Card of the Day
seeing what it did at the STS, I think we definitely need to have a look
have wings, but I can't fly. I have a headache. What's next? Is a trainer
going to catch me? Ah!! Erika!"-Clefable (Joe
What a copycat!"-Doll
quote to describe Clefable? Umm... pink?"-Souper
greatest Pokémon there is. Just for one day."-Scott
I haven't really got a CotD for a while, I've been really busy with
the STS, school, and a bunch of other things, but now I'm back. I
met a lot of people that know me online at the STS, and I met a bunch of
really cool people.
Somewhere on the web-site
Scott posted that he "designed my deck" for the STS. This is a
misunderstanding, I was playing a Wiggly/Fable, and he talked me into
playing Mewtwo as extra back-up, that's all.
I got a little quote happy,
I like how Dux and Souper decided not to mention how to play it, but how
it is.. pink. Scott's quote, if you don't know, refers to Clefable's power
at the Super Trainer Showdown.
Well, I'm done with the
quotes and news, or whatever this section is, time to look at Clefable.
One Colorless Metronome!!
Clefairy evolves, it keeps the same attack, but it goes down from 3 to 1
energy. The ability to copy any attack, and even more importantly, not
have to do anything required in order to use that attack, is just amazing.
Clefable gains a large advantage over a lot of Pokémon with this.
look at some popular, or at least semi-popular cards that Clefable has a
huge advantage over because of metronome.
for one colorless energy, Clefable simply just does 70 to it. One-hit KO,
for one energy. And the damage? As long as Clefable has a non-lightning
energy card attached to it, it takes NO damage. If it's a lightning, it
takes 10. Rocket's Zapdos is becoming very popular in tournament
environments, and because of that, Clefable might actually become more of
a tournament-level used card.
yes, I know: not too many people play Ninetales. But if they do, you can
get another one hit K.O for one energy, with no drawbacks! Clefable does
not have to discard an energy, it just simply does 80, and KO's a
base Zapdos is even more fun to KO with Clefable, as one colorless does
100! No drawbacks!
cards mentioned above are among the used cards that Clefable has the
biggest advantages over. Clefable's metronome gives it still a huge
advantage, but not one hit KO's against:
can do a simple 50 with no drawback, or Clefable can take 80 and 30 to
itself. I personally think it would be best to get 20 on Arcanine, then
Take Down for the K.O! If Arcanine can't build up fast enough, Clefable's
one colorless metronome gains the advantage and double Flamethrower's for
all know Charizard pretty much just stinks, but anyone that does use it
will be in trouble when Clefable fire spins for 100, with no drawbacks.
for one energy, Clefable is a PlusPower away from the knockout, plus it
could Juxtapose to heal itself, but flips are annoying, plus it is
impossible to knockout a Mewtwo with Clefable by using Juxtapose, as
Clefable can never have more than 60 damage. Remember that Clefable stays
colorless, and does not do 120 to Mewtwo by copying Psyburn.
Dragon Rage for the KO, or if it has at least 10 damage, you might
consider trying to paralzye it by metronoming a Bubblebeam, then Dragon
Raging for the KO.
Wiggly is just so fast, that made it hard to put on this list, but it is
possible for a one hit KO with 2 PlusPowers, or once it takes 20, Fable
makes the one energy KO
Ninetales- Also a PlusPower away from a K.O.
Remember, Clefable will not have to discard the energy if it flips tails
with the attack. You probably wouldn't flip, anyway.
if your opponent is low in cards, you can try to
keep his Mewtwo active, afterall, it's hard to get out of the way, with a
three retreat cost, and psychic won't hurt a Fable unless it's got a lot
of energy cards attached, which it won't. You can metronome Barrier to
stall, which does not require you to discard the psychic energy. Not a bad
idea, but who plays base Mewtwo anymore?
are just some of the many cards that Clefable has a huge advantage over.
Metronome Isn't Always a Huge Advantage
does metronome fail to gain a large advantage? Against small attackers, or
against surprise one hit KO's. Here's a good example:
have your brand new shiny Clefable out! It has no damage! It just took out
a Ninetales and a Zapdos! Your opponent sends out Jigglypuff and pounds
for 20. "Big deal, it's only 20." So you keep smiling and
singing and pound it back. Then next turn Wiggly, FULL BENCH, 3
UNNECESSARY PLUSPOWERS, DO THE WAVE!! KNOCKOUT!! You lose the game!! And
you're screaming "Oh my what have I done," and your opponent is
just throwing your cards all over the table, the little kids watching the
game are screaming- the 4 year old kid wet himself and is bawling his eyes
out, all because you didn't play the energy removal.
small attackers do have an advantage over Clefable, especially small
fighting attackers. By small attackers, I mean decent HP, and an attack
that doesn't do too much, but enough. For example, base Machop.
40. Metronome only deals 20 back, ouch. Even if Clefable attacks first it
will get knocked out first, unless you play a PlusPower.
decent card against Clefable is base Onix, unless they metronome Harder
and manage to stall. Even Minimize stops Rock Throw. Machop is just
better. Hitmonchan isn't bad against it either, it pretty much comes down
to who attacks first.
against Clefable is really just a stalemate. What's interesting though, is
minimize becomes an option for one colorless now because of metronome.
Ditto is normally put up against Fable to buy time to get some threats on
If Metronome is One Energy, Then...
needing one energy to copy all of the defending Pokémon's attacks means
Clefable is not vulnerable to Energy Removal, infact it works great with
Super Energy Removal, and Pokémon Center, since you lose one energy to
remove up to 60. Just make sure you don't have something built up with
damage on it, on the bench if you play Center, since you'll lose all your
Oh Yeah! Minimize
really isn't something that you'll use a lot if you play Clefable, it
needs more energy then Metronome. It can be useful, or at least more
useful than metronome, in situations where you need to stall, or when
Metronome is useless. (another Clefable, Ditto, damaged Mr. Mime)
is terrible, you have a 50% chance to put them asleep, then they have a
50% chance to wake up if you do even manage to get them asleep. Metronome
can still be used, but it cost 3 energy, making Clefairy vulnerable to
Energy Removal, but it's more vulnerable to knockouts. Chan gets the one
hit knockout, and a lot of games have ended on turn one because of
Hitmonchan against a Clefairy. Clefairy should be evoled as soon as
possible, and so should almost anything with 40 HP that's weak to
My Rating (1- Almost completely
useless, 3- Pretty bad, 5- Useable, 7-Tournament level, 10-Totally broken)
gained power with the release of Challenge, but it's important to evolve
it immediately, or it won't have a chance to perform some if it's amazing
abilities. I think Clefable deserves a 7.0. Clefable
has been able to do decent in tournament environments, but Rocket's Zapdos
will make it more popular.
At the Super
Trainer Showdown, Clefable shut down Venusaur and especially Rocket's
Zapdos. Under 15/3 format, Clefable deserves a higher rating of 9.5.
Clefable is the reason that my rating of Rocket's Zapdos might actually be
a 9.5 instead of a perfect 10. I described my rating system better, but
remember, just because something has less than a 7 level doesn't mean it
can't be in a deck that will win a standard tournament, it just probably
won't be, and if there are any in a tournament-successful deck, there's
probably only one in the deck.
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