Clefable

Cute Charm
Can infatuate Pokémon of opposite gender when struck. Higher chance of encountering Pokémon of the opposite gender.
Magic Guard
Prevents indirect damage.
Type Tier
Normal UU
Level 5 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
95
- 26 29 -
Atk
70
11 13 16 17
Def
73
11 13 17 18
SpA
85
13 15 18 19
SpD
90
13 15 18 19
Spe
60
10 12 15 16
  • Underused

Overview

To try to classify what exactly Clefable does is a monumental task. The reason for Clefable's greatness lies in her unique ability, Magic Guard. With Magic Guard, Clefable will only be hurt by attacking moves, which makes her a dream come true for anyone who hates stall, and a nightmare for stall users, who find their status effects and entry hazards rendered useless. Her stats may seem to leave much to be desired, but her movepool stretches out to the stars, giving her unparalleled versatility. Clefable can fill many roles, including supporting the team with Wish, sweeping with Calm Mind, wallbreaking with a mixed set, and more.

However, despite all of Clefable's perks, she does have some major flaws that drag her down. Even Magic Guard cannot mask Clefable's rather meager stats, which ensure that Clefable will always have trouble either walling things or garnering the power to 2HKO and OHKO targets. Her Normal typing is also much more of a curse then a blessing, leaving her with nothing in the way of resistances and a weakness to Fighting-type attacks, which are popular in UU. Regardless, Clefable makes for the ultimate "glue" Pokemon and can fit on nearly any team.

Name Item Ability Nature

Support

Leftovers Magic Guard Calm
Moveset EVs
~ Ice Beam / Encore
~ Softboiled / Wish
~ Seismic Toss
~ Thunder Wave / Heal Bell
252 HP / 4 Def / 252 SpD

Though she may be looked at as a poor man's Chansey, Clefable has two big notable advantages over the pink pudgy egg blob: a usable Special Attack stat and access to Encore. Unfortunately, due to the way Clefable is played, she can only take advantage of one of these perks at a time. Ice Beam is the recommended choice because it allows Clefable to break Rotom's Substitutes, as well as provide a nice hit on Torterra and Venusaur. Encore was extremely useful in the past when Ghost-types were running sets with both Substitute + Taunt, but they have now fallen out of favor and been replaced by straight-up Taunt + 3 attacks sets, making Encore somewhat useless against them. Still, Encore is an amazing tool in Clefable's arsenal that allows her to beat multiple Pokemon in UU who rely on Substitute, such as SubPerior and Substitute + Charge Beam Lanturn.

Depending on how team-oriented you'd like Clefable to be, Softboiled and Wish are both great recovery options. However, a downside to using Wish without Protect is that Clefable is unable to survive attacks that would otherwise only 3HKO it. Seismic Toss provides consistent damage to everything (excluding Ghost-types) and is the best attack Clefable has against walls like Registeel. Thunder Wave spreads paralysis and helps Clefable's Encore cripple Pokemon later in the match much more easily. Heal Bell makes Clefable more of a team supporter by ridding your sweepers of all status effects.

Team Options & Additional Comments >>>
Name Item Ability Nature

Stall

Leftovers Magic Guard Careful
Moveset EVs
~ Wish
~ Protect
~ Seismic Toss
~ Toxic / Heal Bell
252 HP / 252 SpD / 4 Spe

Clefable is unarguably one of the best stallers in the UU metagame. This stems from her immunity to all kinds of passive damage, including entry hazards and damaging statuses such as burn and Toxic which usually cripple other walls. In addition to this, Clefable packs great overall defenses, pseudo-instant recovery in the form of Wish and Protect, and Seismic Toss to deal consistent damage against foes that can otherwise shut Clefable down with Taunt. Aside from stalling, Clefable can also provide some valuable team support via Wish and Toxic or Heal Bell. Toxic is always useful to cripple opposing walls that are difficult to beat otherwise, such as Milotic, whereas Heal Bell's ability to cure your team of status can easily prove useful against opponents who possess Pokemon that like to abuse status-inducing moves.

Team Options & Additional Comments >>>
Name Item Ability Nature

Life Orb + Calm Mind

Life Orb Magic Guard Modest
Moveset EVs
~ Calm Mind
~ Thunderbolt
~ Ice Beam
~ Softboiled
160 HP / 252 SpA / 96 Spe

Calm Mind Clefable is one of the most dangerous and overlooked threats for defensive teams in UU. Unlike most Calm Mind sweepers, Clefable has solid physical bulk and lacks easily exploitable weaknesses. In addition, Magic Guard grants Clefable an immunity to entry hazard and poison damage, rendering the majority of a stall team's strategy ineffective. To top it all off, an instant recovery move in Softboiled means that even whittling down Clefable's health through repeated weak attacks is not an option.

Calm Mind and Softboiled form the core of the set, allowing Clefable to set up on weaker attackers while recovering lost health. Thunderbolt and Ice Beam are the preferred attacking moves, since together they hit every Pokemon in UU with the exception of Lanturn, Magneton, and Shedinja for at least neutral damage. Lanturn and Magneton are setup bait for Clefable anyway, while Shedinja is rarely seen and easily disposed of with Stealth Rock. In addition, Thunderbolt and Ice Beam provide vital super effective coverage against key threats. Thunderbolt zaps Milotic and its fellow Water-types, while Ice Beam nails Ground- and Grass-types, such as Donphan, Rhyperior, and Venusaur.

Team Options & Additional Comments >>>
Name Item Ability Nature

Wallbreaker

Life Orb / Toxic Orb Magic Guard Quiet
Moveset EVs
~ Double-Edge
~ Fire Blast
~ Grass Knot
~ Softboiled
4 HP / 252 Atk / 252 SpA

It seems ridiculous to think that Clefable could pull off a wallbreaker set when there are offensive behemoths available like Blaziken, who sports 120/110 attacking stats in comparison to Clefable's rather meager 70/85. However, with Magic Guard negating the recoil from Life Orb and Double-Edge, and Softboiled to heal off any damage that Clefable sustains, Clefable is an almost prefect wallbreaker. Double-Edge plows through special walls like Chansey, managing a guaranteed 2HKO even without entry hazards. Fire Blast roasts Grass- and Steel-types like Venusaur and Registeel, while Grass Knot trips up Rhyperior and Slowbro. Softboiled keeps Clefable in tip-top shape so she can continue to break down the opposing team.

Team Options & Additional Comments >>>
Name Item Ability Nature

Defensive Calm Mind

Leftovers Magic Guard Bold
Moveset EVs
~ Calm Mind
~ Thunderbolt
~ Ice Beam
~ Softboiled
252 HP / 252 Def / 4 SpD

This set is infamous for dismantling stall teams because of its powerful boosting move, Calm Mind, coupled with immunities to entry hazards and Toxic. Since stall teams rely primarily on residual damage to defeat opposing Pokemon, their attacking moves are almost always backed by zero EV investment and are consequently most efficient at chipping down frail Pokemon that lack recovery. However, Clefable is neither frail, nor does she lack a reliable recovery move. By alternating Calm Mind with Softboiled, Clefable is able to insolently set up right in the face of common defensive Pokemon like Milotic, Chansey, Weezing, and Donphan. Once she reaches +6/+6, she can use the almost-perfect coverage granted by Ice Beam and Thunderbolt to calmly pick apart the opposing team.

Team Options & Additional Comments >>>
Name Item Ability Nature

Dual Screens

Light Clay Magic Guard Calm
Moveset EVs
~ Reflect
~ Light Screen
~ Wish / Softboiled / Encore
~ Seismic Toss
252 HP / 252 SpD / 4 Spe

Clefable, due to her immense special bulk and amazing ability, has many chances to come in and set up dual screens. What separates Clefable from other dual screen users is her access to Wish and a wide variety of support moves, which most dual screen users lack. While Softboiled is the more reliable healing move, Wish can help your other teammates immensely by restoring 50% of their health as they switch in. If keeping Clefable fully functional isn't a concern to you, then Encore can be used to ruin opposing Pokemon trying to set up on her. Seismic Toss is there so that Clefable isn't complete Taunt bait, and it's your best option to deal a respectable amount of damage to a wide variety of foes. Ice Beam is also an option to get a good hit on Ghost-types, but since Clefable's main focus with this set is to support a sweeper on your team, this isn't a large concern.

Team Options & Additional Comments >>>
Name Item Ability

Lv. 2 Endeavor (F.E.A.R)

Focus Sash Magic Guard
Moveset
~ Endeavor
~ Protect
~ Encore
~ Thunder Wave / Toxic

Generally, FEAR sets are shunned as being nothing but gimmicks due to the wide use of Stealth Rock. Clefable, however, manages to break the mold with Magic Guard. The idea behind this set is simple: switch Clefable in on a non-damaging move or after something on your team has been KOed, survive a hit with Focus Sash, and then Endeavor. This set is meant to be used with sandstorm, hail, or Toxic Spikes, which will finish off the opponent at the end of the turn. Even if the opposing Pokemon happens to be immune to your weather of choice, entry hazards will ensure that the fatally crippled Pokemon won't be able to do much of anything for the rest of the match.

Team Options & Additional Comments >>>

Other Options

Clefable's gargantuan movepool gives her nearly endless options to play around with, allowing her to fill almost role you may need. Clefable has access to Stealth Rock, but she usually gets more mileage out of a different support move. Clefable can also pull off a Trick set with a Flame Orb to cripple many of her checks, but as with Stealth Rock, she usually has better things to do. A Belly Drum set is an interesting option considering Clefable's access to Softboiled to heal off Belly Drum recoil, but Clefable will rarely find an opportunity to set it up against a good team. Clefable also has access to Healing Wish, Gravity, Cosmic Power, and Knock Off, but these options tend to be done better by other Pokemon or are just gimmicks.

Checks and Counters

Clefable is very hard to counter due to the numerous different sets and moves she can run. However, there are plenty of individual counters for each set. The support and stall sets can be easily handled by almost any Fighting-type. Hariyama gets special mention due to the fact that paralysis is actually beneficial for him, as it protects him from the more debilitating burn and poison. The Calm Mind sets are a bit tougher to handle, but bulky Fighting-types such as Hariyama and Hitmontop will work well. The wallbreaker is much harder to switch into, but laying on offensive pressure will prevent it from accomplishing much. Finally, if all else fails, Perish Song can ensure that any Clefable will not accomplish anything if it's the last Pokemon.