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Clefable [4F]*

Xia

On porpoise
is a Contributor Alumnus
Status: Complete!

A lot of Clefable's sets needed changed or removed althogether, so the entire analysis has been changed to better reflect Cefable's usage statistics, unique abilities, and overall usefulness.

A special thanks goes to j. franky for writing the team options section.






Posted Sets:
  • Toxic Orb Abuse (completed)
  • Encore (completed)
  • Wishful Stalling (completed)
  • Trickster (completed)
  • Life Orb (renamed Wall Breaker) (completed)
  • Dual Screen (completed)
  • Belly-Edge (in process)
Scrapped Sets:
  • Choice Bander: Unpopular and gimmicky (tossed)
  • Wish: Outclassed by Chansey (new defensive set created)
  • Blissey With Weight Loss: Outclassed by Chansey (new defensive set created)
  • Choice Specs: Unpopular and gimmicky (tossed)
  • Calm Minder: Unpopular and outclassed (tossed)
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http://www.smogon.com/dp/pokemon/clefable/

[SET]

name: Encore
move 1: Encore
move 2: Softboiled / Wish
move 3: Seismic Toss
move 4: Thunder Wave / Aromatherapy
item: Flame Orb / Leftovers
ability: Magic Guard
nature: Calm
evs: 252 HP / 152 Def / 100 SpD / 4 Spe

[SET COMMENTS]

<p>Clefable may be looked at as a poor man's Chansey, but this set works completely differently from the pink blob thanks to one move: Encore. Encore completely cripples stat boosters like Nasty Plot Mismagius, status inducers like Will-O-Wisp Spiritomb, and layers of entry hazards, like Steelix and Registeel.</p>

<p>Depending on how team-oriented you'd like Clefable to be, Softboiled and Wish are both great recovery options available to it. Seismic Toss provides consistent damage to everything (excluding Ghost-types) and is the best attack against walls, like Registeel. Thunder Wave spreads around status and lets Clefable's Encore cripple Pokemon later in the match much more easily. Aromatherapy lets Clefable be more of a team supporter, ridding your sweepers of all status effects. Flame Orb allows Clefable to evade status itself (most notably paralysis), while Leftovers provides extra recovery on top of your choice of recovery move.</p>

<p>An alternate spread of 252 HP / 252 Special Defense with a Calm nature will allow Clefable to tank some of the heaviest special attacks in the game.</p>

<p>Since Encore causes a lot of switches, entry hazards are great ways of racking up some free damage. Helpful Stealth Rock users include Donphan, Registeel, and Steelix (Clefable, too, if you can find a spot in its moveset). Donphan may be the best choice overall, since both of the Steel choices share a Fighting-type weakness with Clefable, and with Rapid Spinning Hitmontop on the loose, Close Combat isn't something you want to have a weakness to. Spikers include Frolass, Cloyster, and Omastar; again, be wary of stacking Fighting-type weaknesses. Toxic Spikes, though helpful in most other situations, isn't really welcome when Thunder Wave is part of the moveset, so it's best to omit it from your team strategy if this is the Clefable for your team.</p>

<p>Rapid Spinners, especially Foresight hitmontop pretty much wreck this set. Ghost-types like Mismagius and Spiritomb are great candidates to block Spins, though Foresight can cause problems. For this reason, it may be in your best interest to carry a speedy Pokemon with access to an attack that is super effective against Fighting-types (Flying or Psychic) to remove Hitmontop from the equation altogether. Since Foresight will be the move you switch in on, sweepers like Honchkrow and Espeon are fairly good decisions, although your counters should be able to take a Mach Punch and stay standing, as it's a featured move on nearly every Hitmontop.</p>

[SET]

name: Wishful Stalling
move 1: Wish
move 2: Protect / Cosmic Power
move 3: Seismic Toss
move 4: Toxic / Aeromatherapy
item: Leftovers
ability: Magic Guard
nature: Careful
evs: 252 HP / 44 Def / 212 SpD

[SET COMMENTS]

<p>Stalling is one of the big reasons to use Clefable over Chansey and Blissey. Immunity to entry hazards, immunity to status effects like poison and burn, and a reliable recovery move make Clefable one of the sturdiest walls in the game. Wish + Protect wastes two turns instead of the one Softboiled does, while Toxic slowly chips away at your opponent's HP. Cosmic Power increases both of Clefable's defenses, though puts you at risk for pseudo-Hazers. Seismic Toss provides a reliable attack on all Pokemon, excluding Ghost-types, of course. Aromatherapy is very useful, especially when your team is up against the likes of double status Rotom or a Toxic abuser.</p>

<p>Residual damage is the greatest addition to this set, bar none. Toxic Spikes, in particular, are a great asset, since they are the easiest way of causing Toxic-esque poison without wasting a moveslot. Drapion and the previously mentioned Cloyster both are great Toxic Spikers, though Drapion may be the better choice because it lacks a Fighting-type weakness. Toxic Spikes can also be absorbed by Poison-type Pokemon, so having a counter to the most common Poison-types (Drapion, and Toxicroak) is a good idea. Donphan is able to handle these Pokemon reliably, bashing Toxicroak and Drapion with STAB Earthquake.</p>

<p>This set really shines in OU, where fully evolved weather inducers like Abomasnow, Hippowdon, and Tyranitar reside. Hail is by far the best weather to start up in this tier, due in part to the vast number of Ground-, Steel-, and Rock-types that would otherwise receive stat boosts. Be wary of Fighting-types, though, if you decide to use a hail team, because Clefable will be sharing this weakness with every Ice-type Pokemon you include on your team.</p>

[SET]

name: Toxic Orb Abuse
move 1: Protect
move 2: Facade
move 3: Meteor Mash / Fire Blast
move 4: Softboiled / Wish
item: Toxic Orb
ability: Magic Guard
nature: Adamant
evs: 252 HP / 252 Atk / 4 Spe

[SET COMMENTS]

<p>This is one of the best options if you plan on leading with Clefable. On the first turn always Protect; it allows Toxic Orb to activate, keeps you from taking damage, and can help scout your opponent’s lead. Facade then becomes a 140 Base Power attack, capable of OHKOing a vast majority of the most common leads in UU. The choice between Meteor Mash and Fire Blast is really a pick-your-poison decision. Meteor Mash takes care of Regirock, in addition to possibly adding an Attack boost, but opens yourself up to Steel-types like Registeel and Steelix. Fire Blast resolves this problem, but has less PP and lower accuracy, which really becomes a problem against Pressure users like Moltres and Spiritomb. If you do choose Fire Blast, adopt a new EV spread of 196 HP / 216 Atk / 96 SpA / 4 Spe with a Mild nature to guarentee a 2HKO on 252/252 Sassy Steelix with Stealth Rock damage.</p>

<p>For a fairly good list of Pokemon this Clefable will be facing, take a look at the statistics; being prepared for certain leads will help you in the long run. Common leads in today’s UU metagame include Froslass, Ambipom, and Uxie.</p>

<p>Froslass leads are intent on doing two things: setting up Spikes and Taunting their foe so they cannot set up themselves. Thankfully, either of Clefable's secondary attacks hits for super effective damage, taking down Froslass before it has time to set up more than two layer of Spikes.</p>

<p>Ambipom carries Fake Out for the first turn, though it’s really a wasted moveslot against Clefable if Ambipom decides to stay in, thanks to Protect's immunity. Payback does little damage since you’re not switching out or moving first, and Low Kick can be absorbed if you predict well and use Softboiled on the turn or Wish the turn before. Again, without Focus Sash Ambipom will be OHKOed by Facade.</p>

<p>Uxie will most likely start the battle by setting up Stealth Rock, followed by U-turn or Psychic (the last move Uxie normally has is a useless status-inducer). Since few Uxie actually run Focus Sash, Clefable does get a chance to score some big hits on the defensive pixie. The problem, though, is that Uxie tends to be a very bulky lead and has no problem settin up on Clefable while it tries to overcome Uxie.</p>

<p>Ghost-types are typical switch-ins to Facading Clefable, so having something to counter Spiritomb, Rotom, and Froslass is a very good idea. Absol and Drapion are good choices, as both have access to Pursuit. Absol also has Sucker Punch which can really screw with anything your opponent may switch in, though Drapion doesn’t share a Fighting-type weakness with Clefable like Absol does. Other Pokemon that pair well with this set are Ghost-types, Flying-types, and dedicated walls like Chansey and Registeel.</p>

[SET]

name: Wall Breaker
move 1: Double-Edge
move 2: Fire Blast
move 3: Grass Knot
move 4: Softboiled
item: Life Orb
ability: Magic Guard
nature: Quiet
evs: 216 Atk / 216 SpA / 76 Spe

[SET COMMENTS]

<p>Life Orb wall breaker may not seem like a role Clefable is designed for, but when you factor in the fact that Magic Guard nullifies Life Orb's damage and Double-Edge's recoil, you have a monster on your hands! Double-Edge will decimate foes like Chansey, 2HKOing the standard 0/252 Calm variants 92% of the time with Stealth Rock damage factored in. Fire Blast takes care of Registeel, while Grass Knot trips up Regirock and Slowbro. Softboiled is your main form of recovery; use it when your HP is low or on a predicted switch.</p>

<p>Although there isn't one wall that can counter this set, adding entry hazards to your team's list of support options will greatly help Clefable in taking down some of the biggest walls of UU. Stealth Rock is by far the most commonly seen entry hazard, with the two greatest Stealth Rock users to pair with Clefable being Donphan and Claydol. Donphan has the ability to counter some of the most elite sweepers in the tier, including Drapion, in addition to support options like Roar, Rapid Spin, and Stealth Rock. Claydol, on the other hand, acts as a great switch-in to the Fighting-types, like Hitmontop, sponging their attacks with his part-Psychic-typing and STAB Psychic. He also adds a Ground-type immunity to your team (thanks to Levitate), and can provide the same Rapid Spin and Stealth Rock support provided by Donphan. Toxic Spikes provides the opponent with residual damage in the form of regular poison or worsening poison, depending on how many layers of Toxic Spikes there are on the field. Cloyster and Drapion deserve mention as two of the best Toxic Spikers in UU, thanks to superb tanking capabilities. Drapion also provides support options in the form of Whirlwind. Spikes can also be added to your arsenal by Omastar, Cloyster, or Froslass.</p>

<p>Clefable also opens itself up to status effects, the most crippling being paralysis and burn. A paralyzed Clefable not only has a 30% chance of not being able to attack (only on ShoddyBattle 1 due to a programming glitch), but also runs the risk of being 2HKOed due to bad prediction. Burn causes problems for Clefable as well, because of the 50% Attack reduction. Therefore, adding a status absorber like RestTalking Spiritomb or Milotic is encouraged, since they have nothing to fear from the effects of burn or paralysis.</p>

[SET]

name: Dual Screen
move 1: Reflect
move 2: Light Screen
move 3: Wish / Softboiled / Encore
move 4: Seismic Toss
item: Light Clay
ability: Magic Guard
nature: Calm
evs: 252 HP / 240 Def / 16 SpD

[SET COMMENTS]

<p>Clefable has many chances to come in and set up because of its decent overall bulk and amazing ability. It is an excellent supporter and team player because it almost always successfully sets up the screens. What separates Clefable from other dual screeners is its access to Wish and wide variety of support moves, which most dual screeners lack.</p>

<p>Softboiled is the more realible healing move, although Wish can help your other teammates immensely by restoring 50% of their health on the switch in. You can run Encore to ruin Pokémon trying to set up on you. On the offensive side, Seismic Toss is your best option to deal a respectable amount of damage since Clefable doesn't have any other viable moves to utilize with this set. Clefable can also make use of Gravity instead of the three moves mentioned so that teammates such as Nidoking, Rhydon, and Torterra can hit Flying-type or Levitating foes with STAB Earthquake. Nidoking's Fire Blast also receives an accuracy boost, allowing it to deal considerable damage to Tangrowth and Torterra without fear of missing.</p>

<p>Clefable will generally have trouble against Pokémon that have access to Fighting-type moves. Hitmonlee and Hariyama can threaten Clefable with Close Combat and Force Palm respectively, making Mismagius and Spiritomb excellent partners. They are both immune to Fighting-type attacks and have access to Calm Mind, making it much easier to boost their stats when the screens set up by Clefable are in play. When it comes to dealing damage, Ghost-types can walk right into Seismic Toss and start something nasty, such as boosting their stats, but Clefable is able to Encore them if they do so, which gives you a good chance at setting up screens.</p>

[SET]

name: Trickster
move 1: Trick
move 2: Seismic Toss
move 3: Reflect / Light Screen
move 4: Softboiled
item: Flame Orb
ability: Magic Guard
nature: Calm
evs: 252 HP / 252 SpD / 4 Spe

[SET COMMENTS]

<p>This set really messes with the many physical sweepers found in the UU metagame. Thanks to Magic Guard, Clefable has no problem Tricking Flame Orb into incoming switch-ins like Drapion or Kanghaskan, while healing off any damage done to it with Softboiled. Seismic Toss, as always, is Clefable's best attacking option, dealing quite a bit of damage to dedicated walls, as well as the sweepers you'll be crippling. The third moveslot comes down to personal preference; either Reflect or Light Screen can be used to reinforce one of Clefable's defenses, though a secondary attack will give Clefable an option against Ghost-types.</p>

<p>This set can also utilize Choice Specs as the Tricked item, although this tends to change the moveset. Should you choose to keep the Specs, carrying two or three attacking moves in place of Seismic Toss, Reflect / Light Screen, or Softboiled is ideal, as well as transferring the EVs invested in Special Defense to Special Attack to provide Clefable with some firepower. The problem with this is opponents may be able to outpredict your Trick and send out a Pokemon who wouldn't mind aquiring Choice Specs, like Rotom or Milotic, and abuse their new held item. Flame Orb hurts all Pokemon, while gaining an additional side-effect against physical attackers, meaning it's a win-win situation, unlike Specs. The only counters to Flame Orb's success are Fire-types and other Clefable.</p>

<p>Clefable only gets to Trick its item onto one of your opponent's Pokemon, so try to lure out your opponent's most lethal physical attacker before passing off your Flame Orb or Choice Specs. To accomplish this, pair Clefable up with a Pokemon who is capable of scouting or shuffling through your opponent's team. U-turn Ambipom, Whirlwind users like Hariyama or Drapion, and Pokemon packing Roar are all great choices.</p>

[SET]

name: Belly-Edge
move 1: Belly Drum
move 2: Double Edge
move 3: Softboiled
move 4: Meteor Mash / Fire Punch
item: Life Orb / Leftovers
ability: Magic Guard
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Using Clefable as a physical attacker may not seem very appealing at first--after all, it's Attack stat isn't gigantic--but what really sets it apart from other Belly Drummers is two things: Softboiled and Double-Edge. Having access to a base 120 attack with no side-effects isn't something to clown around with, as any old bozo could tell you.</p>

<p>Clefable's Belly Drum strategy is a bit different from others of its kind. Instead of enduring the 50% HP loss from Belly Drum, Clefable is able to recover the lost damage, effectively putting it at +6 Attack and 100% HP after two turns. From there, it can start tearing apart teams with recoil-less Double Edge and your choice for the second attack.</p>

<p>For brute strength, look no further than Meteor Mash. If, however, you find yourself wishing for more accuracy and type coverage, Clefable has access to the elemental coverage. Fire Punch tears through even the most solid defenses, 2HKOing +2 Defense Registeel like nothing. ThunderPunch and Ice Punch see more use in the upper tiers, where extremely defensive threats lurk.</p>

<p>Life Orb is the preferred item, giving Double-Edge as much bite as possible. Leftovers is another good choice if you fear having Clefable's HP chipped away by faster threats. To combat status (especiall burn), Clefable can also carry Toxic Orb. Be sure you do not use Flame Orb, though, as the 50% Attack reduction still applies.</p>

<p>The choice of nature is dependent on your team. Jolly is the best choice for a stand-alone sweeper, allowing Clefable to outspeed everything up to base 70s with a neutral nature. If you choose to run Clefable with an Adamant nature (paralysis support is almost mandatory), a spread of 176 HP / 252 Atk / 76 SpD / 6 Spe is much more appropriate. Brave natured Clefable is mostly seen on Trick Room teams running a spread of 200 HP / 252 Atk / 56 SpD and a 0 Speed IV to stay slow and bulky.</p>

<p>Belly-Edge Clefable's teammates vary, depending on whether you're utilizing a Brave-natured variant or Jolly / Adamant variant. Since it's meant to be on a Trick Room team, Brave Clefable will enjoy having Trick Room support. Slowbro is able to consistantly provide this environment in UU, thanks to its considerable bulk and Slack Off. Slow Ghost-types, like Spiritomb, are also great partners, coming in on a Fighting-type immunity and outspeeding threats with ease. If Clefable has either of the other two natures, speedier Ghosts are great partners, as well as somthing to scout your opponent's team; one Pokemon unaccounted for can lead to Clefable's demise, especially if it switches in before Clefable can Softboiled.</p>

[Team Options]

<p>Clefable is a very versatile Pokemon with plenty of support for each set. On the Toxic Orb Abuse set, Clefable enjoys having Ghost-types removed because they attempt to block your STAB move. Spiritomb in particular, is well versed enough to take Meteor Mash or Fire Blast from Clefable, and can take advantage of its ability, Pressure, to reduce both attacks' meager PP. From an offensive standpoint, Rotom can come in on Meteor Mash and start to set up with Charge Beam. As such, Pursuit users such as Absol, Drapion, and Spiritomb can help remove these Pokemon. At certain times, Absol, and to a lesser extent, Drapion, will find itself helpless once they switch in on a predicted Thunderbolt from Rotom. As such, packing something like Rotom or Mismagius can help lure in Shadow Ball from Rotom, helping both Absol and Drapion trap much easier.</p>

<p>On the Encore set, entry hazards are required to take advantage of this rather exclusive move. Donphan and Uxie are great candidates for utilizing Stealth Rock. Donphan, in particular, is capable of scaring a lot of common Pokemon away with STAB Earthquake, while Uxie is unusually fast, so it can often set up on a majority of the Pokemon in UU who underestimate its above-average Speed. Keeping entry hazards on the field is not a walk in the park because Rapid Spin users are quite popular in the UU metagame. Hitmontop and Donphan are some of the best users for Rapid Spin; therefore packing a defensive Mismagius or Rotom can help deal with these spinners. Mismagius and Rotom both have Will-O-Wisp in their arsenal to foil physical attackers attempting to take Clefable down in addition to allowing these Ghost-types to take physical hits much easier. Despite crippling Hitmontop, the fighting top has Rest and Foresight in its pocket to give Mismagius and Rotom a hard time. Tricking a Choice item onto Hitmontop will keep it from being as effective, however.</p>

<p>On most of the sets, particularly offensive sets, Clefable's counters falls under the same category: faster Fighting-types. Milotic can handle a portion of the Fighting-types in the UU tier, and it can alternate between Recover and Surf to eventually take them down. To combat Chansey who attempt to outstall Clefable, try pairing Clefable with Swords Dance Blaziken, which can lure in and OHKO Milotic with A +2 Superpower.</p>

[Other Options]

<p>Clefable's huge movepool means the possible move combinations are nearly endless. Clefable has access to Stealth Rock, which is plausible if your team tends to shuffle your opponent's active Pokemon quite a bit. Other support options available to Clefable include Psych Up, Snatch, and Gravity. Beware of the fact that your opponent also gets the advantages Gravity grants, though, because attacks like Hydro Pump, Fire Blast, and Thunder all become much more accurate.</p>

<p>Clefable also has a lot of other attacks that are more useful in the higher tiers. If you decide to use Clefable in OU, adding Focus Blast to your moveset will help take down the powerful Tyranitar and Weavile. Likewise, adding Grass Knot will trip up the likes of Swampert and other heavy walls. Ice Beam is the best choice to take down the Dragon-types in OU. Thunderbolt scares off Gyarados, but other than that it isn't very useful. Counter, too, is a viable choice, since Clefable will be dealing with many stronger Pokemon in OU than UU, such as Salamence and Machamp.</p>

<p>For all sets that only have one attack, switching natures to Careful will allow Clefable's Struggle to deal more damage.</p>

[EVs]

<p>Thankfully, Clefable's EV spreads aren't quite as numerous as its moveset options. For offensively-oriented sets, maximizing your attacking stat is mandatory, since Clefable isn't naturally gifted with high Attack or Special Attack. Stalling sets like Wishful Stalling should focus primarily on balancing the defensive stats since Clefable will be dealing with attacks from both sides of the spectrum; however, running more Special Defense isn't a horrible idea if you want Clefable to dedicate itself to walling special attacks only.</p>

[Opinion]

<p>Clefable hands-down wins the entertainment award in Pokémon Diamond/Pearl competitive play. With a movepool out of the wazoo, offensive and defensive stats barely enough to exploit it, and Magic Guard to prevent enemies from getting rid of Clefable in uncool ways (read: Toxic), Clefable is a one-fairy show. It'll keep you guessing again and again what to do and you'll likely be wrong. If you're in for something different in your standard team that is good enough to get away with, but cool enough not to get yelled at for using, Clefable is a top recommendation.</p>

<p>It should be noted that combining Aromatherapy and Softboiled is actually illegal; if you're attempting to use both on one set, substitute Heal Bell for Aromatherapy. Lastly, it should be noted that Softboiled and Magic Guard are legal together on one set. You can teach Clefairy Softboiled in the 3rd Generation; its ability may change upon evolving in a 4th Generation game.</p>

[Counters]

<p>Clefable's unpredictability makes it impossible to counter every set with just one Pokemon. The best way to get rid of it quickly is to scout which set it's running and send out the appropriate wall to dispose of it. Ambipom takes the cake as the most capable scout, packing Fake Out, Taunt, and U-turn for scouting purposes.</p>

<p>Physically-minded Clefable, like the Toxic Orb Abuse set, have hard times overcoming the defensive capabilities of Registeel and Slowbro. Although neither Slowbro nor Registeel have the offensive power to outright OHKO Clefable and stay standing, both have the ability to take it down by other means (Registeel can Explode and Slowbro can utilize Calm Mind to boost its Special Attack). Registeel also carries Thunder Wave to cripple speedy sweepers, though Toxic Orb completely ruins this strategy. Although not a direct problem for Clefable, Stealth Rock can provide severe difficulties for the rest of your team.</p>

<p>Since Seismic Toss and STAB Normal-type attacks are included in many of Clefable's sets, Ghost-types like Spiritomb, Mismagius, and Rotom can cause major problems. If Clefable is forced to switch out, Mismagius and Rotom both can set up Substitutes and proceed to boost their own stats in the form of Calm Mind and Charge Beam, respectively. Both Spiritomb and Mismagius also tend to carry Hidden Power Fighting, which can 2HKO Clefable that choose to run Wish over Softboiled.</p>

<p>Mismagius itself takes the cake as the best counter to Wall Breaker Clefable, since it's immune to Double-Edge and can water down Fire Blast and Grass Knot's power via Calm Mind. In fact, as long as Clefable doesn't carry Encore Mismagius can set up on Clefable with no problems.</p>

<p>Special attacking sets are best blocked by, you guessed it, Chansey. Although Encore can lead to an immediate switch out, there's really no way for Clefable to counter her, besides 2HKOing with boosted Focus Blasts (though there's a 30% chance of it missing each time). This matchup will typically end in a stalemate, since Chansey isn't able to damage Clefable, either. To a lesser extent, Regice also has enough Special Defense to cause a hiccup in Clefable's strategy, although this golem has big problems with super effective Fire Blasts.</p>

<p>Fighting-types in general can handle Clefable with ease, thanks to powerful attacks like Close Combat and Superpower. Clefable lacks a super effective move to combat them, so expect a Ghost-type or other defensive switch in to better handle Fighting-type Pokemon and moves.</p>

<p>The Life Orb set is completely walled by bulkier Hitmontop, who fit the bill perfectly. As stated earlier, Close Combat will demolish Clefable, while the not-so-rare Intimidate will cripple Double-Edge's power. Defensively minded Altaria can also do a fairly good job as well, thanks to Roost, Dragon Dance boosted attacks, and multiple resistances. Overall, though, prediction will more often than not allow you to switch in counters fairly easily, like bringing in Blaziken on Grass Knot or Fire Blast.</p>
 
You have the wrong nature (it should be Careful).

Fire Blast is only useful for Steelix on this set. With 0 SpA EVs, you would be doing more to Registeel with Seismic Toss (which should be slashed beside Facade).

Fire Blast against max/max Registeel:
206 Atk vs 438 Def & 364 HP (120 Base Power): 82 - 98 (22.53% - 26.92%)

Seismic Toss against max/max Registeel:
100 (27.47%)

Meteor Mash is also a really poor option. You won't be doing much damage to Regirock at all.

239 Atk vs 436 Def & 364 HP (100 Base Power): 80 - 96 (21.98% - 26.37%)

That's against max HP Careful Regirock with 0 Def EVs.

Encore definitely needs inclusion on this set, as it is probably one of Clefable's best moves (if not THE best). I would completely remove Fire Blast / Meteor Mash and just put Encore in that slot.

Wish needs to be slashed with Softboiled (I would actually make it the primary option).

I would also probably ignore the Attack EVs and run Careful with 252 HP / 216 (might be 212, I can't remember the exact number) so you aren't 2HKOed by Life Orb Milotic.

So yeah, I really don't agree with any aspect of this set other than Protect / Facade. Other should voice their opinions though.

I realize this set existed in the old analysis, but Clefable definitely needs to be constructed from scratch.
 
I ran Meteor Mash over Fire Blast for the majority of my testing, so I used an Adamant nature, though I can see the usefulness of a Careful nature if Fire Blast is used. A Careful nature wouldn't help me in that case.

Fire Blast is also useful against Ghosts as well, since neither Seismic Toss nor Facade hit them (bait for SubCM Mismagius especially).

Slashing Seismic Toss with Facade doesn't really seem like a good idea since it really diminishes the reasoning behind running a Toxic Orb set and not just substituting Clefable for a status absorber like RestTalkers. I'm not saying Seismic Toss isn't a good idea on paper, I just don't see it as a possible replacement for Facade.

Meteor Mash's secondary effect is really what helps make it a part of the set. A one-in-five chance to raise your Attack stat is very useful with Facade, though I do agree that it's a poor choice from an offensive perspective.

I agree that Encore is a great attack for Clefable, but where would it fit in the moveset, and when would it be plausible to run it over any other move? I feel it's best left on other sets.

I completely agree with Wish. This will be edited in soon.

Life Orb Milotic is 2HKOed by Clefable, and seeing as Milotic would have to switch in on Clefable (it was #47 in UU leads in July, while this is the most plausible lead set for Clefable) I don't see how it would be able to beat it. The Attack EVs and +Atk nature are what allow this, so I would have to say changing them would actually be a bad idea.

262 Atk vs 194 Def & 369 HP (140 Base Power): 204 - 240 (55.28% - 65.04%)
 
I guess we just have a basic disagreement on how lead Clefable should be used. You are taking a more offensive approach, whereas I've always used lead Clefable defensively.
 
I suppose this is true, though I hope to come up with a basic defensive set that isn't a complete Chansey copy (ie, uses Magic Guard and OO Chansey doesn't have).

Once the rest of the sets are posted you'll see that I actually prefer to use Clefable defensively. I just did this one first to get it out of the way. ;]

EDIT: Perhaps changing the name to something like "Facading Lead" is plausible, since it's not the only lead option and preforms the best (in my experiences) as a lead.
 
Grammar checks would now be appreciated, as well as opinions on set order (mods, if you feel this double post is unnecessary, feel free to delete the above post).
 
Small nitpick

name: Trickster
move 1: Trick
move 2: Seismic Toss
move 3: Ice Beam / Reflect / Light Screen
move 4: Softboiled
item: Flame Orb
ability: Wonder Guard
nature: Calm
evs: 252 HP / 252 SpD / 4 Spe

It should be Magic Guard.
 
[SET]
name: Toxic Orb Abuse
move 1: Protect
move 2: Facade
move 3: Meteor Mash / Fire Blast
move 4: Softboiled / Wish
item: Toxic Orb
ability: Magic Guard
nature: Calm
evs: 252 HP / 252 Atk / 4 Spe

[SET COMMENTS]
<p>This is one of the best options if you plan on leading with Clefable. On the first turn always Protect; it allows Toxic Orb to activate, keeps you from taking damage, and can help scout your opponent’s lead. Facade then becomes a 140 Base Power attack, capable of OHKOing a vast majority of the most common leads in UU. The choice between Meteor Mash and Fire Blast is really a pick-your-poison decision. Meteor Mash takes care of Regirock, in addition to a possible Attack boost, while opening yourself up to Steel-types like Registeel and Steelix. Fire Blast remedies this problem, but has less PP and lower accuracy, which really becomes a problem against Pressure users like Moltres and Spiritomb.</p>

<p>For a fairly good list of Pokemon this Clefable will be facing, take a look at the statistics; being prepared for certain leads will help you in the long run. Common leads in today’s UU metagame include Roserade, Ambipom, and Uxie.</p>

<p>Roserade leads typically start with Sleep Powder (which is nullified by Protect and Toxic Orb) or Spikes (which has no effect on Clefable), and will then follow with Leaf Storm or another attack on the turn you Facade. Should Roserade not be carrying a Focus Sash, it will always be OHKOed, however, the majority of leading Roserade do and will 2HKO Clefable if it tries to stay in.</p>

<p>Ambipom carries Fake Out for the first turn, though it’s really a wasted moveslot against Clefable if Ambipom decides to stay in, thanks to Protect's immunity. Payback does little damage since you’re not switching out or moving first, and U-turn can be absorbed if you predict well and use Softboiled on the switch or Wish the turn before. Again, without Focus Sash Ambipom will be OHKOed by Facade.</p>

<p>Uxie will most likely start the battle by setting up Stealth Rock, followed by U-turn or Psychic (the last move is typically a useless status-inducer). Since few Uxie actually run Focus Sash, Clefable does get a chance to score some big hits on the defensive pixie. (How much big?)</p>

<p>Ghost-types are typical switch-ins for Facading Clefable, so having something to counter Spiritomb, Rotom, and Dusknoir is typically a good idea. Absol and Drapion are good choices, as both have access to Pursuit. Absol also has Sucker Punch which can really screw with anything your opponent may switch in, though Drapion doesn’t share a Fighting-type weakness with Clefable like Absol does. Other Pokemon that pair well with this set are Ghost-types, Flying-types, and dedicated walls like Regirock and Registeel.</p>

[SET]
name: Encore
move 1: Encore
move 2: Softboiled / Wish
move 3: Seismic Toss
move 4: Thunder Wave
item: Leftovers
ability: Magic Guard
nature: Calm
evs: 252 HP / 152 Def / 100 SpD / 4 Spe

[SET COMMENTS]
<p>Clefable may be looked at as a poor man's Chansey, but this set completely outclasses the pink blob thanks to one move: Encore. Encore completely cripples stat boosters like Swords Dance Sceptile, status inducers like Will-O-Wisp Spiritomb, and entry hazard layers like Donphan, Roserade, and the legendary golems. Depending on how team-oriented you'd like Clefable to be, Softboiled and Wish are both great recovery options available to her. Seismic Toss provides consistant damage to everything (excluding Ghost-types), and is the best attack against walls like Registeel. Thunder Wave spreads around status and lets Clefable Encore cripples Pokemon later in the match much more easily.</p>

<p>Since Encore causes a lot of switches, entry hazards are great ways of racking up some free damage. Helpful Stealth Rock users include Donphan, Registeel, and Regirock (Clefable, too, if you can find a spot in its moveset). Donphan may be the best choice overall, since both golems share a Fighting-type weakness with Clefable, and with Rapid Spinning Hitmontop on the loose, Close Combats aren't something you want to have a weakness to. Spikers include Roserade (without Sleep Powder), Qwilfish, and Omastar. While the two latter Pokemon typically only see action on Rain Dance teams, Roserade is both a potent threat and reliable Spiker in UU. Toxic Spikes, though helpful in most other situations, isn't really welcome when Thunder Wave is part of the moveset, so it's best to omit it from your team strategy if this is the Clefable for you.</p>

<p>Rapid Spinners pretty much wrect this set, the most notable being Hitmontop. Ghost-types like Mismagius and Spiritomb are great candidates to block the Spins, though Foresight can cause problems. For this reason, it may be in your best interest to carry a speedy Pokemon with access to an attack that is super effective againt Fighting-types to just remove Hitmontop from the equation al(l?)together. Since Rapid Spin will be the move you switch in on, frail sweepers like Espeon are fairly good decisions, although your counters should be able to take a Mach Punch and stay standing, as it's a featred move on nearly every Hitmontop.</p>

[SET]
name: Dual Screen
move 1: Reflect
move 2: Light Screen
move 3: Wish / Softboiled / Encore
move 4: Seismic Toss
item: Light Clay
ability: Magic Guard
nature: Calm
evs: 252 HP / 240 Def / 16 SpD

[SET COMMENTS]
<p>Clefable has many chances to come in and set up because of its decent overall bulk and amazing ability. It is an excellent supporter and team player because it almost always successfully sets up the screens. What separates Clefable from other dual screeners is its access to Wish and wide variety of support moves, which most dual screeners lack.</p>

<p>Softboiled is the more realible healing move, although Wish can help your other teammates immensely by restoring 50% of their health on the switch in. You can run Encore to ruin Pokémon trying to set up on you. On the offensive side, Seismic Toss is your best option to deal a respectable amount of damage since Clefable doesn't have any other viable moves to utilize with this set. Clefable can also make use of Gravity instead of the three moves mentioned so that teammates such as Nidoking, Rhydon, and Torterra can hit Flying-type or Levitating foes with STAB Earthquake. Nidoking's Fire Blast also receives a boost, allowing it to deal considerable damage to Tangrowth and Torterra without fear of missing.</p>

<p>Clefable will generally have trouble against Pokémon that have access to Fighting-type moves. Hitmonlee and Hariyama can threaten Clefable with Close Combat and Force Palm respectively, making Mismagius and Spiritomb excellent partners. They are both immune to Fighting-type attacks and have access to Calm Mind, making it much easier to boost their stats when the screens set up by Clefable are in play. When it comes to dealing damage, Ghost-types can walk right into Seismic Toss and start something nasty such as boosting their stats, but Clefable is able to Encore them if they do so, which gives you a good chance at setting up screens.</p>

[SET]
name: Wishful Stalling
move 1: Wish
move 2: Protect / Cosmic Power
move 3: Seismic Toss
move 4: Toxic / Safeguard
item: Leftovers
ability: Magic Guard
nature: Careful
evs: 252 HP / 44 Def / 212 SpD

[SET COMMENTS]
<p>Stalling is one of the big reasons to use Clefable over Chansey and Blissey. Boasting immunities to entry hazards, status effects like poison and burn, and a reliable recovery move makes Clefable one of the sturdiest walls in the game. Wish + Protect wastes two turns instead of the one Softboiled does, while Toxic slowly chips away at your opponent's HP. Cosmic power increases both of Clefbale's defenses, though puts you at risk for pseudo-Hazers. Seismic Toss provides a reliable attack on all Pokemon, excluding Ghost-types, of course. Safeguard is a great option should Thunder Waving Registeel or parafusion Lanturn try to hax you to death, though should ony be used when Toxic Spikes or another form of residual damage be absent.</p>

<p>Residual damage is the greatest addition to this set, bar none. Toxic Spikes in particular are a great asset, since it's the easiest way of causing Toxic-esque poison without wasting a moveslot. Drapion and the previously mentioned Roserade both are great Toxic Spikers, though Drapion may be the better choice because of its durability. Toxic Spikes can also be absorbed by Poison-type Pokemon, so having a counter to the most common Poison-types (Roserade, Drapion, and Toxicroak) is a good idea. Donphan is able to handle these Pokemon with reliability, bashing Toxicroak and Drapion with STAB Earthquake and Roserade with super effective Ice Shard.</p>

<p>This set really shines in OU, where fully evolved weather inducers like Abomasnow, Hippowdon, and Tyranitar reside. Hail is by far the best weather to start up in this tier, due in part to the vast number of Ground-, Steel-, and Rock-types that could otherwise receive stat boosts. Be wary of Fighting-types, though, if you decide to use a hail team, because Clefable will be sharing this weakness with every Ice-type Pokemon you include on your team.</p>

[SET]
name: Calm Minder
move 1: Calm Mind
move 2: Thunderbolt
move 3: Ice Beam
move 4: Softboiled / Wish
item: Leftovers / Life Orb
ability: Magic Guard
nature: Bold
evs: 252 HP / 152 Def / 104 SpA

[SET COMMENTS]
<p>Clefable's wide movepool means running a boosting moveset is no problem. Calm Mind increases Clefable's already passable special stats, while the added durability brought on by the EV spread and your choice of recovery move enables you to grab some extra boosts. The infamous BoltBeam combination is used on this set, scoring at least neutral damage on anything not named Lanturn, Shedinja, or Magnezone.</p>

<p>Alternatively, you can use Focus Blast and Shadow Ball as your attacks. Nothing resists both of them, and Focus Blast can deal with Chansey fairly well after a few stat boosts; however, the low accuracy of Focus Blast and the boosts needed to make using it plausible are oftentimes too big of problems to warrant substituting attacks.</p>

<p>Not surprizingly, the Pokemon who can best cripple this set is Chansey, thanks to her enormous HP and Special Defense stats. Non-damaging status effects, like sleep and paralysis, are also hinderences, since Clefable loses its greatness when it's nerfed by hax battles or unable to attack. Therefore, having a Pokemon who can absorb status, like RestTalk variants of Spiritomb and Drapion, are great partners. Getting rid of Chansey is possible with Drapion, although Hitmontop and Blaziken are typically better options for taking her down. Registeel, too, is a fairly good counter, thanks in large part to the paraflinch hax provided by Thunder Wave and Iron Head. Again, Blaziken shines as the best wall breaker, and helps clear the field for an all-out sweep later in the battle.</p>

[SET]
name: Trickster
move 1: Trick
move 2: Seismic Toss
move 3: Ice Beam / Reflect / Light Screen
move 4: Softboiled
item: Flame Orb
ability: Magic Guard
nature: Calm
evs: 252 HP / 252 SpD / 4 Spe

[SET COMMENTS]
<p>This set really messes with the many physical sweepers found in the UU metagame. Thanks to Magic Guard, Clefable has no problem Tricking Flame Orb into incoming swich-ins like Drapion or Kanghaskan, while healing off any damage done to it with Softboiled. Seismic Toss, as always, is Clefable's best attacking option, dealing quite a bit of damage to dedicated walls like Registeel and Regirock, as well as the sweepers you'll be crippling. The third moveslot comes down to personal preference; Ice Beam provides a way to hit Ghost-types, while either Reflect or Light Screen can be used to reinforce one of Clefable's defenses.</p>

<p>This set can also utilize Choice Specs as the Tricked item, although this tends to change the moveset. Should you choose to keep the Specs, carrying two or three attacking moves in place of Seismic Toss, Ice Beam, or Softboiled is ideal, as well as transfering the EVs invested in Special Defense to Special Attack, to provide Clefable with some fire power. The problem with this is opponents may be able to outpredict your trick and send out a Pokemon who wouldn't mind aquiring Choice Specs, like Roserade or Milotic, and abuse their new held item. Flame Orb hurts all Pokemon, while gaining an additional side-effect against physical attackers, meaning it's a in-win situation, unlike Specs.</p>

<p>This set tends to have troubles with Taunt users like Ambipom and Absol, since up to three of its moves aren't attacks. Therefore, having a solid Fighting-type on your team to deal with such threats is reccomended. Hitmonchan is able to hit both with a prioritized Mach Punch, and packs Ice Punch for the rouge Gligar that float around. Other than these Pokemon, Chansey, Fire-types like Blaziken, and other counters listed in the other sets also need mentioned as possible counters.</p>

[Team Options]
***Coming courtesy of Franky***

[Other Options]

[EVs]
<p>Thankfully, Clefable's EV spreads aren't quite as numerous as its moveset options. For offensively-oriented sets, maximizing your attacking stat is mandatory, since Clefable isn't naturally gifted with high Attack or Special Attack. Stalling sets like Wishful Stalling should focus primarily on balancing the defensive stats, since Clefable will be dealing with attacks from both sides of the spectrum; however, running more Special Defense isn't a horrible idea if you want Clefable to dedicate itself to walling special attacks only.</p>

[Opinion]
<p>Clefable hands-down wins the entertainment award in Pokémon Diamond/Pearl competitive play. With a movepool out of the wazoo, offensive and defensive stats barely enough to exploit it and Magic Guard to prevent enemies from getting rid of Clefable in uncool ways (read: Toxic), Clefable is a one-fairy show. It'll keep you guessing again and again what to do and you'll likely be wrong. If you're in for something different in your standard team that is good enough to get away with, but cool enough not to get yelled at for using, Clefable is a top recommendation.</p>

<p>Lastly, it should be noted that Softboiled and Magic Guard are legal together on one set. You can teach Clefairy Softboiled in the 3rd Generation; it's ability may change upon evolving in a 4th Generation game.</p>

[Counters]

This analysis is awesome! I think you're a really patience person to do Clefable's analysis. (I know Franky helped too.)
Ps: With the addition of Aromatheraphy I think a new set is coming soon, right? =P
 
Thank you Roflmao, I appreciate the compliments.

And yes, I do plan on adding an Aeromatherapy set, though I expect this update won't be for a while longer (at elast until after HGSS releases in America).

Also, I don't understand what change you made to the word Poison-type in the Wishful Stalling set. Mind elaborating on that?
 
Thanks for clarifying. =]

Counters section has been added, and some help with set order would also be appreciated.
 
[Counters]
<p>Clefable's unpredictability makes it impossible to counter every set with just one Pokemon. The best way to get rid of it quickly is to scout which set it's running and send out the appropriate wall to dispose of it. Ambipom takes the cake as the most capable scout, packing Fake Out, Taunt, and U-turn for scouting purposes.</p>

<p>Physically-minded Clefable, like the Toxic Orb Abuse set, have hard times overcoming the defensive capabilities of Registeel, Regirock. Although neither Regirock or Registeel have the offensive power to outright OHKO Clefable, both boast access to Explosion to net a kamakazi kill. Registeel also carries Thunder Wave to cripple speed sweepers, though Toxic Orb completely ruins this strategy. Although not a direct problem for Clefable, Stealth Rock can provide severe difficulties for the rest of your team.</p>

<p>Since Seismic Toss and STAB Normal-type attacks are prevalent in Clefable's sets, Ghost-types like Spiritomb, Mismagius, and Rotom can cause major problems. If Clefable is forced to switch out, Mismagius and Rotom both can set upSubstitutes and proceed to boost their own stats in the form of Calm Mind and Charge Beam, respectively. Both Spiritomb and Mismagius also tend to carry Hidden Power Fighting, which can cause 2HKOs on Clefable that choose to run Wish over Softboiled.</p>

<p>Special attacking sets are best blocked by, you guessed it, Chansey. Although Encore can lead to an immediate switch out, there's really no way for Clefable to counter her, besides 2HKOing with boosted Focus Blasts (though there's a 30% chance of it missing each time). To a lesser extent, Regice also has enough Special Defense to cause a hiccup in Clefable's strategy, although this golem has big problems with super effective Flamethrowers and Fire Blasts, especially if Clefable has a few Calm Minds under its belt.</p>
 
On the note of Set order:

Toxic Orb Abuse
Encore
Wish
Trick
Dual Screen

I think that's a decent order, because almost no-one uses dual screens, whereas Wish and Encore are amazingly useful sets.
 
I really think that the Life Orb set should be implemented back into the analysis. I don't really get how Clefable compares to Blaziken because they both functions completely different. For example, I've found that Clefable takes a different approach to weakening down walls by using its overall great defensive STABs, unpredictability, and ability to heal off damage instead of using raw power in Blaziken's case. Obviously, Blaziken is still countered by Milotic and doesn't have recovery, so it doesn't make sense to compare the two at all.

/twash edit (not really worth of a post): On top of this, it also has Magic Guard which is a huge selling point when playing stall.
 
In that case, expect a Life Orb set to be added back in very soon. Thanks for voicing your opinions Flashstorm1 and twash. I just found that on the teams I was using Blaziken fit the mold better than Clefable. I suppose it all really comes down to teammates, then.
 
Wall Breaker now has completed set comments, and I've renamed the "Wishful Stalling" set "Ariala", in refrence to Clefable's prototype name.

If a mod/respected user wants it changed back, I have no problem doing it.
 
[SET]
name: Wall Breaker
move 1: Double-Edge
move 2: Fire Blast
move 3: Grass Knot
move 4: Softboiled
item: Life Orb
ability: Magic Guard
nature: Quiet?! Why Quiet?
evs: 216 Atk / 216 SpA / 76 Spe

[SET COMMENTS]
<p>Life Orb wall breakers may not seem like a role Clefable is designed for, but when you factor in the fact that Magic Guard nullifies Life Orb's damage and Double-Edge's recoil you have a monster on your hands! Double-Edge will decimate foes like Chansey, 2HKOing the standard 0/252 Calm variants 92% of the time with Stealth Rock damage factored in. Fire Blast takes care of Registeel, while Grass Knot trips up Regirock and Slowbro. Softboiled is your main form of recovery. Use it when your HP is low or on a predicted switch.</p>

<p>Although there isn't one wall that can counter this set, adding entry hazards to your team's list of support options will greatly help Clefable in taking down some of the biggest walls of UU. Stealth Rock is by far the most commonly seen entry hazard, with the two greatest Stealth Rock users to pair with Clefable being Donphan and Claydol. Donphan has the ability to counter some of the most elite sweepers in the tier, including Roserade and Drapion, (Donphan isn't a counter to Roserade, since it can't switch in directly.) in addition to support options like Roar, Rapid Spin, and Stealth Rock. Claydol, on the other hand, acts as a great switch-in to the Fighting-types, like Blaziken or Hitmontop, sponging their attacks with his part-Psychic-typing and STAB Psychic, adds a Ground-type immunity to your team (thanks to Levitate), and can provide the same Rapid Spin and Stealth Rock support provided by Donphan. Toxic Spikes (Deleted "too") provides the opponent with residual damage in the form of regular poison or worsening poison, depending on how many layers of Toxic Spikes there are on the field. Roserade and Drapion deserve mention as two of the best Toxic Spikers in UU, thanks to superb offensive capabilities and support options in the form of Sleep Powder and Whirlwind, respectively. Spikes, although the least common form of entry hazard seen in the lower tiers, can also be added to your arsenal by Roserade (without Sleep Powder) or Omastar.</p>

<p>Clefable also opens itself up to status effects, the most crippling being paralysis and burn. A paralyzed Clefable not only has a 30% chance of not being able to attack, but also runs to risk of being 2HKOed due to bad prediction. Burn (Deleted "too") causes problems for Clefable too (Added "too"); the 50% Attack reduction is the only problem, since Magic Guard nullifies the residual damage. (I'm not sure if Damage is right or damage is right...) Therefore, adding a status absorber like RestTalk Spiritomb or Marvel Scale Milotic is encouraged, since they have nothing to fear from the effects of burn or (in Spiritomb's case) paralysis.</p>

Great set! I don't know how I never realized Clefable doesn't get recoil and Life Orb's damage. o.O
 
Could Cosmic Power be included in the Encore set as an option over T-Wave? It is very easy to get 1 or 2 boosts and then heal off and take mosts hits, while tossing or Cosmic Powering up more. I haven't tested it in UU, but it works well in OU as long as a strong crit doesn't occur.

I'm not sure if you'd want logs, since it is the same set with one move change.

If you just don't like the idea, oh well. I still like it.
 
I don't understand the name Ariala at all. Try to keep it simple please, I don't want tons of sets being named after what they were named in the beta versions of the game. Keeping is simple is even more needed on a pokemon like Clefable who has tons of sets!
 
Will have Team Options done in around a week, I'll fit in some info per day to keep a balance on skool work and this.
 
@roflmao: Thanks again. Maybe I'll just start PMing my sets to you. =P For your refrence, the original analysis decided on Quiet, and I found that the drop in Speed isn't as big of a problem as a drop in one of the defensive stats.

@Tenken: I was actually testing Cosmic Power on the Wishful Stalling set, but I can definitely see why it would fit better with this set. I'll add it in and add some comment on it soon.

@twash: I'll change it back, sorry for the inconvenience.

@franky: Sounds good, just keep your priorities in check. ;]

Also, if it's not too big of a deal, could a mod change the thread title so it reads "Clefable (Full Revamp + Update)"? I typoed when I asked Havak to change it and forgot the "+" symbol.
 
http://www.smogon.com/dp/abilities/magic_guard

This Pokemon can be paralyzed, and its Speed will be reduced in that case, but it cannot be fully paralyzed.

Clefable also opens itself up to status effects, the most crippling being paralysis and burn. A paralyzed Clefable not only has a 30% chance of not being able to attack, ...

According to Smogon, although you lose your speed, you cant be fully paralyzed so Clefable will always be able to attack.
 
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