Klefki
Sun

This even-tempered Pokémon has a habit of collecting keys. It will sneak into people’s homes to steal their keys.

Moon

It inserts its horn into chinks in metal, absorbing metal ions. For some reason, it collects keys.

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.

Pokédex Data

Classification Key Ring Pokémon
Height 0.2 m (0'08")
Weight 3.0 kg (6.6 lbs)
Abilities

Game Locations

  • Poke Pelago Elite Four Defeated
  • Poke Pelago Poni Island Reached
  • Thrifty Megamart Abandoned Site

Training

EV Yield +1 defense
Catch Rate 75
Base Friendship 70
Growth Rate fast
Gender Ratio
Egg Groups Mineral

Learned Moves

Level Up Moves

Sun/Moon
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.
Ultra Sun/Ultra Moon
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

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP 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.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Covet
60 100% 25 Takes the target's item.
Defog
15 Lowers the target's evasion by one stage. Removes field effects from the enemy field.
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

Sun/MoonUltra Sun/Ultra Moon
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