DPP Clefable (Lv. 2 Endeavor)

http://www.smogon.com/dp/pokemon/clefable


First post. I initially joined the community just so I could put this up, as Clefable is one of my favorite Pokemon and I couldn't believe it didn't have a Lv. 2 Endeavor set. Without any further ado, I give you:


[SET]
name: Lv. 2 Endeavor
move 1: Endeavor
move 2: Protect
move 3: Encore
move 4: Thunder Wave / Sing / Toxic
item: Focus Sash
ability: Magic Guard
ivs: 0 HP

[SET COMMENTS]
<p>Clefable boasts a huge advantage over other low level Endeavor users, namely its unique ability Magic Guard, which prevents Sandstorm, Hail, Stealth Rock, Spikes, and Toxic Spikes from breaking your Focus Sash prematurely. The idea behind this set is simple: get in, survive one hit using Focus Sash, and then Endeavor, reducing the opponent to either 15 (if your opponent did not attack) or 1 hp. This Clefable is meant to be used with Sandstorm, Hail, or Toxic Spikes support, which would then finish your weakened opponent at the end of the turn (all of the preceding will damage the opponent before leftovers recovery). Either way, you should have a priority move user waiting in the wings should your target be resistant to your field hazard of choice. Hopefully you have Stealth Rock up, so even if your target switches out he is essentially out of the battle. Clefable should net one KO per battle, possibly more if your opponent doesn’t catch on to the low level and switches or tries to set up.</p>

<p>Protect helps to scout for Fake Out or a sleep move, while Encore is useful should something that resists your field hazard try to recover hp before finishing you off (assuming your sash was broken). After Encoring a recovery move, you would then use your fourth move, Endeavor again if you predict a switch, or switch yourself to something that can set up. Thunder Wave, Sing, or Toxic is to be used if you think your opponent is about to switch to a ghost type. Swagger and Knock Off are also viable for that fourth slot, along with Snatch, which stops Substitute from ruining your day, but requires a good deal of prediction. (Endeavor will break subs as long as your opponent has more than ¼ of their hp remaining, but will fail to break them afterward.) The advantage of using this Clefable as opposed to CB Metagross with Explosion is its ability to selectively eliminate key Pokemon, as a switch to a non-ghost type effectively gives a free KO. Clefable also functions as a sacrificial revenge killer, especially useful in stopping dangerous sweeps. Heracross, Latias, Salamence and Suicune, along with countless others, are forced to sacrifice themselves should Clefable come in on them (if your opponent has no ghost types).</p>

<p>Special mention goes to the possibility of using this on a Trick Room team, where Clefable can easily net two kills, outspeeding even Shuckle during Trick Room with its paltry 6 speed.</p>

// Should this be included? //
Counters:
Let’s go through things that Clefable will not be able to use Endeavor against in OU:
-All Ghost-types
-Breloom (Substitute and Spore)
-Bronzong (rare Hypnosis)
-Infernape (rare Fake Out)
-Jirachi (Iron Head)
-Machamp (DynamicPunch)
-Ninjask (Substitute)
-Togekiss (Air Slash)
-Weavile (rare Fake Out)
-Yanmega (Hypnosis)

caelum edit: You don't need such an extensive addition to counters for one set. Don't worry about it, one of us will deal with it.
 
Cleffa evolves from happiness, and then you can evolve Clefairy with a Moon Stone, it isn't illegal in any way (as far as I know)

EDIT: the Great Sage has proven me wrong.
 
Veedrock, I see what you mean. It seems it would have to be level 2.
Thydoom, Really?? Can you elaborate? My sources (serebii and smogon) say it is legal.
 
Thydoom said:
Clefable doesn't learn endeavor(Legally).Check your sources.

Move Tutors.

Unless it's illegal, Seismic Toss is an option. You should probably emphasise Hail and SS more. They are what makes this set so great.
 
The problem with Seismic Toss is that it would deal only 1 (or 2) damage, failing to KO things that resist Sandstorm / Hail and have leftovers and also failing to KO if you Endeavor at full hp.
And level 1 or level 2 is irrelevant. With Sandstorm / Hail / Poison, you still get the KO on anything with over 240 hp.
 
Edited: Moved Toxic, Knock Off, and Snatch to set comments. Added some emphasis to the importance of Sandstorm, Hail, or Toxic Spikes.
 
...It seems you're right.
Clefable DOES learn Endeavor.
I'd Better check my sources then(Random Hobos and Smogon)

Anyway, light screen and reflect *could* be mentioned as Viable Options for the 4th slot, Making Clefable More of a team player.
 
I suppose you would want a -Speed nature and 0 IVs in HP and Spe. EVs are really useless on this set. This set has to be at level 2 however, so EVing is possible.
 
[SET]
name: Lv. 2 Endeavor
move1: Endeavor
move2: Protect
move3: Encore
move4: Thunder Wave / Sing
item: Focus Sash
ability: Magic Guard

<Remember Nature and EVs, even if useless. Stats below assume 0 Speed and 0 HP EVs and will need adjusted according if used>

[SET COMMENTS]
<p>Clefable boasts a huge advantage over other low level Endeavor users, namely its unique ability Magic Guard, which prevents Sandstorm, Hail, Stealth Rock, Spikes, and Toxic Spikes from breaking your Focus Sash prematurely. The idea behind this set is simple: get in, survive one hit using Focus Sash, and then Endeavor, reducing the opponent to either 16 (if your opponent did not attack) or 1 hp. This Clefable is meant to be used with Sandstorm / Hail / Toxic Spikes support, which would then finish your weakened opponent at the end of the turn (all of the preceding will damage the opponent before leftovers recovery). Either way, you should have a priority move user waiting in the wings should your target be resistant to your field hazard of choice. Hopefully you have Stealth Rock up, so even if your target switches out he is essentially out of the battle. Clefable should net one KO per battle, possibly more if your opponent doesn’t catch on to the low level and switches or tries to set up.</p> <Said low level because level 2 sounds random when others are level 1>

<p>Protect helps to scout for Fake Out or a sleep move, while Encore is useful should something that resists your field hazard try to recover hp before finishing you off (assuming your sash was broken). After Encoring a recover move, you would then use your fourth move, Endeavor again if you predict a switch, or switch yourself to something that can set up. Thunder Wave and Sing are to be used if you think your opponent is about to switch to a ghost type. Toxic and Knock Off are also viable for that fourth slot, along with Snatch, which stops Substitute from ruining your day, but requires a good deal of prediction. (Endeavor will break subs as long as your opponent has more than ¼ of their hp remaining, but will fail to break them afterward.) The advantage of using this Clefable as opposed to CB Metagross with Explosion is its ability to selectively eliminate key Pokémon, as a switch to a non-ghost type effectively gives a free KO. Clefable also functions as a sacrificial revenge killer, especially useful in stopping dangerous sweeps. Heracross, Latias, Salamence and Suicune, along with countless others, are forced to sacrifice themselves should Clefable come in on them (if your opponent has no ghost types).</p>

<p>Special mention goes to the possibility of using this on a Trick Room team, where Clefable can easily net two kills, outspeeding even Shuckle during Trick Room with its paltry 8 speed.</p>

Stat changes assumed 31 IV (like all analyses) and 0 EVs (neutral nature for speed too). If you reduce the IVs to 0, each changed stat goes down by one.


Two parts in particular I'm not 100% sure on formatting so I left them be.

Toxic and Knock Off are also viable for that fourth slot, along with Snatch, which stops Substitute from ruining your day, but requires a good deal of prediction. (Endeavor will break subs as long as your opponent has more than ¼ of their hp remaining, but will fail to break them afterward.)

Not sure if the parentheses are correct.

And are slashes acceptable within the comments? Like "Sandstorm / Hail / Toxic Spikes support" or should it be listed out "Sandstorm, Hail, or Toxic Spikes support"?

If somebody could cover those two uncertainties for me, that would be great.
 
Just posting to say this set is absolutely not a gimmick at all. It is in fact quite good; it virtually guarantees a kill for anything you really don't want to deal with (that's weak to Sand).

I suppose you would want a -Speed nature and 0 IVs in HP and Spe. EVs are really useless on this set. This set has to be at level 2 however, so EVing is possible.

EVs are possible at L1 with the box trick.

Don't bother with EVs or Nature at all obviously, come on it's level 2.
 
I've seen a few people run Toxic in the last slot to hit Rotom-As that switch in. It might be worth a mention.
 
For Nature and EVs I've found that Jolly/ 255 Speed EVs are the best way to go, because if your opponent uses Trick Room you will always go faster regardless and the extra speed allows you to come into other endeavor clefables and at least put them on hold for a bit.

Toxic should be the main mention in the last slot, since it lets you kill things immune to Hail/SS/Toxic Spikes. Swagger can also work if you want to press your luck.

Also, I'm slightly mad as I was considering doing a BIIIIIIIG write-up on this but I guess I can live with it =]

Edit: can't u get lvl 1 via Pomeg glitch?
 
If a level one endeavor clefable is obtainable in-game legally and in subsequent American versions of the game there was no attempt to disable trading of "pomeg glitched" pokemon or whatever there is no reason to not allow it. It's part of the game.

That said, I don't see how the pomeg glitch allows you to get a level 1 Clefable on a platinum cartridge. Maybe I just don't understand the glitch fully. If you used the Pomeg Glitch in Emerald wouldn't the Pokemon actually be level 5?
 
I swear the Pomeg Glitch is available in Diamond/Pearl as well, but maybe I'm crazy @_@

Also might want to mention that Trick Room makes this set much more annoying, though it isn't required. Baton passing Subs is also a nice way to get these guys in and secure a kill of some kind
 
Caelum is right, the lowest level possible with Pomeg Glitch is Lv. 5. However you can breed a Cleffa on DPPt, max out happiness without leveling up, level up and evolve to Clefary and Moon Stone it to Clefable. Pomeg is not involved.

But.. why not use Cleffa at Lv. 1? It can get all the moves on that set, and gives you the option of using a different Clefable set. Also its slightly slower.
 
You don't get to tie other Clefable then, like Level 2 (or 3!) Clefable does rather than Level 1 Cleffa.
 
Also, how often does one check the level of the switch-in (at-least on shoddy)? Clefable is able to scarf things off on the other hand if you see Cleffa it screams Endeavor. Not that it matters really..
 
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