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Clamperl (Analysis)

What about a Trick Room set?

Clamperl @ Deep Sea Tooth
EVs: 236 HP / 236 Sp.Atk / 36 Sp. Def
Quiet Nature (+Sp.Atk -Spe)
IVs: 2 Spe / 30 Sp.Atk / 30 Atk
move 1: Surf
move 2: Ice Beam
move 3: Hidden Power Grass
move 4: Rain Dance

This set lets Clamperl keep it's bulk and still have some power with Trick Room support. Surf is for STAB, Ice Beam hits Ferroseed and other Grass types, Hidden Power Grass hits Waters and Rain Dance powers up your Surf and makes sure weather doesnt ruin your fun.
 
Clamperl is slower than most things before a Shell Break, so it will retain it is bulk. What's the point of using Rain Dance when you can just use Shell Break? It's also too *fast* for LC TR
 
Then why did they use it last gen in trick room? and Rain Dance makes your surf hit everything incredibly hard, and takes out other weather, and cause switches. You dont use Shell Break because then you would be faster, and you want bulk vitally. And 32 base Speed isnt fast, at all, lmfao. And first you say its slower than most things before a shell break, then you say its to *fast* for LC TR, wat?
 
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