Clefable

you can't use softboiled on magic guard sets [unless it can get magic guard when transfered from 3rd gen]and you can't use softboiled on Unaware sets at all for the same reason so you have to use wish or moonlight for healing move
 

Jukain

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you can't use softboiled on magic guard sets [unless it can get magic guard when transfered from 3rd gen]and you can't use softboiled on Unaware sets at all for the same reason so you have to use wish or moonlight for healing move
At least Google search before you pose such an important legality question. Maybe if it is on multiple sets with QC approvals and used on the simulator, it is legal. That said, you have to get a Gen 3 Clefairy with Soft-Boiled, then transfer and evolve with a Moon Stone, at which point from what I'm reading there is a 50/50 chance to get Magic Guard.
 

AccidentalGreed

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Should you have the unfortunate change of getting Cute Charm Clefairy in the D/P transfer instead of Magic Guard, you can use the Ability Capsule in X/Y to change your bad Clefairy's ability to Magic Guard, so there's really not really any issues to be concerned with legality aside from Softboiled + Unaware.

That being said, let's drop the subject c:
 

CyclicCompound

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if this can be used without a healing move might want to try assault vest for an item
The main problem I have with AV is that Clefable's niche is either being able to wall boosting threats or being able to absorb status safely. In the former scenario, Clefable would be hard-pressed to not simply be overwhelmed against boosting threats, seriously compromising its role. In the latter scenario, Clefable would most likely find itself once again worn down far too easily to continue switching in on status users over the duration of a match, considering most status users are very resilient.

Also, one of the greatest things about not caring about status is being able to boost and not care about Toxic. Obviously this can't be done with AV.
 
Amcheck.

Additions
Removals


Overview
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Generation after generation, Clefable has languished in the shadows of its many contemporaries, but no more is this the case, as Clefable's astronomical rise to OU super-stardom is attributed to its brand-spanking, new Fairy typing. Two phenomenal abilities in Magic Guard and Unaware allow it to take on a multitude of roles including an Unaware Calm Mind set, a Magic Guard Calm Mind set, a physical wall, and even a tank. With Unaware, Clefable is able to effortlessly halt a significant quantity of boosting sweepers and even use such sweepers as setup bait, whereas Magic Guard works fantastically in negating every form of residual damage, making it an incredibly dangerous Pokemon for stall-based teams and nearly impossible to wear down. Furthermore, Clefable's amazing movepool—both supportively and offensively—along movepools combine with its outstanding abilities to allows it to perform all of its given roles incredibly well and. This makes it the perfect glue 'mon tofor many teams, easily stipatching the holes in teams that struggle with top-tier threats such as Azumarill, Thundurus, and the various Fighting- and Dragon-types inhabiting the OU tier. Ints base stark contrast tots, how vast Clefable's movepool isr, its stats pale in comparison to its vast movepool. With nout a single base stat toppling over 100, it is quite apparent that Clefable must often specialize in just two stats—at most—in order to achieve the highest success rate forwith any of its sets. While Clefable's typing is unquestionably good, its mediocre defenses can only take it so far. This flaw laybecomes moreso evident when Clefable is compared to sturdier supporters such as Chansey, which, unlike Clefable, has the raw bulk to take on the likes of Mega Charizard-Y. However, it is Clefable's sheer versatility that always puts its user one step ahead of the opponent and what ultimately makes it the wild card of the match.

Unaware + Calm Mind
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name: Unaware + Calm Mind
move 1: Calm Mind
move 2: Moonblast
move 3: Wish / Moonlight
move 4: Protect / Heal Bell / Flamethrower
ability: Unaware
item: Leftovers
nature: Bold
evs: 252 HP / 252 Def / 4 SpA
nature: Bold

Moves
========

Calm Mind allows Clefable to pose an offensive threat after a few boosts while also making it difficult to take out with special attacks. Moonblast is Clefable's most reliable STAB move that works well in wearing down many of its common switch-ins before setup. With Wish + Protect, Clefable is able to keep itself healthy as it uses Calm Mind, while also acting as a key team player. HoweverMoonlight, despite theits unappealing PP of Moonlight and itsreduced effectiveness underin sandstorm, it's also a good recovery option and has the benefit of freeing up a moveslot. In that moveslot, Heal Bell allows works superbly bycan removinge the threat of Toxic as Clefable sets up and provides relief from other status afflictions for its teammates, whereas Flamethrower can prove to be especially handy when dealing with Steel-types such as Scizor, Mega Mawile, and Skarmory, and. It can also getting the a quick KO at +1 against slower Steel-types such as Ferrothorn. One other alternate coverage move that Clefable can also make use of is Shadow Ball. Shadow Ball grant, which has excellent neutral coverage with Moonblast and it allows Clefable to muscle past Heatran in a more efficient fashion.

Set Details
========

Unaware is what gives this set its distinct flavor, as it allows Clefable to accomplish impressive feats by using boosted set up sweepers such as +6 Manaphy and +6 Azumarill as setup bait. With Unaware, this set is also guaranteed to come out on top versus every relevant Calm Mind user in OU. The EVs and a Bold Nnature specialmaximize into Clefable's Physical Defense stat for two reasons: the first of which is that Calm Mind already patches up Clefable's uninvested Special Defense stat, so any Special Defense investment is just flat-out redundant, and the second is that with these EVs, it can effectively set up a lotmuch more comfortably when up against powerful physical attackers such as Dragonite, Conkeldurr, and defensive Landorus-T, while not being thrown for a loop when up against formidable Psyshock users such as Latios.

Usage Tips
========

This set is meant to fulfill two simultaneous roles: the first of which is that Clefable acts as a fantastic check to a multitude of set up sweepers courtesy of Unaware, while acting as a solid late-game win condition with Calm Mind. This Clefable should be played as a defensive Pokemon at the start of the match and only go for a Calm Mind sweep mid- to late-game, as at that point, that's when its many checks and counters are properly weakened. On the other haSecondly, with its solid defenses, it counterhecks or checkounters the following set up sweepers at the earlier stages of the match: Swords Dance Talonflame, Belly Drum Azumarill, Calm Mind Suicune, Tail Glow Manaphy, Swords Dance Garchomp, Dragon Dance Mega Tyranitar, Dragon Dance Gyarados, Nasty Plot Thundurus, and many more. It's also key to note that this Clefable will always come out on top against opposing Calm Mind users, so there's little to fear when up against such threats, and in fact, it is in Clefable's best interest to set up against these types of Pokemon. While it's better to save Calm Mind for when Clefable can sweep, the move is also useful in that it pumps up Clefable's Special Defense, allowing it to better deal with more powerful offensive threats such as Choice Specs Keldeo and Mega Gardevoir.

Stall- and bulky offense-based teams isare where this Clefable thrives. Most of the time, it is good tobetter not to reveal Calm Mind until the later stages of the match-game; in other words, fool your opponent into thinking that it's merely a defensive set, as in that case,making they'rem less likely to play carefully with their Clefable checks due to the fact that it might not pose anassumed lack of offensive threat. Something to kpresence. Keep in mind is that it's best not to mindlessly switch Clefable into Trick users, even those that it normally counters. Likewise, when up against these threats one-on-one, it's good to scout their move with Protect should they choose to stay in. Protect is also good to use to ease pivot switching, accumulate Leftovers recovery, and in general, play mind games with your opponent. Unlike other Pokemon that rely on Protect users, Clefable does not have to worry about giving fearree turns to most set up sweepers, as the only thing to watch out for when using the move is givallowing your opponent a free turns to set up entry hazards.

Team Options
========

Keldeo aids Clefable by being able to deal with Heatran, Bisharp, and many other Steel-types; in return, Clefable easily counters Latios and Latias, two Pokemon that Keldeo struggles with. Aegislash is also a good partner, as it Pursuit- traps pesky special walls such as Chansey, while luring out both Heatran and Bisharp and then smacking the two with Sacred Sword. Furthermore, Clefable helps Aeigslash by countering Mandibuzz and effectively dealing with Garchomp. Mega Gyarados also makes a good partners, as it deals with Heatran, Aegislash, Bisharp, and Excadrill, whereas Clefable deals with Thundurus, Rotom-W, and Fighting-types such as Conkeldurr. In addition, it provides Wish support to all its partners, thus increasing their overall longevity.

A Pokemon that threatens to stop this set cold is Mega Venusaur; due to this, Latios and Latias work as effective partners to deal with Mega Venusaur along with other less common Poison-types. In the case of Latios, it can lure out and substantially weaken Heatran and Bisharp with Earthquake, making it easier for Clefable to pull off a late-game sweep. Both of these Pokemon provide Defog support, which is quite useful to deter the threat of entry hazards. Clefable also supports Latios and Latias by acting as a bulwark for Dark- and Dragon-type moves. While these pairs struggle a bit with Aegislash, among other Steel-types, Clefable can team up with Talonflame, a Pokemon that beats both Steel-types and Mega Venusaur. For TalonflameIn return, Clefable deals with Rotom-W, and for Tall three, itonflame and works as a solid switch-in to Tyranitar for all three.

In terms of more stall-based partners, Clefable pairs especially well with Quagsire, Gliscor, or Hippowdon. Quagsire and Clefable form a vicious Unaware core, as Quagsire counters Mega Charizard-X, Scizor, and Bisharp, all physical attackers that Clefable struggles with; meanwhile, Clefable deals with other Dragon- and Fighting-types. Hippowdon works for similar reasons, but its improved bulk allows it to beat Aegislash and be better equipped to take on Mega Mawile and Talonflame. Furthermore, Hippowdon provides Stealth Rock support, making it easier to wear down Clefable's checks. In contrast to Quagsire and Hippowdon, Gliscor functions as an effective status sponge once Toxic Orb has activated, meaning that it has an easier time switching in on the likes of Heatran and Chansey.

Magic Guard + Calm Mind
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name: Magic Guard + Calm Mind
move 1: Calm Mind
move 2: Moonblast
move 3: Soft-Boiled
move 4: Flamethrower / Cosmic Power
ability: Magic Guard
item: Life Orb / Leftovers
nature: Bold
evs: 252 HP / 252 Def / 4 SpA
nature: Bold

Moves
========

Calm Mind bolsters Clefable's special stats, allowing it to both withstand special attacks with greater ease, as well as dish out moderately strong attacks of its own after a few boosts. Moonblast is a must with any Clefable really, as it is its most reliable STAB. Some key benchmarks to keep note of is that Clefable must have two boosts to OHKO Latias, Assault Vest Conkeldurr, and Mandibuzz. Soft-Boiled is absolutely necessary to keep replenishing Clefable's health in-between setup. Lastly, Flamethrower does well in melting most Steel-types. For instance, after a single boost, it OHKOes all of Mega Scizor, Ferrothorn, and Skarmory. Cosmic Power on the other hand eases setup versus offensive teams, making it very difficult to even 2HKO Clefable just after two boosts, but unfortunately, lacks any use against other type of team. Shadow Ball is a good coverage move in place of Flamethrower by providing Clefable with excellent neutral coverage alongside Moonblast and most importantly, gives it the capability to take down Heatran.

Set Details
========

The Kkey to this set's success is via Magic Guard. With this ability, Clefable is completely uninhibited by status moves, allowing it to boost in the face of weak walls such as Chansey and Quagsire. In light of other possibilities, Clefable is able to use Magic Guard in tandem with Soft-Boiled, thus lessening the need for more convoluted healing, such as Wish + Protect. Moreover, Magic Guard's utility opens the floodgate of options by allowing Clefable to utilize moves such as Cosmic Power and items such as Life Orb without being overly subjugated to status in the case of Cosmic Power, nor nasty recoil in the case of Life Orb.

While Life Orb might seem like a strange choice, the fact that Clefable is impervious to passive damage via Magic Guard along with its access to reliable recovery in Soft-Boiled lessens the need for Leftovers. When its attacks are boosted by a Life Orb, Clefable is able to achieve KOs it wouldn't have otherwise, such as on Latias and Conkeldurr at +1 with Moonblast. In addition, Moonblast is able to cleanly 2HKO Unaware Quagsire, essentially preventing it from outstalling Clefable. With a Life Orb, Clefable also has a better chance to come out on top versus Chansey, making it a very effective stallbreaker. On the flip-side, leftovers makes it easier for Clefable to continually set up Cosmic Power boosts, this is especially useful when Clefable is up against more offensively-inclined teams.

Usage Tips
========

This set is fairly straightforward and easy to use—have Clefable come in on a weak wall, such as Rotom-W, Mandibuzz, or Chansey, and from there, Clefable can freely set up Calm mMind against these such threats with no concern. It's a good, however, to dispose of Whirlwind and/or Roar users and remove Heatran before attempting to do this, as all these threats keep Clefable in line so long as they're healthy. As far as teams to use this Clefable on, it best fits on almost any team in need of a stallbreaker. Do keep in mind that one of this Clefable's primary purposes is to take out stall, so it's best not to force it to assume the role of a wall itself, so be cautious if you attempt to switch it into more powerful physical attackers such as Garchomp and Terrakion.

Forcing a switch on the likes of Dragonite or doing the above is usually the best way to get off a Calm Mind boost or two. Also, sShould your version of Magic Guard Clefable run Cosmic Power, two boosts is the mostall it needs, as it prevents even Life Orb Bisharp from 2HKOing Clefable with Iron Head. Keep this in mind: don't get greedy with boosts. HavAttempting to have Clefable accumulate too many boosts increases the odds of a critical hit incurring, which ends up only wasting turns, time, and ultimately putsputting you in a bad position if Clefable is taken out this way. Oftentimes, teams carry multiple checks to Clefable, most of them being Fire-weak Steel-types. To take advantage of this, once Clefable forces a switch, it' is good to go for Flamethrower once Clefable forces a switch as opposed to Calm Mind, t. This way, it can take out at least one of its checks, thus making it easier to pull off a sweep later on in the match.

Team Options
========

Magic Guard Clefable is very self-sufficient and fits on almost any team, but it appreciates Pokemon that deal with Heatran, and Bisharp to a lesser extent, Bisharp. Keldeo and Quagsire are perfect partners, given their ability to easily plow through or wall both of these Pokemon, respectively, and work as solid switch-ins. While Keldeo and Quagsire do indeed have good synergy with Clefable, Heatran and Bisharp are unlikely to stay in on them; as suchthus, it's better to pair Clefable with a Pokemon theat can lure out both of these threats and nail them on the switch. One such notable example is Earthquake Latios, which does a colossal amount of damage to the two Steel-types should they be foolish enough to directly comeswitch in.

Physically Defensive
########
name: Physically Defensive
move 1: Moonblast
move 2: Wish
move 3: Protect
move 4: Heal Bell / Thunder Wave / Stealth Rock
ability: Unaware
item: Leftovers
nature: Bold
evs: 252 HP / 252 Def / 4 SpD
nature: Bold

Moves
=======

Moonblast is Clefable's compulsory STAB, as its great neutral coverage and solid Base Power does well in wearing down bulky targets such as Rotom-W. With Wish + Protect, Clefable works as a solid wish passer for stall- and balanced-based teams. Protect also does well in garnishing leftovers recovery, allowing a worn out Clefable to avoid a potential 2HKO. Heal Bell allows Clefable to act as a reliable cleric; therefore, it permits Clefable's offensive teammates to play a bit more aggressively, as the threat of status is watered down to a significant degree. On the other hand, Thunder Wave is fantastic on Clefable by crippling set up sweepers it has difficulty KOing such as Mega Tyranitar and Mega Gyarados, all the while immobilizing common switch-ins such as Mega Charizard-Y and Gengar, and thus creating an advantageous situation for its teammates. However, should your team lack a dedicated Stealth Rock user, then Clefable can perform this role exceptionally well given its ability to force switches and discourage several common Defog users such as Latios and Mandibuzz from comswitching in and removing the entry hazard.

Toxic may be used in the last slot to cripple Hippowdon, Zapdos, Volcarona, Talonflame, and bulky Mega Charizard-X. Just be weary that many of Clefable's other switch-ins are completely unfazed by Toxic, as they are either Poison- or Steel-types. Moonlight is an option over Wish + Protect so that Clefable acquires an extra moveslot to support its teammates; although. However, the low PP and rediluced effection underveness in sandstorm makgives this move a rather high opportunity cost, especially when taking into account that this Clefable needs all the PP it can get when it's up against opposing stall teams.

Set Details
========

The set is geared more towards physical defense, as it allowsing Clefable to better deal with the likes of Garchomp and Terrakion. Should your team have a proper way of dealing with boosting sweepers, Clefable may forgo Unaware in exchange for Magic Guard. Due to its immunity to all forms of passive damage, it makes Clefable a much more efficient Wish passer. Magic Guard also gives Clefable more flexibility in its moveslots, as it can thenow run Soft-Boiled for recovery, giving it an extra moveslot to support its teammates with or utilize a coverage move such as Flamethrower. Do note, however, that as the entire allure towards using defensive Clefable is to remove the threat of set up sweepers, you'll find that by removing Magic Guard, not only does Clefable lackose the ability to counter Pokemon it is supposed to, but its sheer passiveness allows a multitude of bulky threats to set up on it.

A specially defensive spread is a viable alternative, as it allows Clefable to hard-counter Greninja, all variants of Nasty Plot Thundurus, and Tail Glow Manaphy, and deal better with Keldeo, non-Sludge Wave Landorus, and Life Orb Deoxys-S, while still having enough bulk to comfortably wall the likes of Conkeldurr and better deal with Keldeo, Sludge Wave-less Landorus, and Life Orb Deoxys-S. The only issue with such a spread is that Clefable struggles to tank physical attacks more easily, thus reducing the overall pool of Pokemon it normally beats. In particular, Garchomp's Earthquake and Latios's Psyshock will do a sizable chunk, so much so thatis Clefable should only switch- in with the utmost prudence.

Usage Tips
========

Defensive Clefable best fits on balanced or stall teams in need of Cleric and/or Wish Support. Its ability to check or counters the likes of Garchomp, Manaphy, Thundurus, Swords Dance Talonflame, Mega Tyranitar, Azumarill, Kyurem-B, Dragonite, Latios, Conkeldurr, Terrakion, Suicune, Breloom, as well as soft-check many other set up sweepers courtesy of its defensive typing and Unaware, makes it invaluable on these sorts of teams. Clefable is best brought out to check the above threats and may be done so at nearly any moment of the match.

When up against offensive teams, Clefable is able to force many switches; as such, this is the best time to fire off a Thunder Wave to cripple the opposing switch-in or lay Stealth Rock on the field. Keep in mind that if Clefable's health is around 50% upon switching into a certain threat, then it's better to simply recover at that moment so that Clefable can continue to check the Pokemon in question. Also, due to its low PP, Heal Bell is to be used sparingly, especially when up against opposing stall teams where the cleric's role is invaluable in winning the status war. It's good to keep in mind, however, that unlike Heal Bell, it's advisable for Clefable to use Protect to scout for certain coverage options such as an Iron Head from Kyurem-B, or accumulate Leftovers recovery in order to avoid a possible 2HKO from Terrakion's Life Orb-boosted Stone Edge, among other attacks.

Team Options
========

In terms of defensive partners, Clefable works quite well with the following: Mega Venusaur, Quagsire, Hippowdon, and Landorus-T. Clefable provides Heal Bell support to all four, which is much appreciated given that they above Pokemonll detest burns; in return, Quagsire, Landorus-T, and Hippodown helps check Steel-types such as Heatran, Excadrill, Mega Scizor, and Bisharp, whereas Mega Venusaur easily deals with Keldeo and some of the previously mentioned Steel-types.

More offensively-inclined partners include Mega Medicham, Mega Gyarados, and Conkeldurr. Due to Clefable's vulnerability to Steel-types and to a lesser extent, Poison-types, the above Pokemon are useful in more ways than one. Mega Medicham easily destroys any Steel-type with its STAB-boosted High Jump Kick and slaughters Mega Venusaur with Zen Headbutt. Just like Mega Medicham, Conkeldurr also helps deal with Steel-types, but it also takes down Gengar thanks to its meaty defenses and Guts ability, allowing it to easily tank a Shadow Ball and take advantage of Will-O-Wisp. Lastly, Mega Gyarados forces out many of Clefable's checks and proceeds to setup. It goes without saying that Clefable can also aid the Pokemon in question; for instance, Clefable provides cleric support for the former two and Wish support to all three, all the while keeping Latios in line for Conkeldurr and Mega Medicham and Thundurus for Mega Gyarados.

Tank
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name: Tank
move 1: Moonblast
move 2: Fire Blast
move 3: Thunder Wave
move 4: Soft-Boiled
ability: Magic Guard
item: Life Orb
nature: Modest
evs: 252 HP / 4 Def / 252 SpA
nature: Modest

Moves
========

Backed by a Life Orb and max Special Attack investment, Moonblast deals a surprising amount of damage, easily 2HKOing most Quagsire, Rotom-W, and Hippowdon. Fire Blast, on the other hand, OHKOs every OU Steel-type except forbesides Heatran. Thunder Wave allows Clefable to cripple Gengar, Mega Charizard-Y, and other common switch-ins, while acting as an emergency check if need be to Keldeo and Greninja. Soft-Boiled keeps Clefable healthy, allowing it to continually batter through defensive walls and recover in-between attacking. Thunderbolt may be used over Thunder Wave, as it OHKOs Talonflame and Mega Charizard-Y after Stealth Rock, as well as give Clefable the opportunity to beat defensive Heatran one-versus-one. Psychic is also viable, as it allows Clefable to lure out and 2HKO Mega Venusaur and other Poison-types and OHKO Gengar. Hidden Power Ground may be used to lure out Heatran and easily 2HKO every variant after Stealth Rock.

Set Details
========

Magic Guard is chosen as the main ability in order to nullify Life Orb recoil, thus giving Clefable the perfect median of power and durability alongside its high Base Power coverage moves and access to reliable recovery in Soft-Boiled. The maximum Special Attack investment allows Clefable to pack a bunch, whichand in tandem with the HP investment, permits Clefable to easily tank most attacks and strike back hard. Speed investment is an option in order for Clefable to get the jump on fast, defensive threats such as Mandibuzz and Skarmory sto that it KOs them before they Defog, but between Thunder Wave and the fact that Clefable really needs every bit of bulk it can get its grubby little hands on to make the set function, it really isn't worth it most of the time.

Usage Tips
========

This Clefable's main purpose is to simply weave in and out of a match sponging weak /or resisted hits, and recover over the course of this ordeal, all the while throwing out Life Orb-boosted attacks in order to wear down the opposition for its teammates. Because of its Magic Guard ability, its minimal dependency on Speed, and the fact that it doesn't use physical attacks, this Clefable works as a fantastic status-sponge for bulky offensive teams, easily coming in to sponge burns from weak Scald users such as Quagsire, Will-O-Wisp from Mega Charizard-X, Toxic from Chansey, and Thunder Wave from Thundurus. Furthermore, due to its immunity to passive damage and sheer-defiance to go down in the face of weak attacks and status, it also solidly switches in on most defensive Pokemon and takes anything they have to throw at it.

Basically, this gist of it is this: between its solid bulk, good resistances, strong attacks, and Thunder Wave, this Clefable is meant to be played via short-term strategic goals by targeting not the Pokemon it is currently up against, but rather, the one meant to come in and check it. In doing so, Clefable can eventually cripple or even take out most of its checks mid-game, paving the way for a Pokemon that shares similar counter-measures to sweep.

Team Options
========

Stealth Rock support is highly appreciated, as it makes it easier for Clefable to do its job of wearing down the opposing team's offensive and defensive Pokemon alike. Stealth Rock Landorus and Garchomp are both very good offensive partners that set entry hazards and aid Clefable in breaking down the opposing team. Clefable aids Landorus by being able to deal with almost all of its checks, such as Mandibuzz and Rotom-W and i. In the case of Garchomp, Clefable lures out Skarmory and, OHKOesing it with Fire Blast, and lures out opposing Clefable, thus 2HKOing them with a Life Orb-boosted Moonblast.

Luring in Steel-types and bulky defensive Pokemon and smashing them to pieces is what this Clefable does best, so, Pokemon that benefit with the removal of such threats will greatly appreciate its partnership. Swords Dance Mega Scizor in particular benefits greatly with the removal of Aegislash and a weakened Rotom-W. Slow sweepers such as Manaphy, Mega Mawile, and Belly Drum Azumarill also appreciate Clefable's paralysis support. Manaphy is a very good partner in general, as it can boost to +3 via Tail Glow and smash Mega Venusaur, amongnd many other of Clefable's other checks, with Psychic.

Other Options
########

Clefable has a slew of other supportive and disruptive tactics, including Encore, Healing Wish, Trick + Flame Orb, Magic Coat, Counter, and Psyche Up. Encore works effectively with Magic Guard variants by halting boosting sweepers; Encore is also useful by locking slower entry hazard setters into one move; however, Clefable should best stick to Unaware if it wants to combat boosting sweepers, and outside of the previously mentioned application, Encore has otherwise limited use. Healing Wish can be a game-changing move on more offensively-based teams by restoring the health of an injured sweeper; althoughwever, sacrificing Clefable is generally imprudent given its vital role as a team player. Trick + Flame Orb in tandem with Magic Guard is a great way to cripple many of Clefable's common switch-ins such as Bisharp, Excadrill, and Scizor, among others. Another way Clefable can become even more of an annoyance is with Magic Coat, as it deflects entry hazards from the Deoxys formes and gives faster Taunt users a taste of their own medicine. Counter also finds use by getting a surprise KO on physical attackers that want to try their luck with Clefable, but this option is an immediate giveaway and subsequent waste if used carelessly. Psyche Up is a very interesting option, as Clefable can ignore boosts from offensive threats via Unaware and mimic their boosts with the move; in particular, it can be rather devastating against Calm Mind users such as Manaphy, Suicune, and Quiver Dance Volcarona.

In regards to more offensive options, Clefable hvas no shortage of offensive moves thatpool includes Focus Blast, Charge Beam, Ice Beam, Seismic Toss, Knock Off, and Stored Power. Focus Blast may be used over Flamethrower on the Calm Mind sets to break past Heatran, but its low PP and unappealing accuracy mightay be a turnoff. Charge Beam maycan also be used to simultaneously attack and potentially bestow Clefable with a Special Attack boost, but it is laughably weak. Ice Beam works effectively by destroyingKOs Gliscor, Zapdos, and Landorus-T, but it has limited use outside of that. Seismic Toss is an option on the defensive sets for a consistent damaging move. Stored Power may be used on the Magic Guard + Calm Mind set, but Clefable is better off using its primary STAB to deal damage. Lastly, Knock Off's disruptive shenanigans work well in crippling many of Clefable's opponents, but again, it is quite weak.

Checks & Counters
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**Bulky Taunt users**: The best way to beat Clefable is through the use of fast and bulky Taunt users. Mew, specially defensive Talonflame, and Deoxys-D easily come in on just about every one of Clefable's attacks, prevent it from boosting or recovering via Taunt, recover off any damage they might have attained, and slowly but surely, wear Clefable down with their own attacks. The only thing that stops them is an incoming Toxic on the switch.

**Steel-types**: Just about every Steel-type checks Clefable fairly well by virtue of their ability to outright 2HKO or even OHKO it with their STABs. These Pokemon include Aegislash, Bisharp, Mega Mawile, Scizor, Excadrill, and Heatran. Although it is precautionary that these all of these Pokemon (with the exception of Heatran) avoid, however, must be wary of directly switching in on Clefable, as it frequently carries a Fire-type move that can eradicate them, and in the case of Heatran, it can simply be overpowered by Calm Mind variants one-on-one.

**Poison-types**: One of theClefable's more notable checks to Clefable is Mega Venusaur, as itwhich can switches into allny of Clefable's standard attacks and 2HKOes it with Sludge Bomb; however, similar to Heatran, Clefable can muscle through it with the Calm Mind set. Other effective Poison-type checks are Amoonguss, Gengar, and Roserade. Amoonguss only has to watch out for a Life Orb-boosted Fire Blast; otherwise, it's a solid check to Clefable for similar reasons to Venusaur, but in contrast, it does not lose to the Calm Mind sets because of its access to Clear Smog. In the case of Gengar and Roserade, neither of them enjoy switching in on a Fire-type move, but should they get in safely, they easily destroy Clefable with their STAB-boosted Sludge Bomb.


Copy/paste:

Overview
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Generation after generation, Clefable has languished in the shadows of its many contemporaries, but no more is this the case, as Clefable's astronomical rise to OU super-stardom is attributed to its brand-spanking, new Fairy typing. Two phenomenal abilities in Magic Guard and Unaware allow it to take on a multitude of roles including an Unaware Calm Mind set, a Magic Guard Calm Mind set, a physical wall, and even a tank. With Unaware, Clefable is able to effortlessly halt a significant quantity of boosting sweepers and even use such sweepers as setup bait, whereas Magic Guard works fantastically in negating every form of residual damage, making it an incredibly dangerous Pokemon for stall-based teams and nearly impossible to wear down. Furthermore, Clefable's amazing support and offensive movepoolscombine with its outstanding abilities to allow it to perform all of its given roles incredibly well. This makes it the perfect glue for many teams, patching the holes in teams that struggle with top-tier threats such as Azumarill, Thundurus, and the various Fighting- and Dragon-types inhabiting the OU tier. Its base stats, however, pale in comparison to its vast movepool.Without a single base stat over 100, it is quite apparent that Clefable must often specialize in just two stats in order to achieve success with any of its sets. While Clefable's typing is unquestionably good, its mediocre defenses can only take it so far. This flaw becomes more evident when Clefable is compared to sturdier supporters such as Chansey, which, unlike Clefable, has the raw bulk to take on the likes of Mega Charizard-Y. However, it is Clefable's sheer versatility that always puts its user one step ahead of the opponent and what ultimately makes it the wild card of the match.

Unaware + Calm Mind
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name: Unaware + Calm Mind
move 1: Calm Mind
move 2: Moonblast
move 3: Wish / Moonlight
move 4: Protect / Heal Bell / Flamethrower
ability: Unaware
item: Leftovers
evs: 252 HP / 252 Def / 4 SpA

nature: Bold


Moves
========

Calm Mind allows Clefable to pose an offensive threat after a few boosts while also making it difficult to take out with special attacks. Moonblast is Clefable's most reliable STAB move that works well in wearing down many of its common switch-ins before setup. With Wish + Protect, Clefable is able to keep itself healthy as it uses Calm Mind, while also acting as a key team player. Moonlight, despite its unappealing PP and reduced effectivenessinsandstorm, is also a good recovery option and has the benefit of freeing up a moveslot. In that moveslot, Heal Bell can remove the threat of Toxic as Clefable sets up and provide relief from other status afflictions for its teammates, whereas Flamethrower can prove to be especially handy when dealing with Steel-types such as Scizor, Mega Mawile, and Skarmory. It can also get a quick KO at +1 against slower Steel-types such as Ferrothorn. Clefable can also make use of is Shadow Ball, which has excellent neutral coverage with Moonblast and allows Clefable to muscle past Heatran in a more efficient fashion.

Set Details
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Unaware is what gives this set its distinct flavor, as it allows Clefable to accomplish impressive feats by using boosted setup sweepers such as +6 Manaphy and +6 Azumarill as setup bait. With Unaware, this set is also guaranteed to come out on top versus every relevant Calm Mind user in OU. The EVs and a Bold nature maximize Clefable's Defense stat for two reasons: the first of which is that Calm Mind already patches up Clefable's uninvested Special Defense stat, so any Special Defense investment is just flat-out redundant, and the second is that with these EVs, it can set up much more comfortably against powerful physical attackers such as Dragonite, Conkeldurr, and defensive Landorus-T, while not being thrown for a loop when up against formidable Psyshock users such as Latios.

Usage Tips
========

This set is meant to fulfill two simultaneous roles: the first of which is that Clefable acts as a fantastic check to a multitude of set up sweepers courtesy of Unaware, while acting as a solid late-game win condition with Calm Mind. This Clefable should be played as a defensive Pokemon at the start of the match and only go for a Calm Mind sweep mid- to late-game, as at that point, its many checks and counters are properly weakened. Secondly, with its solid defenses, it checks or counters the following set up sweepers at the earlier stages of the match: Swords Dance Talonflame, Belly Drum Azumarill, Calm Mind Suicune, Tail Glow Manaphy, Swords Dance Garchomp, Dragon Dance Mega Tyranitar, Dragon Dance Gyarados, Nasty Plot Thundurus, and many more. It's also key to note that this Clefable will always come out on top against opposing Calm Mind users, so there's little to fear when up against such threats, and in fact, it is in Clefable's best interest to set up against these types of Pokemon. While it's better to save Calm Mind for when Clefable can sweep, the move is also useful in that it pumps up Clefable's Special Defense, allowing it to better deal with more powerful offensive threats such as Choice Specs Keldeo and Mega Gardevoir.

Stall- and bulky offense-based teams are where this Clefable thrives. Most of the time, it is better not to reveal Calm Mind until late-game; in other words, fool your opponent into thinking that it's merely a defensive set, making them less likely to play carefully with their Clefable checks due to the assumed lack of offensive presence. Keep in mind is that it's best not to mindlessly switch Clefable into Trick users, even those that it normally counters. Likewise, when up against these threats one-on-one, it's good to scout their move with Protect should they choose to stay in. Protect is also good to ease pivot switching, accumulate Leftovers recovery, and play mind games with your opponent. Unlike other Protect users, Clefable does not have to worry about giving free turns to most set up sweepers, as the only thing to watch out for is allowing free turns to set up entry hazards.

Team Options
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Keldeo aids Clefable by being able to deal with Heatran, Bisharp, and many other Steel-types; in return, Clefable easily counters Latios and Latias, two Pokemon that Keldeo struggles with. Aegislash is also a good partner, as it Pursuit traps pesky special walls such as Chansey, while luring out both Heatran and Bisharp and then smacking the two with Sacred Sword. Furthermore, Clefable helps Aeigslash by countering Mandibuzz and effectively dealing with Garchomp. Mega Gyarados also makes a good partner, as it deals with Heatran, Aegislash, Bisharp, and Excadrill, whereas Clefable deals with Thundurus, Rotom-W, and Fighting-types such as Conkeldurr. In addition, it provides Wish support to all its partners, thus increasing their overall longevity.

A Pokemon that threatens to stop this set cold is Mega Venusaur; due to this, Latios and Latias work as effective partners to deal with Mega Venusaur along with other less common Poison-types. In the case of Latios, it can lure out and substantially weaken Heatran and Bisharp with Earthquake, making it easier for Clefable to pull off a late-game sweep. Both of these Pokemon provide Defog support, which is quite useful to deter the threat of entry hazards. Clefable also supports Latios and Latias by acting as a bulwark for Dark- and Dragon-type moves. While these pairs struggle a bit with Aegislash, among other Steel-types, Clefable can team up with Talonflame, a Pokemon that beats both Steel-types and Mega Venusaur. In return, Clefable deals with Rotom-W for Talonflame and works as a solid switch-in to Tyranitar for all three.

In terms of more stall-based partners, Clefable pairs especially well with Quagsire, Gliscor, or Hippowdon. Quagsire and Clefable form a vicious Unaware core, as Quagsire counters Mega Charizard-X, Scizor, and Bisharp, all physical attackers that Clefable struggles with; meanwhile, Clefable deals with other Dragon- and Fighting-types. Hippowdon works for similar reasons, but its improved bulk allows it to beat Aegislash and be better equipped to take on Mega Mawile and Talonflame. Furthermore, Hippowdon provides Stealth Rock support, making it easier to wear down Clefable's checks. In contrast to Quagsire and Hippowdon, Gliscor functions as an effective status sponge once Toxic Orb has activated, meaning that it has an easier time switching in on the likes of Heatran and Chansey.

Magic Guard + Calm Mind
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name: Magic Guard + Calm Mind
move 1: Calm Mind
move 2: Moonblast
move 3: Soft-Boiled
move 4: Flamethrower / Cosmic Power
ability: Magic Guard
item: Life Orb / Leftovers
evs: 252 HP / 252 Def / 4 SpA
nature: Bold


Moves
========

Calm Mind bolsters Clefable's special stats, allowing it to both withstand special attacks with greater ease, as well as dish out moderately strong attacks of its own after a few boosts. Moonblast is a must with any Clefable really, as it is its most reliable STAB. Some key benchmarks to keep note of is that Clefable must have two boosts to OHKO Latias, Assault Vest Conkeldurr, and Mandibuzz. Soft-Boiled is absolutely necessary to keep replenishing Clefable's health in-between setup. Lastly, Flamethrower does well in melting most Steel-types. For instance, after a single boost, it OHKOes all of Mega Scizor, Ferrothorn, and Skarmory. Cosmic Power on the other hand eases setup versus offensive teams, making it very difficult to even 2HKO Clefable just after two boosts, but unfortunately, lacks any use against other type of team. Shadow Ball is a good coverage move in place of Flamethrower by providing Clefable with excellent neutral coverage alongside Moonblast and most importantly, gives it the capability to take down Heatran.

Set Details
========

The key to this set's success is Magic Guard. With this ability, Clefable is completely uninhibited by status moves, allowing it to boost in the face of weak walls such as Chansey and Quagsire. In light of other possibilities, Clefable is able to use Magic Guard in tandem with Soft-Boiled, thus lessening the need for more convoluted healing, such as Wish + Protect. Moreover, Magic Guard's utility opens the floodgate of options by allowing Clefable to utilize moves such as Cosmic Power and items such as Life Orb without being overly subjugated to status in the case of Cosmic Power, nor nasty recoil in the case of Life Orb.

While Life Orb might seem like a strange choice, the fact that Clefable is impervious to passive damage via Magic Guard along with its access to reliable recovery in Soft-Boiled lessens the need for Leftovers. When its attacks are boosted by a Life Orb, Clefable is able to achieve KOs it wouldn't have otherwise, such as on Latias and Conkeldurr at +1 with Moonblast. In addition, Moonblast is able to cleanly 2HKO Unaware Quagsire, essentially preventing it from outstalling Clefable. With a Life Orb, Clefable also has a better chance to come out on top versus Chansey, making it a very effective stallbreaker. On the flip-side, leftovers makes it easier for Clefable to continually set up Cosmic Power boosts, this is especially useful when Clefable is up against more offensively-inclined teams.

Usage Tips
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This set is fairly straightforward and easy to use—have Clefable come in on a weak wall, such as Rotom-W, Mandibuzz, or Chansey, and from there, Clefable can freely set up Calm Mind. It's a good, however, to dispose of Whirlwind and/or Roar users and remove Heatran before attempting to do this, as all these threats keep Clefable in line so long as they're healthy. As far as teams to use this Clefable on, it best fits on almost any team in need of a stallbreaker. Do keep in mind that one of this Clefable's primary purposes is to take out stall, so it's best not to force it to assume the role of a wall itself, so be cautious if you attempt to switch it into more powerful physical attackers such as Garchomp and Terrakion.

Forcing a switch on the likes of Dragonite or doing the above is usually the best way to get off a Calm Mind boost or two. Should your version of Magic Guard Clefable run Cosmic Power, two boosts is all it needs, as it prevents even Life Orb Bisharp from 2HKOing Clefable with Iron Head. Keep this in mind: don't get greedy with boosts. Attempting to have Clefable accumulate too many boosts increases the odds of a critical hit incurring, wasting turns, time, and putting you in a bad position. Oftentimes, teams carry multiple checks to Clefable, most of them being Fire-weak Steel-types. To take advantage of this, once Clefable forces a switch, it is good to go for Flamethrower as opposed to Calm Mind. This way, it can take out at least one of its checks, making it easier to pull off a sweep later on in the match.

Team Options
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Magic Guard Clefable is very self-sufficient and fits on almost any team, but it appreciates Pokemon that deal with Heatran, and to a lesser extent, Bisharp. Keldeo and Quagsire are perfect partners, given their ability to easily plow through or wall both of these Pokemon, respectively, and work as solid switch-ins. While Keldeo and Quagsire do indeed have good synergy with Clefable, Heatran and Bisharp are unlikely to stay in on them; thus, it's better to pair Clefable with a Pokemon that can lure out both of these threats and nail them on the switch. One such notable example is Earthquake Latios, which does a colossal amount of damage to the two Steel-types should they be foolish enough to switch in.

Physically Defensive
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name: Physically Defensive
move 1: Moonblast
move 2: Wish
move 3: Protect
move 4: Heal Bell / Thunder Wave / Stealth Rock
ability: Unaware
item: Leftovers
evs: 252 HP / 252 Def / 4 SpD
nature: Bold


Moves
=======

Moonblast is Clefable's compulsory STAB, as its great neutral coverage and solid Base Power does well in wearing down bulky targets such as Rotom-W. With Wish + Protect, Clefable works as a solid wish passer for stall- and balanced-based teams. Protect also does well in garnishing leftovers recovery, allowing a worn out Clefable to avoid a potential 2HKO. Heal Bell allows Clefable to act as a reliable cleric; therefore, it permits Clefable's offensive teammates to play a bit more aggressively, as the threat of status is watered down to a significant degree. On the other hand, Thunder Wave is fantastic on Clefable by crippling setup sweepers it has difficulty KOing such as Mega Tyranitar and Mega Gyarados, all the while immobilizing common switch-ins such as Mega Charizard-Y and Gengar, creating an advantageous situation for its teammates. However, should your team lack a dedicated Stealth Rock user, Clefable can perform this role exceptionally well given its ability to force switches and discourage several common Defog users such as Latios and Mandibuzz from switching in.

Toxic may be used in the last slot to cripple Hippowdon, Zapdos, Volcarona, Talonflame, and bulky Mega Charizard-X. Just be wary that many of Clefable's other switch-ins are completely unfazed by Toxic, as they are either Poison- or Steel-types. Moonlight is an option over Wish + Protect so that Clefable acquires an extra moveslot to support its teammates. However, the low PP and reduced effectivenessin sandstorm gives this move a rather high opportunity cost, especially taking into account that this Clefable needs all the PP it can get against opposing stall teams.

Set Details
========

The set is geared more towards physical defense, allowing Clefable to better deal with the likes of Garchomp and Terrakion. Should your team have a proper way of dealing with boosting sweepers, Clefable may forgo Unaware in exchange for Magic Guard. Due to its immunity to all forms of passive damage, it makes Clefable a much more efficient Wish passer. Magic Guard also gives Clefable more flexibility in its moveslots, as it can then run Soft-Boiled for recovery, giving it an extra moveslot to support its teammates with or utilize a coverage move such as Flamethrower. Do note, however, that as the entire allure towards using defensive Clefable is to remove the threat of setup sweepers, by removing Magic Guard, not only does Clefable lose the ability to counter Pokemon it is supposed to, but its sheer passiveness allows a multitude of bulky threats to set up on it.

A specially defensive spread is a viable alternative, as it allows Clefable to hard-counter Greninja, all variants of Nasty Plot Thundurus, and Tail Glow Manaphy, and deal better with Keldeo, non-Sludge Wave Landorus, and Life Orb Deoxys-S, while still having enough bulk to comfortably wall the likes of Conkeldurr. The only issue with such a spread is that Clefable struggles to tank physical attacks, reducing the overall pool of Pokemon it beats. In particular, Garchomp's Earthquake and Latios's Psyshock will do a sizable chunk, so this Clefable should only switch in with the utmost prudence.

Usage Tips
========

Defensive Clefable best fits on balanced or stall teams in need of Cleric and/or Wish Support. Its ability to check or counters the likes of Garchomp, Manaphy, Thundurus, Swords Dance Talonflame, Mega Tyranitar, Azumarill, Kyurem-B, Dragonite, Latios, Conkeldurr, Terrakion, Suicune, Breloom, as well as soft-check many other set up sweepers courtesy of its defensive typing and Unaware, makes it invaluable on these sorts of teams. Clefable is best brought out to check the above threats and may be done so at nearly any moment of the match.

When up against offensive teams, Clefable is able to force many switches; as such, this is the best time to fire off a Thunder Wave to cripple the opposing switch-in or lay Stealth Rock on the field. Keep in mind that if Clefable's health is around 50% upon switching into a certain threat, then it's better to simply recover at that moment so that Clefable can continue to check the Pokemon in question. Also, due to its low PP, Heal Bell is to be used sparingly, especially when up against opposing stall teams where the cleric's role is invaluable in winning the status war. It's good to keep in mind, however, that unlike Heal Bell, it's advisable for Clefable to use Protect to scout for certain coverage options such as an Iron Head from Kyurem-B, or accumulate Leftovers recovery in order to avoid a possible 2HKO from Terrakion's Life Orb-boosted Stone Edge, among other attacks.

Team Options
========

In terms of defensive partners, Clefable works quite well with Mega Venusaur, Quagsire, Hippowdon, and Landorus-T. Clefable provides Heal Bell support to all four, which is much appreciated given that they alldetest burns; in return, Quagsire, Landorus-T, and Hippodown help check Steel-types such as Heatran, Excadrill, Mega Scizor, and Bisharp, whereas Mega Venusaur easily deals with Keldeo and some of the previously mentioned Steel-types.

More offensively-inclined partners include Mega Medicham, Mega Gyarados, and Conkeldurr. Due to Clefable's vulnerability to Steel-types and to a lesser extent, Poison-types, the above Pokemon are useful in more ways than one. Mega Medicham easily destroys any Steel-type with its STAB High Jump Kick and slaughters Mega Venusaur with Zen Headbutt. Just like Mega Medicham, Conkeldurr also helps deal with Steel-types, but it also takes down Gengar thanks to its meaty defenses and Guts, allowing it to easily tank a Shadow Ball and take advantage of Will-O-Wisp. Lastly, Mega Gyarados forces out many of Clefable's checks and proceeds to setup. It goes without saying that Clefable can also aid the Pokemon in question; for instance, Clefable provides cleric support for the former two and Wish support to all three, all the while keeping Latios in line for Conkeldurr and Mega Medicham and Thundurus for Mega Gyarados.

Tank
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name: Tank
move 1: Moonblast
move 2: Fire Blast
move 3: Thunder Wave
move 4: Soft-Boiled
ability: Magic Guard
item: Life Orb
evs: 252 HP / 4 Def / 252 SpA

nature: Modest

Moves
========

Backed by a Life Orb and max Special Attack investment, Moonblast deals a surprising amount of damage, easily 2HKOing most Quagsire, Rotom-W, and Hippowdon. Fire Blast, on the other hand, OHKOs every OU Steel-type besides Heatran. Thunder Wave allows Clefable to cripple Gengar, Mega Charizard-Y, and other common switch-ins, while acting as an emergency check if need be to Keldeo and Greninja. Soft-Boiled keeps Clefable healthy, allowing it to continually batter through defensive walls and recover in-between attacking. Thunderbolt may be used over Thunder Wave, as it OHKOs Talonflame and Mega Charizard-Y after Stealth Rock, as well as give Clefable the opportunity to beat defensive Heatran one-versus-one. Psychic is also viable, as it allows Clefable to lure out and 2HKO Mega Venusaur and other Poison-types and OHKO Gengar. Hidden Power Ground may be used to lure out Heatran and easily 2HKO every variant after Stealth Rock.

Set Details
========

Magic Guard is chosen to nullify Life Orb recoil, thus giving Clefable the perfect median of power and durability alongside its high Base Power coverage moves and access to reliable recovery in Soft-Boiled. The maximum Special Attack investment allows Clefable to pack a bunch, and in tandem with the HP investment, permits Clefable to easily tank most attacks and strike back hard. Speed investment is an option in order for Clefable to get the jump on fast, defensive threats such as Mandibuzz and Skarmory to KO them before they Defog, but between Thunder Wave and the fact that Clefable really needs every bit of bulk it can get its grubby little hands on to make the set function, it really isn't worth it most of the time.

Usage Tips
========

This Clefable's main purpose is to simply weave in and out of a match sponging weak or resisted hits and recover over the course of this ordeal, all the while throwing out Life Orb-boosted attacks in order to wear down the opposition for its teammates. Because of Magic Guard, its minimal dependency on Speed, and the fact that it doesn't use physical attacks, this Clefable works as a fantastic status-sponge for bulky offensive teams, easily coming in to sponge burns from weak Scald users such as Quagsire, Will-O-Wisp from Mega Charizard-X, Toxic from Chansey, and Thunder Wave from Thundurus. Furthermore, due to its immunity to passive damage and sheer-defiance to go down in the face of weak attacks and status, it also solidly switches in on most defensive Pokemon and takes anything they have to throw at it.

Basically, this gist of it is this: between its solid bulk, good resistances, strong attacks, and Thunder Wave, this Clefable is meant to be played via short-term strategic goals by targeting not the Pokemon it is currently up against, but rather, the one meant to come in and check it. In doing so, Clefable can eventually cripple or even take out most of its checks mid-game, paving the way for a Pokemon that shares similar counter-measures to sweep.

Team Options
========

Stealth Rock support is highly appreciated, as it makes it easier for Clefable to do its job of wearing down the opposing team's offensive and defensive Pokemon alike. Stealth Rock Landorus and Garchomp are both very good offensive partners that set entry hazards and aid Clefable in breaking down the opposing team. Clefable aids Landorus by being able to deal with almost all of its checks, such as Mandibuzz and Rotom-W. In the case of Garchomp, Clefable lures out Skarmory, OHKOing it with Fire Blast, and opposing Clefable, 2HKOing them with a Life Orb-boosted Moonblast.

Luring in Steel-types and bulky defensive Pokemon and smashing them to pieces is what this Clefable does best, so, Pokemon that benefit with the removal of such threats will greatly appreciate its partnership. Swords Dance Mega Scizor in particular benefits greatly with the removal of Aegislash and a weakened Rotom-W. Slow sweepers such as Manaphy, Mega Mawile, and Belly Drum Azumarill also appreciate Clefable's paralysis support. Manaphy is a very good partner in general, as it can boost to +3 via Tail Glow and smash Mega Venusaur, and many of Clefable's other checks, with Psychic.

Other Options
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Clefable has a slew of other supportive and disruptive tactics, including Encore, Healing Wish, Trick + Flame Orb, Magic Coat, Counter, and Psych Up. Encore works effectively with Magic Guard variants by halting boosting sweepers; Encore is also useful by locking slower entry hazard setters into one move; however, Clefable should best stick to Unaware if it wants to combat boosting sweepers, and outside of the previously mentioned application, Encore has limited use. Healing Wish can be a game-changing move on more offensively-based teams by restoring the health of an injured sweeper; however, sacrificing Clefable is generally imprudent given its vital role as a team player. Trick + Flame Orb in tandem with Magic Guard is a great way to cripple many of Clefable's common switch-ins such as Bisharp, Excadrill, and Scizor, among others. Another way Clefable can become even more of an annoyance is with Magic Coat, as it deflects entry hazards from the Deoxys formes and gives faster Taunt users a taste of their own medicine. Counter also finds use by getting a surprise KO on physical attackers that want to try their luck with Clefable, but this option is an immediate giveaway and subsequent waste if used carelessly. Psych Up is a very interesting option, as Clefable can ignore boosts from offensive threats via Unaware and mimic their boosts with the move; in particular, it can be rather devastating against Calm Mind users such as Manaphy, Suicune, and Quiver Dance Volcarona.

In regards to more offensive options, Clefable vast offensive movepoolincludes Focus Blast, Charge Beam, Ice Beam, Seismic Toss, Knock Off, and Stored Power. Focus Blast may be used over Flamethrower on the Calm Mind sets to break past Heatran, but its low PP and unappealing accuracy may be a turnoff. Charge Beam can also be used to simultaneously attack and potentially bestow Clefable with a Special Attack boost, but is laughably weak. Ice Beam effectively KOs Gliscor, Zapdos, and Landorus-T, but it has limited use outside of that. Seismic Toss is an option on the defensive sets for a consistent damaging move. Stored Power may be used on the Magic Guard + Calm Mind set, but Clefable is better off using its primary STAB to deal damage. Lastly, Knock Off's disruptive shenanigans work well in crippling many of Clefable's opponents, but again, it is quite weak.

Checks & Counters
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**Bulky Taunt users**: The best way to beat Clefable is through the use of fast and bulky Taunt users. Mew, specially defensive Talonflame, and Deoxys-D easily come in on just about every one of Clefable's attacks, prevent it from boosting or recovering via Taunt, recover off any damage they might have attained, and slowly but surely, wear Clefable down with their own attacks. The only thing that stops them is an incoming Toxic on the switch.

**Steel-types**: Just about every Steel-type checks Clefable fairly well by virtue of their ability to outright 2HKO or even OHKO it with their STABs. These Pokemon include Aegislash, Bisharp, Mega Mawile, Scizor, Excadrill, and Heatran. All of these Pokemon (with the exception of Heatran), however, must be wary of directly switching in on Clefable, as it frequently carries a Fire-type move that can eradicate them, and in the case of Heatran, it can simply be overpowered by Calm Mind variants one-on-one.

**Poison-types**: One of Clefable's more notable checks is Mega Venusaur, which can switch into any of Clefable's standard attacks and 2HKO it with Sludge Bomb; however, similar to Heatran, Clefable can muscle through it with the Calm Mind set. Other effective Poison-type checks are Amoonguss, Gengar, and Roserade. Amoonguss only has to watch out for a Life Orb-boosted Fire Blast; otherwise, it's a solid check to Clefable for similar reasons to Venusaur, but does not lose to the Calm Mind sets because of its access to Clear Smog. In the case of Gengar and Roserade, neither of them enjoy switching in on a Fire-type move, but should they get in safely, they easily destroy Clefable with their STAB Sludge Bomb.
 

phantom

Banned deucer.
K. Implemented some of the above. There were some general subjective changes, misuse of commas, and some other funky stuff going on in the check that kept from adding all of it, though.
 
Deletions
Additions / Corrections
Comments

Overview
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Generation after generation, Clefable has languished in the shadows of its many contemporaries, but no more is this the case, as Clefable's astronomical rise to OU super-stardom is attributed to its brand-spanking, new Fairy typing. Two phenomenal abilities in Magic Guard and Unaware allow it to take on a multitude of roles including an Unaware Calm Mind set, a Magic Guard Calm Mind set, a physical wall, and even a tank. With Unaware, Clefable is able to effortlessly halt a significant quantity of boosting sweepers and even use such sweepers as setup bait, whereas Magic Guard works fantastically in negating every form of residual damage, making it Clefable an incredibly dangerous Pokemon for stall-based teams and nearly impossible to wear down. Furthermore, Clefable's amazing movepool—both supportively and offensively—along with its outstanding abilities allows it to perform all of its given roles incredibly well and makes it the perfect glue 'mon to many teams, easily stitching the holes in teams that struggle with top-tier threats such as Azumarill, Thundurus, and the various Fighting- and Dragon-types inhabiting the OU tier. In stark contrast to how vast Clefable's movepool is, its stats pale in comparison. With not a single base stat toppling over 100, it is quite apparent that Clefable must often specialize in only two stats—at most—in order (I don't get the usage of 'at most' here. It makes it sound like Clefable sometimes specializes in only one stat, which is impossible - it always maxes out two stats; nothing more, nothing less) to achieve the highest success rate for any of its sets. While Clefable's typing is unquestionably good, its mediocre defenses can only take it so far. This flaw lay moreso is all the more evident when Clefable is compared to sturdier supporters such as Chansey, which, (add comma) unlike Clefable, has the raw bulk to take on the likes of Mega Charizard Y. However, it is Clefable's sheer versatility that always puts its user one step ahead of the opponent and what ultimately makes it the wild card of the match.

Unaware + Calm Mind
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name: Unaware + Calm Mind
move 1: Calm Mind
move 2: Moonblast
move 3: Wish / Moonlight
move 4: Protect / Heal Bell / Flamethrower
ability: Unaware
item: Leftovers
evs: 252 HP / 252 Def / 4 SpA
nature: Bold

Moves
========

Calm Mind allows Clefable to pose an offensive threat after a few boosts while also making it difficult to take out with special attacks. Moonblast is Clefable's most reliable STAB move that works well in wearing down many of its common switch-ins before setup. With Wish + Protect, Clefable is able to keep itself healthy as it uses Calm Mind, while also acting as a key team player. However, despite the unappealing PP of Moonlight and its effects under sandstorm, it's also a good recovery option and has the benefit of freeing up a moveslot. In that moveslot, Heal Bell works superbly by removing the threat of Toxic as Clefable sets up and providing relief from other status afflictions for its teammates, whereas Flamethrower can prove to be especially handy when dealing with Steel-types such as Scizor, Mega Mawile, and Skarmory; it also gets and the quick KO at +1 against slower Steel-types such as Ferrothorn. One other alternate coverage move that Clefable can make use of is Shadow Ball. Shadow Ball grants excellent neutral coverage with Moonblast and it allows Clefable to muscle past Heatran in a more efficient fashion.

Set Details
========

Unaware is what gives this set its distinct flavor, as it allows Clefable to accomplish impressive feats by using boosted setup sweepers such as +6 Manaphy and +6 Azumarill as setup bait. With Unaware, this set is also guaranteed to come out on top versus every relevant Calm Mind user in OU. The EVs and a Bold mature maximize Clefable's Physical Defense stat for two reasons: the first of which is that Calm Mind already patches up Clefable's uninvested Special Defense stat, so any Special Defense investment is just flat-out redundant, and the second is that with these EVs, it can effectively set up a lot more comfortably against powerful physical attackers such as Dragonite, Conkeldurr, and defensive Landorus-T, while not being thrown for a loop when up against formidable Psyshock users such as Latios.

Usage Tips
========

This set is meant to fulfill two simultaneous roles: the first of which is that Clefable acts as a fantastic check to a multitude of setup sweepers courtesy of Unaware, while acting as and a solid late-game win condition with Calm Mind. This Clefable should be played as a defensive Pokemon at the start of the match and only go for a Calm Mind sweep mid- to late-game, as at that point, that's when its many of its checks and counters are properly weakened. On the other hand, with its solid defenses, it counters or checks the following setup sweepers at the earlier stages of the match: Swords Dance Talonflame, Belly Drum Azumarill, Calm Mind Suicune, Tail Glow Manaphy, Swords Dance Garchomp, Dragon Dance Mega Tyranitar, Dragon Dance Gyarados, Nasty Plot Thundurus, and many more. It's also key to note that this Clefable will always come out on top against opposing Calm Mind users, so there's little to fear when up against such threats, and in fact, it is in Clefable's best interest to set up against these types of Pokemon. While it's better to save Calm Mind for when Clefable can sweep, the move is useful in that it pumps up Clefable's Special Defense, allowing it to better deal with more powerful offensive threats such as Choice Specs Keldeo and Mega Gardevoir.

Stall- and bulky offense-based teams is where this Clefable thrives. Most of the time, it is good to not reveal Calm Mind until the later stages of the match; in other words, fool your opponent into thinking that it's merely a defensive set, as in that case, they're less likely to play carefully with their Clefable checks due to the fact that it might not pose an offensive threat. Something to keep in mind is that it's best not to mindlessly switch Clefable into Trick users, even those that it normally counters. Likewise, when up against these threats one-on-one, it's good to scout their move with Protect should they choose to stay in. Protect is also good to use to ease pivot switching, accumulate Leftovers recovery, and in general, play mind games with your opponent. Unlike other Protect users, Clefable does not have to fear most setup sweepers, as the only thing to watch out for when using the move is giving your opponent a free turn to set up entry hazards.

Team Options
========

Keldeo aids Clefable by being able to deal with Heatran, Bisharp, and many other Steel-types; in return, Clefable easily counters Latios and Latias, two Pokemon that Keldeo struggles with. Aegislash is also a good partner, as it Pursuit-traps pesky special walls such as Chansey, while luring out both Heatran and Bisharp and then smacking the two with Sacred Sword. Furthermore, Clefable helps Aeigslash by countering Mandibuzz and effectively dealing with Garchomp. Mega Gyarados also makes for a good partner, as it deals with Heatran, Aegislash, Bisharp, and Excadrill, whereas Clefable deals with Thundurus, Rotom-W, and Fighting-types such as Conkeldurr. In addition, it provides Wish support to all its partners, thus increasing their overall longevity.

A Pokemon that threatens to stop this set cold is Mega Venusaur; due to this, Latios and Latias work as effective partners to deal with Mega Venusaur along with and other less common Poison-types. In the case of Latios, it can lure out and substantially weaken Heatran and Bisharp with Earthquake, making it easier for Clefable to pull off a late-game sweep. Both of these Pokemon provide Defog support, which is quite useful to deter the threat of entry hazards. Clefable also supports Latios and Latias by acting as a bulwark for Dark- and Dragon-type moves. While these pairs struggle a bit with Aegislash, among other Steel-types, Clefable can team up with Talonflame, a Pokemon that beats both Steel-types and Mega Venusaur. For Talonflame, Clefable deals with Rotom-W, and for all three, it works as a solid switch-in to Tyranitar.

In terms of more stall-based partners, Clefable pairs especially well with Quagsire, Gliscor, or Hippowdon. Quagsire and Clefable form a vicious Unaware core, as Quagsire counters Mega Charizard X, Scizor, and Bisharp, all physical attackers that Clefable struggles with; meanwhile, Clefable deals with other Dragon- and Fighting-types. Hippowdon works for similar reasons, but its improved bulk allows it to beat Aegislash and be better equipped to take on Mega Mawile and Talonflame. Furthermore, Hippowdon provides Stealth Rock support, making it easier to wear down Clefable's checks. In contrast to Quagsire and Hippowdon, Gliscor functions as an effective status sponge once Toxic Orb has activated, meaning that it has an easier time switching in on the likes of Heatran and Chansey.

Magic Guard + Calm Mind
########
name: Magic Guard + Calm Mind
move 1: Calm Mind
move 2: Moonblast
move 3: Soft-Boiled
move 4: Flamethrower / Cosmic Power
ability: Magic Guard
item: Life Orb / Leftovers
evs: 252 HP / 252 Def / 4 SpA
nature: Bold

Moves
========

Calm Mind bolsters Clefable's special stats, allowing it to both withstand special attacks with greater ease, as well as dish out moderately strong attacks of its own after a few boosts. Moonblast is a must with any Clefable really, as it is its most reliable STAB. Some key benchmarks to keep note of is that Clefable must have two boosts to OHKO Latias, Assault Vest Conkeldurr, and Mandibuzz. Soft-Boiled is absolutely necessary to keep replenishing Clefable's health in between setup. Flamethrower does well in melting most Steel-types. For instance, after a single boost, it OHKOes all of Mega Scizor, Ferrothorn, and Skarmory. Cosmic Power on the other hand eases setup versus offensive teams, making it very difficult to even 2HKO Clefable just after two boosts, but unfortunately, it lacks any use against other type of team. Lastly, Shadow Ball is a good coverage move in place of Flamethrower by providing Clefable with excellent neutral coverage alongside Moonblast; and most importantly, it gives it Clefable the capability to take down Heatran. (I tinkered around with the punctuation because having the Heatran part as an independent clause lends it more emphasis)

Set Details
========

The key to this set's success is via Magic Guard. With this ability, Clefable is completely uninhibited by status moves, allowing it to boost in the face of weak walls such as Chansey and Quagsire. In light of other possibilities, Clefable is able to use Magic Guard in tandem with Soft-Boiled, thus lessening the need for more convoluted healing, such as Wish + Protect. Moreover, Magic Guard's utility opens the floodgate of options by allowing Clefable to utilize moves such as Cosmic Power and items such as Life Orb without being overly subjugated to status in the case of Cosmic Power, nor nasty recoil in the case of Life Orb.

While Life Orb might seem like a strange choice, the fact that Clefable is impervious to passive damage via Magic Guard along with its access to reliable recovery in Soft-Boiled lessens the need for Leftovers. When its attacks are boosted by a Life Orb, Clefable is able to achieve KOs it wouldn't have otherwise, such as on Latias and Conkeldurr at +1 with Moonblast. In addition, Moonblast is able to cleanly 2HKO Unaware Quagsire, essentially preventing it from outstalling Clefable. With a Life Orb, Clefable also has a better chance to come out on top versus Chansey, making it a very effective stallbreaker. On the flip-side, Leftovers makes it easier for Clefable to continually set up Cosmic Power boosts; (semi-colon) this is especially useful when Clefable is up against more offensively-inclined teams.

Usage Tips
========

This set is fairly straightforward and easy to use—have Clefable come in on a weak wall, such as Rotom-W, Mandibuzz, or Chansey, and from there, Clefable it can set up Calm mind against these such threats with no concern. It's a good, however, to dispose of Whirlwind and/or Roar users and remove Heatran before attempting to do this, as all these threats keep Clefable in line so long as they're healthy. As far as teams to use this Clefable on, it best fits on almost any team in need of a stallbreaker. Do keep in mind that one of this Clefable's primary purposes is to take out stall, so it's best not to force it to assume the role of a wall itself; so be cautious if you attempt to switch it into more powerful physical attackers such as Garchomp and Terrakion.

Forcing a switch on the likes of Dragonite or doing the above is usually the best way to get off a Calm Mind boost or two. Also, should your version of Magic Guard Clefable run Cosmic Power, two boosts is the most it needs, as it prevents even Life Orb Bisharp from 2HKOing Clefable with Iron Head. Keep this in mind: don't get greedy with boosts. Having Clefable accumulate too many boosts increases the odds of a critical hit incurring, which ends up only wasting turns, and time, (remove comma) and ultimately puts you in a bad position if Clefable is taken out this way. Oftentimes, teams carry multiple checks to Clefable, most of them being Fire-weak Steel-types. To take advantage of that, it's good to go for Flamethrower once Clefable forces a switch as opposed to Calm Mind; (semi-colon) this way, it can take out at least one of its checks, thus making it easier to pull off a sweep later on in the match.

Team Options
========

Magic Guard Clefable is very self-sufficient and fits on almost any team, but it appreciates Pokemon that deal with Heatran and, (add comma) to a lesser extent, Bisharp. Keldeo and Quagsire are perfect partners, given their ability to easily plow through or wall both of these Pokemon, respectively, (remove comma) and work as solid switch-ins. While Keldeo and Quagsire do indeed have good synergy with Clefable, Heatran and Bisharp are unlikely to stay in on them; as such, it's better to pair Clefable with a Pokemon that lures out both of these threats and nails them on the switch. One such notable example is Earthquake Latios, which does a colossal amount of damage to the two Steel-types should they be foolish enough to directly come in.

Physically Defensive
########
name: Physically Defensive
move 1: Moonblast
move 2: Wish
move 3: Protect
move 4: Heal Bell / Thunder Wave / Stealth Rock
ability: Unaware
item: Leftovers
evs: 252 HP / 252 Def / 4 SpD
nature: Bold

Moves
=======

Moonblast is Clefable's compulsory STAB, as its great neutral coverage and solid Base Power does well in wearing down bulky targets such as Rotom-W. With Wish + Protect, Clefable works as a solid Wish passer for stall- and balanced-based teams. Protect also does well in garnishing leftovers recovery, allowing a worn-out Clefable to avoid a potential 2HKO. Heal Bell allows Clefable to act as a reliable cleric; therefore, it permits Clefable's offensive teammates to play a bit more aggressively, as the threat of status is watered down to a significant degree. On the other hand, Thunder Wave is fantastic on Clefable by crippling setup sweepers it has difficulty KOing, (add comma) such as Mega Tyranitar and Mega Gyarados, all the while and immobilizing common switch-ins such as Mega Charizard Y and Gengar, and thus creating an advantageous situation for its teammates. However, should your team lack a dedicated Stealth Rock user, then Clefable can perform this role exceptionally well given its ability to force switches and discourage several common Defog users such as Latios and Mandibuzz from coming in and removing the entry hazard.

Toxic may be used in the last slot to cripple Hippowdon, Zapdos, Volcarona, Talonflame, and bulky Mega Charizard X. Just be wary that many of Clefable's other switch-ins are completely unfazed by Toxic, as they are either Poison- or Steel-types. Moonlight is an option over Wish + Protect so that Clefable acquires an extra moveslot to support its teammates, (replace semi-colon with comma) although, (remove comma) the low PP and dilution under sandstorm makes this move a rather high opportunity cost, especially when taking into account that this Clefable needs all the PP it can get when it's up against opposing stall teams.

Set Details
========

The set is geared more towards physical defense, as it allows Clefable to better deal with the likes of Garchomp and Terrakion. Should your team have a proper way of dealing with boosting sweepers, Clefable may forgo Unaware in exchange for Magic Guard. Due to its immunity to all forms of passive damage, it makes Clefable a much more efficient Wish passer. Magic Guard also gives Clefable more flexibility in its moveslots, as it can now run Soft-Boiled for recovery, giving it an extra moveslot to support its teammates with or utilize a coverage move such as Flamethrower. Do note, however, that the entire allure towards using defensive Clefable is to remove the threat of setup sweepers; (semi-colon) you'll find that by removing Magic Guard, not only does Clefable lose the ability to counter Pokemon it's supposed to, but its sheer passiveness allows a multitude of bulky threats to set up on it.

A specially defensive spread is a viable alternative, as it allows Clefable to hard-counter Greninja, all variants of Nasty Plot Thundurus, and Tail Glow Manaphy, (remove comma) while still having enough bulk to comfortably wall the likes of Conkeldurr and better deal with Keldeo, Sludge Wave-less Landorus, and Life Orb Deoxys-S. The only issue with such a spread is that Clefable struggles to tank physical attacks more easily, thus reducing the overall pool of Pokemon it normally beats. In particular, Garchomp's Earthquake and Latios's Psyshock will do a sizable chunk, so much so that Clefable should only switch in with the utmost prudence.

Usage Tips
========

Defensive Clefable best fits on balanced or stall teams in need of cleric and/or Wish Support. Its ability to check or counter the likes of Garchomp, Manaphy, Thundurus, Swords Dance Talonflame, Mega Tyranitar, Azumarill, Kyurem-B, Dragonite, Latios, Conkeldurr, Terrakion, Suicune, and Breloom, as well as soft-check many other set up sweepers courtesy of its defensive typing and Unaware, makes it invaluable on these sorts of teams. Clefable is best brought out to check the above threats and may be done so at nearly any moment of the match.

When up against offensive teams, Clefable is able to force many switches; as such, this is the best time to fire off a Thunder Wave to cripple the opposing switch-in or lay Stealth Rock on the field. Keep in mind that if Clefable's health is around 50% upon switching into a certain threat, then it's better to simply recover at that moment so that Clefable can continue to check the Pokemon in question. Also, due to its low PP, Heal Bell is to be used sparingly, especially when up against opposing stall teams where the cleric's role is invaluable in winning the status war. It's good to keep in mind, however, that unlike Heal Bell, it's advisable for Clefable to use Protect to scout for certain coverage options such as an Iron Head from Kyurem-B, (remove comma) or accumulate Leftovers recovery in order to avoid a possible 2HKO from Terrakion's Life Orb-boosted Stone Edge, among other attacks.

Team Options
========

In terms of defensive partners, Clefable works quite well with the following: Mega Venusaur, Quagsire, Hippowdon, and Landorus-T. Clefable provides Heal Bell support to all four, which is much appreciated given that the above Pokemon detest burns; in return, Quagsire, Landorus-T, and Hippodown help check Steel-types such as Heatran, Excadrill, Mega Scizor, and Bisharp, whereas Mega Venusaur easily deals with Keldeo and some of the previously mentioned Steel-types.

More offensively-inclined partners include Mega Medicham, Mega Gyarados, and Conkeldurr. Due to Clefable's vulnerability to Steel-types and to a lesser extent, Poison-types, the above Pokemon are useful in more ways than one. Mega Medicham easily destroys any Steel-type with its STAB-boosted High Jump Kick and slaughters Mega Venusaur with Zen Headbutt. Just like Mega Medicham, Conkeldurr also helps deal with Steel-types, but it also takes down Gengar thanks to its meaty defenses and Guts ability, which allow it to easily tank a Shadow Ball and take advantage of Will-O-Wisp. Lastly, Mega Gyarados forces out many of Clefable's checks and proceeds to set up. It goes without saying that Clefable can also aid the Pokemon in question; for instance, Clefable provides cleric support for the former two and Wish support to all three, all the while keeping Latios in line for Conkeldurr and Mega Medicham and Thundurus for Mega Gyarados.

Tank
########
name: Tank
move 1: Moonblast
move 2: Fire Blast
move 3: Thunder Wave
move 4: Soft-Boiled
ability: Magic Guard
item: Life Orb
evs: 252 HP / 4 Def / 252 SpA
nature: Modest

Moves
========

Backed by a Life Orb and maximum Special Attack investment, Moonblast deals a surprising amount of damage, easily 2HKOing most Quagsire, Rotom-W, and Hippowdon. Fire Blast on the other hand OHKOes every OU Steel-type except for Heatran. Thunder Wave allows Clefable to cripple Gengar, Mega Charizard Y, and other common switch-ins, while acting as an emergency check if need be to Keldeo and Greninja. Soft-Boiled keeps Clefable healthy, allowing it to continually batter through defensive walls and recover in-between attacking. Thunderbolt may be used over Thunder Wave, as it OHKOes Talonflame and Mega Charizard Y after Stealth Rock, as well as give Clefable the opportunity to beat defensive Heatran one-versus-one. Psychic is also viable, as it allows Clefable to lure out and 2HKO Mega Venusaur and other Poison-types and OHKO Gengar. Hidden Power Ground may be used to lure out Heatran and easily 2HKO every variant after Stealth Rock.

Set Details
========

Magic Guard is chosen as the main ability in order to nullify Life Orb recoil, thus giving Clefable the perfect median of power and durability alongside its high Base Power coverage moves and access to reliable recovery in Soft-Boiled. The maximum Special Attack investment allows Clefable to pack a punch, which in tandem with the HP investment, permits Clefable to easily tank most attacks and strike back hard. Speed investment is an option in order for Clefable to get the jump on fast, (remove comma) defensive threats such as Mandibuzz and Skarmory to KO them before they Defog, but between Thunder Wave and the fact that Clefable really needs every bit of bulk it can get its grubby little hands on to make the set function, it really isn't worth it most of the time.

Usage Tips
========

This Clefable's main purpose is to simply weave in and out of the match sponging weak or resisted hits, and recover over the course of this ordeal, all the while throwing out Life Orb-boosted attacks in order to wear down the opposition for its teammates. Because of its Magic Guard ability, its minimal dependency on Speed, and the fact that it doesn't use physical attacks, this Clefable works as a fantastic status-sponge for bulky offensive teams, easily coming in to sponge burns from weak Scald users such as Quagsire, Will-O-Wisp from Mega Charizard X, Toxic from Chansey, and Thunder Wave from Thundurus. Furthermore, due to its immunity to passive damage and sheer defiance to go down in the face of weak attacks and status, it also solidly switches in on most defensive Pokemon and takes anything they have to throw at it.

Basically, this gist of it is this: between its solid bulk, good resistances, strong attacks, and Thunder Wave, this Clefable is meant to be played via short-term strategic goals by targeting not the Pokemon it is currently up against, but rather, the one meant to come in and check it. In doing so, Clefable can eventually cripple or even take out most of its checks mid-game, paving the way for a Pokemon that shares similar counter-measures to sweep.

Team Options
========

Stealth Rock support is highly appreciated, as it makes it easier for Clefable to do its job of wearing down the opposing team's offensive and defensive Pokemon alike. Stealth Rock Landorus and Garchomp are both very good offensive partners that set entry hazards and aid Clefable in breaking down the opposing team. Clefable aids Landorus by being able to deal with almost all of its checks, such as Mandibuzz and Rotom-W, (add comma) and in the case of Garchomp, Clefable lures out Skarmory and OHKOes it with Fire Blast and lures out opposing Clefable, thus 2HKOing them with a Life Orb-boosted Moonblast.

Luring in Steel-types and bulky defensive Pokemon and smashing them to pieces is what this Clefable does best, so, Pokemon that benefit with the removal of such threats will greatly appreciate its partnership. Swords Dance Mega Scizor in particular benefits greatly with the removal of Aegislash and a weakened Rotom-W. Slow sweepers such as Manaphy, Mega Mawile, and Belly Drum Azumarill also appreciate Clefable's paralysis support. Manaphy is a very good partner in general, as it can boost to +3 via Tail Glow and smash Mega Venusaur, among many of Clefable's other checks, with Psychic.

Other Options
########

Clefable has a slew of other supportive and disruptive tactics, including Encore, Healing Wish, Trick + Flame Orb, Magic Coat, Counter, and Psych Up. Encore works effectively with Magic Guard variants by halting boosting sweepers; Encore it is also useful by locking slower entry hazard setters into one move. However, Clefable should best stick to Unaware if it wants to combat boosting sweepers, and outside of the previously mentioned application, Encore has otherwise limited use. Healing Wish can be a game-changing move on more offensively-based teams by restoring the health of an injured sweeper, (replace semi-colon with comma) although, (remove comma) sacrificing Clefable is generally imprudent given its vital role as a team player. Trick + Flame Orb in tandem with Magic Guard is a great way to cripple many of Clefable's common switch-ins such as Bisharp, Excadrill, and Scizor, among others. Another way Clefable can become even more of annoyance is with Magic Coat, as it deflects entry hazards from the Deoxys formes and gives faster Taunt users a taste of their own medicine. Counter also finds use by getting a surprise KO on physical attackers that want to try their luck with Clefable, but this option is an immediate giveaway and subsequent waste if used carelessly. Psych Up is a very interesting option, as Clefable ignores boosts from offensive threats via Unaware and mimics their boosts with the move; in particular, it can be rather devastating against Calm Mind users such as Manaphy, Suicune, and Quiver Dance Volcarona.

In regard to more offensive options, Clefable's vast offensive movepool includes Focus Blast, Charge Beam, Ice Beam, Seismic Toss, Knock Off, and Stored Power. Focus Blast may be used over Flamethrower on the Calm Mind sets to break past Heatran, but its low PP and unappealing accuracy might be a turnoff. Charge Beam may also be used to simultaneously attack and potentially bestow Clefable with a Special Attack boost, but it is laughably weak. Ice Beam works effectively by destroying Gliscor, Zapdos, and Landorus-T, but it has limited use outside of that. Seismic Toss is an option on the defensive sets for a consistent damaging move. Stored Power may be used on the Magic Guard + Calm Mind set, but Clefable is better off using its primary STAB to deal damage. Lastly, Knock Off's disruptive shenanigans work well in crippling many of Clefable's opponents, but again, it is quite weak.

Checks & Counters
########

**Bulky Taunt users**: In order to take Clefable down, Taunt users that naturally outspeed it are necessary to both keep Clefable from supporting its teammates and grab multiple Calm Mind boosts. Heatran, Mew, specially defensive Talonflame, and Deoxys-D easily come in on just about every one of Clefable's attacks; (semi-colon) prevent it from boosting, spreading status, or recovering via Taunt; (semi-colon) recover off any damage they might have attained upon switching in; (semi-colon) and slowly but surely, wear Clefable down with their own attacks. However, the latter three are instantaneously crippled by an incoming Toxic on the switch, though, in Heatran's case, the only thing that stops it Heatran from countering Clefable is a surprise coverage move specifically aimed to beat it.

**Poison-types**: Clefable's most notable check is Mega Venusaur, as it easily switches in on all of Clefable's standard attacks and 2HKOes it with Sludge Bomb; however, Clefable can muscle through it with the Calm Mind set. Other checks are Amoonguss, Gengar, and Roserade. Amoonguss only has to watch out for a Life Orb-boosted Fire Blast; otherwise, it's a solid check to Clefable for reasons similar to Mega Venusaur, but in contrast, it does not lose to the Calm Mind sets because of Clear Smog. In the case of Gengar and Roserade, neither of them enjoy switching in on a Fire-type move, but should they get in safely, they easily destroy Clefable with their STAB-boosted Sludge Bomb.

**Steel-types**: Just about every offensive Steel-type checks Clefable fairly well by virtue of their natural type advantage and brute strength. These Pokemon include Aegislash, Bisharp, Mega Mawile, Mega Scizor, and Excadrill. Although However, it is precautionary that these all of the Pokemon all these avoid directly switching in on Clefable, as it frequently carries a Fire-type move that at worst, 3HKOes them at the very least and at best, or, as in a few cases, OHKOes them at a moment's notice.




GP 1 / 2
 
Last edited:

Srn

Water (Spirytus - 96%)
is an official Team Rateris a Forum Moderatoris a Community Contributoris a Top Tiering Contributor
OUPL Champion
This is already approved by QC, but just one nitpick.

When talking about heal bell, I think it's important to mention that you can cure paralysis on a sweeper that was crippled from thundurus to break the team again.
 

phantom

Banned deucer.
It's already mentioned vaguely along with other status, I don't think I have to go in THAT much more detail lol. Anyway, GP #2 plz.
 

horyzhnz

[10:02:17 AM] flcl: its hory xD
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Overview
########

Generation after generation, Clefable has languished in the shadows of its many contemporaries, but no more is this the case, as Clefable's astronomical rise to OU super-stardom is attributed to its brand-spanking, new Fairy typing. Two phenomenal abilities in Magic Guard and Unaware allow it to take on a multitude of roles including an Unaware Calm Mind set, a Magic Guard Calm Mind set, a physical wall, and even a tank. With Unaware, Clefable is able to effortlessly halt a significant quantity of boosting sweepers and even use such sweepers as setup bait, whereas Magic Guard works fantastically in negating every form of residual damage, making Clefable an incredibly dangerous Pokemon for stall-based teams and nearly impossible to wear down. Furthermore, Clefable's amazing movepool—both supportively and offensively—along with its outstanding abilities allows it to perform all of its given roles incredibly well and makes it the perfect glue to many teams, easily stitching the holes in teams that struggle with top-tier threats such as Azumarill, Thundurus, and the various Fighting- and Dragon-types inhabiting the OU tier. In stark contrast to how vast Clefable's movepool is, its stats pale in comparison. With not a single base stat over 100, it is quite apparent that Clefable must often specialize in only two stats in order to achieve the highest success rate for any of its sets. While Clefable's typing is unquestionably good, its mediocre defenses can only take it so far. This flaw is all the more evident when Clefable is compared to sturdier supporters such as Chansey, which, unlike Clefable, has the raw bulk to take on the likes of Mega Charizard Y. However, it is Clefable's sheer versatility that always puts its user one step ahead of the opponent and ultimately makes it the wild card of the match.

Unaware + Calm Mind
########
name: Unaware + Calm Mind
move 1: Calm Mind
move 2: Moonblast
move 3: Wish / Moonlight
move 4: Protect / Heal Bell / Flamethrower
ability: Unaware
item: Leftovers
evs: 252 HP / 252 Def / 4 SpA
nature: Bold

Moves
========

Calm Mind allows Clefable to pose as an offensive threat after a few boosts while also making it difficult to take out with special attacks. Moonblast is Clefable's most reliable STAB move that works well in wearing down many of its common switch-ins before setup setting up. With Wish + and Protect, Clefable is able to keep itself healthy as it uses Calm Mind, while also acting as a key team player. However, despite the unappealing PP of Moonlight and its effects under sandstorm, it's also a good recovery option and has the benefit of freeing up a moveslot. In that moveslot, Heal Bell works superbly by removing the threat of Toxic as Clefable sets up and providing provides relief from other status afflictions for its teammates, whereas Flamethrower can prove to be especially handy when dealing with Steel-types such as Scizor, Mega Mawile, and Skarmory; it also gets the quick KO at +1 against slower Steel-types such as Ferrothorn. Moonlight also bestows Clefable with one other very notable advantage: the capability to defeat Mega Charizard Y. Due to the fact that Moonlight restores up to 66% of its overall health under sunlight, and combine that with the fact that Drought only lasts for five turns, should Clefable have attained a Calm Mind boost prior to Mega Charizard Y switching in, then it can repeatedly use Moonlight for the duration of the sun turns, thus eventually bringing it down once the weather condition dissipates. In light of alternate move options, Clefable can make use of Shadow Ball. Shadow Ball grants excellent neutral coverage in tandem with Moonblast and allows Clefable to muscle past Heatran in a more efficient fashion.

Set Details
========

Unaware is what gives this set its distinct flavor, as it allows Clefable to accomplish impressive feats by using boosted setup sweepers such as +6 Manaphy and +6 Azumarill as setup bait. With Unaware, this set is also guaranteed to come out on top versus every relevant Calm Mind user in OU. The EVs and a Bold mature nature maximize Clefable's Defense stat for two reasons: the first is that Calm Mind already patches up Clefable's uninvested Special Defense stat, so any Special Defense investment is just flat-out redundant, and the second is that with these EVs, it can set up a lot more comfortably against powerful physical attackers such as Dragonite, Conkeldurr, and defensive Landorus-T, while not being thrown for a loop when up against formidable Psyshock users such as Latios.

Usage Tips
========

This set is meant to fulfill two simultaneous roles: a fantastic check to a multitude of setup sweepers courtesy of Unaware and a solid late-game win condition with Calm Mind. This Clefable should be played as a defensive Pokemon at the start of the match and only go for a Calm Mind sweep mid- to late-game, as because at that point, many of its checks and counters are properly weakened. On the other hand, with its solid defenses, it counters or checks the following setup sweepers at the earlier stages of the match: Swords Dance Talonflame, Belly Drum Azumarill, Calm Mind Suicune, Tail Glow Manaphy, Swords Dance Garchomp, Dragon Dance Mega Tyranitar, Dragon Dance Gyarados, Nasty Plot Thundurus, and many more. It's also key to note that this Clefable will always come out on top against opposing Calm Mind users, so there's little to fear when up against such threats, and in fact, it is in Clefable's best interest to set up against these types of Pokemon. While it's better to save Calm Mind for when Clefable can sweep, the move is useful in that it pumps up Clefable's Special Defense, allowing it to better deal with more powerful offensive threats such as Choice Specs Keldeo and Mega Gardevoir.

Stall- and bulky offense-based teams is are where this Clefable thrives. Most of the time, it is good to not reveal Calm Mind until the later stages of the match; in other words, fool your opponent into thinking that it's merely a defensive set, as since in that case, they're less likely to play carefully with their Clefable checks due to the fact that it might not pose an offensive threat. Something to keep in mind is that it's best not to mindlessly switch Clefable into Trick users, even those that it normally counters. Likewise, when up against these threats one-on-one, it's good to scout their move with Protect should they choose to stay in. Protect is also good to use to ease pivot switching, accumulate Leftovers recovery, and in general, play mind games with your opponent. Unlike other Protect users, Clefable does not have to fear most setup sweepers, as the only thing to watch out for when using the move is giving your opponent a free turn to set up entry hazards.

Team Options
========

Keldeo aids Clefable by being able to deal with Heatran, Bisharp, and many other Steel-types; in return, Clefable easily counters Latios and Latias, two Pokemon that Keldeo struggles with. Aegislash is also a good partner, as it Pursuit-traps pesky special walls such as Chansey, while luring out both Heatran and Bisharp and then smacking the two with Sacred Sword. Furthermore, Clefable helps Aeigslash by countering Mandibuzz and effectively dealing with Garchomp. Mega Gyarados also makes for a good partner, as it deals with Heatran, Aegislash, Bisharp, and Excadrill, whereas Clefable deals with Thundurus, Rotom-W, and Fighting-types such as Conkeldurr. In addition, it provides Wish support to all its partners, thus increasing their overall longevity.

A Pokemon that threatens to stop this set cold is Mega Venusaur; due to this, Latios and Latias work as effective partners to deal with Mega Venusaur and other less common Poison-types. In the case of Latios, it can lure out and substantially weaken Heatran and Bisharp with Earthquake, making it easier for Clefable to pull off a late-game sweep. Both of these Pokemon also provide Defog support, which is quite useful to deter the threat of entry hazards. Clefable also supports Latios and Latias by acting as a bulwark for Dark- and Dragon-type moves. While these pairs struggle a bit with Aegislash, among other Steel-types, Clefable can team up with Talonflame, a Pokemon that beats both Steel-types and Mega Venusaur. For Talonflame, Clefable deals with Rotom-W, and for all three, it works as a solid switch-in to Tyranitar.

In terms of more stall-based partners, Clefable pairs especially well with Quagsire, Gliscor, or Hippowdon. Quagsire and Clefable form a vicious Unaware core, as Quagsire counters Mega Charizard X, Scizor, and Bisharp, all physical attackers that Clefable struggles with; meanwhile, Clefable deals with other Dragon- and Fighting-types. Hippowdon works for similar reasons, but its improved bulk allows it to beat Aegislash and be better equipped to take on Mega Mawile and Talonflame. Furthermore, Hippowdon provides Stealth Rock support, making it easier to wear down Clefable's checks. In contrast to Quagsire and Hippowdon, Gliscor functions as an effective status sponge once Toxic Orb has activated, meaning that it has an easier time switching in on the likes of Heatran and Chansey.

Magic Guard + Calm Mind
########
name: Magic Guard + Calm Mind
move 1: Calm Mind
move 2: Moonblast
move 3: Soft-Boiled
move 4: Flamethrower / Stored Power / Cosmic Power
ability: Magic Guard
item: Life Orb / Leftovers
evs: 252 HP / 252 Def / 4 SpA
nature: Bold

Moves
========

Calm Mind bolsters Clefable's special stats, allowing it to both withstand special attacks with greater ease, as well as dish out moderately strong attacks of its own after a few boosts. Moonblast is a must with any Clefable really, as it is its most reliable STAB. Some key benchmarks to keep note of is that Clefable must have two boosts to OHKO Latias, Assault Vest Conkeldurr, and Mandibuzz. Soft-Boiled is absolutely necessary to keep replenishing Clefable's health in between setup. Flamethrower does well in melting most Steel-types; for instance, after a single boost, it OHKOes all of Mega Scizor, Ferrothorn, and Skarmory. Stored Power gives Clefable some incredible stall-breaking utility, as at +6, Stored Power compensates where Moonblast is lacking by easily shattering through Heatran, Chansey, and Mega Venusaur, as well as opposing Unaware users due to its mechanics. Cosmic Power on the other hand eases setup versus offensive teams, making it very difficult to even 2HKO Clefable just after two boosts, but unfortunately, it lacks any use against other types of teams. Lastly, Shadow Ball is a good coverage move in place of Flamethrower by providing Clefable with excellent neutral coverage alongside Moonblast; most importantly, it gives Clefable the capability to take down Heatran.

Set Details
========

The key to this set's success is via Magic Guard. With this ability, Clefable is completely uninhibited by status moves, allowing it to boost in the face of weak walls such as Chansey and Quagsire. In light of other possibilities, Clefable is able to use Magic Guard in tandem with Soft-Boiled, thus lessening the need for more convoluted healing, such as Wish + Protect. Moreover, Magic Guard's utility opens the floodgate of options by allowing Clefable to utilize moves such as Cosmic Power and items such as Life Orb without being overly subjugated to status in the case of Cosmic Power, nor nasty recoil in the case of Life Orb.

While Life Orb might seem like a strange choice, the fact that Clefable is impervious to passive damage via Magic Guard along with its access to reliable recovery in Soft-Boiled lessens the need for Leftovers. When its attacks are boosted by a Life Orb, Clefable is able to achieve KOs it wouldn't have otherwise, such as on Latias and Conkeldurr at +1 with Moonblast. In addition, Moonblast is able to cleanly 2HKO Unaware Quagsire, essentially preventing it from outstalling Clefable. With a Life Orb, Clefable also has a better chance to come out on top versus Chansey, making it a very effective stallbreaker. On the flip-side, Leftovers makes it easier for Clefable to continually set up Cosmic Power boosts; this is especially useful when Clefable is up against more offensively-inclined teams.

Usage Tips
========

This set is fairly straightforward and easy to use; have Clefable come in on a weak wall,(RC) such as Rotom-W, Mandibuzz, or Chansey, and from there, it can set up Calm Mind against these such threats with no concern. It's a good, however, to dispose of Whirlwind and/or Roar users and remove Heatran before attempting to do this, as all these threats keep Clefable in line so long as they're healthy. As far as teams to use this Clefable on, it best fits on almost any team in need of a stallbreaker or a generally good sweeper. Do keep in mind that one of this Clefable's primary purposes is to take out stall, so it's best not to force it to assume the role of a wall itself; be cautious if you attempt to switch it into more powerful physical attackers such as Garchomp and Terrakion.

Forcing a switch on the likes of Dragonite or doing the above is usually the best way to get off a Calm Mind boost or two. Also, should your version of Magic Guard Clefable run Cosmic Power, two boosts is the most it needs, as it prevents even Life Orb Bisharp from 2HKOing Clefable with Iron Head. Keep this in mind: don't get too greedy with boosts. Having Clefable accumulate too many boosts increases the odds of a critical hit incurring, which ends up only wasting turns and time and ultimately puts you in a bad position if Clefable is taken out this way. Oftentimes, teams carry multiple checks to Clefable, most of them being Fire-weak Steel-types. To take advantage of that, it's good to go for Flamethrower once Clefable forces a switch as opposed to Calm Mind; this way, it can take out at least one of its checks, thus making it easier to pull off a sweep later on in the match.

Team Options
========

Magic Guard Clefable is very self-sufficient and fits on almost any team, but it appreciates Pokemon that deal with Heatran, and to a lesser extent, Bisharp. Keldeo and Quagsire are perfect partners, given their ability to easily plow through or wall both of these Pokemon,(RC) respectively and work as solid switch-ins. While Keldeo and Quagsire do indeed have good synergy with Clefable, Heatran and Bisharp are unlikely to stay in on them; as such, it's better to pair Clefable with a Pokemon that lures out both of these threats and nails them on the switch. One such notable example is Earthquake Latios, which does a colossal amount of damage to the two Steel-types should they be foolish enough to directly come in.

Physically Defensive
########
name: Physically Defensive
move 1: Moonblast
move 2: Wish
move 3: Protect
move 4: Heal Bell / Thunder Wave / Stealth Rock
ability: Unaware
item: Leftovers
evs: 252 HP / 252 Def / 4 SpD
nature: Bold

Moves
=======

Moonblast is Clefable's compulsory STAB, as its great neutral coverage and solid Base Power does well in wearing down bulky targets such as Rotom-W. With Wish + and Protect, Clefable works as a solid Wish passer for stall- and balanced-based teams. Protect also does well in garnishing Leftovers recovery, allowing a worn-out Clefable to avoid a potential 2HKO. Heal Bell allows Clefable to act as a reliable cleric; therefore, it permits Clefable's offensive teammates to play a bit more aggressively, as the threat of status is watered down to a significant degree. On the other hand, Thunder Wave is fantastic on Clefable by crippling setup sweepers it has difficulty KOing such as Mega Tyranitar and Mega Gyarados, and immobilizing common switch-ins such as Mega Charizard Y and Gengar, thus creating an advantageous situation for its teammates. However, should your team lack a dedicated Stealth Rock user, then Clefable can perform this role exceptionally well given its ability to force switches and discourage several common Defog users such as Latios and Mandibuzz from coming in and removing the entry hazard.

Toxic may be used in the last slot to cripple Hippowdon, Zapdos, Volcarona, Talonflame, and bulky Mega Charizard X. Just be wary that many of Clefable's other switch-ins are completely unfazed by Toxic, as they are either Poison- or Steel-types. Moonlight is an option over Wish + Protect so that Clefable acquires an extra moveslot to support its teammates, although the low PP and dilution under sandstorm makes this move a rather high opportunity cost, especially when taking into account that this Clefable needs all the PP it can get when it's up against opposing stall teams.

Set Details
========

The set is geared more towards physical defense, as it allows Clefable to better deal with the likes of Garchomp and Terrakion. Should your team have a proper way of dealing with boosting sweepers, Clefable may forgo Unaware in exchange for Magic Guard. Due to its immunity to all forms of passive damage, it makes Clefable Magic Guard Clefable makes a much more efficient Wish passer. Magic Guard also gives Clefable more flexibility in its moveslots, as it can now run Soft-Boiled for recovery, giving it an extra moveslot to support its teammates with or utilize a coverage move such as Flamethrower. Do note, however, that the entire allure towards using defensive Clefable is to remove the threat of setup sweepers; you'll find that by forgoing Unaware, not only does Clefable lose the ability to counter Pokemon it's supposed to, but its sheer passiveness allows a multitude of bulky threats to set up on it.

A specially defensive spread is a viable alternative, as it allows Clefable to hard-counter Greninja, all variants of Nasty Plot Thundurus, and Tail Glow Manaphy while still having enough bulk to comfortably wall the likes of Conkeldurr and better deal with Keldeo, Sludge Wave-less Landorus, and Life Orb Deoxys-S. The only issue with such a spread is that Clefable struggles to tank physical attacks more easily, thus reducing the overall pool of Pokemon it normally beats. In particular, Garchomp's Earthquake and Latios's Psyshock will do a sizable chunk, so much so that Clefable should only switch in with the utmost prudence.

Usage Tips
========

Defensive Clefable best fits on balanced or stall teams in need of cleric and/or Wish Support. Its Clefable's ability to check or counter the likes of Garchomp, Manaphy, Thundurus, Swords Dance Talonflame, Mega Tyranitar, Azumarill, Kyurem-B, Dragonite, Latios, Conkeldurr, Terrakion, Suicune, and Breloom, as well as soft-check many other setup (remove space between 'set' and 'up') sweepers courtesy of its defensive typing and Unaware, makes it invaluable on these sorts of teams. Clefable is best brought out to check the above threats and may be done so at nearly any moment of the match.

When up against offensive teams, Clefable is able to force many switches; as such, this is the best time to fire off a Thunder Wave to cripple the opposing switch-in or lay Stealth Rock on the field. Keep in mind that if Clefable's health is around 50% upon switching into a certain threat, then it's better to simply recover at that moment so that Clefable can continue to check the Pokemon in question. Also, due to its low PP, Heal Bell is to be used sparingly, especially when up against opposing stall teams where the cleric's role is invaluable in winning the status war. It's good to keep in mind, however, that unlike Heal Bell, it's advisable for Clefable to use Protect to scout for certain coverage options such as an Iron Head from Kyurem-B or accumulate Leftovers recovery in order to avoid a possible 2HKO from Terrakion's Life Orb-boosted Stone Edge, among other attacks.

Team Options
========

In terms of defensive partners, Clefable works quite well with the following: Mega Venusaur, Quagsire, Hippowdon, and Landorus-T. Clefable provides Heal Bell support to all four, which is much appreciated given that the above Pokemon detest burns; in return, Quagsire, Landorus-T, and Hippodown help check Steel-types such as Heatran, Excadrill, Mega Scizor, and Bisharp, whereas Mega Venusaur easily deals with Keldeo and some of the previously mentioned Steel-types.

More offensively-inclined partners include Mega Medicham, Mega Gyarados, and Conkeldurr. Due to Clefable's vulnerability to Steel-types and to a lesser extent, Poison-types, the above Pokemon are useful in more ways than one. Mega Medicham easily destroys any Steel-type with its STAB-boosted High Jump Kick and slaughters Mega Venusaur with Zen Headbutt. Just like Mega Medicham, Conkeldurr also helps deal with Steel-types, but it also takes down Gengar thanks to its meaty defenses and Guts ability, which allow it to easily tank a Shadow Ball and take advantage of Will-O-Wisp. Lastly, Mega Gyarados forces out many of Clefable's checks and proceeds to set up. It goes without saying that Clefable can also aid the Pokemon in question; for instance, Clefable provides cleric support for the former two and Wish support to all three, all the while keeping Latios in line for Conkeldurr and Mega Medicham and Thundurus for Mega Gyarados.

Tank
########
name: Tank
move 1: Moonblast
move 2: Fire Blast
move 3: Thunder Wave
move 4: Soft-Boiled
ability: Magic Guard
item: Life Orb
evs: 252 HP / 4 Def / 252 SpA
nature: Modest

Moves
========

Backed by a Life Orb and maximum Special Attack investment, Moonblast deals a surprising amount of damage, easily 2HKOing most Quagsire, Rotom-W, and Hippowdon. Fire Blast on the other hand OHKOes every OU Steel-type except for Heatran. Thunder Wave allows Clefable to cripple Gengar, Mega Charizard Y, and other common switch-ins, while acting as an emergency check if need be to Keldeo and Greninja. Soft-Boiled keeps Clefable healthy, allowing it to continually batter through defensive walls and recover in-between (remove hyphen) attacking. Thunderbolt may be used over Thunder Wave, as it OHKOes Talonflame and Mega Charizard-Y after Stealth Rock, as well as give giving Clefable the opportunity to beat defensive Heatran one-versus-one. Psychic is also viable, as it allows Clefable to lure out and 2HKO Mega Venusaur and other Poison-types and OHKO Gengar and OHKO Gengar, as well as 2HKO Mega Venusaur and other Poison-types. Hidden Power Ground may be used to lure out Heatran and easily 2HKO every variant after Stealth Rock.

Set Details
========

Magic Guard is chosen as the main ability in order to nullify Life Orb recoil, thus giving Clefable the perfect median of power and durability alongside its high Base Power coverage moves and access to reliable recovery in Soft-Boiled. The maximum Special Attack investment allows Clefable to pack a punch, which in tandem with the HP investment, permits Clefable to easily tank most attacks and strike back hard. Speed investment is an option in order for Clefable to get the jump on fast defensive threats such as Mandibuzz and Skarmory to KO them before they Defog, but between Thunder Wave and the fact that Clefable really needs every bit of bulk it can get its grubby little hands on to make the set function, it really isn't worth it most of the time.

Usage Tips
========

This Clefable's main purpose is to simply weave in and out of the match sponging weak or resisted hits, recover over the course of this ordeal, all the while throwing out Life Orb-boosted attacks in order to wear down the opposition for its teammates. Because of its Magic Guard ability, its minimal dependency on Speed, and the fact that it doesn't use physical attacks, this Clefable works as a fantastic status-sponge for bulky offensive teams, easily coming in to sponge burns from weak Scald users such as Quagsire, Will-O-Wisp from Mega Charizard X, Toxic from Chansey, and Thunder Wave from Thundurus. Furthermore, due to its immunity to passive damage and sheer defiance to go down in the face of weak attacks and status, it also solidly switches in on most defensive Pokemon and takes anything they have to throw at it.

Basically, this gist of it is this: (redundant) between its solid bulk, good resistances, strong attacks, and Thunder Wave, this Clefable is meant to be played via short-term strategic goals by not targeting not the Pokemon it is currently up against, but rather, the one meant to come in and check it. In doing so, Clefable can eventually cripple or even take out most of its checks mid-game, paving the way for a Pokemon that shares similar counter-measures to sweep.

Team Options
========

Stealth Rock support is highly appreciated, as it makes it easier for Clefable to do its job of wearing down the opposing team's offensive and defensive Pokemon alike. Stealth Rock Landorus and Garchomp are both very good offensive partners that set entry hazards and aid Clefable in breaking down the opposing team. Clefable aids Landorus by being able to deal with almost all of its checks, such as Mandibuzz and Rotom-W, and in the case of Garchomp, Clefable lures out Skarmory and OHKOes it with Fire Blast and also lures out opposing Clefable, thus 2HKOing them with a Life Orb-boosted Moonblast.

Luring in Steel-types and bulky defensive Pokemon and smashing them to pieces is what this Clefable does best, so,(RC) Pokemon that benefit with from the removal of such threats will greatly appreciate its partnership. Swords Dance Mega Scizor in particular benefits greatly with the removal of Aegislash and a weakened Rotom-W. Slow sweepers such as Manaphy, Mega Mawile, and Belly Drum Azumarill also appreciate Clefable's paralysis support. Manaphy is a very good partner in general, as it can boost to +3 via Tail Glow and smash Mega Venusaur, among as well as many of Clefable's other checks, with Psychic.

Other Options
########

Clefable has a slew of other supportive and disruptive tactics, including Encore, Healing Wish, Trick + Flame Orb, Magic Coat, Counter, and Psych Up. Encore works effectively with Magic Guard variants by halting boosting sweepers; it is also useful by for locking slower entry hazard setters into one move.(full stop) However, Clefable should best stick to Unaware if it wants to combat boosting sweepers, and outside of the previously mentioned application, Encore has limited use. Healing Wish can be a game-changing move on more offensively-based teams by restoring the health of an injured sweeper, although sacrificing Clefable is generally imprudent given its vital role as a team player. Trick + Flame Orb in tandem with Magic Guard is a great way to cripple many of Clefable's common switch-ins such as Bisharp, Excadrill, and Scizor, among others. Another way Clefable can become even more of an annoyance is with Magic Coat, as it deflects entry hazards from the Deoxys formes and gives faster Taunt users a taste of their own medicine. Counter also finds use by getting a surprise KO on physical attackers that want to try their luck with Clefable, but this option is an immediate giveaway and subsequent waste if used carelessly. Psych Up is a very interesting option, as Clefable ignores boosts from offensive threats via Unaware and mimics their boosts with the move; in particular, it can be rather devastating against Calm Mind users such as Manaphy, Suicune, and Quiver Dance Volcarona.

In regard to more offensive options, Clefable's vast offensive movepool includes Focus Blast, Charge Beam, Ice Beam, Seismic Toss, and Knock Off. Focus Blast may be used over Flamethrower on the Calm Mind sets to break past Heatran, but its low PP and unappealing accuracy might be a turnoff. Charge Beam may also be used to simultaneously attack and potentially bestow Clefable with a Special Attack boost, but it is laughably weak. Ice Beam works effectively by destroying Gliscor, Zapdos, and Landorus-T, but it has limited use outside of that. Seismic Toss is an option on the defensive sets for a consistent damaging move. Lastly, Knock Off's disruptive shenanigans work well in crippling many of Clefable's opponents, but again, it is quite weak.

Checks & Counters
########

**Bulky Taunt users**: In order to take Clefable down, Taunt users that naturally outspeed it are necessary to both keep Clefable from supporting its teammates and grab multiple Calm Mind boosts. Heatran, Mew, specially defensive Talonflame, and Deoxys-D easily come in on just about every one of Clefable's attacks; prevent it from boosting, spreading status, or recovering via Taunt; recover off any damage they might have attained upon switching in; and slowly but surely, wear Clefable down with their own attacks. However, the latter three are instantaneously crippled by an incoming Toxic on the switch, though the only thing that stops Heatran from countering Clefable is a surprise coverage move specifically aimed to beat it.

**Poison-types**: Clefable's most notable check is Mega Venusaur, as it easily switches in on all of Clefable's standard attacks and 2HKOes it with Sludge Bomb; however, Clefable can muscle through it with the Calm Mind set. Other checks are Amoonguss, Gengar, and Roserade. Amoonguss only has to watch out for a Life Orb-boosted Fire Blast; otherwise, it's a solid check to Clefable for reasons similar to Mega Venusaur, but in contrast, it does not lose to the Calm Mind sets because of Clear Smog. In the case of Gengar and Roserade, neither of them enjoy switching in on a Fire-type move, but should they get in safely, they can easily destroy Clefable with their STAB-boosted Sludge Bomb.

**Steel-types**: Just about every offensive Steel-type checks Clefable fairly well by virtue of their natural type advantage and brute strength. These Pokemon include Aegislash, Bisharp, Mega Mawile, Mega Scizor, and Excadrill. However, it is precautionary that all these avoid directly switching in on Clefable, as it frequently carries a Fire-type move that 3HKOes them at the very least or, as in a few cases, OHKOes them at a moment's notice.

Really nicely done Spirit, barely any changes needed for such a long analysis. Nice work. =]

GP 2/2

 
Last edited:

phantom

Banned deucer.
Woo-hoo!!! It has been almost half a year since I placed the reservation for this analysis and now it's finally done. Thanks for the GP checks guys!!
 
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