If you saw my list of Gallade sets, this is the same thing, only for Clefable.
As we all know, Clefable's movepool is completely unbelievable, both offensively and defensively.
Clefable@Leftovers
252 HP / 4 DEF / 252 SpDEF
Careful
Magic Guard
-Stealth Rock
-Thunder Wave
-Seismic Toss
-Reflect
A somewhat basic supporter. Stealth Rock is Stealth Rock. Thunder Wave cripples speedy sweepers, and lets a slower Poke come in and wreck havoc. Seismic Toss is there so this Clefable is not walled by Taunt, and 100 damage consistently is pretty nice. Reflect works in conjunction with Clefable's good HP and SpDEF, boosting this fat blob into a possible mixed-wall position. However, this set lacks ability to damage Ghost-types. I specifically fear SubCM Mismagius, who shields itself from Thunder Wave and is immune to Seismic Toss.
Clefable@Life Orb
40 HP / 252 ATK / 216 SpATK
Quiet / Brave
Magic Guard
-Calm Mind
-Flamethrower
-Double Edge
-Softboiled
This is a weird set: A mixed Calm Minder. No recoil Life Orb'd no recoil STAB Double Edge (thanks, Magic Guard!) isn't something to mess with. Calm Mind boosts Flamethrower's power so it hits Steel-types much harder. Sadly, this set has some trouble with Rock-types. Softboiled is for healing purposes. EVs provide lots of attack power (from both sides), with some thrown into HP for a bit of durability.
Clefable@Focus Sash
252 HP / 4 SpDEF / 252 SPE (Unsure on EVs)
Calm
Magic Guard
-Amnesia
-Counter
-Endeavor
-Shadow Ball
Just. Plain. Funny. Thanks to Clefable's immunity to Stealth Rock, Spikes, status damage, Sandstorm, Hail, etc., this set is immensely better. This is similar to my Iron Defense-Mirror Coat Blastoise, only the other way. Amnesia so they come in and smack you with a Close Combat. You live that with your Sash, and Counter for the KO. Hopefully, they bring in something slow, so that you can bring it down to 1 HP with Endeavor. Shadow Ball is there to hit Ghost-types who fear no Counter or Endeavor.
Clefable@Choice Specs
252 HP / 4 DEF / 252 SpATK
Modest
Magic Guard
-Trick
-Ice Beam / Thunderbolt / Fire Blast / Focus Blast / Grass Knot / Shadow Ball / Psychic / Softboiled
-Ice Beam / Thunderbolt / Fire Blast / Focus Blast / Grass Knot / Shadow Ball / Psychic / Softboiled
-Ice Beam / Thunderbolt / Fire Blast / Focus Blast / Grass Knot / Shadow Ball / Psychic / Softboiled
Specs Trickster! In all of its monstrous movepool, Clefable does not have a STAB special option.
But, as you can see, it has just about every other thing it needs. Ice Beam hits Dragon-, Grass-, Ground-, and Flying-types. Thunderbolt hits Flying- and Water-types. Fire Blast hits Grass-, Ice-, Steel-, and Bug-types. Focus Blast hits Dark-, Normal-, Steel-, Ice-, and Rock-types. Grass Knot hits Water-, Ground-, and Rock-types. Shadow Ball hits Psychic- and Ghost-types. Psychic hits incoming Fighting-types, as well as Poison-types. Sofboiled is for healing purposes. Help me make a descision!
Clefable@Leftovers / Life Orb
252 HP / 252 ATK / 4 DEF
Adamant
Magic Guard
-Thunder Wave
-Swagger
-Substitute
-Double Edge
Parafusion Clefable. Lefties gives durability, Life Orb gives power. EVs and nature maximize HP and ATK for durability
and power. Thunder Wave and Swagger form the parafusion. Hide behind a sub as they either A) switch or B) struggle to hit you. Then fire off Double Edges. I do not fear Ghost-types on this set as much as others, simply because most do not enjoy confusion or paralysis.
Five sets. Clearly, Clefable has one of the most massive move pools in the game.
Constructive criticism is appreciated. Thanks!