Clefable (Revamp) [QC 0/3]

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MikeDawg

Banned deucer.
Overview
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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
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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
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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
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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
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-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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You say that Clefable can avoid the 2HKO from Mega Venusaur, but this only occurs if Clefable is at +1 or +2:

252+ SpA Mega Venusaur Sludge Bomb vs. 252 HP / 96+ SpD Clefable: 276-326 (70 - 82.7%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Mega Venusaur Sludge Bomb vs. +1 252 HP / 96+ SpD Clefable: 186-218 (47.2 - 55.3%) -- 15.2% chance to 2HKO after Leftovers recovery
252+ SpA Mega Venusaur Sludge Bomb vs. +2 252 HP / 96+ SpD Clefable: 138-164 (35 - 41.6%) -- 77.9% chance to 3HKO after Leftovers recovery
 

MikeDawg

Banned deucer.
You say that Clefable can avoid the 2HKO from Mega Venusaur, but this only occurs if Clefable is at +1 or +2:

252+ SpA Mega Venusaur Sludge Bomb vs. 252 HP / 96+ SpD Clefable: 276-326 (70 - 82.7%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Mega Venusaur Sludge Bomb vs. +1 252 HP / 96+ SpD Clefable: 186-218 (47.2 - 55.3%) -- 15.2% chance to 2HKO after Leftovers recovery
252+ SpA Mega Venusaur Sludge Bomb vs. +2 252 HP / 96+ SpD Clefable: 138-164 (35 - 41.6%) -- 77.9% chance to 3HKO after Leftovers recovery
My apologies, that's what I meant (calm mind on the switch, then cm again, then heal).
 
I think Focus Blast and/or HP ground should be slashed in the last slot on CM. Beating Heatran is very nice because it's so common.

EDIT Noticed you already had HP ground, but Fblast should be mentioned or slashed anyway.
 
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AM

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I know you're just starting to write this but I guess you can use these as reference points anyways. If you're gonna mention HP Ground on Clefable might as well mention Focus Blast which does about the same amount of damage on Heatran and hits some more targets like Empoleon. Off the top of my head I know there is the set you have down now, the SR set, the tank set, Unaware variants, and a set that sort of blends the SR one but with Thunder Wave instead of SR so basically that could go under tank set. Somewhere along the lines preferably on a set utilizing Life Orb mention Healing Wish which is very useful on bulky offense and a surprise factor on hyper offense. Doesn't force you to run a Psychic type to utilize these as such offers you a different tool in Clefable both from an offensive and defensive standpoint.
Clef can pivot in on pokes with great typing/bulk throughout game to weaken things up, but dont attempt to sweep until its few counters are gone
Don't exaggerate this point on pivoting. It's not that your necessarily wrong more so of the fact that a lot of players especially new ones have this illusion that Clefable can just switch into attacks willy nilly when these attacks generally have to be a neutral effective hit with average power behind it for it to successfully pivot on a consistent basis. The experienced players know this but the readers who are generally new won't grasp this concept unless it's specifically mentioned as such.

As far as the berry mention goes it's really hard to justify using Babiri Berry for M-Gross when you should be having a more consistent check to it to begin with such as Defensive Mew as one example. Leftovers is usually one of its most important items because a lot of these benchmarks are established as such based on the idea that Leftovers recovery comes into play. Also the fact that you could theoretically cripple M-Gross on switch ins through flamethrower/fireblast or twave, so you do have options although limited against M-Gross.

Stored Power is indeed good with Clefable to help break stall late game. Works with both the MG and Unaware CM sets so there's that.

There's a decent amount of checks and counters but this is getting started and will more than likely be elaborated on anyways. Do make an important mention of Empoleon which pretty much phases you out with Roar most times on it's more used sets because Clefable isn't able to gain enough boosts normally to actually threatened in it in the long run.
 

Karxrida

Death to the Undying Savage
is a Community Contributor Alumnus
iirc HP Ground hits Heatran/Magnets slightly harder than Focus Blast due to a damage formula quirk (it's like a 1-2 HP difference), plus the fact you'll never miss is always nice. Regardless, HP Ground should probably be mentioned after Focus Blast since FB hits everything you want to smack it with harder.
 

TheEnder

a petal in the wind
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Past WCoP Champion
ik this is still a wip, but i'll make some comments either way :) on magic guard cm, i'd make physically defensive the main ev option. setting up on ferrothorn, av azumarill, and landorus-t is incredibly nice, and imo outweighs the ability to switch into life orb thundurus. i'd also slash thunder wave with flamethrower, as it allows clef to set up on and outstall taunt heatran, as well as cripple common switchins on offense such as metagross and bisharp. i havent really used stored power much, but i reckon it's worse option than flamethrower / thunder wave,
so mabye it should be put in the moves section. need other qcs opinion here.

i'd make a bigger mention of lo or even slash it on the first set, as you can 2hko chansey and quagsire, without having to run stored power. also, dont mention babiri berry, its not worth running.

the other sets should probably be unaware cm, and specially defensive unaware with wish

:]
 
The other sets should be Physically Defensive Unaware (with Wish/Protect and Heal Bell) and SR Magic Guard, CM Unaware is not good (mention it in OO).

160/96+ is no good anymore since Greninja's access to Gunk Shot. I know it also allows Clefable to avoid 2HKO from LO Thundurus, but that's not useful compared to the following calcs :



Landorus-T
252 Atk Landorus-T Earthquake vs. 252 HP / 160 Def Clefable: 189-223 (47.9 - 56.5%) -- 35.5% chance to 2HKO after Leftovers recovery
252 Atk Landorus-T Earthquake vs. 252 HP / 252+ Def Clefable: 156-184 (39.5 - 46.7%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery


Mega Loppuny
252 Atk Mega Lopunny Return vs. 252 HP / 160 Def Clefable: 184-217 (46.7 - 55%) -- 14.1% chance to 2HKO after Leftovers recovery (99.6% after SR)
252 Atk Mega Lopunny Return vs. 252 HP / 252+ Def Clefable: 153-180 (38.8 - 45.6%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery


Azumarill
252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 160 Def Clefable: 190-225 (48.2 - 57.1%) -- 44.1% chance to 2HKO after Leftovers recovery
252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Clefable: 157-186 (39.8 - 47.2%) -- 1.2% chance to 2HKO after Stealth Rock and Leftovers recovery


Mega Altaria
0 Atk Pixilate Mega Altaria Return vs. 252 HP / 160 Def Clefable: 165-195 (41.8 - 49.4%) -- 24.6% chance to 2HKO after Stealth Rock and Leftovers recovery
0 Atk Pixilate Mega Altaria Return vs. 252 HP / 252+ Def Clefable: 136-162 (34.5 - 41.1%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

Latios
252 SpA Life Orb Latios Psyshock vs. 252 HP / 160 Def Clefable: 181-214 (45.9 - 54.3%) -- 96.1% chance to 2HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Latios Psyshock vs. 252 HP / 252+ Def Clefable: 149-177 (37.8 - 44.9%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

Mega Gallade
252 Atk Mega Gallade Zen Headbutt vs. 252 HP / 160 Def Clefable: 166-196 (42.1 - 49.7%) -- 28.9% chance to 2HKO after Stealth Rock and Leftovers recovery
252 Atk Gallade Zen Headbutt vs. 252 HP / 252+ Def Clefable: 138-163 (35 - 41.3%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

Garchomp
252 Atk Garchomp Earthquake vs. 252 HP / 160 Def Clefable: 174-205 (44.1 - 52%) -- 75.8% chance to 2HKO after Stealth Rock and Leftovers recovery
252 Atk Garchomp Earthquake vs. 252 HP / 252+ Def Clefable: 144-171 (36.5 - 43.4%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

Mega Aerodactyl
248 Atk Mega Aerodactyl Stone Edge vs. 252 HP / 160 Def Clefable: 178-211 (45.1 - 53.5%) -- 92.6% chance to 2HKO after Stealth Rock and Leftovers recovery
248 Atk Mega Aerodactyl Stone Edge vs. 252 HP / 252+ Def Clefable: 147-174 (37.3 - 44.1%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

Mamoswine
244 Atk Life Orb Mamoswine Earthquake vs. 252 HP / 160 Def Clefable: 226-266 (57.3 - 67.5%) -- guaranteed 2HKO after Leftovers recovery
244 Atk Life Orb Mamoswine Earthquake vs. 252 HP / 252+ Def Clefable: 187-220 (47.4 - 55.8%) -- 21.5% chance to 2HKO after Leftovers recovery


Terrakion
252 Atk Terrakion Stone Edge vs. 252 HP / 160 Def Clefable: 174-205 (44.1 - 52%) -- 75.8% chance to 2HKO after Stealth Rock and Leftovers recovery
252 Atk Terrakion Stone Edge vs. 252 HP / 252+ Def Clefable: 144-169 (36.5 - 42.8%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

Tyranitar
252 Atk Tyranitar Stone Edge vs. 252 HP / 160 Def Clefable: 178-210 (45.1 - 53.2%) -- 32.8% chance to 2HKO after sandstorm damage and Leftovers recovery
252 Atk Tyranitar Stone Edge vs. 252 HP / 252+ Def Clefable: 147-174 (37.3 - 44.1%) -- 1.2% chance to 2HKO after Stealth Rock, sandstorm damage, and Leftovers recovery


Dragonite
252 Atk Choice Band Dragonite Earthquake vs. 252 HP / 160 Def Clefable: 178-210 (45.1 - 53.2%) -- 90.6% chance to 2HKO after Stealth Rock and Leftovers recovery
252 Atk Choice Band Dragonite Earthquake vs. 252 HP / 252+ Def Clefable: 147-173 (37.3 - 43.9%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
 

Jukain

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i disagree with making a full physically defensive spread the main one for cm. the mixed defensive spread is just so useful, including allowing clefable to deal with thundurus-i, special mega altaria, mega diancie, mega manectric, rotom-w, and mega venusaur (with 1 boost). my ~arbitrary~ preference is changing the spread to 252 HP / 172 Def / 84 SpD, which imo is necessary to give it a better chance vs mega lopunny (94% to avoid the 2hko) while having the same chance to survive two rash moonblasts from mega diancie. a few evs either way makes a lot of difference with these chances, i think this is the best balance of def and sdef.

agree with slashing twave and get rid of fire blast please :s stored power could be slashed though i think it's definitely less useful than flamethrower or twave in this metagame. i guess i'd like to see stored power in set details. throw in focus blast with that, which is an option that has gained some popularity for its ability to lure heatran, easily break past chansey, smack around specs magnezone that want to switch in and check it, and hit bisharp/excadrill switch-ins. i'd also like to see thunderbolt throw in somewhere to hit talonflame and tentacruel (which is gaining popularity) mainly as well as gyara which usually won't mevo against clefable; it's an especially good option on gyara weak teams. also retains making sure that skarm can't get an opportunity to defog or something and helps against heatran, pretty much allowing it to deal with the faster versions (the ones that are just hp not sdef) with relative ease and chip away at bulkier ones much more effectively with the threat of a para as well. another nice mon to hit is zard; beating y with ease and preying on x that don't mega evolve to keep the moonblast resist.
 
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Jukain

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thanks for tagging me trc. unaware cm is actually kinda good in this metagame due to the prevalence of mons like cm mega slowbro, (opposing) cm clefable, tg rd manaphy, and sd sdef gliscor that normal unaware can't beat but unaware cm can. unaware is also useful in general for mons like mega sableye (beating this effortlessly is really nice), dd mega altaria, subcm keldeo, and bd knock azumarill. not to say it's the best overall option because it's not by a long shot, but unaware cm is certainly a legitimate option atm.

slash flamethrower onto the unaware cm set and also slash it onto the main support set (in the heal bell/twave slot). mention a spread with more special bulk somewhere

you're missing one of the more important sets, the standard rocks magic guard set. it's pretty similar to the cm set but obviously with cm over rocks; also, twave should be slashed first and after it fire blast as opposed to flamethrower because the extra power is actually relevant here. cm sr isnt a /bad/ option considering mega sableye though i think it's trying to do too much, idk but you can mention that somewhere.

please condense oo to actual legitimate options -.- pretty much remove the entire last bullet? and emphasize why cosmic power is bad because it's something that newer players seem to use and it is just plain bad in general. hp ground isn't really worth mentioning because focus blast is 100% better. i guess it's worth mentioning a more offensive version with lo recoil negated my magic guard and w/e but meh, knock off and healing wish are the main things you'd want to mention there.

c&c is missing a lot of mons like opp unaware clefable, gengar, sdef gliscor, cm gard, mega scizor (for non-flamethrower versions), cm psyshock mega slowbro, jirachi, bee, excadrill, and specs magnezone. some more niche/~hipster~ things that may be worth mentioning are cm reuniclus (which gained a little popularity recently pretty much solely due to tesung), specs dragalge, skill swap + toxic cresselia (please don't tell me something that beats fable/mega sabl/mega bro is bad lol), gothitelle with trick + stag, and wobbuffet.
 
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Just wondering, why is Magic Guard SR Clefable running some SpDef investment? Iirc the EVs were used to avoid getting 2HKOd by Greninja's Hydro and Thundurus' LO Thunderbolt. However, Greninja is now banned and Thundurus is less of a threat than Latios (Clef takes Psyshock much easier with full def) and Lopunny (which can 2HKO at +1).

+1 252 Atk Lopunny Return vs. 252 HP / 160 Def Clefable: 186-220 (47.2 - 55.8%) -- 23.8% chance to 2HKO after Leftovers recovery
+1 252 Atk Lopunny Return vs. 252 HP / 252+ Def Clefable: 153-181 (38.8 - 45.9%) -- guaranteed 3HKO after Leftovers recovery

252 SpA Life Orb Latios Psyshock vs. 252 HP / 160 Def Clefable: 181-214 (45.9 - 54.3%) -- 5.5% chance to 2HKO after Leftovers recovery
252 SpA Life Orb Latios Psyshock vs. 252 HP / 252+ Def Clefable: 149-177 (37.8 - 44.9%) -- guaranteed 3HKO after Leftovers recovery


With full Def investment, it can even tank some crazy stuff like Bisharp's Iron Head (Fire Blast in return does over 75%), +0 Offensive Mega Scizor's Bullet Punch (Fire Blast is a clean OHKO), while also always avoiding the 2HKO vs. Scarf Lando-T's EQ.

252+ Atk Bisharp Iron Head vs. 252 HP / 252+ Def Clefable: 246-290 (62.4 - 73.6%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Clefable Fire Blast vs. 4 HP / 0 SpD Bisharp: 204-240 (75 - 88.2%) -- guaranteed 2HKO

252+ Atk Technician Mega Scizor Bullet Punch vs. 252 HP / 252+ Def Clefable: 212-252 (53.8 - 63.9%) -- guaranteed 2HKO after Leftovers recovery
84 Atk Technician Mega Scizor Bullet Punch vs. 252 HP / 252+ Def Clefable: 170-204 (43.1 - 51.7%) -- guaranteed 3HKO after Leftovers recovery


252 Atk Landorus-T Earthquake vs. 252 HP / 252+ Def Clefable: 156-184 (39.5 - 46.7%) -- guaranteed 3HKO after Leftovers recovery
 

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
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Just wondering, why is Magic Guard SR Clefable running some SpDef investment? Iirc the EVs were used to avoid getting 2HKOd by Greninja's Hydro and Thundurus' LO Thunderbolt. However, Greninja is now banned and Thundurus is less of a threat than Latios (Clef takes Psyshock much easier with full def) and Lopunny (which can 2HKO at +1).

+1 252 Atk Lopunny Return vs. 252 HP / 160 Def Clefable: 186-220 (47.2 - 55.8%) -- 23.8% chance to 2HKO after Leftovers recovery
+1 252 Atk Lopunny Return vs. 252 HP / 252+ Def Clefable: 153-181 (38.8 - 45.9%) -- guaranteed 3HKO after Leftovers recovery

252 SpA Life Orb Latios Psyshock vs. 252 HP / 160 Def Clefable: 181-214 (45.9 - 54.3%) -- 5.5% chance to 2HKO after Leftovers recovery
252 SpA Life Orb Latios Psyshock vs. 252 HP / 252+ Def Clefable: 149-177 (37.8 - 44.9%) -- guaranteed 3HKO after Leftovers recovery


With full Def investment, it can even tank some crazy stuff like Bisharp's Iron Head (Fire Blast in return does over 75%), +0 Offensive Mega Scizor's Bullet Punch (Fire Blast is a clean OHKO), while also always avoiding the 2HKO vs. Scarf Lando-T's EQ.

252+ Atk Bisharp Iron Head vs. 252 HP / 252+ Def Clefable: 246-290 (62.4 - 73.6%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Clefable Fire Blast vs. 4 HP / 0 SpD Bisharp: 204-240 (75 - 88.2%) -- guaranteed 2HKO

252+ Atk Technician Mega Scizor Bullet Punch vs. 252 HP / 252+ Def Clefable: 212-252 (53.8 - 63.9%) -- guaranteed 2HKO after Leftovers recovery
84 Atk Technician Mega Scizor Bullet Punch vs. 252 HP / 252+ Def Clefable: 170-204 (43.1 - 51.7%) -- guaranteed 3HKO after Leftovers recovery


252 Atk Landorus-T Earthquake vs. 252 HP / 252+ Def Clefable: 156-184 (39.5 - 46.7%) -- guaranteed 3HKO after Leftovers recovery
You're using the wrong spread on the calcs and a mixed spread is better because it allows itself to pull off stuff like this.

252 SpA Life Orb Sheer Force Landorus Sludge Wave vs. 252 HP / 84+ SpD Clefable: 294-346 (74.6 - 87.8%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Sheer Force Landorus Sludge Wave vs. 252 HP / 4 SpD Clefable: 351-413 (89 - 104.8%) -- 31.3% chance to OHKO

This is going off of your defensive spread which works with some variants of Clefable but Magic Guard sets in general prefer the added special bulk. Thundurus is not less of a threat lol and Greninja may be banned but still doesn't change the fact Clefable needs to tank a handle of special hits relatively well in order for it to have a better match-up with the majority of the tier, not just physical attackers alone.
 
You're using the wrong spread on the calcs and a mixed spread is better because it allows itself to pull off stuff like this.

252 SpA Life Orb Sheer Force Landorus Sludge Wave vs. 252 HP / 84+ SpD Clefable: 294-346 (74.6 - 87.8%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Sheer Force Landorus Sludge Wave vs. 252 HP / 4 SpD Clefable: 351-413 (89 - 104.8%) -- 31.3% chance to OHKO

This is going off of your defensive spread which works with some variants of Clefable but Magic Guard sets in general prefer the added special bulk. Thundurus is not less of a threat lol and Greninja may be banned but still doesn't change the fact Clefable needs to tank a handle of special hits relatively well in order for it to have a better match-up with the majority of the tier, not just physical attackers alone.
Never said the spread was wrong or inefficient, just wondered why some SpDef was used. The spread I used is (the apparently outdated) one from the Showdown Calculator, so apologies for that. Thanks for clearing up!
 
Hey you should mention that it has a great Synergy with Heatran, Hippowdown, Ferro and Zard-X, which can handle the pokemon which Clefable threatens a lot. Hazards are very good to have as well if you play the CM Clefable.
 
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