Best Items for Clefable – Held Items and Battle Items
Buddy Barrier (Core)
Clefable benefits greatly from buddy barrier’s ability to provide shields for itself while also being able to save and target an ally with more sustain to save them, considering clef ult doesn’t do much burst sustain to really sustain your allies. the flat hp bonus help put some meat on its bones, considering that Clef isn’t really particularly tanky despite being close to the fight.
Exp Share (Core)
Does Clefable usually pummel enemies with its surging strikes? What about its powerful electro ball attack? no. it does not have the tools to commonly defeat enemies and rack up exp. also this item is broken its throwing to not put it on UNLESS you are trying a funny draining kiss build.
Special Attack Specs
Clefable’s healing output gets pretty largely increased with even just a few stacks. it also gets additional damage into its ult abilities which have generally high special attack ratios.
Energy Amplifier
Amp allows Clefable to spam her Unite move even more than she already does, and helps gain it back more reliably since she won’t be farming much herself. Not only does the flat cooldown reduction help Moonlight uptime, but the Amp damage buff also greatly augments good rolls on the big damage moves you can get, like Hyper Beam or Fly. Boosting one of those with Amp can wipe a squishy or secure an objective all on its own.
Honorable Mention – Assault Vest
Clefable basically never deals damage unless it is to farm, which allows Clefable to kite out and regain Assault Aest shield mid fight, which provides a LOT of value helping it with its bulk. It’s a very safe and great alternative to the tough stacking game with Special Attack Specs.
How to Play Clefable in Pokemon Unite
Early Game Guide and Tips (pee pee poopoo)
clef’s only early game strength is a really easy to use and unknowingly generously ranged secure. disarming voice’s damage is decently high, allowing clef to contest many common top lane threats and net secures. disarming voice has great qualities to react to contests, being near instant to come out and not having to be aimed. unfortunately, clefable’s stupid little punches (auto attacks) do nearly nothing. clef’s main goals are to prevent enemies from stacking by out-securing enemies and denying points and levels.
other jobs include spamming heal pulse whenever you can preferably on allies for a small pickup on health i guess. it really doesnt do that much
disarming voice rant peepeepoopoo:
– disarming voice has a stupidly long cooldown, so avoid starting farm for enemies, do not him them usually unless you are pulling farm! you want to stall for your disarming voice cooldown to be able to actually contest the farm.
– disarming voice and heal pulse also has a pretty long self root when using the move so keep this in mind when you are being chased
– disarming voice hits all around you for a decently wide area, making it possible for you to out skill lucarios and other displacement type contesters. more info to come in the Imprisoned Life of a Support by chunkymilk coming in the near future
about stacking
you should NOT be explicitly going to stack unless it is quite clear that you have near zero possibility securing against the enemy you are anti stacking, and quite honestly the only answer here is lucario with some stipulations. you mainly stack during mid game using regieleki to help push your goals in or against unguarded goals when you out-rotate enemies. or you could just be blatantly winning in which you stack 6 times and become fat and obese and you start walking around immortal.
Mid/Late Game Instructions Manual
Moonlight + Gravity / Moonlight + Follow Me
your job is to generally stay in the backline to protect your squishy allies and feed them healing while using your gravity or follow me to ward off divers and flankers. realizing when to switch between pocketing active fighters (brawlers and tanks) and making space for your backliners (checking for flanks etc) is key, as you will have to run around sometimes to help people that are most in need.
Clefable’s Unite Move – Wonder Wish
Wonder Wish might seem out of place in Clefable’s kit, but the ult ends up giving Clefable a super strong source of burst damage and incredibly cheesy secure, in the form of the random move pulled. The main draw of the move is the 25% missing HP heal to all nearby allies (you can hold the ult button to see the radius of the heal), which gives you a massive Magic Guard shield (especially when stacked with Buddy Barrier). Here is a rundown of every move you can get and how you should (try to) use it.
– Hydro Pump (18% chance): Pretty strong burst that comes with a shove. Nothing really special here, just try to hit something with it. You can go for secures with this, but it’s inconsistent due to it being 3 hits of damage instead of one burst hit.
– Hyper Beam (20% chance): Very strong burst move, easy to miss sometimes but serves as really strong secure and a great chunk to enemies, especially with Energy Amp. You can line up multiple people to be hit by the same beam for maximum damage, but don’t go too out of position to do so, as it roots you in place.
– Splash (2% chance): Arguably the best thing you can get from your ult, as it gives you another ult back. Having two ults (which means two 25% missing hp heals) in one teamfight is a super powerful advantage, but the self-root can be really tedious sometimes.
– Explosion (5% chance): Arguably the worst thing you can get from your ult. Sure, big damage go brrrr, but it not only takes 40% of your health, but it roots you immediately after ulting and takes forever to actually go off, meaning it’s really easy to just get out of the way of the move.
– Close Combat (18% chance): Pretty strong and quick burst with a pretty weak and practically unnoticeable self heal. Nothing really special here, the damage is pretty solid when Amp boosted but it’s hard to hit all the hits without something just walking/ejecting out.
– Block (18% chance) : Easily better than Snorlax’s block. Not only is the shield bigger and the damage mitigation is stronger, but you have no speed penalty, and a movement speed buff from your ult. This seems overpowered at first, but remember that Snorlax’s block is the buggiest wall ever, and things just randomly phase through it, and this seems to happen more often with Clefable’s block because of the high speeds.
– Fly (20% chance) : Amazing option to get when panic ulting, but serves as burst and scuffed secure otherwise. Because of the movement speed buff from ult, you can easily chase a low hp retreating target with this move and finish them off, though coming at the obvious cost of your positioning.
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