Discussion Clamperl in ADV ZU

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missangelic

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Hi, the ADV ZU council has noted the growing community and internal ban sentiments for Clamperl. Considering the upcoming tours featuring ADV ZU, we are electing to hold a vote on Clamperl.

While there has been some discussion on banning DeepSeaTooth instead of Clamperl, Smogon tiering policy prioritizes banning Pokemon over moves/abilities/items, so we are opting to make Clamperl the subject of tiering action here.

Clamperl has established itself as one of the most devastating wallbreakers in the tier, as its perfect coverage from STAB Surf, Ice Beam, and Hidden Power lets it hit the entire metagame for neutral damage. Only specially defensive Lombre can hope to wall Clamperl, and Clamperl is especially effective at trading thanks to its raw power with DeepSeaTooth. Despite its lackluster special bulk, Clamperl is capable of shrugging off attacks that aren't Thunderbolt thanks to its defensive typing and solid physical bulk, limiting the pool of Pokemon that can easily dispose of it. All these strengths put Clamperl above the power level of many other Pokemon in the tier. Although Clamperl's poor Speed and difficulty hitting the field on its own can hold it back, team support from paralysis or Baton Pass users can mitigate the few downsides of bringing Clamperl. As such, we are opting to make Clamperl the subject of tiering action.

The criteria for voting privileges in the ADV ZU Clamperl vote is at least one of the following: Made finals in 2024 ADV Cup for ZU Classic, made finals in ADV ZU Cup for ADV Grand Slam, made finals in ADV ZU Open I, made finals in ADV ZU Gold Rush, played at least three games with at least one win in ZU Olympiad II or III, played at least three games with one win in ADVLTPL I, or played at least three games with at least one win in ZUPL VII

This vote will remain open for community discussion for a week until September 21st, 2025, after which voting on Clamperl will go up.
 
I completely missed the tag for this, Ban.

Clamperl is by far the best wallbreaker in the tier, and since I enjoy playing fat teams, I’d honestly be glad to see it go. No, but seriously. What’s the deal with Clamperl in ADV ZU? What positives does it bring to the tier, and what are the negatives? I’ll share my thoughts.

Exhibit One: Lead Clamperl​

As a lead, Clamperl is the single most restrictive Pokémon in the builder. Always. Are you running a Trick / Thief / Knock Off / Covet lead just to cheese it? Otherwise, are you committing to a lead that can reliably OHKO it (reads: electric types)?

Are you putting an ultra-specific check in the back? Or are you just resigning yourself to trading your lead slot turn one just to chip the soulless oyster? If not, you’re forced into switching, and that usually plays out like this:

- Enemy lead switches out → in comes Wartortle, Seaking or Chinchou on a Surf that does anywhere from 20–54% depending on sets (chinchou takes way more).
- They can then trade themselves for damage. Wartortle can cheese with gen3 Counter; Seaking just clicks HP Grass or a Choice Band move, toxic is another option, but not a reliable one in a meta where S-tier Heal Bell Mightyena is everywhere and where Delcatty, one of Clamperl’s best partners, also exists. But it sort of works.
- Alternatively, they can try to pivot into something that threatens Clamperl on the HP Grass, usually Gloom or an Electric-type.

But what if Clamperl ever Subs on a predicted switch? Then, you are in for a bad time. That often ends with a 2-for-1 trade at best.

In short: if you don’t lead something that beats Clamperl, you’re starting the game on the back foot.

Exhibit Two: Clamperl in the Back​

Clamperl is still a formidable wallbreaker even when not leading. The only real difference is that it has to spend a turn switching in. But with Baton Pass support, it doesn’t even need to take risks. Ariados lures in physical walls, uses baton pass, et voilà Clamperl is on the field for free. Even without Baton Pass, just pivoting into it on the right turn is often enough.

The issue here is consistency. Baton Pass as a slow pivoting move fixes that. And as a result, Clamperl restricts teambuilding even when not leading.

The main gripe I have with Clamperl, aside from it being too restrictive in the lead slot, is that it kills the viability of rock type walls that would otherwise help the metagame feel healthier. Normal types are pretty dumb in the current metagame and the same goes for messieurs Beedrill et Anorith, the latter more so than the former.

The Positives​

Despite all this, the 540SpAtk shell armored Clam is but a modest hard worker who also brings some benefits to the table. Our beloved mollusk king of the ZU ecosystem helps keeping Corsola (a pocket-sized Suicune) in check, provides an offensive answer to most Ponyta sets, and generally helps offense builds by punching holes in fat teams.

Conclusion​

Corsola may become oppressive after a Clamperl ban, but I believe removing Clamperl will open up more teambuilding options and ultimately create a healthier, more enjoyable metagame.
 
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