Gen 1 Clefable (UU) [QC 2/2] [GP 2/2] [DONE]

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]]
 
Last edited by a moderator:

pac

pay 5000, gg?
is a Contributor Alumnus
Clefable.png

Hi! Here to help get this out the door. Sorry there's a lot, feel free to disagree or elaborate on anything you disagree with. Admittedly been awhile since i've used this.

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Clefable succeeds in RBY UU as a strong early-game offensive threat or even a lead, possessing an incredible movepool with moves such as Blizzard, Thunderbolt, Thunder Wave, STAB Body Slam, Counter, Sing, and more.
This may be picky, but I kinda wanna go in order of what we actually show in the moveset. Like, its weird to start off with Blizzard and Thunderbolt as the premier things when they're like 4th down the moveset. So, the list would be "...such as Thunder Wave, STAB Body Slam, Thunderbolt, Blizzard, Counter, Sing, and more". If this is bad for whatever reason feel free to ignore (and explain on Disc plz).

With respectable bulk in tow, many Pokemon will get crippled in some form before it finally goes down; this bulk also helps it take Wrap decently well, letting it stay in and eventually incapacitate them with Thunder Wave.
I kinda don't like how the latter half of this is worded, as it kind of implies that Clef is guranteed to hit them with TWave which isn't the case with a Wrapper. Its punishing misses, which is inherently inconsistent. Perhaps "...letting it stay in and punish misses with Thunder Wave" or something.

For starters, while its special offense is solid, it just falls short of OHKOing Dragonite with Blizzard, meaning that it is setup fodder for AgiliWrap should it come in after a KO or Wrap pivot.
Yeah i'm a bit confused about the idea that Dragonite sets up on Clefable. You're not setting up AgiliWrap on TWave pressure no? That makes 0 sense to me, taking Paralysis is terrible as Dragonite. This is like impying that Dragonite sets up on Kadabra lmao. This comes up a couple times, I don't agree with it at all.

Additionally, while it pairs well alongside Hypno and other Normal-types, it typically struggles to justify itself over then due to its admittedly problematic stats. Thus, Clefable is typically used alongside Hypno and a Normal-type like Kangaskhan or Persian.
I'm baffled on how Clefable is competiting with Kangaskhan or Persian. Like, sure they're both Normal, but as a Normal-type its not compounding weaknesses like a second Fire-type for ex might, and they are for COMPLETELY different purposes. Persian is a wincon that also acts as a Tent outspeed, Kangaskhan is an offensive threat/wallbreaker and Dugtrio check, Clefable is a role compressor, potential sleeper, and way to combat Psychics (making it a wallbreaker of a sorts too tbf).

sychic acts as Clefable's best option against Haunter, 3HKOing it, though this can be improved with Special drops. Additionally, it can 3HKO Tentacruel if even a single Special drop occurs, though repeated Thunderbolts are overall more likely to achieve this.
Not sold on Psychic by this description, considering Haunter isn't the most common thing and this makes it sound mostly outclassed by Thunderbolt. Its before Blizzard which has a whole list of notable calcs, so in the end i'd either move Psychic to OO or make it the last slash.

Clefable can be a difficult Pokemon to bring in, primarily due to its low Speed causing it to often take multiple blows and get worn down quickly. It's best brought in on Kadabra or Electabuzz
Here's where i'd like to discuss Hypno. In my experience, helping to break down Hypno is one of the largest benefits of the Pokemon. This doesn't get established anywhere imo, which is strange considering this set specifically is designed for that purpose. I would like to see it emphasized more. Like, this thing can come in on Hypno TWave, and either Sing it or BSlam and HBeam it to trade (or chip it low enough something else like Tent's Surf or Persian's Slash just kills it).

Clefable can heavily punish Pokemon if switched in on a predicted Rest—particularly Tentacruel and Hypno—as it can easily 3HKO both with two Body Slams followed by Hyper Beam. Should it switch in the turn after, against Tentacruel, Clefable can paralyze it with Thunder Wave as it wakes up. In more extreme cases, a healthy Clefable can afford to switch in on a paralyzed Pokemon thanks to its bulk, mitigating the risk of being punished should the opposing Pokemon not experience full paralysis.
These latter 2 sentences dont make sense to me. They seem kinda unneeded tbh.
- "Should it switch in the turn after" is unclear, "after" what?
- "In more extreme cases, a healthy Clefable can afford to switch in on a paralyzed Pokemon thanks to its bulk, mitigating the risk of being punished should the opposing Pokemon not experience full paralysis." I mean, sure? but it can kinda afford to switch in on a regular Pokemon because of bulk, paralysis is just nice. Its bulk letting it do stuff like switch in on unpara'd Persian Slash and click Counter or TWave is part of what makes this fucker good.

while also outspeeding and threatening Hypno
uuuuuuh, Clefable is slower than Hypno.

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 it to deal massive damage to the incoming switch-in. This can similarly be applied to Body Slam uses from Pokemon like Kangaskhan and Dodrio.
Should mention that once Counter is revealed its ez to play around and blah blah blah.

Toxic can be used as a definitive way to prevent Dragonite from sweeping with AgiliWrap, which otherwise uses Clefable as setup fodder; however, this can be difficult to fit into its moveset.
Again, hate the notion AgiliWrap Nite or Nair set up on Clef. "Toxic can be used as the most definitive way to prevent Dragonite or the rare Dragonair from sweeping with AgiliWrap; however, this can be difficult to fit into its moveset."

This doesn't seem long enough but Clefable is just very difficult to "counter", you really just interplay against it...
Fwiw I think the C&C section is a fine length.

**AgiliWrap Dragonite**: A full health Dragonite can set up Agility on any Clefable lacking Toxic before repeatedly using Wrap, causing the game to spiral out of control. This can often be a death sentence, causing it to sustain significant damage or even be KOed before the rest of the team also takes massive damage. However, other Dragonite sets are forced to pivot out with Wrap, especially if Clefable has Blizzard, which KOs Dragonite if it's taken even minor damage.
Once again, have an issue with this idea.

However, with Swords Dance or repeated critical hits, th
The sentence before this also has "However,", so cut this "However," to make it flow better imo.

okemon such as Poliwrath, Kangaskhan, and Hypno are sometimes seen using the move.
Lets mention opposing Clefable too, since its prob the most prolific user of Counter and we establish earlier its a fair option, as its the "most notable choice" in Other Options.

**Paralysis**: While not a hard stop to Clefable, paralysis makes it much easier to wear down, meaning it can't exploit paralyzed Pokemon as effectively. Pokemon like Articuno, Hypno, and even Golem are generally less afraid to exploit a paralyzed Clefable, whaling on it with their strong attacks. However, it is worth having Clefable absorb paralysis if it means taking a Pokemon down with it, as by that point it's likely done its job.
This is written fine, but to me its weird to call paralysis a "check" if we establish that part of its goal is to absorb paralysis. Can keep if u wish though.

-----------------------------------------------

Go about implementing these and i'll give it another look. I know I had a lot to say on this, feel free to debate with me (or ask for clarification on things) on discord! May be wrong about stuff like DNite idk.
 

Plague von Karma

Banned deucer.
Implemented this, here are some notes on areas I worded really poorly;
Yeah i'm a bit confused about the idea that Dragonite sets up on Clefable. You're not setting up AgiliWrap on TWave pressure no? That makes 0 sense to me, taking Paralysis is terrible as Dragonite. This is like impying that Dragonite sets up on Kadabra lmao. This comes up a couple times, I don't agree with it at all.
Yeah, my bad on this. I misrepresented the issue at hand: if Dragonite sets up prior to Clefable coming in, it simply can't stop it. Oftentimes paralysis is just a minor inconvenience to Dragonite at that point, as it can just use Agility again and continue on its way. Does it make it less consistent? Yes, though experiencing full paralysis ends the turn as if it pivoted out. Ergo, it still has a minor safety net and it can attempt to Wrap again the next turn. All this, while Clefable still can't OHKO with Blizzard, does make it a fairly large problem. I've modified the wording accordingly and moved Dragonite into the Wrapper category directly.

I'm baffled on how Clefable is competiting with Kangaskhan or Persian. Like, sure they're both Normal, but as a Normal-type its not compounding weaknesses like a second Fire-type for ex might, and they are for COMPLETELY different purposes. Persian is a wincon that also acts as a Tent outspeed, Kangaskhan is an offensive threat/wallbreaker and Dugtrio check, Clefable is a role compressor, potential sleeper, and way to combat Psychics (making it a wallbreaker of a sorts too tbf).
More poor wording on my part; I was really tired when writing this not gonna lie.

So the thing here is that Clefable tends to fit best on Normal Spam. Every Normal-type - especially Kangaskhan - adores the support Clefable can provide. You can avoid Persian mirrors or reduce the need for Counter Kangaskhan / Agility Dodrio. This is fantastic and I personally believe it is the best place you can find Clefable. Hipmonlee has mentioned this a few times as well. I also believe that it does have some degree of competition with Normal-types for the fact that if you use multiple you're stacking two Pokemon without resistances; while this isn't normally a massive deal, with Clefable being more of a weird amalgamate of "wallbreaking support monster", you will often see people passing Clefable over for this reason. It's a very very minor thing though, so I agree that rewording is in order.

Here's what I did with that in the end, which I feel is a better descriptor for why it gets placed on teams;
Additionally, while it pairs well alongside Hypno, Hypno tends to fill most of the roles Clefable aims to fill, so it is often difficult to find a team that demands the fairy's presence. Regardless, it pairs well alongside its fellow Normal-types for the paralysis-spreading core it forms with Hypno and has a good niche in the metagame for that reason.
 
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pac

pay 5000, gg?
is a Contributor Alumnus
Clefable succeeds in RBY UU as a strong early-game offensive threat or even a lead, possessing an incredible movepool with moves such as Thunder Wave, STAB Body Slam, Thunderbolt, Blizzard, Counter, Sing, and more .
Make GP's life easier and remove the random space between more and the period.

Other Options
We talked over Discord, add Reflect, Light Screen, Fire Blast, and Submission.

-------------------------------------------------------------------------------------------------

Do that for QC 1/2.
 

Volk

Demonstrably alive.
is a Community Contributoris a Contributor to Smogon
Okay, so we got some work to do here.

These traits make it an incredible Pokemon to use alongside the ubiquitous Hypno, pairing together to form a solid support backbone for the rest of the team.
I've pointed this out in the previous analysis. There isn't anything really about Clefable that makes it uniquely suited for a partnership with Hypno. I'll grant that the two certainly go well together, but it isn't really because they form a "support backbone." As written, this sentence kind of implies that Clefable is a second Hypno: it's not and should not be treated as such. It plays very differently. What makes Clefable function well with Hypno is its ability to apply very heavy pressure to the Psychic-type Pokemon of UU, especially (though not exclusively) Kadabra. Clefable is very good for getting an upper hand in the Psychic war, taking out Psychics without harming the Clefable user's Hypno or Kadabra.

For starters, while its special offense is solid, it just falls short of OHKOing Dragonite with Blizzard, meaning that it struggles greatly with stopping an AgiliWrap sweep if Dragonite has already set up.
I really don't know if this a key weakness, let alone the first one that needs to be mentioned. Clefable typically has Thunder Wave, which is more than enough to deter AgiliWrap Dragonite. It's literally no better or worse than Hypno at this job.

Additionally, because of its low Speed, it often finds itself getting chipped down by other Wrappers like Tentacruel, making it easily worn down throughout a game, though care has to be taken to not get paralyzed.
I'd emphasize this more. Clefable speed ties Tangela, meaning out of all the relevant Pokemon in UU, only Omastar and Golem fail to revenge kill it. This thing will almost never attack first, which makes it particularly bothered by Wrap, critical hits, and full paralysis, as they cause it to lose yet another tempo. Clefable is also very dependent on forcing the interactions it wants, like against Kadabra, meaning Wrap is a great tool at preventing Clefable from carrying any momentum. Also still fervently opposed to the term "Wrapper" when you could very well be describing the likes of Tangela, Pinsir, and Moltres here.

Additionally, while it pairs well alongside Hypno, Hypno tends to fill most of the roles Clefable aims to fill, so it is often difficult to find a team that demands the fairy's presence.
Again, this is a misnomer and should not be included. You actually already mentioned the real reason why Clefable is an infrequent sight: it offers little defensive utility. If you are going to be a dedicated attacker in RBY UU, you have to be really strong: have amazing coverage like Kangaskhan, spectacular stats like Articuno, or impeccable speed like Dugtrio and Persian. Clefable is definitely strong, but it does not compete with most offensive threats in terms of raw power. As such, it carves a niche from its utility moves. However this has two issues. One is that Clefable's niche is very vaguely defined and not universal like other niches such as "consistent sleeper" (think Venusaur) and "bulky Water" (think Vaporeon). Thus, the field of teams where it is easy to justify over something with a more defined/useful role is pretty small. The second is that Clefable has no side benefits or type synergy, unlike say Aerodactyl, who packs decent offenses and Speed alongside the ability to check Dugtrio. There is really only one thing that Clefable is available to do on a game-to-game basis, which is apply pressure early with Normal STAB and Thunder Wave.

Regardless, it pairs well alongside its fellow Normal-types for the paralysis-spreading core it forms with Hypno and has a good niche in the metagame for that reason.
Does it? Firstly, I think stacking Normal-types in this way is a bit shoddy, as it leaves the team with fewer Pokemon to resist common moves like Surf, Blizzard, Psychic, and Wrap. Secondly, I'm of the opinion that Paralysis Spam is not a very good team archetype in RBY. Clefable is good at being a nuisance for stuff like Kadabra and Electabuzz, which helps the user get more mileage out of special attackers in most cases. Clefable lacks Speed and longevity, so spreading paralysis to more than one Pokemon is actually pretty hard (and forget it if you think you can get 3). And on top of all this, most Normal-type Pokemon don't even really need paralysis spread, as they are all naturally very fast (granted Kangaskhan is slower than Tentacruel, but good luck landing that Thunder Wave). Usually I equate paralysis spam to Golem builds, but I don't even know if those are worth mentioning because, well, Golem Paralysis Builds are tricky to use and arguably not even that good.

name: Wallbreaker
I think this was pointed out already, but describing Clefable as a Wallbreaker is a tad questionable. I would favor "Offensive Utility" or something of that ilk.

Staying in against repeated Wrap uses before crippling the opposing Pokemon with Thunder Wave is a viable strategy, as its defensive bulk makes it take minimal chip damage.
I'm not sure about this. Letting Clefable get Wrapped is usually pretty bad not so much because of the damage, but more because it loses Clefable a tempo. Clefable wants to get in on its desired target via Wrap or prediction. This way is can get straight to pressuring, usually by paralyzing a switch in. Consider a matchup against Kangakhan as an example. If Clefable comes in on a predicted Kadabra switch and the Kadabra user can't afford paralysis, it will switch out to Kangakhan and Kangaskhan will eat a Thunder Wave and more hits if Clefable is willing to trade. If Clefable is instead being Wrapped and Tentacruel doesn't want to risk a miss, it can go into Kangaskhan directly for free, who will get a free attack off before Thunder Wave even comes out. Clefable loses two tempos here if it is Wrapped, which is not desirable for a Pokemon with no ability to heal, pivot, or revenge kill. Basically, be careful in letting Clefable just take Wrap.

Adding to this, Clefable's STAB Hyper Beam is very powerful, KOing Pokemon like Tentacruel, Electabuzz, Vaporeon, Persian, and even Hypno from around half HP.
Some of these calcs (mainly Vaporeon, which takes ~45% on an absolute max roll) are a bit charitable, but none are really egregious. Up to you if you want to revise these.

Finally, Blizzard 2HKOes Dodrio, Dragonite, Tangela, and Golem; it is also Clefable's best option when damaging Kangaskhan.
It is also your best move for Venusaur.

Clefable can be a difficult Pokemon to bring in, primarily due to its low Speed causing it to often take multiple blows and get worn down quickly.
Grammar.

It's best brought in on Kadabra or Electabuzz, common sights in the tier for their Speed and special offense; Kadabra is a particularly big target, as Clefable 2HKOes it with Body Slam.
Ah, yes, this is the kind of stuff I want to see in this analysis! These two are Clefable's most common early-game targets, but it can also go after Hypno and other physically frail Pokemon like Dugtrio. You should go into more detail here, specifying how you can get these Pokemon to switch in, exactly what Clefable does to punish them and common switches, and what teammates most benefit from pressuring these Pokemon.

Because of its sheer versatility, Clefable can fit on a variety of teams that use multiple Normal-types like Kangaskhan, Dodrio, or Persian, covering the matchup problems they can sometimes end up with through its coverage while paralyzing the opposition for its partner to shine.
Again, this sort of team structure seems iffy to me.

Because of its Speed, paralysis inducers such as Kadabra, Electabuzz, and tier-king Hypno are excellent partners, making it significantly more threatening should Clefable be used later in the game.
In general, special attackers (which happen to be these Pokemon) tend to benefit the most, as Clefable often trades with Hypno/Kadabra or weakens physical attackers with paralysis or chip. Kadabra, Electabuzz, and Articuno, among others, like it when Hypno and Kadabra are weak, paralyzed, or KOed and strong attackers are incapacitated (especially faster ones). Also, calling Hypno the tier-king is not really a great idea, Tentacruel has that title on lockdown.

Generally, Clefable should always use Body Slam and Thunder Wave, but the rest of its moveset is fair game.
Thunder Wave is generally a staple, but it is surprisingly droppable. I have run four attacks Clefable in the past, and it is honestly fine. It gets surprise knock outs more easily and is literally walled by nothing. Maybe it's not optimal, but I would call it viable.

Rest can let Clefable attempt to stay healthy throughout a game, and the abundance of Wrap can let it burn wake turns.
This idea finds itself in a few too many analyses. It's probably okay here, but as a note to all Writers, make sure that this actually true. If a Pokemon is 2HKOed by a common faster Pokemon, pulling this off is not reliable. For example, while Electabuzz could totally burn Rest turns on Wrap, this is not really a common strategy because letting in Dugtrio for free repeatedly is a very bad idea. Just be careful.

Reflect can be used to help Clefable take minimal chip damage from Wrap, which combined with the aforementioned Rest can make it into a surprisingly effective way to PP stall it.
This only really applies to Dragonite, by the way. Tentacruel has a clean 3HKO with Surf, so if Wrap misses and Reflect Clefable uses Rest (remember, a miss is the only way Clefable will be able to use Rest, meaning Tentacruel is necessarily not locked into Wrap anymore), Tentacruel has a free KO in front of it.

Similarly, Light Screen lets Clefable outdamage even the mighty Articuno if used alongside Thunderbolt, but like Reflect, it's hard to fit into a set.
This is misleading, it makes it sound like Light Screen makes Clefable hit harder than Articuno rather than allow it to beat it 1v1, which is what I assume you meant.

Fire Blast is Clefable's strongest option against Articuno, letting it 3HKO it while spreading burns that can potentially incapacitate Tentacruel switching in.
Tentacruel isn't exactly switching into Clefable often. In fact, this is one of Clefable's biggest draws, Tentacruel really can't ever risk switching in against it (this fact should probably be mentioned somewhere). Kangaskhan or maybe Dragonite (depends if Blizzard is present or not) might be a better example.

Checks and Counters
I think you missed a few here:
  • Articuno: Articuno outspeeds Clefable and scores a 3HKO (with a tiny tiny chance to get a 2HKO). Clefable is slower and can (usually) only 4HKO in return, unless it has Fire Blast.
  • Sleepers: Clefable is slow and likes to come in during the early game. This leaves it very vulnerable to sleepers like Venusaur and Haunter, who sometimes catch it entirely by accident, as they were probably aiming to face Hypno or a bulky Water-type Pokemon. Haunter also has a type advantage, which makes this matchup awkward regardless. Venusaur will usually win the 1v1 as well, as Blizzard is unlikely to 2HKO. Hypnosis Hypno also makes Clefable's job a bit harder in some cases, as it can't consistently damage it / trade with it.
  • Rock-type Pokemon: depending on Clefable's final coverage move, it will be walled almost entirely by either Omastar or Golem. Aerodactyl, however, is not so lucky...
  • Bulky Water-type Pokemon: this one is a bit more debatable than the previous three, but Vaporeon and Dewgong are likely to win the 1v1, with Vaporeon even being able to switch in pretty consistently, especially if Clefable lacks Hyper Beam.
**Wrappers**
**cough** Partial-trappers **cough**

If Dragonite sets up with AgiliWrap prior to fighting Clefable, Clefable struggles mightily to stop it, as it fails to OHKO it with Blizzard.
Again, Thunder Wave really isn't that bad here. Also, you should probably note that Dragonite can pivot much the same off of Clefable as Tentacruel can, while scoring even more damage in the process thanks to its crazy Attack stat. You can also probably drop a mention of Moltres in here, especially considering how much Fire Blast (and burn) does.

**Tangela**
I feel like Tangela is a pretty shaky counter, as it relies on Clefable either being paralyzed (so Bind can work consistently) or just not carrying Blizzard, which is not overly common. I'd qualify this more and maybe even cut it.

We'll leave it at that for now. Let me know when this is all implemented and we can work on a QC thereafter. Cheers!
 
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Volk

Demonstrably alive.
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Aww here it goes.

These traits make it an incredible Pokemon to use alongside the ubiquitous Hypno, providing strong offensive pressure together.
I'd be a bit more specific than this. I provided some insight in my previous post.

Clefable's damage output is also deadly with the combination of STAB Body Slam and Hyper Beam letting it swiftly take down switch-ins should they get paralyzed.
Might be worth noting that Clefable's movepool is wide enough for it to handle every Pokemon in the game, though it may not always have room for the right move.

Because of its low Speed, it often finds itself getting chipped down by other Wrappers like Tentacruel, making it easily worn down throughout a game, though care has to be taken to not get paralyzed.
Remove the word "other." Clefable can't use Wrap.

ecause Clefable provides no defensive utility in return for its offensive pressure while being somewhat lacking in power, it is often passed over in favor of other early-game wallbreakers like Kangaskhan.
This kind of contradicts the whole "respectable bulk in tow" idea from paragraph one.

Because of Clefable's bulk and access to Thunder Wave, in a flat one-on-one, it will typically cripple the Pokemon in the process, so it can be used liberally.
Rephrase this.

STAB Body Slam takes this up a notch, letting it deal sizable damage to any would-be switch-in while having a good chance to paralyze it in the process.
I'm not really sure what is being "taken up a notch" in this sentence. This is especially confusing because the last sentence talks about Wrap: if Wrap connects, Clefable doesn't get to attack on the switch.

It's best brought in on Kadabra or Electabuzz, common sights in the tier for their Speed and special offense; Kadabra is a particularly big target, as Clefable 2HKOes it with Body Slam.
Clefable like coming in on Hypno as well, as it is a high value Pokemon that it can nearly trade with. Also, it is usually better if Clefable takes Hypnosis versus anything else on a given team.

These Pokemon can be easily drawn in through early-game use of your own Tentacruel; for instance, leading off with Wrap Tentacruel regularly draws Kadabra in right away.
Mention the free switch from Wrap. All damage on Clefable is permanent and it is slow as molasses, so minimizing damage is often crucial to success with Clefable. Try to fit this general idea somewhere in the analysis.

Attempted KOs from Dugtrio are also solid Clefable abuse opportunities, failing to 3HKO it and getting threatened with Body Slam paralysis or severe damage from Blizzard.
This is a very choppy sentence. Please revise.

Clefable can be used as a lead, as Tentacruel is forced to pivot out with Wrap by the threat of Thunder Wave, while threatening non-Hypnosis Hypno and shrugging off Kadabra's Thunder Wave.
Honestly, there is a pretty good chance that Kadabra just doesn't stay in here, especially if the opposing team is slow.

Because of its Speed, paralysis inducers such as Kadabra, Electabuzz, and the omnipresent Hypno are excellent partners, making it significantly more threatening should Clefable be used later in the game.
Because Clefable usually tries to trade with opposing Psychic-type Pokemon, Hypno and Kadabra become extra strong once Clefable completes it job.

If paired with special attackers like Articuno, Clefable also strongly benefits them, as Clefable normally dents opposing specially bulky Pokemon; Articuno can finish them off while taking out physically bulky Pokemon like Kangaskhan.
Surely there are more Team Options than this. Slower Pokemon that appreciate paralysis come to mind, as do Pokemon that need help with Psychic-type Pokemon. It is also nice to just have a "de facto Thunderbolt user," as most teams tend to have at least one somewhere.

This is because they form the biggest strength that Clefable has: its bulk, combined with two of the best paralysis-spreading moves in the game and Normal STAB, makes it very easy to incapacitate a Pokemon in a flat one-on-one.
I honestly do not understand this sentence. You are all very inconsistent when describing Clefable's bulk throughout this whole analysis.

However, due to a complete lack of resistances, it is difficult to safely wake up against Pokemon outside of this, often making Clefable less consistent.
Also sucks to just left stuff like Tentacruel and Dugtrio in for free.

However, it fails to be effective against Pokemon that use Slash, such as Pinsir and Persian, and Tentacruel can 3HKO Clefable with Surf, so it can be difficult to fit into sets.
Persian first.

Similarly, Light Screen lets Clefable muscle past Articuno, cutting off the monumental power of Articuno's Blizzard while winning out with its Thunderbolt.
Note that Light Screen is quite rare, like Reflect.

This is best achieved through Wrappers like Dragonite, Tentacruel, or Pinsir, all of which can gradually chip it down before switching to a Pokemon that can KO it like Kangaskhan, though care has to be taken to not get them paralyzed in the process.
Again, I'm not sure what "care" has to be taken here. It's not like a player really has much influence on whether or not a Wrap will connect and Clefable will get to attack.

Ergo, faster Pokemon like Venusaur, Haunter, and Hypnosis Hypno, all common sights early in the game, often force it out right away.
I think more often than not, the player will sack Clefable to sleep and not switch here.

Blizzard makes Omastar easily switch in while trading blows with its strong Surf, while Thunderbolt lets Golem easily switch in and threaten high damage.
It's not really "trading blows" if Blizzard and Normal moves do next nothing to Omastar.

We'll leave it at that for now. This analysis has a lot of prose errors that I didn't want to go through right now. I'd recommend just reading it over two or three times before you ask me to give you the final check. I think once this stuff is implemented, I'll give the final check pretty quickly. Cheers!
 

Volk

Demonstrably alive.
is a Community Contributoris a Contributor to Smogon
And finally...

The combination of Normal STAB and status support make it an incredible Pokemon to use alongside the ubiquitous Hypno, providing strong offensive pressure together.
Still looking for a clarification on this.

Staying in against repeated Wrap uses before crippling the opposing Pokemon with Thunder Wave is a viable—albeit risky—strategy, as its defensive bulk makes it take minimal chip damage.
As opposed to offensive bulk?

Adding to this, Clefable's STAB Hyper Beam is very powerful, KOing Pokemon like Tentacruel, Electabuzz, Vaporeon, Persian, and even Hypno from around half HP; a critical hit Body Slam prior can often put these Pokemon in range for Hyper Beam.
I think I pointed this out, but saying Clefable can knock out Vaporeon from around half with Hyper Beam is very generous.
Clefable Hyper Beam vs. Vaporeon: 177-208 (38.2 - 44.9%) -- guaranteed 3HKO

It's best brought in on Kadabra or Electabuzz, common sights in the tier 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 while it threatens them with paralysis in return, it's easy to gain momentum from then-on. These Pokemon can be easily drawn in through early-game use of your own Tentacruel; for instance, leading off with Wrap Tentacruel regularly draws Kadabra in right away and gives Clefable a free switch-in
Make sure it is very clear that this Clefable doesn't exactly switch in but does fine if it comes in on a Wrap pivot or clever double-switch.

In respect to Hypno, Clefable is very capable of switching in and denting it enough to the point that it can be traded with, all thanks to its fair bulk.
Similar deal here as above.

These are all extremely common early-game Pokemon that can be regularly brought in through your own Kadabra, Tentacruel, or Hypno, and regularly force the opposing Tentacruel or Hypno to Rest.
This sentence is a bit unclear, especially if you don't have the clearest understanding of the meta. Basically, who makes whom use Rest?

In the event the opponent is using a slower team, Kadabra may even switch out.
Qualify "a slower team." I know exactly what you mean, but new players probably will not.

However, Clefable can often be more threatening outside of the lead slot because of its ability to pummel paralyzed Pokemon, and Pokemon like Tentacruel and Kadabra often perform more favorably.
Mention Electabuzz as a lead here too, as it actually functions similarly to lead Clefable.

If paired with special attackers like Articuno, Clefable also strongly benefits them, as Clefable normally dents opposing specially bulky Pokemon; Articuno can finish them off while taking out physically bulky Pokemon like Kangaskhan.
Name these specially bulky Pokemon. Thunderbolt is quite nice for a few of them.

Sing is a fair surprise option while compressing roles on a team, but the accuracy is criminally low and, like Mega Kick, can lead to Clefable getting worn down too quickly.
Grammar.

Toxic can be used as the most definitive way to prevent Dragonite or the rare Dragonair from sweeping with AgiliWrap; however, this can be difficult to fit into its moveset.
Plus, Thunder Wave already does an acceptable job here.

However, it fails to be effective against Pokemon that use Slash, such as Pinsir and Persian, and Tentacruel can 3HKO Clefable with Surf, so it can be difficult to fit into sets.
Persian first. Yes, I will die on this hill.

**Rock-types**: Depending on its chosen coverage, Clefable can be easily walled out by Omastar or Golem. Blizzard makes Omastar easily switch in start using its very strong Surf, while Thunderbolt lets Golem easily switch in and threaten high damage. While Aerodactyl is Rock-type and shrugs off Clefable without these moves, it also loses if it uses either, making it a non-issue for most Clefable sets.
Mention that they all (even Aerodactyl) can eat a predicted Hyper Beam without issue.

**Bulky Water-types**: Vaporeon and Dewgong, despite Clefable having Thunderbolt, outspeed and threaten it with 3HKOs. However, both take massive damage from Thunderbolt in the process, and if paralyzed it can be quite dicey. Notably, Dewgong is 3HKOed by Clefable's Thunderbolt itself, and if possessing Hyper Beam, Clefable can 3HKO Vaporeon with two Thunderbolt uses + Hyper Beam.
Does Poliwrath do anything interesting?

Because Clefable excels when it's using its Normal STAB, it is a common victim of the rare Counter, which can cause it to take mortal damage.
"Common victim" and "rare Counter" kind of contradict each other. Consider revising.

Nothing here is too major and I've already looked at this like three times, so I think I'll leave a QC 2/2 once everything is implemented. Cheers!
 

Plague von Karma

Banned deucer.
As opposed to offensive bulk?
This was referring to its defensiveness, as opposed to special bulk. I get where you're coming from but I don't think there's anything wrong there.

With that out of the way, I've sent this to GP. Thanks for bearing with me!
 

Deleted User 465389

Banned deucer.
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Ok enough reassigning, let's get this done.
:rb/clefable:

[OVERVIEW]
Clefable succeeds in RBY UU as a strong early-game offensive threat, possessing an incredible movepool with moves such as Thunder Wave, STAB Body Slam, Thunderbolt, Blizzard, Counter, Sing, and more. With respectable bulk in tow, many Pokemon will get incapacitated in some form before it finally 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; however, it may not have the right move for every situation. With an unpredictable and versatile playstyle, Clefable can be a tricky Pokemon to nail down.

However, because of its low Speed, Clefable often finds itself getting pinned down by Wrappers like Tentacruel and Dragonite, making it easily worn down. Additionally, because of this low Speed, Clefable is near-effortless to revenge kill with strong attackers that aren't normally accustomed to doing so, such as opposing Hypno, and critical hits don't help. This is compounded by a lack of recovery or resistances, causing it to struggle as a defensive piece of a team in some situations. Because Clefable provides inconsistent defensive utility in return for its offensive pressure, it is often passed over in favor of other early-game wallbreakers like Kangaskhan. Regardless of this, however, 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 access to Thunder Wave, in a flat one-on-one, it will typically incapacitate the opposing Pokemon in the process. 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 to any would-be switch-in while having a good chance to paralyze it in the process. Adding to this, Clefable's STAB 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 final move slot is dedicated to its special coverage, which 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 when damaging Kangaskhan and Venusaur. Finally, Psychic acts as Clefable's best option against Haunter, 3HKOing it, though this can be improved with Special drops. Additionally, it can 3HKO Tentacruel if even a single Special drop occurs, though repeated Thunderbolts are overall more likely to achieve this.

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 on Kadabra or Electabuzz, common sights in the tier 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 while it threatens them with paralysis in return, it's easy to gain momentum from then-on. These Pokemon can be easily drawn in through early-game use of your own Tentacruel; for instance, leading off with Wrap Tentacruel regularly draws Kadabra in right away and gives Clefable a free switch-in. However, it should be noted that Clefable shouldn't switch in on these Pokemon on its own; a Wrap pivot or double switch is necessary. Clefable can heavily punish Pokemon if switched in on a predicted Rest—particularly Tentacruel and Hypno—as it can easily 3HKO both with two Body Slams followed by Hyper Beam. In respect to Hypno, Clefable is very capable of switching in via a Wrap pivot and denting it enough to the point that it can be traded with, all thanks to its fair bulk. These are all extremely common early-game Pokemon that can be regularly brought in through your own Kadabra, Tentacruel, or Hypno; Kadabra and Hypno are capable of forcing Tentacruel to Rest through paralysis and super effective damage, while opposing Hypno are forced to Rest in prolonged mirror matches. Dugtrio is also a good opportunity for Clefable to come in, as it fails to 3HKO Clefable 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 double switching into Clefable from a damaged Kadabra, Electabuzz, Dragonite, or Hypno are all prime opportunities to draw it in.

Clefable can be used as a lead, as Tentacruel is forced to pivot out with Wrap by the threat of Thunder Wave, while threatening non-Hypnosis Hypno and shrugging off Kadabra's Thunder Wave. In the event the opponent is using a slower team, such as those featuring Tangela or multiple bulky Water-types like Omastar, 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. Because of its Speed, paralysis inducers such as Kadabra, Electabuzz, and the omnipresent Hypno are excellent partners, making it significantly more threatening should Clefable be used later in the game. They also become much more threatening once Clefable has beaten or otherwise traded with an opposing Psychic-type. If paired with special attackers like Articuno, Clefable also strongly benefits them, as Clefable normally dents opposing 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 also appreciate Clefable's paralysis support, making up for their lower Speed while being capable of wallbreaking alongside it. Having Electric coverage 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, but the rest of its moveset is fair game. This is because Clefable's bulk, combined with two of the best paralysis-spreading moves in the game and Normal STAB, makes it very easy to incapacitate a Pokemon in a flat one-on-one. Very few Pokemon can avoid taking significant damage or paralysis when fighting Clefable, and playing to this is crucial for succeeding with it.

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 it to deal massive damage to the incoming switch-in. This 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 to the opposing Pokemon the next turn. However, once revealed, Counter is easily played around; regardless, it only needs to succeed once, in which Clefable has likely done 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 problems can lead to Clefable taking unnecessary damage that it can't always afford. Sing is a fair surprise option that lets Clefable compress roles on a team(maybe change this to ‘that gives Clefable role compression), but because the accuracy is low, repeated misses allow foes to wear it down quickly. Toxic can be used as the most definitive way to prevent Dragonite or the rare Dragonair from sweeping with AgiliWrap; however, this can be difficult to fit into its moveset, and Thunder Wave already does a good enough job most of the time. Rest can let Clefable attempt to stay healthy throughout a game, and the abundance of Wrap can let it burn wake turns. However, due to a complete lack of resistances, it is difficult to safely wake up against Pokemon outside of this, often making Clefable less consistent. Furthermore, a resting Clefable is ripe for exploitation from the likes of Tentacruel and Dugtrio. Reflect, while rare, can be used to help Clefable take minimal chip damage from Dragonite's Wrap, which combined with the aforementioned Rest can make it into a surprisingly effective way to PP stall it. This can also make it more effective against Kangaskhan and Dodrio, common users of heavy-hitting of Normal-type moves. However, it fails to be effective 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. While similarly rare, Light Screen lets Clefable muscle past Articuno, cutting off the monumental power of Articuno's Blizzard while winning out with its Thunderbolt.

Clefable has a surfeit of additional coverage options that can be situationally justified. Fire Blast is Clefable's strongest option against Articuno, letting it 3HKO it while spreading burns that can potentially incapacitate Kangaskhan or Dragonite switching in. It can also 2HKO the rare Pinsir, which otherwise has an amazing matchup against Clefable. Thunder or Ice Beam can be used over Clefable's traditional coverage options, but Thunder doesn't improve Clefable's KO ranges by much while possessing poor accuracy 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, which would be its only other targets, are damaged more by Thunderbolt and Blizzard, respectively.

Checks and Counters
===================

**Partial Trapping**: Because of Clefable's lack of resistances, it is typically very easy to wear down Clefable through sustained offensive pressure. This is best achieved through Wrappers like Dragonite, Tentacruel, or Pinsir, all of which can gradually chip it down before switching to a Pokemon that can KO it like Kangaskhan. Dragonite is particularly good at this, as its Wrap deals up to 5% per turn. Tentacruel, being faster than Clefable, can gradually choke it with Wrap before KOing it with Surf thereafter. However, because of Clefable's bulk, this can be very inconsistent and open it up to paralysis. On the other hand, with Swords Dance or repeated critical hits, this can drastically quicken the process. If Dragonite sets up with AgiliWrap prior to fighting Clefable, Clefable struggles mightily to stop it, as it fails to OHKO it with Blizzard and usually has to resort to Thunder Wave attempts. While rare, Pinsir has access to Swords Dance + Bind, which lets it swiftly bring Clefable down while being able to KO it from around 85% with +2 Hyper Beam; it can also use +2 Submission to KO Clefable if it has taken even minor damage. The similarly rare Moltres also chips Clefable down with Fire Spin quickly while dealing massive damage with Fire Blast.

**Faster Sleepers**: Clefable is slow, and due to its nature as an early-game offensive utility Pokemon, it is often faced with the risk of sleep. Ergo, faster Pokemon like Venusaur, Haunter, and Hypnosis Hypno, all common sights early in the game, often force it to either get sacrificed or switch out. Clefable can't consistently trade with any of these Pokemon 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 most of the time, while Clefable fails to outdamage it without either using Fire Blast or halving Blizzard's damage with Light Screen.

**Rock-types**: Depending on its chosen coverage, Clefable can be easily walled out by Omastar or Golem. Blizzard makes Omastar easily switch in and start using its very strong Surf, while Thunderbolt lets Golem easily switch in and threaten high damage. While Aerodactyl is a Rock-type and shrugs off Clefable without these moves, it also loses if it Clefable uses either, making it a non-issue for most Clefable sets. All Rock-types are excellent Hyper Beam absorbers as well, letting them switch in and utilise the openings it provides.

**Bulky Water-types**: Vaporeon and Dewgong, despite Clefable having Thunderbolt, outspeed and threaten it with 3HKOs 3HKOes. However, both take massive damage from Thunderbolt in the process, and if paralyzed it can be quite dicey. Notably, Dewgong is 3HKOed by Clefable's Thunderbolt itself, and if possessing Hyper Beam, Clefable can 3HKO Vaporeon with two Thunderbolt uses + Hyper Beam. Poliwrath is faster and can put Clefable to sleep with Hypnosis; it also possesses Fighting STAB in Submission that lets it 2HKO Clefable.

**Counter Users**: Because Clefable excels when it's using its Normal STAB, it can fall victim to the rare Counter, which causes it to take mortal damage. Pokemon such as Poliwrath, opposing Clefable, Kangaskhan, and Hypno are sometimes seen using the move. A notable way to spring the trap on Clefable is by switching one of these Pokemon in on Hyper Beam and using Counter next turn as Clefable recharges.

[CREDITS]
- Written by: [[Plague von Karma, 236353]]
- Quality checked by: [[pacattacc, 520967], [Volk, 530877]]
- Grammar checked by: [[, ], [, ]]
good job! :blobthumbsup:
 
Last edited:
GP 1/2
[OVERVIEW]
Clefable succeeds in RBY UU as a strong early-game offensive threat, possessing an incredible movepool with moves such as Thunder Wave, STAB Body Slam, Thunderbolt, Blizzard, Counter, Sing, and more. With respectable bulk in tow, many Pokemon will get incapacitated in some form before it finally Clefable 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; however, it may not have the right move for every situation. With an unpredictable and versatile playstyle, Clefable can be a tricky Pokemon to nail down.

However, because of its low Speed, Clefable often finds itself getting pinned easily worn down by Wrappers like Tentacruel and Dragonite, making it easily worn down. Additionally, because of this low Speed, Clefable it is near-effortless to revenge kill with strong attackers that aren't normally accustomed to doing so, such as opposing Hypno, and critical hits don't help. This is compounded by a lack of recovery or and resistances, causing it to sometimes struggle as a defensive team piece of a team in some situations. Because Clefable provides inconsistent defensive utility in return for its offensive pressure, it is often passed over in favor of other early-game wallbreakers like Kangaskhan. Regardless of this, however, 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 access to Thunder Wave, in a flat one-on-one, it will typically incapacitate the opposing Pokemon in the process 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 paralysis to any would-be switch-in while having a good chance to paralyze it in the process. Adding to this, Clefable's STAB 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 final move slot is dedicated to its special coverage, which should be chosen based on what the team is lacking. Thunderbolt covers Water-types, 3HKOing Poliwrath, Dewgong, and Omastar, (comma) as well as 2HKOing Gyarados. Blizzard 2HKOes Dodrio, Dragonite, Tangela, and Golem; it is also Clefable's best option when damaging for Kangaskhan and Venusaur. Finally, Psychic acts as Clefable's best option is the best against Haunter, 3HKOing it, though this can be improved with Special drops. Additionally, it can 3HKO Tentacruel if even a single Special drop occurs, though repeated Thunderbolts are overall more likely to achieve this with a Special drop, though repeated Thunderbolt is more likely to do so.

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 in the tier 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 while it threatens them with paralysis in return, it's easy to gain momentum from then-on. These Pokemon can be easily drawn in through early-game use of your own Tentacruel; for instance, leading off with Wrap Tentacruel regularly draws Kadabra in right away and gives Clefable a free switch-in. However, it should be noted that Clefable shouldn't switch in on these Pokemon on its own; a Wrap pivot or double switch is necessary. Clefable can heavily punish Pokemon if switched in on a predicted by predicting Rest—particularly from Tentacruel and Hypno—as it can easily 3HKO both with two Body Slams twice followed by Hyper Beam. In respect to Hypno, Clefable is very capable of switching in via a Wrap pivoting and denting it enough to the point that it can be traded with, all thanks to its fair bulk. These (this has gone on too long for 'these' to have a clear meaning) are all extremely common early-game Pokemon that can be regularly brought in through your own Kadabra, Tentacruel, or Hypno; Kadabra and Hypno are capable of forcing Tentacruel to use Rest through paralysis and super effective damage, while opposing Hypno are forced to Rest is forced in 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 double switching switch into Clefable from a damaged Kadabra, Electabuzz, Dragonite, or Hypno are all prime opportunities to draw it in.

Clefable can be used as a lead, as Tentacruel is forced to pivot out with Wrap pivot by the threat of Thunder Wave, while threatening non-Hypnosis Hypno and shrugging off Kadabra's Thunder Wave non-Hypnosis Hypno is threatened, and Kadabra's Thunder Wave is shrugged off. In the event the opponent is using a slower team, such as those featuring Tangela or multiple bulky Water-types like Omastar, 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 its Speed, paralysis inducers such as Kadabra, Electabuzz, and the omnipresent Hypno are excellent partners, (comma) for making Clefable a late-game threat making it significantly more threatening should Clefable be used later in the game. They also become much more threatening once Clefable has beaten or otherwise traded with an opposing Psychic-type. If paired with special attackers like Articuno, Clefable also strongly benefits them special attackers like Articuno, as Clefable normally dents opposing 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 also appreciate Clefable's paralysis support, making up for their lower Speed while being capable of wallbreaking alongside it. Having Electric coverage 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. This is because Clefable's bulk, combined with two of the best paralysis-spreading moves in the game and Normal STAB, makes it very easy to incapacitate a Pokemon in a flat one-on-one. Very few Pokemon can avoid taking significant damage or paralysis when fighting Clefable, and playing to this is crucial for succeeding with it.

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 it to deal massive damage to the incoming switch-in. This 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 to the opposing Pokemon the next turn. However, once revealed, Counter is easily played around; regardless, Counter is easily played around once revealed, but it only needs to succeed once, in which case Clefable has likely done 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 problems can lead to Clefable taking unnecessary extra damage that it can't always afford. Sing is a fair surprise option that lets Clefable compress roles on a team, but because the accuracy is low, repeated misses allow foes to wear it down quickly. Toxic can be used as the most definitive way to prevent Dragonite or and the rare Dragonair from sweeping with AgiliWrap; however, this can be difficult to fit into its moveset, and Thunder Wave already does a good enough job most of the time. Rest can let Clefable attempt to stay healthy throughout a game, and the abundance of Wrap can let it burn wake turns. However, due to a complete lack of resistances, it is difficult to safely wake up against Pokemon outside of this anything but Wrap, often making Clefable less consistent. Furthermore, a resting sleeping Clefable is ripe for exploitation from the likes of Tentacruel and Dugtrio. Reflect, while rare, can be used to help Clefable take minimal chip damage from Dragonite's Wrap, which combined with the aforementioned Rest can make it into a surprisingly effective way to PP stall it even PP stalling it when combined with Rest. This can also make it Clefable more effective against the powerful Kangaskhan and Dodrio, common users of heavy-hitting of Normal-type moves. However, it fails to be effective 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. While similarly rare, Light Screen lets Thunderbolt Clefable muscle past Articuno, cutting off the monumental power of Articuno's Blizzard while winning out with its Thunderbolt.

Clefable has a surfeit of additional coverage options that can be situationally justified. Fire Blast is Clefable's strongest option against Articuno, letting it 3HKO it while spreading burns that can potentially incapacitate Kangaskhan or Dragonite switching in 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 Clefable's traditional coverage options, but Thunder doesn't improve Clefable's KO ranges by much while possessing poor accuracy 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, which would be its only other targets, are damaged more by Thunderbolt and Blizzard, respectively.

Checks and Counters
===================

**Partial Trapping**: Because of Clefable's lack of resistances, it is typically very easy to wear down Clefable through sustained offensive pressure. This is best achieved through Wrappers like Dragonite, Tentacruel, or and Pinsir, all of which can gradually chip it down before switching to a Pokemon that can KO it like Kangaskhan. Dragonite is particularly good at this, as its Wrap deals up to 5% per turn. Tentacruel, being faster than Clefable, can gradually choke it with Wrap before KOing it with Surf thereafter. However, because of Clefable's bulk, this can be very inconsistent and open it up to paralysis. On the other hand, with Swords Dance or repeated critical hits, (comma) this can drastically quicken the process. If Dragonite sets up with AgiliWrap prior to fighting Clefable, Clefable struggles mightily to stop it, as it fails to OHKO it with Blizzard and usually has to resort to Thunder Wave attempts. While rare, Pinsir has access to Swords Dance + Bind, which lets it swiftly bring Clefable down while being able to and KO it from around 85% with +2 Hyper Beam; it can also use +2 Submission to KO Clefable if it has taken after even minor damage. The similarly rare Moltres also chips Clefable down with Fire Spin quickly while dealing massive damage with Fire Blast.

**Faster Sleepers**: Clefable is slow and used early-game, and due to its nature as an early-game offensive utility Pokemon, so it is often faced with the risk of sleep. Ergo, common faster Pokemon like Venusaur, Haunter, and Hypnosis Hypno, all common sights early in the game, often force it to either get sacrificed or switch out. Clefable can't consistently trade with any of these Pokemon either: 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 most of the time, while Clefable fails to outdamage it without either using Fire Blast or halving Blizzard's damage with Light Screen.

**Rock-types**: Depending on its chosen coverage, Clefable can be easily walled out by Omastar or Golem. Blizzard makes Omastar easily switch in start using its very strong Surf, while Thunderbolt lets Golem easily switch in and threaten high damage. Omastar switches into Blizzard Clefable, while Golem handles Thunderbolt, and both deal heavy damage with STAB moves. While Aerodactyl is Rock-type and shrugs off Clefable without these moves, it also loses if it uses either 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, letting them switch in and utilise the openings it provides.

**Bulky Water-types**: Vaporeon and Dewgong, despite Clefable having Thunderbolt, outspeed and threaten it Clefable with 3HKOs. However, both take massive damage from Thunderbolt in the process, and if paralyzed it can be quite become dicey answers if paralyzed. Notably, Dewgong is 3HKOed by Clefable's Thunderbolt itself, and if possessing Hyper Beam, Hyper Beam Clefable can 3HKO Vaporeon with two Thunderbolt uses + Hyper Beam first. Poliwrath is faster and can put Clefable to sleep with Hypnosis; it also possesses Fighting STAB in Submission that lets it to 2HKO Clefable.

**Counter Users**: Because Clefable excels when it's using its Normal STAB moves, it can fall victim to take mortal damage from the rare Counter, which causes it to take mortal damage. Pokemon such as Poliwrath, opposing Clefable, Kangaskhan, and Hypno are sometimes seen using the move. A notable way to spring the trap on Clefable is by switching one of these Pokemon in on Hyper Beam and using Counter next turn as Clefable recharges.

[CREDITS]
- Written by: [[Plague von Karma, 236353]]
- Quality checked by: [[pacattacc, 520967], [Volk, 530877]]
- Grammar checked by: [[, ], [, ]]
 

Adeleine

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[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 will get incapacitated in some form before Clefable 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; however, it may not still, it won't have the right move for every situation at once. With an unpredictable and versatile playstyle, Clefable can be a tricky Pokemon to nail down.

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 accustomed to doing so even fast enough to revenge kill, (I imagine?) 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 in return for its and not quite elite (or other descriptor, i imagine? maybe i misunderstand what you mean) offensive pressure, it is often passed over in favor of 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 paralysis to 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 final move slot is dedicated to its special coverage, which 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 this can be improved with Special drops. Special drops can improve this. Additionally, it can 3HKO Tentacruel with a Special drop, though repeated Thunderbolt is more likely to do so. Thunderbolt is comparably effective against it. (talked on disc)

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 while 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 off 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, (AC) 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 are capable of forcing can force Tentacruel to use Rest through paralysis and super effective damage, while Hypno is forced in through (unless you meant something different?) 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 double switch to Clefable from a damaged Kadabra, Electabuzz, Dragonite, or Hypno.

Clefable can be used as a lead, as Tentacruel is forced to Wrap pivot by the threat of Thunder Wave, non-Hypnosis Hypno is threatened, and Kadabra's Thunder Wave is shrugged off. 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 those 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 its Clefable's low Speed, paralysis inducers such as Kadabra, Electabuzz, and the omnipresent Hypno are excellent partners for making Clefable 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 Clefable 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, making which makes up for their lower Speed, (AC) while being capable of wallbreaking able to wallbreak alongside it. Having Electric coverage 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 it to deal massive damage to 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. (added period) Counter is easily played around once revealed, but it (optional: "likely") only needs to succeed once, in which case Clefable has likely done its job. 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, this it can be difficult to fit, and Thunder Wave already does a good enough job most of the time. Rest can lets Clefable attempt to stay healthy throughout a game, and the abundance of Wrap can let it burn wake 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. This It can also make Clefable more effective against the powerful Kangaskhan and Dodrio. However, it fails to be effective 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 Clefable's traditional coverage options, 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. (I assume?)

Checks and Counters
===================

**Partial Trapping**: Because of Clefable's lack of resistances, it is typically very easy to wear down Clefable through sustained offensive pressure. This is best achieved through Wrappers like Dragonite, Tentacruel, and Pinsir, which can gradually chip it down Wrappers like Dragonite, Tentacruel, and Pinsir wear Clefable down, exploiting its vulnerability to sustained offensive pressure, (feel free to tinker) before switching to a Pokemon that can KO it like Kangaskhan. Dragonite is particularly good at this, 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, being faster than Clefable, (think this is adequately implied by its wrap being effective here) can gradually choke it out with Wrap before KOing it with Surf. However, because of Clefable's bulk, this can be very inconsistent and open it up to paralysis. 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. If Dragonite sets up with AgiliWrap 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. While rare, Pinsir has access to 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 minor less damage. The similarly rare Moltres chips Clefable down quickly with Fire Spin quickly while dealing massive damage with Fire Blast.

**Faster Sleepers**: Clefable is slow and used early-game, so it is often faced with the risk of often risks taking sleep. Ergo, Common faster Pokemon like Venusaur, Haunter, and Hypnosis Hypno often force it to get sacrificed 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 most of the time, while Clefable fails to outdamage it without Fire Blast or Light Screen.

**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 these moves 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 and threaten 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 3HKO Vaporeon with 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 spring the trap on 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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