Klefki
Omega RubyX

These key collectors threaten any attackers by fiercely jingling their keys at them.

Alpha SapphireY

It never lets go of a key that it likes, so people give it the keys to vaults and safes as a way to prevent crime.

Pokédex & Training Data

Classification Key Ring Pokémon
Height 0.2 m (0'08")
Weight 3.0 kg (6.6 lbs)
Abilities
EV Yield +1 defense
Catch Rate 75
Base Friendship 70
Growth Rate fast
Gender Ratio
♂ ♀
Egg Groups Mineral

Pokédex Numbers

Kalos (Mountain) #050
Alola (S/M) #241
Alola (US/UM) #314
Paldea (S/V) #240
National #707
Isle of Armor #028

Game Locations

Kalos Route 15 Area
Kalos Route 16 Area
Lost Hotel Area

Learned Moves

Level Up Moves

X/Y
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Fairy Lock
— — 10 Prevents all Pokémon from fleeing or switching out during the next turn.
5 Fairy Wind
40 100% 30 Inflicts regular damage with no additional effect.
8 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
12 Metal Sound
— 85% 40 Lowers the target’s Special Defense by two stages.
15 Spikes
— — 20 Scatters Spikes, hurting opposing Pokémon that switch in.
18 Draining Kiss
50 100% 10 Drains 75% of the damage inflicted to heal the user.
23 Crafty Shield
— — 10 Protects all friendly Pokémon from non-damaging moves.
27 Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
32 Torment
— 100% 15 Prevents the target from using the same move twice in a row.
34 Mirror Shot
65 85% 10 Has a 30% chance to lower the target’s accuracy by one stage.
36 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
40 Recycle
— — 10 User recovers the item it last used up.
43 Play Rough
90 90% 10 Has a 10% chance to lower the target’s Attack by one stage.
44 Magic Room
— — 10 Negates held items for five turns.
50 Heal Block
— 100% 15 Prevents target from restoring its HP for five turns.
OR/AS
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Fairy Lock
— — 10 Prevents all Pokémon from fleeing or switching out during the next turn.
5 Fairy Wind
40 100% 30 Inflicts regular damage with no additional effect.
8 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
12 Metal Sound
— 85% 40 Lowers the target’s Special Defense by two stages.
15 Spikes
— — 20 Scatters Spikes, hurting opposing Pokémon that switch in.
18 Draining Kiss
50 100% 10 Drains 75% of the damage inflicted to heal the user.
23 Crafty Shield
— — 10 Protects all friendly Pokémon from non-damaging moves.
27 Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
32 Torment
— 100% 15 Prevents the target from using the same move twice in a row.
34 Mirror Shot
65 85% 10 Has a 30% chance to lower the target’s accuracy by one stage.
36 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
40 Recycle
— — 10 User recovers the item it last used up.
43 Play Rough
90 90% 10 Has a 10% chance to lower the target’s Attack by one stage.
44 Magic Room
— — 10 Negates held items for five turns.
50 Heal Block
— 100% 15 Prevents target from restoring its HP for five turns.

TM/HM Moves

X/Y
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM20 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM41 Torment
— 100% 15 Prevents the target from using the same move twice in a row.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM46 Thief
60 100% 25 Takes the target’s item.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM91 Flash Cannon
80 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.
OR/AS
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM20 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM41 Torment
— 100% 15 Prevents the target from using the same move twice in a row.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM46 Thief
60 100% 25 Takes the target’s item.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM91 Flash Cannon
80 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM94 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

OR/AS
Name Class Power Acc. PP Effect
Covet
60 100% 25 Takes the target’s item.
Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
Iron Defense
— — 15 Raises the user’s Defense by two stages.
Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Magic Room
— — 10 Negates held items for five turns.
Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
Recycle
— — 10 User recovers the item it last used up.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.

Egg Moves

X/YOR/AS
Name Class Power Acc. PP Effect
Iron Defense
— — 15 Raises the user’s Defense by two stages.
Lock On
— — 5 Ensures that the user’s next move will hit the target.
Switcheroo
— 100% 10 User and target swap items.
Thief
60 100% 25 Takes the target’s item.

Base Stats

Hp 57
Attack 80
Defense 91
Sp. Atk 80
Sp. Def 87
Speed 75
Total 470

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x
0x
2x
0.5x
0.5x
0.25x
0.5x
0x
0.5x
0.5x