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RBY OU / 1U (OverUsed) Clefable

Discussion in 'Individual Analyses' started by Lusch, May 18, 2018.

  1. Lusch

    Lusch A critical hit! Member

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    Clefable [​IMG]
    Type: Normal
    Stats: HP 393 (95 Base) | Atk 238 (70)| Def 244 (73) | Spe 218 (60) | Spec 268 (85)


    Introduction

    Clefable's stats are nothing to brag about, but still decent enough to get some use out of each of them. It has a decent Special, while having below average Attack and Defense. However, its good typing paired with relatively high HP lets it take two hits from everything in 1U, something not all that many Pokemon can claim. Its Speed is low but still high enough to outspeed a good portion of most 1U teams.

    Clefable has a variety of things it can do. Firstly, Clefable's access to Thunder Wave as a Normal type with a somewhat usable Attack stat in conjunction with STAB Normal Type attacks (namely Mega Kick, Hyper Beam and Body Slam) turns it into an interesting and quite uniqe paralysis spreader. No opposing Pokemon really forces Clefable out with the amount of damage it threatens to inflict on it (except for Fighting types which are basically non-existent in 1U). This, and Clefable's access to Blizzard/Ice Beam to take care of Thunder Wave-immune Ground types, leads to Clefable being able to successfully paralyze an opposing Pokemon. In turn, paralyzing Clefable back can only be achieved by opposing Thunder Wave (or Stun Spore) users, typically Alakazam, Starmie, Chansey or Exeggutor. All of which have their own issues taking a Thunder Wave from Clefable. While Starmie an Alakazam might want to preserve their speed, Exeggutor and especially Chansey are slower than Clefable and take significant damage from either Blizzard or Clefable's STAB attacks.
    In addition, Clefable has a gigantic movepool with access to every kind of support move and almost every relevant attacking move on the physical side as well as on the special side. This makes Clefable quite unpredictable and gives it the ability to pack a lot of surprises for the opponent.

    Despite all of these positive traits, Clefable is a rare sight in the RBY 1U tier. It is held back greatly by the lack of instant revovery compared to the common Thunder Wave users. And while it has the tools to hit everything super effectively, the lack of STAB on the special side and the not high enough Attcak stat on the physical side make it so that Clefable's impact on games usually stays relatively limited. Overall Clefable is capable of doing everything, but it can't do any of that well enough for teams to find a slot for it.

    Sets

    Standard

    Clefable
    -Blizzard
    -Thunder Wave / Sing
    -Mega Kick / Body Slam
    -Hyper Beam / Thunderbolt / Thunder / Sing / Thunder Wave

    Set Details

    This set enables Clefable to take the job of paralyzing something on the opposing team while remaining an offesive threat to the paralyzed opposing Pokemon after that. Paralyzing an opposing Thunder Wave user like Alakazam, Starmie or Chansey with Clefable means you don't have to do it with another Thunder Wave user of your own, potentially keeping them free from paralysis longer.
    Blizzard is there to prevent Ground types of the tier from walling Clefable, as well as hitting Exeggutor as hard as possible.
    Thunder Wave is there to paralysze as many Pokemon as Clefable gets the chance to (mostly early in the game, but should Clefable be healthy in later stages of the game, even Tauros becomes a target). The other moves are there to then threaten as much damage as possible on the opposing (paralyzed) Pokemon.
    In the last two slots a lot of options are possible and interchangable depending on the targets you want to hit. Mega Kick hits slightly harder than Snorlax' Body Slam and has a reasonable chance to knock out Chansey in combination with a Hyper Beam (depending on rolls) and cleanly 2HKOs Alakazam, but comes with only 8 PP and at the cost of only 75% accuracy. Body Slam is the consistent option but it is significantly weaker, which makes you miss out on the target KOs landed by Mega Kick. It probably won't be used against many non-Normal types anyway, making the paralysis chance less useful.
    An Electric move lets Clefable hit Water types, most notably Starmie. Thunder has very shaky accuracy but gets a 2HKO on Starmie, while Thunderbolt hits reliably but fails to pick up the 2HKO.
    Lastly, Sing can be used over Thunder Wave to form a sleeper set with the same choice of coverage instead of a paralysis spreader, or alongside Thunder Wave, making Clefable a general status spreader, while limiting the amount of coverage it uses. Sing is especially useful to sleep an opposing Snorlax that tries to wall Clefable with a Reflect set and does not see it coming.

    Other Options

    Counter is an option to surprise the opponent or switch into a predicted Hyper Beam. Reflect and the rare Light Screen are also options with Rest as access to revovery. Lastly Psychic is an option that leaves Clefable not as helpless vs Gengar, but it's usually not worth it over any of the other special moves in 1U.

    Checks and Counters

    Gengar takes little from any special attack or is immune to any physical attack Clefable can throw at it and thus has nothing to fear from Clefable bar status (except if Clefable runs Psychic).

    Rest variants of Snorlax fear little from Clefable, since they can eat up most of Clefable's attacks and retaliate with a strong Body Slam and rest up the damage. Nothing that Clefable can do will 3HKO Snorlax without a crit (and that is even without Reflect), not to mention the moves that are strong enough to 3HKO Snorlax with a crit are usually not accurate enough to rely on.

    In general, weakening Clefable with the paralysis absorbers to the point where strong and fast hitters like Tauros or Zapdos can KO it is an effective way to deal with Clefable.
     
    Last edited: Aug 27, 2018
  2. marcoasd

    marcoasd P.I.P. PLAY IN PEACE Host Emeritus

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    Clefable used to be almost decent in the paraslam days: Snorlax was almost always used as Physlax (and Chansey as BeamBolt), so TWave or paraslams were going to cause permanent paralysis.
    Nowdays, ReflectRest Lax is a terrible encounter (and common too) - I think it makes Sing mandatory, so that Clefable is even more of a 4MSS case.

    Body Slam is weak and it's hard to find room for Thunderbolt, so I've been using Mega Kick/Blizzard/Sing/Thunder Wave which obviously has issues with accuracy and PPs, not to mention that Mega Kick needs some residual damage to 2HKO Chansey and Water-types have it pretty easy against this moveset.

    Clefable is somewhat similar to Lapras: other than being speed tied, Body Slam/Blizzard/Sing/Thunderbolt is a possible moveset for both but Lapras makes a better use of it.
    Clefable has to use one of Thunder Wave or stab Mega Kick to avoid being outclassed.
     
  3. Lusch

    Lusch A critical hit! Member

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    Thanks for the comment.
    Normal type with Thunder Wave PLUS actually being able to cause some physical damage is the reason Clefable has a niche. So in my eyes Thunder Wave is a must. The same goes for Blizzard (I guess you could drop it and get away with it because people will just assume you have it until you reveale that you don't). Still I'm not ready to slash something behind Blizzard.
    I could slash Sing behind the Hyper Beam/Electric move slot and mention its value vs RestLax, which I think is the best solution to reflect your input.
     
  4. marcoasd

    marcoasd P.I.P. PLAY IN PEACE Host Emeritus

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    I'd separate the two movesets:
    Coverage:
    -Thunder Wave
    -Blizzard
    either
    - Mega Kick + Thunderbolt or
    - Mega Kick/Body Slam + Hyper Beam

    Sing:
    - Sing
    - Blizzard
    either
    - Mega Kick + Thunderbolt/Thunder Wave
    - Mega Kick/Body Slam + Hyper Beam

    which sums up to something complicated, hopefully it works:
    - Blizzard
    - Thunder Wave/Sing
    - Mega Kick/ Thunder Wave/ Body Slam
    - Hyper Beam / Thunderbolt/ Thunder Wave/ Sing
     
  5. Disaster Area

    Disaster Area Little Ball of Furr and Power Member

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    I said this in the other analysis thread but it also applies here:

    Sing is given a slash on the moveset, so you shouldn't mention it in OO.

    You say in your comments in the thread that Thunder Wave is a must. If so, don't slash it with Sing on the set, put it unslashed.

    If it has two separate sets, like marco suggests:

    then DON'T combine them into one set. Put it as two sets, and write a description for each. By the way, this is how you would slash the two sets as he listed them:

    - Thunder Wave
    - Blizzard
    - Mega Kick / Body Slam
    - Thunderbolt / Hyper Beam

    (decide which is better out of Tbolt / HB and put that one first, and then put in the comments about which combinations work and why)

    - Sing
    - Blizzard
    - Mega Kick / Body Slam
    - Thunderbolt / Hyper Beam / Thunder Wave

    (again, decide which moves are best in that last slot and prioritise that way)

    either put Thunderbolt or Thunder in the sets, decide which is better, and then write about the alternative option in OO.

    In the C&C, mention that RestLax may fear Sing.
     

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