Okay I would like to do a C&C update and add my set for Clefable but I want to make sure I'm legit enough here before I go claiming a thread.
So without further ado
OU Support Lead Clefable
Most lead sets work best with Protect, Encore and an Flame or Toxic Orb as well as some simple prediction.
I have been using Protect+Encore+Orb Clefable for over a year now with many variations and I have found it to be versatile and useful to the various teams I have run. Clefable got some more useful moves with the Platinum move tutors that now make it have just the right stuff. This particular lead set is well tested and is not gimmicky though some of it's earlier variations may have been.
No lead can handle everything but Clefable can be whatever you want it
to be while still messing up lot of lead threats. Note that preventing stealth rock from going up on the leads is not a goal of this set.
I'm going to share with you the one I feel is most effective at the moment.
Clefable @ Flame Orb
Impish(+Def -SpAtt)
252HP/ 212 Def/ 40 SpDef/ 4 Speed
Protect/Stealth Rock/Light Screen
Encore
Counter
Knock off/Trick
-Flame orb vs toxic orb
Flame orb at the moment is better and is better on all non-attacking lead sets as it effects all pokemon including steels if tricked.
Toxic orb provides the same effect without cutting your attack so if you are going to use an offensive variation use toxic orb. Flame orb works well if Jirachi/Metagross/Bronzong leads(usually physical) get trick happy cutting their attack and shaving off their HP. Just be careful not to get it postmarked "Return to sender" for one of your team mates later on
The main advantage with orb'd leads is that you can switch into status later in battle.
Encore is probably the most important part of this set. It is an amazing move for a lead to have. Encore works great excellently in supporting your team throughout the match. Blissey for example thunderwaves, you switch in encore it and knock off the incoming pokes item.
Protect served especially well in the past with sleep leads but they aren't as common nowdays. It's still worthy of mention as it helps with unpredictable leads and serves well against those that like to explode. Those that are comfortable with their prediction skills and don't mind the nowdays rare hypnosis leads cannot go wrong with
Stealth Rock as there are many pokes that you can't do a whole lot to on turn one.
Light screen supports your team and makes them more likely to use physical attacks which can be countered.
Trick- Do I need to explain why trick is good with flame orb? If Clefable survives the lead which more often than likely it will, it makes a great switch in to any Trick later in the game. However, for many reasons trick is inferior to...
Knock Off was it's second godsend from Arceus for platinum for two reasons in particular. Leads often carry this nasty move called Taunt which totally cripples support leads. Knock off counts as an attack so at the minimum you will be able get to at least get rid of their item. The second reason is that encoring usually causes many blind switches. You can knock off the incoming pokes item which usually will reveal its set and/or neuter it for the match. You can then make an appropriate switch in yourself.
Counter is the great surprise on this set. Clefable has pretty good special defense and a lot of leads are physical attackers and I go on at great length later on it's uses. The defense EV's very specifically go well counter here. With it's defense spread here it can take hits very well and can bounce back physical hits for surprise KO's.
So here is how this particular clefable deals with the top leads in no particular order. After tons of playtesting this is what usually happens for these particular leads.
Code:
[B]Machamp[/B]
You always counter turn one as No guard hit's through protect.
It's ev'd to always survive a Max attack non banded Dynamipunch and counter for the KO barring confusion. If they substitute on turn one, you outspeed it and encore it into substitute. Knock off the switch or make your own
[B]Tyranitar[/B]
Choice Band Tyranitar Superpower is sadly going to be a KO.
Clefable takes Damage: 203 - 239
Damage: 51.52% - 60.66% from CB crunch Meaning it will always CounterKO Tyranitar from crunch or 2 pursuits
Stone edge Damage: 253 - 298
Damage: 64.21% - 75.63% KO with counter
Protect and counter is the best option.It can survive all non bancded or LO superpower and can counter the attack back for the ko. If it's one of the scarf special attackers make the appropriate switch.
Lead Tar in the analysis is slower and will get it's first move usually substitute, encored.
[B]Infernape[/B]
Protect on fake out encore on their stealth rock. Most will stealth rock after fake out before attacking as they don't feel a threat from weather.
However
Close combat
Damage: 279 - 328
Damage: 70.81% - 83.25% Focus sash saves if you counter :(.
You can encore stelth rock if they don't encore your protect themselves but encore is a rare sight on leadape
[B]Aerodactyl [/B]
The great thing here is that even if you are taunted you can still deal with the standard lead. Always encore turn 1. If they SR you have done your job and you knock off the switch in. If you are taunted, counter it's attacks
Aero does 36.29% - 42.89% with stone edge so you can counter 2 of them and KO barring a CH.
EQ Damage: 96 - 112
Damage: 24.37% - 28.43%
Rock Slide
Damage: 108 - 127
Damage: 27.41% - 32.23% Meaning you can take on most flinch hax
Knock off if you suspect a switch after 1 counter
[B]Metagross [/B]
are tricky to predict which is why protect still helps. If you predict a non Choice band lead you can encore their stealth rock on turn one. Most nowdays will stealth rock or trick not expecting you to do anything significant in return so encore works pretty good here
If you protect on turn 1 you can survive 100% (except critical hits), counter the meteor mash that comes from whatever set and KO most of the time. 228 Def ev's ensures that you will always survive 2 non banded meteor mashes but the very small% chance of it being max damage both times isn't worth the EV points. If you suspect a choice band lead you can counter Meteor Mash for the KO on Metagross
Flame orb tricking cripples metagross so unless he tricks on the same turn he will end up with a burn the rest of the match. Take THAT Clear Body!
Protect gets special note against explosion.
[B]Jirachi[/B]
ScarfRachi is handled pretty well.
Jiracahi can do no more than 33% max with Iron Head or Zen Headbutt meaning you have 3 turns in which to do something in return. You can trick your flame or knock off it's item and let somebody else handle the less threating jirachi. Counter is not really recommended due to the low damage output and flinch hax
Other leads can get encored as jirachi will not be able to do much to Clefable
[B]Azelf[/B]
Encore turn 1 most of the time.
Most are eager to Stealth rock and not taunt you for some reason. I guess if this Clefable becomes popular that could be a problem but out of the hundreds of Azelf leads I encountered on the ladder only 1 ever taunted me.
A notable variation on the primary options is light screening in place of counter while they stealth rock and then protecting while they explode. Still susceptible to taunt but is very effective and very funny :)
[B]Gengar[/B]
Protect scout and switch most of the time. Life orb and specs Focus blast sadly destroys this physically defensive clefable but all other item sets FB's do not OHKO so you can encore and switch or knock off if you feel like it.
Most gengar are scarfed so they will switch after being locked into hypnosis if they still use it. Depending on what move they first used you can send in an appropriate counter. If they trick you they get an orb. Agian, here it shows why flame orb is better as toxic orb doesn't poisin Gengar. Also cuts in half the attack of focus punchers.
Speaking of which if they substitute on turn one and you encore their focus punch they are locked into substitute. ScarfRotom makes and excellent team mate here as no gengar would shadow ball clefable meaning that after you have scouted it's attack you can switch it in with very little risk at all
[B]
Swampert[/B]
The reason for 4 Speed EV's to break the speed ties that can sometimes happen here to allow better use of encore on turn 2.
Knock off/Stealth rock turn 1 and then encore their stealth rock. Some will switch after they get stealth rock set up so knock off makes a great option to use on turn 2
[B]Bronzong[/B]
Protect from hypnosis and encore it or their stealth rock if they didn't use hypnosis. Knock off the incoming switch. Note again that on rain dance and certain leads you can protect and waste it's explosion if your prediction skills are correct.
[B]Yanmega [/B]
Protect from hypnosis+ knock off/encore , then switch. Stealth rock prevents it being effective later in the match so that is also a good option on turn one as many will protect on turn 1 nowdays with the accuracy drop on hypnosis
[B]Crobat[/B]
Protect encore switch. If encoring an attack, knock off if they try and hypnosis for some reason( which happens a lot. A suprinsingly high amount on the ladder never read that clefable is statused after turn one)
[B]Zapdos [/B]
Zapdos leads? Really? Can't say I've ever seen one. Protect. Knock off or encore, switch
[B]Jolteon[/B] It's best to encore in case it subs. If Jolteon thunderwaves you you will lose your speed but with magic guard you will never be paralyzed.
[B]Ninjask[/B]
Raaaaaaaaped. Encore turn 1.
[B]Smeargle[/B]
LOL spore leads.Protect and then Encore it's setup move
[B]Abomasnow[/B]
An interesting match up. You cant safely protect on turn one as blizzard hits through protect sometimes. Blizzard does pretty good damage so usually switch to an appropriate resistor. If you choose to use light screen on your set, you will out speed and take minor damage from it's blizzards
If they brick break you can almost always survive another 2 and KO it with counter
Special note here for being immune to hail and leech seed.
[B]Hippowdon[/B]
Depends on your set. For turn 1 If SR over protect than SR. Knock off is always a solid choice but tricking your orb shuts down Hippowdons walling capibilities.
Turn 2 encore stealth rock.
Trick works very well at screwing over Hippowdon Leads who you don't want to encore after they stealth rock. Tricking the flame orb robs its leftovers, gives it a burn which cuts it's attack and takes Hp off every turn. Toxic orb does all sorts of nasty as well to lots of pokes but tricking a flame orb is almost always better.
[B]Weavile[/B] protect and counter
A sword danced brick break will not OHKO should lead weavile be crazy enough to try with scizor everywhere. Unboosted brick breaks do pitiful damage. Knock off it's sash or band and then counter for the KO.
Well that is about it if you have any more questions about what Clefable would do agaisnt certain leads post away. I would love to hear comments.