Clefable

What do you guys think of this?

Clefable@Toxic Orb
Nature: Adamant
Ability: Magic Guard
EVs: 252 Atk, 252 HP, 4 Def
-Cosmic Power
-Softboiled
-Belly Drum
-Facade

First off, you need to make sure that your opponents have no more Ghost types around. Second of all, Clefable GREATLY appreciates dual screen support in order to make this set work. So once your opponent has no most Ghost types and you have the Reflect and Light Screen up, switch in Clefable.

Cosmic Power behind the screens and your opponent will find it gets very difficult to do damage to Clefable - and because of the Toxic Orb, they can't inflict Clefable with status either.

Once you've Cosmic Powered and Softboiled enough, pull out the Belly Drum - and then Softboil again.

Now you have a Pokemon that can't be statused, with huge defenses, a recovery move, and an Attack stat of 1572 that can hurt opponents with a Base 210 Attack (STABed Facade). Even many things that resist it are going to be OHKOed.

It may sound like this is impossible to pull off, but I think it's very doable.
 
I used this set in 4th gen. I used it as the last pokemon to the team for avoiding phaze which cripples it, but criticals do that.
It is hard succeed due to the annoying criticals, so in 90% of battles is died before doing anything since against most attackers it needs +6 in defenses to Belly Drum safetly.

What If Lucky Chant would not suck and will last 100 turns...

But my set used 252 HP and the rest into defenses, I don't remember, I think it was like 200 Defense 52 Sp. Def and 4 Spd. Attack is unnecesary, Belly drum Facade hits enough hard to almost all.

Also it was +Def or +Sp. Def

Also paralysis support is advisable.
 
Heh, the set I use most often is this:

Clefable (Level 2) @ Focus Sash
Ability: Magic Guard
Nature: Who cares?
EVs: None!
IVs: 0 HP and speed if you want to get fussy, but it rarely matters.

Endeavour
Toxic
Protect
Encore(/Magic Leaf or similar)

It's pretty simple to use, but does require team support - namely, Hail or Sandstorm. Hail is vastly superior, as there are a lot more sand resistant Pokémon. And if you can also set up Trick Room, that helps a lot.

Firstly, Magic Guard ensures your sash will remain intact, no matter how many hazards they set up and regardless of your own hail. Now just click Endeavour and watch their Pokémon die. With Trick Room up, you can kill off two Pokémon (barring problem 'mons), for the price of one. If you're lucky you're opponent won't notice Cefable is level two and will try a status move or a switch. Taunt, Wish, Stealth Rock, Whirlwind, etc. or switching just gives you a totally free KO.

The biggest problems are ghosts, especially Gengar. Being immune to Endeavour stops you pretty hard - all you can do is Toxic and then Protect stall as Hail wears them down. Gengar you can't even do that to. It's important to have a team member that can take the ghosts on reliably.

The second problem are Pokémon immune to hail. For ice types, a combination Toxic + Endeavour can bring them down (though you need to buy a turn with either Trick Room or them playing poorly). The same kind of thing happens if you lose the weather war and are left trying to operate in the rain.

Enemy Magic Guarders (including Tracers) are the real problem, though, as neither Toxic nor Hail will bring them down.

Oh, and did I mention multi hit moves? Yeah, they wreck you.

Other than that, you can tear through teams. It's nice to simply have an emergency button for silly mistakes. Foolishly let a Dragonite dance its way to +6? Just send in Cleffa as the ultimate revenge killer.

(Clefable, Clefairy and Cleffa can run the same set with no problem, so you can even use all three and build your whole team around it. That does kind of give itself away in the preview, though.)
 
Back
Top