OU Clefable (Stealth Rock Revamp)

Stealth Rock
########
name: Stealth Rock
move 1: Stealth Rock
move 2: Moonblast
move 3: Fire Blast
move 4: Soft-Boiled
ability: Magic Guard
item: Leftovers
evs: 252 HP / 160 Def / 96 SpD
nature: Calm

Moves
========
Stealth Rock is a great move on Clefable, as it can get rid of most Defoggers and Rapid Spin users with the combination of Moonblast and Fire Blast; Clefable also has naturally good bulk and a great defensive typing, allowing it to switch into most entry hazard removers, force them out, and set up Stealth Rock again. Moonblast is a STAB move that deals decent amounts of damage. Fire Blast is a great move on Clefable, as it can OHKO Mega Scizor after Stealth Rock; it also 2HKOes Ferrothorn even if Leech Seed has been planted. Skarmory is also 2HKOed by Fire Blast and is thus prevented from being able to Defog against Clefable, which is very important. Flamethrower is an option over Fire Blast due to its higher accuracy and PP, but the loss in power is very noticeable, and it won't be able to do the things stated above. Soft-Boiled provides reliable recovery, which is great for Clefable as it can't be worn down by status and can tank most hits. Thunder Wave is also an option over Fire Blast to cripple faster threats such as Choice Scarf users, but it is not usually worth the spot as Fire Blast lets Clefable beat most Steel-type hazard removers.

Set Details
========
With a Calm nature and the given EVs, Clefable can avoid the 2HKO from Thundurus's Thunderbolt and usually avoid the 2HKO from Latios's Psyshock and Greninja's Hydro Pump. The Defense EVs also help Clefable avoid the 2HKO from Mega Gyarados's Waterfall after Leftovers recovery. This is why Leftovers is important, as with it, Clefable can survive attacks that would otherwise 2HKO it and heal with Soft-Boiled after being hit twice.

Magic Guard is the chosen ability for two main reasons. Firstly, it allows Clefable to switch in many times and avoid taking damage from entry hazards. Secondly, it prevents Clefable from being worn down by status, which tends to be very useful as opponents will have to rely on using direct attacks to damage Clefable; a difficult task due to Clefable's high defenses.

Usage Tips
========
Clefable doesn't necessarily have to be used as a lead. Clefable has the bulk, ability, and defensive typing to pivot in whenever possible and set up Stealth Rock, granted that it isn't on a super effective hit. As Clefable also beats every entry hazard remover other than Excadrill one-on-one, it can force them to switch out, giving itself a turn to set up Stealth Rock. Clefable doesn't only force switches against hazard removers, however. Clefable can force switches against Pokemon such as Conkeldurr and Choice-locked Dragon-types as well, and then set up Stealth Rock on the switch. If Stealth Rock is already up, Clefable can still take advantage of a predicted switch and heal up with Soft-Boiled. Because of Magic Guard, Clefable can also switch into Toxic, Will-O-Wisp, Lava Plume, and Scald, as it will not take poison or burn damage and would rather not be paralyzed or put to sleep.

Team Options
========
Clefable fits well on most teams due to its good defensive typing and good bulk. However, most teams weak to Fighting- and Dragon-type Pokemon that don't already have a Stealth Rock setter especially appreciate Clefable as a team member. Slower Dragon-types such as Dragonite and Kyurem-B appreciate Clefable as a teammate as it can pivot into Dragon-type moves. Skarmory is a great partner as it beats Excadrill, the only entry hazard remover Clefable can't beat, as well as Pinsir and Azumarill, which would otherwise take Clefable down offensively. Rotom-W gets rid of Talonflame, which 2HKOes Clefable with Brave Bird. Tyranitar, Choice Scarf Terrakion, Choice Scarf Garchomp, Quagsire, and Slowbro are all great partners as they get rid of Mega Charizard X, which uses Clefable as setup fodder. Specially defensive Gliscor can come in on Heatran, which walls Clefable, and OHKO it with Earthquake. Lastly, Mega Gyarados is also a good partner to lure in Ferrothorn, which is hit hard by Clefable's Fire Blast.
 
Last edited:
Let QC decide, but there are other things Clefable needs.

Unaware + CM is particularly missing, it's one Cefable's most viable sets, it's really good as it stops - no, sets up on - Lum Dragonite, belly drum azu, np thundurus, sd terrakion, Mega Dos, gyaraods, etc. etc. and fires off good amount of Moonblast damage + Flare Blitz recoil on Mega Charizard X, probably enough for other priority users to pick off the kill. It also is extremely useful vs. other CM uses such as Keldeo, Clefable, Suicune, Espeon, Slowbro, etc. etc. and wins 100% of the time.

Magic Guard + CM (And Unaware + CM if qc approves) need 32 SpD investment to never let Greninja's Hydro Pump to 2HKO assuming 1v1 situation and Clefable went for CM

252 SpA Life Orb Greninja Hydro Pump vs. 252 HP / 0 SpD Clefable: 218-257 (55.3 - 65.2%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Greninja Hydro Pump vs. +1 252 HP / 0 SpD Clefable: 144-172 (36.5 - 43.6%) -- 98.9% chance to 3HKO after Leftovers recovery

43.6 + 65.2 = 108.5; meaning even with Leftovers it has a chance of 2HKO-ing.

252 SpA Life Orb Greninja Hydro Pump vs. 252 HP / 32 SpD Clefable: 208-247 (52.7 - 62.6%) -- 99.6% chance to 2HKO after Leftovers recovery
252 SpA Life Orb Greninja Hydro Pump vs. +1 252 HP / 32 SpD Clefable: 140-165 (35.5 - 41.8%) -- 85% chance to 3HKO after Leftovers recovery

62.6 + 41.8 = 104.4, factoring Leftovers this means it will never 2HKO.

Finally, Wish Passer Clefable should be under Rocks Clefable while the EVs should be 252 HP / 200 Def / 56 SpD w/ a Calm nature since it avoids Hydro Pump KO-ing from Greninja if used Protect, and has a much better special bulk, which is needed on Clefable.

I'll let QC decide on this.
 
Let QC decide, but there are other things Clefable needs.

Unaware + CM is particularly missing, it's one Cefable's most viable sets, it's really good as it stops - no, sets up on - Lum Dragonite, belly drum azu, np thundurus, sd terrakion, Mega Dos, gyaraods, etc. etc. and fires off good amount of Moonblast damage + Flare Blitz recoil on Mega Charizard X, probably enough for other priority users to pick off the kill. It also is extremely useful vs. other CM uses such as Keldeo, Clefable, Suicune, Espeon, Slowbro, etc. etc. and wins 100% of the time.

Magic Guard + CM (And Unaware + CM if qc approves) need 32 SpD investment to never let Greninja's Hydro Pump to 2HKO.

252 SpA Life Orb Greninja Hydro Pump vs. 252 HP / 0 SpD Clefable: 218-257 (55.3 - 65.2%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Greninja Hydro Pump vs. +1 252 HP / 0 SpD Clefable: 144-172 (36.5 - 43.6%) -- 98.9% chance to 3HKO after Leftovers recovery

43.6 + 65.2 = 108.5; meaning even with Leftovers it has a chance of 2HKO-ing.

252 SpA Life Orb Greninja Hydro Pump vs. 252 HP / 32 SpD Clefable: 208-247 (52.7 - 62.6%) -- 99.6% chance to 2HKO after Leftovers recovery
252 SpA Life Orb Greninja Hydro Pump vs. +1 252 HP / 32 SpD Clefable: 140-165 (35.5 - 41.8%) -- 85% chance to 3HKO after Leftovers recovery

62.6 + 41.8 = 104.4, factoring Leftovers this means it will never 2HKO.

Finally, Wish Passer Clefable should be under Rocks Clefable while the EVs should be 252 HP / 200 Def / 56 SpD w/ a Calm nature since it avoids Hydro Pump KO-ing from Greninja if used Protect, and has a much better special bulk, which is needed on Clefable.

I'll let QC decide on this.
The Clefable analysis is already done, I'm just revamping the Stealth Rock set only, which is why those other sets aren't there.
 
I know, but I was wondering if this should be turned into a complete Revamp (idk if this can work) because as I explained many things are outdated on Clefable.

ik this is pretty rash of me but I'm a huge fan of Unaware + CM, while I was really really disappointed when my Clefable was 2HKO-ed by a Greninja in a 1v1 situations. Also wish-passing clefable is really outdated especially the EVs.
 
I am not QC so take this with a grain of salt. I would recommend slashing flamethrower next fire blast. The additional PP makes it more useful against more defensive teams in addition to fire blast's accuracy occasionally giving away the lure without doing any damage. When I used stealth rocks clefable, one teammates that over performed was defog Mega Scizor since it could come in on Bisharp and also lure in Heatrans and u-turn in a check or cripple them with knock off or superpower. In addition, can you add some more Heatran checks to the team options.
 

Valentine

Banned deucer.
i usually only run 56 evs on my spdef clefs but this seems fine. slash thunder wave next to fire blast, or at least mention it in moves section.

1/3
 

Jukain

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i don't like unaware cm. it will never sweep a competently built team. it's much easier to wear down with status and rocks and w.e, it doesn't have the same reliability with its recovery (pp, weather), it doesn't have the room to run flamethrower, it can't check greninja effectively with a mixed def spread...none of that. the only use for unaware cm fable is i guess for certain teams where the likes of crocune are an issue, but there's better things for that. it just lacks multiple key aspects that make mg cm good.

i prefer the power of fire blast to actually hurt and potentially ko its targets. flamethrower is comparatively a bit weak. moves material at best.

mention skarm for fire blast (you can prevent it from defogging, that's big) as well as excadrill. also mention that clefable is an exceptional rocker because it beats just about every defogger and can switch in on plenty of mons to get up rocks.

partners section needs beefing up. mention skarm as a partner because it beats drill, which is a rather large concern for sr clef, as well as other things such as pinsir that just annihilate it offensively and azumarill. rotom-w is also good because it deals with talonflame, which especially sd variants just take total advantage of this clefable. tar/sand exca, scarfrak, scarfchomp/latios, quagsire, slowbro are good partners to mention that can deal with charizard x, which uses this for setup fodder. spdef gliscor is a fantastic partner because it can come into heatran, which completely craps on this clef as it can switch in, take nothing and proceed to do whatever it wants.

approved 1/3
 

alexwolf

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I prefer this spread: 252 HP / 184 Def / 72 SpD with Calm. Here is why:
  • 252 SpA Life Orb Greninja Hydro Pump vs. 252 HP / 72+ SpD Clefable: 183-216 (46.4 - 54.8%) -- 9.8% chance to 2HKO after Leftovers recovery. 6.3% chance of 2HKO after factoring accuracy.
  • 252 SpA Life Orb Latios Psyshock vs. 252 HP / 184 Def Clefable: 175-208 (44.4 - 52.7%) -- guaranteed 3HKO after Leftovers recovery
  • 252 SpA Life Orb Thundurus Thunderbolt vs. 252 HP / 72+ SpD Clefable: 172-203 (43.6 - 51.5%) -- guaranteed 3HKO after Leftovers recovery
Compared to:
  • 252 SpA Life Orb Greninja Hydro Pump vs. 252 HP / 104+ SpD Clefable: 175-208 (44.4 - 52.7%) -- guaranteed 3HKO after Leftovers recovery
  • 252 SpA Life Orb Latios Psyshock vs. 252 HP / 152 Def Clefable: 183-216 (46.4 - 54.8%) -- 9.8% chance to 2HKO after Leftovers recovery
  • 252 SpA Life Orb Thundurus Thunderbolt vs. 252 HP / 104+ SpD Clefable: 165-196 (41.8 - 49.7%) -- guaranteed 3HKO after Leftovers recovery
Imo, Latios and Greninja are equally threatening and important, so a 6.3% chance to be 2HKOed by Greninja is better than a 9.8% chance to be 2HKOed by Latios. Here are other really minor advantages of the spread:
  • 252 Atk Mega Heracross Rock Blast (5 hits) vs. 252 HP / 152 Def Clefable: 195-230 (49.4 - 58.3%) -- approx. 61.7% chance to 2HKO after Leftovers recovery
  • 252 Atk Mega Heracross Rock Blast (5 hits) vs. 252 HP / 184 Def Clefable: 190-225 (48.2 - 57.1%) -- approx. 21.5% chance to 2HKO after Leftovers recovery
  • 252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 152 Def Clefable: 192-226 (48.7 - 57.3%) -- 47.7% chance to 2HKO after Leftovers recovery
  • 252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 184 Def Clefable: 186-219 (47.2 - 55.5%) -- 17.6% chance to 2HKO after Leftovers recovery
  • 252+ Atk Choice Band Dragonite Earthquake vs. 252 HP / 152 Def Clefable: 197-232 (50 - 58.8%) -- 74.2% chance to 2HKO after Leftovers recovery
  • 252+ Atk Choice Band Dragonite Earthquake vs. 252 HP / 184 Def Clefable: 190-224 (48.2 - 56.8%) -- 41% chance to 2HKO after Leftovers recovery
  • 252 Atk Technician Breloom Bullet Seed (3 hits) vs. 252 HP / 152 Def Clefable: 198-234 (50.2 - 59.3%) -- approx. 78.9% chance to 2HKO after Leftovers recovery
  • 252 Atk Technician Breloom Bullet Seed (3 hits) vs. 252 HP / 184 Def Clefable: 189-225 (47.9 - 57.1%) -- approx. 29.7% chance to 2HKO after Leftovers recovery
  • 252 Atk Tyranitar (Scarf) Stone Edge vs. 252 HP / 152 Def Clefable: 180-213 (45.6 - 54%) -- 3.9% chance to 2HKO after Leftovers recovery
  • 252 Atk Tyranitar (Scarf) Stone Edge vs. 252 HP / 184 Def Clefable: 174-205 (44.1 - 52%) -- guaranteed 3HKO after Leftovers recovery
 

Jukain

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alexwolf, orrr we could go with the jump point spread (252/160/96+). calcs:

252 SpA Life Orb Greninja Hydro Pump vs. 252 HP / 96+ SpD Clefable: 177-211 (44.9 - 53.5%) -- 1.2% chance to 2HKO after Leftovers recovery -- practically 0 factoring in accuracy

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

i like this more. vs the spread in the op this sacrifices little-to-no effectiveness against greninja and is fine vs latios.
 

frenzyplant

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amcheck :)

add remove capitalization (comments)

Stealth Rock
########
name: Stealth Rock
move 1: Stealth Rock
move 2: Moonblast
move 3: Fire Blast
move 4: Soft-Boiled
ability: Magic Guard
item: Leftovers
evs: 252 HP / 160 Def / 96 SpD
nature: Calm

Moves
========

Stealth Rock is a great move on Clefable, as Clefable can get rid of most Defoggers or Rapid Spinners with the combination of Moonblast and Fire Blast. (add period), as well as just having Clefable also has naturally good bulk and a great defensive typing, allowing it to switch into most hazard removers, force them out, and set up Stealth Rock again. Moonblast is a STAB move that does decent damage. Fire Blast is a great move not only for being able to beat most hazard removers, but also for being able to OHKO Mega Scizor after Stealth Rock damage, as well as 2HKOing Ferrothorn even if Leech Seed has been planted. Skarmory is also 2HKOed by Fire Blast, and is stopped from being able to Defog, which is very big. (removed the sentence that was originally here. Always discuss the moves in or slashed in the set before discussing unlisted options) Soft-Boiled provides reliable recovery, which is great on Clefable as it can't be worn down by status, and can tank most hits, allowing it to stall out very efficiently. Flamethrower is also an alternate option over Fire Blast due to its higher accuracy and PP, but the loss in power is very noticeable, and it won't be able to net the OHKOs and 2HKOs do the things stated above. (remove line break) Thunder Wave is also an option over Fire Blast to cripple faster threats such as scarfers, but is not usually worth the spot as Fire Blast hits very necessary targets and is what lets Clefable beat most hazard removers.

Set Details
========

With a Calm nature and the given EVs, Clefable can avoid the 2HKO from Thundurus's Thunderbolt, as well as usually surviveing the 2HKO from two of either Latios's Psyshock and or Greninja's Hydro Pump after Leftovers recovery. The Defense EVs also are for Clefable to avoid the 2HKO from Mega Gyarados's Waterfall after Leftovers recovery. This is why Leftovers is important, as with it, Clefable can barely survive attacks that would usually 2HKOs it, and heal with Soft-Boiled after being hit twice. Magic Guard is the chosen ability for many reasons. Firstly, it allows Clefable to switch in many times and avoid taking damage from entry hazards. Secondly, it prevents Clefable from being worn down with status, which tends to be very useful as opponents will have to rely on using direct attacks to damage Clefable, which is hard due to Clefable's high bulk.

Usage Tips
========

Clefable doesn't necessarily have to be used as a lead. Clefable has the sheer bulk, ability, and defensive typing, and ability (just to clarify that pivoting in isn't an item in the list) to pivot in whenever and set up Stealth Rock, granted that it isn't doesn't switch in on a super-effective hit. Since Clefable also beats every most hazard removers (you say later it can't beat Excadrill) one-on-one, Clefable can force them switch out and set up Stealth Rock if need be. Clefable doesn't only force switches on hazard removers to switch, however. Clefable can force switches on out Pokemon such as Conkeldurr and Choice-locked Dragon-types, so it can and set up Stealth Rock on the switch. If Stealth Rock is already up, Clefable can still take advantage of a predicted switch and heal up with Soft-Boiled. Because of Magic Guard, Clefable can also switch in on a status inducer of poison or burn and get statused take the status, as Clefable will take no residual damage and but would rather not be paralyzed or put to sleep.

Team Options
========

Clefable fits well on most teams due to its good defensive typing and good bulk. However, most teams weak to Fighting- and Dragon-type Pokemon that don't already have a Stealth Rock setter especially appreciate Clefable being a teammate. Slower Dragon-types such as Dragonite and Kyurem-B appreciate Clefable as a teammate as it can pivot into Dragon-type moves that will end up not doing any damage. Skarmory is a great partner as it beats Excadrill, the only hazard remover Clefable can't beat, as well as Pinsir and Azumarill, who would otherwise take Clefable down offensively. Rotom-W gets rid of Talonflame, who 2HKOs Clefable with Brave Bird. Tyranitar, Choice Scarf Terrakion, Choice Scarf Garchomp, Quagsire, and Slowbro are also all great partners as they get rid of Mega Charizard X, who uses Clefable as setup fodder. Specially defensive Gliscor can come in on and OHKO Heatran, as it which would otherwise wall Clefable. Lastly, Mega Gyarados is also a good partner to lure in Ferrothorn, which as it can be hit hard by Clefable's Fire Blast.
 

fleurdyleurse

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hi
Stealth Rock
########
name: Stealth Rock
move 1: Stealth Rock
move 2: Moonblast
move 3: Fire Blast
move 4: Soft-Boiled
ability: Magic Guard
item: Leftovers
evs: 252 HP / 160 Def / 96 SpD
nature: Calm
Moves
========
Stealth Rock is a great move on Clefable, as Clefableit can get rid of most Defoggers orand Rapid Spinn users with the combination of Moonblast and Fire Blast, as well as just; Clefable also havings naturally good bulk and a great defensive typing, allowing it to switch into most hazard removers, force them out, and set up Stealth Rock again. Moonblast is a STAB move that doeals decent amounts of damage. Fire Blast is a great move not only for being able Clefable, as it can to beat most hazard removers, but for being able tand also OHKO Mega Scizor after Stealth Rock, as well; it also 2HKOinges Ferrothorn even if Leech Seed has been planted. Skarmory is also 2HKOed by Fire Blast, and is stopped from being able to Defog, which is very bigimportant. Flamethrower is also an alternate option due to its higher accuracy and PP, but the loss in power is very noticable, and it won't be able to do the things stated above. Soft-Boiled provides reliable recovery, which is great on Clefable as it can't be worn down by status, and can tank most hits, allowing it to stall out very efficiently.
Thunder Wave is also an option over Fire Blast to cripple faster threats such as scarfers, but is not usually worth the spot as Fire Blast hits very necessary targets and is what lets Clefable beat most hazard removers.
Set Details
========
With a Calm nature and the given EVs, Clefable can avoid the 2HKO from Thundurus's Thunderbolt, as well as usually surviving the 2HKO from Latios's Psyshock and Greninja's Hydro Pump after Leftovers recovery. The Defense EVs also help Clefable to avoid the 2HKO from Mega Gyarados's Waterfall after Leftovers recovery. This is why Leftovers is important, as with it, Clefable can barely survive attacks that would usually 2HKOs it, and heal with Soft-bBoiled after being hit twice. Magic Guard is the chosen ability for many reasons. F; firstly, it allows Clefable to switch in many times and avoid taking damage from entry hazards. Secondly, it prevents Clefable from being worn down with status, which tends to be very useful as opponents will have to rely on using direct attacks to damage Clefable, which is hard to do due to Clefable's high bulk.
Usage Tips
========
Clefable doesn't necessarily have to be used as a lead. Clefable has the sheer bulk, ability, and defensive typing, and ability to pivot in whenever and set up Stealth Rock, granted that it isn't on a super- effective hit. SinceAs Clefable also beats every hazard remover one-on-one, Clefableit can force them to switch out and, letting Clefable set up Stealth Rock if need be. Clefable doesn't only force switches on hazard removers, however. Clefable can force switches on Pokemon such as Conkeldurr and Choice-locked Dragon-types, so it can set up Stealth Rock on the switch. If Stealth Rock is already up, Clefable can still take advantage of a predicted switch and heal up with Soft-Boiled. Because of Magic Guard, Clefable can also switch in on a status inducer of Ppoison or Bburn and get statused, as Clefable will not take no residual damage and would rather not be paralyzed or put to sleep.
Team Options
========
Clefable fits well on most teams due to its good defensive typing and good bulk. However, most teams weak to Fighting- and Dragon-type Pokemon that don't already have a Stealth Rock setter especially appreciate Clefable being a teammate. Slower Dragon-types such as Dragonite and Kyurem-B appreciate Clefable as a teammate as it can pivot into Dragon-type moves that will end up not doing any damage to it. Skarmory is a great partner as it beats Excadrill, the only hazard remover Clefable can't beat, as well as Pinsir and Azumarill, who would otherwise take Clefable down offensively. Rotom-W gets rid of Talonflame, who 2HKOes Clefable with Brave Bird. Tyranitar, Scarf Terrakion, Scarf Garchomp, Quagsire, and Slowbro are all great partners as they get rid of Mega Charizard X, who uses Clefable as setup fodder. Specially Defensive Gliscor can come in on Heatran, which walls Clefable, and OHKO it with Earthquake, as it would otherwise wall Clefable. Lastly, Mega Gyarados is also a good partner to lure in Ferrothorn, as it can beis hit hard by Clefable's Fire Blast.

GP 1/2
 
Last edited:
k

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Stealth Rock
########
name: Stealth Rock
move 1: Stealth Rock
move 2: Moonblast
move 3: Fire Blast
move 4: Soft-Boiled
ability: Magic Guard
item: Leftovers
evs: 252 HP / 160 Def / 96 SpD
nature: Calm

Moves
========
Stealth Rock is a great move on Clefable, as it can get rid of most Defoggers and Rapid Spin users with the combination of Moonblast and Fire Blast; Clefable also has naturally good bulk and a great defensive typing, allowing it to switch into most entry hazard removers, force them out, and set up Stealth Rock again. Moonblast is a STAB move that deals decent amounts of damage. Fire Blast is a great move on Clefable, as it can to beat most hazard removers and OHKO Mega Scizor after Stealth Rock (do you mean Clefable can beat most hazard removers, or Fire Blast can beat most hazard removers? Fire Blast doesn't beat the Latis, Mandibuzz, etc.); it also 2HKOes Ferrothorn even if Leech Seed has been planted. Skarmory is also 2HKOed by Fire Blast and is thus prevented from being able to Defog against Clefable, which is very important. Flamethrower is an option over Fire Blast due to its higher accuracy and PP, but the loss in power is very noticeable, and it won't be able to do the things stated above. Soft-Boiled provides reliable recovery, which is great for Clefable as it can't be worn down by status, (RC) and can tank most hits, allowing it to stall out very efficiently. (remove line break here imo)
Thunder Wave is also an option over Fire Blast to cripple faster threats such as Choice Scarf users, but it is not usually worth the spot as Fire Blast hits very necessary targets and is what lets Clefable beat most hazard removers (same thing with "most hazard removers" here, Fire Blast is really only for Scizor, Excadrill, and Skarmory unless I'm missing something. imo, change to "Steel-type hazard removers" or something, up to you though).

Set Details
========
With a Calm nature and the given EVs, Clefable can avoid the 2HKO from Thundurus's Thunderbolt and usually avoid the 2HKO from Latios's Psyshock and Greninja's Hydro Pump. The Defense EVs also help Clefable to avoid the 2HKO from Mega Gyarados's Waterfall after Leftovers recovery. This is why Leftovers is important, as with it, Clefable can survive attacks that would otherwise 2HKO it, (RC) and heal with Soft-Boiled after being hit twice. (add a line break here imo)

Magic Guard is the chosen ability for two main reasons. Firstly, it allows Clefable to switch in many times and avoid taking damage from entry hazards. Secondly, it prevents Clefable from being worn down by status, which tends to be very useful as opponents will have to rely on using direct attacks to damage Clefable—a difficult task due to Clefable's high defenses.

Usage Tips
========
Clefable doesn't necessarily have to be used as a lead. Clefable has the sheer bulk, ability, and defensive typing to pivot in whenever possible and set up Stealth Rock, granted that it isn't on a super effective hit. As Clefable also beats every entry hazard remover other than Excadrill one-on-one, it can force them to switch out, giving itself a turn to set up Stealth Rock. Clefable doesn't only force switches against hazard removers, however. Clefable can force switches against Pokemon such as Conkeldurr and Choice-locked Dragon-types as well, and then set up Stealth Rock on the switch. If Stealth Rock is already up, Clefable can still take advantage of a predicted switch and heal up with Soft-Boiled. Because of Magic Guard, Clefable can also switch into Toxic, Will-O-Wisp, Lava Plume, and Scald, as it will not take poison or burn damage and would rather not be paralyzed or put to sleep.

Team Options
========
Clefable fits well on most teams due to its good defensive typing and good bulk. However, most teams weak to Fighting- and Dragon-type Pokemon that don't already have a Stealth Rock setter especially appreciate Clefable as a team member. Slower Dragon-types such as Dragonite and Kyurem-B appreciate Clefable as a teammate as it can pivot into Dragon-type moves that will end up not doing any damage to it. Skarmory is a great partner as it beats Excadrill, the only entry hazard remover Clefable can't beat, as well as Pinsir and Azumarill, which would otherwise take Clefable down offensively. Rotom-W gets rid of Talonflame, which 2HKOes Clefable with Brave Bird. Tyranitar, Choice Scarf Terrakion, Choice Scarf Garchomp, Quagsire, and Slowbro are all great partners as they get rid of Mega Charizard X, which uses Clefable as setup fodder. Specially defensive Gliscor can come in on Heatran, which walls Clefable, and OHKO it with Earthquake. Lastly, Mega Gyarados is also a good partner to lure in Ferrothorn, which is hit hard by Clefable's Fire Blast.
Stealth Rock
########
name: Stealth Rock
move 1: Stealth Rock
move 2: Moonblast
move 3: Fire Blast
move 4: Soft-Boiled
ability: Magic Guard
item: Leftovers
evs: 252 HP / 160 Def / 96 SpD
nature: Calm

Moves
========
Stealth Rock is a great move on Clefable, as it can get rid of most Defoggers and Rapid Spin users with the combination of Moonblast and Fire Blast; Clefable also has naturally good bulk and a great defensive typing, allowing it to switch into most hazard removers, force them out, and set up Stealth Rock again. Moonblast is a STAB move that deals decent amounts of damage. Fire Blast is a great move on Clefable, as it can to beat most hazard removers, and also OHKO Mega Scizor after Stealth Rock; it also 2HKOes Ferrothorn even if Leech Seed has been planted. Skarmory is also 2HKOed by Fire Blast, and is stopped from being able to Defog, which is very important. Flamethrower is also an alternate option due to its higher accuracy and PP, but the loss in power is very noticable, and it won't be able to do the things stated above. Soft-Boiled provides reliable recovery, which is great on Clefable as it can't be worn down by status, and can tank most hits, allowing it to stall out very efficiently.
Thunder Wave is also an option over Fire Blast to cripple faster threats such as scarfers, but is not usually worth the spot as Fire Blast hits very necessary targets and is what lets Clefable beat most hazard removers.

Set Details
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With a Calm nature and the given EVs, Clefable can avoid the 2HKO from Thundurus's Thunderbolt, as well as usually surviving the 2HKO from Latios's Psyshock and Greninja's Hydro Pump after Leftovers recovery. The Defense EVs also help Clefable to avoid the 2HKO from Mega Gyarados's Waterfall after Leftovers recovery. This is why Leftovers is important, as with it, Clefable can survive attacks that would usually 2HKO it, and heal with Soft-Boiled after being hit twice. Magic Guard is the chosen ability for many reasons; firstly, it allows Clefable to switch in many times and avoid taking damage from entry hazards. Secondly, it prevents Clefable from being worn down with status, which tends to be very useful as opponents will have to rely on using direct attacks to damage Clefable, which is hard to do due to Clefable's high bulk.

Usage Tips
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Clefable doesn't necessarily have to be used as a lead. Clefable has the sheer bulk, ability, and defensive typing to pivot in whenever and set up Stealth Rock, granted that it isn't on a super effective hit. As Clefable also beats every hazard remover one-on-one, it can force them to switch out, letting Clefable set up Stealth Rock. Clefable doesn't only force switches on hazard removers, however. Clefable can force switches on Pokemon such as Conkeldurr and Choice-locked Dragon-types, so it can set up Stealth Rock on the switch. If Stealth Rock is already up, Clefable can still take advantage of a predicted switch and heal up with Soft-Boiled. Because of Magic Guard, Clefable can also switch in on a status inducer of poison or burn and get statused, as Clefable will not take residual damage and would rather not be paralyzed or put to sleep.

Team Options
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Clefable fits well on most teams due to its good defensive typing and good bulk. However, most teams weak to Fighting- and Dragon-type Pokemon that don't already have a Stealth Rock setter especially appreciate Clefable being a teammate. Slower Dragon-types such as Dragonite and Kyurem-B appreciate Clefable as a teammate as it can pivot into Dragon-type moves that will end up not doing any damage to it. Skarmory is a great partner as it beats Excadrill, the only hazard remover Clefable can't beat, as well as Pinsir and Azumarill, who would otherwise take Clefable down offensively. Rotom-W gets rid of Talonflame, who 2HKOes Clefable with Brave Bird. Tyranitar, Scarf Terrakion, Scarf Garchomp, Quagsire, and Slowbro are all great partners as they get rid of Mega Charizard X, who uses Clefable as setup fodder. Specially Defensive Gliscor can come in on Heatran, which walls Clefable, and OHKO it with Earthquake. Lastly, Mega Gyarados is also a good partner to lure in Ferrothorn, as it is hit hard by Clefable's Fire Blast.

GP 2/2
 
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