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Keldeo

In-battle formes

HP:91
Attack:72
Defense:90
Sp. Atk:129
Sp. Def:90
Speed:108
Min (-ve nature, 0 IVs)198
Default252
Max Neutral315
Max Positive346
Max Neutral (+1)472
Max Positive (+1)519
Max Neutral (+2)630
Max Positive (+2)692
Monotype
Calm Mind (Water)346
Choice Specs (Water)346
Choice Specs (Fighting)346

Formes

Strategies

Written by Namranan and hex

Calm Mind (Water)

Move 1
Move 2
  • Taunt
    Target can't use status moves its next 3 turns.
    TypeDark
    Accuracy100%
Move 3
  • Hydro Pump
    No additional effect.
    TypeWater
    CategorySpecial
    Power110 BP
    Accuracy80%
  • Scald
    30% chance to burn the target. Thaws target.
    TypeWater
    CategorySpecial
    Power80 BP
    Accuracy100%
Move 4
  • Focus Blast
    10% chance to lower the target's Sp. Def by 1.
    TypeFighting
    CategorySpecial
    Power120 BP
    Accuracy70%

Keldeo is an amazing Pokemon for Water teams, as its additional Fighting typing and high Speed allow it to pose a threat to opposing Steel-, Dark-, and Normal-types that would otherwise pose a threat to the team, such as Bisharp, Hydreigon, and Snorlax. As a stallbreaker, Keldeo punishes walls like Toxapex, Gastrodon, and defensive Seismitoad by stopping their dangerous passive moves like Toxic, Haze, Recover, and entry hazards with Taunt. With Calm Mind, it can set up to beat these walls while also letting Keldeo KO Pokemon like Ferrothorn and Corviknight. These boosts with Calm Mind also allow it to break Pokemon like Mandibuzz, Mew, and Aegislash with Hydro Pump. Scald can be used as an alternative to Hydro Pump due to its more reliable accuracy and chance to burn opposing Pokemon; however, the caveat to using this move is that it is significantly weaker than Hydro Pump without Calm Mind boosts. Keldeo's STAB move in Focus Blast allows it to break Steel-, Dark-, and Normal-types like Ferrothorn, Bisharp, Hydreigon, Indeedee, and Snorlax that Water teams would otherwise have a tough time getting through. Keldeo runs maximum EVs in both Speed and Special Attack so that it can maximize its offensive presence and outspeed key Pokemon like Hydreigon and Indeedee. This offensive presence is supported by Leftovers, which allows Keldeo to become more threatening when it sets up and also recovers health.

Keldeo forms a very strong offensive core with Pokemon like Primarina and Crawdaunt. Primarina appreciates Keldeo's ability to stallbreak and allows it to clean late-game with its Calm Mind set. Crawdaunt can also switch into Psychic-type attacks from the likes of Reuniclus and use its powerful Knock Off and Liquidation to break teams down. While Keldeo's ability to be an oppressive offensive threat is incredibly valuable, it still needs support from a lot of other Pokemon to achieve this goal. Defensive Pokemon in Seismitoad and Toxapex provide the team with an Electric immunity and a Grass neutrality, respectively. Seismitoad also provides Stealth Rock support while Toxapex offers support through Toxic, Toxic Spikes, spreading Scald burns, and wearing down opposing Pokemon to make it easier for Keldeo to break through them. Rotom-W is also a great partner, as it is able to switch into Flying-type attacks from the likes of Corviknight and Togekiss and can answer back with its own STAB Electric-type moves. It also provides Defog support to prevent Keldeo from being worn down by Sticky Web, Toxic Spikes, and other entry hazards. Pelipper can assist Keldeo by getting rid of key Grass-type Pokemon like Vileplume and Virizion with its STAB Hurricane, as well as support Keldeo with Drizzle, bolstering the power of Keldeo's Hydro Pump. Cloyster is another teammate that helps deal with Grass-types as well as Dragon- and Flying-types for Keldeo and appreciates its ability to keep Stealth Rock and other hazards off the field with Taunt. Lastly, Araquanid is a great support Pokemon, as it can not only threaten Psychic-types like Gardevoir, but also use Sticky Web to allow Keldeo to threaten more Pokemon, namely Heliolisk and Choice Scarf Indeedee.

Choice Specs (Water)

Move 1
Move 2
  • Hydro Pump
    No additional effect.
    TypeWater
    CategorySpecial
    Power110 BP
    Accuracy80%
Move 3
  • Icy Wind
    100% chance to lower the foe(s) Speed by 1.
    TypeIce
    CategorySpecial
    Power55 BP
    Accuracy95%
Move 4
  • Scald
    30% chance to burn the target. Thaws target.
    TypeWater
    CategorySpecial
    Power80 BP
    Accuracy100%

While donning the Choice Specs, Keldeo becomes a very threatening wallbreaker that is very hard to switch into for types like Normal, Dark, and Ground. With STAB Hydro Pump, Keldeo is able to burst through walls like Mandibuzz and Corviknight thanks to its raw power. This along with its STAB Aura Sphere eviscerating most Normal- and Steel-types like Indeedee, Bewear, Ferrothorn, and Bisharp makes it extremely hard to switch into. Secret Sword is a good alternative to Aura Sphere if the little extra power and the ability to hit the Defense stat as opposed to the Special Defense stat is preferred, which is key in dealing with Pokemon like Snorlax. Keldeo also uses Icy Wind to hit some would-be threats on the switch such as Noivern, Vileplume, and Dragapult, and Scald to have a more reliable Water-type STAB move when needed. In order for it to maximize its offensive presence, Keldeo runs full EV investment in both Special Attack and Speed with a Timid nature. This boost in Speed allows it to outspeed key Pokemon like Mimikyu, Modest Alolan Raichu, and non-Choice Scarf Jirachi naturally.

Keldeo's offensive presence and ability to break open holes in the opposing team make it great as a partner for setup sweepers like Gyarados and Cloyster. Keldeo also helps get rid of prominent Grass-types like Appletun and Vileplume with Icy Wind. Crawdaunt and Primarina are offensive partners that can help out Keldeo by getting rid of annoying Psychic- and Dragon-types, respectively, while switching into their respective types. Crawdaunt in particular, while able to greatly improve the Steel matchup alongside Keldeo, also helps check Jellicent which completely walls Keldeo. Rotom-W is also a very invaluable teammate for Keldeo, as it can take Flying-type attacks from the likes of Corviknight and Togekiss and threaten them out with its own Electric-type STAB move and pivot using Volt Switch. It can also use a Substitute + Nasty Plot set that can break Pokemon like Jellicent and Toxapex, as well as provide support through Defog, which prevents Keldeo from getting worn down from hazards. Seismitoad allows Keldeo to have Stealth Rock support as well as providing it a switch-in to Electric-type attacks. Toxapex also helps take Grass-type attacks for Keldeo as a defensive pivot while using Toxic or Toxic Spikes to help wear down the opposing team. Pelipper sets rain, which gives Keldeo ludicrous amounts of power with its Hydro Pump and allows partners like Dracovish to help clean teams that were weakened by Keldeo's wallbreaking power. Araquanid is also very helpful in assisting Keldeo with Sticky Web to slow down faster threats like Heliolisk and Choice Scarf Indeedee.

Choice Specs (Fighting)

Move 1
  • Hydro Pump
    No additional effect.
    TypeWater
    CategorySpecial
    Power110 BP
    Accuracy80%
Move 2
  • Secret Sword
    Damages target based on Defense, not Sp. Def.
    TypeFighting
    CategorySpecial
    Power85 BP
    Accuracy100%
Move 3
  • Scald
    30% chance to burn the target. Thaws target.
    TypeWater
    CategorySpecial
    Power80 BP
    Accuracy100%
Move 4
  • Flip Turn
    User switches out after damaging the target.
    TypeWater
    CategoryPhysical
    Power60 BP
    Accuracy100%
  • Icy Wind
    100% chance to lower the foe(s) Speed by 1.
    TypeIce
    CategorySpecial
    Power55 BP
    Accuracy95%

Keldeo holds a niche over Urshifu-R on Fighting teams, as its much higher Speed lets it combat threats such as Choice Band Galarian Zapdos and Garchomp, and it also defeats physical walls like Skarmory and Galarian Weezing. Hydro Pump is Keldeo's strongest move, allowing it to easily break through bulky Pokemon such as Celesteela and Aegislash, which Fighting-type teams can often struggle against. Secret Sword defeats Pokemon that would otherwise switch into its Water-type attacks easily, such as Volcanion, Gastrodon, and Chansey. Scald is used alongside Hydro Pump to avoid risking a miss when Hydro Pump's power isn't needed, compensate for Hydro Pump's lacking PP, and burn foes that can switch into Keldeo such as Kommo-o and Dragonite. Flip Turn allows Keldeo to maintain momentum and take advantage of common switch-ins such as Toxapex, Slowking, and Galarian Slowking. Icy Wind can be used over Flip Turn to ease Keldeo's matchup against the aforementioned Dragon-types in Kommo-o and Dragonite, helping Fighting teams deal with them and shutting down their setup opportunities with Dragon Dance by reducing their Speed.

Cobalion provides a Fairy and Psychic neutrality and can deal with Pokemon such as Clefable and Hatterene, albeit in a limited fashion, as its bulk leaves much to be desired. It also provides utility with Stealth Rock and Thunder Wave. Toxicroak checks Water-types like Toxapex and Tapu Fini, and it can sweep Fairy-type teams, which Keldeo struggles against, with Swords Dance and Gunk Shot. Choice Band Galarian Zapdos is a threatening wallbreaker that muscles past Pokemon that Fighting struggles to combat, such as Slowbro, Celesteela, and Toxapex. Choice Scarf Terrakion provides a revenge killer, late-game cleaner, and way to defeat Flying-type Pokemon such as Thundurus-T and Zapdos. It also outspeeds and beats Electric-type Pokemon such as Tapu Koko. Choice Scarf Buzzwole provides a defensive backbone for Fighting teams, as it can switch into threatening Water- and Ground-type attacks from Pokemon such as Barraskewda, Excadrill, and Choice Scarf Landorus-T.

Other Options

Fighting

Air Slash can be used over Flip Turn to defeat Grass-types that can easily switch into Keldeo, such as Amoonguss and Celebi, but the momentum gained via Flip Turn is valued more on Fighting teams, as Keldeo's teammates can deal with said Grass-types effectively. Substitute in conjunction with either Taunt or Calm Mind can be used to try and sweep through Flying- and Poison-type teams. Toxic can also be used over Flip Turn to help deal with Mantine.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
75
Accuracy
95%
PP
15
30% chance to make the target flinch.
 
Power
40
Accuracy
100%
PP
20
Usually goes first.
 
Power
90
Accuracy
90%
PP
10
No additional effect.
 
Power
80
Accuracy
PP
20
This move does not check accuracy.
 
Power
85
Accuracy
85%
PP
5
Bounces turn 1. Hits turn 2. 30% paralyze.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
65
Accuracy
100%
PP
20
10% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Defense and Sp. Def by 1.
 
Power
Accuracy
PP
10
Raises an ally's Attack and Defense by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
30
Accuracy
100%
PP
30
Hits 2 times in one turn.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
60
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
110
Accuracy
80%
PP
5
No additional effect.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
140
Accuracy
100%
PP
5
Fails unless each known move has been used.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
85
Accuracy
100%
PP
10
20% chance to lower the target's Defense by 1.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
120
Accuracy
85%
PP
10
No additional effect.
 
Power
90
Accuracy
85%
PP
10
30% chance to lower the foe(s) accuracy by 1.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
Accuracy
PP
15
Protects allies from priority attacks this turn.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
70
Accuracy
100%
PP
5
Power doubles if an ally fainted last turn.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
90
Accuracy
100%
PP
15
Ignores the target's stat stage changes.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
80
Accuracy
100%
PP
15
30% chance to burn the target. Thaws target.
 
Power
85
Accuracy
100%
PP
10
Damages target based on Defense, not Sp. Def.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
70
Accuracy
PP
10
This move does not check accuracy.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
Power
90
Accuracy
100%
PP
15
Hits adjacent Pokemon. Double damage on Dive.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
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