Competitive Information for Clefable [Gold/Silver]

Competitive Pokemon Gold/Silver Movesets and Strategies for Clefable clefable
Base Stats for Clefable

Normal


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


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

Movesets for Singles


What is a good competitive moveset for Clefable? These builds have been optimized for Pokemon competing in Gold/Silver 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 Gold/Silver generation metagame.


Common team mates for Clefable in Pokemon Gold/Silver:

ZapdosExeggutorHoundoomGolemSkarmoryDonphanTangela


Clefable is an outstanding Normal-typed Pokemon. Clefable is a super common Pokemon to see in Generation 2. There were no known abilities back in the Gold/Silver Pokemon games. Clefable's only type-related weakness is Fighting.


Species: Clefable
Item: Life Orb
Moveset:
- Double-Edge / Return
- Shadow Ball
- Seismic Toss
- Rollout

Physical Sweeper Clefable (Retro)

Clefable is pretty popular Physical Sweeper. It was designed to take down the opponent's team with brute physical power. Remember before Generation IV, a move's damage category was determined by its type.

Double-Edge is a physical STAB-boosted 120-base power Normal-type move (has 1/4 recoil).
Return is a physical STAB-boosted 0-base power Normal-type move (max 102 power at maximum happiness).
Shadow Ball is a physical 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Seismic Toss is a physical 0-base power Fighting-type move (does damage equal to your Clefable's level).
Rollout is a physical 30-base power Rock-type move (power doubles with each hit. repeats for 5 turns).




Species: Clefable
Item: Life Orb
Moveset:
- Flamethrower
- Ice Beam
- Thunderbolt
- Psychic

Special Sweeper Clefable (Retro)

Clefable is a pretty decent Special Sweeper. It is primarily designed to take down the opponent's team with high-damaging special attacks. Keep in mind back before Generation IV, a move's damage category was determined by its type.

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).
Psychic is a special 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).




Species: Clefable
Item: Assault Vest
Ability: Magic Guard
Nature: Mild (+SpA, -Def)
EVs: 252 Hp / 224 SpA / 32 Spe
Moveset:
- Psychic
- Thunderbolt
- Ice Beam
- Flamethrower

Clefable Special Tank (Magic Fable)

Clefable is an awesome Special Tank. It's designed to take a nice amount of hits from special attacks while dealing some decent damage.

Psychic is a special 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
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).



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 the target.
Bubble Beam
65
100%
20
10% chance to lower the target's Speed 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.
Fire Punch
75
100%
15
10% chance to burn the target.
Flamethrower
95
100%
15
10% chance to burn the target.
Ice Beam
95
100%
10
10% chance to freeze the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Icy Wind
55
95%
15
100% chance to lower the target's Speed by 1.
Petal Dance
70
100%
20
Lasts 2-3 turns. Confuses the user afterwards.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Psywave
--
80%
15
Random damage from 1 to (user's level*1.5 - 1).
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.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Thunderbolt
95
100%
15
10% chance to paralyze the target.
Water Gun
40
100%
25
No additional effect.
Zap Cannon
100
50%
5
100% chance to paralyze the target.
Bide
--
100%
10
Waits 2-3 turns; deals double the damage taken.
Body Slam
85
100%
15
30% chance to paralyze the target.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Dizzy Punch
70
100%
10
20% chance to confuse the target.
Double Slap
15
85%
10
Hits 2-5 times in one turn.
Double-Edge
120
100%
15
Has 1/4 recoil.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Headbutt
70
100%
15
30% chance to flinch the target.
Hyper Beam
150
90%
5
User cannot move next turn.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Pound
40
100%
35
No additional effect.
Present
--
90%
15
40, 80, 120 power, or heals target 1/4 max HP.
Rage
20
100%
20
Next Rage increases in damage if hit during use.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rollout
30
90%
20
Power doubles with each hit. Repeats for 5 turns.
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Skull Bash
100
100%
15
Raises user's Defense by 1 on turn 1. Hits turn 2.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Strength
80
100%
15
No additional effect.
Submission
80
80%
25
Has 1/4 recoil.
Swift
60
--
20
This move does not check accuracy.
Take Down
90
85%
20
Has 1/4 recoil.
Tri Attack
80
100%
10
20% chance to paralyze or burn or freeze target.
Amnesia
--
--
20
Raises the user's Sp. Def by 2.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Belly Drum
--
--
10
User loses 50% max HP. Maximizes Attack.
Charm
--
100%
20
Lowers the target's Attack by 2.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Detect
--
--
5
Prevents moves from affecting the user this turn.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Encore
--
100%
5
The target repeats its last move for 3-6 turns.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
70%
20
Lowers the target's accuracy by 1.
Growl
--
100%
40
Lowers the target's Attack by 1.
Light Screen
--
--
30
For 5 turns, the user's party has doubled Sp. Def.
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.
Reflect
--
--
20
For 5 turns, the user's party has doubled Def.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Scary Face
--
90%
10
Lowers the target's Speed by 2.
Sing
--
55%
15
Causes the target to fall asleep.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Splash
--
--
40
No competitive use.
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.
Teleport
--
--
20
Fails when used.
Thunder Wave
--
100%
20
Paralyzes the target.
Toxic
--
85%
10
Badly poisons the target.

Combo List


These are a list of several common move combinations Clefable can perform in Gold/Silver. 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 GS 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 Gold/Silver moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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