Pokémon X and Y/Species Strategies (Generation VI Families)

This page contains information on every Pokémon family first introduced in Generation VI, including stats, recommended movesets and evolutionary lines. All evolutionary lines are put together, even if an evolution or pre-evolution was not introduced in the same Generation as other members of its evolutionary family.

Bunnelby and Diggersby
Bunnelby and Diggersby look like your average early-game rodent, with pretty terrible stats and nothing much going for them. However, Diggersby is one of the very few Pokémon that gets Huge Power, doubling its poor Attack stat into dangerously high levels. Its Huge Power boosted attacks are extremely hard-hitting, and its two STABs offer great neutral coverage, with Ground-type attacks able to break down the Rock and Steel types that resist Normal. However, it has some glaring flaws. It has poor Speed, which keeps it from being a powerful sweeper and means it must often sponge attacks before attacking back if it doesn't have a priority move. Both of its STABs also have common immunities, causing it to have trouble against Pokémon like Gengar, Drifblim, Skarmory and Bronzong, which have either partial or complete immunity to its main attacks. Despite that, Diggersby's sheer power lets it remain as a decently effective Pokémon for tearing through defensive teams.

If you want to use Diggersby, always have Huge Power as its ability, as it is a terrible Pokémon otherwise. Return is its strongest Normal-type attack without any drawbacks when at max happiness, and will be the attack of choice against Pokémon that don't resist it. Earthquake is Diggersby's strongest Ground-type move. While it has lower power than a maximized Return, it offers great coverage with Return as it is effective against Rock and Steel types that can tank a Return. Quick Attack gives it a strong priority attack to circumvent its subpar Speed. For coverage moves, either Stone Edge or Wild Charge can be used. Stone Edge has higher damage but lower accuracy, while Wild Charge does more damage to Steel-types that are immune to Earthquake, such as Skarmory and Bronzong, as well as offer some coverage, particularly against Water-types. Finally, U-Turn is an option to let you switch out while doing damage, useful when you find yourself up against a Pokémon that Diggersby has no hope of breaking through.

Amaura and Aurorus
Aurorus has a pretty unique type combination as well as the exclusive Refrigerate ability, which increases the power of Normal-type moves while turning them into Ice-type moves. This gives it interesting options for STAB, with Nature Power and Return being the most common. The former summons a 104 base power Tri Attack in link battles with a chance to inflict status ailments, while the latter at max happiness is the strongest STAB attack it can have that lacks any drawbacks. While terribly impractical, an Ice-type Hyper Beam with a whopping effective 195 base power is a terrifying attack to take, and can be used as a surprising last resort. Rock STAB isn't really needed as Ice already achieves great coverage, other than hitting Fire-types super effectively. Freeze Dry is good against Water-types, while Reflect, Light Screen, Haze, Thunder Wave and Toxic can be good support moves.

Despite being the more defensive of the Kalos fossil Pokémon, Aurorus has possibly the worst defensive typing in the game. Rock and Ice give it a terrible quad weakness to common Steel and Fighting type attacks as well as four other standard weaknesses. Its offensive stats and speed are also quite mediocre, which really prevents it from playing an offensive style. Even with a unique ability and fairly good movepool, Aurorus' poor typing single-handedly prevents it from being usable against common encountered Pokémon.

Klefki
Being basically a living keychain, Klefki is certainly an oddity, and its stats are pretty unimpressive compared to its appearance. However, this key collector is notorious for being one of the most effective status-inducers in the game, mainly due to its ability Prankster, letting it use status moves first regardless of speed. It also has an above average Defense, letting it fare better against its main target, physical attackers, while its Steel/Fairy typing gives it a ton of helpful resistances, including an immunity to Dragon, while leaving it with only a Fire and Ground weakness. Klefki also has a great movepool full of support moves that take advantage of Prankster, but the primary ones are Swagger and Thunder Wave, both taught via TM. This lets Klefki pull off an effective parafusion strategy that can nearly shut down most physical attackers, turning their sheer power against themselves due to Swagger's Attack boost. Additionally, it learns Foul Play at level 27, which circumvents its average attack stats to hit Swaggered foes hard. With just these three moves, it can cripple its opponent, then knock them out with a strong Foul Play. Teach it Substitute, and it can Foul Play in safety as its opponents knock themselves out.

Outside of its most common parafusion strategy, Klefki has plenty of other status moves it can try out. It can set down Spikes, use Torment against move-locked opponents or set up Reflect and Light Screen. In doubles or triple battles, it also provides useful support with Safeguard, Magic Room, Fairy Lock or Crafty Shield. Fairy Lock and Crafty Shield in particular are two moves exclusive to Klefki. Fairy Lock is basically a single-turn Mean Look that affects every Pokémon in battle. Crafty Shield protects Klefki and its allies from status moves in a manner similar to Quick Guard and Wide Guard, though Prankster makes Safeguard a superior move despite Crafty Shield's own extra priority. In terms of attacks, Klefki doesn't have a lot of options, with Play Rough, Draining Kiss and Dazzling Gleam for Fairy STAB and Flash Cannon for Steel STAB. However, its poor attacking stats mean you're better off using Foul Play to do direct damage.