MikeDawg
Banned deucer.
Overview
########
OVERVIEW GOES HERE
-some gay af intro about it coming down from the cosmos into top-tier ou
-two super great abilities give it lots of use
-stellar typing
-space pun
-lots of support options
-bulk really isn't that great
-mega taunt bait
Calm Mind + Magic Guard
########
name: Calm Mind + Magic Guard
move 1: Calm Mind
move 2: Moonblast
move 3: Soft-Boiled
move 4: Flamethrower/Thunder Wave
ability: Magic Guard
item: Leftovers
evs: 252 HP / 172 Def / 84 SpD
nature: Calm
Moves
========
-Calm Mind boosts SpAtt + SpDef => strong + tanky
-Thunder Wave lets it set up on faster taunt mons like tran, and gives it early game utility
-Moonblast hits everything, high bp, STAB, chance to lower att (negligible?)
-Soft-Boiled consistent 50% healing (worth noting unnafected by weather?)
-Fire moves cover steel types that threaten/resist moonblast.
-Flamethrower good for accuracy. Fire blast gets ko's on things tho, like 2hko on megagross (ie. can't switch in again/puts in range for stuff/etc.), 1hko on bisharp after rocks+lo damage, 1hkos mega scizor, 1hkos offensive exca at +1 (if that's even relevant), etc.
-Stored power beats stuff like heatran (usually has taunt/roar...), venusaur (moonblast does fairly well anyway), opposing cm mons (more important), unaware mons (also important), chansey.
-Focus Blast is any option to muscle past chansey/heatran while still hitting mons like ferrothorn for lots o damage
-Thunderbolt can hit skarm/help with tran/beat gyara and char-y
Set Details
========
-Evs maximize defense while allowing some spdef pro survival:
-prevent lo thundy 2hko, lo kyu-b 2hko, offensive mega venu 2ho, kind of lando 2hko (all after lefties)
-lefties is preferred for longevity and easy early setup, but life orb does provide a bit of power (but it could just setup instead of going for the ko most of the time)
-Worth mentioning stuff like babiri berry to kill gross(?)
-Magic guard is great as an ability because doesnt take hazard/status damage => opp needs to power through it or clef sweeps
-can set up all over defensive mons
Usage Tips
========
-Clef can pivot in on pokes with great typing/bulk throughout game to weaken things up, but dont get crazy
-usually launching off a moonblast or fire move is better to accrue damage (like on steels that think they can switch in)
-setup is p easy, just do it on non-threatening mon (so that the more threatening mons cant ko you by the time you have set up)
-know the boost benchmarks; calm mind until you can tank the moves that you need to tank, and clef becomes p much unstoppable
-Dont put yourself in a position to get crit. keep clef healthy with softboiled
Team Options
========
-Magnezone is obvious because can trap steel types (though flamethrower does well with that anyway). Scarf is perhaps preferred, because clef can already beat mons like ferro, but faster ones like metagross, bisharp, and tran give it trouble, which zone can weaken.
-Having something to deal with steel types as a whole is nice. Heatran has great overall defensive synergy, and keldeo (specs or subcm) can take advantage of opposing steels like heatran to boost.
-Heatran lures are wonderful, because clef can't touch it at all. Latios is kind of meh, because eq is p standard at this point, but things like mixed thundy and hp ground jirachi can chip off a good amount of health with their se moves.
Unaware Calm Mind
########
name: Unaware Calm Mind
move 1: Calm Mind
move 2: Moonblast
move 3: Heal Bell/Protect
move 4: Moonlight/Wish
ability: Unaware
item: Leftovers
evs: 248 HP / 252 Def / 8 SpD
nature: Bold
Moves
========
-Calm mind for setting up, etc.
-Moonblast because moonblast
-Heal bell necessary because of susceptibility to status. also can support team
-Moonlight because softboiled is illegal. neutered in weather (except against char-y). be cognizant of low pp
-Wish + protect could be run instead (also supports team) to circumvent weather/low pp of moonlight + extra turn of lefties, but leaves open to status
-Extra coverage move could be run over heal bell, but leaves open to status
Set Details
========
-Doubles as strong check to many boosting sweepers. Max phys def is important for this
-Leftovers for longevity and being tanky
-Unaware gets rid of boosts, win cm wars, tank setup mons, etc.
Usage Tips
========
-Clef is bulky, but not too bulky. Don't get crazy
-keep healthy in order to check threats mid-late game
-dont attempt sweep until counters are weakened/eliminated
-status wears it down very quickly. heal bell is nice, but dont be too eager to absorb status
-be careful with moonlight pp. there is less opportunity to go for a long setup because of this
Team Options
========
-Getting rid of steels is exceptionally important because of lack of coverage. Magnezone is obvious, latios with eq/hp fire, etc.
-doesn't like hazards when trying to check powerful things, latios even more appreciated
-Mons that can take advantage of opposing steel mons (keldeo) are nice
Support
########
name: Support
move 1: Moonblast
move 2: Heal Bell/Thunder Wave
move 3: Wish/Moonlight
move 4: Protect/Stealth Rock
ability: Unaware
item: Leftovers
evs: 248 HP / 252 Def / 8 SpD
nature: Bold
Moves
========
-Moonblast because moonblast
-Heal Bell offers great team support, can also heal clefable (though status is somewhat less of an issue since not calm-minding anymore)
-Thunderwave is an alternative option if another mon has heal bell, or autonomous threat-checking is the preferred role.
-Wish allows clef to function as a solid wish passer
-Moonlight is an option over wish to free up an option for Stealth Rock
-Fire blast (preferred over flamethrower since no more calm mind?) is another option to still be able to hit ferro/etc.
-Thunderbolt is a strong option for gyarados-weak teams, as mold breaker can break through unaware
Set Details
========
-Doubles as strong check to many boosting sweepers. Max phys def is important for this
-Leftovers for longevity and being tanky
-Unaware makes clef a strong check to boosting sweepers. is not worried about being setup bait while using wish + protect because of it
-Magic guard is an option to ease switching in and out, while removing susceptibility to status. Removes ability to check boosting mons, though.
-If magic guard, spread of 252 HP / 172 Def / 84 SpD with a calm nature is preferred, along with soft-boiled if using immediate healing
Usage Tips
========
-Clef is bulky, but not too bulky. Don't get crazy
-keep healthy in order to check threats mid-late game
-wait until clef has an opening to come in to wish/heal bell. Don't be too eager and get clef crippeled/kod in the process.
Team Options
========
-Getting rid of steels is exceptionally important because of lack of coverage. Magnezone is obvious, latios with eq/hp fire, etc.
-doesn't like hazards when trying to check powerful things, latios even more appreciated
-Mons with good type synergy (keldeo, steels) make great teammates, as it makes it much easier for clef to pass wishes to them
-External heal bell support is nice, as it frees up a slot for clef
Other Options
########
-HP Ground is an option over focus blast/flamethrower wherever they are used for better accuracy/damage against heatran
-Healing Wish is super useful to give a mon chance #2, but clef is already pressed for moveslots. go for it if you want tho
-Knock off can be used on support sets to further utility, but not enough moveslots
-Shit, clef gets present. Role play is useful for shedinja. Metronome provides a way for clef to use moves like quiver dance, geomancy, baton pass, and celebrate. misty terrain to help against kingdra using soak if not using unaware. brightpowder lets it counter (on occasion) bisharp, metagross, mega mawile, and primal groudon. Disarming voice is good against opposing sand veil garchomp. Echoed voice is very useful for a late game sweep, and it gets past poison and fire types. Rain dance is an option to counter char-y and victini. Iron tail helps with opposing clefable (recommended that it is run with gravity to boost accuracy).
Checks & Counters
########
CHECKS & COUNTERS GO HERE
**Heatran**: Heatran is super common, and clef can't touch it. Even the gimmicky hp ground cannot phase tran, while most carry taunt (which shuts clef down completely), flash cannon (which is super threatening without multiple cm boosts), or roar (phases clef out).
**Faster Steels**: Popular mons such as Metagross, Scizor, and Bisharp to an extent are difficult for clefable to deal with. While the latter two have to be wary of switching in to an attack, metagross has relatively little to worry about, and clef is a liability in its face.
**Taunt Mons**: Common taunters such as gliscor and heatran effectively shut clefable down, limiting it only to firing off relatively weak attacks.
**Strong Fire Mons**: Fire mons resist both of clef's common attacks, and they can threaten setup (talonflame), or just a very strong attack (vitctini, char) in return.
########
OVERVIEW GOES HERE
-some gay af intro about it coming down from the cosmos into top-tier ou
-two super great abilities give it lots of use
-stellar typing
-space pun
-lots of support options
-bulk really isn't that great
-mega taunt bait
Calm Mind + Magic Guard
########
name: Calm Mind + Magic Guard
move 1: Calm Mind
move 2: Moonblast
move 3: Soft-Boiled
move 4: Flamethrower/Thunder Wave
ability: Magic Guard
item: Leftovers
evs: 252 HP / 172 Def / 84 SpD
nature: Calm
Moves
========
-Calm Mind boosts SpAtt + SpDef => strong + tanky
-Thunder Wave lets it set up on faster taunt mons like tran, and gives it early game utility
-Moonblast hits everything, high bp, STAB, chance to lower att (negligible?)
-Soft-Boiled consistent 50% healing (worth noting unnafected by weather?)
-Fire moves cover steel types that threaten/resist moonblast.
-Flamethrower good for accuracy. Fire blast gets ko's on things tho, like 2hko on megagross (ie. can't switch in again/puts in range for stuff/etc.), 1hko on bisharp after rocks+lo damage, 1hkos mega scizor, 1hkos offensive exca at +1 (if that's even relevant), etc.
-Stored power beats stuff like heatran (usually has taunt/roar...), venusaur (moonblast does fairly well anyway), opposing cm mons (more important), unaware mons (also important), chansey.
-Focus Blast is any option to muscle past chansey/heatran while still hitting mons like ferrothorn for lots o damage
-Thunderbolt can hit skarm/help with tran/beat gyara and char-y
Set Details
========
-Evs maximize defense while allowing some spdef pro survival:
-prevent lo thundy 2hko, lo kyu-b 2hko, offensive mega venu 2ho, kind of lando 2hko (all after lefties)
-lefties is preferred for longevity and easy early setup, but life orb does provide a bit of power (but it could just setup instead of going for the ko most of the time)
-Worth mentioning stuff like babiri berry to kill gross(?)
-Magic guard is great as an ability because doesnt take hazard/status damage => opp needs to power through it or clef sweeps
-can set up all over defensive mons
Usage Tips
========
-Clef can pivot in on pokes with great typing/bulk throughout game to weaken things up, but dont get crazy
-usually launching off a moonblast or fire move is better to accrue damage (like on steels that think they can switch in)
-setup is p easy, just do it on non-threatening mon (so that the more threatening mons cant ko you by the time you have set up)
-know the boost benchmarks; calm mind until you can tank the moves that you need to tank, and clef becomes p much unstoppable
-Dont put yourself in a position to get crit. keep clef healthy with softboiled
Team Options
========
-Magnezone is obvious because can trap steel types (though flamethrower does well with that anyway). Scarf is perhaps preferred, because clef can already beat mons like ferro, but faster ones like metagross, bisharp, and tran give it trouble, which zone can weaken.
-Having something to deal with steel types as a whole is nice. Heatran has great overall defensive synergy, and keldeo (specs or subcm) can take advantage of opposing steels like heatran to boost.
-Heatran lures are wonderful, because clef can't touch it at all. Latios is kind of meh, because eq is p standard at this point, but things like mixed thundy and hp ground jirachi can chip off a good amount of health with their se moves.
Unaware Calm Mind
########
name: Unaware Calm Mind
move 1: Calm Mind
move 2: Moonblast
move 3: Heal Bell/Protect
move 4: Moonlight/Wish
ability: Unaware
item: Leftovers
evs: 248 HP / 252 Def / 8 SpD
nature: Bold
Moves
========
-Calm mind for setting up, etc.
-Moonblast because moonblast
-Heal bell necessary because of susceptibility to status. also can support team
-Moonlight because softboiled is illegal. neutered in weather (except against char-y). be cognizant of low pp
-Wish + protect could be run instead (also supports team) to circumvent weather/low pp of moonlight + extra turn of lefties, but leaves open to status
-Extra coverage move could be run over heal bell, but leaves open to status
Set Details
========
-Doubles as strong check to many boosting sweepers. Max phys def is important for this
-Leftovers for longevity and being tanky
-Unaware gets rid of boosts, win cm wars, tank setup mons, etc.
Usage Tips
========
-Clef is bulky, but not too bulky. Don't get crazy
-keep healthy in order to check threats mid-late game
-dont attempt sweep until counters are weakened/eliminated
-status wears it down very quickly. heal bell is nice, but dont be too eager to absorb status
-be careful with moonlight pp. there is less opportunity to go for a long setup because of this
Team Options
========
-Getting rid of steels is exceptionally important because of lack of coverage. Magnezone is obvious, latios with eq/hp fire, etc.
-doesn't like hazards when trying to check powerful things, latios even more appreciated
-Mons that can take advantage of opposing steel mons (keldeo) are nice
Support
########
name: Support
move 1: Moonblast
move 2: Heal Bell/Thunder Wave
move 3: Wish/Moonlight
move 4: Protect/Stealth Rock
ability: Unaware
item: Leftovers
evs: 248 HP / 252 Def / 8 SpD
nature: Bold
Moves
========
-Moonblast because moonblast
-Heal Bell offers great team support, can also heal clefable (though status is somewhat less of an issue since not calm-minding anymore)
-Thunderwave is an alternative option if another mon has heal bell, or autonomous threat-checking is the preferred role.
-Wish allows clef to function as a solid wish passer
-Moonlight is an option over wish to free up an option for Stealth Rock
-Fire blast (preferred over flamethrower since no more calm mind?) is another option to still be able to hit ferro/etc.
-Thunderbolt is a strong option for gyarados-weak teams, as mold breaker can break through unaware
Set Details
========
-Doubles as strong check to many boosting sweepers. Max phys def is important for this
-Leftovers for longevity and being tanky
-Unaware makes clef a strong check to boosting sweepers. is not worried about being setup bait while using wish + protect because of it
-Magic guard is an option to ease switching in and out, while removing susceptibility to status. Removes ability to check boosting mons, though.
-If magic guard, spread of 252 HP / 172 Def / 84 SpD with a calm nature is preferred, along with soft-boiled if using immediate healing
Usage Tips
========
-Clef is bulky, but not too bulky. Don't get crazy
-keep healthy in order to check threats mid-late game
-wait until clef has an opening to come in to wish/heal bell. Don't be too eager and get clef crippeled/kod in the process.
Team Options
========
-Getting rid of steels is exceptionally important because of lack of coverage. Magnezone is obvious, latios with eq/hp fire, etc.
-doesn't like hazards when trying to check powerful things, latios even more appreciated
-Mons with good type synergy (keldeo, steels) make great teammates, as it makes it much easier for clef to pass wishes to them
-External heal bell support is nice, as it frees up a slot for clef
Other Options
########
-HP Ground is an option over focus blast/flamethrower wherever they are used for better accuracy/damage against heatran
-Healing Wish is super useful to give a mon chance #2, but clef is already pressed for moveslots. go for it if you want tho
-Knock off can be used on support sets to further utility, but not enough moveslots
-Shit, clef gets present. Role play is useful for shedinja. Metronome provides a way for clef to use moves like quiver dance, geomancy, baton pass, and celebrate. misty terrain to help against kingdra using soak if not using unaware. brightpowder lets it counter (on occasion) bisharp, metagross, mega mawile, and primal groudon. Disarming voice is good against opposing sand veil garchomp. Echoed voice is very useful for a late game sweep, and it gets past poison and fire types. Rain dance is an option to counter char-y and victini. Iron tail helps with opposing clefable (recommended that it is run with gravity to boost accuracy).
Checks & Counters
########
CHECKS & COUNTERS GO HERE
**Heatran**: Heatran is super common, and clef can't touch it. Even the gimmicky hp ground cannot phase tran, while most carry taunt (which shuts clef down completely), flash cannon (which is super threatening without multiple cm boosts), or roar (phases clef out).
**Faster Steels**: Popular mons such as Metagross, Scizor, and Bisharp to an extent are difficult for clefable to deal with. While the latter two have to be wary of switching in to an attack, metagross has relatively little to worry about, and clef is a liability in its face.
**Taunt Mons**: Common taunters such as gliscor and heatran effectively shut clefable down, limiting it only to firing off relatively weak attacks.
**Strong Fire Mons**: Fire mons resist both of clef's common attacks, and they can threaten setup (talonflame), or just a very strong attack (vitctini, char) in return.
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