What it does
Klutz completely suppresses the holder's held item — no Choice Band lock, no Flame Orb burn, no Toxic Orb poison. The item still exists in the slot, which means Trick and Switcheroo can still transfer it. Fling fails — Klutz suppresses item usage entirely.
That gap is the entire competitive point. Carry a Toxic Orb or Flame Orb, take zero damage from it, then Trick it onto an opponent's sweeper. Swap their Choice Scarf for a poison orb and they're stuck limping through the rest of the game.
There's a defensive angle too: if someone tries to Trick a bad item onto you, Klutz suppresses its effect — though the item does land, so you'd need to Trick it back next turn.
Who runs it
Audino (0% usage): bulky support body with access to Trick and healing moves, but the 0% usage rate in Champions reflects that this strategy rarely clears the consistency bar in real tournament play.
Golurk: Ghost/Ground physical attacker with a useful immunity set — Klutz is mainly here for Trick-based support lines, but its competitive presence is similarly minimal.
How to use it
Equip Flame Orb or Toxic Orb before the match. They do nothing to you. Get your Klutz user in against a high-value target — a Choice item user or a setup sweeper — and click Trick. You steal their item, they get the orb, and their next several turns are spent burning or poisoning down.
Tips & strategy
This is a corner-case ability. Don't force it into a standard team. If you're building a disruption-first gimmick squad, it works. In a normal doubles meta, you will almost never see it — which means if you do see a Klutz carrier across the table, you can read exactly what's coming.