Plague von Karma
Banned deucer.
[OVERVIEW]
Clefable succeeds in RBY UU as a strong early-game offensive threat with great unpredictability and versatility, possessing an incredible movepool with Thunder Wave, STAB Body Slam, Thunderbolt, Blizzard, Counter, Sing, and more. With respectable bulk in tow, Clefable will incapacitate many Pokemon in some form before it goes down; this bulk also helps it take Wrap decently well, letting it stay in and punish misses with Thunder Wave in a tight spot. Furthermore, Clefable has coverage for every Pokemon in the tier, letting it fine-tune itself for a team and punish switch-ins if they get paralyzed prior; still, it won't have the right move for every situation at once.
However, because of its low Speed, Clefable often finds itself getting easily worn down by wrappers like Tentacruel and Dragonite. Additionally, it is near-effortless to revenge kill with strong attackers that aren't normally even fast enough to revenge kill, such as Hypno, and critical hits don't help. This is compounded by a lack of recovery and resistances, causing it to sometimes struggle as a defensive team piece. Because Clefable provides inconsistent defensive utility and not quite elite offensive pressure, it is often outcompeted by other early-game wallbreakers like Kangaskhan. Regardless of this, Clefable pairs well alongside many Pokemon in the tier—particularly other Normal-types, Kadabra, and Articuno—for its support movepool, which backs its offensive pressure extremely well.
[SET]
name: Offensive Utility
move 1: Thunder Wave
move 2: Body Slam
move 3: Hyper Beam
move 4: Thunderbolt / Blizzard / Psychic
[SET COMMENTS]
Set Description
=========
This set lets Clefable succeed as a strong early-game attacker, providing ample paralysis support while trading with common early-game Psychic-types like Kadabra and Hypno. Because of Clefable's bulk and Thunder Wave, it will typically incapacitate foes in a one-on-one fight. Staying in against repeated Wrap uses before crippling the opposing Pokemon with Thunder Wave is a viable—albeit risky—strategy, as its physical bulk makes it take minimal chip damage. STAB Body Slam deals sizable damage and threatens to paralyze any would-be switch-in. Hyper Beam is very powerful, KOing Pokemon like Tentacruel, Electabuzz, Persian, and even Hypno from around half HP; a critical hit Body Slam prior can often put these Pokemon in range for Hyper Beam.
Clefable's special coverage move should be chosen based on what the team is lacking. Thunderbolt covers Water-types, 3HKOing Poliwrath, Dewgong, and Omastar as well as 2HKOing Gyarados. Blizzard 2HKOes Dodrio, Dragonite, Tangela, and Golem; it is also Clefable's best option for Kangaskhan and Venusaur. Psychic is the best against Haunter, 3HKOing it, though Special drops can improve this. Additionally, it can 3HKO Tentacruel with a Special drop, though Thunderbolt is comparably effective against it.
Clefable can be a difficult Pokemon to bring in, primarily due to its low Speed causing it to get worn down quickly. It's best brought in through Wrap or double switching on Kadabra or Electabuzz, common sights for their Speed and special offense; Kadabra is a particularly big target, as Clefable 2HKOes it with Body Slam. Because they lack the firepower to break past Clefable and it threatens them with paralysis in return, it's easy for Clefable to gain momentum. These Pokemon can be easily drawn in through early-game use of Tentacruel; for instance, leading with Wrap Tentacruel regularly draws Kadabra in right away and gives Clefable a free switch. Clefable can heavily punish Pokemon by predicting Rest—particularly from Tentacruel and Hypno—as it can easily 3HKO both with Body Slam twice followed by Hyper Beam. In respect to Hypno, Clefable is very capable of switching in via Wrap pivoting and denting it enough to the point that it can be traded with. Kadabra, Tentacruel, and, to a lesser extent, Electabuzz are all extremely common early-game Pokemon that can be regularly lured in through your own Kadabra, Tentacruel, or Hypno; Kadabra and Hypno can force Tentacruel to use Rest through paralysis and super effective damage, while Hypno is forced in through prolonged mirror matches. Dugtrio is also a good opportunity for Clefable to come in, as it fails to 3HKO without critical hits and gets threatened with Body Slam paralysis or severe damage from Blizzard. Dugtrio regularly switches in on predicted Thunder Wave uses, so consider double switching to Clefable from a damaged Kadabra, Electabuzz, Dragonite, or Hypno.
Clefable can be used as a lead, as it forces Tentacruel to pivot with Wrap by the threat of Thunder Wave, threatens non-Hypnosis Hypno, and shrugs off Kadabra's Thunder Wave. In the event the opponent is using a slower team, such as one featuring Tangela or multiple bulky Water-types like Omastar, lead Kadabra may even switch out. However, Clefable can often be more threatening outside of the lead slot because of its ability to pummel paralyzed Pokemon, and Pokemon like Tentacruel, Electabuzz, and Kadabra often perform more favorably as leads. Because of Clefable's low Speed, paralysis inducers such as Kadabra, Electabuzz, and the omnipresent Hypno are excellent partners for making it a late-game threat. They also become much more threatening once Clefable has beaten or traded with an opposing Psychic-type. Clefable also strongly benefits special attackers like Articuno, as it normally dents specially bulky Pokemon such as Vaporeon and Kadabra; Articuno can finish them off while taking out physically bulky Pokemon like Kangaskhan. Pokemon like Kangaskhan and Dragonite appreciate Clefable's paralysis support, which makes up for their lower Speed, while being able to wallbreak alongside it. Thunderbolt Clefable is also helpful for Dragonite in particular, as it hits the Water-types that frequently run Blizzard.
[STRATEGY COMMENTS]
Other Options
=============
Clefable has among the most customizable movesets in the game. Generally, Clefable should always use Body Slam and usually Thunder Wave so it can incapacitate any one foe, but the rest of its moveset is fair game to alter.
Counter is the most notable choice, as Clefable can easily switch in on Persian's Slash and force it out with the threat of Thunder Wave, thereby allowing Counter to massively damage the switch-in. This situation can similarly be applied to Body Slam uses from Pokemon like Kangaskhan and Dodrio. Additionally, switching in on a predicted Hyper Beam can allow Counter Clefable to deal massive damage. Counter is easily played around once revealed, but it only needs to succeed once for Clefable to do its job.
Mega Kick deals more damage than Body Slam and doesn't require a recharge turn like Hyper Beam, allowing Clefable to 2HKO Tentacruel and Hypno, but the accuracy can lead to Clefable taking extra damage that it can't always afford. Sing is a fair surprise option that lets Clefable compress roles on a team, but repeated misses allow foes to wear it down quickly. Toxic can be used as the most definitive way to prevent Dragonite and the rare Dragonair from sweeping with AgiliWrap; however, it can be difficult to fit, and Thunder Wave already does a good enough job most of the time. Rest lets Clefable attempt to stay healthy throughout a game, and the abundance of Wrap can let it burn sleep turns. However, due to a complete lack of resistances, it is difficult to safely wake up against anything but Wrap, often making Clefable less consistent. Furthermore, a sleeping Clefable is ripe for exploitation from the likes of Tentacruel and Dugtrio. Reflect can be used to take minimal chip damage from Dragonite's Wrap, even PP stalling it when combined with Rest. It can also make Clefable more effective against the powerful Kangaskhan and Dodrio. However, it's ineffective against Pokemon that use Slash, such as Persian and Pinsir, and Tentacruel can 3HKO Clefable with Surf, so it can be difficult to fit into sets. Light Screen lets Thunderbolt Clefable muscle past Articuno, cutting off the monumental power of Articuno's Blizzard.
Clefable has a surfeit of additional coverage options that can be situationally justified. Fire Blast 3HKOes Articuno and potentially incapacitates Kangaskhan and Dragonite switch-ins with burns. It can also 2HKO the rare Pinsir, which otherwise has an amazing matchup against Clefable. Thunder or Ice Beam can be used over Thunderbolt and Blizzard, but Thunder doesn't improve Clefable's KO ranges by much and Ice Beam's PP increase fails to make up for its damage output. Submission allows Clefable to 3HKO Persian and is its best option against opposing Clefable, but it has little use outside of this; Dewgong and Kangaskhan are damaged more by Thunderbolt and Blizzard, respectively.
Checks and Counters
===================
**Partial Trapping**: Wrappers like Dragonite, Tentacruel, and Pinsir wear Clefable down, exploiting its vulnerability to sustained offensive pressure, before switching to a Pokemon that can KO it like Kangaskhan. Dragonite is particularly effective, as its Wrap deals up to 5% per turn. If AgiliWrap Dragonite sets up prior to fighting Clefable, Clefable struggles mightily to stop it, as it fails to OHKO with Blizzard and usually has to resort to Thunder Wave. Tentacruel can gradually choke it out with Wrap before KOing it with Surf. However, Clefable's bulk increases the chance of an eventual miss—and taking crippling paralysis in return. On the other hand, Swords Dance or repeated critical hits can drastically quicken the process. While rare, Pinsir has Swords Dance + Bind, which lets it swiftly bring Clefable down and KO it from around 85% with +2 Hyper Beam; it can also use +2 Submission after even less damage. The similarly rare Moltres chips Clefable down quickly with Fire Spin while dealing massive damage with Fire Blast.
**Faster Sleepers**: Clefable is slow and used early-game, so it often risks taking sleep. Common faster Pokemon like Venusaur, Haunter, and Hypnosis Hypno often force it to sacrifice itself or switch out. Clefable can't consistently trade with them either; Venusaur is not likely to be 2HKOed by Blizzard, Haunter is only remotely scared by Psychic, and Hypno has enough bulk and special attacking prowess to make the matchup inconsistent at best.
**Articuno**: Articuno outspeeds and 3HKOes Clefable with its nuclear Blizzard, while Clefable needs Fire Blast or Light Screen to stand a realistic chance in a flat one-on-one.
**Rock-types**: Omastar switches into Blizzard Clefable, while Golem handles Thunderbolt variants, and both deal heavy damage with STAB moves. While Aerodactyl is Rock-type and shrugs off Clefable without either move, it loses to Blizzard and Thunderbolt alike, making it a non-issue for most Clefable sets. All Rock-types are excellent Hyper Beam absorbers as well.
**Bulky Water-types**: Vaporeon and Dewgong outspeed Clefable and threaten it with 3HKOs. However, both take massive damage from Thunderbolt in the process, and they become dicey answers if paralyzed. Notably, Dewgong is 3HKOed by Clefable's Thunderbolt itself, and Hyper Beam Clefable can KO Vaporeon after two Thunderbolt uses first. Poliwrath is faster and can put Clefable to sleep with Hypnosis; it also possesses Submission to 2HKO Clefable.
**Counter Users**: Because Clefable excels when it's using its Normal-type STAB moves, it can take mortal damage from the rare Counter. Pokemon such as Poliwrath, opposing Clefable, Kangaskhan, and Hypno are sometimes seen using the move. A notable way to trap Clefable is by switching one of these Pokemon in on Hyper Beam and using Counter as Clefable recharges.
[CREDITS]
- Written by: [[Plague von Karma, 236353]]
- Quality checked by: [[pacattacc, 520967], [Volk, 530877]]
- Grammar checked by: [[CryoGyro, 331519], [Finland, 517429]]
Clefable succeeds in RBY UU as a strong early-game offensive threat with great unpredictability and versatility, possessing an incredible movepool with Thunder Wave, STAB Body Slam, Thunderbolt, Blizzard, Counter, Sing, and more. With respectable bulk in tow, Clefable will incapacitate many Pokemon in some form before it goes down; this bulk also helps it take Wrap decently well, letting it stay in and punish misses with Thunder Wave in a tight spot. Furthermore, Clefable has coverage for every Pokemon in the tier, letting it fine-tune itself for a team and punish switch-ins if they get paralyzed prior; still, it won't have the right move for every situation at once.
However, because of its low Speed, Clefable often finds itself getting easily worn down by wrappers like Tentacruel and Dragonite. Additionally, it is near-effortless to revenge kill with strong attackers that aren't normally even fast enough to revenge kill, such as Hypno, and critical hits don't help. This is compounded by a lack of recovery and resistances, causing it to sometimes struggle as a defensive team piece. Because Clefable provides inconsistent defensive utility and not quite elite offensive pressure, it is often outcompeted by other early-game wallbreakers like Kangaskhan. Regardless of this, Clefable pairs well alongside many Pokemon in the tier—particularly other Normal-types, Kadabra, and Articuno—for its support movepool, which backs its offensive pressure extremely well.
[SET]
name: Offensive Utility
move 1: Thunder Wave
move 2: Body Slam
move 3: Hyper Beam
move 4: Thunderbolt / Blizzard / Psychic
[SET COMMENTS]
Set Description
=========
This set lets Clefable succeed as a strong early-game attacker, providing ample paralysis support while trading with common early-game Psychic-types like Kadabra and Hypno. Because of Clefable's bulk and Thunder Wave, it will typically incapacitate foes in a one-on-one fight. Staying in against repeated Wrap uses before crippling the opposing Pokemon with Thunder Wave is a viable—albeit risky—strategy, as its physical bulk makes it take minimal chip damage. STAB Body Slam deals sizable damage and threatens to paralyze any would-be switch-in. Hyper Beam is very powerful, KOing Pokemon like Tentacruel, Electabuzz, Persian, and even Hypno from around half HP; a critical hit Body Slam prior can often put these Pokemon in range for Hyper Beam.
Clefable's special coverage move should be chosen based on what the team is lacking. Thunderbolt covers Water-types, 3HKOing Poliwrath, Dewgong, and Omastar as well as 2HKOing Gyarados. Blizzard 2HKOes Dodrio, Dragonite, Tangela, and Golem; it is also Clefable's best option for Kangaskhan and Venusaur. Psychic is the best against Haunter, 3HKOing it, though Special drops can improve this. Additionally, it can 3HKO Tentacruel with a Special drop, though Thunderbolt is comparably effective against it.
Clefable can be a difficult Pokemon to bring in, primarily due to its low Speed causing it to get worn down quickly. It's best brought in through Wrap or double switching on Kadabra or Electabuzz, common sights for their Speed and special offense; Kadabra is a particularly big target, as Clefable 2HKOes it with Body Slam. Because they lack the firepower to break past Clefable and it threatens them with paralysis in return, it's easy for Clefable to gain momentum. These Pokemon can be easily drawn in through early-game use of Tentacruel; for instance, leading with Wrap Tentacruel regularly draws Kadabra in right away and gives Clefable a free switch. Clefable can heavily punish Pokemon by predicting Rest—particularly from Tentacruel and Hypno—as it can easily 3HKO both with Body Slam twice followed by Hyper Beam. In respect to Hypno, Clefable is very capable of switching in via Wrap pivoting and denting it enough to the point that it can be traded with. Kadabra, Tentacruel, and, to a lesser extent, Electabuzz are all extremely common early-game Pokemon that can be regularly lured in through your own Kadabra, Tentacruel, or Hypno; Kadabra and Hypno can force Tentacruel to use Rest through paralysis and super effective damage, while Hypno is forced in through prolonged mirror matches. Dugtrio is also a good opportunity for Clefable to come in, as it fails to 3HKO without critical hits and gets threatened with Body Slam paralysis or severe damage from Blizzard. Dugtrio regularly switches in on predicted Thunder Wave uses, so consider double switching to Clefable from a damaged Kadabra, Electabuzz, Dragonite, or Hypno.
Clefable can be used as a lead, as it forces Tentacruel to pivot with Wrap by the threat of Thunder Wave, threatens non-Hypnosis Hypno, and shrugs off Kadabra's Thunder Wave. In the event the opponent is using a slower team, such as one featuring Tangela or multiple bulky Water-types like Omastar, lead Kadabra may even switch out. However, Clefable can often be more threatening outside of the lead slot because of its ability to pummel paralyzed Pokemon, and Pokemon like Tentacruel, Electabuzz, and Kadabra often perform more favorably as leads. Because of Clefable's low Speed, paralysis inducers such as Kadabra, Electabuzz, and the omnipresent Hypno are excellent partners for making it a late-game threat. They also become much more threatening once Clefable has beaten or traded with an opposing Psychic-type. Clefable also strongly benefits special attackers like Articuno, as it normally dents specially bulky Pokemon such as Vaporeon and Kadabra; Articuno can finish them off while taking out physically bulky Pokemon like Kangaskhan. Pokemon like Kangaskhan and Dragonite appreciate Clefable's paralysis support, which makes up for their lower Speed, while being able to wallbreak alongside it. Thunderbolt Clefable is also helpful for Dragonite in particular, as it hits the Water-types that frequently run Blizzard.
[STRATEGY COMMENTS]
Other Options
=============
Clefable has among the most customizable movesets in the game. Generally, Clefable should always use Body Slam and usually Thunder Wave so it can incapacitate any one foe, but the rest of its moveset is fair game to alter.
Counter is the most notable choice, as Clefable can easily switch in on Persian's Slash and force it out with the threat of Thunder Wave, thereby allowing Counter to massively damage the switch-in. This situation can similarly be applied to Body Slam uses from Pokemon like Kangaskhan and Dodrio. Additionally, switching in on a predicted Hyper Beam can allow Counter Clefable to deal massive damage. Counter is easily played around once revealed, but it only needs to succeed once for Clefable to do its job.
Mega Kick deals more damage than Body Slam and doesn't require a recharge turn like Hyper Beam, allowing Clefable to 2HKO Tentacruel and Hypno, but the accuracy can lead to Clefable taking extra damage that it can't always afford. Sing is a fair surprise option that lets Clefable compress roles on a team, but repeated misses allow foes to wear it down quickly. Toxic can be used as the most definitive way to prevent Dragonite and the rare Dragonair from sweeping with AgiliWrap; however, it can be difficult to fit, and Thunder Wave already does a good enough job most of the time. Rest lets Clefable attempt to stay healthy throughout a game, and the abundance of Wrap can let it burn sleep turns. However, due to a complete lack of resistances, it is difficult to safely wake up against anything but Wrap, often making Clefable less consistent. Furthermore, a sleeping Clefable is ripe for exploitation from the likes of Tentacruel and Dugtrio. Reflect can be used to take minimal chip damage from Dragonite's Wrap, even PP stalling it when combined with Rest. It can also make Clefable more effective against the powerful Kangaskhan and Dodrio. However, it's ineffective against Pokemon that use Slash, such as Persian and Pinsir, and Tentacruel can 3HKO Clefable with Surf, so it can be difficult to fit into sets. Light Screen lets Thunderbolt Clefable muscle past Articuno, cutting off the monumental power of Articuno's Blizzard.
Clefable has a surfeit of additional coverage options that can be situationally justified. Fire Blast 3HKOes Articuno and potentially incapacitates Kangaskhan and Dragonite switch-ins with burns. It can also 2HKO the rare Pinsir, which otherwise has an amazing matchup against Clefable. Thunder or Ice Beam can be used over Thunderbolt and Blizzard, but Thunder doesn't improve Clefable's KO ranges by much and Ice Beam's PP increase fails to make up for its damage output. Submission allows Clefable to 3HKO Persian and is its best option against opposing Clefable, but it has little use outside of this; Dewgong and Kangaskhan are damaged more by Thunderbolt and Blizzard, respectively.
Checks and Counters
===================
**Partial Trapping**: Wrappers like Dragonite, Tentacruel, and Pinsir wear Clefable down, exploiting its vulnerability to sustained offensive pressure, before switching to a Pokemon that can KO it like Kangaskhan. Dragonite is particularly effective, as its Wrap deals up to 5% per turn. If AgiliWrap Dragonite sets up prior to fighting Clefable, Clefable struggles mightily to stop it, as it fails to OHKO with Blizzard and usually has to resort to Thunder Wave. Tentacruel can gradually choke it out with Wrap before KOing it with Surf. However, Clefable's bulk increases the chance of an eventual miss—and taking crippling paralysis in return. On the other hand, Swords Dance or repeated critical hits can drastically quicken the process. While rare, Pinsir has Swords Dance + Bind, which lets it swiftly bring Clefable down and KO it from around 85% with +2 Hyper Beam; it can also use +2 Submission after even less damage. The similarly rare Moltres chips Clefable down quickly with Fire Spin while dealing massive damage with Fire Blast.
**Faster Sleepers**: Clefable is slow and used early-game, so it often risks taking sleep. Common faster Pokemon like Venusaur, Haunter, and Hypnosis Hypno often force it to sacrifice itself or switch out. Clefable can't consistently trade with them either; Venusaur is not likely to be 2HKOed by Blizzard, Haunter is only remotely scared by Psychic, and Hypno has enough bulk and special attacking prowess to make the matchup inconsistent at best.
**Articuno**: Articuno outspeeds and 3HKOes Clefable with its nuclear Blizzard, while Clefable needs Fire Blast or Light Screen to stand a realistic chance in a flat one-on-one.
**Rock-types**: Omastar switches into Blizzard Clefable, while Golem handles Thunderbolt variants, and both deal heavy damage with STAB moves. While Aerodactyl is Rock-type and shrugs off Clefable without either move, it loses to Blizzard and Thunderbolt alike, making it a non-issue for most Clefable sets. All Rock-types are excellent Hyper Beam absorbers as well.
**Bulky Water-types**: Vaporeon and Dewgong outspeed Clefable and threaten it with 3HKOs. However, both take massive damage from Thunderbolt in the process, and they become dicey answers if paralyzed. Notably, Dewgong is 3HKOed by Clefable's Thunderbolt itself, and Hyper Beam Clefable can KO Vaporeon after two Thunderbolt uses first. Poliwrath is faster and can put Clefable to sleep with Hypnosis; it also possesses Submission to 2HKO Clefable.
**Counter Users**: Because Clefable excels when it's using its Normal-type STAB moves, it can take mortal damage from the rare Counter. Pokemon such as Poliwrath, opposing Clefable, Kangaskhan, and Hypno are sometimes seen using the move. A notable way to trap Clefable is by switching one of these Pokemon in on Hyper Beam and using Counter as Clefable recharges.
[CREDITS]
- Written by: [[Plague von Karma, 236353]]
- Quality checked by: [[pacattacc, 520967], [Volk, 530877]]
- Grammar checked by: [[CryoGyro, 331519], [Finland, 517429]]
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