my biggest problem with Clamperl is that its the only smasher that *can only* smash. Shellder has its scraf set, Dwebble and omanyte can run lead/hazard sets, and tirt has a powerful defensive set. Essentially, as nozzle mentioned, its incredibly predictable. If i see a clamperl in the opponents line up I *KNOW* its going to be a smash set and that i should be increadibly conservative with my smash checks. In contrast, when i see dwebbles, I often think them to be the hazard sets. Thats not to say "dwebble is a better smasher" but variety in sets has become more important since the introduction of team Preview, and its something that clamperl lacks. Simultaneously, this is the main reason we opted to put scraggy in the A teir instead of the S teir. Another issue that people havent really looked at is that it cant take advantage of its amazing stats for smashing due to a lack of useful physical attacks. Maybe useful is a bad term, but its strongest attacks are special and lacks anything really impressive as far as coverage goes on the physical side. Thanks to deep sea tooth this isnt *that* big a deal because having a 68 special attack stat is fucking hilarious; but it does make the set easier to "wall". As an example; tirtouga is often seen using 3 physical attacks (waterfall Stone Edge Aqua jet) but it *can* effectively run Hydropump over waterfall as a stab to help it break through the few physical walls that arent weak to water (bronzor?). conversely, dropping HPump for Waterfall on clamperl is less than ideal because of the Base power drop and (if you're using it) it doesnt benefit from DST. Just so I'm not *only* devil advocating: rattled is an annoying ability on smashers. Most of the time i fight clamperl they switch in on a uturn and then i cry.