Submitting a Battle Hall Singles Streak of 170 with Clamperl on retail.
After my Pikachu Gold Print back in February, I have managed to get wins in the Hall with a variety of decently capable Pokemon on the way to the 10.000 total winstreak, but I once again found myself craving for some action with something outside the norm, and I found my answer in the form of Clamperl. If you're in Smogon's Battle Facilities Discord server, you may have seen me optimistically dub this "bulky variant of Hall Pikachu" due to some similarities in the way they play, specifically their reliance on their signature item to reach ridiculous levels of power. Modest Clamperl with 252SpA EVs and the Deep Sea Tooth equipped has a Special Attack stat of 168 at Level 30, which basically allows Clamperl to instantly wash away anything that isn't a resist or extremely bulky. In practice though (and as you'll see in my Sets) that much investment is not necessary. What the Deep Sea Tooth does allow though, is for Clamperl to invest into its defensive stats while having a good offensive presence and becoming this so called "bulky variant" with Shell Armor no less, which is the perfect Ability to have here. (Might as well mention here that I've had many deaths to Group2/3 mons with Swagger/Confuse Ray/Double Team either at Rank8 or VS random AI which I feel like is something I don't highlight much in the description of my Sets and also something that Clamperl is very suspectible against)
After my Pikachu Gold Print back in February, I have managed to get wins in the Hall with a variety of decently capable Pokemon on the way to the 10.000 total winstreak, but I once again found myself craving for some action with something outside the norm, and I found my answer in the form of Clamperl. If you're in Smogon's Battle Facilities Discord server, you may have seen me optimistically dub this "bulky variant of Hall Pikachu" due to some similarities in the way they play, specifically their reliance on their signature item to reach ridiculous levels of power. Modest Clamperl with 252SpA EVs and the Deep Sea Tooth equipped has a Special Attack stat of 168 at Level 30, which basically allows Clamperl to instantly wash away anything that isn't a resist or extremely bulky. In practice though (and as you'll see in my Sets) that much investment is not necessary. What the Deep Sea Tooth does allow though, is for Clamperl to invest into its defensive stats while having a good offensive presence and becoming this so called "bulky variant" with Shell Armor no less, which is the perfect Ability to have here. (Might as well mention here that I've had many deaths to Group2/3 mons with Swagger/Confuse Ray/Double Team either at Rank8 or VS random AI which I feel like is something I don't highlight much in the description of my Sets and also something that Clamperl is very suspectible against)
1:Poison: Surf, Ice Beam, HP Psychic, Icy Wind (Modest 30Atk/Spe 252SpA/252Spe Focus Sash)
No need for fancy EVs here, 252Spe EVs allow for Clamperl to outspeed Rank10 Skuntank by 1 point and avoid the 2HKO to Poison Jab turn1 poison, 252SpA EVs help with early Rank Venomoth. This needs to dodge the rare Gengar (it only showed up once in all my attempts) and it's basically good to go. On paper, things like Tentacruel, Muk and Venomoth are also bad matchups, but Tentacruel usually went either (expectedly) for Toxic and (unexpectedly) for Dive over Poison Jab, while Muk never showed up, and the few times Venomoth did show up, it was in lower Ranks where I can Surf instead of risking 50% Shield Dust Icy Wind.
2:Grass: Ice Beam, HP Bug, Icy Wind, Confuse Ray (Modest 30Atk/Def/SpD 112SpA/216SpD/180Spe Rindo Berry)
Rindo Berry is better than Focus Sash here for 2 reasons, Abomasnow 1HKO with Hail and Ludicolo healing outside of HP Bug 2HKO range with Giga Drain. 112SpA EVs guarantee the 1HKO on Sceptile. 216SpD EVs allow me to tank everything except a max roll from Rank10 Roserade's Leaf Storm. 180Spe EVs allow me to outspeed Roserade by 1 point after Icy Wind. The only really scary encounter here is Rank9/10 Abomasnow, which is why Confuse Ray is the last move to try and shithouse a victory. (the one time I had to face Rank10 Abomasnow I lost)
3:Electric: Surf, HP Ground, Icy Wind (Modest 30HP/Atk/Def/SpD/Spe 252SpA/252Spe Wacan Berry)
Double Skip on Electric, Clamperl just can't fight against Group4 Electrics, but it's relatively consistent against everything else, with only 3 Attacks to boot! Wacan Berry preferred over Focus Sash due to Rank8 Raichu having a shot to kill with Thunder Punch + Quick Attack. Just don't get paralyzed is the name of the game here. Unfortunately, since Clamperl ain't exactly a powerhouse without Deep Sea Tooth, I had a fair share of deaths to Rank8 Pachirisu of all things, due to the need to use Icy Wind + Surf to kill, and Manectric is always a problem. Lanturn with DIscharge was a big threat in theory, but I only ever faced it in random AI Ranks iirc, and obviously, even the 10% paralysis chance from Icy Wind targets could (and sometimes did) cause problems.
4:Dark: Surf, HP Bug, Toxic, Rest (Modest 30Atk/Def/SpD 64HP/176Def/32SpA/148SpD/88Spe Deep Sea Scale)
Surprise! You thought I forgot Clamperl has another signature item, didn't you? Nope! The SpD doubling Deep Sea Scale is also represented here! 64HP & 176Def EVs allow Clamperl to tank X2 Crunch from Rank10 Sharpedo (actually, it can kill with double max roll, nothing like seeing you've fucked up when writing the report. I probably had some SpA EVs from when I was running Brine + Substitute over Toxic + Rest to better deal with Umbreon and forgot to change that...) 64HP & 148SpD EVs are to tank Leaf Storm from Shiftry. 88Spe EVs get the jump on Umbreon to avoid dealing with Confuse Ray nonsense at least for turn1.32SpA EVs are not needed, I am an idiot. If for some reason anybody who ever reads this wants to play Battle Hall with Clamperl, go at 68HP EVs & 28SpA EVs
Quick Claw from Tyranitar turn2 is a death, 10% chance for Sharpedo's Crunch additional effect is annoying. Umbreon can be a loss if you hit yourself like 4 times in a row before getting to use Rest, never happened to me. Spiritomb could, in theory, flinch hax you to death with Dark Pulse after Icy Wind, I did actually run into it once and it spammed Dark Pulse, so easy Toxic Rest Loop.
5:Psychic: Surf, HP Dark, Icy Wind, Substitute (Modest 152SpA/236SpD/120Spe Deep Sea Tooth)
236SpD EVs tank everything except max roll from Rank10 Alakazam's Energy Ball (I used to have some HP EVs to ensure I never died to Energy Ball, but removing those gave Rank10 Gallade 1 roll to kill me with Close Combat, which ensured Surf grabbed the 1HKO, so I dumped those HP EVs into SpA, which in turn gave me a guaranteed 1HKO on Rank9 Gallade for a nice micro-optimization) 120Spe EVs get the jump on Hypno to block Hypnosis Nightmare nonsense with Substitute. 152SpA EVs help VS Rank10 Gardevoir after it Tricks away my Deep Sea Tooth turn1, giving me an 87.5% chance to 2HKO and always killing Rank9, while it's helpful for things like Thick Fat Grumpig as well, giving me a better chance to 2HKO with Icy Wind & Surf.
The Latis are a loss unless I crit, but they never showed up. I used to cover them with Ice Beam over Icy Wind, but the far more common Grumpig was always a loss with that moveset, so I switched things up.
6:Fighting: Surf, HP Psychic, Hail, Protect (Modest 30Atk/Spe 12HP/132Def/220SpA/144Spe Deep Sea Tooth)
12HP & 132Def EVs to tank Close Combat from Infernape after using Protect on turn1 Fake Out. 220SpA EVs for 1HKO on everything. 144Spe EVs to outspeed Poliwrath and not have to deal with Hypnosis. This Set is dead to Breloom, but there is no way to cover for that without severely compromising every other matchup, so the strategy is to either face it VS random AI or dodge it. Choice Band Iron Fist Hitmonchan is also potentially a loss, but I would have to give up the 1HKO on things like Gallade & Poliwrath to cover for it, so I took my chances and only ever lost against it once. (252+ Atk Choice Band Iron Fist Lv. 26 Hitmonchan Thunder Punch vs. 12 HP / 132 Def Lv. 30 Clamperl: 68-80 (95.8 - 112.7%) -- 68.8% chance to OHKO)
Now, you may be asking yourself, what the fuck is Hail here for? Well, since I'm doing a double Skip on Electric, I have to do 1 battle for the next type with my currently active Clamperl, and here, the next type is Ghost, so Hail is Rank1 Shedinja coverage (average fella strats™also pretend I hadn't given up on Protect for Round8 Normal because it didn't register to me that I literally had 3 moves in my Fighting Set and could have slotted Shedinja coverage with no compromise being made)
7:Ghost: Surf, Ice Beam, HP Dark, Icy Wind (Modest 196HP/60SpA/252SpD Deep Sea Tooth)
196HP & 252SpD EVs to tank Rank10 Rotom Thunderbolt (kills with max roll, didn't want to compromise the Mismagius matchup further) remaining 60 EVs dumped into SpA, which makes Rank10 Mismagius a coinflip to 1HKO. Gengar's very likely a loss, never saw it, Mismagius's at Rank10 is 50% to die to Surf, never saw it either. Worth mentioning that 196HP EVs also make it so that Dusclops can never 2HKO with Thunder Punch. Icy Wind was to stop Spiritomb from Icy Wind + Dark Pulse flinch hax, judging from my encounter with it in Dark, it was not needed. HP Dark is for Shedinja.
8:Normal: Surf, Ice Beam, Icy Wind, Protect (Modest 248SpA/252SpD/8Spe Deep Sea Tooth)
8Spe EVs get the jump on Slow Start Regigigas. 252SpD so that SpD is higher than Def which stops the Porys from killing with Download boost. I can actually beat early Rank Chansey, but I'd rather not run into it, Blissey is Blissey. Stantler has a low chance to kill with Thunder, Staraptor can kill with a max roll from Brave Bird, didn't feel like lowering SpA to invest in HP because Kangaskhan would be even more of a crapshoot, never ran into it or Stantler anyways, Staraptor never got me either. Icy Wind + Surf for Clefable and Lickilicky. Protect lets me always beat Slaking, and it helps against my immortal nemesis Rank8 smart AI Aipom by blocking Fake Out and giving me 2 chances to hit through Swagger.
9:Ice: Surf, Blizzard, HP Electric, Confuse Ray (Modest 30SpA 52HP/212Def/48SpA/24SpD/168Spe Deep Sea Tooth)
(Made some slight changes to the EV spread that I never posted about on Discord, basically same story as Gallade in Psychic, lowering some stats to give Jynx this time around 1 roll to kill me at Rank9, to bait it into not using Lovely Kiss, which greatly improves the matchup, while the extra Def makes it so Weavile needs to double max roll me to kill, whereas before it would have 4 rolls to kill after 1 max roll)
52HP & 212Def EVs are for Weavile as mentioned above, 48SpA EVs to always kill Glaceon, 24SpD EVs make it so I can afford to get flinched once by Glalie's Dark Pulse, 168Spe EVs to move before base 60s like Lapras and more importantly, Abomasnow for Confuse Ray copium strats.
In addition to Abomasnow being shit to deal with VS smart AI, Jynx at Rank8/10 is also something I didn't want to see, and Regice would also be shit, if I ever saw it that is. Articuno could in theory stall me out of Surfs but it was going for Air Cutter after Reflect turn1.
Just as an aside, I have to say that in general, it felt like smart AI mons that had high critical hit rate attacks seemed to have a preference to use them VS Clamperl, I don't know if it's a potential weird interaction with Shell Armor (e.g. Drapion using Night Slash way more often than Acupressure, Articuno with Air Cutter over Roost, Feraligatr using Slash over Rain Dance, Absol used all its moves against me)
10:Bug: Surf, Ice Beam, HP Flying, Confuse Ray (Modest 30SpA/SpD/Spe 36HP/64Def/24SpA/240SpD/144Spe Deep Sea Tooth)
144Spe EVs to outspeed Scizor, 36HP & 240SpD EVs make it so Rank10 Venomoth has 1 roll to kill with both Sludge Bomb & Bug Buzz, allowing me to sneak in wins compared to just dying to Energy Ball, while also giving Rank9 Venomoth only a 37.5% chance to 1HKO with Energy Ball. In the same vein, 36HP & 64Def EVs allow me to shithouse wins VS Rank9 Scyther by giving it 1 roll to kill with X-Scissor after Swords Dance to bait 50% Technician variants into throwing the match. Have to say I got very lucky in Bug, I think I encountered Scyther every single time in and always managed to beat it with Confuse Ray, and I never run into Venomoth. 24SpA EVs are just what was left over. HP Flying is to beat Heracross and more reliable Shedinja coverage.
11:Water: Surf, Ice Beam, HP Electric, Confuse Ray (Modest 30Atk/Def/Spe 12HP/28Def/244SpA/24SpD/200Spe Deep Sea Tooth)
Smart AI Lanturn and Ludicolo equal death. I'd rather not see Suciune, Sharpedo, MIlotic either but I can win with Confuse Ray. Kingler is very likely to kill me at Rank10 as well. 200Spe EVs get the jump on base 60s like Lapras and -Speed Nature base 70s like Poliwrath. 12HP & 28Def EVs make it so Kabutops can't kill with Stone Edge, 12HP & 24SpD EVs is to avoid the 1HKO from Slowbro. 244SpA EVs to hit as hard as possible, there are a few ranges here and there like the 50% on Rank10 Poliwrath, 84.4% chance to 2HKO Kingdra etc. etc.
There are also some ranges on the defensive side of things, like Rank10 Gyarados having a 31.3% chance to 1HKO with Bounce.
12: Steel: Surf, Body Slam, HP Ground (Modest 30HP/Atk/Def/SpD/Spe 16HP/244SpA/48SpD/200Spe Deep Sea Tooth)
Smart AI Magneton is death, otherwise it's relatively smooth sailing, emphasis on relatively. 16HP EVs & 48SpD EVs to tank an Aura Sphere from Lucario, 200Spe EVs to outspeed Empoleon because Torrent Hydro Pump could 1HKO, unlikely as it is.
Need to not get Quick Clawed by Bastiodon even though I could tank a Thunder from Rank10. Metagross, Registeel and Bronzong flinches could've posed a problem, but didn't. Never saw Magneton either. Body Slam just to have a move to break Scizor's Focus Sash without putting it into Swarm for random X-Scissor over Swords Dance/Counter.
13:Flying: Surf, Ice Beam, HP Electric, Confuse Ray (Modest 30SpA 100HP/236Def/8SpA/24SpD/140Spe Deep Sea Tooth)
Drifblim is death, Zapdos is extremely likely death, same for Yanmega, Noctowl is probably a loss. I considered swapping Confuse Ray for Icy Wind to beat it and pretend Scyther & Charizard don't exist, but ended up not making changes because Noctowl can be random AI as well. 100HP & 236Def EVs tank everything on the physical side, 24SpD EVs basically to avoid the Charizard kill with Air Slash while giving me a 25% chance to survive Bug Buzz from Rank10 Yanmega. 140Spe EVs to move before Tropius and 8SpA EVs get dumped into SpA.
14:Rock: Surf, Blizzard, Ice Beam, HP Grass (Modest 30Atk/SpA 52HP/144Def/8SpA/108SpD/196Spe Deep Sea Tooth)
This is where Clamperl really comes into its own and has realistic chances of going all the way to Argenta2. 196Spe EVs outspeed Rampardos. 52HP & 144Def EVs to tank Stone Edge + Sandstorm chip from Tyranitar, 52HP & 108SpD to tank Psychic from Lunatone unless it max rolls.
Just like in Dark, don't get Quick Clawed by Tyranitar turn2, don't miss Blizzard or the 75% range on Rank10 Cradily, or if you do, don't die to the 50% Giga Drain range. Bastiodon at Rank10 is scary (8+ SpA DeepSeaTooth Lv. 30 Clamperl Surf vs. 252 HP / 0 SpD Lv. 30 Bastiodon: 92-110 (90.2 - 107.8%) -- 56.3% chance to OHKO) (252+ SpA Lv. 30 Bastiodon Thunder vs. 52 HP / 132 SpD Lv. 30 Clamperl: 66-78 (89.2 - 105.4%) -- 37.5% chance to OHKO (26.2% chance to OHKO after accuracy)
15:Ground: Surf, Dive, Ice Beam, HP Grass (Modest 30Atk/SpA 36HP/252Def/24SpA/52SpD/140Spe Deep Sea Tooth)
36HP & 252Def EVs give Garchomp 1 roll to kill with Outrage, which is better than dealing with Sandstorm Sand Veil. 36HP & 52SpD EVs to tank non Rivalry Nidoqueen Sludge Bomb (If I made my Clamperl male I would solve this problem, but that would ruin my nickname theme of sea related magical girls, which is obviously far more important) 140Spe EVs to outspeed the Water/Ground duo of Swampert & Whiscash, allowing me the luxury of getting Brightpowder'd once (and more importantly Power Herb Solarbeam Camerupt) 24SpA EVs in the same vein to always 1HKO Swampert. Dive is free moveslot tech to safely deal with missing Surf vs Piloswine, locking it into a losing Dive VS Dig matchup.
16:Dragon: Blizzard, Ice Beam, Body Slam, HP Dragon (Quiet 30Atk 92HP/252Def/4SpA/160SpD Deep Sea Tooth)
The special snowflake of my Clamperl family, the only one that's not Modest. All for copium Body Slam paralysis Blizzard VS the Latis which will never show up. Which is fine really because I wasn't outspeeding anything anyways. 92HP EVS & 252Def EVs to tank all physical attacks. 92HP EVs & 160SpD EVs to tank Dragon Pulse from Kingdra and force it to use Yawn so that I can 2HKO with HP Dragon. 4SpA EVs just because +1 in SpA
Really more scared of Dragonair & Shelgon than anything else. I got both Dragon Rush & Swagger, Dragon Rush didn't flinch me and Swagger missed. Garchomp Sand Veil would be annoying but I didn't run into it.
17: Fire: Surf, Ice Beam, Confuse Ray, Protect (Modest 172HP/252Def/4SpA/32SpD/48Spe Deep Sea Tooth)
172HP EVs & 252Def EVs to tank Close Combat from Infernape after Protect VS turn1 Fake Out. 172HP EVs & 32SpD EVs to tank Blaziken Focus Blast. 48Spe EVs to kill Camerupt before it can move. 4SpA EVs just because +1 SpA again.
Confuse Ray is for Charizard and can help shithouse a win vs Argenta2, ditto for Protect with Infernape and win VS Argenta2 Slaking. Argenta was evidently so impressed by the fact that I got to her with a fucking Clamperl that she brought an Arcanine to give me a free victory. I was typing in Discord and just mindlessly pressing the B button so no video of Gold Print battle unfortunately, not like it proves much of anything really, but it'd be cool to have, and I'd hope I have enough stock in the bank by now with all my Hall attempts that the community believes me :)
No need for fancy EVs here, 252Spe EVs allow for Clamperl to outspeed Rank10 Skuntank by 1 point and avoid the 2HKO to Poison Jab turn1 poison, 252SpA EVs help with early Rank Venomoth. This needs to dodge the rare Gengar (it only showed up once in all my attempts) and it's basically good to go. On paper, things like Tentacruel, Muk and Venomoth are also bad matchups, but Tentacruel usually went either (expectedly) for Toxic and (unexpectedly) for Dive over Poison Jab, while Muk never showed up, and the few times Venomoth did show up, it was in lower Ranks where I can Surf instead of risking 50% Shield Dust Icy Wind.
2:Grass: Ice Beam, HP Bug, Icy Wind, Confuse Ray (Modest 30Atk/Def/SpD 112SpA/216SpD/180Spe Rindo Berry)
Rindo Berry is better than Focus Sash here for 2 reasons, Abomasnow 1HKO with Hail and Ludicolo healing outside of HP Bug 2HKO range with Giga Drain. 112SpA EVs guarantee the 1HKO on Sceptile. 216SpD EVs allow me to tank everything except a max roll from Rank10 Roserade's Leaf Storm. 180Spe EVs allow me to outspeed Roserade by 1 point after Icy Wind. The only really scary encounter here is Rank9/10 Abomasnow, which is why Confuse Ray is the last move to try and shithouse a victory. (the one time I had to face Rank10 Abomasnow I lost)
3:Electric: Surf, HP Ground, Icy Wind (Modest 30HP/Atk/Def/SpD/Spe 252SpA/252Spe Wacan Berry)
Double Skip on Electric, Clamperl just can't fight against Group4 Electrics, but it's relatively consistent against everything else, with only 3 Attacks to boot! Wacan Berry preferred over Focus Sash due to Rank8 Raichu having a shot to kill with Thunder Punch + Quick Attack. Just don't get paralyzed is the name of the game here. Unfortunately, since Clamperl ain't exactly a powerhouse without Deep Sea Tooth, I had a fair share of deaths to Rank8 Pachirisu of all things, due to the need to use Icy Wind + Surf to kill, and Manectric is always a problem. Lanturn with DIscharge was a big threat in theory, but I only ever faced it in random AI Ranks iirc, and obviously, even the 10% paralysis chance from Icy Wind targets could (and sometimes did) cause problems.
4:Dark: Surf, HP Bug, Toxic, Rest (Modest 30Atk/Def/SpD 64HP/176Def/32SpA/148SpD/88Spe Deep Sea Scale)
Surprise! You thought I forgot Clamperl has another signature item, didn't you? Nope! The SpD doubling Deep Sea Scale is also represented here! 64HP & 176Def EVs allow Clamperl to tank X2 Crunch from Rank10 Sharpedo (actually, it can kill with double max roll, nothing like seeing you've fucked up when writing the report. I probably had some SpA EVs from when I was running Brine + Substitute over Toxic + Rest to better deal with Umbreon and forgot to change that...) 64HP & 148SpD EVs are to tank Leaf Storm from Shiftry. 88Spe EVs get the jump on Umbreon to avoid dealing with Confuse Ray nonsense at least for turn1.
Quick Claw from Tyranitar turn2 is a death, 10% chance for Sharpedo's Crunch additional effect is annoying. Umbreon can be a loss if you hit yourself like 4 times in a row before getting to use Rest, never happened to me. Spiritomb could, in theory, flinch hax you to death with Dark Pulse after Icy Wind, I did actually run into it once and it spammed Dark Pulse, so easy Toxic Rest Loop.
5:Psychic: Surf, HP Dark, Icy Wind, Substitute (Modest 152SpA/236SpD/120Spe Deep Sea Tooth)
236SpD EVs tank everything except max roll from Rank10 Alakazam's Energy Ball (I used to have some HP EVs to ensure I never died to Energy Ball, but removing those gave Rank10 Gallade 1 roll to kill me with Close Combat, which ensured Surf grabbed the 1HKO, so I dumped those HP EVs into SpA, which in turn gave me a guaranteed 1HKO on Rank9 Gallade for a nice micro-optimization) 120Spe EVs get the jump on Hypno to block Hypnosis Nightmare nonsense with Substitute. 152SpA EVs help VS Rank10 Gardevoir after it Tricks away my Deep Sea Tooth turn1, giving me an 87.5% chance to 2HKO and always killing Rank9, while it's helpful for things like Thick Fat Grumpig as well, giving me a better chance to 2HKO with Icy Wind & Surf.
The Latis are a loss unless I crit, but they never showed up. I used to cover them with Ice Beam over Icy Wind, but the far more common Grumpig was always a loss with that moveset, so I switched things up.
6:Fighting: Surf, HP Psychic, Hail, Protect (Modest 30Atk/Spe 12HP/132Def/220SpA/144Spe Deep Sea Tooth)
12HP & 132Def EVs to tank Close Combat from Infernape after using Protect on turn1 Fake Out. 220SpA EVs for 1HKO on everything. 144Spe EVs to outspeed Poliwrath and not have to deal with Hypnosis. This Set is dead to Breloom, but there is no way to cover for that without severely compromising every other matchup, so the strategy is to either face it VS random AI or dodge it. Choice Band Iron Fist Hitmonchan is also potentially a loss, but I would have to give up the 1HKO on things like Gallade & Poliwrath to cover for it, so I took my chances and only ever lost against it once. (252+ Atk Choice Band Iron Fist Lv. 26 Hitmonchan Thunder Punch vs. 12 HP / 132 Def Lv. 30 Clamperl: 68-80 (95.8 - 112.7%) -- 68.8% chance to OHKO)
Now, you may be asking yourself, what the fuck is Hail here for? Well, since I'm doing a double Skip on Electric, I have to do 1 battle for the next type with my currently active Clamperl, and here, the next type is Ghost, so Hail is Rank1 Shedinja coverage (average fella strats™
7:Ghost: Surf, Ice Beam, HP Dark, Icy Wind (Modest 196HP/60SpA/252SpD Deep Sea Tooth)
196HP & 252SpD EVs to tank Rank10 Rotom Thunderbolt (kills with max roll, didn't want to compromise the Mismagius matchup further) remaining 60 EVs dumped into SpA, which makes Rank10 Mismagius a coinflip to 1HKO. Gengar's very likely a loss, never saw it, Mismagius's at Rank10 is 50% to die to Surf, never saw it either. Worth mentioning that 196HP EVs also make it so that Dusclops can never 2HKO with Thunder Punch. Icy Wind was to stop Spiritomb from Icy Wind + Dark Pulse flinch hax, judging from my encounter with it in Dark, it was not needed. HP Dark is for Shedinja.
8:Normal: Surf, Ice Beam, Icy Wind, Protect (Modest 248SpA/252SpD/8Spe Deep Sea Tooth)
8Spe EVs get the jump on Slow Start Regigigas. 252SpD so that SpD is higher than Def which stops the Porys from killing with Download boost. I can actually beat early Rank Chansey, but I'd rather not run into it, Blissey is Blissey. Stantler has a low chance to kill with Thunder, Staraptor can kill with a max roll from Brave Bird, didn't feel like lowering SpA to invest in HP because Kangaskhan would be even more of a crapshoot, never ran into it or Stantler anyways, Staraptor never got me either. Icy Wind + Surf for Clefable and Lickilicky. Protect lets me always beat Slaking, and it helps against my immortal nemesis Rank8 smart AI Aipom by blocking Fake Out and giving me 2 chances to hit through Swagger.
9:Ice: Surf, Blizzard, HP Electric, Confuse Ray (Modest 30SpA 52HP/212Def/48SpA/24SpD/168Spe Deep Sea Tooth)
(Made some slight changes to the EV spread that I never posted about on Discord, basically same story as Gallade in Psychic, lowering some stats to give Jynx this time around 1 roll to kill me at Rank9, to bait it into not using Lovely Kiss, which greatly improves the matchup, while the extra Def makes it so Weavile needs to double max roll me to kill, whereas before it would have 4 rolls to kill after 1 max roll)
52HP & 212Def EVs are for Weavile as mentioned above, 48SpA EVs to always kill Glaceon, 24SpD EVs make it so I can afford to get flinched once by Glalie's Dark Pulse, 168Spe EVs to move before base 60s like Lapras and more importantly, Abomasnow for Confuse Ray copium strats.
In addition to Abomasnow being shit to deal with VS smart AI, Jynx at Rank8/10 is also something I didn't want to see, and Regice would also be shit, if I ever saw it that is. Articuno could in theory stall me out of Surfs but it was going for Air Cutter after Reflect turn1.
Just as an aside, I have to say that in general, it felt like smart AI mons that had high critical hit rate attacks seemed to have a preference to use them VS Clamperl, I don't know if it's a potential weird interaction with Shell Armor (e.g. Drapion using Night Slash way more often than Acupressure, Articuno with Air Cutter over Roost, Feraligatr using Slash over Rain Dance, Absol used all its moves against me)
10:Bug: Surf, Ice Beam, HP Flying, Confuse Ray (Modest 30SpA/SpD/Spe 36HP/64Def/24SpA/240SpD/144Spe Deep Sea Tooth)
144Spe EVs to outspeed Scizor, 36HP & 240SpD EVs make it so Rank10 Venomoth has 1 roll to kill with both Sludge Bomb & Bug Buzz, allowing me to sneak in wins compared to just dying to Energy Ball, while also giving Rank9 Venomoth only a 37.5% chance to 1HKO with Energy Ball. In the same vein, 36HP & 64Def EVs allow me to shithouse wins VS Rank9 Scyther by giving it 1 roll to kill with X-Scissor after Swords Dance to bait 50% Technician variants into throwing the match. Have to say I got very lucky in Bug, I think I encountered Scyther every single time in and always managed to beat it with Confuse Ray, and I never run into Venomoth. 24SpA EVs are just what was left over. HP Flying is to beat Heracross and more reliable Shedinja coverage.
11:Water: Surf, Ice Beam, HP Electric, Confuse Ray (Modest 30Atk/Def/Spe 12HP/28Def/244SpA/24SpD/200Spe Deep Sea Tooth)
Smart AI Lanturn and Ludicolo equal death. I'd rather not see Suciune, Sharpedo, MIlotic either but I can win with Confuse Ray. Kingler is very likely to kill me at Rank10 as well. 200Spe EVs get the jump on base 60s like Lapras and -Speed Nature base 70s like Poliwrath. 12HP & 28Def EVs make it so Kabutops can't kill with Stone Edge, 12HP & 24SpD EVs is to avoid the 1HKO from Slowbro. 244SpA EVs to hit as hard as possible, there are a few ranges here and there like the 50% on Rank10 Poliwrath, 84.4% chance to 2HKO Kingdra etc. etc.
There are also some ranges on the defensive side of things, like Rank10 Gyarados having a 31.3% chance to 1HKO with Bounce.
12: Steel: Surf, Body Slam, HP Ground (Modest 30HP/Atk/Def/SpD/Spe 16HP/244SpA/48SpD/200Spe Deep Sea Tooth)
Smart AI Magneton is death, otherwise it's relatively smooth sailing, emphasis on relatively. 16HP EVs & 48SpD EVs to tank an Aura Sphere from Lucario, 200Spe EVs to outspeed Empoleon because Torrent Hydro Pump could 1HKO, unlikely as it is.
Need to not get Quick Clawed by Bastiodon even though I could tank a Thunder from Rank10. Metagross, Registeel and Bronzong flinches could've posed a problem, but didn't. Never saw Magneton either. Body Slam just to have a move to break Scizor's Focus Sash without putting it into Swarm for random X-Scissor over Swords Dance/Counter.
13:Flying: Surf, Ice Beam, HP Electric, Confuse Ray (Modest 30SpA 100HP/236Def/8SpA/24SpD/140Spe Deep Sea Tooth)
Drifblim is death, Zapdos is extremely likely death, same for Yanmega, Noctowl is probably a loss. I considered swapping Confuse Ray for Icy Wind to beat it and pretend Scyther & Charizard don't exist, but ended up not making changes because Noctowl can be random AI as well. 100HP & 236Def EVs tank everything on the physical side, 24SpD EVs basically to avoid the Charizard kill with Air Slash while giving me a 25% chance to survive Bug Buzz from Rank10 Yanmega. 140Spe EVs to move before Tropius and 8SpA EVs get dumped into SpA.
14:Rock: Surf, Blizzard, Ice Beam, HP Grass (Modest 30Atk/SpA 52HP/144Def/8SpA/108SpD/196Spe Deep Sea Tooth)
This is where Clamperl really comes into its own and has realistic chances of going all the way to Argenta2. 196Spe EVs outspeed Rampardos. 52HP & 144Def EVs to tank Stone Edge + Sandstorm chip from Tyranitar, 52HP & 108SpD to tank Psychic from Lunatone unless it max rolls.
Just like in Dark, don't get Quick Clawed by Tyranitar turn2, don't miss Blizzard or the 75% range on Rank10 Cradily, or if you do, don't die to the 50% Giga Drain range. Bastiodon at Rank10 is scary (8+ SpA DeepSeaTooth Lv. 30 Clamperl Surf vs. 252 HP / 0 SpD Lv. 30 Bastiodon: 92-110 (90.2 - 107.8%) -- 56.3% chance to OHKO) (252+ SpA Lv. 30 Bastiodon Thunder vs. 52 HP / 132 SpD Lv. 30 Clamperl: 66-78 (89.2 - 105.4%) -- 37.5% chance to OHKO (26.2% chance to OHKO after accuracy)
15:Ground: Surf, Dive, Ice Beam, HP Grass (Modest 30Atk/SpA 36HP/252Def/24SpA/52SpD/140Spe Deep Sea Tooth)
36HP & 252Def EVs give Garchomp 1 roll to kill with Outrage, which is better than dealing with Sandstorm Sand Veil. 36HP & 52SpD EVs to tank non Rivalry Nidoqueen Sludge Bomb (If I made my Clamperl male I would solve this problem, but that would ruin my nickname theme of sea related magical girls, which is obviously far more important) 140Spe EVs to outspeed the Water/Ground duo of Swampert & Whiscash, allowing me the luxury of getting Brightpowder'd once (and more importantly Power Herb Solarbeam Camerupt) 24SpA EVs in the same vein to always 1HKO Swampert. Dive is free moveslot tech to safely deal with missing Surf vs Piloswine, locking it into a losing Dive VS Dig matchup.
16:Dragon: Blizzard, Ice Beam, Body Slam, HP Dragon (Quiet 30Atk 92HP/252Def/4SpA/160SpD Deep Sea Tooth)
The special snowflake of my Clamperl family, the only one that's not Modest. All for copium Body Slam paralysis Blizzard VS the Latis which will never show up. Which is fine really because I wasn't outspeeding anything anyways. 92HP EVS & 252Def EVs to tank all physical attacks. 92HP EVs & 160SpD EVs to tank Dragon Pulse from Kingdra and force it to use Yawn so that I can 2HKO with HP Dragon. 4SpA EVs just because +1 in SpA
Really more scared of Dragonair & Shelgon than anything else. I got both Dragon Rush & Swagger, Dragon Rush didn't flinch me and Swagger missed. Garchomp Sand Veil would be annoying but I didn't run into it.
17: Fire: Surf, Ice Beam, Confuse Ray, Protect (Modest 172HP/252Def/4SpA/32SpD/48Spe Deep Sea Tooth)
172HP EVs & 252Def EVs to tank Close Combat from Infernape after Protect VS turn1 Fake Out. 172HP EVs & 32SpD EVs to tank Blaziken Focus Blast. 48Spe EVs to kill Camerupt before it can move. 4SpA EVs just because +1 SpA again.
Confuse Ray is for Charizard and can help shithouse a win vs Argenta2, ditto for Protect with Infernape and win VS Argenta2 Slaking. Argenta was evidently so impressed by the fact that I got to her with a fucking Clamperl that she brought an Arcanine to give me a free victory. I was typing in Discord and just mindlessly pressing the B button so no video of Gold Print battle unfortunately, not like it proves much of anything really, but it'd be cool to have, and I'd hope I have enough stock in the bank by now with all my Hall attempts that the community believes me :)
I'm probably taking kind of a break from Battle Frontier now, planning to play Battle Revolution so I'm gonna need to train teams up for that. I've also already started playing Pokemon Ranger for the 1st time whenever I didn't feel like doing Clamperl attempts and I've been surprisingly enjoying it, thought it'd be pretty boring and potentially annoying but I haven't had too much trouble so far. Don't have much more to say, enjoy some pictures of 17 Clamperls :)
Last edited: