• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

Clefable (Analysis)

I read through that entire list of bullets in the OO... omg my eyes lol but anyways I didn't see softboiled anywhere??? Wait, hold that thought, apparently Clefable doesn't get Softboiled... but then how is it possible on PO? O.o
 
clefable gets softboiled, it's had it forever

whichever Pokedex you're looking at is apparently incomplete (and yes Smogon's learnsets are incomplete)
 
Ok, OO needs to be trimmed down. I know it's Clefable, but your pretty much listing the rest of it's movepool. Sing, Body Slam, the elementel punches, SubPunch, Amnesia, Charm, Tickle, Fake Tears, Zen Headbutt, Charge Beam, and Brick Break should not get mentions at all. They are horrible options.
 
So I assume softboiled is illegal with magic guard then? Or am I wrong
It's possible to teach Softboiled to a Clefairy/Cleffa in Gen 3, then pokepark it to Gen 4 and evolve it to have a chance for Cute Charm to change into Magic Guard, depending on some data on the Pokemon or something like that.
 
Support set should be listed first.

Way too many other options, no need to list everything in Clefable's movepool. Trim it down so that blatantly bad ideas like solarbeam and elemental punches are removed.
 
Support set should be listed first.

Way too many other options, no need to list everything in Clefable's movepool. Trim it down so that blatantly bad ideas like solarbeam and elemental punches are removed.


I changed the order of the sets, and removed mentions the elemental punches, Zen Headbutt, SubPunch, Solarbeam, Moonlight, Brick Break, Charge Beam, Amnesia, Charm, Fake Tears, and Tickle in OO.

Do those changes merit a QC check? :)
 
omit
add


[OVERVIEW]
<p>Clefable returns this generation with an incredible ability, an almost unsurpassed movepool, and that ever-so-darling grin. Unfortunately for her, the new generation has not been so nice. She no longer has a niche with Magic Guard; Alakazam, Sigilyph, and Reuniclus all usurped her throne as the queen of "who cares about risidual residualdamage?" Throw an UU-cast Mew into the mix with an impossibly incomparable movepool, and Clefable finds it harder and harder to stand out among the crowd.</P>

<p>Things aren't all bad for the pink pixy, however; she still manages to put together a very useful support set, and loves the new Wish mechanics of the fifth generation. She is still a very solid user of Magic Guard, despite not having exclusive access anymore. She also has a reasonable amount of bulk for support,(comma) and just enough offense to make a Life Orb set plausible.</P>

<p>Clefable didn't change very much with the new generation, but things certainly did all around her; despite these changes, though, Clefable is still a great Pokemon who can succeed on any team if played to her advantages.</P>

[SET]

name: Support
move 1: Wish
move 2: Seismic Toss
move 3: Knock Off / Protect
move 4: Encore / Heal Bell
item: Leftovers / Toxic Orb
ability: Magic Guard
nature: Impish
EVs: 252 HP / 176 Def / 80 SpD

[SET COMMENTS]

<p>Clefable is an excellent choice for providing support for the team. She has more balanced defenses than Chansey and Alomomola, and can support in ways they cannot with access to Knock Off and Magic Guard. She also has Heal Bell, which Alomomola would die for.</p>(no paragraph break here)

<p>Heal Bell and Wish turn Clefable into a cleric for the team, healing off status and passing 197 HP per Wish. Seismic Toss is Clefable's most reliable option to deal damage, allowing her to hit with consistency against most opponents. Knock Off rids the opponent of their Leftovers and Eviolite, severing their effectiveness and giving your team an advantage. Encore is there to lock an opponent into a move, providing an excellent opportunity to switch to a counter and set up, while Heal Bell lets Clefable rid her team of status.</P>

[ADDITIONAL COMMENTS]

<p>Protect can be used over Knock Off, but then Clefable faces stiff competition with Chansey, who performs that specific role better. A status choice(emdash)(either Toxic or Thunder Wave)(emdash)could be used in the last slot to help support the team by weakening walls and crippling sweepers. Clefable does have an extremely large arsenal of support options, and any of those could replace moves on the set,(comma) depending on the needs of the team. Be warned, though, that most other support options are either too situational to be reliable or simply outclassed by other Pokemon.</P>

[SET]

name: Life Orb
move 1: Double Edge
move 2: Fire Blast / Flamethrower
move 3: Grass Knot / Ice Beam
move 4: Softboiled
item: Life Orb
ability: Magic Guard
nature: Brave
EVs: 252 Atk / 4 Def / 252 SpA

[SET COMMENTS]

<p>A Life Orb set might seem odd on a Pokemon with 70 / 85 / 60 attacking stats, offenses but,(comma) thanks to Magic Guard, good bulk, a versatile movepool, and no recoil with Life Orb, Clefable is capable of dishing out a respectable amount of damage.</P>

<p>The first slot gives Clefable her STAB option. Double Edge is very dangerous and powerful, reaching 234 power with STAB and the Life Orb boost. A Fire-type move fills the second slot to give coverage against Steel types; Fire Blast is much more powerful, but Flamethrower is an option of one fears low accuracy. The third slot provides Clefable with well-rounded coverage, and should be chosen depending on the needs of the team. Softboiled is an obvious choice for reliable recovery.</P>

[ADDITIONAL COMMENTS]

<p>The most notable optional change would be putting Thunderbolt in the third move slot, allowing Clefable to hit defensive Water-types like such asAlomomola and Slowbro for more damage. Clefable could run a pure physical or special Life Orb set, but she becomes much easier to wall, and pure sets are easily outclassed by Pokemon who specialize in one stat or the other.</P>

<P>Facade can be used as the STAB attack of choice, if Clefable is given the opportunity to get poisoned; if poisioned, Facade is her most powerful attack, hitting with a base 273 power.</P>

<P>
A defense-lowering nature and EV spread can be used if the loss of Speed with the given set is undesirable; however, Clefable is already relatively slow, even in UU, and typically prefers to maintain some bulk over gaining a little bit of speed.</P>

[OTHER OPTIONS]

<p>Clefable has a ridiculous amount of moves at her disposal, but most of what she can do is outclassed by something else. Body Slam can be used to provide paralysis support and hits pretty hard on the Life Orb. Psyshock is a fun tool for Clefable, letting her hit specially defensive Pokemon hard on their weak side. Clefable does have a great selection of special attacks to choose from, but the only other options worth mentioning are Shadow Ball and Focus Blast, and both of those whichare very situational.</P>

<p>Snatch can steal opposing healing or boosts, setting Clefable up while preventing your foe from doing so. Magic Coat can bounce back nasty things like such asstatus, entry hazards, and Taunt. Sing can put things to sleep, but has a very shaky accuracy that whichmakes it hardly worth using. Clefable can set up Gravity or Stealth Rock, but the former is gimmicky and the latter finds it itselfhard to slot fitinto Clefable's set. She can also run dual screens, but others other Pokemon do it better.</P>

<P>Clefable has a few kamikaze options in Counter, Lv.2 Endeavor, and Healing Wish. Counter can net a surprise KO against your opponent's Fighting-types, especially if paired with Focus Sash. Lv.2 Endeavor almost guarantees to take at least one Pokemon down, but sacrifices Clefable along the way. Healing Wish gives Clefable up to cleanse a teammate of any damage or status, but she is typically too slow to use it effectively.</P>

<p>Finally, Stored Power can be combined with Cosmic Power, Work Up, or Calm Mind to slowly turn Clefable into a powerhouse, but Stored Power is often still walled even at max power.</P>

[CHECKS AND COUNTERS]

<p>Clefable's biggest weapon is her vast movepool, and until it's figured out, she poses an immense threat to her opponent. Scouts using U-Turn and Volt Switch can help figure out which set Clefable is carrying, at which point she is much more easily handled. Strong Fighting-type moves hurt Clefable a lot, despite her natural bulk. Taunt messes up a lot of what Clefable can do;(semicolon) up; without access to her support moves or recovery, Clefable is a dead-weight underperformer in most scenarios. </P>

[DREAM WORLD]

<p>Clefable's dream world ability, Unaware, is still currently unreleased. Unaware is a decent ability for Clefable, who has the natural bulk to take neutral unboosted moves pretty well. The big problem with Unaware is that Magic Guard is the superior choice in most cases. The Life Orb set is completely outclassed without Magic Guard, and the support set becomes vulnerable to Toxic, entry hazards, and weather without it.</P>
morrissey-20080229084749262-000.jpg

Please, please, please let me get what I want, which is all <p> and </p> tags decapitalized.

gpstamp


[GP 1/2]
 
omit
add


[OVERVIEW]
<p>Clefable returns this generation with an incredible ability, an almost unsurpassed movepool, and that ever-so-darling grin. Unfortunately for her, the new generation has not been so nice. She no longer has a niche with Magic Guard; Alakazam, Sigilyph, and Reuniclus all usurped her throne as the queen of "who cares about risidual residualdamage?" Throw an UU-cast Mew into the mix with an impossibly incomparable movepool, and Clefable finds it harder and harder to stand out among the crowd.</P>

<p>Things aren't all bad for the pink pixy, however; she still manages to put together a very useful support set, and loves the new Wish mechanics of the fifth generation. She is still a very solid user of Magic Guard, despite not having exclusive access anymore. She also has a reasonable amount of bulk for support,(comma) and just enough offense to make a Life Orb set plausible.</P>

<p>Clefable didn't change very much with the new generation, but things certainly did all around her; despite these changes, though, Clefable is still a great Pokemon who can succeed on any team if played to her advantages.</P>

[SET]

name: Support
move 1: Wish
move 2: Seismic Toss
move 3: Knock Off / Protect
move 4: Encore / Heal Bell
item: Leftovers / Toxic Orb
ability: Magic Guard
nature: Impish
EVs: 252 HP / 176 Def / 80 SpD

[SET COMMENTS]

<p>Clefable is an excellent choice for providing support for the team. She has more balanced defenses than Chansey and Alomomola, and can support in ways they cannot with access to Knock Off and Magic Guard. She also has Heal Bell, which Alomomola would die for.</p>(no paragraph break here)

<p>Heal Bell and Wish turn Clefable into a cleric for the team, healing off status and passing 197 HP per Wish. Seismic Toss is Clefable's most reliable option to deal damage, allowing her to hit with consistency against most opponents. Knock Off rids the opponent of their Leftovers and Eviolite, severing their effectiveness and giving your team an advantage. Encore is there to lock an opponent into a move, providing an excellent opportunity to switch to a counter and set up, while Heal Bell lets Clefable rid her team of status.</P>

[ADDITIONAL COMMENTS]

<p>Protect can be used over Knock Off, but then Clefable faces stiff competition with Chansey, who performs that specific role better. A status choice(emdash)(either Toxic or Thunder Wave)(emdash)could be used in the last slot to help support the team by weakening walls and crippling sweepers. Clefable does have an extremely large arsenal of support options, and any of those could replace moves on the set,(comma) depending on the needs of the team. Be warned, though, that most other support options are either too situational to be reliable or simply outclassed by other Pokemon.</P>

[SET]

name: Life Orb
move 1: Double Edge
move 2: Fire Blast / Flamethrower
move 3: Grass Knot / Ice Beam
move 4: Softboiled
item: Life Orb
ability: Magic Guard
nature: Brave
EVs: 252 Atk / 4 Def / 252 SpA

[SET COMMENTS]

<p>A Life Orb set might seem odd on a Pokemon with 70 / 85 / 60 attacking stats, offenses but,(comma) thanks to Magic Guard, good bulk, a versatile movepool, and no recoil with Life Orb, Clefable is capable of dishing out a respectable amount of damage.</P>

<p>The first slot gives Clefable her STAB option. Double Edge is very dangerous and powerful, reaching 234 power with STAB and the Life Orb boost. A Fire-type move fills the second slot to give coverage against Steel types; Fire Blast is much more powerful, but Flamethrower is an option of one fears low accuracy. The third slot provides Clefable with well-rounded coverage, and should be chosen depending on the needs of the team. Softboiled is an obvious choice for reliable recovery.</P>

[ADDITIONAL COMMENTS]

<p>The most notable optional change would be putting Thunderbolt in the third move slot, allowing Clefable to hit defensive Water-types like such asAlomomola and Slowbro for more damage. Clefable could run a pure physical or special Life Orb set, but she becomes much easier to wall, and pure sets are easily outclassed by Pokemon who specialize in one stat or the other.</P>

<P>Facade can be used as the STAB attack of choice, if Clefable is given the opportunity to get poisoned; if poisioned, Facade is her most powerful attack, hitting with a base 273 power.</P>

<P> A defense-lowering nature and EV spread can be used if the loss of Speed with the given set is undesirable; however, Clefable is already relatively slow, even in UU, and typically prefers to maintain some bulk over gaining a little bit of speed.</P>

[OTHER OPTIONS]

<p>Clefable has a ridiculous amount of moves at her disposal, but most of what she can do is outclassed by something else. Body Slam can be used to provide paralysis support and hits pretty hard on the Life Orb. Psyshock is a fun tool for Clefable, letting her hit specially defensive Pokemon hard on their weak side. Clefable does have a great selection of special attacks to choose from, but the only other options worth mentioning are Shadow Ball and Focus Blast, and both of those whichare very situational.</P>

<p>Snatch can steal opposing healing or boosts, setting Clefable up while preventing your foe from doing so. Magic Coat can bounce back nasty things like such asstatus, entry hazards, and Taunt. Sing can put things to sleep, but has a very shaky accuracy that whichmakes it hardly worth using. Clefable can set up Gravity or Stealth Rock, but the former is gimmicky and the latter finds it itselfhard to slot fitinto Clefable's set. She can also run dual screens, but others other Pokemon do it better.</P>

<P>Clefable has a few kamikaze options in Counter, Lv.2 Endeavor, and Healing Wish. Counter can net a surprise KO against your opponent's Fighting-types, especially if paired with Focus Sash. Lv.2 Endeavor almost guarantees to take at least one Pokemon down, but sacrifices Clefable along the way. Healing Wish gives Clefable up to cleanse a teammate of any damage or status, but she is typically too slow to use it effectively.</P>

<p>Finally, Stored Power can be combined with Cosmic Power, Work Up, or Calm Mind to slowly turn Clefable into a powerhouse, but Stored Power is often still walled even at max power.</P>

[CHECKS AND COUNTERS]

<p>Clefable's biggest weapon is her vast movepool, and until it's figured out, she poses an immense threat to her opponent. Scouts using U-Turn and Volt Switch can help figure out which set Clefable is carrying, at which point she is much more easily handled. Strong Fighting-type moves hurt Clefable a lot, despite her natural bulk. Taunt messes up a lot of what Clefable can do;(semicolon) up; without access to her support moves or recovery, Clefable is a dead-weight underperformer in most scenarios. </P>

[DREAM WORLD]

<p>Clefable's dream world ability, Unaware, is still currently unreleased. Unaware is a decent ability for Clefable, who has the natural bulk to take neutral unboosted moves pretty well. The big problem with Unaware is that Magic Guard is the superior choice in most cases. The Life Orb set is completely outclassed without Magic Guard, and the support set becomes vulnerable to Toxic, entry hazards, and weather without it.</P>
morrissey-20080229084749262-000.jpg

Please, please, please let me get what I want, which is all <p> and </p> tags decapitalized.

gpstamp


[GP 1/2]


Thanks! I made your suggested changes (even the P's!)

The only thing I didn't do was add the first comma in the second paragraph of the overview. I'm ninety percent sure that a comma isn't necessary there, seeing that there are only two ideas being separated by the word "and."
 
Just a minor nitpick, but you should probably remove the mention of Magic Guard Alakazam from the overview. Magic Guard is a dream world ability that hasn't been released yet. Magic Guard Reuniclus is also irrelevent seeing as Reuniclus is OU and this is an UU analysis.
 
Just a minor nitpick, but you should probably remove the mention of Magic Guard Alakazam from the overview. Magic Guard is a dream world ability that hasn't been released yet. Magic Guard Reuniclus is also irrelevent seeing as Reuniclus is OU and this is an UU analysis.


You're right. I'll make the changes. I could have sworn that dreamworld Alakazam had been released! Oh well.
 
Add/Change
Remove
(Comments)

[Overview]

<p>Clefable returns this generation with an incredible ability, an almost unsurpassed movepool, and that ever-so-darling grin. Unfortunately for her, the new generation has not been so nice. She no longer has a unique niche with Magic Guard; Sigilyph in UU and Reuniclus in OU have usurped her throne as the queen of "who cares about residual damage?" Throw an UU-cast a newly UU Mew into the mix with an impossibly incomparable movepool, and Clefable finds it harder and harder to stand out among the crowd.</p>

<p>Things aren't all bad for the pink pixie, however; she still manages to put together a very useful support set, and she loves the new Wish mechanics of the fifth generation. She is still a very solid user of Magic Guard, despite not having exclusive access anymore. She also has a reasonable amount of bulk for support and just enough offense to make a Life Orb set plausible.</p>

<p>Clefable didn't change very much with the new generation, but things certainly did all around her; despite these changes, though, Clefable is still a great Pokemon who can succeed on any team if played to her advantages.</p>

[SET]
(there shouldn't be a blank line here)
name: Support
move 1: Wish
move 2: Seismic Toss
move 3: Knock Off / Protect
move 4: Encore / Heal Bell
item: Leftovers / Toxic Orb
ability: Magic Guard
nature: Impish
EVs: 252 HP / 176 Def / 80 SpD

[SET COMMENTS]

<p>Clefable is an excellent choice for providing support for the team. She has more balanced defenses than Chansey and Alomomola, and she can support in ways they cannot with access to Knock Off and Magic Guard. She also has Heal Bell, which Alomomola would die for. Heal Bell and Wish turn Clefable into a cleric for the team, healing off status and passing 197 HP per Wish. Seismic Toss is Clefable's most reliable option to deal damage, allowing her to hit with consistency against most opponents. Knock Off rids the opponent of their Leftovers and Eviolite, severing cutting their effectiveness and giving your team an advantage. Encore is there to lock an opponent into a move, providing an excellent opportunity to switch to a counter and set up, while Heal Bell lets Clefable rid her team of status.</p>

[ADDITIONAL COMMENTS]

<p>Clefable can use Protect can be used over Knock Off, but Clefable she faces stiff competition with from Chansey, who performs that specific role better is a much better dedicated Wish passer. A status choice move—either Toxic or Thunder Wave—(use em dashes with no spaces) could be used go in the last slot to help support the team by weakening walls and crippling sweepers. Clefable does have has an extremely large arsenal of support options, and any of those which could replace the moves on the set, depending on the needs of the team. Be warned, though, that most other support options are either too situational to be reliable or simply outclassed by other Pokemon.</p>

[SET]
(there shouldn't be a blank line here)
name: Life Orb
move 1: Double Edge
move 2: Fire Blast / Flamethrower
move 3: Grass Knot / Ice Beam
move 4: Softboiled
item: Life Orb
ability: Magic Guard
nature: Brave
EVs: 252 Atk / 4 Def / 252 SpA

[SET COMMENTS]

<p>A Life Orb set might seem odd on a Pokemon with 70 / 85 / 60 offenses, but,(remove) thanks to Magic Guard, good bulk, a versatile movepool, and no recoil with from Life Orb, Clefable is capable of dishing out a respectable amount of damage.</p>

<p>The first slot gives Clefable her STAB option. Double Edge is very dangerous and powerful, effectively reaching 234 Base Power with STAB and the Life Orb boost. A Fire-type move fills the second slot to give coverage against Steel types; Fire Blast is much more powerful, but Flamethrower is an option if one fears low accuracy. The third slot provides Clefable with well-rounded coverage,(remove) and should be chosen depending on the needs of the team. Softboiled is an obvious choice in the final slot for reliable recovery.</p>

[ADDITIONAL COMMENTS]

<p>The most notable optional change would be putting Thunderbolt in the third move slot, allowing Clefable to hit defensive Water-types such as Alomomola and Slowbro for more damage. Clefable could run a pure physical or special Life Orb set, but she becomes much easier to wall, and pure such sets are easily outclassed by Pokemon who specialize in one stat or the other.</p>

<p>If Clefable can find an opportunity to become poisoned, Facade becomes the STAB attack of choice, reaching the equivalent of 273 Base Power with STAB and a Life Orb. Facade can be used as the STAB attack of choice, if Clefable is given the opportunity to get poisoned; if poisioned, Facade is her most powerful attack, hitting with a base 273 power. Clefable can use a defense-lowering nature and EV spread can be used if the loss of Speed with the given set is undesirable; however, Clefable is already relatively slow, even in UU, and typically prefers to maintain some bulk over gaining a little bit of speed.</p>

[Other Options]

<p>Clefable has a ridiculous amount number of moves at her disposal, but most of what she can do is outclassed by something else. Body Slam can be used to provides paralysis support and still hits pretty reasonably hard on the with a Life Orb. Psyshock is a fun tool for Clefable,(remove) letting that allows her to hit specially defensive Pokemon hard on their weaker stat. Clefable does have has a great selection of special attacks to choose from, but the only other options worth mentioning are Shadow Ball and Focus Blast, both of which are very situational.</p>

<p>Snatch can steal opposing healing or boosts, setting Clefable up while preventing your foe from doing so. Magic Coat can bounce back nasty things such as status, entry hazards, and Taunt. Sing can put things opponents to sleep, but its has very shaky accuracy which makes it hardly worth using. Clefable can set up Gravity or Stealth Rock, but the former is gimmicky and the latter finds itself hard to fit into Clefable's set. She can also run dual screens, but others do it this much better.</p>

<P>Clefable has a few kamikaze options in Counter, Level 2 Endeavor, and Healing Wish. Counter can net a surprise KO against your opponent's Fighting-types, especially if paired with Focus Sash. Level 2 Endeavor almost guarantees to Clefable will take at least one Pokemon down, but it sacrifices Clefable along the way. Healing Wish gives Clefable up to cleanse a teammate of any damage or status, but she is typically too slow to use it effectively.</p>

<p>Finally, Stored Power can be combined with Cosmic Power, Work Up, or Calm Mind to slowly turn Clefable into a powerhouse, but Stored Power is often still walled even at max power.</p>

[Checks and Counters]

<p>Clefable's biggest weapon is her vast movepool, and until it's figured out, she poses an immense threat to her opponent. Scouts using U-Turn and Volt Switch can help figure out which set Clefable is carrying, at which point she is much more easily handled. Strong Fighting-type moves hurt Clefable a lot, despite her natural bulk. Taunt messes up a lot of what Clefable can do; without access to her support moves or recovery, Clefable is dead-weight in most scenarios. </p>

[Dream World]

<p>Clefable's dream world ability, Unaware, is still currently unreleased. Unaware is a decent ability for Clefable, who has the natural bulk to take neutral unboosted moves pretty well. The big problem with Unaware is that Magic Guard is the superior choice in most cases. The Life Orb set is completely outclassed without Magic Guard, and the support set becomes vulnerable to Toxic, entry hazards, and weather without it.</p>
Your writing is quite good; the analysis is both informative and fun to read, which is great. However, I noticed you haven't said anything at all about teammates for Clefable. Both sets need at least a few sentences talking about what Pokemon cause trouble for Clefable, and what Pokemon make good teammates by covering those weaknesses or by being able to make excellent use of her support. Also, try to combine some of your shorter paragraphs, especially in the Overview and Other Options. When you've added some teammates and made the other changes, let me know and I'll give this a final look and stamp it.
 
This is kind of late, but should a calm mind set (Life Orb or defensive) be at least mentioned in Other Option? Something like this was effective in Gen 4:
252Hp/252Def Bold or 252SpA/xHp/xSpd (not sure for the ev) Modest
Lefties/Life Orb
-Calm mind
-Softboiled
-Thunderbolt (or other coverage atk)
-ice beam (or other coverage atk)
 
This is kind of late, but should a calm mind set (Life Orb or defensive) be at least mentioned in Other Option? Something like this was effective in Gen 4:
252Hp/252Def Bold or 252SpA/xHp/xSpd (not sure for the ev) Modest
Lefties/Life Orb
-Calm mind
-Softboiled
-Thunderbolt (or other coverage atk)
-ice beam (or other coverage atk)


Calm Mind is already mentioned in OO. It's easily outclassed this generation.
 
Add/Change
Remove
(Comments)

[Overview]

<p>Clefable returns this generation with an incredible ability, an almost unsurpassed movepool, and that ever-so-darling grin. Unfortunately for her, the new generation has not been so nice. She no longer has a unique niche with Magic Guard; Sigilyph in UU and Reuniclus in OU have usurped her throne as the queen of "who cares about residual damage?" Throw an UU-cast a newly UU Mew into the mix with an impossibly incomparable movepool, and Clefable finds it harder and harder to stand out among the crowd.</p>

<p>Things aren't all bad for the pink pixie, however; she still manages to put together a very useful support set, and she loves the new Wish mechanics of the fifth generation. She is still a very solid user of Magic Guard, despite not having exclusive access anymore. She also has a reasonable amount of bulk for support and just enough offense to make a Life Orb set plausible.</p>

<p>Clefable didn't change very much with the new generation, but things certainly did all around her; despite these changes, though, Clefable is still a great Pokemon who can succeed on any team if played to her advantages.</p>

[SET]
(there shouldn't be a blank line here)
name: Support
move 1: Wish
move 2: Seismic Toss
move 3: Knock Off / Protect
move 4: Encore / Heal Bell
item: Leftovers / Toxic Orb
ability: Magic Guard
nature: Impish
EVs: 252 HP / 176 Def / 80 SpD

[SET COMMENTS]

<p>Clefable is an excellent choice for providing support for the team. She has more balanced defenses than Chansey and Alomomola, and she can support in ways they cannot with access to Knock Off and Magic Guard. She also has Heal Bell, which Alomomola would die for. Heal Bell and Wish turn Clefable into a cleric for the team, healing off status and passing 197 HP per Wish. Seismic Toss is Clefable's most reliable option to deal damage, allowing her to hit with consistency against most opponents. Knock Off rids the opponent of their Leftovers and Eviolite, severing cutting their effectiveness and giving your team an advantage. Encore is there to lock an opponent into a move, providing an excellent opportunity to switch to a counter and set up, while Heal Bell lets Clefable rid her team of status.</p>

[ADDITIONAL COMMENTS]

<p>Clefable can use Protect can be used over Knock Off, but Clefable she faces stiff competition with from Chansey, who performs that specific role better is a much better dedicated Wish passer. A status choice move—either Toxic or Thunder Wave—(use em dashes with no spaces) could be used go in the last slot to help support the team by weakening walls and crippling sweepers. Clefable does have has an extremely large arsenal of support options, and any of those which could replace the moves on the set, depending on the needs of the team. Be warned, though, that most other support options are either too situational to be reliable or simply outclassed by other Pokemon.</p>

[SET]
(there shouldn't be a blank line here)
name: Life Orb
move 1: Double Edge
move 2: Fire Blast / Flamethrower
move 3: Grass Knot / Ice Beam
move 4: Softboiled
item: Life Orb
ability: Magic Guard
nature: Brave
EVs: 252 Atk / 4 Def / 252 SpA

[SET COMMENTS]

<p>A Life Orb set might seem odd on a Pokemon with 70 / 85 / 60 offenses, but,(remove) thanks to Magic Guard, good bulk, a versatile movepool, and no recoil with from Life Orb, Clefable is capable of dishing out a respectable amount of damage.</p>

<p>The first slot gives Clefable her STAB option. Double Edge is very dangerous and powerful, effectively reaching 234 Base Power with STAB and the Life Orb boost. A Fire-type move fills the second slot to give coverage against Steel types; Fire Blast is much more powerful, but Flamethrower is an option if one fears low accuracy. The third slot provides Clefable with well-rounded coverage,(remove) and should be chosen depending on the needs of the team. Softboiled is an obvious choice in the final slot for reliable recovery.</p>

[ADDITIONAL COMMENTS]

<p>The most notable optional change would be putting Thunderbolt in the third move slot, allowing Clefable to hit defensive Water-types such as Alomomola and Slowbro for more damage. Clefable could run a pure physical or special Life Orb set, but she becomes much easier to wall, and pure such sets are easily outclassed by Pokemon who specialize in one stat or the other.</p>

<p>If Clefable can find an opportunity to become poisoned, Facade becomes the STAB attack of choice, reaching the equivalent of 273 Base Power with STAB and a Life Orb. Facade can be used as the STAB attack of choice, if Clefable is given the opportunity to get poisoned; if poisioned, Facade is her most powerful attack, hitting with a base 273 power. Clefable can use a defense-lowering nature and EV spread can be used if the loss of Speed with the given set is undesirable; however, Clefable is already relatively slow, even in UU, and typically prefers to maintain some bulk over gaining a little bit of speed.</p>

[Other Options]

<p>Clefable has a ridiculous amount number of moves at her disposal, but most of what she can do is outclassed by something else. Body Slam can be used to provides paralysis support and still hits pretty reasonably hard on the with a Life Orb. Psyshock is a fun tool for Clefable,(remove) letting that allows her to hit specially defensive Pokemon hard on their weaker stat. Clefable does have has a great selection of special attacks to choose from, but the only other options worth mentioning are Shadow Ball and Focus Blast, both of which are very situational.</p>

<p>Snatch can steal opposing healing or boosts, setting Clefable up while preventing your foe from doing so. Magic Coat can bounce back nasty things such as status, entry hazards, and Taunt. Sing can put things opponents to sleep, but its has very shaky accuracy which makes it hardly worth using. Clefable can set up Gravity or Stealth Rock, but the former is gimmicky and the latter finds itself hard to fit into Clefable's set. She can also run dual screens, but others do it this much better.</p>

<P>Clefable has a few kamikaze options in Counter, Level 2 Endeavor, and Healing Wish. Counter can net a surprise KO against your opponent's Fighting-types, especially if paired with Focus Sash. Level 2 Endeavor almost guarantees to Clefable will take at least one Pokemon down, but it sacrifices Clefable along the way. Healing Wish gives Clefable up to cleanse a teammate of any damage or status, but she is typically too slow to use it effectively.</p>

<p>Finally, Stored Power can be combined with Cosmic Power, Work Up, or Calm Mind to slowly turn Clefable into a powerhouse, but Stored Power is often still walled even at max power.</p>

[Checks and Counters]

<p>Clefable's biggest weapon is her vast movepool, and until it's figured out, she poses an immense threat to her opponent. Scouts using U-Turn and Volt Switch can help figure out which set Clefable is carrying, at which point she is much more easily handled. Strong Fighting-type moves hurt Clefable a lot, despite her natural bulk. Taunt messes up a lot of what Clefable can do; without access to her support moves or recovery, Clefable is dead-weight in most scenarios. </p>

[Dream World]

<p>Clefable's dream world ability, Unaware, is still currently unreleased. Unaware is a decent ability for Clefable, who has the natural bulk to take neutral unboosted moves pretty well. The big problem with Unaware is that Magic Guard is the superior choice in most cases. The Life Orb set is completely outclassed without Magic Guard, and the support set becomes vulnerable to Toxic, entry hazards, and weather without it.</p>
Your writing is quite good; the analysis is both informative and fun to read, which is great. However, I noticed you haven't said anything at all about teammates for Clefable. Both sets need at least a few sentences talking about what Pokemon cause trouble for Clefable, and what Pokemon make good teammates by covering those weaknesses or by being able to make excellent use of her support. Also, try to combine some of your shorter paragraphs, especially in the Overview and Other Options. When you've added some teammates and made the other changes, let me know and I'll give this a final look and stamp it.


I made your changes regarding any grammar issues.

However, there were several things you mentioned that I didn't change because the changes you suggested were stylistic and not grammatical. I hope that's not too severe an issue.

Also, I added a paragraph for each set for teammates.

Let me know what I need to do to get that last stamp! :)
 
change
delete
comments

Clefable
036.png

http://www.serebii.net/pokedex-bw/036.shtml

[Overview]

<p>Clefable returns this generation with an incredible ability, an almost unsurpassed movepool, and that ever-so-darling grin. Unfortunately for her, the new generation has not been so nice. She no longer has a niche with Magic Guard; Sigilyph in UU and Reuniclus in OU have usurped her throne as the queen of "who cares about residual damage?" Throw an UU-cast Mew into the mix with an impossibly incomparable movepool, and Clefable finds it harder and harder to stand out among the crowd.</p> (advanced point: "An" is used before words that start with vowel sounds, like apple or up. UU is pronounced Yu-yu, where "y" is a consonant noise. Therefore, "a" is used, not an)

<p>Things aren't all bad for the pink pixy, however; she still manages to put together a very useful support set, and she loves the new Wish mechanics of the fifth generation. She is still a very solid user of Magic Guard, despite not having exclusive access anymore. She also has a reasonable amount of bulk for support and just enough offense to make a Life Orb set plausible.</p>

<p>Clefable didn't change very much with the new generation, but things certainly did all around her; despite these changes, Clefable is still a great Pokemon who can succeed on any team if played to her advantages.</p>

[SET]
name: Support
move 1: Wish
move 2: Seismic Toss
move 3: Knock Off / Protect
move 4: Encore / Heal Bell
item: Leftovers / Toxic Orb
ability: Magic Guard
nature: Impish
EVs: 252 HP / 176 Def / 80 SpD

[SET COMMENTS]

<p>Clefable is an excellent choice for providing support for the team. She has more balanced defenses than Chansey and Alomomola, and she can support in ways they cannot with access to Knock Off and Magic Guard. She also has Heal Bell, which Alomomola would die for. Heal Bell and Wish turn Clefable into a cleric for the team, healing off status and passing 197 HP per Wish. Seismic Toss is Clefable's most reliable option to deal damage, allowing her to hit with consistency against most opponents. Knock Off rids the opponents of their Leftovers and or Eviolites, severing drastically diminishing their effectiveness and giving your team an advantage. Encore is there to lock an opponent into a move, providing an excellent opportunity to switch to a counter and set up, while Heal Bell lets Clefable rid her team of status.</p>

<p>Considering the great support Clefable offers with this set, she fits into practically any team with ease. She is particularly useful for sweepers who lack a reliable source of recovery and who appreciate Wish support. Encore and Knock Off make it easier for teammates to switch in and set up with a boosting move or Substitute. Clefable works best when paired with Ghost-, Psychic-, or Flying-type teammates who can either ignore or handle the Fighting-type attacks that are going to be aimed at her.</p>

[ADDITIONAL COMMENTS]

<p>Clefable can use Protect over Knock Off, but she faces stiff competition from the resulting moveset will be greatly overshadowed by Chansey, who is a much better dedicated Wish passer. A status moveeither Toxic or Thunder Wavecould be used in the last slot to help support the team by weakening walls and or crippling sweepers. Clefable has an extremely large arsenal of support options, any of which could replace the moves on the set, depending on the needs of the team. Be warned, though, that most other support options are either too situational to be reliable or are simply outclassed better utilized by other Pokemon.</p>

[SET]
name: Life Orb
move 1: Double Edge
move 2: Fire Blast / Flamethrower
move 3: Grass Knot / Ice Beam
move 4: Softboiled
item: Life Orb
ability: Magic Guard
nature: Brave
EVs: 252 Atk / 4 Def / 252 SpA

[SET COMMENTS]

<p>A Life Orb set might seem odd on a Pokemon with 70 Atk / 85 SpA / 60 offense stats, but thanks to Magic Guard, good bulk, a versatile movepool, and no recoil from Life Orb, Clefable is capable of dishing out a respectable amount of damage.</p>

<p>The first slot gives Clefable her best STAB option. Double Edge is very dangerous and powerful, effectively reaching 234 base power with STAB and the Life Orb boost. A Fire-type move fills the second slot to give coverage against Steel-types; Fire Blast is much more powerful, but Flamethrower is an option if one fears low accuracy. The third slot provides Clefable with well-rounded coverage and should be chosen depending on the needs of the team. Softboiled is an obvious choice in the final slot for reliable recovery.</p>

<p>Team support is much more crucial for a Life Orb set to work for Clefable. Getting rid of your foe's Fighting-types and setting up entry hazards should be the top priorities; she performs much better when her only weakness is removed and when residual damage helps trim down the foe's health. Ghost-types are the best partners for this set since they are immune to both Fighting-type attacks and Rapid Spin. Froslass is at the top of the list of Ghost-type partners since she can also set up Spikes against the opponent.</p> (I didn't see anything in this paragraph worth saving. Unless specific calculations are given for specific critical targets, I and the other C&C mods have agreed that we don't want to see this continuing trend of mentioning 'hazard support' on every random offensive Pokemon. As for the Fighting-types, every Pokemon has weaknesses. Psychic-, Flying-, and Ghost-types are so common in UU, that I don't think you need a whole paragraph just to talk about possible teammates that can beat Fighting-tyes. So yeah, scrape this whole paragraph)

[ADDITIONAL COMMENTS]

<p>The most notable optional change would be putting Thunderbolt in the third moveslot, allowing Clefable to hit lighter defensive Water-types such as Alomomola and Slowbro for more damage. Clefable could run a pure physical or special Life Orb set, but she becomes much easier to wall, and pure sets are easily outclassed by Pokemon who specialize in one stat or the other.</p>

<p>If Clefable can find an opportunity to become poisoned, Facade would be a terrific option if Clefable could count on acquiring a status impairment, becomes the STAB attack of choice, reaching the equivalent of 273 Base Power with STAB and a Life Orb. Clefable can use a defense-lowering nature and EV spread can be used could use Naughty or Lonely if the loss of Speed with the given set from Brave is undesirable; however, Clefable is already relatively slow, even in UU, and typically prefers to maintain some bulk over gaining a little bit of speed.</p>

[Other Options]

<p>Clefable has a ridiculous number of moves at her disposal, but most of what she can do is outclassed by something else. Body Slam provides paralysis support and still hits reasonably hard with a Life Orb. Psyshock is a fun tool for Clefable that allows her to hit specially defensive Pokemon hard on their weaker stat. Clefable has a great selection of special attacks to choose from, but the only other options worth mentioning are Shadow Ball and Focus Blast, both of which are very situational.</p> (Psyshock Clefable is just not worth mentioning)

<p>Snatch can steal opposing healing or boosts, setting Clefable up while preventing your foe from doing so. Magic Coat can bounce back nasty things such as status, entry hazards, and Taunt. Sing can put opponents to sleep, but its very shaky accuracy makes it hardly worth using. Clefable can set up Gravity or Stealth Rock, but the former is gimmicky and the latter finds itself hard to fit into Clefable's set is better set up by Chansey. She can also run dual screens, but others do this much better more effectively, while Clefable is decidedly lacking in Speed.</p>

<P>Clefable has a few kamikaze options in Counter, level 2 Endeavor, and Healing Wish. Counter can net a surprise KO against your opponent's Fighting-types, especially if paired with Focus Sash. Level 2 Endeavor is best used with Hail, and almost guarantees Clefable will take at least one Pokemon down, but it sacrifices Clefable's effectiveness along the way. Keep in mind you would use level 1 Cleffa first, and wit level 2 Clefairy, you can use up to three of these Endeavor abusers on your team. Healing Wish gives Clefable up to cleanse a teammate of any damage or status, but she is typically too slow to use it effectively.</p>

<p>Finally, Stored Power can be combined with Cosmic Power, Work Up, or Calm Mind to slowly turn Clefable into a powerhouse, but Stored Power is often walled even at max power, and is extremely difficult to effectively set up.</p>

[Check and Counters]

<p>Clefable's biggest weapon is her vast movepool, and until it's figured out, she poses an immense threat to her opponent. Scouts using U-Turn and Volt Switch can help figure out which set Clefable is carrying, at which point she is much more easily handled. Strong Fighting-type moves hurt Clefable a lot, despite her natural bulk. Taunt messes up a lot of what Clefable can do; without access to her support moves or recovery, Clefable is dead-weight in most scenarios.(remove space)</p>

[Dream World]

<p>Clefable's Dream World ability, Unaware, is still currently unreleased. Unaware is a decent ability for Clefable, who has the natural bulk to take neutral unboosted moves pretty well. The big problem with Unaware is that Magic Guard is the superior choice in most cases. The Life Orb set is completely outclassed without Magic Guard, and the support set becomes vulnerable to Toxic, entry hazards, and weather without it.</p>


gpstamp


2/2
 
Back
Top