Clefable (Chargeburn)



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CHARGEBURN CLEFABLE

EVS: 252 HP/ 58 SPatk/ 200 SpDef
Nature: Bold
Trick
Charge Beam
Ice Beam
Softboiled
Item:Flame Orb

This Clefable has two uses as a Special Wall and pseudo sweeper. The Game starts out with switching Clefable in on Special Attacks and scouting its counters while inturn activating its flame orb. With flame orb activated Clefable becomes one of the best Venusaur switchins in the game with its immunity to sleep powder and leech seed and its ability to set up on it with charge beam or attempt to wane its hitpoints with ice beam. If the opponent switches to a strong fighting type, you will have to switch because of Clefable's obvious physical fighting weakness. However, later, she can take her vengeance when you predict their switch to the fighting type and trick your flame orb to it thereby crippling it. If the fighting type move does little enough, then you can attempt to retrieve your item back with another trick. Clefable also has the option of sweeping with Charge beam and Ice beam forming a boosting attacking combo with great coverage. The fact that Clefable cannot be put to sleep and the possibilty of retrieving a recoilless life orb or leftovers from trick also helps in Clefable's cleanup. Although it has flame orb, having a physically defensive ghost type counterpart never hurts. The best option is Spiritomb with its ability to switch into Sub Encore Alakazams and pursuit them to death since they have the possibility of carrying powerful focus blasts that Clefable cannot take that well. Spiritomb can also attempt to cripple powerful physical sweepers with will-o-wisp, letting Clefable save its flame orb for a status cure sweeper like resttalk Poliwrath (does that even exist?) and DD Heal Bell Altaria as well as the slim possibility of Restalk Curse Lickilicky and others.

Why this set deserves to be onsite:
-Very reliable counter to Venusaur being able to wall all specially oriented sets as well as crippling SD life orb variants with tricked flame orb
-Able to wall and set up on many special threats in the UU Metagame including Life orb Milotic and others
-Able to cripple a large amount of its counters barring Blaziken on its own
-Fills many roles with little trouble such as Status Absorber, Pseudo Sweeper, and Special Counter
-It is a new function of Clefable that has not been explored

Additonal Comments:
-If boosting isn't in your interest you can replace Charge Beam with thunderbolt but that would defeat one of the purposes of this set
-Ice beam can be replaced with icy wind for speed lowering utility, however the lack of power is certainly noticable with Clefable's less than stellar special attack

Teammates and Counters:
COUNTERS:
-Blaziken is the number one counter for the set with immunity to flame orb and strong 120 Stab Fighting move
-Both Guts and Thick fat Hariyama
-Alakazam (Sub encore and Choice Specs)
-Phazers/Hazers
TEAMMATES:
-Spiritomb w/ Will-o-wisp & pursuit/suckerpunch--Counter to Alakazam able to near OHKO Alakazam with pursuit even if it doesn't switch--Able to switch into fighting moves and give Clefable burn support
-Bulky Water (i.e. Milotic) able to switch into fire types such as Blaziken and kill with STAB Surf
-Physically oriented Attacking Poke (preferably grass like Venusaur or tangrowth) to keep Specially Defensive/Haze Milotic and Chansey at bay
 
You're really trying to do to much at once in my opinion. It's really not that hard to wear down potential Fighting switch-ins without Flame Orb. Plus, Charge Beam is hardly reliable; you're better off with Calm Mind. Clefable also needs the Special Defense boost to beat certain sweepers.

QC Reject 1/2
 
I should also note that i did not make the set with fulfilling multiple roles in mind: It just turned out that way when i used it in practice.
 
I didn't like this set at all when I tested it. Tricking Flame Orb once in a while is nice, but that's really all this set has going for it; it's practically useless after that because it's way too weak to do anything, and doesn't provide any form of support like Encore/Wish/Aromatherapy that other sets do. Not to mention if your opponent has a Blaziken or Hariyama this set is basically giving them a free switch in to wreck your team every time. Sure, Charge Beam set up can wreck stall and a few balance teams, but the Calm Mind set is infinitely better at that because of reliability and ease in setting up on special attackers (not to mention you get to use the much stronger Thunderbolt).

This gets a no from me, sorry.

QC Reject 2/2
 
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