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Clefable

Discussion in 'Uploaded Analyses' started by alexwolf, Jan 29, 2012.

  1. alexwolf

    alexwolf King of Conquerors
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    QC checks: ShakeItUp, Texas Cloverleaf, PK Gaming, Pearl.
    GP checks: New World Order, sirndpt

    [​IMG]

    Clefable (Windsong gave it to me)

    [Overview]

    <p>Clefable, who was one of the most versatile Pokemon in DPP UU, makes a comeback, this time in RU. Clefable possesses respectable special bulk, along with reliable healing and an amazing ability in Magic Guard. She also has great support moves in her arsenal, such as Wish, Heal Bell, and Stealth Rock. All these traits make her a great special wall, Wish passer, cleric, and hazard setter. Magic Guard gives her immunity to any form of passive damage, which greatly hinders any other wall's effectiveness. To top it all off, Clefable has a very wide attacking movepool, allowing her to surprise many checks and counters. She can pack quite a punch, as Magic Guard gives her the ability to use Life Orb and moves such as Double-Edge without any recoil. Finally, when holding a Toxic Orb, Clefable can act as a great status absorber and also use a very powerful Facade.</p>

    <p>However as with everything, Clefable has her flaws. The lack of useful resistances—Normal-types only have one immunity, to Ghost-type moves—hurts her, as she often finds it difficult to wall very strong special attacks. Another drawback is her somewhat low physical bulk and weakness to Fighting-type moves, which makes her very vulnerable to strong physical attackers, Fighting-type Pokemon in particular. All in all, Clefable is a great Pokemon who will provide valuable team support throughout the match if you use her correctly.</p>

    [SET]
    name: Support
    move 1: Wish
    move 2: Protect / Softboiled
    move 3: Seismic Toss
    move 4: Heal Bell / Stealth Rock / Encore
    item: Leftovers
    ability: Magic Guard
    nature: Calm
    evs: 252 HP / 4 Def / 252 SpD

    [SET COMMENTS]

    <p>Boasting very nice HP and Special Defense stats, Clefable is capable of walling many strong special attackers in RU, such as Manectric, Rotom-C, and Galvantula. Magic Guard further enhances her walling capabilities, allowing her to avoid damage from entry hazards or damaging status, which trouble many other walls. With a good HP stat, she can pass big 197 HP Wishes, healing many offensive Pokemon almost completely, and most defensive Pokemon for at least half of their HP. Protect is used to scout Choice-locked moves from the likes of Entei, Sceptile, and Manectric, gives Clefable one free turn of Leftovers healing, and most importantly, makes sure that she can reliably heal with Wish. If you prefer having instant recovery and want to avoid giving free turns to your opponent, Softboiled is always an option. Seismic Toss is the attacking move of choice due to its consistent power and Clefable's sub-par offensive stats. Lastly, a support move of your choice can be chosen. Heal Bell makes Clefable a reliable cleric, allowing her to heal her teammates of any troublesome status, Stealth Rock helps any team, and Encore is great for preventing sweepers from setting up against Clefable.</p>

    [ADDITIONAL COMMENTS]

    <p>The EVs are put into HP and Special Defense to maximize Clefable's special bulk. Leftovers is the best item, as it works very well with Protect and gives her constant passive healing. Magic Guard is by far the best ability, for the reasons mentioned above. If you need a status absorber, Toxic Orb is a viable item on Clefable, as it gives Clefable immunity to status. If you choose to run Toxic Orb, you should consider changing Seismic Toss to Facade, which is more powerful against almost all targets hit neutrally, even with Clefable's low Attack stat. Toxic and Thunder Wave are both viable alternatives for the fourth move to make opposing Pokemon think twice about switching in. You can also run a special attack of your choice in the last slot to cover more threats, since Clefable has a decent Special Attack stat. The most useful of these moves are Flamethrower, Fire Blast, Grass Knot, Ice Beam, and Shadow Ball. Something important to note is that with one of these moves, except Grass Knot, Clefable is no longer completely helpless against offensive Ghost-types with Substitute, such as Rotom and Haunter. Finally, if you decide to use a special move, you might consider using Double-Edge over Seismic Toss, as it offers better coverage alongside said special move.</p>

    <p>Clefable loves teammates that can take physical hits for her, especially Fighting-type moves. For this reason, Qwilfish, Claydol, Cofagrigus, Dusknoir, Gligar, and Spiritomb are very good partners; every one of these Pokemon appreciates the Wish support, since all of them bar Gligar lack reliable recovery. A Dark- or Steel-type Pokemon will also be very useful to take care of Ghost-types, such as Cofagrigus and Golurk, who can set up on Clefable. Mandibuzz and Steelix are good choices, as they are immune or resistant to Ghost-type moves and can phaze away their boosts.</p>

    [SET]
    name: Tank
    move 1: Double-Edge
    move 2: Grass Knot / Flamethrower
    move 3: Stealth Rock / Wish
    move 4: Softboiled / Protect
    item: Life Orb
    ability: Magic Guard
    nature: Brave
    evs: 252 HP / 252 Atk / 4 SpA

    [SET COMMENTS]

    <p>This set can catch the opponent off guard with its underrated power. With Magic Guard, Clefable can abuse a recoil-free Double-Edge and use Life Orb while still maintaining a great deal of bulk. Double-Edge is the main attraction of this set, 2HKOing many Pokemon in RU. To illustrate, almost all Pokemon that do not resist Double-Edge are OHKOed or 2HKOed. Grass Knot covers most Rock-types, such as Omastar and Kabutops, and even some heavy Steel-types, particularly Steelix and Aggron, while Flamethrower OHKOes or 2HKOes most Steel-types, namely Steelix, Durant, Ferroseed, and Klinklang. Stealth Rock should be chosen if you don't have any other Pokemon to set it up, and Wish can be used for extra healing support. In the last slot, Softboiled pairs well with Stealth Rock to give Clefable instant recovery, while Protect matches well with Wish, allowing Clefable to heal reliably.</p>

    [ADDITIONAL COMMENTS]

    <p>The EVs and the nature maximize Clefable's Attack, which reaches respectable levels when backed by Life Orb in spite of her base 70 Attack. Combined with the high Base Power of Double-Edge, this makes sure that almost nothing is safe from Clefable. The rest of the EVs are then put into HP to maximize her bulk and Wish passing capabilities. A Brave nature is chosen so that neither Clefable's bulk nor her power is compromised. Magic Guard is chosen as usual to enhance her offensive and defensive potential, granting her immunity to both entry hazards and Life Orb recoil.</p>

    <p>In the last slot, Encore can be used to prevent opponents from setting up on Clefable; Heal Bell can be used if your team needs a cleric. Fire Blast is a viable choice in the second slot for the added power, but Flamethrower is preferred due to its greater PP and reliability. Toxic and Thunder Wave are both good options in the last slot to cripple defensive Pokemon such as Cofagrigus, Dusknoir, and Gligar. Another option is to run Toxic Orb and Facade instead of Life Orb and Double-Edge. This gives Clefable pseudo-status immunity, but she loses quite a bit of power. Finally, Ice Beam is an option in the second slot, mainly to OHKO Gligar after Stealth Rock, but usually the other moves provide better coverage.</p>

    <p>Teammates that can switch into Pokemon that resist Clefable's attacks are useful. Good examples are Claydol, Qwilfish, and Moltres, who can switch into Gligar, Dusknoir, and Cofagrigus, respectively. Teammates that can set up Spikes are also appreciated as this set's surprise factor, meaning its ability to hit very hard many of the support set's switch-ins, can cause many switches; Spikes also help Clefable gain some OHKOs and 2HKOs, such as on Gallade, Tangrowth, Lilligant, and Entei with Stealth Rock, and Hitmonchan without it. Qwilfish is the best option, as it has good synergy with Clefable and benefits from Wish greatly, having no reliable healing of its own. Lastly, Clefable can often lure in and eliminate certain walls so one of your Pokemon can sweep. For example, if Clefable carries Ice Beam, Hitmonlee can sweep after Gligar is gone. Similarly, Clefable that pack Grass Knot can lure out and KO Omastar and Kabutops, facilitating a sweep for Entei, while Klinklang appreciates Flamethrower-wielding Clefable's ability to remove Steelix and Ferroseed.</p>

    [SET]
    name: Wallbreaker
    move 1: Double-Edge
    move 2: Grass Knot
    move 3: Fire Blast
    move 4: Softboiled
    item: Life Orb
    ability: Magic Guard
    nature: Brave
    evs: 4 HP / 252 Atk / 252 SpA

    [SET COMMENTS]

    <p>With surprisingly good power and coverage, this set can surprise anyone who thinks that Clefable is a harmless wall. Double-Edge is her nuke, OHKOing and 2HKOing many Pokemon. Additionally, Life Orb and Double-Edge recoil are canceled out by Magic Guard, which gives Clefable a distinct advantage over other wallbreakers. Grass Knot provides coverage against Rock-types that resist Double-Edge, Fire Blast roasts Steel-types, and Softboiled gives Clefable a way to heal and continue to batter your opponent with powerful attacks.</p>

    [ADDITIONAL COMMENTS]

    <p>The EVs go into Attack and Special Attack to maximize Clefable's power output, while a Brave nature is chosen to improve the power of Double-Edge without jeopardizing Clefable's bulk. Shadow Ball can be used with a Quiet nature if you want Clefable to have a chance of 2HKOing Cofagrigus, Dusknoir, Uxie, and Qwilfish with the help of entry hazards. Ice Beam is also an option to OHKO Gligar, which walls Clefable otherwise, and is Clefable's best attack against Archeops and Aerodactyl. Finally, Thunderbolt can be used along with a Quiet nature; it maintains coverage against Archeops and Aerodactyl, OHKOes any Feraligatr after Stealth Rock and a layer of Spikes, and OHKOes Qwilfish unconditionally. A Toxic Orb can be used to prevent Clefable from getting burned, and generally lets her act as a status absorber. If you choose Toxic Orb, you should be sure to pick Facade instead of Double-Edge to hit harder. It should be noted, however, that without Life Orb, Clefable's special attacks are much weaker.</p>

    <p>As with most wallbreakers, entry hazards are very useful, as they help Clefable score many OHKOs and 2HKOs. Stealth Rock in particular helps Clefable's Double-Edge to OHKO many offensive Pokemon, such as Moltres and Honchkrow. Claydol and Uxie are excellent partners for this reason, as they can set up Stealth Rock and take the Fighting-type attacks aimed at Clefable. Most bulky Ghost-types, particularly Cofagrigus and Dusknoir, trouble this set, as they can take anything but Shadow Ball and set up on Clefable. For this reason, teammates that can deal with bulky Ghost-types, such as Pursuit users and Moltres, are very useful.</p>

    [SET]
    name: Calm Mind
    move 1: Calm Mind
    move 2: Thunderbolt
    move 3: Ice Beam
    move 4: Softboiled
    item: Life Orb
    ability: Magic Guard
    nature: Modest
    evs: 252 HP / 252 SpA / 4 Spe

    [SET COMMENTS]

    <p>This set makes Clefable a formidable bulky sweeper that both hits hard and is difficult to take down thanks to Softboiled and Magic Guard. Calm Mind is the most important move on this set, raising her Special Attack and Special Defense to high levels. Thunderbolt and Ice Beam take the second and third slots because of the almost-unresisted coverage they provide together in RU. The only Pokemon that resist this combination in RU are Magneton and Lanturn, both of which are setup fodder. Finally, Softboiled goes in the last slot to make Clefable nearly impossible to bring down from the special side after a few boosts, prolonging her sweep.</p>

    [ADDITIONAL COMMENTS]

    <p>The EVs maximize Clefable's Special Attack and HP to provide maximum bulk and firepower, because this set wants to hit hard while at the same time being difficult to take down from the special side. Magic Guard is chosen mainly to prevent Clefable from being stalled out with Toxic; after a couple of boosts, Clefable only fears strong physical attacks. Life Orb is used for the free 30% boost in power to Clefable's attacks, but Leftovers is perfectly viable if you prefer more survivability. A spread of 252 HP / 252 Def / 4 SpD with a Bold nature makes Clefable more difficult to bring down from the physical side, but she loses out on a great deal of power. Flamethrower can be used instead of Ice Beam to better deal with Roar Steelix and Steel-types in general. Fire + Electric also offers exceptional neutral coverage in RU, being walled only by Lanturn and Druddigon, the former being set-up bait for Clefable.</p>

    <p>As with most Clefable sets, this one fears strong physical attackers, especially Fighting-types such as Gallade, who can easily take any attack with its good special bulk and either KO Clefable outright or set up. As such, teammates that can take on the physical attackers that Clefable attracts, such as Qwilfish, Cofagrigus, and Claydol, are once again appreciated. Calm Mind Psyshock Uxie is also a good counter to Clefable, as it can easily take Clefable's attacks, boost up alongside her, and comfortably 2HKO Clefable at +2, since Psyshock hits Clefable's unboosted Defense. Steelix and specially defensive Drapion counter Uxie by phazing her with Whirlwind, and also provide entry hazards to help Clefable gain the OHKOs and 2HKOs that she needs.</p>

    [Other Options]

    <p>Clefable has a very wide movepool full of interesting options. She can run a Belly Drum + Softboiled set with two attacks, most likely Double-Edge and either Drain Punch or Fire Punch, but most of the time, she will be forced out by faster Pokemon that can OHKO her after she uses Belly Drum. A defensive set with Flame Orb and Trick can be utilized to cripple physical attackers eager to switch into Clefable, while making her a good status absorber. Finally, Clefable receives many other support such as Gravity, Knock Off, Light Screen, Cosmic Power, and Sing, as well as the attacking options Body Slam, Focus Blast, Psychic, and Charge Beam, but these moves are usually inferior to the main options. Gravity is generally a gimmick move, Knock Off, Light Screen, Body Slam, Psychic, and Focus Blast are situational, and Sing is inaccurate. Cosmic Power could be used in a set with Charge Beam and Softboiled to boost both Clefable's defenses and Special Attack, making it unkillable after a few boosts without strong physical Fighting-type attacks, but takes too much time to set-up and gets forced out easily.</p>

    [Checks and Counters]

    <p>Any strong physical attacker will force Clefable out. For example, Honchkrow, Gallade, and Hitmonchan can all take hits from her all day long and either set up or outright KO her. However, they must watch out for Thunder Wave, Toxic, or Life Orb Double-Edge. Most Ghost-types, especially bulky ones such as Cofagrigus and Dusknoir, are also good checks, as they are immune to Clefable's primary attacks and can set up on her. Qwilfish and Gligar fare well against every set bar Calm Mind variants, but must avoid Thunderbolt and Ice Beam, respectively. Finally, Ferroseed is a good check that can set up on any Clefable lacking a Fire-type move except the Calm Mind set.</p>

    [Dream World]

    <p>Clefable gets Unaware from Dream World, but Magic Guard is one of the best things Clefable has going for her, as it boosts both her longevity and power. However, Unaware is a viable option on defensive Clefable if your team is struggling with boosting special attackers. Magic Guard is almost always the better choice for offensive sets, though.</p>
  2. -Tsunami-

    -Tsunami- ¡YA HA!
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    Mention in the first set's AC that Clefable needs its other attacking moves to beat SubSplit Rotom and the less-seen Substitute Haunter. Mention that entry hazard support is useful in the second set's AC.
    Also, you're missing the 'Other Options', 'Checks and Counters', and 'Dream World' sections. Please add those.

    EDIT: kk since you added those

    QC APPROVED 1/3
  3. alexwolf

    alexwolf King of Conquerors
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    Added everything!
  4. Texas Cloverleaf

    Texas Cloverleaf meh
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    Looks pretty good.

    QC APPROVED 2/3

    lol at windong taking this off me and then having to give it away.
  5. PK Gaming

    PK Gaming Pursuing My True Self
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    QC APPROVED (3/3)

    Don't forget to make Calm mind an official set.

    name: Calm Mind
    move 1: Calm Mind
    move 2: Thunderbolt
    move 3: Ice Beam
    move 4: Softboiled
    item: Life Orb
    ability: Magic Guard
    nature: Brave
    evs: 252 HP / 252 SpA / 4 Def

    I'm unsure on the spread, but it should absolutely be a main set. Its downright lethal.
  6. alexwolf

    alexwolf King of Conquerors
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    Ok i will add it. I was unsure in the beggining since any faster strong physical attacker stops it but i guess it should be used in late-game when those kind of mons are gone or weakened and can be koed on the switch.
    The only question that remains is should i make the CM set offensive with LO, max SpA and HP, or defensive with max HP, Def and lefties?
    Or add both?
  7. PK Gaming

    PK Gaming Pursuing My True Self
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    Offensive, definitely. Lefties can be mentioned in AC. I will also get back to you on deciding how much speed CM Clefable should run.
  8. alexwolf

    alexwolf King of Conquerors
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    Added it. I will start writing this as soon as i can.

    EDIT: I checked the 4th gen Clefable UU analysis and i saw a DS Clefable. Should i add it?
  9. Pearl.

    Pearl.

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    Don't do that, it seems outclassed as hell in RU, due to its inability to use Volt Switch or something that allows you to bring something in safely and keep momentum.

    Also, can you explain me the difference between the Wallbreaker and the Tank set? In a battle, I'd probably use both of them exactly the same way. I know this was QC Approved already (while I was sleeping ;_;), but I'd just mention Tank Clefable's EV spread on the Wallbreaker set's AC or something similar. On the Wallbreaker set, you should slash Toxic Orb with Life Orb (or mention it in AC), since it makes you immune to status, which is one of Clefable's traits you forgot to mention in the analysis. You should also give Ice Beam a mention (maybe slashed with Grass Knot?) on the Wallbreaker set for obvious reasons. Actually, Toxic Orb + Ice Beam on Clefable also allows it to act as a lure, despite the loss in power, since Gligar and Ghost-type Pokemon with Will-O-Wisp are, like you have mentioned, the best answers to that set (along with Fighting-type Pokemon, but they take shit tons of damage from Double-Edge already).
  10. alexwolf

    alexwolf King of Conquerors
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    Ok i won't put the DS set.

    Now for the other sets. The tank set is supposed to be a special tank that can deal good damage while setting up SR and supporting the team with Wish.
    The Wallbreaker set is a wallbreaker that aims to do as much damage as possible, and uses Softboiled to be able to wallbreak longer. It's bulk is very small and is 2hkoed by many special attacks unlike the tank set.
    I have tried intensely the tank set and i can asure you that it plays very differently than the Wallbreaker. However if you insist i will wait for other QC members opinions and see...

    As you wanted i will add the Toxic Orb in the AC of the wallbreaker set, even though i find that without the LO Clefable doesn't hit quite as hard. I will also mention Ice Beam in AC for the ohko it provides against Gligar, but this is it's only use. Also about ghosts. Even with Toxic Orb you are unable to do anything to them while they kill you or setup on you. For example NP and CM Cofagrigus still doesn't give a shit about you and Dusknoir easily sets up a sub on you and murders you with Focus Punch since the best you can do to him without LO is a maximum of 30% damage with Fire Blast.


    Finally i am also going to put in the AC of the Tank set Toxic Orb + Facade as an option for status immunity.
  11. Pearl.

    Pearl.

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    Seems fair enough. But if that's really the set's goal, it should look like this:

    [SET]
    name: Tank
    move 1: Double Edge
    move 2: Grass Knot / Flamethrower
    move 3: Wish
    move 4: Protect / Stealth Rock / Softboiled
    item: Life Orb
    ability: Magic Guard
    nature: Brave
    evs: 252 HP / 252 Atk / 4 SpA

    Also, just for fun and so I don't feel excluded:

    [​IMG]

    QC APPROVED 4/3
  12. alexwolf

    alexwolf King of Conquerors
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    I put SR and Wish in the last slot because it is quite hard to do both.

    What are the opinions of the other QC members?
  13. Pearl.

    Pearl.

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    I know that, but there's still something that bothers me. What about this?

    [SET]
    name: Tank
    move 1: Double Edge
    move 2: Grass Knot / Flamethrower
    move 3: Wish / Stealth Rock
    move 4: Protect / Softboiled
    item: Life Orb
    ability: Magic Guard
    nature: Brave
    evs: 252 HP / 252 Atk / 4 SpA

    It should work well, along with a mention that Wish can be used with both Softboiled and Protect but Stealth Rock SHOULD always be used with Softboiled.

    Also, Ice Beam NEEDS to be slashed with Grass Knot on the Wallbreaker set, as well as (maybe) the Tank one. It hits pretty much everything Grass Knot hits (and not only Gligar as you said) including Aerodactyl, Archeops, Druddigon, Sigilyph, and some other stuff I probably forgot, only missing Water-type Pokemon (which take lots of damage from Double-Edge already) IIRC.

    And I guess I'm done with suggestions on this one.
  14. alexwolf

    alexwolf King of Conquerors
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    Yeah i think that this set is the best. I will change it thx!

    Also about Ice Beam. When i said only Gligar i meant what it hits that the other moves doesn't. It is true that i forgot Aerodactyl and Archeops. Drudiggon is hit harder by Double-Edge most of the times but Ice Beam is useful to 2hko the ParaShuffler set. Against Sigilyph most of the times Double-Edge deals more damage since Clefable's Attack is higher. Also many times Sigilyph carries CM and Roost which makes Ice Beam ineffective. The only set which Ice Beam hits harder is the Cosmic Power set with the Flame Orb, since after you are burned DE will be very weak. But it doesn't really matter since Sigilyph will use you as setup fodder anyway since it can Roost back easily on Ice Beams. So against Sigilyph DE is always the superior option.
    Also note that on the tank set Ice Beam is not really needed for Arceops since both Ice Beam and DE 2hko after SR. While Ice Beam 2hkoes even without SR and has a very small chance of ohkoing with SR it is not like DE cannot deal good damage to Archeops anyway.
    Also DE already deals ~48% damage to Aerodactyl and Grass Knot hits for 55% min while Aerodactyl is Roosting so it is not like Aerodactyl has it's way with you.
    Grass Knot is very important on both sets (Tank and Wallbreaker) since without it 2 very dangerous pokes wall you badly and setup on you. These 2 pokes are Kabutops and Omastar. Omastar especially which is one of the most dangerous pokes after a boost. Without Grass Knot you do pitiful damage to both, while without Ice Beam only Gligar really walls you. So is getting walled from Gligar worth it over getting walled by Omastar and Kabautops? I think that yes.

    However i will mention Ice Beam in the AC of the Tank set(it is already on the Wallbreaker's AC).

    Anyway thx for the feedback!

    EDIT: And 1 small detail that i forgot. I don't think that Protect is worth being slashed with Softboiled in the last slot of the Tank Set because you don't gain any Lefties recovery while Protecting so Softboiled seems superior. Of 'course it is usefull for stalling out turns but imo being able to heal without potentially giving to your opponent a free turn while still being able to pass Wishes is the best option. What do you think?
    Protect for AC on the tank set or no?
  15. Pearl.

    Pearl.

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    Protect's also useful to scout the move stuff like Choice Band Entei is going to use, so I'd definitely keep it where it is.

    Also, this is the VM I just sent you. I'll post it here for reference:

  16. alexwolf

    alexwolf King of Conquerors
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    Ok i will slash it in the last slot.

    Yes i read it, and i am adding it right now.
  17. fade5

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    Just a quick note: The ability for the Calm Mind set should be Magic Guard, not Magic Mirror.
  18. alexwolf

    alexwolf King of Conquerors
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  19. alexwolf

    alexwolf King of Conquerors
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    The first half is written, will have finished the second by tommorow!
  20. alexwolf

    alexwolf King of Conquerors
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    Ready for GP checks! Also should i put Aromatherapy instead of Heal Bell everywhere, since it doesn't get blocked by Soundproof users, or are there any compatibility issues?
  21. New World Order

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    GP 1/2
    [​IMG]

    A few things to keep in mind:
    - wordy sentences don't necessarily mean good sentences, if anything, it makes the sentence more difficult to understand
    - keep your pronouns constant, don't go from "she" to "it", pick one and stick with it
    - never use "like <Pokemon>/<move>/<item> etc" use "such as", like is only used when you're making a comparison, for example "Combusken looks like a person"
    - don't talk about checks and counters in additional comments unless you're going to mention Pokemon to deal with these checks and counters
    - don't use words that you don't understand or don't know how to use, lots of misuses in this analysis
    - never, ever use the term "pokes", while this isn't an essay or anything, it still sounds informal
  22. alexwolf

    alexwolf King of Conquerors
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    Point gotten about the wordy sentences. The inconsistency with the pronoun is mistake due to the lack of concentration, i know about it. Point also gotten about the ''such as'' thing. Finally i am also aware that i shouldn't use the word ''poke'', it is just that sometimes i forget it.

    Anyway sry for all the mistakes, appreciate your help!
  23. alexwolf

    alexwolf King of Conquerors
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    GP check implemented, one more.
  24. sirndpt

    sirndpt
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    i'll withhold my stamp for now because imo there are some places that need more elaboration - get back to me (or, actually, preferably a ru qc member) when you're done.

    also, is dw clefable released? i can't find it on smogon's thread but i'm very sure it is. if so, the DW section needs to be removed / incorporated into the analysis itself - probably move it to a new paragraph in OO.

    copypastable (open)
    [Overview]

    <p>Clefable, who was one of the most versatile Pokemon in DPP UU, makes a comeback, this time in RU. Clefable possesses respectable special bulk, along with reliable healing and an amazing ability in Magic Guard. She also has great support moves in her arsenal, such as Wish, Heal Bell, and Stealth Rock. All these traits make her a great special wall, Wish passer, cleric, and hazard setter. Magic Guard gives her immunity to any form of passive damage, which greatly hinders any other wall's effectiveness. To top it all off, Clefable has a very wide attacking movepool, allowing her to surprise many checks and counters. She can pack quite a punch, as Magic Guard gives her the ability to use Life Orb and moves such as Double-Edge without any recoil. Finally, when holding a Toxic Orb, Clefable can act as a great status absorber and also use a very powerful Facade.</p>

    <p>However as with everything, Clefable has her flaws. The lack of useful resistances—Normal-types only have one immunity, to Ghost-type moves—hurts her, as she often finds it difficult to wall very strong special attacks. Another drawback is her somewhat low physical bulk and weakness to Fighting-type moves, which makes her very vulnerable to strong physical attackers, Fighting-type Pokemon in particular. All in all, Clefable is a great Pokemon who will provide valuable team support throughout the match if you use her correctly.</p>

    [SET]
    name: Support
    move 1: Wish
    move 2: Protect / Softboiled
    move 3: Seismic Toss
    move 4: Heal Bell / Stealth Rock / Encore
    item: Leftovers
    ability: Magic Guard
    nature: Calm
    evs: 252 HP / 4 Def / 252 SpD

    [SET COMMENTS]

    <p>Boasting very nice HP and Special Defense stats, Clefable is capable of walling many strong special attackers in RU, such as Manectric, Rotom-C, and Galvantula. Magic Guard further enhances her walling capabilities, allowing her to avoid damage from entry hazards or damaging status, which trouble many other walls. With a good HP stat, she can pass big 197 HP Wishes, healing many offensive Pokemon almost completely, and most defensive Pokemon for at least half of their HP. Protect is used to scout Choice-locked moves from the likes of <examples>, gives Clefable one free turn of Leftovers healing, and most importantly, makes sure that she can reliably heal with Wish. If you prefer having instant recovery and want to avoid giving free turns to your opponent, Softboiled is always an option. Seismic Toss is the attacking move of choice due to its consistent power and Clefable's subpar offensive stats. Lastly, a support move of your choice can be chosen. Heal Bell makes Clefable a reliable cleric, allowing her to heal her teammates of any troublesome status, Stealth Rock helps any team, and Encore is great for preventing sweepers from setting up against Clefable.</p>

    [ADDITIONAL COMMENTS]

    <p>The EVs are put into HP and Special Defense to maximize Clefable's special bulk. Leftovers is the best item, as it works very well with Protect and gives her constant passive healing. Magic Guard is by far the best ability, for the reasons mentioned above. If you need a status absorber, Toxic Orb is a viable item on Clefable, as it gives Clefable immunity to status. If you choose to run Toxic Orb, you should consider changing Seismic Toss to Facade, which is more powerful against almost all targets hit neutrally, even with Clefable's low Attack stat. Toxic and Thunder Wave are both viable alternatives for the fourth move to make opposing Pokemon think twice about switching in. You can also run a special attack of your choice in the last slot to cover more threats, since Clefable has a decent Special Attack stat. The most useful of these moves are Flamethrower, Fire Blast, Grass Knot, Ice Beam, and Shadow Ball. Something important to note is that with one of these moves, except Grass Knot, Clefable is no longer completely helpless against offensive Ghost-types with Substitute, such as Rotom-A and Haunter. Finally, if you decide to use a special move, you might consider using Double-Edge over Seismic Toss, as it offers better coverage alongside said special move.</p>

    <p>Clefable loves teammates that can take physical hits for her, especially Fighting-type moves. For this reason, Qwilfish, Claydol, Cofagrigus, Dusknoir, Gligar, and Spiritomb are very good partners; every one of these Pokemon appreciates the Wish support, since all of them bar Gligar lack reliable recovery. A Dark or Steel type Pokemon will also be very useful to take care of Ghost-types, such as Cofagrigus and Golurk, who can set up on Clefable. Mandibuzz and Steelix are good choices, as they are immune or resistant to Ghost-type moves and can phaze away their boosts.</p>

    [SET]
    name: Tank
    move 1: Double-Edge
    move 2: Grass Knot / Flamethrower
    move 3: Stealth Rock / Wish
    move 4: Softboiled / Protect
    item: Life Orb
    ability: Magic Guard
    nature: Brave
    evs: 252 HP / 252 Atk / 4 SpA

    [SET COMMENTS]

    <p>This set can catch the opponent off guard with its underrated power. With Magic Guard, Clefable can abuse a recoil-free Double-Edge and use Life Orb while still maintaining a great deal of bulk. Double-Edge is the main attraction of this set, 2HKOing many Pokemon in RU. To illustrate, almost all Pokemon that do not resist Double-Edge are OHKOed or 2HKOed. Grass Knot covers most Rock-types, such as Omastar and Kabutops, and even some heavy Steel-types, particularly Steelix and Aggron, while Flamethrower OHKOes or 2HKOes most Steel-types, namely Steelix, Durant, Ferroseed, and Klinglang. Stealth Rock should be chosen if you don't have any other Pokemon to set it up, and Wish can be used for extra healing support. In the last slot, Softboiled pairs well with Stealth Rock to give Clefable instant recovery, while Protect matches well with Wish, allowing Clefable to heal reliably.</p>

    [ADDITIONAL COMMENTS]

    <p>The EVs and the nature maximize Clefable's Attack, which reaches respectable levels when backed by Life Orb in spite of her base 70 Attack. Combined with the high base power of Double-Edge, this makes sure that almost nothing is safe from Clefable. The rest of the EVs are then put into HP to maximize her bulk and Wish passing capabilities. A Brave nature is chosen so that neither Clefable’s bulk nor her power is compromised. Magic Guard is chosen as usual to enhance her offensive and defensive potential, granting her immunity to both entry hazards and Life Orb recoil.</p>

    <p>In the last slot, Encore can be used to prevent opponents from setting up on Clefable; Heal Bell can be used if your team needs a cleric. Fire Blast is a viable choice in the second slot for the added power, but Flamethrower is preferred due to its greater PP and reliability. Toxic and Thunder Wave are both good options in the last slot to cripple defensive Pokemon such as Cofagrigus, Dusknoir, and Gligar. Another option is to run Toxic Orb and Facade instead of Life Orb and Double-Edge. This gives Clefable pseudo-status immunity, but she loses quite a bit of power. Finally, Ice Beam is an option in the second slot, mainly to OHKO Gligar after Stealth Rock, but usually the other moves provide better coverage.</p>

    <p>Teammates that can switch into Pokemon that resist Clefable's attacks are useful. Good examples are Claydol, Qwilfish, and Steelix, who can switch into <example 1>, <example 2>, and <example 3>, respectively. Teammates that can set up Spikes are also appreciated as this set's surprise factor <or whichever else it is, idk> can cause many switches; Spikes also help Clefable gain some OHKOs and 2HKOs, such as on <examples>. Qwilfish is the best option, as it has good synergy with Clefable and benefits from Wish greatly, having no reliable healing of its own. Lastly, Clefable can often lure in and eliminate certain walls so one of your Pokemon can sweep. For example, if Clefable carries Ice Beam, Hitmonlee can sweep after Gligar is gone. Similarly, Clefable that pack Grass Knot can lure out and KO <example>, facilitating a sweep for <example>, while <example> appreciates Flamethrower Clefable's ability to remove <example>.</p>

    [SET]
    name: Wallbreaker
    move 1: Double-Edge
    move 2: Grass Knot
    move 3: Fire Blast
    move 4: Softboiled
    item: Life Orb
    ability: Magic Guard
    nature: Brave
    evs: 4 HP / 252 Atk / 252 SpA

    [SET COMMENTS]

    <p>With surprisingly good power and coverage, this set can surprise anyone who thinks that Clefable is a harmless wall. Double-Edge is her nuke, OHKOing and 2HKOing many Pokemon. Additionally, Life Orb and Double-Edge recoil are canceled out by Magic Guard, which gives Clefable a distinct advantage over other wallbreakers. Grass Knot provides coverage against Rock-types that resist Double-Edge, Fire Blast roasts Steel-types, and Softboiled gives Clefable a way to heal and continue to batter your opponent with powerful attacks.</p>

    [ADDITIONAL COMMENTS]

    <p>The EVs go into Attack and Special Attack to maximize Clefable's power output, while a Brave nature is chosen to improve the power of Double-Edge without jeopardizing Clefable's bulk. Shadow Ball can be used with a Quiet nature if you want Clefable to have a chance of 2HKOing Cofagrigus, Dusknoir, Uxie, and Qwilfish with the help of entry hazards. Ice Beam is also an option to OHKO Gligar, which walls Clefable otherwise, and is Clefable's best attack against Archeops and Aerodactyl. Finally, Thunderbolt can be used along with a Quiet nature; it maintains coverage against Archeops and Aerodactyl, OHKOes any Feraligatr after Stealth Rock and a layer of Spikes, and OHKOes Qwilfish unconditionally. A Toxic Orb can be used to prevent Clefable from getting burned, and generally lets her act as a status absorber. If you choose Toxic Orb, you should be sure to pick Facade instead of Double-Edge to hit harder. It should be noted, however, that without Life Orb, Clefable's special attacks are much weaker.</p>

    <p>As with most wallbreakers, entry hazards are very useful, as they help Clefable score many OHKOs and 2HKOs. Stealth Rock in particular helps Clefable's Double-Edge to OHKO many offensive Pokemon, such as Moltres and Honchkrow. Claydol and Uxie are excellent partners for this reason, as they can set up Stealth Rock and take the Fighting-type attacks aimed at Clefable. Most bulky Ghost types, particularly <examples>, trouble this set, as they can take anything but Shadow Ball and set up on Clefable. For this reason, teammates that can deal with bulky Ghost-types, such as Pursuit users and Moltres, are very useful.</p>

    [SET]
    name: Calm Mind
    move 1: Calm Mind
    move 2: Thunderbolt
    move 3: Ice Beam
    move 4: Softboiled
    item: Life Orb
    ability: Magic Guard
    nature: Modest
    evs: 252 HP / 252 SpA / 4 Spe

    [SET COMMENTS]

    <p>This set makes Clefable a formidable bulky sweeper that both hits hard and is difficult to take down thanks to Softboiled and Magic Guard. Calm Mind is the most important move on this set, raising her Special Attack and Special Defense to high levels. Thunderbolt and Ice Beam take the second and third slots because of the almost-unresisted coverage they provide together in RU. The only Pokemon that resist this combination in RU are Magneton and Lanturn, both of which are setup fodder. Finally, Softboiled goes in the last slot to make Clefable nearly impossible to bring down from the special side after a few boosts, prolonging its sweep.</p>

    [ADDITIONAL COMMENTS]

    <p>The EVs maximize Clefable's Special Attack and HP <why? why is power preferred over bulk?>. Magic Guard is chosen mainly to prevent Clefable from being stalled out with Toxic; after a couple of boosts, Clefable only fears strong physical attacks. Life Orb is used for the free 30% boost in power to Clefable's attacks, but Leftovers is perfectly viable if you prefer more survivability. A spread of 252 HP / 252 Def / 4 SpD with a Bold nature makes Clefable more difficult to bring down from the physical side, but she loses out on a great deal of power. Flamethrower can be used instead of Ice Beam to better deal with Roar Steelix and Steel-types in general. Fire + Electric also offers exceptional neutral coverage in RU, being walled only by <who>.</p>

    <p>As with most Clefable sets, this one fears strong physical attackers, especially Fighting-types such as Gallade, who can easily take any attack with its good special bulk and either KO Clefable outright or set up. As such, teammates that can take on the physical attackers that Clefable attracts, such as Qwilfish, Cofagrigus, and Claydol, are once again appreciated. Calm Mind Uxie is also a good counter to Clefable, as it can easily take Clefable's attacks, boost up alongside her, and comfortably 2HKO Clefable at +2 <2hko an /unboosted/ clefable? that isn't very realistic imo..? also, suggest some counters to cm uxie>.</p>

    [Other Options]

    <p>Clefable has a very wide movepool full of interesting options. She can run a Belly Drum + Softboiled set with two attacks, most likely Double-Edge and either Drain Punch or Fire Punch, but most of the time, she will be forced out by faster Pokemon that can OHKO her after she uses Belly Drum. A defensive set with Flame Orb and Trick can be utilized to cripple physical attackers eager to switch into Clefable, while making her a good status absorber. Finally, Clefable receives many other support such as Gravity, Knock Off, Light Screen, Cosmic Power, and Sing, as well as the attacking options Body Slam, Focus Blast, Psychic, and Charge Beam, but these moves are usually inferior to the main options <why? IMO you're being a bit too generic here; evaluate them individually. sing because it's inaccurate, light screen and gravity because they're too situational, what about a cosmic power+softboiled set, the existing special attacks provide better coverage etc>.</p>

    [Checks and Counters]

    <p>Any strong physical attacker will force Clefable out. For example, Honchkrow, Gallade, and Hitmonchan can all take hits from her all day long and either set up or outright KO her. However, they must watch out for Thunder Wave, Toxic, or Life Orb Double-Edge. Most Ghost-types, especially bulky ones such as Cofagrigus and Dusknoir, are also good checks, as they are immune to Clefable's primary attacks and can set up on her. Qwilfish and Gligar fare well against every set bar Calm Mind variants, but must avoid Thunderbolt and Ice Beam respectively. Finally, Ferroseed is a good check that can set up on any Clefable lacking a Fire-type move except the Calm Mind set.</p>

    [Dream World]

    <p>Clefable gets Unaware from the Dream World, but Magic Guard is one of the best things Clefable has going for her, as it boosts both her longevity and power. However, Unaware is a viable option on defensive Clefable if your team is struggling with boosting special attackers. Magic Guard is almost always the better choice for offensive sets, though.</p>
  25. Cherub Agent

    Cherub Agent come at me winter
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    ya need <p>/</p> tags on the set comments of the calm mind set

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