pac
pay 5000, gg?
[OVERVIEW]
Clefable in RBY UU succeeds as an offensive early game threat, being able to threaten pokemon such as Hypno and Kadabra with its wide movepool. It also as possesses decent special bulk similar to that of notable defensive threats like Tangela and Omastar, allowing it to fulfill this role successfully. This combination of desirable traits allows it to be an effective lead, as two of the three most popular leads in the format are the aforementioned Hypno and Kadabra, and Tentacruel is forced to attempt to pivot out in order to avoid paralysis from Thunder Wave.
[SET]
name: Lead
move 1: Thunder Wave
move 2: Body Slam
move 3: Blizzard / Thunderbolt / Psychic
move 4: Hyper Beam / Counter
[SET COMMENTS]
Set Description
=========
Thunder Wave and Body Slam are Clefable's two most important moves. Between the two of them, Clefable can threaten every Pokemon in the tier with paralysis and large damage. They also help mitigate Clefable's primary weakness in its speed. For your remaining moves, you have multiple options based on what targets you want to prioritize. Hyper Beam will deal significant damage to a large portion of the tier. Tentacruel, Paralysed Kadabra, Persian, and more will hate taking on a Hyper Beam, with Tentacruel notably being KO'd from around half health. Blizzard is Clefable's strongest Special move, and will obliterate Pokemon weak to it such as Aerodactyl, Golem, or Venusaur. Thunderbolt will deal super effective damage against relevant Water-types such as Dewgong or Vaporeon, as well as landing a 3HKO on Dewgong and a 4HKO on Vaporeon. Thunderbolt is especially relevant against the occasional Omastar, which resists Blizzard, Body Slam, and Hyper Beam, as well as landing a 2HKO on Gyarados. Between Psychic and Body Slam, Clefable is able to hit every Pokemon in the tier for at least neutral damage. Also, Psychic is relevant for Poison-types such as Haunter or Tentacruel, while also being able to threaten dangerous Special drops, although Thunderbolt will deal more damage against Tentacruel. However, when taking into account Special drops, Psychic will typically deal more damage. Counter is useful against physical attackers that use Normal-type moves, such as Kangaskhan, Dodrio, or Persian. However, this will likely only work once; Kangaskhan may use Earthquake in order to check if you are running Counter, and Dodrio may use Drill Peck. Using Counter will require you to be patient enough until a Kangaskhan or Dodrio no longer suspects the presence of Counter. Persian is less fortunate here, as its coverage moves in Bubble Beam and Thunderbolt are much less useful against Clefable, both dealing middling damage, encouraging it to use Slash. When using a Clefable with Counter, you have a good option to switch-in on a Hyper Beam due to Clefable's high physical bulk. Notably, this allows it to act as a very solid Kangaskhan switch-in.
Bringing in Clefable can be a tricky situation, primarily due to its low speed. Using partial trapping moves, such as Wrap or Bind, will help you bring Clefable in safely, because switching out during partial trapping will end the turn. Due to this issue, one of the better ways to use Clefable is as a lead, as Clefable has a decent matchup against multiple popular leads, such as Tentacruel, Kadabra, Dodrio, and Electabuzz, and has to worry less about switching in. A set containing Psychic, Hyper Beam, Body Slam, and Thunder Wave allows Clefable to succeed in the earlier parts of the game. A Tentacruel lead will have to be concerned about the possibility of missing Wrap, and afterwards being punished by Psychic or Thunder Wave. Hypno will either lose, be severely crippled, or be forced to use Hypnosis when facing Clefable early on. Kadabra will die to a Body Slam followed up by a Hyper Beam, meaning that it's either forced out or sacked.
Clefable is able to fit on a variety of teams due to its flexibility, including outside of the lead. A team that is weak to Hypno may utilize it for its ability to muscle past Hypno, while teams featuring Kadabra can benefit from a Clefable that runs Counter, as foes will attempt to KO Kadabra with a Hyper Beam or Slash from a physical attacker such as Kangaskhan or Persian. Sets running Blizzard and Thunderbolt have a favorable matchup against teams running the popular combination of Vaporeon and Dragonite, although the downside is your lesser ability to muscle past Hypno. Clefables that run Sing allow your Hypno to drop Hypnosis for something more useful, particularly Seismic Toss for the ditto. ln general, use Clefable to patch up holes against certain troublesome matchups, as well as in teams with heavy paralysis support that will let it shine. Clefable is most effective when its foes are slower than it, so paralysis support can help it threaten them more efficiently. Clefable also functions well once Tentacruel is handled or otherwise paralyzed, as Tentacruel is able to abuse Clefable extremely effectively with Wrap.
[STRATEGY COMMENTS]
Other Options
=============
Clefable's expansive movepool allows it to be very customizable, meaning that it has plenty of other options. Sing can be used to turn the tables against Pokemon that would otherwise be checks, and due to RBY's notoriously powerful sleep mechanics , this can mean a KO. Mega Kick is stronger than Body Slam and does not force a recharge turn like Hyper Beam, notably being able to 2HKO Tentacruel and Hypno, as well having a decent chance of 2HKOing the occasional Raichu. However, it has the disadvantage of not spreading paralysis like Body Slam, making it less consistent. Rest allows Clefable to heal off damage and status it has taken over time, and due to the prevalence of Wrap in the tier, it has multiple opportunities to wake up, as Wrap will burn sleep turns. However, Clefable has a hard time fitting it into its moveset, and offensive threats such as Kangaskhan will be happy to punish a Rest. It's also rather slow, making it easy to put to sleep again if Sleep Clause isn't active.
Checks and Counters
===================
**Partial Trappers**: As mentioned above, Clefable being as slow as it is means that Dragonite, Tentacruel, and Pinsir can simply Wrap or Bind it to death a lot of the time. Clefable will usually start dying to a +2 Hyper Beam from Pinsir after only 1 round of Bind, a Tentacruel Surf starting at 38.9%, and a Dragonite Hyper Beam starting at 48%. However, if Wrap or Bind misses, Clefable can threaten them with Thunder Wave or the less consistent Sing in order to mitigate this issue. The partial trappers may also use Wrap or Bind to pivot into a threat such as Dugtrio or Persian, which can also finish the job against Clefable.
**Haunter**: Haunter is immune to Clefable's Body Slam and Hyper Beam, takes very little from a Thunderbolt, can threaten Clefable with 50.3-59.2% damage with Explosion, and is able to 4HKO Clefable with Night Shade. However, a Haunter that has been paralyzed due to Thunder Wave loses its ability to work effectively as a Dragonite check. Also, if Clefable is running Psychic, Haunter is forced out due to the guaranteed 3HKO that Psychic threatens with.
**Articuno**: Clefable has trouble dealing with Articuno, as a Clefable that has taken minor chip beforehand will be 2HKOed by Blizzard, and Clefable will only threaten Articuno with a 4HKO from Thunderbolt. It's worth noting that Clefable can paralyze Articuno to cripple it, slowing down a potential sweep.
**Hypnosis Lead Hypno**: While a full HP Clefable will punish a Hypno that is asleep very effectively, in the lead position when Sleep Clause is not active Hypno will outspeed Clefable and threaten it with Hypnosis. Hypno is usually a tough Pokemon for teams to take down, and while Clefable is threatened by it, it's still one of the better Pokemon at handling it if it is awake later in the game.
[CREDITS]
- Written by: [[pacattacc, 520967]]
- Quality checked by: [[, ], [, ]]
- Grammar checked by: [[, ], [, ]]
Clefable in RBY UU succeeds as an offensive early game threat, being able to threaten pokemon such as Hypno and Kadabra with its wide movepool. It also as possesses decent special bulk similar to that of notable defensive threats like Tangela and Omastar, allowing it to fulfill this role successfully. This combination of desirable traits allows it to be an effective lead, as two of the three most popular leads in the format are the aforementioned Hypno and Kadabra, and Tentacruel is forced to attempt to pivot out in order to avoid paralysis from Thunder Wave.
[SET]
name: Lead
move 1: Thunder Wave
move 2: Body Slam
move 3: Blizzard / Thunderbolt / Psychic
move 4: Hyper Beam / Counter
[SET COMMENTS]
Set Description
=========
Thunder Wave and Body Slam are Clefable's two most important moves. Between the two of them, Clefable can threaten every Pokemon in the tier with paralysis and large damage. They also help mitigate Clefable's primary weakness in its speed. For your remaining moves, you have multiple options based on what targets you want to prioritize. Hyper Beam will deal significant damage to a large portion of the tier. Tentacruel, Paralysed Kadabra, Persian, and more will hate taking on a Hyper Beam, with Tentacruel notably being KO'd from around half health. Blizzard is Clefable's strongest Special move, and will obliterate Pokemon weak to it such as Aerodactyl, Golem, or Venusaur. Thunderbolt will deal super effective damage against relevant Water-types such as Dewgong or Vaporeon, as well as landing a 3HKO on Dewgong and a 4HKO on Vaporeon. Thunderbolt is especially relevant against the occasional Omastar, which resists Blizzard, Body Slam, and Hyper Beam, as well as landing a 2HKO on Gyarados. Between Psychic and Body Slam, Clefable is able to hit every Pokemon in the tier for at least neutral damage. Also, Psychic is relevant for Poison-types such as Haunter or Tentacruel, while also being able to threaten dangerous Special drops, although Thunderbolt will deal more damage against Tentacruel. However, when taking into account Special drops, Psychic will typically deal more damage. Counter is useful against physical attackers that use Normal-type moves, such as Kangaskhan, Dodrio, or Persian. However, this will likely only work once; Kangaskhan may use Earthquake in order to check if you are running Counter, and Dodrio may use Drill Peck. Using Counter will require you to be patient enough until a Kangaskhan or Dodrio no longer suspects the presence of Counter. Persian is less fortunate here, as its coverage moves in Bubble Beam and Thunderbolt are much less useful against Clefable, both dealing middling damage, encouraging it to use Slash. When using a Clefable with Counter, you have a good option to switch-in on a Hyper Beam due to Clefable's high physical bulk. Notably, this allows it to act as a very solid Kangaskhan switch-in.
Bringing in Clefable can be a tricky situation, primarily due to its low speed. Using partial trapping moves, such as Wrap or Bind, will help you bring Clefable in safely, because switching out during partial trapping will end the turn. Due to this issue, one of the better ways to use Clefable is as a lead, as Clefable has a decent matchup against multiple popular leads, such as Tentacruel, Kadabra, Dodrio, and Electabuzz, and has to worry less about switching in. A set containing Psychic, Hyper Beam, Body Slam, and Thunder Wave allows Clefable to succeed in the earlier parts of the game. A Tentacruel lead will have to be concerned about the possibility of missing Wrap, and afterwards being punished by Psychic or Thunder Wave. Hypno will either lose, be severely crippled, or be forced to use Hypnosis when facing Clefable early on. Kadabra will die to a Body Slam followed up by a Hyper Beam, meaning that it's either forced out or sacked.
Clefable is able to fit on a variety of teams due to its flexibility, including outside of the lead. A team that is weak to Hypno may utilize it for its ability to muscle past Hypno, while teams featuring Kadabra can benefit from a Clefable that runs Counter, as foes will attempt to KO Kadabra with a Hyper Beam or Slash from a physical attacker such as Kangaskhan or Persian. Sets running Blizzard and Thunderbolt have a favorable matchup against teams running the popular combination of Vaporeon and Dragonite, although the downside is your lesser ability to muscle past Hypno. Clefables that run Sing allow your Hypno to drop Hypnosis for something more useful, particularly Seismic Toss for the ditto. ln general, use Clefable to patch up holes against certain troublesome matchups, as well as in teams with heavy paralysis support that will let it shine. Clefable is most effective when its foes are slower than it, so paralysis support can help it threaten them more efficiently. Clefable also functions well once Tentacruel is handled or otherwise paralyzed, as Tentacruel is able to abuse Clefable extremely effectively with Wrap.
[STRATEGY COMMENTS]
Other Options
=============
Clefable's expansive movepool allows it to be very customizable, meaning that it has plenty of other options. Sing can be used to turn the tables against Pokemon that would otherwise be checks, and due to RBY's notoriously powerful sleep mechanics , this can mean a KO. Mega Kick is stronger than Body Slam and does not force a recharge turn like Hyper Beam, notably being able to 2HKO Tentacruel and Hypno, as well having a decent chance of 2HKOing the occasional Raichu. However, it has the disadvantage of not spreading paralysis like Body Slam, making it less consistent. Rest allows Clefable to heal off damage and status it has taken over time, and due to the prevalence of Wrap in the tier, it has multiple opportunities to wake up, as Wrap will burn sleep turns. However, Clefable has a hard time fitting it into its moveset, and offensive threats such as Kangaskhan will be happy to punish a Rest. It's also rather slow, making it easy to put to sleep again if Sleep Clause isn't active.
Checks and Counters
===================
**Partial Trappers**: As mentioned above, Clefable being as slow as it is means that Dragonite, Tentacruel, and Pinsir can simply Wrap or Bind it to death a lot of the time. Clefable will usually start dying to a +2 Hyper Beam from Pinsir after only 1 round of Bind, a Tentacruel Surf starting at 38.9%, and a Dragonite Hyper Beam starting at 48%. However, if Wrap or Bind misses, Clefable can threaten them with Thunder Wave or the less consistent Sing in order to mitigate this issue. The partial trappers may also use Wrap or Bind to pivot into a threat such as Dugtrio or Persian, which can also finish the job against Clefable.
**Haunter**: Haunter is immune to Clefable's Body Slam and Hyper Beam, takes very little from a Thunderbolt, can threaten Clefable with 50.3-59.2% damage with Explosion, and is able to 4HKO Clefable with Night Shade. However, a Haunter that has been paralyzed due to Thunder Wave loses its ability to work effectively as a Dragonite check. Also, if Clefable is running Psychic, Haunter is forced out due to the guaranteed 3HKO that Psychic threatens with.
**Articuno**: Clefable has trouble dealing with Articuno, as a Clefable that has taken minor chip beforehand will be 2HKOed by Blizzard, and Clefable will only threaten Articuno with a 4HKO from Thunderbolt. It's worth noting that Clefable can paralyze Articuno to cripple it, slowing down a potential sweep.
**Hypnosis Lead Hypno**: While a full HP Clefable will punish a Hypno that is asleep very effectively, in the lead position when Sleep Clause is not active Hypno will outspeed Clefable and threaten it with Hypnosis. Hypno is usually a tough Pokemon for teams to take down, and while Clefable is threatened by it, it's still one of the better Pokemon at handling it if it is awake later in the game.
[CREDITS]
- Written by: [[pacattacc, 520967]]
- Quality checked by: [[, ], [, ]]
- Grammar checked by: [[, ], [, ]]
Last edited: