Competitive Information for Clefable [Diamond/Pearl]

Competitive Pokemon Diamond/Pearl Movesets and Strategies for Clefable clefable
Base Stats for Clefable

Normal

Abilities:
Cute CharmCute Charm: 30% chance of infatuating Pokemon of the opposite gender if they make contact.
,
Magic GuardMagic Guard: This Pokemon can only be damaged by direct attacks, and can't be fully paralyzed.


Evolutions / Family:
Cleffa
Clefairy
Clefable

Weakness Chart for Normal-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
  
  
  
  
2x
  
  
0x
  
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
  
  
  
  
  
¼x
½x
2x
4x

Movesets for Singles


What is a good competitive moveset for Clefable? These builds have been optimized for Pokemon competing in Diamond/Pearl Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Diamond/Pearl generation metagame.


Common team mates for Clefable in Pokemon Diamond/Pearl:

JirachiSkarmoryRotom-HeatNidoqueenGliscorDugtrioMagnezoneHippowdonSuicuneMilotic


Clefable is an extraordinary Normal-typed Pokemon. Clefable are common Pokemon to see in the DP metagame. Clefable's only type-related weakness is Fighting.


Species: Clefable
Item: Leftovers
Ability: Magic Guard
Nature: Calm (+SpD, -Atk)
EVs: 252 Hp / 4 Def / 252 SpD
Moveset:
- Ice Beam
- Soft-Boiled / Encore
- Stealth Rock
- Thunder Wave / Thunderbolt

Special Wall Clefable (Popular/Trending)

Clefable is an extraordinary Special Wall. The purpose of this moveset is to take a mighty amount of hits from special attacks while dealing some decent damage. Leftovers are always a great recovery option to ensure Clefable last longer regaining it's stamina every turn. With Magic Guard, Clefable can only be damaged by direct attacks and can't be fully paralyzed.

Ice Beam is a special 95-base power Ice-type move (10% chance to freeze the target).
Soft-Boiled is a status move (heals your Clefable by 50% of its max hp).
Encore is a status move (the target repeats its last move for 4-8 turns).
Stealth Rock is a status move (hurts foes on switch-in. factors rock weakness).
Thunder Wave is a status move (paralyzes the target).
Thunderbolt is a special 95-base power Electric-type move (10% chance to paralyze the target).



Species: Clefable
Item: Life Orb / Silk Scarf
Ability: Magic Guard
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Frustration
- Fire Punch
- Ice Punch
- Thunder Punch

Physical Sweeper Clefable (Magic Guard)

Clefable is a stupendous Physical Sweeper. It attempts to take down the opponent's team with brute physical power. Life Orb boosts the power of Clefable's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Magic Guard, Clefable can only be damaged by direct attacks and can't be fully paralyzed.

Double-Edge is a physical STAB-boosted 120-base power Normal-type move (has 1/3 recoil).
Frustration is a physical STAB-boosted 0-base power Normal-type move (max 102 power at minimum happiness).
Fire Punch is a physical 75-base power Fire-type move (10% chance to burn the target).
Ice Punch is a physical 75-base power Ice-type move (10% chance to freeze the target).
Thunder Punch is a physical 75-base power Electric-type move (10% chance to paralyze the target).



Species: Clefable
Item: Life Orb / Silk Scarf
Ability: Magic Guard
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Hyper Beam
- Flamethrower
- Ice Beam
- Thunderbolt

Special Sweeper Clefable (Magic Guard)

Clefable is an interesting Special Sweeper. It's purpose is to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Clefable's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Magic Guard, Clefable can only be damaged by direct attacks and can't be fully paralyzed.

Hyper Beam is a special STAB-boosted 150-base power Normal-type move (Clefable cannot move next turn).
Flamethrower is a special 95-base power Fire-type move (10% chance to burn the target).
Ice Beam is a special 95-base power Ice-type move (10% chance to freeze the target).
Thunderbolt is a special 95-base power Electric-type move (10% chance to paralyze the target).



Species: Clefable
Item: Leftovers
Ability: Unaware
Nature: Bold (+Def, -Atk)
EVs: 252 Hp / 172 Def / 84 SpA
Moveset:
- Wish
- Thunderbolt
- Ice Beam
- Flamethrower

Clefable Physical Wall (Wait What?)

Clefable is a sensational Physical Wall. It's primary goal is to take a mighty amount of physical hits while dealing some decent damage. Leftovers are always a great recovery option to ensure Clefable last longer regaining it's it's health points every turn.

Wish is a status move (next turn, heals 50% of the recipient's max hp).
Thunderbolt is a special 95-base power Electric-type move (10% chance to paralyze the target).
Ice Beam is a special 95-base power Ice-type move (10% chance to freeze the target).
Flamethrower is a special 95-base power Fire-type move (10% chance to burn the target).


Movesets for Doubles


What is a good doubles moveset for Clefable? These builds have been optimized for Diamond/Pearl Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Diamond/Pearl generation metagame.


Common team mates for Clefable in Pokemon Diamond/Pearl:

JirachiSkarmoryRotom-HeatNidoqueenGliscorDugtrioMagnezoneHippowdonSuicuneMilotic


Species: Clefable
Item: Life Orb / Silk Scarf
Ability: Magic Guard
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Frustration
- Fire Punch
- Ice Punch
- Thunder Punch

Doubles Physical Sweeper Clefable (Magic Guard)

Clefable is a pretty decent Physical Sweeper. It attempts to take down the opponent's team with brute physical power. Life Orb boosts the power of Clefable's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Magic Guard, Clefable can only be damaged by direct attacks and can't be fully paralyzed.

Double-Edge is a physical STAB-boosted 120-base power Normal-type move (has 1/3 recoil).
Frustration is a physical STAB-boosted 0-base power Normal-type move (max 102 power at minimum happiness).
Fire Punch is a physical 75-base power Fire-type move (10% chance to burn the target).
Ice Punch is a physical 75-base power Ice-type move (10% chance to freeze the target).
Thunder Punch is a physical 75-base power Electric-type move (10% chance to paralyze the target).



Species: Clefable
Item: Life Orb / Never-Melt Ice
Ability: Magic Guard
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Icy Wind / Ice Beam
- Hyper Beam
- Flamethrower
- Thunderbolt

Doubles Special Sweeper Clefable (Magic Guard)

Clefable is a notable Special Sweeper. It's goal is to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Clefable's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Magic Guard, Clefable can only be damaged by direct attacks and can't be fully paralyzed.

Icy Wind is a special 55-base power Ice-type move (100% chance to lower the foes speed by 1 stage).
Ice Beam is a special 95-base power Ice-type move (10% chance to freeze the target).
Hyper Beam is a special STAB-boosted 150-base power Normal-type move (Clefable cannot move next turn).
Flamethrower is a special 95-base power Fire-type move (10% chance to burn the target).
Thunderbolt is a special 95-base power Electric-type move (10% chance to paralyze the target).


Movepool


Wondering what moves can Clefable learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Blizzard
120
70%
5
10% chance to freeze foe(s). Can't miss in hail.
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Fire Blast
120
85%
5
10% chance to burn the target.
Flamethrower
95
100%
15
10% chance to burn the target.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Grass Knot
--
100%
20
More power the heavier the target.
Hyper Beam
150
90%
5
User cannot move next turn.
Ice Beam
95
100%
10
10% chance to freeze the target.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Magical Leaf
60
--
20
This move does not check accuracy.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Shock Wave
60
--
20
This move does not check accuracy.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Solar Beam
120
100%
10
Charges turn 1. Hits turn 2. No charge in sunlight.
Thunder
120
70%
10
30% chance to paralyze. Can't miss in rain.
Thunderbolt
95
100%
15
10% chance to paralyze the target.
Uproar
50
100%
10
Lasts 3-6 turns. Active Pokemon cannot sleep.
Water Pulse
60
100%
20
20% chance to confuse the target.
Body Slam
85
100%
15
30% chance to paralyze the target.
Bounce
85
85%
5
Bounces turn 1. Hits turn 2. 30% paralyze.
Brick Break
75
100%
15
Destroys screens, even if the target is immune.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Covet
40
100%
40
If the user has no item, it steals the target's.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Double Slap
15
85%
10
Hits 2-5 times in one turn.
Double-Edge
120
100%
15
Has 1/3 recoil.
Drain Punch
60
100%
5
User recovers 50% of the damage dealt.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Endeavor
--
100%
5
Lowers the target's HP to the user's HP.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fire Punch
75
100%
15
10% chance to burn the target.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Headbutt
70
100%
15
30% chance to flinch the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Knock Off
20
100%
20
Target's item is lost and it cannot obtain another.
Last Resort
130
100%
5
Fails unless each known move has been used.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Meteor Mash
100
85%
10
20% chance to raise the user's Attack by 1.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Pound
40
100%
35
No additional effect.
Present
--
90%
15
40, 80, 120 power, or heals target 1/4 max HP.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Rollout
30
90%
20
Power doubles with each hit. Repeats for 5 turns.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Strength
80
100%
15
No additional effect.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Wake-Up Slap
60
100%
10
Power doubles if target is asleep, and wakes it.
Zen Headbutt
80
90%
15
20% chance to flinch the target.
Amnesia
--
--
20
Raises the user's Sp. Def by 2.
Aromatherapy
--
--
5
Cures the user's party of all status conditions.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Belly Drum
--
--
10
User loses 50% max HP. Maximizes Attack.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Charm
--
100%
20
Lowers the target's Attack by 2.
Copycat
--
--
20
Uses the last move used in the battle.
Cosmic Power
--
--
20
Raises the user's Defense and Sp. Def by 1.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Encore
--
100%
5
The target repeats its last move for 4-8 turns.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Fake Tears
--
100%
20
Lowers the target's Sp. Def by 2.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Follow Me
--
--
20
The foes' moves target the user on the turn used.
Gravity
--
--
5
For 5 turns, negates all Ground immunities.
Growl
--
100%
40
Lowers the foe(s) Attack by 1.
Heal Bell
--
--
5
Cures the user's party of all status conditions.
Healing Wish
--
--
10
User faints. Replacement is fully healed.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Lucky Chant
--
--
30
For 5 turns, shields user's party from critical hits.
Magic Coat
--
--
15
Bounces back certain non-damaging moves.
Metronome
--
--
10
Picks a random move.
Mimic
--
--
10
The last move the target used replaces this one.
Minimize
--
--
20
Raises the user's evasiveness by 1.
Moonlight
--
--
5
Heals the user by a weather-dependent amount.
Nightmare
--
100%
15
A sleeping target is hurt by 1/4 max HP per turn.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Recycle
--
--
10
Restores the item the user last used.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Role Play
--
--
10
User replaces its Ability with the target's.
Safeguard
--
--
25
For 5 turns, protects user's party from status.
Sing
--
55%
15
Causes the target to fall asleep.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Snatch
--
--
10
User steals certain support moves to use itself.
Soft-Boiled
--
--
10
Heals the user by 50% of its max HP.
Splash
--
--
40
No competitive use.
Stealth Rock
--
--
20
Hurts foes on switch-in. Factors Rock weakness.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Sweet Kiss
--
75%
10
Causes the target to become confused.
Thunder Wave
--
100%
20
Paralyzes the target.
Toxic
--
85%
10
Badly poisons the target.
Trick
--
100%
10
User switches its held item with the target's.
Wish
--
--
10
Next turn, heals 50% of the recipient's max HP.

Combo List


These are a list of several common move combinations Clefable can perform in Diamond/Pearl. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive DP Move and Ability Combos for Clefable

Create a build


Have an idea in mind for Clefable that you'd like to test? Customize the IVs, EVs and their Diamond/Pearl moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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Optimize Clefable's EVs for Diamond/Pearl




Visit Smogon's Pokedex for more competitive movesets for ClefableVisit Serebii's Pokedex for location, breeding, and other game details about ClefableVisit Bulbapedia for more information about ClefableVisit Pikalytics for competitive usage stats on Clefable