PU Clefairy

asa

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[QC Checks: rwby / Many / Megazard]
[GP Checks: The Dutch Plumberjack / lotiasite]


[OVERVIEW]

As a result of Clefairy’s solid Eviolite-augmented bulk and access to reliable recovery in Soft-Boiled, Clefairy is capable of functioning as an effective check to some of PU's most threatening special attackers, such as Drampa and Magmortar. Clefairy also has access to a stellar defensive ability in Magic Guard, which blocks all forms of passive damage, making it immune to Spikes and allowing it to act as a status absorber. On top of this, Clefairy boasts an amazing support movepool, with moves such as Knock Off, Stealth Rock, and Thunder Wave in its arsenal, making Clefairy one of few Pokemon in the tier to have both Stealth Rock and recovery. Unfortunately, Clefairy is heavily reliant on its Eviolite to check stronger special attackers due to its otherwise below-average bulk, making it vulnerable to Knock Off and thus shaky as a Dark-type check. Even with its Eviolite intact, Clefairy struggles against strong physical attackers such as Kangaskhan and Stoutland as a result of its poor physical bulk. Finally, Clefairy suffers from being passive, meaning that it fits best on bulkier, more defensive teams.

[SET]
name: Specially Defensive
move 1: Soft-Boiled
move 2: Seismic Toss / Moonblast
move 3: Stealth Rock / Knock Off
move 4: Toxic / Thunder Wave
item: Eviolite
ability: Magic Guard
nature: Sassy
evs: 252 HP / 4 Def / 252 SpD
ivs: 0 Spe

[SET COMMENTS]
Moves
========

Soft-Boiled gives Clefairy the ability to keep itself healthy, allowing it to check special attackers consistently throughout the match. Seismic Toss gives Clefairy a way of dealing a fixed amount of damage to all targets barring Ghost-types, including some of Clefairy's checks such as Weezing. Moonblast, on the other hand, gives Clefairy a STAB option that deals super effective damage to Dark-types such as Absol and Spiritomb, as well as Fighting-types such as Hitmonchan, Primeape, and Passimian on the switch. Stealth Rock is useful for chipping away at and pressuring opposing teams. Should the team already have a Stealth Rock user, Knock Off should be used for crippling Assault Vest and Eviolite users, such as Magmortar, opposing Clefairy, and Type: Null; Pokemon reliant on their Leftovers or Black Sludge for recovery such as Regirock, Skuntank, and Weezing; and Choice-locked wallbreakers such as Pyroar by removing their item. Knock Off also allows Clefairy to scout for Z-Moves. Toxic is used to cripple opposing Pokemon by putting them on timers, preventing Pokemon such as Musharna from freely setting up on Clefairy, and gives it the ability to wear down Pokemon with reliable recovery that aren't weak to Moonblast without resorting to PP stalling. Alternatively, Thunder Wave can be opted for to slow opposing Pokemon down and provide speed control.

Set Details
========

Maximum investment in HP and Special Defense in conjunction with a Sassy nature and Eviolite serve to make Clefairy as effective of a special wall as it can be. The negative Speed nature in tandem with 0 IVs in Speed minimize the damage Clefairy takes from Ferroseed's Gyro Ball, turning it into a 3HKO. This also improves Clefairy's matchup against Trick Room teams. Magic Guard is Clefairy's only viable ability, and it prevents Clefairy from taking any damage from entry hazards, status conditions, and weather, giving it a much easier time switching into special attacks and allowing it to absorb status.

Usage Tips
========

Clefairy should primarily pivot into special attackers such as Magmortar and Swanna. Take advantage of how Clefairy forces these Pokemon out by setting up Stealth Rock or firing off one of Toxic and Thunder Wave on the turn that they switch, as this applies immediate pressure. Use Soft-Boiled once Clefairy begins taking damage to keep it consistently healthy, allowing it to better take on strong special attackers. Soft-Boiled can also be used to stall out attackers once they've been put on a timer by Toxic. Clefairy should prioritize remaining healthy rather than crippling a Pokemon that's switching out if it has already taken prior damage, as this leaves it unable to switch in on Pokemon like Pyroar as reliably. Because of Magic Guard, Clefairy can also act as a status absorber for teams, so switch it in on Toxic or Will-O-Wisp from Pokemon such as Altaria and Gourgeist-XL to avoid letting another member get crippled. Magic Guard and Clefairy's aforementioned coverage options allow Clefairy to serve as a good pivot against stall teams due to Clefairy not being affected by chip damage from status and entry hazards. Strong physical attackers like Choice Band Passimian can 2HKO Clefairy with even resisted attacks, so avoid them. Due to Clefairy's susceptibility to Knock Off, Clefairy also is not a reliable Dark-type answer and should generally not be switched in on Dark-types or Pokemon that commonly run Knock Off either.

Team Options
========

Physically defensive Pokemon such as Gastrodon, Gourgeist-XL, Weezing, and Sableye can handle stronger physical attackers for Clefairy, while Clefairy can switch into special attackers that threaten them such as Alolan Exeggutor and Floatzel. Additionally, Gourgeist-XL, Sableye, and Weezing all have access to Will-O-Wisp, which is useful for weakening physical attackers such as Archeops. Checks to Poison- and Steel-types are important, since they are immune to Toxic, resist Moonblast, and can still KO Clefairy even if they take a Knock Off, so Pokemon such as defensive Mesprit, Mudsdale, and Palossand make for good partners. Do note that Mesprit doesn't check Steel-types. Wallbreakers that can take advantage of opposing Pokemon being slowed down by Thunder Wave such as Aggron, Magmortar, and Stoutland are good partners, as Clefairy eases the matchup against their offensive checks. In return, these wallbreakers break through Poison- and Steel-types that Clefairy struggles with. Slower wallbreakers with better physical bulk such as Kingler and Passimian appreciate having Clefairy to fall back on when a special attacker such as Pyroar switches in to revenge kill them. Clefairy also fits well on stall because of its solid defensive capabilities, and Pokemon that are most common on stall teams such as Audino and Pyukumuku can benefit from Clefairy taking on Fightinium Z Magmortar and soaking up status.

[STRATEGY COMMENTS]
Other Options
=============

A physically or specially defensive set with Calm Mind is usable, making Clefairy an annoyance to more defensive teams due to it finding easier opportunities to set up against them. Encore can be used to prevent Pokemon such as Oricorio-G from freely setting up on Clefairy or to lock more passive Pokemon into their support moves. Healing Wish gives one of Clefairy's teammates a second chance at walling, wallbreaking, or sweeping, but Clefairy has trouble finding a slot for it, and this defeats the purpose of what Clefairy's actually used for. Wish can be used to support teammates, but Clefairy prefers having access to one-turn recovery so that it can consistently switch in on attacks. Furthermore, Audino gives it competition as a Wish passer, since Audino's much higher HP stat allows it to pass bigger Wishes, and Clefairy doesn't appreciate dropping a move for Protect. One of either Fire Blast or Flamethrower may seem appealing so that Clefairy can hit Steel-types like Ferroseed for super effective damage, but they're both really weak coming off of Clefairy's low Special Attack stat, and they're generally not worth it due to Seismic Toss doing more consistent damage and being more reliable. Magic Coat can be used to block entry hazards and Taunt from Pokemon such as Weezing. Heal Bell can be used to cure the entire team of any status conditions. Magic Guard gives it a niche over other users such as Audino due to it not minding status itself. It does have some issues finding room for these options, however.

Checks and Counters
===================

**Steel-types**: Steel-types such as Aggron, Alolan Dugtrio, and Togedemaru pretty much wall Clefairy if it lacks Seismic Toss and easily KO Clefairy with their respective STAB attacks, and Seismic Toss isn't even really that helpful against them. This is made worse by the latter two's immunity to Thunder Wave and their collective immunity to Toxic.

**Poison-types**: Poison-types such as Weezing and physical Skuntank really only fear Thunder Wave from Clefairy, and have no problem dealing with Clefairy with their respective STAB attacks. Both of them can also Taunt it, preventing it from healing itself or supporting its team.

**Taunt**: Pokemon such as Archeops and Probopass completely shut Clefairy down with Taunt, preventing it from doing much of anything, which is especially bad if Clefairy's low on HP. Magmortar and Pyroar can also run Taunt, which prevents Clefairy from checking them as well.

**Knock Off**: Without its Eviolite to increase Clefairy's defenses, its bulk is fairly underwhelming, and it cannot reliably switch in on stronger attackers should it take a Knock Off.

**Strong Physical Attackers**: Numerous physical attackers such as Kangaskhan, Kingler, and Zangoose can very easily muscle through Clefairy even with its Eviolite intact due to its lower physical bulk.
 
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yogi

I did not succumb...
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View attachment 96160this sprite >>> trash gen 6 one lol
[OVERVIEW]
  • As a result of Clefairy’s decent bulk when augmented by Eviolite, Clefairy is capable of functioning as an effective check to some of PU's most threatening special attackers, such as Drampa and Magmortar. (okay this is a funny one. i wouldn't pair drampa with magmortar. magmortar cannot 2hko clefairy with either of its sets, however drampa can with hyper voice. add another example next to magmortar and go on to explain that it is also one of the more sturdy answers to drampa)
  • Clefairy also has access to a stellar defensive ability in Magic Guard, blocking passive damage and making it harder to wear down. (expand on this a little. can function as a status absorber and toxic spikes and other hazards don't damage it)
  • On top of this, Clefairy boasts reliable recovery in Soft-Boiled, and access to an amazing support movepool, with moves such as Knock Off, Stealth Rock, and Thunder Wave in its arsenal. (one of the few pokemon with access to both stealth rock and recovery)
  • Unfortunately, Clefairy is heavily reliant on its Eviolite to check stronger special attackers due to its otherwise below average bulk, making it vulnerable to Knock Off. (and thus is a shaky dark-type check)
  • Even with its Eviolite intact, Clefairy struggles against strong physical attackers such as Kangaskhan and Stoutland as a result of its poor physical bulk.
  • Finally, Clefairy suffers from being extremely passive, meaning that it can really only fit on bulkier, more defensive teams.
[SET]
name: Specially Defensive
move 1: Soft-Boiled
move 2: Seismic Toss / Moonblast
move 3: Stealth Rock / Knock Off
move 4: Toxic / Thunder Wave
item: Eviolite
ability: Magic Guard
nature: Sassy
evs: 252 HP / 4 Def / 252 SpD
ivs: 0 Spe

[SET COMMENTS]
Moves
========
  • Soft-Boiled gives Clefairy both the ability to keep itself healthy, and the ability to check special attackers consistently throughout the match. (well, by keeping itself healthy it is also checking the special attackers. sorry for the nit-pick)
  • Seismic Toss gives Clefairy a way of dealing a fixed amount of damage to targets that resist Moonblast, such as Ferroseed, Weezing, and Silvally-Steel. (qwilfish is also worth a mention, because it can easily set up against moonblast clefairy)
  • Moonblast, on the other hand, gives Clefairy a STAB option, which deals super effective damage to Dark-types such as Absol, Persian-Alola, and Shiftry, as well as Fighting-types such as Hitmonchan, Primeape, and Passimian. (mention maybe on the switch. a lot of these pokemon have knock off and clefairy doesn't want to lose its item)
  • Stealth Rock is useful for chipping away at and pressuring opposing teams.
  • Should the team already have a Stealth Rock user, Knock Off should be opted for to cripple Assault Vest and Eviolite users, such as Magmortar, opposing Clefairy, and Type: Null; Pokemon reliant on their Leftovers or Black Sludge for recovery such as Regirock, Skuntank, and Weezing; and Choice-locked wallbreakers such as Pyroar by removing their item. (knock off can also be used to scout for z moves too)
  • Toxic can be used to cripple mainly defensive Pokemon by putting them on timers and shortening their longevity. This in tandem with Seismic Toss can be very annoying for even Pokemon that have reliable recovery. (what pokemon does it want to cripple? i'd definitely mention some specifics because this is a very broad statement. to be honest i'd also want to toxic offensive pokemon too)
  • Alternatively, Thunder Wave can be opted for to slow opposing Pokemon down and provide speed control.
Set Details
========
  • Maximum investment in HP and Special Defense in conjunction with a Sassy nature and Eviolite serve to make Clefairy as effective of a special wall as it can be. The negative Speed nature and 0 IVs in Speed decreases the damage Clefairy takes from Ferroseed's Gyro Ball, allowing it to take it on easier.
  • Magic Guard is Clefairy's only viable ability, and it prevents Clefairy from taking any damage from entry hazards, status conditions, or weather, giving it a much easier time switching into special attacks. (and means it can act as a status absorber)
Usage Tips
========
  • Clefairy should primarily pivot into special attackers such as Abomasnow, as well as on weaker, more passive special attackers like Altaria and Lanturn, as their attacks won't be doing much damage to it. (odd choice. abomasnow can rock a mixed set with wood hammer and a swords dance set too, so maybe mention something else)
  • Take advantage of how Clefairy forces these Pokemon out by setting up Stealth Rock or firing off one of Toxic or Thunder Wave on the turn that they switch, as this applies immediate pressure.
  • Use Soft-Boiled once Clefairy is at about 50% to keep it consistently healthy, allowing it to better take on strong special attackers. (soft-boiled can also be used to stall out attackers that have been put on a toxic timer) (also it should prioritise healing over crippling something switching out, if it has already taken prior damage. this is because it may not be able to switch into something like magmortar if it is only at 75% for example)
  • Because of Magic Guard, Clefairy can act as a status absorber for teams, so switch it in on Toxic or Will-O-Wisp from Pokemon such as Altaria and Gourgeist-XL to avoid letting another member get crippled.
  • expand on the above point and talk about the fact that it's a good pivot against stall teams thanks to annoying coverage options and magic guard preventing stall's chipping with hazards and status from working on it
  • Don't use Clefairy to stomach physical attacks, as it is 2HKOd by many of the tier's physical attackers such as Archeops due to its poor physical bulk. (if i were pedantic i'd say you already kinda lose to archeops because of taunt)
  • Avoid Knock Off at all costs, as even though Clefairy resists it, it loses quite a bit of its bulk and longevity once it loses its Eviolite. (basically clefairy isn't a dark-type resist and should almost never switch in to them)

Team Options
========
  • Weezing makes for a most effective partner ("a most effective" doesn't quite make sense), as it is able to take on a decent amount of physical attackers for Clefairy, cripple physical attackers with Will-O-Wisp, make Clefairy's job of stalling opposing Pokemon out easier by setting up Toxic Spikes, and be a decent Knock Off absorber for Clefairy. Weezing appreciates Clefairy coming to its aid against special attackers like Drampa. (mention something that isn't drampa, because of hyper voice)
  • Other physically defensive Pokemon such as Gourgeist-XL, Palossand, Mudsdale, and Sableye can handle stronger physical attackers for Clefairy, while Clefairy can switch into special attackers that threaten them such as Exeggutor-Alola and Floatzel and proceed to wear them down with Toxic and stall them out with Soft-Boiled. (hmm. i think you should remove mudsdale from this bit and add it to a later bullet point, mainly because they don't quite synergise)
  • Checks to Poison- and Steel-types are important since they are immune to Toxic, resist Moonblast, and can still KO Clefairy even if they get knocked off, so Pokemon such as defensive Mesprit, Mudsdale, Gastrodon, and Palossand make for good partners. (remove palossand, as you've already mentioned it earlier) (i'd also specify that mesprit does not break steel-types)
  • Wallbreakers that can take advantage of opposing Pokemon being slowed down by Thunder Wave such as Magmortar, Stoutland, and Passimian are good partners. They have a much easier time beating Poison- and Steel-types for Clefairy due to their lowered Speed, and appreciate Stealth Rock, Seismic Toss, and Toxic wearing down potential switch-ins. (all three pokemon you have mentioned outspeed most steel- and poison-types, so they don't actually need it for that. also you talk about thunder wave lowering speed but then talk about toxic like it's on the same set, i'd fix that)
  • mention some stall pokemon like pyukumuku and stuff, as even though stall isn't the best it can still fit nicely on those types of teams (basically a small sub-section on stall)
[STRATEGY COMMENTS]
Other Options
=============
  • A set with Calm Mind, Moonblast, Stored Power, and Soft-Boiled is plausible, making Clefairy an absolute annoyance to more defensive teams due to it finding easier opportunities to set up against them. (but isn't really consistent enough)
  • Wish can be used to support teammates, but Clefairy prefers having access to one-turn recovery so that it can consistently switch in on attacks. Furthermore, Audino gives it competition as a Wish passer. (also doesn't have the room to run protect on its set)
  • Healing Wish gives one of Clefairy's teammates a second chance at walling, wallbreaking, or sweeping, but Clefairy has trouble finding a slot for it. (and it sorta defeats the point of what clefairy is actually used for)
  • One of either Fire Blast or Flamethrower may seem appealing so that Clefairy can hit Steel-types like Silvally-Steel for super effective damage, but they're both really weak coming off of Clefairy's low Special Attack stat, and generally not worth it. (also seismic toss does more consistent damage overall)
  • Magic Coat can be used to block entry hazards and Taunt from Pokemon such as Qwilfish and Weezing, but it has trouble finding a slot for this, as well.
  • Encore can be used to prevent Pokemon such as Oricorio-G from freely setting up on Clefairy, or to lock more passive Pokemon into their support moves.
  • Finally, Heal Bell can be used to cure the entire team of any status conditions, but this is typically done better by Audino, as well. (magic guard gives it a niche however)
Checks and Counters
===================

**Steel-types**: Steel-types such as Aggron, Dugtrio-Alola, and Togedemaru pretty much wall Clefairy if it lacks Seismic Toss, which is made worse by the latter two's immunity to Thunder Wave, and easily KO Clefairy with their respective Steel-type STAB moves.

**Poison-types**: Poison-types such as Muk, Skuntank, Qwilfish carrying Poison Jab, and Weezing really only fear Thunder Wave from Clefairy, and have no problem KOing Clefairy with their respective Poison-type STAB moves. Skuntank, Qwilfish, and Weezing can even Taunt it, preventing it from healing itself or supporting its team. (specify physical skuntank. weezing overall loses 1v1 to the seismic toss version, as sludge bomb doesn't do enough)

**Taunt and Encore**: Taunt completely shuts Clefairy down, preventing it from doing much of anything outside of firing off weak attacks, which is especially bad if Clefairy's low on HP. Encore is also annoying for Clefairy, as none of its moves are particularly enticing to be locked into. (what would taunt or encore it? i'd list some examples for clarities sake) (also seismic toss isn't really that weak)

**Knock Off**: Without its Eviolite to increase Clefairy's defenses, its bulk is fairly underwhelming, and it cannot reliably switch in on stronger attackers should it get knocked off.

**Physical Attackers**: Numerous physical attackers such as Kangaskhan, Kingler, and Zangoose can very easily muscle through Clefairy even with its Eviolite intact due to its lower physical bulk.
Very solid analysis. QC 1/3.
zLEEVv9.gif
 

ManOfMany

I can make anything real
is a Tiering Contributor

[OVERVIEW]
  • As a result of Clefairy’s decent (more like fantastic) bulk when augmented by Eviolite as well as reliable recovery in Softboiled (makes more sense here rather than in the 3rd paragraph), Clefairy is capable of functioning as an effective check to some of PU's most threatening special attackers, such as Lilligant and Magmortar. This also allows Clefairy to be one of the most sturdy checks to Drampa.
  • Clefairy also has access to a stellar defensive ability in Magic Guard, which blocks all forms of passive damage, making it immune to Toxic Spikes and allowing it to act as a status absorber.
  • On top of this, Clefairy boasts reliable recovery in Soft-Boiled, and access to an amazing support movepool, with moves such as Knock Off, Stealth Rock, and Thunder Wave in its arsenal. This makes Clefairy unique, as it is one of few Pokemon to have both Stealth Rock and recovery. (me and rwby agreed on that wording being better)
  • Unfortunately, Clefairy is heavily reliant on its Eviolite to check stronger special attackers due to its otherwise below average bulk, making it vulnerable to Knock Off, and thus, a shaky Dark-type check.
  • Even with its Eviolite intact, Clefairy struggles against strong physical attackers such as Kangaskhan and Stoutland as a result of its poor physical bulk.
  • Finally, Clefairy suffers from being extremely passive, meaning that it can really only fit on bulkier, more defensive teams.
[SET]
name: Specially Defensive
move 1: Soft-Boiled
move 2: Seismic Toss / Moonblast
move 3: Stealth Rock / Knock Off
move 4: Toxic / Thunder Wave
item: Eviolite
ability: Magic Guard
nature: Sassy
evs: 252 HP / 4 Def / 252 SpD
ivs: 0 Spe

[SET COMMENTS]
Moves
========
  • Soft-Boiled gives Clefairy the ability to keep itself healthy, allowing it to check special attackers consistently throughout the match.
  • Seismic Toss gives Clefairy a way of dealing a fixed amount of damage to targets that resist Moonblast, such as Ferroseed, Weezing, Silvally-Steel, and Qwilfish. no need to specify targets that resist moonblast, you can just say all pokemon other than ghost-types (which includes Clefairy's checks). Clefairy generally doesn't run Moonblast anyway
  • Moonblast, on the other hand, gives Clefairy a STAB option, which deals super effective damage to Dark-types such as Absol, Persian-Alola, and Shiftry, as well as Fighting-types such as Hitmonchan, Primeape, and Passimian on the switch.
  • Stealth Rock is useful for chipping away at and pressuring opposing teams.
  • Should the team already have a Stealth Rock user, Knock Off should be opted (fix wording) for to cripple Assault Vest and Eviolite users, such as Magmortar, opposing Clefairy, and Type: Null; Pokemon reliant on their Leftovers or Black Sludge for recovery such as Regirock, Skuntank, and Weezing; and Choice-locked wallbreakers such as Pyroar by removing their item. Knock Off can also be used for scouting for Z-Moves.
  • Toxic is used to cripple opposing Pokemon by putting them on timers, preventing Pokemon such as Lilligant and Musharna from freely setting up on Clefairy.
  • Alternatively, Thunder Wave can be opted for to slow opposing Pokemon down and provide speed control.
Set Details
========
  • Maximum investment in HP and Special Defense in conjunction with a Sassy nature and Eviolite serve to make Clefairy as effective of a special wall as it can be. The negative Speed nature and 0 IVs in Speed minimize the damage Clefairy takes from Ferroseed's Gyro Ball, allowing it to take it on easier. also helps vs Trick Room teams
  • Magic Guard is Clefairy's only viable ability, and it prevents Clefairy from taking any damage from entry hazards, status conditions, and weather, giving it a much easier time switching into special attacks and allowing it to absorb status.
Usage Tips
========
  • Clefairy should primarily pivot into special attackers such as Magmortar, as well as on weaker, more passive special attackers like Altaria and Lanturn, as their attacks won't be doing much damage to it.
  • Take advantage of how Clefairy forces these Pokemon out by setting up Stealth Rock or firing off one of Toxic or Thunder Wave on the turn that they switch, as this applies immediate pressure.
  • Use Soft-Boiled once Clefairy is at about 50% (i'd say higher than 50% for sure, i would start Soft-Boiling after Clefairy's taken 30% damage. But it's unnecessary to add that so probably just remove that part) to keep it consistently healthy, allowing it to better take on strong special attackers. Soft-Boiled can also be used to stall out attackers once they've been put on a timer by Toxic.
  • Clefairy should prioritize remaining healthy rather than crippling a Pokemon that's switching out if it has already taken prior damage, as this leaves it unable to switch in on Pokemon like Floatzel as reliably. change to Pyroar or something, Floatzel's weak af
  • Because of Magic Guard, Clefairy can act as a status absorber for teams, so switch it in on Toxic or Will-O-Wisp from Pokemon such as Altaria and Gourgeist-XL to avoid letting another member get crippled. Magic Guard and its aforementioned coverage options allow it to serve as a good pivot against stall teams due to Clefairy not being affected by chip damage from status and entry hazards.
  • Don't use Clefairy to stomach physical attacks, as it is 2HKOd by many of the tier's physical attackers such as Golurk and Choice Band Passimian due to its poor physical bulk.
  • Due to Clefairy's susceptibility to Knock Off, Clefairy is not a reliable Dark-type resist and should generally not be switched in Dark-types or pokemon who commonly run Knock Off, either.
Team Options
========
  • Weezing makes for an effective partner, as it is able to take on a fair amount of physical attackers for Clefairy, cripple physical attackers with Will-O-Wisp, make Clefairy's job of stalling opposing Pokemon out easier by setting up Toxic Spikes, and act as a decent Knock Off absorber for Clefairy. Weezing appreciates Clefairy coming to its aid against special attackers like Combusken. not sure why Weezing in particular is emphasized so much over other physical walls, but this is fine I guess
  • Other physically defensive Pokemon such as Gourgeist-XL, Palossand, and Sableye (maybe add Gastrodon here since that can handle Skuntank well?) can handle stronger physical attackers for Clefairy, while Clefairy can switch into special attackers that threaten them such as Exeggutor-Alola and Floatzel and proceed to wear them down with Toxic and stall them out with Soft-Boiled. <-- this part is implied anyway
  • Checks to Poison- and Steel-types are important since they are immune to Toxic, resist Moonblast, and can still KO Clefairy even if they get knocked off, so Pokemon such as defensive Mesprit, Mudsdale, and Gastrodon make for good partners. Do note that Mesprit doesn't check Steel-types. good
  • Wallbreakers that can take advantage of opposing Pokemon being slowed down by Thunder Wave such as Magmortar, Stoutland, and Passimian are good partners, as Clefairy eases the matchup against their offensive checks such as Primeape. In return, these wallbreakers break through Poison- and Steel-types that Clefairy struggles with. okay
  • Clefairy also fits well on stall because of its solid defensive capabilities, and Pokemon that are most common on stall teams such as Audino and Pyukumuku can benefit from Clefairy taking on Fightinium Z Magmortar and sponging status. good
[STRATEGY COMMENTS]
Other Options
=============
  • A set with Calm Mind, Moonblast, Stored Power, and Soft-Boiled is plausible, making Clefairy an absolute annoyance to more defensive teams due to it finding easier opportunities to set up against them. This set isn't consistent enough compared to the other one, however. I wouldn't say "not as consistent as the other set" because it doesn't really serve the same role. But it's not good because many physical attackers can still overwhelm it. Also idk why you listed Stored Power because (+6 0 SpA Clefairy Stored Power (260 BP) vs. 252 HP / 4 SpD Unaware Pyukumuku: 98-116 (31.2 - 36.9%) -- guaranteed 4HKO after Leftovers recovery). If I was running CM Clef I'd much rather be doing HP Fire or Thunder Wave. But there's no need to specify honestly, you can just say "a physically defensive set with Calm Mind"
  • Wish can be used to support teammates, but Clefairy prefers having access to one-turn recovery so that it can consistently switch in on attacks. and Clef passes small Wishes due to its mediocre HP. Furthermore, Audino gives it competition as a Wish passer, and Clefairy doesn't have room appreciate dropping a move for Protect.
  • Healing Wish gives one of Clefairy's teammates a second chance at walling, wallbreaking, or sweeping, but Clefairy has trouble finding a slot for it, and this defeats the purpose of what Clefairy's actually used for.
  • One of either Fire Blast or Flamethrower may seem appealing so that Clefairy can hit Steel-types like Silvally-Steel Ferroseed for super effective damage, but they're both really weak coming off of Clefairy's low Special Attack stat, and generally not worth it due to Seismic Toss doing more consistent damage.
  • Magic Coat can be used to block entry hazards and Taunt from Pokemon such as Qwilfish and Weezing, but it has trouble finding a slot for this, as well.
  • Encore can be used to prevent Pokemon such as Oricorio-G from freely setting up on Clefairy, or to lock more passive Pokemon into their support moves. explain why this isn't on the main set? (same as above I guess)
  • Finally, Heal Bell can be used to cure the entire team of any status conditions, but this is typically done better by Audino, as well. Magic Guard gives it a niche over Audino due to Clefairy itself not having to worry about status, however. I wouldn't say that Audino does it better. The reason you see Audino use it more it is because Clefairy usually can absorb status for the team simply by switching in so on Clefairy balance it generally doesn't need Heal Bell. On stall, which often runs both Audino and Clefairy, either one can run Heal Bell but usually it's Audino cause it has a shitty bland movepool so might as well (while Clefairy has a colorful one). Don't write all this obviously.
Checks and Counters
===================

**Steel-types**: Steel-types such as Aggron, Dugtrio-Alola, and Togedemaru pretty much wall Clefairy if it lacks Seismic Toss, although you should make it clear that Seismic Toss isn't that helpful either which is made worse by the latter two's immunity to Thunder Wave and Toxic, and easily KO Clefairy with their respective Steel-type STAB moves.

**Poison-types**: Poison-types such as Muk, physical Skuntank, and Qwilfish carrying Poison Jab really only fear Thunder Wave from Clefairy, and have no problem KOing Clefairy with their respective Poison-type STAB moves. Skuntank and Qwilfish can even Taunt it, preventing it from healing itself or supporting its team.

**Taunt and Encore**: Pokemon such as Archeops and Skuntank completely shut Clefairy down with Taunt, preventing it from doing much of anything, which is especially bad if Clefairy's low on HP. Encore from Pokemon like Audino is also annoying for Clefairy, as none of its moves are particularly enticing to be locked into. Mention that both Pyroar and Magmortar, which Clefairy can usually check, are capable of running Taunt

**Knock Off**: Without its Eviolite to increase Clefairy's defenses, its bulk is fairly underwhelming, and it cannot reliably switch in on stronger attackers should it get knocked off.

**Physical Attackers**: Numerous physical attackers such as Kangaskhan, Kingler, and Zangoose can very easily muscle through Clefairy even with its Eviolite intact due to its lower physical bulk.


QC 2/3 when implemented, I went super nitpicky here
 
Last edited:

MZ

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[QC Checks: rwby / Many / ?]
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[OVERVIEW]

As a result of Clefairy’s solid bulk when augmented by Eviolite and access to reliable recovery in Soft-Boiled, Clefairy is capable of functioning as an effective check to some of PU's most threatening special attackers, such as Lilligant and Magmortar. This also allows Clefairy to serve as one of the tier's most sturdy checks to Drampa. why dont u just delete this sentence and replace lilligant with drampa? not like this is an amazing lilli check and it reads v redundant Clefairy also has access to a stellar defensive ability in Magic Guard, which blocks all forms of passive damage, making it immune to Toxic Spikes id mention regular spikes here, tspikes is implied in status absorber and also not rly as relevant when clef doesnt get pressured by ferroseed teams at all and allowing it to act as a status absorber. On top of this, Clefairy boasts an amazing support movepool, with moves such as Knock Off, Stealth Rock, and Thunder Wave in its arsenal, making Clefairy one of few Pokemon to have both Stealth Rock and recovery well, in this tier anyway. Unfortunately, Clefairy is heavily reliant on its Eviolite to check stronger special attackers due to its otherwise below average bulk, making it vulnerable to Knock Off, and thus, a shaky Dark-type check. Even with its Eviolite intact, Clefairy struggles against strong physical attackers such as Kangaskhan and Stoutland as a result of its poor physical bulk. Finally, Clefairy suffers from being passive, meaning that it fits best on bulkier, more defensive teams.

[SET]
name: Specially Defensive
move 1: Soft-Boiled
move 2: Seismic Toss / Moonblast
move 3: Stealth Rock / Knock Off
move 4: Toxic / Thunder Wave
item: Eviolite
ability: Magic Guard
nature: Sassy
evs: 252 HP / 4 Def / 252 SpD
ivs: 0 Spe

[SET COMMENTS]
Moves
========

Soft-Boiled gives Clefairy the ability to keep itself healthy, allowing it to check special attackers consistently throughout the match. Seismic Toss gives Clefairy a way of dealing a fixed amount of damage to all targets barring Ghost-types, including some of Clefairy's checks such as Weezing. Moonblast, on the other hand, gives Clefairy a STAB option, which deals super effective damage to Dark-types such as Absol and Spiritomb, as well as Fighting-types such as Hitmonchan, Primeape, and Passimian on the switch. Stealth Rock is useful for chipping away at and pressuring opposing teams. Should the team already have a Stealth Rock user, Knock Off should be used for crippling Assault Vest and Eviolite users, such as Magmortar, opposing Clefairy, and Type: Null; Pokemon reliant on their Leftovers or Black Sludge for recovery such as Regirock, Skuntank, and Weezing; and Choice-locked wallbreakers such as Pyroar by removing their item. Knock Off also allows Clefairy to scout for Z-Moves. Toxic is used to cripple opposing Pokemon by putting them on timers, preventing Pokemon such as Musharna from freely setting up on Clefairy. it's also ur only way to kill anything running recovery not weak to moonblast unless u wanna PP stall them Alternatively, Thunder Wave can be opted for to slow opposing Pokemon down and provide speed control.

Set Details
========

Maximum investment in HP and Special Defense in conjunction with a Sassy nature and Eviolite serve to make Clefairy as effective of a special wall as it can be. The negative Speed nature in tandem with 0 IVs in Speed minimize the damage Clefairy takes from Ferroseed's Gyro Ball, allowing it to take it on easier i mean specifically u stall out gyro ball when otherwise it'd 2hko u, and it also helps against Trick Room teams. Magic Guard is Clefairy's only viable ability, and it prevents Clefairy from taking any damage from entry hazards, status conditions, and weather, giving it a much easier time switching into special attacks and allowing it to absorb status.

Usage Tips
========

Clefairy should primarily pivot into special attackers such as Magmortar, Swanna, and Zebstrika, as well as on weaker, more passive special attackers like Altaria and Lanturn this is weird. if u can switch into strong special attackers like magmortar and swanna, shouldnt stuff like altaria be implied? and then u go on to talk specifically about weak ones more, rather than talking about the relevant stuff. also zebstrika is a weak attacker and idk why it's next to two actual threats, as their attacks won't be doing much damage to it. Take advantage of how Clefairy forces these Pokemon out by setting up Stealth Rock or firing off one of Toxic or Thunder Wave on the turn that they switch, as this applies immediate pressure. Use Soft-Boiled once Clefairy begins taking damage to keep it consistently healthy, allowing it to better take on strong special attackers. Soft-Boiled can also be used to stall out attackers once they've been put on a timer by Toxic. Clefairy should prioritize remaining healthy rather than crippling a Pokemon that's switching out if it has already taken prior damage, as this leaves it unable to switch in on Pokemon like Pyroar as reliably. Because of Magic Guard, Clefairy can act as a status absorber for teams, so switch it in on Toxic or Will-O-Wisp from Pokemon such as Altaria and Gourgeist-XL to avoid letting another member get crippled. Magic Guard and its aforementioned coverage options allow it to serve as a good pivot against stall teams due to Clefairy not being affected by chip damage from status and entry hazards. Don't use Clefairy to stomach physical attacks, as it is 2HKOd by many of the tier's physical attackers such as Golurk and Choice Band Passimian due to its poor physical bulk not taking on physical attackers is a little too obvious and unnecessary, the thing about getting 2hkod by a resisted hit bc meh phys def is a good point to keep though. Due to Clefairy's susceptibility to Knock Off, Clefairy is not a reliable Dark-type resist and should generally not be switched in on Dark-types or Pokemon that commonly run Knock Off, either. i mean not GP but I can tell u that the ", either" is totally unnecessary there

Team Options
========

Physically defensive Pokemon such as Gastrodon, Gourgeist-XL, Weezing, and Sableye can handle stronger physical attackers for Clefairy, while Clefairy can switch into special attackers that threaten them such as Alolan Exeggutor and Floatzel. Additionally, Gourgeist-XL, Sableye, and Weezing all have access to Will-O-Wisp, which is useful for weakening physical attackers such as Archeops. Checks to Poison- and Steel-types are important since they are immune to Toxic, resist Moonblast, and can still KO Clefairy even if they get knocked off, so Pokemon such as defensive Mesprit, Mudsdale, and Palossand make for good partners. Do note that Mesprit doesn't check Steel-types. Wallbreakers that can take advantage of opposing Pokemon being slowed down by Thunder Wave such as Aggron, Magmortar, and Stoutland are good partners, as Clefairy eases the matchup against their offensive checks. In return, these wallbreakers break through Poison- and Steel-types that Clefairy struggles with. Clefairy also fits well on stall because of its solid defensive capabilities, and Pokemon that are most common on stall teams such as Audino and Pyukumuku can benefit from Clefairy taking on Fightinium Z Magmortar and soaking up status.

clef also specifically goes well with slow wallbreakers with better phys bulk, think passimian or kingler or aggron, because when the pyroar or w/e comes in to revenge kill clef is a really good mon to fall back on

[STRATEGY COMMENTS]
Other Options
=============

A physically defensive u can run spdef CM too to make it more annoying so i wouldn't necessarily specify phys def here, although it still needs a mention somewhere set with Calm Mind is usable, making Clefairy an annoyance to more defensive teams due to it finding easier opportunities to set up against them, although the defense investment doesn't prevent stronger physical attackers such as Zangoose from breaking through it. Wish can be used to support teammates, but Clefairy prefers having access to one-turn recovery so that it can consistently switch in on attacks. Furthermore, Audino gives it competition as a Wish passer since Audino's much higher HP stat allows it to pass bigger Wishes, and Clefairy doesn't appreciate dropping a move for Protect. Healing Wish gives one of Clefairy's teammates a second chance at walling, wallbreaking, or sweeping, but Clefairy has trouble finding a slot for it, and this defeats the purpose of what Clefairy's actually used for. One of either Fire Blast or Flamethrower may seem appealing so that Clefairy can hit Steel-types like Ferroseed for super effective damage, but they're both really weak coming off of Clefairy's low Special Attack stat, and generally not worth it due to Seismic Toss doing more consistent damage and being more reliable. Magic Coat can be used to block entry hazards and Taunt from Pokemon such as Weezing. Heal Bell can be used to cure the entire team of any status conditions. Magic Guard gives it a niche over other users such as Audino due to it not minding status itself. Finally, Encore can be used to prevent Pokemon such as Oricorio-G from freely setting up on Clefairy, or to lock more passive Pokemon into their support moves. It does have some issues finding room for these options, however. given that this and healing wish are easily the best options for clef outside of what's on the set, I'd make encore the first sentence instead of the last

Checks and Counters
===================

**Steel-types**: Steel-types such as Aggron, Alolan Dugtrio, and Togedemaru pretty much wall Clefairy if it lacks Seismic Toss and easily KO Clefairy with their respective Steel-type attacks, and Seismic Toss isn't even really that helpful against them. This made worse by the latter two's immunity to Thunder Wave and their collective immunity to Toxic.

**Poison-types**: Poison-types such as Muk weezing is 10x more relevant and can taunt it too and physical Skuntank really only fear Thunder Wave from Clefairy, and have no problem KOing Clefairy with Poison Jab. Skuntank can even Taunt it, preventing it from healing itself or supporting its team.

**Taunt**: Pokemon such as Archeops and Skuntank u just mentioned this above, use somth else completely shut Clefairy down with Taunt, preventing it from doing much of anything, which is especially bad if Clefairy's low on HP. Magmortar and Pyroar can also run Taunt, which prevents Clefairy from checking them as well.

**Knock Off**: Without its Eviolite to increase Clefairy's defenses, its bulk is fairly underwhelming, and it cannot reliably switch in on stronger attackers should it get knocked off.

**Strong Physical Attackers**: Numerous physical attackers such as Kangaskhan, Kingler, and Zangoose can very easily muscle through Clefairy even with its Eviolite intact due to its lower physical bulk.
qcstamp.gif
i nitpicked this very hard but it's good, 3/3
 

Lumari

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TFP Leader


remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

As a result of Clefairy’s solid Eviolite-augmented bulk when augmented by Eviolite and access to reliable recovery in Soft-Boiled, Clefairy is capable of functioning as an effective check to some of PU's most threatening special attackers, such as Drampa and Magmortar. Clefairy also has access to a stellar defensive ability in Magic Guard, which blocks all forms of passive damage, making it immune to Spikes and allowing it to act as a status absorber. On top of this, Clefairy boasts an amazing support movepool, with moves such as Knock Off, Stealth Rock, and Thunder Wave in its arsenal, making Clefairy one of few Pokemon in the tier to have both Stealth Rock and recovery. Unfortunately, Clefairy is heavily reliant on its Eviolite to check stronger special attackers due to its otherwise below average bulk, making it vulnerable to Knock Off (RC) and thus (RC) shaky as a shaky Dark-type check. Even with its Eviolite intact, Clefairy struggles against strong physical attackers such as Kangaskhan and Stoutland as a result of its poor physical bulk. Finally, Clefairy suffers from being passive, meaning that it fits best on bulkier, more defensive teams.

[SET]
name: Specially Defensive
move 1: Soft-Boiled
move 2: Seismic Toss / Moonblast
move 3: Stealth Rock / Knock Off
move 4: Toxic / Thunder Wave
item: Eviolite
ability: Magic Guard
nature: Sassy
evs: 252 HP / 4 Def / 252 SpD
ivs: 0 Spe

[SET COMMENTS]
Moves
========

Soft-Boiled gives Clefairy the ability to keep itself healthy, allowing it to check special attackers consistently throughout the match. Seismic Toss gives Clefairy a way of dealing a fixed amount of damage to all targets barring Ghost-types, including some of Clefairy's checks such as Weezing. Moonblast, on the other hand, gives Clefairy a STAB option, which that deals super effective damage to Dark-types such as Absol and Spiritomb (RC) as well as Fighting-types such as Hitmonchan, Primeape, and Passimian on the switch. Stealth Rock is useful for chipping away at and pressuring opposing teams. Should the team already have a Stealth Rock user, Knock Off should be used for crippling Assault Vest and Eviolite users, such as Magmortar, opposing Clefairy, and Type: Null; Pokemon reliant on their Leftovers or Black Sludge for recovery such as Regirock, Skuntank, and Weezing; and Choice-locked wallbreakers such as Pyroar by removing their item. Knock Off also allows Clefairy to scout for Z-Moves. Toxic is used to cripple opposing Pokemon by putting them on timers, preventing Pokemon such as Musharna from freely setting up on Clefairy, and gives it the ability to wear down Pokemon with reliable recovery that aren't weak to Moonblast that also have reliable recovery without resorting to PP stalling. Alternatively, Thunder Wave can be opted for to slow opposing Pokemon down and provide speed control.

Set Details
========

Maximum investment in HP and Special Defense in conjunction with a Sassy nature and Eviolite serve to make Clefairy as effective of a special wall as it can be. The negative Speed nature in tandem with 0 IVs in Speed minimize the damage Clefairy takes from Ferroseed's Gyro Ball, turning it into a 5HKO. This also improves Clefairy's matchup against Trick Room teams. Magic Guard is Clefairy's only viable ability, and it prevents Clefairy from taking any damage from entry hazards, status conditions, and weather, giving it a much easier time switching into special attacks and allowing it to absorb status.

Usage Tips
========

Clefairy should primarily pivot into special attackers such as Magmortar and Swanna. Take advantage of how Clefairy forces these Pokemon out by setting up Stealth Rock or firing off one of Toxic or and Thunder Wave on the turn that they switch, as this applies immediate pressure. Use Soft-Boiled once Clefairy begins taking damage to keep it consistently healthy, allowing it to better take on strong special attackers. Soft-Boiled can also be used to stall out attackers once they've been put on a timer by Toxic. Clefairy should prioritize remaining healthy rather than crippling a Pokemon that's switching out if it has already taken prior damage, as this leaves it unable to switch in on Pokemon like Pyroar as reliably. Because of Magic Guard, Clefairy can also act as a status absorber for teams, so switch it in on Toxic or Will-O-Wisp from Pokemon such as Altaria and Gourgeist-XL to avoid letting another member get crippled. Magic Guard and its aforementioned coverage options allow it Clefairy to serve as a good pivot against stall teams due to Clefairy not being affected by chip damage from status and entry hazards. Strong physical attackers like Choice Band Passimian can 2HKO Clefairy with even resisted attacks, so avoid them. Due to Clefairy's susceptibility to Knock Off, Clefairy also is not a reliable Dark-type resist answer and should generally not be switched in on Dark-types or Pokemon that commonly run Knock Off either.

Team Options
========

Physically defensive Pokemon such as Gastrodon, Gourgeist-XL, Weezing, and Sableye can handle stronger physical attackers for Clefairy, while Clefairy can switch into special attackers that threaten them such as Alolan Exeggutor and Floatzel. Additionally, Gourgeist-XL, Sableye, and Weezing all have access to Will-O-Wisp, which is useful for weakening physical attackers such as Archeops. Checks to Poison- and Steel-types are important, (AC) since they are immune to Toxic, resist Moonblast, and can still KO Clefairy even if they get knocked off take a Knock Off, so Pokemon such as defensive Mesprit, Mudsdale, and Palossand make for good partners. Do note that Mesprit doesn't check Steel-types. Wallbreakers that can take advantage of opposing Pokemon being slowed down by Thunder Wave such as Aggron, Magmortar, and Stoutland are good partners, as Clefairy eases the matchup against their offensive checks. In return, these wallbreakers break through Poison- and Steel-types that Clefairy struggles with. Slower wallbreakers with better physical bulk such as Kingler and Passimian appreciate having Clefairy to fall back on when a special attacker such as Pyroar switches in to revenge kill them. Clefairy also fits well on stall because of its solid defensive capabilities, and Pokemon that are most common on stall teams such as Audino and Pyukumuku can benefit from Clefairy taking on Fightinium Z Magmortar and soaking up status.

[STRATEGY COMMENTS]
Other Options
=============

An either physically or specially defensive set with Calm Mind is usable, making Clefairy an annoyance to more defensive teams due to it finding easier opportunities to set up against them, although the defense investment doesn't prevent stronger physical attackers such as Zangoose from breaking through it. Encore can be used to prevent Pokemon such as Oricorio-G from freely setting up on Clefairy (RC) or to lock more passive Pokemon into their support moves. Healing Wish gives one of Clefairy's teammates a second chance at walling, wallbreaking, or sweeping, but Clefairy has trouble finding a slot for it, and this defeats the purpose of what Clefairy's actually used for. Wish can be used to support teammates, but Clefairy prefers having access to one-turn recovery so that it can consistently switch in on attacks. Furthermore, Audino gives it competition as a Wish passer, (AC) since Audino's much higher HP stat allows it to pass bigger Wishes, and Clefairy doesn't appreciate dropping a move for Protect. One of either Fire Blast or Flamethrower may seem appealing so that Clefairy can hit Steel-types like Ferroseed for super effective damage, but they're both really weak coming off of Clefairy's low Special Attack stat, and they're generally not worth it due to Seismic Toss doing more consistent damage and being more reliable. Magic Coat can be used to block entry hazards and Taunt from Pokemon such as Weezing. Heal Bell can be used to cure the entire team of any status conditions. Magic Guard gives it a niche over other users such as Audino due to it not minding status itself. It does have some issues finding room for these options, however.

Checks and Counters
===================

**Steel-types**: Steel-types such as Aggron, Alolan Dugtrio, and Togedemaru pretty much wall Clefairy if it lacks Seismic Toss and easily KO Clefairy with their respective Steel-type STAB attacks, and Seismic Toss isn't even really that helpful against them. This is made worse by the latter two's immunity to Thunder Wave and their collective immunity to Toxic.

**Poison-types**: Poison-types such as Weezing and physical Skuntank really only fear Thunder Wave from Clefairy (RC) and have no problem dealing with Clefairy with their respective Poison-type STAB attacks. Both of them can also Taunt it, preventing it from healing itself or supporting its team.

**Taunt**: Pokemon such as Archeops and Probopass completely shut Clefairy down with Taunt, preventing it from doing much of anything, which is especially bad if Clefairy's low on HP. Magmortar and Pyroar can also run Taunt, which prevents Clefairy from checking them as well.

**Knock Off**: Without its Eviolite to increase Clefairy's defenses, its bulk is fairly underwhelming, and it cannot reliably switch in on stronger attackers should it get knocked off take a Knock Off.

**Strong Physical Attackers**: Numerous physical attackers such as Kangaskhan, Kingler, and Zangoose can very easily muscle through Clefairy even with its Eviolite intact due to its lower physical bulk.
 
Last edited:

lotiasite

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GP 2/2
[OVERVIEW]

As a result of Clefairy’s solid Eviolite-augmented bulk and access to reliable recovery in Soft-Boiled, Clefairy is capable of functioning as an effective check to some of PU's most threatening special attackers, such as Drampa and Magmortar. Clefairy also has access to a stellar defensive ability in Magic Guard, which blocks all forms of passive damage, making it immune to Spikes and allowing it to act as a status absorber. On top of this, Clefairy boasts an amazing support movepool, with moves such as Knock Off, Stealth Rock, and Thunder Wave in its arsenal, making Clefairy one of few Pokemon in the tier to have both Stealth Rock and recovery. Unfortunately, Clefairy is heavily reliant on its Eviolite to check stronger special attackers due to its otherwise below-(AH)average bulk, making it vulnerable to Knock Off and thus shaky as a Dark-type check. Even with its Eviolite intact, Clefairy struggles against strong physical attackers such as Kangaskhan and Stoutland as a result of its poor physical bulk. Finally, Clefairy suffers from being passive, meaning that it fits best on bulkier, more defensive teams.

[SET]
name: Specially Defensive
move 1: Soft-Boiled
move 2: Seismic Toss / Moonblast
move 3: Stealth Rock / Knock Off
move 4: Toxic / Thunder Wave
item: Eviolite
ability: Magic Guard
nature: Sassy
evs: 252 HP / 4 Def / 252 SpD
ivs: 0 Spe

[SET COMMENTS]
Moves
========

Soft-Boiled gives Clefairy the ability to keep itself healthy, allowing it to check special attackers consistently throughout the match. Seismic Toss gives Clefairy a way of dealing a fixed amount of damage to all targets barring Ghost-types, including some of Clefairy's checks such as Weezing. Moonblast, on the other hand, gives Clefairy a STAB option that deals super effective damage to Dark-types such as Absol and Spiritomb, as well as Fighting-types such as Hitmonchan, Primeape, and Passimian on the switch. Stealth Rock is useful for chipping away at and pressuring opposing teams. Should the team already have a Stealth Rock user, Knock Off should be used for crippling Assault Vest and Eviolite users, such as Magmortar, opposing Clefairy, and Type: Null; Pokemon reliant on their Leftovers or Black Sludge for recovery such as Regirock, Skuntank, and Weezing; and Choice-locked wallbreakers such as Pyroar by removing their item. Knock Off also allows Clefairy to scout for Z-Moves. Toxic is used to cripple opposing Pokemon by putting them on timers, preventing Pokemon such as Musharna from freely setting up on Clefairy, and gives it the ability to wear down Pokemon with reliable recovery that aren't weak to Moonblast without resorting to PP stalling. Alternatively, Thunder Wave can be opted for to slow opposing Pokemon down and provide Sspeed control.

Set Details
========

Maximum investment in HP and Special Defense in conjunction with a Sassy nature and Eviolite serve to make Clefairy as effective of a special wall as it can be. The negative Speed nature in tandem with 0 IVs in Speed minimize the damage Clefairy takes from Ferroseed's Gyro Ball, turning it into a 3HKO. This also improves Clefairy's matchup against Trick Room teams. Magic Guard is Clefairy's only viable ability, and it prevents Clefairy from taking any damage from entry hazards, status conditions, and weather, giving it a much easier time switching into special attacks and allowing it to absorb status.

Usage Tips
========

Clefairy should primarily pivot into special attackers such as Magmortar and Swanna. Take advantage of how Clefairy forces these Pokemon out by setting up Stealth Rock or firing off one of Toxic and Thunder Wave on the turn that they switch, as this applies immediate pressure. Use Soft-Boiled once Clefairy begins taking damage to keep it consistently healthy, allowing it to better take on strong special attackers. Soft-Boiled can also be used to stall out attackers once they've been put on a timer by Toxic. Clefairy should prioritize remaining healthy rather than crippling a Pokemon that's switching out if it has already taken prior damage, as this leaves it unable to switch in on Pokemon like Pyroar as reliably. Because of Magic Guard, Clefairy can also act as a status absorber for teams, so switch it in on Toxic or Will-O-Wisp from Pokemon such as Altaria and Gourgeist-XL to avoid letting another member get crippled. Magic Guard and itClefairy’s aforementioned coverage options allow Clefairy to serve as a good pivot against stall teams due to Clefairy not being affected by chip damage from status and entry hazards. Strong physical attackers like Choice Band Passimian can 2HKO Clefairy with even resisted attacks, so avoid them. Due to Clefairy's susceptibility to Knock Off, Clefairy also is not a reliable Dark-type answer and should generally not be switched in on Dark-types or Pokemon that commonly run Knock Off either.

Team Options
========

Physically defensive Pokemon such as Gastrodon, Gourgeist-XL, Weezing, and Sableye can handle stronger physical attackers for Clefairy, while Clefairy can switch into special attackers that threaten them such as Alolan Exeggutor and Floatzel. Additionally, Gourgeist-XL, Sableye, and Weezing all have access to Will-O-Wisp, which is useful for weakening physical attackers such as Archeops. Checks to Poison- and Steel-types are important, (AC) since, (RC) they are immune to Toxic, resist Moonblast, and can still KO Clefairy even if they take a Knock Off, so Pokemon such as defensive Mesprit, Mudsdale, and Palossand make for good partners. Do note that Mesprit doesn't check Steel-types. Wallbreakers that can take advantage of opposing Pokemon being slowed down by Thunder Wave such as Aggron, Magmortar, and Stoutland are good partners, as Clefairy eases the matchup against their offensive checks. In return, these wallbreakers break through Poison- and Steel-types that Clefairy struggles with. Slower wallbreakers with better physical bulk such as Kingler and Passimian appreciate having Clefairy to fall back on when a special attacker such as Pyroar switches in to revenge kill them. Clefairy also fits well on stall because of its solid defensive capabilities, and Pokemon that are most common on stall teams such as Audino and Pyukumuku can benefit from Clefairy taking on Fightinium Z Magmortar and soaking up status.

[STRATEGY COMMENTS]
Other Options
=============

An either physically or specially defensive set with Calm Mind is usable, making Clefairy an annoyance to more defensive teams due to it finding easier opportunities to set up against them, although the dDefense investment doesn't prevent stronger physical attackers such as Zangoose from breaking through it. Encore can be used to prevent Pokemon such as Oricorio-G from freely setting up on Clefairy or to lock more passive Pokemon into their support moves. Healing Wish gives one of Clefairy's teammates a second chance at walling, wallbreaking, or sweeping, but Clefairy has trouble finding a slot for it, and this defeats the purpose of what Clefairy's actually used for. Wish can be used to support teammates, but Clefairy prefers having access to one-turn recovery so that it can consistently switch in on attacks. Furthermore, Audino gives it competition as a Wish passer, since Audino's much higher HP stat allows it to pass bigger Wishes, and Clefairy doesn't appreciate dropping a move for Protect. One of either Fire Blast or Flamethrower may seem appealing so that Clefairy can hit Steel-types like Ferroseed for super effective damage, but they're both really weak coming off of Clefairy's low Special Attack stat, and they're generally not worth it due to Seismic Toss doing more consistent damage and being more reliable. Magic Coat can be used to block entry hazards and Taunt from Pokemon such as Weezing. Heal Bell can be used to cure the entire team of any status conditions. Magic Guard gives it a niche over other users such as Audino due to it not minding status itself. It does have some issues finding room for these options, however.

Checks and Counters
===================

**Steel-types**: Steel-types such as Aggron, Alolan Dugtrio, and Togedemaru pretty much wall Clefairy if it lacks Seismic Toss and easily KO Clefairy with their respective STAB attacks, and Seismic Toss isn't even really that helpful against them. This is made worse by the latter two's immunity to Thunder Wave and their collective immunity to Toxic.

**Poison-types**: Poison-types such as Weezing and physical Skuntank really only fear Thunder Wave from Clefairy, and have no problem dealing with Clefairy with their respective STAB attacks. Both of them can also Taunt it, preventing it from healing itself or supporting its team.

**Taunt**: Pokemon such as Archeops and Probopass completely shut Clefairy down with Taunt, preventing it from doing much of anything, which is especially bad if Clefairy's low on HP. Magmortar and Pyroar can also run Taunt, which prevents Clefairy from checking them as well.

**Knock Off**: Without its Eviolite to increase Clefairy's defenses, its bulk is fairly underwhelming, and it cannot reliably switch in on stronger attackers should it take a Knock Off.

**Strong Physical Attackers**: Numerous physical attackers such as Kangaskhan, Kingler, and Zangoose can very easily muscle through Clefairy even with its Eviolite intact due to its lower physical bulk.
 
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