority Thunder Wave and Toxic. Thunder Wave should be used against offensive threats that Klefki can tank at least one hit from, such as Mega Aerodactyl, Mega Pidgeot, Latias, and Starmie, as the paralysis will cripple them for the remainder of the match. Due to Klefki's passive nature, it should look to use Toxic to cripple various Pokemon that try setting up on it, like Mega Latias and Suicune, (or another example) or, if it isn't using Toxic, switch out into a Pokemon capable of taking care of the sweeper it's invited in so as not to generate more free turns. Klefki should only look to attack against threats that it's capable of adequately damaging, such as Mega Absol and Mega Sceptile, or, if it's using Foul Play, against Pokemon that try using it as setup bait, such as Scizor and Mega Beedrill. If Magnet Rise is being run, Klefki should use it against Ground-types like Mamoswine and Nidoqueen and Pokemon that often carry Ground-type coverage, like Mega Aerodactyl and Mega Beedrill, in order to blanket check them and reliably set up Spikes.
Team Options
========

Due to its ability to cripple fast threats with Thunder Wave while easily setting Spikes, Klefki is the main component of Spikes offense and usually fits best on offensive builds as a result. Rapid Spin support from the likes of Tentacruel and Starmie prevents Klefki from having to set Spikes more than once while also allowing it to check various threats more reliably due to refraining from taking chip damage. Cleaners like Mega Sharpedo and Zygarde-10% are fantastic Pokemon to pair with Klefki, as they can utilize its Spikes support to easily finish off weakened teams. Wallbreakers like Nidoking, Choice Band Scizor, and Terrakion appreciate the Spikes support Klefki provides them with, while setup sweepers like Infernape, Cobalion, and Gliscor also enjoy utilizing Spikes to break past foes more easily. Water-types like Suicune, Swampert, and Mega Blastoise can switch into the Fire- and Steel-types that Klefki generally hates dealing with, while they in return appreciate its ability to switch into Grass-type attacks. Klekfi Klefki appreciates Ground-type switch-ins if it isn't running Magnet Rise, with which makes Flying-types like Talonflame and Gliscor and Grass-types like Mega Sceptile and Celebi good options as teammates. Grass-types can also be good for coming in on Rotom-W, a Pokemon that Klefki often struggles to deal with. Latias and Hydreigon have particularly good synergy with Klefki, as both resist or are immune to the types that Klefki is weak to, and they appreciate its Spikes and Thunder Wave support and ability to come in on Fairy-, Dragon-, and Bug-type attacks. Wish support isn't mandatory, but it can be utilized on bulkier teams to give Klefki a way of more reliably recovering health. Examples of Pokemon capable of supporting Klefki with Wish include Blissey and Umbreon, which can both come in on powerful special Fire-type attacks for Klefki, and Sylveon, which can check Ground-types like Krookodile and Seismitoad fairly adequately.

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

A dual screens set with Light Clay is an option for giving Klefki a way of reliably supporting setup sweepers, but it is usually less consistently useful than the standard set. Heal Block is a viable option for alongside Toxic, reliably checking defensive Pokemon like Mega Latias and Hippowdon. However, Klefki can usually put the moves listed on the main set to more consistent use. Fairy Lock can allow Klefki to sacrifice itself upon setting up Spikes in order to safely bring a teammate into play afterward and is particularly helpful for Pursuit trappers like Metagross and Krookodile, but it is often too hard to find room for on a set. Flash Cannon can be used as a Steel-type STAB attack, but it will almost never cover as many threats as either Fairy-type STAB moves or Foul Play. Z-Psych Up is an option for fully restoring Klefki's health, but it usually isn't worth it due to its one-time use and the fact that another teammate will often put a Z-Crystal to better use.

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

**Fire-types**: Although they fear Thunder Wave, Fire-types like Chandelure, Volcanion, and Infernape resist Klefki's Fairy-type STAB moves and can threaten to OHKO it with their super effective STAB attacks.

**Ground-types**: Ground-types such as Mamoswine, Krookodile, and Gliscor are immune to Thunder Wave and can threaten Klefki with their super effective STAB attacks. Zygarde-10% is particularly troublesome, due to its ability to ignore Magnet Rise with Thousand Arrows.

**Taunt**: Klefki is easily shut down by Taunt users like Azelf and Cobalion, which, upon preventing it from using Spikes or Thunder Wave, can set up their own entry hazards and apply heavy offensive pressure.

**Defensive Pokemon**: Klefki's lack of an offensive presence usually prevents it from beating most defensive Pokemon in one-on-one situations, even with Toxic. Defensive Pokemon that are immune to poison, such as Amoonguss and Mega Steelix, are particularly troublesome due to their ability to tank Klefki's hits without fear of being worn down by its status attacks moves


**Electric-types**: Electric-types like Rotom-W, Mega Manectric, and Raikou can freely switch into Thunder Wave and will often take minimal damage from Klefki's Fairy-type STAB attacks, which allows them to apply heavy offensive pressure to Klefki or use it as setup bait. All fear Toxic, however. Magneton is particularly annoying for Klefki to deal with, as its ability Magnet Pull (optional, but i think this makes it clearer) allows it to trap and remove Klefki from play entirely.

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