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Pokémon Clefable

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All these bulky attacking sets are fun and all but I've been having more fun with a specially defensive toxic stall set. Magic Guard lets Clefable do so many things without much to worry about.

Except steel and poison types I guess as they can't be toxiced...

Not to mention such a set would be set up bait for a lot of things.
 
Faced a Calm Mind Clefable the other day with Leftovers, this thing was hands down one of the most annoying things I ever faced. (It didn't help that I lost my 2 main physical attackers before Clefable starting setting up)
 
(1) Softboiled is a Gen 3 tutor move.
(2) Magic Guard is a Gen 4 ability.
(3) All Cleffa/Clefairy from Gen 3 have Cute Charm.

Given 1, 2 and 3, it should be impossible to obtain a Clefable with both Magic Guard and Softboiled.

Is this the case?
 
(1) Softboiled is a Gen 3 tutor move.
(2) Magic Guard is a Gen 4 ability.
(3) All Cleffa/Clefairy from Gen 3 have Cute Charm.

Given 1, 2 and 3, it should be impossible to obtain a Clefable with both Magic Guard and Softboiled.

Is this the case?

From what I remember:

all Pokémon have two ability slots, excluding hidden abilities. If a Pokémon only has one ability, that one ability is 'repeated', so gen III Clefairy would have Cute Charm as their slot 1 ability and Cute Charm as their slot 2 ability. Each Clefairy you catch would randomly have either slot 1 Cute Charm or slot 2 Cute Charm- you wouldn't be able to see the difference, but it was there.

when Pokémon which previously only had one ability received a second ability in gen IV, the new ability was put in the second slot. So gen IV Clefairy has Cute Charm as its slot 1 ability and Magic Guard as its slot 2 ability.

If you transfer a Clefairy with slot 1 Cute Charm, it retains Cute Charm when it's transferred and when it evolves. If you transfer a Clefairy which has slot 2 Cute Charm (so this SHOULD be Magic Guard, if you caught a wild slot 2 Clefairy it would have Magic Guard), it will still have Cute Charm, but if it evolves, the game notices that the ability is supposed to be slot 2, and changes it to Magic Guard. Before X/Y, the only way to get a Magic Guard Softboiled Clefable was to transfer over a slot 2 Cute Charm Clefairy with Softboiled from gen III and evolve it in a gen IV or gen V game.

ofc now we're in gen VI this doesn't matter at all, lol, just use an Ability Capsule on your Cute Charm Softboiled Clefable.
 
So are speed boosting baton passers good partners? I mean Clefable has very low speed and it could help with a stored power sweep so It'd make sense aleast it does to me.
 
So are speed boosting baton passers good partners? I mean Clefable has very low speed and it could help with a stored power sweep so It'd make sense aleast it does to me.

The point of sweeping with Stored Power Clefable is that it doesn't care what the Speed stats are; it'll boost as many times as it damn well pleases and without dying. As such, Speed passes are largely irrelevant, and are better used elsewhere.
 
The point of sweeping with Stored Power Clefable is that it doesn't care what the Speed stats are; it'll boost as many times as it damn well pleases and without dying. As such, Speed passes are largely irrelevant, and are better used elsewhere.
True not much can get past Clefable at +6 def speed.
 
A Clefable I've ran for a few months as an emergency sweep stopper and cleric.

(Clefable) @ Focus Sash
Ability: Magic Guard
EVs: 252 SAtk / 252 HP / 4 Spd
Modest Nature
- Healing Wish
- Thunder Wave
- Moonblast/Ice Beam
- Fire Blast/Ice Beam

Sash and Magic Guard ensure a turn of survival against any sweeper in which T-wave cuts their sweep short. (Or in Landorus's case Ice beam) From there you can either weaken or KO with an attack or use healing wish to restore a sweeper of your own. Fire blast ensures KOs on Skarm, Ferro, and Scizor where Flamethrower falls short.
Downside to this Clefable is that it can't switch in well to sponge attacks and can't heal itself. But Is a great support to a team centered around a M-Gyara/ M-Charizard sweep.
 
A Clefable I've ran for a few months as an emergency sweep stopper and cleric.

(Clefable) @ Focus Sash
Ability: Magic Guard
EVs: 252 SAtk / 252 HP / 4 Spd
Modest Nature
- Healing Wish
- Thunder Wave
- Moonblast/Ice Beam
- Fire Blast/Ice Beam

Sash and Magic Guard ensure a turn of survival against any sweeper in which T-wave cuts their sweep short. (Or in Landorus's case Ice beam) From there you can either weaken or KO with an attack or use healing wish to restore a sweeper of your own. Fire blast ensures KOs on Skarm, Ferro, and Scizor where Flamethrower falls short.
Downside to this Clefable is that it can't switch in well to sponge attacks and can't heal itself. But Is a great support to a team centered around a M-Gyara/ M-Charizard sweep.
Why not use Unaware to get rid of setup sweepers aswell?
 
Because then entry hazards or weather can break your sash.

...it's still not that great of a build IMO. Clefable can do so much more.
Thanks, now I understand :D But yeah, that still isn't a good set. I never assume I will let enemy sweep me.
 
A Clefable I've ran for a few months as an emergency sweep stopper and cleric.

(Clefable) @ Focus Sash
Ability: Magic Guard
EVs: 252 SAtk / 252 HP / 4 Spd
Modest Nature
- Healing Wish
- Thunder Wave
- Moonblast/Ice Beam
- Fire Blast/Ice Beam

Sash and Magic Guard ensure a turn of survival against any sweeper in which T-wave cuts their sweep short. (Or in Landorus's case Ice beam) From there you can either weaken or KO with an attack or use healing wish to restore a sweeper of your own. Fire blast ensures KOs on Skarm, Ferro, and Scizor where Flamethrower falls short.
Downside to this Clefable is that it can't switch in well to sponge attacks and can't heal itself. But Is a great support to a team centered around a M-Gyara/ M-Charizard sweep.
If you want Clefable to stop set-up sweepers, run Unaware. Focus Sash+Magic Guard is done better by Alakazam anyway.
 
Wow, the offensive CM set has been working wonders for me. I tacked it onto my team as a Dragon check, however, my team changes have revolved around it and it's become the main win condition for my team. Clefable is incredibly bulky on the special side after just 1 Calm mind, even without specific investment. I do prefer LO over Lefties, but both items work great on the set.
 
K thanks guys. Getting one with decent Iv's from gen 3 seems pretty hard. Can I still stored power sweep with only 8Pp in Moonlight?
 
Unaware Clefable is truly amazing. It walls many pokes like Azumarill (both Banded and Belly Drum), Mega Medicham, Thundurus, Garchomp (w/o Poison Jab), Conkeldure, Keldeo, Mega Pinsir, Talonflame, Tyranitar... all are dangerous OU threats and Clefable always win one vs one. Just max HP/DEF+ and give it Wish/Protect/Moonblast. The last move slot can be either Calm Mind (after a Calm Mind, Flamethrower Char Y in sun fails to 2HKO it) or Flamethower (to surprise switched-in Scizor and Ferrothorn).
 
Unaware Clefable is truly amazing. It walls many pokes like Azumarill (both Banded and Belly Drum), Mega Medicham, Thundurus, Garchomp (w/o Poison Jab), Conkeldure, Keldeo, Mega Pinsir, Talonflame, Tyranitar... all are dangerous OU threats and Clefable always win one vs one. Just max HP/DEF+ and give it Wish/Protect/Moonblast. The last move slot can be either Calm Mind (after a Calm Mind, Flamethrower Char Y in sun fails to 2HKO it) or Flamethower (to surprise switched-in Scizor and Ferrothorn).
Except that it's thoroughly outclassed by Quagsire in this respect who has better bulk (which makes a lot of difference when you're only dealing with the opponent's unboosted attack) and yet lacks the Steel weakness (having one easily covered weakness to Grass), which is a big deal because of Scizor and Bisharp. I guess you can run Flamethrower, but in the case of Scizor that's only going to save you if you catch it on the switch which because of Bullet Punch - and most people wouldn't swap a Scizor into Clefable for this very reason. Better to have something that can wall most physical mons consistently than one that can't.
 
K thanks guys. Getting one with decent Iv's from gen 3 seems pretty hard. Can I still stored power sweep with only 8Pp in Moonlight?

I can say with experience (running MonoFairy with a CM Stored Power Clefable and am consistently #1 on the ladder) that Moonlight is not preferred. The low PP coupled with sand still being very relevant and cutting your recovery in half puts Clefable in a really bad spot a lot of times. You should stick with Softboiled.
 
Unaware Clefable is truly amazing. It walls many pokes like Azumarill (both Banded and Belly Drum), Mega Medicham, Thundurus, Garchomp (w/o Poison Jab), Conkeldure, Keldeo, Mega Pinsir, Talonflame, Tyranitar... all are dangerous OU threats and Clefable always win one vs one. Just max HP/DEF+ and give it Wish/Protect/Moonblast. The last move slot can be either Calm Mind (after a Calm Mind, Flamethrower Char Y in sun fails to 2HKO it) or Flamethower (to surprise switched-in Scizor and Ferrothorn).

Unaware Clefable does not wall Banded Azumarill, but neither does Quagsire for that matter. Unless the calculator is broken:

252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Unaware Clefable: 235-277 (59.6 - 70.3%) -- guaranteed 2HKO after Leftovers recovery
(235, 238, 240, 243, 246, 249, 252, 255, 258, 259, 262, 265, 268, 271, 274, 277)

252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Unaware Quagsire: 214-253 (54.3 - 64.2%) -- guaranteed 2HKO after Leftovers recovery
(214, 217, 220, 222, 225, 228, 229, 232, 235, 237, 240, 243, 244, 247, 250, 253).

Neither of them can wall Mega Pinsir either:

252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 252+ Def Unaware Clefable: 217-256 (55 - 64.9%) -- guaranteed 2HKO after Leftovers recovery
(217, 220, 222, 225, 228, 229, 232, 235, 238, 240, 243, 246, 247, 250, 253, 256)

252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 252+ Def Unaware Quagsire: 198-234 (50.2 - 59.3%) -- 79.3% chance to 2HKO after Leftovers recovery
(198, 201, 202, 205, 207, 210, 211, 214, 217, 219, 222, 223, 226, 228, 231, 234)

That said, they're both good. I think Clefable can be more useful in some cases due to being able to run a cleric set while still stopping sweepers.

Something like:
(Clefable) @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Calm Mind / Thunderwave
- Moonlight
- Moonblast
- Heal Bell

Slashed Thunderwave in case you need to stop something like Mega Pinsir. You can't wall it, but you could come in after a KO, tank a hit, and paralyze it.

Edit: It's probably also worth mentioning that Clefable also takes special hits much better than Quagsire, although that means less in the current (very physical) meta.

252 SpA Alakazam Psychic vs. 248 HP / 8 SpD Clefable: 163-193 (41.4 - 49.1%) -- guaranteed 3HKO after Leftovers recovery
(163, 165, 168, 169, 171, 174, 175, 177, 178, 181, 183, 184, 187, 189, 190, 193)

252 SpA Alakazam Psychic vs. 252 HP / 0 SpD Quagsire: 216-255 (54.8 - 64.7%) -- guaranteed 2HKO after Leftovers recovery
(216, 219, 220, 223, 226, 229, 231, 234, 237, 238, 241, 244, 246, 249, 252, 255)
 
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It doesn't wall megacham either:

252 Atk Pure Power Mega Medicham Zen Headbutt vs. 252 HP / 252+ Def Clefable: 192-226 (48.7 - 57.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
 
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