anyone want to give some recommendations? though trick mostly nerfs clefable though I can usually wall entire teams with it minus a one or two pokes usually aegislash(aggron can handle it) for example or ferrothorn(azumaril can usually take it out).
you think a toxic orb to prevent paralysis would be better for clefable or is mostly sleep immunity better(minus dark void obviously)?
Usually espeon or siliglyph(does not usually last beyond trick,but still useful) ends up being sacrifice leads though occasionally people let me sweep with sigilyph.
I might be lacking a special sweeper/wall. Clefable is usually nerfed in wether conditions unless powered already.
This team can also handle roar teams reasonably well,but takes forever. It can also usually handle prankster teams so long as predict correctly.
mega-Aggron can usually tank,if I take out all the specials first.
Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Rest
- Iron Head
- Sleep Talk
- Curse
Clefable @ Safety Goggles
Ability: Magic Guard
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
IVs: 0 Atk
- Stored Power
- Cosmic Power
- Thunder Wave
- Soft-Boiled
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Belly Drum
- Bounce
- Aqua Jet
- Play Rough
Cloyster @ White Herb
Ability: Skill Link
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Ice Shard
- Icicle Spear
- Rock Blast
- Shell Smash
Espeon @ Light Clay
Ability: Magic Bounce
EVs: 252 SDef / 252 HP / 4 Spd
Calm Nature
- Light Screen
- Reflect
- Baton Pass
- Morning Sun
Sigilyph @ Choice Scarf
Ability: Magic Guard
EVs: 220 Spd / 252 SAtk / 36 SDef
Timid Nature
IVs: 0 Atk
- Trick
- Roost
- Cosmic Power
- Stored Power
you think a toxic orb to prevent paralysis would be better for clefable or is mostly sleep immunity better(minus dark void obviously)?
Usually espeon or siliglyph(does not usually last beyond trick,but still useful) ends up being sacrifice leads though occasionally people let me sweep with sigilyph.
I might be lacking a special sweeper/wall. Clefable is usually nerfed in wether conditions unless powered already.
This team can also handle roar teams reasonably well,but takes forever. It can also usually handle prankster teams so long as predict correctly.
mega-Aggron can usually tank,if I take out all the specials first.
Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Rest
- Iron Head
- Sleep Talk
- Curse
Clefable @ Safety Goggles
Ability: Magic Guard
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
IVs: 0 Atk
- Stored Power
- Cosmic Power
- Thunder Wave
- Soft-Boiled
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Belly Drum
- Bounce
- Aqua Jet
- Play Rough
Cloyster @ White Herb
Ability: Skill Link
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Ice Shard
- Icicle Spear
- Rock Blast
- Shell Smash
Espeon @ Light Clay
Ability: Magic Bounce
EVs: 252 SDef / 252 HP / 4 Spd
Calm Nature
- Light Screen
- Reflect
- Baton Pass
- Morning Sun
Sigilyph @ Choice Scarf
Ability: Magic Guard
EVs: 220 Spd / 252 SAtk / 36 SDef
Timid Nature
IVs: 0 Atk
- Trick
- Roost
- Cosmic Power
- Stored Power
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