[OVERVIEW]
-friend guard, only reason to use clefairy, gives allies more longevity
-follow me is good, helps teammates do things
-eviolite makes clefairy slightly bulkier than clefable
-cant redirect spread attacks, but weakens them because of friend guard, clefable and toge cant do that
-helping hand is good, helps teammates kill things
-major taunt bait, no offensive presence
-clefairy can be considered underwhelming compared to clefable because its forced to run eviolite, but friend guard can make up for it on certain teams
[SET]
name: Friend Guard Support
move 1: Follow Me
move 2: Icy Wind
move 3: Heal Pulse / Helping Hand
move 4: Protect
item: Eviolite
ability: Friend Guard
nature: Calm
evs: 252 HP / 152 Def / 104 SpD
[SET COMMENTS]
Moves
========
-follow me gives allies free turns
-helping hand helps allies do a lot of damage & kill stuff
-protect helps clefairy stay around and keep friend guard up longer
-clefairy is shit for offense but icy wind is useful for speed control, can be used even when taunted
Set Details
========
-EVs live an admant mega kan DE and rest went into spdef
-eviolite is necessary, boosts both defenses and makes clefairy really bulky
-friend guard is best ability to make teammates really bulky and gives clefairy a niche over cefable
Usage Tips
========
-clefairy should only be used for its ability friend guard to aid set up mons. otherwise you're better off with a different redirector.
-friend guard is only active when clefairy is on the field. so if you dont have clefairy active most of the time, you're better off with a different follow me user
-use follow me and let allies set up and deal out a lot of damage
-use protect to keep clefairy alive if necessary to keep friend guard up as long as possible and when you predict your opponent to double target clefairy
-if an opportunity arises to pick up an ohko with helping hand, use it
Team Options
========
-strong attackers with good bulk work well with follow me and friend guard, like charizard y and kangaskhan. kan can set up power up punches with follow me. zard can take out steels that threaten clefairy & fire off heat waves while clefairy follow mes.
-mega kangaskhan is a great teammate. friend guard increases kan's already good bulk and allows it to live a keldeo secret sword and ko back
-sub users like heatran and kyurem get free turns to use sub with follow me, both are really bulky with friend guard too
-suicune can set up tailwind easily with follow me and becomes insanely bulky with friend guard
-bd azu can get free turns to bd with follow me, and is really bulky with friend guard
-clefairy teammates need to be offensive and powerful because clefairy has really shit offense
[STRATEGY COMMENTS]
Other Options
=============
-thunder wave, good permanent form of speed control
-moonlight to keep clefairy around longer
-moonblast can be used over icy wind for good damage on hydreigon and scrafty. it also doesn't let bisharp switch in to get an easy defiant boost like with icy wind. but you can judt redirect moves from hydreigon and scrafty so icy wind is usually more reliable
Checks and Counters
===================
**Typing Advantage**: can take out clefairy quickly and limit its longevity to only a few turns. aegislash, bisharp, and metagross threaten to 2hko clefairy. heatran sets up subs on it and doesn't care about redirection cause of heat wave
**Utility**: clefairy relies on its support moves to be useful, has no offense to fall back on when taunted. encore can also make clefairy useless in the right scenarios, if it's encored into protect or a weak offensive move.
**Miscellaneous**: clefairy can't redirect spread moves with follow me. it's mostly dead weight in front of common spread attackers like heatran and zard-y
-friend guard, only reason to use clefairy, gives allies more longevity
-follow me is good, helps teammates do things
-eviolite makes clefairy slightly bulkier than clefable
-cant redirect spread attacks, but weakens them because of friend guard, clefable and toge cant do that
-helping hand is good, helps teammates kill things
-major taunt bait, no offensive presence
-clefairy can be considered underwhelming compared to clefable because its forced to run eviolite, but friend guard can make up for it on certain teams
[SET]
name: Friend Guard Support
move 1: Follow Me
move 2: Icy Wind
move 3: Heal Pulse / Helping Hand
move 4: Protect
item: Eviolite
ability: Friend Guard
nature: Calm
evs: 252 HP / 152 Def / 104 SpD
[SET COMMENTS]
Moves
========
-follow me gives allies free turns
-helping hand helps allies do a lot of damage & kill stuff
-protect helps clefairy stay around and keep friend guard up longer
-clefairy is shit for offense but icy wind is useful for speed control, can be used even when taunted
Set Details
========
-EVs live an admant mega kan DE and rest went into spdef
-eviolite is necessary, boosts both defenses and makes clefairy really bulky
-friend guard is best ability to make teammates really bulky and gives clefairy a niche over cefable
Usage Tips
========
-clefairy should only be used for its ability friend guard to aid set up mons. otherwise you're better off with a different redirector.
-friend guard is only active when clefairy is on the field. so if you dont have clefairy active most of the time, you're better off with a different follow me user
-use follow me and let allies set up and deal out a lot of damage
-use protect to keep clefairy alive if necessary to keep friend guard up as long as possible and when you predict your opponent to double target clefairy
-if an opportunity arises to pick up an ohko with helping hand, use it
Team Options
========
-strong attackers with good bulk work well with follow me and friend guard, like charizard y and kangaskhan. kan can set up power up punches with follow me. zard can take out steels that threaten clefairy & fire off heat waves while clefairy follow mes.
-mega kangaskhan is a great teammate. friend guard increases kan's already good bulk and allows it to live a keldeo secret sword and ko back
-sub users like heatran and kyurem get free turns to use sub with follow me, both are really bulky with friend guard too
-suicune can set up tailwind easily with follow me and becomes insanely bulky with friend guard
-bd azu can get free turns to bd with follow me, and is really bulky with friend guard
-clefairy teammates need to be offensive and powerful because clefairy has really shit offense
[STRATEGY COMMENTS]
Other Options
=============
-thunder wave, good permanent form of speed control
-moonlight to keep clefairy around longer
-moonblast can be used over icy wind for good damage on hydreigon and scrafty. it also doesn't let bisharp switch in to get an easy defiant boost like with icy wind. but you can judt redirect moves from hydreigon and scrafty so icy wind is usually more reliable
Checks and Counters
===================
**Typing Advantage**: can take out clefairy quickly and limit its longevity to only a few turns. aegislash, bisharp, and metagross threaten to 2hko clefairy. heatran sets up subs on it and doesn't care about redirection cause of heat wave
**Utility**: clefairy relies on its support moves to be useful, has no offense to fall back on when taunted. encore can also make clefairy useless in the right scenarios, if it's encored into protect or a weak offensive move.
**Miscellaneous**: clefairy can't redirect spread moves with follow me. it's mostly dead weight in front of common spread attackers like heatran and zard-y
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