1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Guest, PO has ceased our separate tiering and adopted Smogon tiers for SM. More information and updates here.

    Dismiss Notice

[Final] UU Clefable

Discussion in 'Gen 4 Analyses' started by Alfalfa, Jul 3, 2013.

  1. Alfalfa

    Alfalfa Underappreciated

    Joined:
    Jun 7, 2013
    Messages:
    260
    Likes Received:
    9
    PO Trainer Name:
    Alfalfa
    [​IMG]


    *Note: Magic Guard and Softboiled are legal: when you import a Clefable to Gen 4 from Gen 3, there is a 50% chance Clefable will get Magic Guard instead of the crappy CUTE CHARM
    ==General==
    Clefable is one of the most diverse pokemon in UU, being able to perform multiple roles, both offensively and defensively. It can go from Wallbreaker to Calm Mind to Support to Dual Screens, thanks to a fantastic ability in Magic Guard, which is exclusive in gen 4 to its evolutionary branch, and a solid movepool. It is also capable of dismantling stall with a Calm Mind set, or stalling itself. As a result, it finds itself on countless UU teams as a stallbreaker, wallbreaker, support pokemon, or staller. Every team needs to be able to handle those four categories of Clefable sets, or else they are in trouble.

    However, despite how menacing Clefable was just portrayed as, it is not as perfect as it may seem. It still has a meager BST, and sometimes just cannot hit hard enough for 2HKOs or wall good enough to avoid being 2HKOed. It also lacks resistances, and is weak to Fighting type moves, which are aplenty in UU. However, Clefable has enough to make it an excellent pokemon that can fit onto many teams and succeed.

    ==Specially Defensive Supporter==
    {{set
    |item=Leftovers
    |ability=Magic Guard
    |nature=Calm
    |ev=252 HP / 252 SDef / 4 Spe
    |move1=Ice Beam|move11=Encore
    |move2=Softboiled|move21=Wish
    |move3=Seismic Toss
    |move4=Thunder Wave|move41=Heal Bell}}

    Clefable has workable bulk and a large support movepool. As a result, she makes a good support unit. With access to moves like Encore, Thunder Wave, Wish, and Heal Bell, Clefable can be a supporter that fills your teams' needs. The first move depends on how you plan to handle ghosts; Ice Beam hits all ghosts for neutral coverage, but Encore can lock them into a Substitute. However, Ice Beam is less situational, and is usually preferred. The second move is a form of recovery: Softboiled is a one-turn recovery move, but Wish can be passed to a teammate. However, if Clefable chooses to receive the Wish, she needs to wait two turns to be healed with it. Seismic Toss always does 100 damage to the opponent, unless the opponent is a ghost and thus immune to it. The last move is based on what your offensive pokemon need more: Thunder Wave cripples many pokemon and cuts their speed, allowing for slower offensive teammates to take them out. However, Heal Bell can allow sweepers to recover from status so they can continue sweeping. Since Clefable's biggest weakness, Fighting type moves, is mainly physical-oriented, the EVs are invested into Special Defense.

    ===Synergy===
    Mismagius and Spiritomb have good synergy with this set, especially if Wish is used, as it gives them an easier time sticking around and setting up. Entry hazard users like {{4genUU|Omastar}}, {{4genUU|Claydol}}, and {{4genUU|Rhyperior}} are a must for any team. Removal of Fighting types is important, so {{4genUU|Spiritomb}}, {{4genUU|Swellow}}, and Scyther make good teammates to remove those nasty Fighting types. Sweepers like {{4genUU|Absol}}, {{4genUU|Ursaring}}, and {{4genUU|Houndoom}} like Clefable's support; Toxic wears down their counters, whereas Thunder Wave gives them the jump against fast threats like Swellow and {{4genUU|Sceptile}}.

    ==Stall==
    {{set
    |item=Leftovers
    |ability=Magic Guard
    |nature=Calm
    |ev=252 HP / 252 SDef / 4 Spe
    |move1=Wish
    |move2=Softboiled|move21=Protect
    |move3=Seismic Toss
    |move4=Toxic|move41=Heal Bell}}

    In a moderate-paced metagame, there is a demand for stall, and access to Magic Guard makes Clefable and excellent staller. In practice, it is better than on paper, and can stall out a lot of special threats. Wish is great for healing her defensive teammates; Rapid Spinners like Hitmontop and Claydol can now rejoice when they help stall by removing hazards from their sides. The next move is based on preference; Softboiled reduces Clefable's reliance on Wish, but Protect gives a free turn to scout. Seismic Toss prevents Clefable from being Taunt bait, and forms the Seismic Toss + Toxic combo, which can work well. However, Heal Bell can be used instead of Toxic should Toxic Spikes be laid down. Since Clefable's only weakness, Fighting-type moves, is mostly physical, her defenses are invested specially to have an easier time stalling.

    ===Synergy===
    Well, it is a staller for starts, so other stallers like {{4genUU|Milotic}} and {{4genUU|Venusaur}} are good partners. Entry hazards users like {{4genUU|Steelix}} and {{4genUU|Uxie}} are necessary to wear down the opponent. Toxic Spikes users, like {{4genUU|Omastar}} and {{4genUU|Drapion}}, are incredibly helpful to this set. Phazers like Steelix, and pseudo-phazers like Milotic are good to cut potential sweeps. Weather is good to wear down the opponent with sand and hail; {{4genUU|Hippopotas}}, the sand setter, can use Stealth Rock, whereas {{4genUU|Snover}}, the hail setter, has Leech Seed. Spiritomb is also a good partner for Clefable, being immune to Fighting-type moves. Partners that can handle common stallbreakers like Calm Mind Clefable and Swords Dance {{4genUU|Blaziken}} are also good; {{4genUU|Hariyama}} and {{4genUU|Slowbro}} are thus good partners.

    ==Offensive Calm Mind==
    {{set
    |item=Life Orb
    |ability=Magic Guard
    |nature=Modest
    |ev=160 HP / 252 SAtk / 96 Spe
    |move1=Ice Beam
    |move2=Softboiled
    |move3=Calm Mind
    |move4=Thunderbolt}}

    Offensive Calm Mind is one of stall's worst nightmares; Clefable takes nothing from Stealth Rock, Spikes, or Toxic, all of which are common stall strategies. As a result, she can Calm Mind up on threats like Spiritomb and Claydol with ease, and take them out/wear them down so a teammate can sweep. Thunderbolt + Ice Beam have excellent coverage together, and is resisted by only {{4genUU|Magneton}}, {{4genUU|Lanturn}}, and {{4genUU|Shedinja}}, the latter of which is not even common. Softboiled is a recovery move that makes Clefable even tougher to take out. With Softboiled, Clefable can set up on Chansey, whose Seismic Toss + Toxic strategy is rendered useless. The speed EVs allow Clefable to outrun Adamant Rhyperior, a common threat in the metagame.

    ===Synergy===
    Entry hazard support, Spikes in particular, is very handy, as it turns annoying 3HKOs into golden 2HKOs. For example, Spikes, as minimal as one layer, helps a +1 Clefable 2HKO Specially Defensive Steelix and Mixed defensive Spiritomb. Thus, Omastar, Cloyster, and {{4genUU|Qwilfish}} come very handy in laying down Spikes. Stealth Rock support from Uxie, Rhyperior, etc. also helps against threats like Milotic and Spiritomb.

    Offensive teammates are also not out of question, as this set is a stallbreaker; Swellow appreciates Steelix lured in and 2HKOed with Ice Beam after Spikes. Other offensive partners like Absol, {{4genUU|Aggron}}, {{4genUU|Mismagius}}, Sceptile, and Moltres appreciate their defensive counters gone. Mismagius and Spiritomb can give opposing Fighting-types a hard time. A ground type like Rhyperior or Torterra can scare off Magneton, who resists BoltBeam, though HP Ice variants can cause a bit of trouble.

    Partners to take out phazers or pseudo-phazers also come of use; {{4genUU|Ludicolo}} can take out both Milotic and Steelix with its STABs. Rhyperior can take out Specially Defensive Drapion, and can lay down Stealth Rock as well.

    ==Wallbreaker==
    {{set
    |item=Life Orb
    |ability=Magic Guard
    |nature=Brave
    |ev=4 HP / 252 Atk / 252 SAtk
    |move1=Fire Blast
    |move2=Softboiled
    |move3=Double-Edge
    |move4=Grass Knot}}

    Despite Clefable's offensive stats being a tad meager, she has all of the tools she needs to be a sufficient wallbreaker: recoil-free from Life Orb and STAB Double-Edge, reliable recovery, and wide offensive movepool. STAB Double-Edge is strong, and with Magic Guard, Clefable will suffer no recoil, allowing her to spam it against anything without high defense or that resists it. Fire Blast roasts steels and bulky grasses like Registeel and Tangrowth, who can generally tank a Double-Edge. Grass Knot hits bulky Water and Rock types like Milotic, Slowbro, and Rhyperior, leaving a mark if they survive. With recoil-negated Life Orb, Clefable can hit absurdly strong without taking any damage back. The EVs invest in maximum power to ram through faster without decreasing any defenses. Normal/Fire/Grass is unresisted in the metagame, giving Clefable perfect coverage.

    ===Synergy===
    Well, for starters, entry hazard users are good teammates for Clefable; Claydol, Omastar, and Uxie are good examples of hazard users. Sweepers like Mismagius and Scyther appreciate their defensive counters gone, so they like Clefable as a teammate. A check against Fighting types is a good idea, so Ghosts and Psychics like Mismagius, Spiritomb, and Slowbro are good partners. Burns can be detrimental to Clefable's Double-Edge, so a Fire type or a cleric is a good teammate. If a Fire type is used though, Rapid Spin support from Claydol or {{4genUU|Hitmontop}} is a good idea to spin away Stealth Rock. Fire types like Houndoom and {{4genUU|Moltres}} come handy, and Lanturn is a good cleric as a teammate for Clefable that does not stockpile a Fighting-type weakness. Hail or Sand support can wear down the opponent with residual damage, especially hail. Thus, Snover and Hippopotas are good teammates as well.

    ==Defensive Calm Mind==
    {{set
    |item=Leftovers
    |ability=Magic Guard
    |nature=Bold
    |ev=252 HP / 252 Def / 4 SpD
    |move1=Ice Beam
    |move2=Softboiled
    |move3=Calm Mind
    |move4=Thunderbolt}}

    This Calm Mind variant is a bulkier version that is meant to go head-to-head against stall teams. Once it gets to +4 or +5, it becomes incredibly difficult to take down. With maximum physical investment, this Clefable becomes as bulky as possible after a few Calm Minds, allowing her to take hits from most stall pokemon and oliberate them back. With BoltBeam coverage, only Magneton, Lanturn, and Shedinja will give Clefable a hard time. Softboiled makes Clefable even tougher to take down, as the recovery prevents it from fainting prematurely. Note that this Clefable relies on more luck than the offensive variant to work, but it can still be a pain nonetheless.

    ===Synergy===
    Entry hazards, for starters, are necessary. Omastar, Uxie, and Rhyperior are three good examples of entry hazard setters. Phazers and pseudo-phazers are the bane of this set, so pokemon to lure in and KO those pseudo-phazers/phazers/Taunt users are good partners. Swords Dance Brick Break Scyther can leave a dent in Steelix, Swords Dance ThunderPunch Blaziken or Nasty Plot Houndoom can lure in Milotic, and Pursuit Houndoom is capable of trapping and KOing Stall Mismagius, all of which are pains. Slowbro can handle Hitmontop and Hariyama, who can oliberate Clefable with STAB Close Combat. {{4genUU|Alakazam}} with Hidden Power Ground can lure in and KO Specially Defensive Drapion. All in all, lures are great partners to take out Fighting types and pokemon that may try to stop Clefable from setting up.

    ==Dual Screens==
    {{set
    |item=Light Clay
    |ability=Magic Guard
    |nature=Calm
    |ev=252 HP / 252 SDef / 4 Spe
    |move1=Reflect
    |move2=Softboiled|move21=Wish|move22=Encore
    |move3=Light Screen
    |move4=Seismic Toss}}

    With access to Magic Guard, as well as both Reflect + Light Screen, Clefable can make for a useful dual screener for offensive teams (but not meant to be used as a lead!). Her immunity to poison and burn damage allows her to reliably set up Dual Screens at any time in the game. Access to recovery moves in Wish and Softboiled allows Clefable to stay around as well, or pass Wishes to its teammates, making it a huge pest. However, Encore can lock an opponent into a move, securing an oppurtunity to screen away. Seismic Toss prevents Clefable from being Taunt bait. The EVs are invested into bulk, so Clefable can stick around to lay down the screens.

    ===Synergy===
    This Clefable is meant to be used on offensive teams, especially more fragile ones. As a result, offensive pokemon with meager defense, such as Absol and {{4genUU|Rampardos}}, appreciate their defenses doubled. Mismagius and {{4genUU|Drifblim}} like their defenses bolstered, and can take on Fighting types, especially Hariyama, who can be a problem for Clefable. Pursuit users, like Houndoom and {{4genUU|Skuntank}}, can trap and KO Mismagius, who may try to Taunt Clefable. Alakazam, Sceptile, Swellow, and {{4genUU|Ursaring}} also appreciate the doubled defenses, as they generally do not have the bulk to stay around too long without boosts. Offensive entry hazard users, like Rhyperior and Omastar, are also good supporters for the team to help sweep.


    ==Other Options==
    Clefable has a wide number of options to chose from. A level 2 FEAR set sounds gimmicky on paper, but it can pay off, due to Clefable's access to Magic Guard. Healing Wish can be used as a support move to breathe life into a sweeper after several rounds. Clefable has access to Stealth Rock, but there are several other pokemon that can lay it down as well. Trick can be used with a status orb or Choice item, but again, there are so many other pokemon that can do that. Belly Drum can be used with Softboiled and Double-Edge to make a terrifying powerhouse, but Clefable is to slow even after a Salac boost. Finally, Gravity, Knock Off, and Cosmic Power are all gimmicky options, and Clefable has several better options to choose from.

    ==Checks and Counters==
    There is no pokemon that can counter all of Clefable's sets. But there are different counters offensively and defensively to certain Clefable sets.

    Fighting types are the easiest way to keep defensive Clefable in check; Hariyama, Hitmontop, {{4genUU|Hitmonlee}}, Blaziken, {{4genUU|Medicham}}, you name it - they will be able to get past Clefable. Any attacker, if they are strong, can get past Clefable - Absol, Rampardos, Houndoom, {{4genUU|Exeggutor}}, Aggron, etc., will be able to smash Clefable. SubCalmMind Mismagius is actually the best counter to Clefable lacking Calm Mind or Encore, as it can just Calm Mind away until it gets enough boosts to take out the trash with Hidden Power Fighting.

    Defensively, {{4genUU|Mesprit}}/Uxie and Spiritomb can cause some of Clefable's offensive sets some problems. Both Mesprit and Uxie can Calm Mind with Clefable, and Uxie has enough bulk to take three Double-Edges after Stealth Rock. Spiritomb is immune to Double-Edge, and has enough bulk to shrug off Fire Blast and a 100 BP Grass Knot. It also has access to Calm Mind, and can stall out Clefable in the end.
     
    Last edited: Jul 30, 2013
  2. Roy Mustang

    Roy Mustang HOMOSEXUAL UNICORN

    Joined:
    Jan 30, 2011
    Messages:
    786
    Likes Received:
    23
    PO Trainer Name:
    Roy Mustang
    Just a nitpick, how is Mold Breaker nullifying Magic Guard relevant to how Rampardos counters Clefable? Rampardos doesn't counter Clefable because of it's ability to toxic stall. I realize Cleffable will take Life Orb damage because of it, but again, that isn't what makes Rampardos a counter.
     
  3. Alfalfa

    Alfalfa Underappreciated

    Joined:
    Jun 7, 2013
    Messages:
    260
    Likes Received:
    9
    PO Trainer Name:
    Alfalfa
    252 Atk Rampardos Stone Edge vs. 252 HP / 4 Def Clefable: 252-297 (63.95 - 75.38%) -- guaranteed 2HKO
    252 Atk Rampardos Head Smash vs. 252 HP / 4 Def Clefable: 378-445 (95.93 - 112.94%) -- 75% chance to OHKO
    Combine that with some Toxic Spikes support, and Clefable is dead.
     
  4. Xinc

    Xinc Time for Oras?

    Joined:
    Aug 1, 2011
    Messages:
    1,568
    Likes Received:
    13
    Mismagius can take down any variant of Clefable without Calm Mind by just hiding a sub and calm minding away. And just a nitpick, for the first set, call it specially defensive supporter, since some people think as a physical wall rather than special wall.
     
  5. Xdevo

    Xdevo Phrasing Super Moderator Tour Director Super Moderator Tour Director

    Joined:
    Jul 18, 2010
    Messages:
    2,524
    Likes Received:
    1,616
    Mold Breaker doesn't work like that. Magic Guard doesn't block any actual attacks from hitting Clefable, only the effects of said attacks. Rampardos is meh in DPP UU anyway. You could just lump it together with a bullet point about hard hitters in general.
    Also, both Snover and Hippopotas are allowed in DPP UU (and NU), so they should be mentioned. Mention that Trick makes Clefable set-up bait, and that a lot of common things can take certain sets, like Venusaur for the seismic toss only sets or Milotic or w/e for the Ice beam only sets.
     
  6. Alfalfa

    Alfalfa Underappreciated

    Joined:
    Jun 7, 2013
    Messages:
    260
    Likes Received:
    9
    PO Trainer Name:
    Alfalfa
    I apologize for this analysis taking unusually long to complete, I just have had several things to complete over the past few weeks.