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Clefable

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Clefable

clefable.gif


[QC 3/3] -- Nayrz / WreckDra / Shrang
[GP 2/2] -- Rhythms / Malley + P Squared

[OVERVIEW]

Unaware gives Clefable a niche in Ubers by allowing it to counter dangerous setup sweepers such as Swords Dance Arceus, Calm Mind Arceus, and Geomancy Xerneas. Clefable's access to good support moves such as Heal Bell and Wish allows it to heal its teammates, although the Wishes it passes are not especially large. Unfortunately, Clefable has mediocre defenses, but it can only invest in one defense stat; as such, it cannot check Swords Dance Arceus and Geomancy Xerneas with the same set. Clefable is also susceptible to all entry hazards, and it can be beaten by setup sweepers if it has been worn down too much by entry hazards. Additionally, Clefable is bait for numerous dominant threats in Ubers, such as Mega Gengar, Primal Groudon, and Ho-Oh.

[SET]
name: Specially Defensive
move 1: Wish
move 2: Protect
move 3: Heal Bell / Toxic / Calm Mind
move 4: Moonblast
item: Leftovers
ability: Unaware
nature: Calm
evs: 248 HP / 248 SpD / 12 Spe

[SET COMMENTS]
Moves
========

Wish allows Clefable to restore its teammates' HP and, in conjunction with Protect, also provides Clefable with a form of reliable recovery. Protect also functions as a way to gain extra recovery from Leftovers and stall out foes more easily with Toxic. Heal Bell allows Clefable to provide cleric support, clearing its team's status conditions as well as its own. Toxic deals passive damage to foes, working well with Clefable's ability to stall out threats with Wish and Protect. Calm Mind allows Clefable to set up on and check Calm Mind Arceus formes and Geomancy Xerneas more reliably. Moonblast is Clefable's best attack, as it bypasses Taunt while hitting Substitute Xerneas and Dark-types such as Yveltal. Moonlight is another recovery option for Clefable, condensing Protect and Wish to make room for another move; however, its low PP and weather dependency makes it less reliable than Wish and Protect.

Set Details
========

Unaware gives Clefable the ability to counter setup sweepers such as Geomancy Xerneas and Calm Mind Arceus. 12 Speed EVs allow Clefable to outspeed Tyranitar with no Speed investment. 248 HP and Special Defense EVs with a Calm nature maximize Clefable's special bulk so that it can best take on Xerneas and Arceus while keeping an odd HP value to reduce damage from entry hazards. Leftovers gives Clefable important passive recovery and works nicely with Protect to avoid certain 2HKOs after residual damage from entry hazards.

Usage Tips
========

Switch Clefable into Dark-types and other Pokemon that do not immediately threaten it to gain as many opportunities as possible to use Heal Bell and Wish. Strong special attackers such as Primal Kyogre will overpower Clefable, so they should be avoided. Protect should be used to gain extra recovery from Leftovers, but it should not be used unless necessary, because the free turn Protect gives opponents can easily be taken advantage of with a switch to threats such as Ho-Oh, Primal Groudon, Klefki, and Mega Gengar to punish Clefable and its teammates. Try to clear entry hazards when possible, as Clefable will be worn down by these, allowing threats such as Xerneas to 2HKO it. Mega Gengar threatens to trap and KO Clefable, so it should be avoided by double switching if possible.

Team Options
========

Pursuit users such as Tyranitar and Aegislash can trap Mega Gengar, which otherwise threatens to trap and KO Clefable. Fire-types such as Ho-Oh and Primal Groudon support Clefable well because they can take advantage of the Steel-types that check it. Ho-Oh checks such as Mega Diancie, Mega Salamence, Lugia, Water Arceus, and Rock Arceus make for good teammates as well. Clefable also likes having teammates that can check Primal Groudon, such as Latias, Latios, Ground Arceus, Lugia, Mega Salamence, and Giratina-O. Latias, Latios, and Primal Groudon are also the best switch-ins to Primal Kyogre, the main special attacker that Clefable struggles to deal with. Entry hazard control is important because Clefable can be worn down easily, so Defog Arceus formes, Latias, Latios, Excadrill, and Mega Sableye make for good partners. Physical walls such as Lugia, Mega Salamence, and support Arceus formes can check the strong physical threats that specially defensive Clefable has difficulty with. Tyranitar and Primal Groudon are also good teammates for Clefable, because they lack reliable recovery and benefit greatly from the Wish and cleric support that Clefable provides.

[SET]
name: Physically Defensive
move 1: Wish
move 2: Protect
move 3: Heal Bell / Toxic
move 4: Moonblast
item: Leftovers
ability: Unaware
nature: Bold
evs: 248 HP / 248 Def / 12 Spe

[SET COMMENTS]
Moves
========

The Wish and Protect combination gives Clefable a form of reliable recovery; they also help stall out low PP moves such as Extreme Speed, while Wish allows Clefable to restore its teammates' HP. Heal Bell gives Clefable the ability to support its team by curing status conditions. Toxic can be used instead to deal passive damage to foes so that Clefable can stall them out with Wish and Protect more effectively. Moonblast allows Clefable to circumvent Taunt while also hitting Latias, Latios, and Dark-types for super effective damage.

Set Details
========

Physically defensive Clefable serves as a check to Swords Dance Arceus formes, Latias, Latios, and some Mega Mewtwo X variants while also providing support for its team through Wish and Heal Bell. Unaware enables Clefable to wall Swords Dance Arceus formes by ignoring their Attack boosts. 12 Speed EVs allow Clefable to outspeed Tyranitar with no Speed investment. 248 HP EVs give Clefable an odd HP value while also maximizing physical bulk alongside 248 Defense EVs and a Bold nature, something that is particularly important given Clefable's mediocre Defense stat. Leftovers gives Clefable passive recovery, synergizing well with Protect to avoid some 2HKOs, especially if Clefable has taken a bit of prior damage from entry hazards.

Usage Tips
========

Try to capitalize on the limited opportunities that physically defensive Clefable gets to pass Wishes and use Heal Bell. Protect should be used to gain extra Leftovers recovery if needed, but it should not be used mindlessly, as this can give the opponent an important free turn to take advantage of. It is important to clear entry hazards when the opportunity presents itself, as taking too much residual damage can leave Clefable unable to check the setup sweepers that it normally would be able to stop. Mega Gengar is a huge threat because it can trap and KO Clefable; double switching can be an effective strategy to avoid it.

Team Options
========

Tyranitar and Aegislash are good partners because they can trap Mega Gengar with Pursuit. Tyranitar also appreciates the Wish and cleric support Clefable provides. Primal Groudon also appreciates this support and can threaten Steel-types that check Clefable; Ho-Oh also threatens Steel-types effectively. Pokemon that can remove entry hazards make for good partners, because entry hazards easily wear Clefable down. Clefable tends to give Fire-types free switches, so checks to Ho-Oh and Primal Groudon support it well; Mega Diancie, Mega Salamence, Lugia, Water Arceus, and Rock Arceus can all check Ho-Oh, while Latias, Latios, Ground Arceus, Lugia, Mega Salamence, and Giratina-O can all check Primal Groudon. Clefable also struggles against strong special attackers, such as Primal Kyogre, so Latias, Latios, and Primal Groudon make for good teammates because they can check Primal Kyogre.

[STRATEGY COMMENTS]
Other Options
=============

Thunder Wave can cripple fast threats such as Xerneas, Mewtwo, and Mega Salamence. Flamethrower can hit the Steel-types that threaten Clefable, but it is relatively weak. Clefable also has access to Stealth Rock, which can be used if none of Clefable's teammates can carry it.

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

**Mega Gengar**: Mega Gengar can switch into Clefable thanks to its resistance to Fairy and trap Clefable with Shadow Tag. It can then proceed to OHKO Clefable with Sludge Wave, leaving Clefable's team susceptible to various setup sweepers that it relied on Clefable to check. Mega Gengar can also remove Clefable with Perish Song.

**Fire-types**: Fire-types check Clefable, as they resist Moonblast and can overwhelm Clefable with powerful attacks. Ho-Oh easily switches into Clefable and threatens it with Sacred Fire and Brave Bird, both of which 2HKO physically defensive Clefable. Primal Groudon likewise switches in using its Fire typing and can use the opportunity to set up Stealth Rock or 2HKO Clefable with Precipice Blades.

**Steel-types**: Steel-types fear nothing from Clefable outside of the uncommon Flamethrower and can use the free turn that comes after switching in to set up entry hazards or hit Clefable with a super effective STAB move. Ferrothorn can switch in and set up Spikes and Stealth Rock, or it can hit Clefable with Gyro Ball; however, it must be especially wary of Flamethrower. Scizor also does not like taking Flamethrower, but it can switch in and hit Clefable for super effective damage with Bullet Punch. Klefki can switch in, set up Spikes, and spread status.

**Primal Kyogre**: While Primal Kyogre does not resist Fairy, it has high Special Defense that allows it to switch into Clefable with ease. It can then hit Clefable with a powerful Origin Pulse or set up with Calm Mind; defensive Primal Kyogre variants can beat Clefable by repeatedly using Scald and burning Clefable.

**Strong Physical Attackers**: Strong physical attackers can overpower even physically defensive Clefable, as Clefable's base 73 Defense is not high by Ubers standards. Mega Salamence does not enjoy taking a Moonblast from Clefable, but it threatens Clefable with a powerful Double-Edge or Return. Rayquaza similarly fears Moonblast but threatens Clefable with Dragon Ascent.

**Passive Damage**: Passive damage from entry hazards and status conditions limits Clefable's ability to reliably check certain setup sweepers, because Clefable can be weakened to the point where some setup sweepers can OHKO or 2HKO it.
 
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put "avoid shadow tag" in big, shiny letters aka describe in usage tips on how to best play vs teams with gengar (remember wobb exists as well - albeit not as dangerous as gengar) - double switches mainly but if you think of some common situations to give advice on then feel free to add them in

don't see any other issues, nice one.

QC 1/3
 
Primal Kyogre should probably have its own place in C&C just because Moonblast does pretty much nothing (possible 5HKO at BEST) and defensives ones don't care about Toxic. Defensive sets will force Clefable out or win if they score a Scald burn at any point regardless of if Clefable carries Heal Bell or not. Modest Max SpA ones as the physical fish just utterly murder Clefable like you have stated several times throughout the analysis.

Just make sure to state in your write up that Primal Groudon and the Eon twins are also Switch Ins to the best special attacker that Clefable has trouble walling (Primal Kyogre), you can use this as a conjunction place in between your two points regarding them if you want. Looks really good!

QC 2/3

Edit: New stamp ahoy!
GILlbHk.gif

Thanks can't say
 
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[OVERVIEW]

Clefable's ability Unaware gives itClefable a niche in Ubers by allowing it to counter dangerous setup sweepers such as Swords Dance Arceus, Calm Mind Arceus, and Geomancy Xerneas. Clefable's access to good support moves such as Heal Bell and Wish allows it to heal its teammates, although the wWishes it passes are not especially large. Unfortunately, Clefable has mediocre defensive stats, so it can only invest in one defensive stat; as such, it cannot check Swords Dance Arceus and Geomancy Xerneas with the same set. Clefable is also susceptible to all entry hazards, and it can be beaten by setup sweepers if it has been worn down too much by entry hazards. Additionally, Clefable is bait for numerous dominant threats in Ubers, such as Mega Gengar, Primal Groudon, and Ho-Oh.

[SET]
name: Specially Defensive
move 1: Wish
move 2: Protect
move 3: Heal Bell / Toxic / Calm Mind
move 4: Moonblast
item: Leftovers
ability: Unaware
nature: Calm
evs: 248 HP / 248 SpD / 12 Spe

[SET COMMENTS]
Moves
========

Wish allows Clefable to heal its teammates's HP and also provides Clefable with a form of reliable recovery too, in conjunction with Protect. Protect also functions as a way to gain extra recovery from Leftovers and stall out foes more easily with Toxic. Heal Bell allows Clefable to provide cleric support, clearing its team's status conditions as well as its own. Toxic deals passive damage to foes, working well with Clefable's ability to stall out threats with Wish and Protect. Calm Mind allows Clefable to set up and check Calm Mind Arceus formes and Geomancy Xerneas more reliably. Moonblast is Clefable's best attack, as it bypasses Taunt while hitting Substitute Xerneas and Dark-types such as Yveltal. Moonlight is another recovery option for Clefable, condensing Protect and Wish to make room for another move; however, its low PP and weather dependency makes it less reliable than Wish and Protect.

Set Details
========

Unaware gives Clefable the ability to counter setup sweepers such as Geomancy Xerneas and Calm Mind Arceus. 12 Speed EVs alow Clefable to outspeed 0 Speed Tyranitar. 248 HP EVs and 248Tyranitar with no Speed investment. 248 HP and Special Defense EVs with a Calm nature maximize Clefable's Sspecial bulk so that it can best take on Xerneas and Arceus while keeping an odd HP value to reduce damage from entry hazards. Leftovers gives Clefable important passive recovery and works nicely with Protect to avoid certain 2HKOs after residual damage from entry hazards.

Usage Tips
========

Switch Clefable into Dark-types and other Pokemon that do not immediately threaten it to gain as many opportunities as possible to use Heal Bell and Wish. Strong special attackers such as Primal Kyogre will overpower Clefable, so they should be avoided. Protect should be used to gain extra recovery from Leftovers, but it should not be used unless necessary, because the free turn Protect gives opponents can easily be taken advantage of with a switch to threats such as Ho-Oh, Primal Groudon, Klefki, and Mega Gengar to punish Clefable and its teammates. Try to clear entry hazards when possible, as Clefable will be worn down by these, allowing threats such as Geomancy Xerneas to 2HKO it. Mega Gengar threatens to trap and KO Clefable, so it should be avoided by double switching if possible.

Team Options
========

Pursuit users such as Tyranitar and Aegislash can trap Mega Gengar, a Pokemon thatwhich otherwise threatens to trap and KO Clefable. Fire-types such as Ho-Oh and Primal Groudon support Clefable well because they can take advantage of the Steel-types that check it. Ho-Oh checks such as Mega Diancie, Mega Salamence, Lugia, Water Arceus, and Rock Arceus make for good teammates as well. Clefable also likes having teammates that can check Primal Groudon, such as Latias, Latios, Ground Arceus, Lugia, Mega Salamence, and Giratina-O. Latias, Latios, and Primal Groudon are also the best switch-ins to Primal Kyogre, the main special attacker that Clefable struggles to deal with. Entry hazard control is important because Clefable can be worn down easily, so Defog Arceus formes, Latias, Latios, Excadrill, and Mega Sableye make for good partners. Physical walls such as Lugia, Mega Salamence, and support Arceus formes can check the strong, physical threats that specially defensive Clefable has difficulty with. Tyranitar and Primal Groudon are also good teammates for Clefable, because they benefit greatly from the Wish and cleric support that Clefable provides.

[SET]
name: Physically Defensive
move 1: Wish
move 2: Protect
move 3: Heal Bell / Toxic
move 4: Moonblast
item: Leftovers
ability: Unaware
nature: Bold
evs: 248 HP / 248 Def / 12 Spe

[SET COMMENTS]
Moves
========

A Wish and Protect offer Clefable a meanscombination gives Clefable a form of reliable recovery; they also help stall out low PP moves such as Extreme Speed, while Wish allows Clefable to restore its teammates's HP. Heal Bell gives Clefable the ability to support its team by curing status conditions. Toxic can instead be used to deal passive damage to opponentfoes so that Clefable can stall them out with Wish and Protect more effectively. Moonblast allows Clefable to circumvent Taunt, while it also hits Latias, Latios, and Dark-types for super effectively damage.

Set Details
========

Physically defensive Clefable serves as a check to Swords Dance Arceus formes, Latias, Latios, and some Mega Mewtwo X variants, while it also provides support for its team through Wish and Heal Bell. Unaware enables Clefable to wall Swords Dance Arceus formes by ignoring their Attack boosts. 12 Speed EVs allow Clefable to outspeed 0 Speed TyranitarTyranitar with no Speed investment. 248 HP EVs give Clefable an odd HP value while also maximizing physical bulk alongside 248 Defense EVs and a Bold nature, something that is particularly important given Clefable's mediocre Defense stat. Leftovers gives Clefable passive recovery, synergizing well with Protect to avoid some 2HKOs, especially if Clefable has taken a bit of prior damage from entry hazards.

Usage Tips
========

Try to capitalize on the limited opportunities that physically defensive Clefable gets to pass Wishes and use Heal Bell. Protect should be used to gain extra Leftovers recovery if needed, but should not be used mindlessly so as to give the opponent an important free turn to take advantage of. It is important to clear entry hazards when the opportunity presents itself, as taking too much residual damage can leave Clefable unable to check the setup sweepers that it normally would be able to stop. Mega Gengar is a huge threat because it can trap and KO Clefable; double switching can be an effective strategy to avoid it.

Team Options
========

Tyranitar and Aegislash are good partners because they can trap Mega Gengar with Pursuit. Tyranitar also appreciates the Wish and cleric support Clefable provides. Primal Groudon also appreciates this support and can threaten Steel-types that check Clefable; Ho-Oh also threatens Steel-types effectively. Pokemon that can remove entry hazards make for good partners, because entry hazards easily wear Clefable down. Clefable tends to give Fire-types free switches, so checks to Ho-Oh and Primal Groudon support it well; Mega Diancie, Mega Salamence, Lugia, Water Arceus, and Rock Arceus can all check Ho-Oh, while Latias, Latios, Ground Arceus, Lugia, Mega Salamence, and Giratina-O can all check Primal Groudon. Clefable also struggles against strong special attackers, (AC) such as Primal Kyogre, so Latias, Latios, and Primal Groudon make for good teammates because they can check Primal Kyogre.

[STRATEGY COMMENTS]
Other Options
=============

Clefable has a few other options, though it has difficulty fitting them into its moveslots. Thunder Wave can cripple fast threats such as Xerneas, Mewtwo, and Mega Salamence. Flamethrower can hit the Steel-types that threaten Clefable, but it is relatively weak. Clefable also has access to Stealth Rock, (AC) which can be used if none of Clefable's teammates can carry it.

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

**Mega Gengar**: Mega Gengar can switch into Clefable thanks to its resistance to Fairy and trap Clefable with its ability Shadow Tag. Mega Gengar can proceed to OHKO Clefable with Sludge Wave, leaving Clefable's team susceptible to various setup sweepers that it relied on Clefable to check. Mega Gengar can also remove Clefable with Perish Song.

**Fire-types**: Fire-types check Clefable, as they resist Moonblast and can overwhelm Clefable with powerful attacks. Ho-Oh easily switches into Clefable and threatens it with Sacred Fire and Brave Bird, both of which 2HKO physically defensive Clefable. Primal Groudon likewise switches in using its Fire typing and can use the opportunity to set up Stealth Rock or 2HKO Clefable with Precipice Blades.

**Steel-types**: Steel-types fear nothing from Clefable outside of the uncommon Flamethrower and can use the free turn that results after switching in to set up entry hazards or hit Clefable with a super effective STAB move. Ferrothorn can switch in and set up Spikes and Stealth Rock, or it can hit Clefable with Gyro Ball; however, it must be especially wary of Flamethrower. Scizor also does not like taking Flamethrower, but it can switch in and hit Clefable for super effectively with damage in Bullet Punch. Klefki can switch in, set up Spikes, and spread status.

**Primal Kyogre**: While Primal Kyogre does not resist Fairy, it has a high Special Defense stat that allows it to switch into Clefable with ease. Primal Kyogre can then hit Clefable with a powerful Origin Pulse or set up with Calm Mind; defensive Primal Kyogre variants can beat Clefable by repeatedly using Scald and burning Clefable.

**Strong Physical Attackers**: Strong physical attackers can overpower even physically defensive Clefable, as Clefable's base 73 Defense stat is not high by Ubers standards. Mega Salamence does not enjoy taking a Moonblast from Clefable, but it threatens Clefable with a powerful Double-(AH)Edge or Return. Rayquaza similarly fears Moonblast but threatens Clefable with Dragon Ascent.

**Passive dDamage**: Passive damage from entry hazards and status conditions limit Clefable's ability to reliably check certain setup sweepers, because Clefable can be weakened to the point where some setup sweepers can 1-OHKO or 2HKO it.
GP 1/2
 
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[OVERVIEW]

Unaware gives Clefable a niche in Ubers by allowing it to counter dangerous setup sweepers such as Swords Dance Arceus, Calm Mind Arceus, and Geomancy Xerneas. Clefable's access to good support moves such as Heal Bell and Wish allows it to heal its teammates, although the Wishes it passes are not especially large. Unfortunately, Clefable has mediocre defenses, so it can only invest in one defense stat; as such, it cannot check Swords Dance Arceus and Geomancy Xerneas with the same set. Clefable is also susceptible to all entry hazards, and it can be beaten by setup sweepers if it has been worn down too much by entry hazards. Additionally, Clefable is bait for numerous dominant threats in Ubers, such as Mega Gengar, Primal Groudon, and Ho-Oh.

[SET]
name: Specially Defensive
move 1: Wish
move 2: Protect
move 3: Heal Bell / Toxic / Calm Mind
move 4: Moonblast
item: Leftovers
ability: Unaware
nature: Calm
evs: 248 HP / 248 SpD / 12 Spe

[SET COMMENTS]
Moves
========

Wish allows Clefable to heal its teammate's HP (Say either "to restore its teammates' HP" or "to heal its teammates", as the idea of healing the thing that is itself the measure of healing (i.e. the HP) is logically unsound. Also, "its teammate's" (singular and definite) suggests that Clefable has only one teammate, or only one that it will ever heal, whereas it is clearly supposed to provide broad support; "heal a teammate" (indefinite) would also work) and also provides Clefable with a form of reliable recovery, in conjunction with Protect. Protect also functions as a way to gain extra recovery from Leftovers and stall out foes more easily with Toxic. Heal Bell allows Clefable to provide cleric support, clearing its team's status conditions as well as its own. Toxic deals passive damage to foes, working well with Clefable's ability to stall out threats with Wish and Protect. Calm Mind allows Clefable to set up on and check Calm Mind Arceus formes and Geomancy Xerneas more reliably. Moonblast is Clefable's best attack, as it bypasses Taunt while hitting Substitute Xerneas and Dark-types such as Yveltal. Moonlight is another recovery option for Clefable, condensing Protect and Wish to make room for another move; however, its low PP and weather dependency makes it less reliable than Wish and Protect.

Set Details
========

Unaware gives Clefable the ability to counter setup sweepers such as Geomancy Xerneas and Calm Mind Arceus. 12 Speed EVs alow allow Clefable to outspeed Tyranitar with no Speed investment. 248 HP and Special Defense EVs with a Calm nature maximize Clefable's special bulk so that it can best take on Xerneas and Arceus while keeping an odd HP value to reduce damage from entry hazards. Leftovers gives Clefable important passive recovery and works nicely with Protect to avoid certain 2HKOs after residual damage from entry hazards.

Usage Tips
========

Switch Clefable into Dark-types and other Pokemon that do not immediately threaten it to gain as many opportunities as possible to use Heal Bell and Wish. Strong special attackers such as Primal Kyogre will overpower Clefable, so they should be avoided. Protect should be used to gain extra recovery from Leftovers, but it should not be used unless necessary, because the free turn Protect gives opponents can easily be taken advantage of with a switch to threats such as Ho-Oh, Primal Groudon, Klefki, and Mega Gengar to punish Clefable and its teammates. Try to clear entry hazards when possible, as Clefable will be worn down by these, allowing threats such as Geomancy Xerneas (Don't think the 'Geomancy' is necessary here, since it has no bearing on Xerneas' ability to 2HKO. QC issue though) to 2HKO it. Mega Gengar threatens to trap and KO Clefable, so it should be avoided by double switching if possible.

Team Options
========

Pursuit users such as Tyranitar and Aegislash can trap Mega Gengar, which otherwise threatens to trap and KO Clefable. Fire-types such as Ho-Oh and Primal Groudon support Clefable well because they can take advantage of the Steel-types that check it. Ho-Oh checks such as Mega Diancie, Mega Salamence, Lugia, Water Arceus, and Rock Arceus make for good teammates as well. Clefable also likes having teammates that can check Primal Groudon, such as Latias, Latios, Ground Arceus, Lugia, Mega Salamence, and Giratina-O. Latias, Latios, and Primal Groudon are also the best switch-ins to Primal Kyogre, the main special attacker that Clefable struggles to deal with. Entry hazard control is important because Clefable can be worn down easily, so Defog Arceus formes, Latias, Latios, Excadrill, and Mega Sableye make for good partners. Physical walls such as Lugia, Mega Salamence, and support Arceus formes can check the strong, (RC) physical threats that specially defensive Clefable has difficulty with. Tyranitar and Primal Groudon are also good teammates for Clefable, because they benefit greatly from the Wish and cleric support that Clefable provides (You might want to say exactly why they benefit more than other Pokémon - i.e. that they have no other method of recovery apart from Leftovers in Tyranitar's case. At the moment it's only clear to people who already have a fair amount of experience in Ubers).

[SET]
name: Physically Defensive
move 1: Wish
move 2: Protect
move 3: Heal Bell / Toxic
move 4: Moonblast
item: Leftovers
ability: Unaware
nature: Bold
evs: 248 HP / 248 Def / 12 Spe

[SET COMMENTS]
qMoves
========

A The Wish and Protect combination (There is no alternative Wish and Protect combination) gives Clefable a form of reliable recovery; they also help stall out low PP moves such as Extreme Speed, while Wish allows Clefable to restore its teammate's teammates' HP. Heal Bell gives Clefable the ability to support its team by curing status conditions. Toxic can instead be used to deal passive damage to foes so that Clefable can stall them out with Wish and Protect more effectively. Moonblast allows Clefable to circumvent Taunt, while it also hits also hitting Latias, Latios, and Dark-types for super effective damage.

Set Details
========

Physically defensive Clefable serves as a check to Swords Dance Arceus formes, Latias, Latios, and some Mega Mewtwo X variants, while it also provides also providing support for its team through Wish and Heal Bell. Unaware enables Clefable to wall Swords Dance Arceus formes by ignoring their Attack boosts. 12 Speed EVs allow Clefable to outspeed Tyranitar with no Speed investment. 248 HP EVs give Clefable an odd HP value while also maximizing physical bulk alongside 248 Defense EVs and a Bold nature, something that is particularly important given Clefable's mediocre Defense stat. Leftovers gives Clefable passive recovery, synergizing well with Protect to avoid some 2HKOs, especially if Clefable has taken a bit of prior damage from entry hazards.

Usage Tips
========

Try to capitalize on the limited opportunities that physically defensive Clefable gets to pass Wishes and use Heal Bell. Protect should be used to gain extra Leftovers recovery if needed, but should not be used mindlessly so as to as this can ("so as to" is purposive, suggesting that Protect is being used mindlessly with the intention of giving the opponent a free turn, whereas this free turn is only a result of the mindless use) give the opponent an important free turn to take advantage of. It is important to clear entry hazards when the opportunity presents itself, as taking too much residual damage can leave Clefable unable to check the setup sweepers that it normally would be able to stop. Mega Gengar is a huge threat because it can trap and KO Clefable; double switching can be an effective strategy to avoid it.

Team Options
========

Tyranitar and Aegislash are good partners because they can trap Mega Gengar with Pursuit. Tyranitar also appreciates the Wish and cleric support Clefable provides. Primal Groudon also appreciates this support and can threaten Steel-types that check Clefable; Ho-Oh also threatens Steel-types effectively. Pokemon that can remove entry hazards make for good partners, because entry hazards easily wear Clefable down. Clefable tends to give Fire-types free switches, so checks to Ho-Oh and Primal Groudon support it well; Mega Diancie, Mega Salamence, Lugia, Water Arceus, and Rock Arceus can all check Ho-Oh, while Latias, Latios, Ground Arceus, Lugia, Mega Salamence, and Giratina-O can all check Primal Groudon. Clefable also struggles against strong special attackers, such as Primal Kyogre, so Latias, Latios, and Primal Groudon make for good teammates because they can check Primal Kyogre.

[STRATEGY COMMENTS]
Other Options
=============

Thunder Wave can cripple fast threats such as Xerneas, Mewtwo, and Mega Salamence. Flamethrower can hit the Steel-types that threaten Clefable, but it is relatively weak. Clefable also has access to Stealth Rock which can be used if none of Clefable's teammates can carry it.

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

**Mega Gengar**: Mega Gengar can switch into Clefable thanks to its resistance to Fairy and trap Clefable with Shadow Tag. Mega Gengar It can then proceed to OHKO Clefable with Sludge Wave, leaving Clefable's team susceptible to various setup sweepers that it relied on Clefable to check. Mega Gengar It can also remove Clefable with Perish Song.

**Fire-types**: Fire-types check Clefable, as they resist Moonblast and can overwhelm Clefable with powerful attacks. Ho-Oh easily switches into Clefable and threatens it with Sacred Fire and Brave Bird, both of which 2HKO physically defensive Clefable. Primal Groudon likewise switches in using its Fire typing and can use the opportunity to set up Stealth Rock or 2HKO Clefable with Precipice Blades.

**Steel-types**: Steel-types fear nothing from Clefable outside of the uncommon Flamethrower and can use the free turn that results comes (the subject of "result" either needs to result from something - e.g. "the free turn that results from switching in"; 'after' is not a direct enough link - or to result in something - e.g. "switching in results in a free turn") after switching in to set up entry hazards or hit Clefable with a super effective STAB move. Ferrothorn can switch in and set up Spikes and Stealth Rock, or it can hit Clefable with Gyro Ball; however, it must be especially wary of Flamethrower. Scizor also does not like taking Flamethrower, but it can switch in and hit Clefable for super effective damage in with Bullet Punch. Klefki can switch in, set up Spikes, and spread status.

**Primal Kyogre**: While Primal Kyogre does not resist Fairy, it has high Special Defense that allows it to switch into Clefable with ease. Primal Kyogre It can then hit Clefable with a powerful Origin Pulse or set up with Calm Mind; defensive Primal Kyogre variants can beat Clefable by repeatedly using Scald and burning Clefable.

**Strong Physical Attackers**: Strong physical attackers can overpower even physically defensive Clefable, as Clefable's base 73 Defense is not high by Ubers standards. Mega Salamence does not enjoy taking a Moonblast from Clefable, but it threatens Clefable with a powerful Double-Edge or Return. Rayquaza similarly fears Moonblast but threatens Clefable with Dragon Ascent.

**Passive Damage**: Passive damage from entry hazards and status conditions limit Clefable's ability to reliably check certain setup sweepers, because Clefable can be weakened to the point where some setup sweepers can OHKO or 2HKO it.

P Squared
 
2/2 + stamp :]
not much to do, but mine are add remove comment

[OVERVIEW]

Unaware gives Clefable a niche in Ubers by allowing it to counter dangerous setup sweepers such as Swords Dance Arceus, Calm Mind Arceus, and Geomancy Xerneas. Clefable's access to good support moves such as Heal Bell and Wish allows it to heal its teammates, although the Wishes it passes are not especially large. Unfortunately, Clefable has mediocre defenses, so but (these things don't seem causally related, so "so" doesn't really fit) it can only invest in one defense stat; as such, it cannot check Swords Dance Arceus and Geomancy Xerneas with the same set. Clefable is also susceptible to all entry hazards, and it can be beaten by setup sweepers if it has been worn down too much by entry hazards. Additionally, Clefable is bait for numerous dominant threats in Ubers, such as Mega Gengar, Primal Groudon, and Ho-Oh.

[SET]
name: Specially Defensive
move 1: Wish
move 2: Protect
move 3: Heal Bell / Toxic / Calm Mind
move 4: Moonblast
item: Leftovers
ability: Unaware
nature: Calm
evs: 248 HP / 248 SpD / 12 Spe

[SET COMMENTS]
Moves
========

Wish allows Clefable to heal its teammate's HP (Say either "to restore its teammates' HP" or "to heal its teammates", as the idea of healing the thing that is itself the measure of healing (i.e. the HP) is logically unsound. Also, "its teammate's" (singular and definite) suggests that Clefable has only one teammate, or only one that it will ever heal, whereas it is clearly supposed to provide broad support; "heal a teammate" (indefinite) would also work) (yep; I slightly prefer the first option but the choice is up to you!) and, in conjunction with Protect, also provides Clefable with a form of reliable recovery, in conjunction with Protect. Protect also functions as a way to gain extra recovery from Leftovers and stall out foes more easily with Toxic. Heal Bell allows Clefable to provide cleric support, clearing its team's status conditions as well as its own. Toxic deals passive damage to foes, working well with Clefable's ability to stall out threats with Wish and Protect. Calm Mind allows Clefable to set up on and check Calm Mind Arceus formes and Geomancy Xerneas more reliably. Moonblast is Clefable's best attack, as it bypasses Taunt while hitting Substitute Xerneas and Dark-types such as Yveltal. Moonlight is another recovery option for Clefable, condensing Protect and Wish to make room for another move; however, its low PP and weather dependency makes it less reliable than Wish and Protect.

Set Details
========

Unaware gives Clefable the ability to counter setup sweepers such as Geomancy Xerneas and Calm Mind Arceus. 12 Speed EVs alow allow Clefable to outspeed Tyranitar with no Speed investment. 248 HP and Special Defense EVs with a Calm nature maximize Clefable's special bulk so that it can best take on Xerneas and Arceus while keeping an odd HP value to reduce damage from entry hazards. Leftovers gives Clefable important passive recovery and works nicely with Protect to avoid certain 2HKOs after residual damage from entry hazards.

Usage Tips
========

Switch Clefable into Dark-types and other Pokemon that do not immediately threaten it to gain as many opportunities as possible to use Heal Bell and Wish. Strong special attackers such as Primal Kyogre will overpower Clefable, so they should be avoided. Protect should be used to gain extra recovery from Leftovers, but it should not be used unless necessary, because the free turn Protect gives opponents can easily be taken advantage of with a switch to threats such as Ho-Oh, Primal Groudon, Klefki, and Mega Gengar to punish Clefable and its teammates. Try to clear entry hazards when possible, as Clefable will be worn down by these, allowing threats such as Geomancy Xerneas (Don't think the 'Geomancy' is necessary here, since it has no bearing on Xerneas' ability to 2HKO. QC issue though) to 2HKO it. Mega Gengar threatens to trap and KO Clefable, so it should be avoided by double switching if possible.

Team Options
========

Pursuit users such as Tyranitar and Aegislash can trap Mega Gengar, which otherwise threatens to trap and KO Clefable. Fire-types such as Ho-Oh and Primal Groudon support Clefable well because they can take advantage of the Steel-types that check it. Ho-Oh checks such as Mega Diancie, Mega Salamence, Lugia, Water Arceus, and Rock Arceus make for good teammates as well. Clefable also likes having teammates that can check Primal Groudon, such as Latias, Latios, Ground Arceus, Lugia, Mega Salamence, and Giratina-O. Latias, Latios, and Primal Groudon are also the best switch-ins to Primal Kyogre, the main special attacker that Clefable struggles to deal with. Entry hazard control is important because Clefable can be worn down easily, so Defog Arceus formes, Latias, Latios, Excadrill, and Mega Sableye make for good partners. Physical walls such as Lugia, Mega Salamence, and support Arceus formes can check the strong, (RC) physical threats that specially defensive Clefable has difficulty with. Tyranitar and Primal Groudon are also good teammates for Clefable, because they benefit greatly from the Wish and cleric support that Clefable provides (You might want to say exactly why they benefit more than other Pokémon - i.e. that they have no other method of recovery apart from Leftovers in Tyranitar's case. At the moment it's only clear to people who already have a fair amount of experience in Ubers).

[SET]
name: Physically Defensive
move 1: Wish
move 2: Protect
move 3: Heal Bell / Toxic
move 4: Moonblast
item: Leftovers
ability: Unaware
nature: Bold
evs: 248 HP / 248 Def / 12 Spe

[SET COMMENTS]
qMoves
========

A The Wish and Protect combination (There is no alternative Wish and Protect combination) gives Clefable a form of reliable recovery; they also help stall out low PP moves such as Extreme Speed, while Wish allows Clefable to restore its teammate's teammates' HP. Heal Bell gives Clefable the ability to support its team by curing status conditions. Toxic can instead be used instead to deal passive damage to foes so that Clefable can stall them out with Wish and Protect more effectively. Moonblast allows Clefable to circumvent Taunt, (RC; be careful about commas in front of "while"; I suppose a blog isn't the most official source, but it was the first search result I found) while it also hits also hitting Latias, Latios, and Dark-types for super effective damage.

Set Details
========

Physically defensive Clefable serves as a check to Swords Dance Arceus formes, Latias, Latios, and some Mega Mewtwo X variants, (RC; same reason as above) while it also provides also providing support for its team through Wish and Heal Bell. Unaware enables Clefable to wall Swords Dance Arceus formes by ignoring their Attack boosts. 12 Speed EVs allow Clefable to outspeed Tyranitar with no Speed investment. 248 HP EVs give Clefable an odd HP value while also maximizing physical bulk alongside 248 Defense EVs and a Bold nature, something that is particularly important given Clefable's mediocre Defense stat. Leftovers gives Clefable passive recovery, synergizing well with Protect to avoid some 2HKOs, especially if Clefable has taken a bit of prior damage from entry hazards.

Usage Tips
========

Try to capitalize on the limited opportunities that physically defensive Clefable gets to pass Wishes and use Heal Bell. Protect should be used to gain extra Leftovers recovery if needed, but it should not be used mindlessly, (AC; always a comma before "as" if it means "because") so as to as this can ("so as to" is purposive, suggesting that Protect is being used mindlessly with the intention of giving the opponent a free turn, whereas this free turn is only a result of the mindless use) give the opponent an important free turn to take advantage of. It is important to clear entry hazards when the opportunity presents itself, as taking too much residual damage can leave Clefable unable to check the setup sweepers that it normally would be able to stop. Mega Gengar is a huge threat because it can trap and KO Clefable; double switching can be an effective strategy to avoid it.

Team Options
========

Tyranitar and Aegislash are good partners because they can trap Mega Gengar with Pursuit. Tyranitar also appreciates the Wish and cleric support Clefable provides. Primal Groudon also appreciates this support and can threaten Steel-types that check Clefable; Ho-Oh also threatens Steel-types effectively. Pokemon that can remove entry hazards make for good partners, because entry hazards easily wear Clefable down. Clefable tends to give Fire-types free switches, so checks to Ho-Oh and Primal Groudon support it well; Mega Diancie, Mega Salamence, Lugia, Water Arceus, and Rock Arceus can all check Ho-Oh, while Latias, Latios, Ground Arceus, Lugia, Mega Salamence, and Giratina-O can all check Primal Groudon. Clefable also struggles against strong special attackers, such as Primal Kyogre, so Latias, Latios, and Primal Groudon make for good teammates because they can check Primal Kyogre.

[STRATEGY COMMENTS]
Other Options
=============

Thunder Wave can cripple fast threats such as Xerneas, Mewtwo, and Mega Salamence. Flamethrower can hit the Steel-types that threaten Clefable, but it is relatively weak. Clefable also has access to Stealth Rock, (AC) which can be used if none of Clefable's teammates can carry it.

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

**Mega Gengar**: Mega Gengar can switch into Clefable thanks to its resistance to Fairy and trap Clefable with Shadow Tag. Mega Gengar It can then proceed to OHKO Clefable with Sludge Wave, leaving Clefable's team susceptible to various setup sweepers that it relied on Clefable to check. Mega Gengar It (I would leave this one as Mega Gengar, because the previous sentence used another "it" that referred to something else.) can also remove Clefable with Perish Song.

**Fire-types**: Fire-types check Clefable, as they resist Moonblast and can overwhelm Clefable with powerful attacks. Ho-Oh easily switches into Clefable and threatens it with Sacred Fire and Brave Bird, both of which 2HKO physically defensive Clefable. Primal Groudon likewise switches in using its Fire typing and can use the opportunity to set up Stealth Rock or 2HKO Clefable with Precipice Blades.

**Steel-types**: Steel-types fear nothing from Clefable outside of the uncommon Flamethrower and can use the free turn that results comes (the subject of "result" either needs to result from something - e.g. "the free turn that results from switching in"; 'after' is not a direct enough link - or to result in something - e.g. "switching in results in a free turn") after switching in to set up entry hazards or hit Clefable with a super effective STAB move. Ferrothorn can switch in and set up Spikes and Stealth Rock, or it can hit Clefable with Gyro Ball; however, it must be especially wary of Flamethrower. Scizor also does not like taking Flamethrower, but it can switch in and hit Clefable for super effective damage in with Bullet Punch. Klefki can switch in, set up Spikes, and spread status.

**Primal Kyogre**: While Primal Kyogre does not resist Fairy, it has high Special Defense that allows it to switch into Clefable with ease. Primal Kyogre It can then hit Clefable with a powerful Origin Pulse or set up with Calm Mind; defensive Primal Kyogre variants can beat Clefable by repeatedly using Scald and burning Clefable.

**Strong Physical Attackers**: Strong physical attackers can overpower even physically defensive Clefable, as Clefable's base 73 Defense is not high by Ubers standards. Mega Salamence does not enjoy taking a Moonblast from Clefable, but it threatens Clefable with a powerful Double-Edge or Return. Rayquaza similarly fears Moonblast but threatens Clefable with Dragon Ascent.

**Passive Damage**: Passive damage from entry hazards and status conditions limits (assuming that "status conditions" is still part of the "stuff that causes passive damage" list; if not, ignore this) Clefable's ability to reliably check certain setup sweepers, because Clefable can be weakened to the point where some setup sweepers can OHKO or 2HKO it.
 
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