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Klefki

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Klefki in Pokémon Ultra Sun & Ultra Moon

#314 in the Ultra Sun & Ultra Moon Pokédex • Key Ring Pokémon

Klefki in the National Pokédex
Klefki sprite

Normal

Shiny Klefki sprite

Shiny

Pokédex entries

Ultra Sun

Although it’s unclear why it collects keys, giving it a key makes Klefki very happy. However, it apparently only likes master keys.

Ultra Moon

Long ago it lived in mines, but once the minerals that make up its diet became scarcer, Klefki began appearing in human settlements.

Pokémon details

Types

SteelFairy

Category

Key Ring Pokémon

Height

0.2 m (0'08")

Weight

3 kg (6.6 lbs)

National Pokédex

#0707

Pokédex

#314

Klefki in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

57

224

318

Attack

80

148

284

Defense

91

168

309

Sp. Atk

80

148

284

Sp. Def

87

161

300

Speed

75

139

273

Total

470

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Klefki, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Alola #314Ula'ula #135
EV yield
1 Def
Catch rate
75
Base Exp.
165

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
20

Evolution requirements shown in a compact table or chain view.
Klefki

Klefki

#314

No evolutions

Known encounter locations for this Pokémon in this game.
Ultra Moon
LocationMethodLevelChanceConditions

Thrifty Megamart

Thrifty Megamart — Abandoned Site

Walking in tall grass or a cave31-3415%

-

Thrifty Megamart

Thrifty Megamart — Abandoned Site

SOS ally encounter31-34-

SOS ally of klefki; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 100%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Ultra Sun
LocationMethodLevelChanceConditions

Thrifty Megamart

Thrifty Megamart — Abandoned Site

Walking in tall grass or a cave31-3415%

-

Thrifty Megamart

Thrifty Megamart — Abandoned Site

SOS ally encounter31-34-

SOS ally of klefki; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 100%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartTackle

A physical attack in which the user charges and slams into the target with its whole body.

Normal4010035
StartFairy Lock

By locking down the battlefield, the user keeps all Pokémon from fleeing during the next turn.

Fairy--10
5Fairy Wind

The user stirs up a fairy wind and strikes the target with it.

Fairy4010030
8Astonish

The user attacks the target while shouting in a startling fashion. This may also make the target flinch.

Ghost3010015
12Metal Sound

A horrible sound like scraping metal harshly lowers the target’s Sp. Def stat.

Steel-8540
15Spikes

The user lays a trap of spikes at the opposing team’s feet. The trap hurts Pokémon that switch into battle.

Ground--20
18Draining Kiss

The user steals the target’s HP with a kiss. The user’s HP is restored by over half of the damage taken by the target.

Fairy5010010
23Crafty Shield

The user protects itself and its allies from status moves with a mysterious power. This does not stop moves that do damage.

Fairy--10
27Foul Play

The user turns the target’s power against it. The higher the target’s Attack stat, the greater the move’s power.

Dark9510015
32Torment

The user torments and enrages the target, making it incapable of using the same move twice in a row.

Dark-10015
34Mirror Shot

The user lets loose a flash of energy at the target from its polished body. This may also lower the target’s accuracy.

Steel658510
36Imprison

If opposing Pokémon know any move also known by the user, they are prevented from using it.

Psychic--10
40Recycle

The user recycles a held item that has been used in battle so it can be used again.

Normal--10
43Play Rough

The user plays rough with the target and attacks it. This may also lower the target’s Attack stat.

Fairy909010
44Magic Room

The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.

Psychic--10
50Heal Block

For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.

Psychic-10015

Moves this Pokémon can learn from Technical Machines in Pokémon Ultra Sun and Ultra Moon.
Class
TM03Psyshock

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Psychic8010010
TM04Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM10Hidden Power

A unique attack that varies in type depending on the Pokémon using it.

Normal6010015
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.

Fire--5
TM15Hyper Beam

The target is attacked with a powerful beam. The user can’t move on the next turn.

Normal150905
TM16Light Screen

A wondrous wall of light is put up to reduce damage from special attacks for five turns.

Psychic--30
TM17Protect

Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

Water--5
TM20Safeguard

The user creates a protective field that prevents status conditions for five turns.

Normal--25
TM21Frustration

This full-power attack grows more powerful the less the user likes its Trainer.

Normal-10020
TM27Return

This full-power attack grows more powerful the more the user likes its Trainer.

Normal-10020
TM29Psychic

The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.

Psychic9010010
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM33Reflect

A wondrous wall of light is put up to reduce damage from physical attacks for five turns.

Psychic--20
TM41Torment

The user torments and enrages the target, making it incapable of using the same move twice in a row.

Dark-10015
TM42Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM44Rest

The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM46Thief

The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item.

Dark6010025
TM48Round

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

Normal6010015
TM68Giga Impact

The user charges at the target using every bit of its power. The user can’t move on the next turn.

Normal150905
TM73Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM87Swagger

The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.

Normal-8515
TM88Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM91Flash Cannon

The user gathers all its light energy and releases it all at once. This may also lower the target’s Sp. Def stat.

Steel8010010
TM99Dazzling Gleam

The user damages opposing Pokémon by emitting a powerful flash.

Fairy8010010
TM100Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Normal--20

Moves this Pokémon can learn from move tutors in this game.
Class
Covet

The user endearingly approaches the target, then steals the target’s held item.

Normal6010025
Defog

A strong wind blows away the target’s barriers such as Reflect or Light Screen. This also lowers the target’s evasiveness.

Flying--15
Foul Play

The user turns the target’s power against it. The higher the target’s Attack stat, the greater the move’s power.

Dark9510015
Iron Defense

The user hardens its body’s surface like iron, sharply raising its Defense stat.

Steel--15
Last Resort

This move can be used only after the user has used all the other moves it knows in the battle.

Normal1401005
Magic Coat

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Psychic--15
Magic Room

The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.

Psychic--10
Magnet Rise

The user levitates using electrically generated magnetism for five turns.

Electric--10
Recycle

The user recycles a held item that has been used in battle so it can be used again.

Normal--10
Snore

This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal5010015

Moves this Pokémon can inherit through breeding or similar methods.
Class
Iron Defense

The user hardens its body’s surface like iron, sharply raising its Defense stat.

Steel--15
Lock-On

The user takes sure aim at the target. This ensures the next attack does not miss the target.

Normal--5
Switcheroo

The user trades held items with the target faster than the eye can follow.

Dark-10010
Thief

The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item.

Dark6010025

Imports, special breeding, event gifts and copied moves have separate requirements. Individual options do not guarantee every four-move combination; historical transfer services require eligible software and Pokémon.
Class
Acquisition source
Cut

The target is cut with a scythe or claw.

Normal509530

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Secret Power

The additional effects of this attack depend upon where it was used.

Normal7010020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Ability options available to this Pokémon in this game.

Prankster

Ability Slot 1

Gives priority to a status move.

Raises status-move priority by one stage; opposing Dark types are immune.

Magician(Hidden Ability)

The Pokémon steals the held item of a Pokémon it hits with a move.

Steals the target's held item when the bearer uses a damaging move.

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