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  1. #1
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    Default Community POTW #30

    Reno's busy writing the last one so here's the next one



    This week we'll be doing Clefable, one of the classic Pokémon

    http://www.serebii.net/pokedex-bw/036.shtml

    Clefable is capable of doing so many things and has so many different functions.

    However, PLEASE don't post all the sets possible in one post. Discuss possibilities and come up with new awesomeness

  2. #2
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    Clefable (Bold) @Leftover
    Magic Guard
    EVs:252HP/120Def/52SpAtk/80SpDef (really I don't know the exact EVs)
    - Cosmic Power
    - Stored Power
    - Moonlight/Wish
    - Focus Blast/Protect

    Cosmic power raise both clefable defenses, stored power get increasing everyime you used cosmic power, moonlight for recovery, or wish if you don't want the recovery nerfed in weather that not sunny day, focus blast so dark type couldn't wall you, or protect for get wish recovery

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    PROS

    GREAT ABILITES: Clefable has access to Unaware and Magic Guard, both are fantastic abilities and make Clefable different from the hundreds of other normal types

    GOOD STAT DISTRIBUTION: Though Clefable has a rather low Base Stat Total, it's stat distribution saves it from become something like Castform, with mediocre stats across the board.

    INCREDIBLE MOVEPOOL: Clefable's movepool is ridiculous. It has so many options and can fufill almost any task on a team.

    CONS

    JACK OF ALL TRADES, MASTER OF NONE: Clefable has so many options, but only has four moveslots available.

    OFFENSIVELY WEAK: Without a set up, Clefable is mediocre and cannot hurt bulky offensive threats such as Drapion.

    OUTCLASSED: As mentioned before, Clefable can do everything...mediocrely. Blissey outclasses it as a special wall, Snorlax outclasses it as a bulky offensive behemoth. It is best used as a surprise choice in OU battles.






    Belly Drum Sweeper
    Nature: Jolly/Hasty
    Ability: Magic Guard
    Item: Leftovers/Toxic Orb
    Evs: 252 Atk/252 Spe/ 4hp
    ~Facade/Double Edge
    ~Belly Drum
    ~Wish/ Filler
    ~Fire Punch/Fire Blast

    Belly Drum Clefable. Hits like a mach truck. Get Clefable in on a wall and wish the first turn. Belly Drum up, then watch wish heal you. Now you stand at +6 Atk and 100% HP. Facade if you're running Toxic Orb, Return for lefties. Fire Punch provides good coverage with normal moves, but if you feel like using Clefable in OU, change the nature to Hasty and put Fire Blast in it's place. If you need extra coverage, the only move you should replace is wish, as Clefable needs its STAB moves and the fire coverage.



    Utilitable (see what I did there?)
    Nature:Calm/Bold
    Ability: Unaware
    Item: Leftovers
    Evs: 252 hp/ *def/ *spec def
    ~Wish
    ~Aromatherapy
    ~Thunderbolt/Ice beam/Flamethrower/Psychic/Toxic/Shadow Ball
    ~Thunderbolt/Ice beam/Flamethrower/Psychic/Toxic/Shadow Ball

    *Evs are entirely dependant on what this set is trying to counter

    The whole point of this set is as a counter to a specific threat. eg. +6 gyarados is about to rampage through your team. Switch in Clefable, take the hit with your customs Gyarados killing evs, and thunderbolt it to oblivious. Aromatherapy and wish are to support the team. Protect could also find it's way onto this set, as it works perfectly with Toxic, and complement Clefable's tankish stats.
    Last edited by Smugleaf-pwns-all; 24th July 2011 at 4:10 PM.

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    is really weird... It's like Game Freak said, "Let's give this guy the best abilities and as many moves as we can!" and then forgot to give him good stats. Regardless, with those moves and abilities, he can get plenty done.

    Weather Fairy forecasts Heavy Rainfall. Or a Drought.
    - Rain Dance / Sunny Day
    - Thunder / Fire Blast
    - Calm Mind / Reflect
    - Light Screen / Reflect
    Item: Damp Rock / Heat Rock / Light Clay
    Ability: Magic Guard / Unaware
    EVs and Nature: Calm (+Sp. Def, -Atk)
    252 Hp / 252 Def / 4 Sp. Def

    In this set, you can kill two birds with one lightning bolt. Set up Light Screen and/or Reflect, then Rain Dance, and to top it all off is Thunder, with 120 power and 100% accuracy in the rain. Or, you could set up sun, and use boosted Fire Blast. The item depends on the role you want to play. Do you want extra long rain? Or perhaps sun? Maybe epic Duel Screens? Your choice. EV spread is for lasting long in battle.

    Magical Fairy Dust to protect you from some pain
    - Calm Mind
    - Psyshock / Psychic
    - Hyper Beam
    - Thunderbolt / Flamethrower / Ice Beam
    Item: Life Orb
    Ability: Magic Guard
    EVs and Nature: Timid (+Spd, -Atk) or Modest (+Sp. Atk, -Atk)
    252 Sp. Atk / 4 Sp. Def / 252 Spd

    This set takes advantage of Magic Guard preventing Life Orb from taking your health. Calm Mind for the Special Attack, Psyshock for special walls like Blissey. Psychic is stronger. Both are for Fighting types who threaten . Hyper Beam is epic STAB. The last one depends on the rest of your team; who do you need to cover; who can't you cover; which move looks cooler? EV spread is for good Speed and Special Attack.

    Newton's Discovery
    - Gravity
    - Focus Blast
    - Blizzard / Fire Blast / Thunder / Hyper Beam
    - Blizzard / Fire Blast / Thunder / Hyper Beam
    Item: Life Orb
    Ability: Magic Guard
    EVs and Nature: Timid or Modest
    4 Def / 252 Sp. Atk / 252 Spd

    This set is similar to the other, except with the use of Gravity. Lowers evasion by two levels, takes out Ground resistances. Pretty dang good if you ask me. With that, Focus Blast won't miss so much, and Neither will Blizzard, Fire Blast, and Thunder. Hyper Beam is epic STAB.

    Partners
    Depends how you are using Clefairy. If you have rain, bring in Water types and Dry Skin users. If you have sun, bring in Chlorophyll, Fire types, and Solar power users. In general, aim for a flying or a psychic type somewhere on the team. Taking out Blissey is nice, I guess... I don't actually know who else.

    Double and Triple Options
    Can set up Gravity, rain, and sun. The End.

    Countering Clefairy
    Bulky fighting types? Snorlax? I don't know. is so versatile, but it has mediocre stats. I think most bulky fighters can take this guy out. Anyone faster than it can take out... I'm mostly lost when it comes to countering .

    isn't the best, but it can certainly do well. DO NOT UNDERESTIMATE THIS WEIRD FAIRY.


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    Quote Originally Posted by Soperman View Post
    is really weird... It's like Game Freak said, "Let's give this guy the best abilities and as many moves as we can!" and then forgot to give him good stats. Regardless, with those moves and abilities, he can get plenty done.
    That statement allows us to look closer at Clefable for positives and negatives.

    Abilities:
    -Cute Charm - Suicidally useless, short of blocking Trace, Skill Swap, or Role Play (but what are the odds of that)...
    -Magic Guard - Awesome against an annoyer's rampage, but useless against an offensive onslaught...
    -Unaware - Great if you use offense, but Clefable, sadly, has little of that, stat-wise...

    The STAB you get is useless on Steel, Rock, and Ghost. To have STAB and counter Rock and Steel, you'll need Grass and Fire (way too wall-able).

    Move Options:
    -Charge Beam, Stored Power, and Ice Beam - Stored Power takes a while, but gives a pseudo-BoltBeam...
    -Special STAB comes in 4 varieties of useless - Snore (Tutor & Transfer), Round, and Echoed Voice are all blocked by Soundproof and Hyper Beam gives the opponent a free shot. Physical STAB is powered by a much lower Attack, but most carry added effects or is called...
    -Facade - Combine Magic Guard with Toxic/Flame Orb and use this for 210 Base Power after STAB.
    -Stealth Rock - Wonderful, but not available with Unaware (though it's not like you'd combine the two anyway)...
    -Water Pulse - A great alternative to Grass Moves, but not available to 5th Gen 'fable...
    -Hidden Power - Hard to pinpoint properly outside of metagames and hacks, but a great way to get Types otherwise unavailable to Special Clefable sets...

  6. #6

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    Clefable, huh?
    Well, here's a variant of the set i use on PO, and it works pretty good.

    Clefable@Flame Orb/Leftovers
    Calm
    212 Hp, 252 Sp.Def, 44 Def
    Magic Guard

    -Seismic Toss
    -Trick/Flamethrower
    -Softboiled
    -Toxic

    Meant to be used in a sandstorm team, this set uses residual damage to wear down the target. Magic Guard makes Clefable immune to sandstorm damage, poison, and burn, with Leftovers for healing if you aren't using flame orb + Trick.
    Seismic Toss is for attacking, Trick with flame orb is for burning physical attackers. Flamethrower is slashed for a way to take down pokemon such as Ferrothorn and Scizor. Softboiled is for healing, and Toxic is for stalling down the other pokemon.
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    My set:

    Trickable
    Nature: Timid
    Ability: Magic Guard
    Item: Choice Scarf
    EVs: 252 HP/252 Spe/4SpD
    -Ice Beam/Thunderbolt/Flamethrower/Fire Blast/Psychic
    -Trick
    -Thunder Wave
    -Stealth Rock

    Simply use Trick to give Scarf your opponent and then paralyze it, use SR, let it KO you and/or switch Clefable into a Pokémon that resists the locked move. Unlike Latias with similar set, Clefable attracts Electric, Fighting, Fire and Ground moves, and therefore it is paired well with Air Balloon Dugtrio and Shadow Tag Chandelure. And with Max Speed, it actually outspeeds Infernape and Terrakion.
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    Dual Screen Clefable:

    Nature: Impish
    Item: Light Clay
    EVs: 252 HP, 180 DEF, 76 SP. DEF

    Attacks:
    Light Screen
    Reflect
    Wish
    Toxic/Meteor Mash

    Set up the screens, wish for extra support, and either toxic or meteor mash for dealing damage

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    I dont think i would ever use clefable as you could just use something which it was designed to do instead of something that can do it mediocrely.

    Clefable
    magic guard
    life orb
    -Calm mind
    -ice beam
    -thunderbolt
    -soft boiled
    modest
    160 hp/252spatk/96 spe

    Simply try to get up calm minds while recovering hp using soft boiled with the infamous bolt-beam combo for offence.

    Not much more to write...its clefable.

    Edit: to the guy above, we have already established that hyper beam is just not viable in competitive battling
    Last edited by The Joker.; 24th July 2011 at 5:47 PM.
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    Clefable has been one of my favorite Pokemon since first generation simply based on it's looks alone. I think it was probably helped by the episode "Clefairy and the Moonstone" from the anime. Anyways, I've been using an annoying set with my Clefable recently that has managed to ruin teams that don't think she'll be much of a challenge.

    Power Puff
    Magic Guard
    252 Def, 252 Special Defense
    Holding: Leftovers
    Cosmic Power
    Stored Power
    Protect
    Toxic

    Though the set has one major problem (read, Steel types), Stored Power receives a 40 point power increase per each Cosmic Power used. I typically Cosmic Power, Protect for some recovery, Toxic, Protect... You get the idea. Utterly annoying but keep your eyes put for pesky steel/dark types.
    Last edited by keegster13; 24th July 2011 at 6:07 PM. Reason: Forgot ability

  11. #11
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    Quote Originally Posted by keegster13 View Post
    Power Puff
    Magic Guard
    nature: calm
    EVs: 252 HP / 232 Def / 24 SpD

    Holding: Leftovers
    Cosmic Power
    Stored Power
    Wish
    Toxic / Protect
    I like the set but it's heavily outclassed by Sigilyph. None the less, it's a good strategy although, I would use Wish to heal and then decide if you use Toxic or Protect on the last slot or not. Since Clefable heals a lot, put thee Evs into HP then its defences. In all other cases, it looks good. Moonlight is usable but it is not reliable outside of normal weather or sun.
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    Clefable@ Leftovers
    Nature (Modest)
    Ability (magic guard)
    EVs: (252 hp/252 speed/4 sp.attack)
    -cosmic power
    -Wish/moonlight
    -Thunder Bolt
    -Ice beam

    This bolt-beam set has always been a favourite of mine

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    OK. Seeing as clefable doesn't learn any moves via level-up, clefairy gives it lots of possibilities for clefable via level-up. So here it is.

    Death Wish @ Quick Claw
    Timid nature
    EVs: 58 Sp. Attack 158 Speed 252 HP
    Magic Guard

    Psychic
    Wish
    Protect
    Hyper Beam

    Psychic gives it an advantage over it's one weakness: Fighting.
    Wish gives it a recovery move.
    Protect gives Wish a big hand because of the two turn drawback.
    Hyper Beam gives it a huge powerhouse move. The recharge drawback doesn't matter because of the HP boost.

    Overall, clefable has a huge variety of moves that give it lots of possibilities. And this is just one of them.

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    Quote Originally Posted by frogofdoom555 View Post
    OK. Seeing as clefable doesn't learn any moves via level-up, clefairy gives it lots of possibilities for clefable via level-up. So here it is.

    Death Wish @ Quick Claw
    Timid nature
    EVs: 58 Sp. Attack 158 Speed 252 HP
    Magic Guard

    Psychic
    Wish
    Protect
    Hyper Beam

    Psychic gives it an advantage over it's one weakness: Fighting.
    Wish gives it a recovery move.
    Protect gives Wish a big hand because of the two turn drawback.
    Hyper Beam gives it a huge powerhouse move. The recharge drawback doesn't matter because of the HP boost.

    Overall, clefable has a huge variety of moves that give it lots of possibilities. And this is just one of them.
    No matter what context, Hyper Beam SUCKS. Even with the HP boost they can still use Shell Smash or Swords Dance and proceed to annhilate you. And Quick Claw is (as far as I know) frowned upon in competitive.

    Specsfable?!
    Clefable@Choice Specs
    Evs: 124 Hp 252 Sp. Att 124 Spd
    Modest Nature
    Magic Guard

    Psyshock
    Ice Beam
    Thunderbolt
    Trick/Shadow Ball/Signal Beam/filler

    Gimmick set. Psyshock is to hit weak defenced foes hard. Boltbeam for coverage. Trick can potientially cripple a physical attacker. However, Shadow Ball and Signal Beam can be used for coverage. Shadow Ball hits Psychic types and has decent power. Signal Beam is weaker but also hits Dark types and has a pesky confusion chance.

    Countering Clefable:
    For any non-status Stored Powerers, Dark-types are the way to go. If being used in OU, Scrafty can eat it alive. Shed Skin and Stab Fighting moves>Clefable. In UU, any reasonably fast yetr powerful Fighting-types can hurt it. Hitmonlee, Mienshao(is it UU? I'll have to check.), they do pretty well.
    Last edited by The Imposter; 24th July 2011 at 9:04 PM.
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    Talking

    Overview
    Oh Clefable, how i despise you. Yo can do anything, from Attacking to Walling. But, sadly,it's not that great. Snorlax, Blissey, and Porygon2 Outclass it. IT DOES come with Unaware and Magic Guard, making it useful. It has a amazing movepool, useful for any team, ever. But, it's mediocre. But if you want to, here's what you can do:

    Abilities
    Cute Charm- 30% Attract on hit? Very Good, but it has better.
    Magic Guard- Prevents all damage besides direct attacks... Amazing.
    Unaware- Ignore foe's stat changes. Can change a game completely!


    GET IN MEH BELLEH
    Nature: Jolly/Hasty
    Ability: Magic Guard
    Item: Leftovers/Toxic Orb
    Evs: 252 Atk/252 Spe/ 4hp
    -Facade/Double Edge
    -Belly Drum
    -Wish
    -Fire Punch/Fire Blast

    Belly Drum. Simply put it at that. Toxic Orb if you want to run Facade (Though Heracross runs Facade better with Guts). Wish to keep this thing alive, and Fire Blast/Punch for Seeping and taking out common threats (Ferrothorn)

    Wish apon a star for... DUAL SCREENS
    Clefable @ Light Clay/Leftovers
    Nature: Calm/Bold
    Ability: Unaware
    Evs: 252 hp/252 def/4 spec d
    -Light Screen
    -Reflect
    -Wish/Flamethrower/Healing Wish
    -Encore

    Pre-Evolution Corner
    Clefairy can do everything Clefable can do but bulkier. Clefairy could run the Dual Screens well, maybe better, than Clefable. Like all Clefable stats, it just depends on HOW you use Clefairy to make it better than it's evolution.

    Done for this week, got lots of info this time around :]
    Last edited by TVSmasher66; 25th July 2011 at 3:18 AM. Reason: Needed to add more info
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    Anyone with an eye for competitive move sets can easily see that Cleffy has some really good Lead moves, so here's my set


    Lead@Focus Sash/Leftovers/Light Clay(screens only)
    Magic Guard
    Bold (+Def -Atk)
    252 HP/ 252 Def/ 4 Sp.Def

    -Sing/ThunderWave/Encore/Stealth Rock/Gravity/Magic Coat/Copycat/Reflect/LightScreen/Healing Wish
    -Sing/ThunderWave/Encore/Stealth Rock/Gravity/Magic Coat/Copycat/Reflect/LightScreen/Healing Wish
    -Sing/ThunderWave/Encore/Stealth Rock/Gravity/Magic Coat/Copycat/Reflect/LightScreen/Healing Wish
    -Sing/ThunderWave/Encore/Stealth Rock/Gravity/Magic Coat/Copycat/Reflect/LightScreen/Healing Wish

    Pick any 4 out of those, except both status, and you should be good to go. Status moves to cripple immediately, Encore screws up the opponents idea of stat boosting and things other than spikes. Rocks are rocks, ALWAYS USEFUL!!! Gravity if you like running things like Focus Blast and Thunder on other sweepers in your team. Magic Coat to bounce back things like Spikes. Copycat if you are slower(very likely) and expect something potentially useful. Dual Screens are nice for your team. Healing Wish for later in the game if you need to heal something and Cleffy is useless.


    On another note, would Echoed Voice be any use on the Choice set? It does start at a horrific 40 base power, but "The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage." Any idea how much stronger it gets per turn?
    Last edited by Kheytoo; 24th July 2011 at 9:33 PM.

  17. #17
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    surprise lead
    Clefable@leftovers/light clay
    magic guard
    Nature:bold
    EV: 252 hp/252 def/4 sp.def

    magic coat
    stealth rock
    reflect/light screan/gravity/wish/heal bell/knock off
    reflect/light screan/gravity/wish/heal bell/knock off

    Magic coat is the great surprise. It bonces back all opening moves (taunt, entry hazards, status). Stealth rock is amazing. The last two moves is what you need. Reflect and light screan is for suport, gravity can help your moves but remember, is for the two sides. Wish and heal bell are graet. Knock off is another surprise for removing that nasty eviolite or leftovers. For reflect and light screan use light clay, for the other moves use leftovers.

  18. #18
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    Standard Wall
    Clefable @ Leftovers
    Ability: Magic Guard / Unaware [Unreleased]
    EVs: 252 HP / 252 Def / 4 SDef
    Relaxed Nature (+Def, -Spd)
    - Wish
    - Protect / Aromatherapy
    - Body Slam
    - Stealth Rock / Drain Punch / Fire Blast

    Wish + Protect = Recover HP. Aromatherapy = No Status. Body Slam = Paralyse. Stealth Rock = Entry Hazard. Drain Punch = 3HKO Excadrill + 2HKO Tyranitar. Fire Blast = 2HKO Excadrill. Unaware Cleffy does survive two Earthquakes from Excadrill, though probably not with Stealth Rock. Or Spikes, or whatever.
    Last edited by SomeoneIGuess; 24th July 2011 at 10:13 PM.
    Ignore, thanks.

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    I see what you did there...

    Moves:
    • Mimic
    • Softboiled/Wish/Moonlight
    • Cosmic Power
    • Stored Power


    Nature: Modest / Adamant
    Ability: Magic Guard
    Item: Focus Sash
    Ev's : Attack / Special Attack

    Basically this set up is for ruining either a special sweeper or physical. Normally the ones such as Garchomp switching in to outrage or dragon claw you to death, you use mimic and hopefully ko or deal enough damage to cause a switch out. Recovery move of your choice if all goes to plan. Can also deal damage if there isn't a noticeable threat out there with the two power options.



    Power, it's not just a fable...

    Moves:
    • Wish
    • Sing
    • Belly Drum
    • Wake up slap


    Nature: Jolly
    Ability: Magic Guard
    Item: Life orb
    Ev's : Attack / Speed

    Running max speed is essential for this build to even be effective. Sure it only has 240 max speed, but 240 is better than nothing...Right? Faster than the bulky Snorlax, thus singing, wishing, drumming then slapping to oblivion.
    Last edited by Geekje; 24th July 2011 at 10:47 PM.

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    Lead-Clefable@Focus Sash
    Modest
    252 HP 252 SPA 4 SPDEF
    Magic Coat
    Stealth Rock/Thunder wave
    Fire blast/Ice beam/Thunderbolt
    Counter/Wish

    Magic Coat to bounce off opposing taunts and entry hazards. Stealth rock to set up your own hazards. Special attack of your choice. Fire blast OHKO ferrothorn and fortress. Thunder bolt 2KO skarmory counting in sturdy and can 2KO politoad. Ice beam if you're having trouble with dragons. Counter can be used to KO physical leads such as tyranitar. Where as wish gives you some team support.

  21. #21
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    ahh clefable our old friend from gen 1

    as every one has already said he has a brilliant movepool and abilities but with no stats to make them useful......
    oh well heres a try:
    you cant kill me
    @leftovers
    bold, magic guard/unaware
    252 Hp, 128 Def, 128 Sp.def
    -cosmic power
    -moonlight
    -toxic
    -fire blast

    so cosmic power boosts your defenses aking you unkillable.......i mean unfaintable..., moonlight is recovery along with leftovers meaning this will work better in the sun. toxic is your main source of dealing damage and fire blast is there to attack steels and hopefully burn them(im looking at you excadrill).

    attempting offensive tank
    @toxic orb
    adamant, magic guard
    252 Hp, 252 Atk, 4 Def
    -facade
    -drain punch
    -meteor mash
    -moonlight

    basically toxic orb boosted facade gives out huge power and stab, drain punch is a source of recovery, meteor mash hit ghosts and fight resisting rocks and then moonligh tis the main source of recovery, the purpose of this set is not to sweep but to slowly decimate your opposition with boosted facades etc.

  22. #22
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    if my mental calcs are correct, evolite clefairy would be able to reach about 40 more defense on either side(not both), would have to sacrifice about 50 hp, and would lose lefties. you would also have to stick with toxic and seismic toss to damage. clefable is NU last time i checked so clefairy should only really be used in LC and NFE, and even then there are better choices.
    Last edited by Kheytoo; 25th July 2011 at 5:11 AM.

  23. #23
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    Clefable @ Life Orb
    Ability: Magic Guard
    EVs: 252 Atk, 252 Speed, 4 HP
    Nature: Adamant
    - Double-Edge
    - Drain Punch
    - Fire Punch
    - Softboiled

    This set is unexpected and is quite useful (plus it beats Eviolite Chansey as long as Clefable doesn't run out of PP). Double-Edge gains massive power with a Life Orb and STAB plus there's no recoil for the move or the Life Orb thanks to Magic Guard. Drain Punch is mainly for healing and some coverage. Fire Punch is for extra coverage. Softboiled is a healing move that is quite useful. The only problem with this set is that it is walled by Chandelure, expecially a Shadow Tag one (when it gets released).
    Last edited by Regiultima; 25th July 2011 at 5:17 AM.

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    Ah, Clefable. Clefable is one of my favorites. It's cute, pink, and surprisingly solid. Love it. Just stay with Magic Guard. Always.

    Facable
    Nature: Adamant
    EVs: 252 Atk, 126 Def and Sp. Def, 4 HP
    @: Toxic Orb

    Facade
    Fire Punch
    Meteor Mash
    Protect/Work Up

    Clefable has nice synergy with Facade thanks to Magic Guard. Being immune to poison damage makes pulling a power attack nice since you don't have to worry about residual damage. Fire Punch and Meteor Mash hit what resists Facade. Now, you can use Protect to avoid being burned (its attack still drops for those who don't know) or paralyzed or something and guarantees immunity to status afterward. Work Up gives a stat boosting option.

    Fairy Wall
    Nature: Relaxed
    EVs: 252 HP, 126 Sp. Def, 132 Sp. Def
    @: Light Clay

    Reflect
    Light Screen
    Cosmic Power/Moonlight/Softboiled
    Thunder Wave/Toxic/Aromatherapy/Heal Bell/Seismic Toss

    Before I go on, Softboiled and Aromatherapy is impossible, which is why I put Heal Bell and Moonlight as options.
    This is similar to a Chansey or Blissey in some ways. Cosmic Power makes Clefable very difficult to kill. Moonlight/Softboiled does the same thing in a different way. Beyond that, throw status, be a cleric, or do some attacking.

    Angel of Death
    Nature: Modest
    EVs: 252 Sp. Atk, 120 Def and Sp. Def, 16 HP
    @: Life Orb

    Ice Beam
    Thunderbolt
    Flamethrower/Fire Blast
    Calm Mind/Shadow Ball/Grass Knot

    A basic Special Attacker. Very simple, but not the best route for Clefable because it is a pretty light attacker. Even so, Clefable can still get the job done, sort of. The last slot is a stat booster or another attack move.

    I will not be listing other options like I usually do because Clefable can use almost anything to decent results or better. Besides, I still want to see what other things Clefable can do. Here comes one lengthy POtW. If only Clefable got either Tri-Attack like it did back in 1st gen or Hyper Voice. Oh well.
    I claim Buizel.

  25. #25
    Join Date
    Mar 2011
    Location
    Glenelg,MD,USA
    Posts
    24

    Default

    OH NOES. the annoying special wall which almost always has Wish/Protect. Well im here to make a set that does not involve that combination. (Toxic is still good and useful as always).

    Title: Clefable the Physical Attacker.
    With base 70 attack Clefable is not any offensive material. However with a Life Orb there is the potential of suprise and all out wreckage.
    Item: Life Orb
    Ability:Magic Guard
    Nature: Adamant
    -Retaliate/Giga Impact
    -Belly Drum
    -Moonlight/Drain Punch
    -Meteor Mash/Fire Punch/Ice Punch/Thunderpunch/Brick Break/Zen Headbutt

    Here Belly Drum is the only move which can maximize your attack to +6. Since Clefable has a base HP of 95 you can use this quite effectivly on switches or while your opponent sets up. Then Moonlight and Drain Punch are your healing options. +6 Drain Punch doesnt get stab but will still hurt with Life Orb. Moonlight guarentees a 50% recovery without weather changes. Retaliate and Giga Impact are your STAB moves with Giga Impact havng more power but a cooldown of a turn. Meteor Mash provides coverage and if you dont set up Belly Drum you can get an attack boost. The elemental punches are nice. Fire punch takes care of Ferrothorn, Scizor and friends while Thunderpunch can hit bulky waters nicely. Ice punch hits any Dragons such as Garchomp hard. Brick Break is a reliable move which destroys Tyrannitar and breaks through screens forcng your opponent to keep screens down or risk their dual screener by sending them back in where stealth rocks can take effect. Zen Headbutt can flinch and covers against your only weakness.
    DESTROY TEH ICE TYPES! Garchomp FTW!!!!!!
    My favorite Pokemon!:

    FireRed Team:
    Emerald Team:
    Diamond Team:
    SoulSilver Team:
    White Team:
    Fighters 'till the end!

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