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Metagame Champions OU Metagame Discussion

Just backing up what Ultraman1 is saying, Shadow Claw is not only much better than Night Slash, it is ran significantly more in all areas of ladder, increasing even more the higher ladder you are

All ladder usage:View attachment 874814, 1630+:View attachment 874815

This is important because so many of the Pokemon you point to as good answers are actually easy for Absol to deal with. Ghost is simply the stronger and more spammable offensive type. Close Combat and Shadow Claw together form an attacking move combination that is extemely hard for the vast majority of Pokemon to deal with, especially repeatedly.

1) Shadow Claw is definitely the more optimal move in its moveset so the viable Fairies and some Fightings are shaky checks as best.

2) Shadow Claw is literally in the sample set.

3) The niche mons should be barely mentioned. For your list of mons, Whimsicott, Florges, Mega Lucha, Mega Heracross and maybe Sylveon are not necessary.

I updated the post! I try hard to avoid going off anecdotal data for these exact reasons; idk what was happening whenever I was online ;_;

I'll be sure to include write-ups for multiple sets whenever they exist going forward. Appreciate you both!
 
Only 3 megas with enough usage for our proper is crazy and genuinely a bit disheartening. I know I've said it before, but somehow the mega situation just keeps getting more dire....I refuse to accept that this is all the tier has in terms of viable megas. It's probably a mix of new toy syndrome, megas having lower average usage because of the one per team limit (not that it stopped ~10-12 megas in gen 6/7...) and the playebrase perception changes of gen 9 (in my experience at least, not saying to be mean there's less variety in the current gen than there was back in gen 6/7, even in sv) but even all those excuses can't explain the fact that the mega usage situation has only gotten MORE extreme. Only one ban this month to...

I can't accept the idea that there's not more viable megas-lopunny, the Charizards, Delphox, and a few others at minimum should be ou proper. I think being a smaller tier probably has an impact as well. But still its crazy and makes me wonder if megas are less balanced/more a problem than I thought even in singles....but they're still fun so I'm still glad they're here. But man, I miss gen 6/7 when there was more variety and a lot of megas saw play. But why does the mega usage situation just keep getting more extreme? That's what I can't understand. The three that are in ou are good, and new, but I really don't think they're so good to really stranglehold the mega slot that much....right?
 
:clefable::clefable-mega:​
Clefable has been popping off lately in usage, and for good reason. My opinion of this mon keeps getting better and better, and I would vote S- for it on the VR today. There is some interesting nuance in the sets it can run.​

:sv/clefable:
Clefable @ Rocky Helmet / Leftovers
Ability: Magic Guard
Level: 50
EVs: 32 HP / 32 Def / 2 SpD OR 32 HP / 21 Def / 13 Spe
Bold Nature
- Moonblast
- Flamethrower
- Moonlight
- Stealth Rock
:sv/clefable:
Clefable @ Leftovers
Ability: Unaware
Level: 50
EVs: 32 HP / 32 Def / 2 SpD OR 32 HP / 21 Def / 13 Spe
Bold Nature
- Moonblast
- Flamethrower
- Moonlight
- Calm Mind
:sv/clefable-mega:
Clefable-Mega @ Clefablite
Ability: Unaware / Magic Guard
Level: 50
EVs: 31 HP / 32 Def / 3 Spe OR 31 HP / 12 Def / 23 Spe
Bold Nature
- Moonblast
- Flamethrower
- Moonlight
- Stealth Rock / Calm Mind

All Clefable sets share some points. They all act as solid checks and counters to many foes like (Mega) Garchomp (Z), Mega Absol Z, Dragapult, Hamurott, Mega Golisopod, Hydreigon, and Pawmot; although these matchups depend on what EV spread is being used and what set these threats use. Will-O Hex Dragapult can beat Clefable after Wisping in on the switch once, Life Orb Swords Dance Garchomp with Poison Jab makes quick work of non-Unaware variants, Pawmot forces Moonlight and beats it on a 2nd switch in attempt, Mega Golisopod can run Speed investment and Iron Head to beat no Speed investment Clefable.

Speed investment depends entirely on whether you want to consistently beat Mega Golisopod with Clefable or not, as 32 Spe Mega Golisopod will outrun no investment Clefable, which is not too uncommon given that Speed investment allows Mega Golisopod to outrun Iron Defense Corviknight to get a huge +2 Close Combat first. Fortunately, most of these Mega Golisopods do not run Iron Head, and thus do not beat Clefable. However, speed invested Mega Golisopods with Iron Head doesn't sound too far fetched given that Clefable is becoming more and more common.
Mega Clefable is a particular case, thanks to the increased base Speed. 3 Speed EVs is all you need to outrun Adamant 32 Spe Mega Golisopod, while 23 Speed puts you ahead of Jolly Kingambit and Mega Mawile; though the former usually runs Low Kick over Iron Head anyway, and the latter is not OU by usage.

This speed investment comes at a cost however, as Clefable is well known for barely avoiding 2HKOes. For example, while a 32+ defense Clefable can quite consistently avoid a KO from Pawmot's Double Shock into Ice Punch after Leftovers recovery from full, 21+ defense Clefable is much more prone to getting KOed by that.

tl;dr Whether you want to beat Mega Golisopod will change your Clefable and your team a bit as you must concede other calcs, and given how popular Mega Golisopod is, I recommend making that decision early.

A rule of thumb you can follow is to run 32+ Def if going Rocky Helmet, while 21+ Def variants are better off running Leftovers.


Now, onto each individual set.

My favorite one is Magic Guard with Rocky Helmet, which gives a good mix of utility and threat thanks to Helmet's recoil punishing Ceaseless Edge, Iron Head-less Mega Golisopod, and forces Corviknight to Roost much more often due to punishing both Brave Bird and U-turn, making it much more irritating for it when Clefable spams Stealth Rock and Flamethrower. Most Clefable though will run Leftovers, which gives you more survivability, pairs well with Magic Guard for guaranteed healing, and helps matching better into Life Orb Dragapult. I do not recommend Calm Mind on this set, as it makes Clefable incredibly passive against any team running Glowking (25% of the meta share) if you cannot at least make progress with Stealth Rock.

Unaware Clefable works better into Stall, or specific Balance teams with extra hazard control, particularly Toxic Spikes counterplay, and status absorption. Calm Mind does work well here, giving you a great matchup into opposing Calm Mind users, including Espathra and Volcarona (Quiver Dance). Unaware Clefable also happens to be the single best mon against Hawlucha, Grassy Terrain teams' main sweeper. Naturally, it does the best against various Attack boosters: Annihilape, Mega Absol Z, Garchomp, Blaziken...

Mega Clefable gives you the Speed advantage of outrunning Mega Golisopod without compromising your bulk, and Magic Bounce is obviously a great ability. Most of the time, this Clefable will run Unaware in base form just in case you need it, but Magic Guard helping against hazards can still be valuable; Staying in base form will sometimes be needed as the part Flying type can actually make you worse into some teams, and in those cases Magic Guard will often be better than Unaware. While Calm Mind thuds into Glowking all the same as the other Clefable sets, Mega Clefable is often found in more offensive teams with many ways to pressure it, and it frontloads its utility in Magic Bounce which is much more proactive and does not really matter if there is a Clefable counter in the opposing team, so it is a justifiable pick.


Wish/Protect is a possible option, though it always feels bad to have to run 2 moves to heal and is so abusable I do not recommend running it.​
 
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