Character Stats and Profiles Wiki

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Character Stats and Profiles Wiki
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CloverArtwork

Credits to Figburn

You are a kind soul. One of the best I've met. Left and right you've been beaten and bruised, but you stayed vigilant. You defuse situations and mend relationships... A far cry from what I was taught growing up. Royal Guards are taught that humans are the enemy. I only ever heard stories of war and our Underground imprisonment. But you're different. If you could change my mind on humans, I know you can change Asgore's!
~ Martlet to Clover over their actions in the Pacifist Route.

CloverSpriteNeutral
You are a kind soul. One of the best I've met. Left and right you've been beaten and bruised, but you stayed vigilant. You defuse situations and mend relationships... A far cry from what I was taught growing up. Royal Guards are taught that humans are the enemy. I only ever heard stories of war and our Underground imprisonment. But you're different. If you could change my mind on humans, I know you can change Asgore's!
~ Martlet to Clover over their actions in the Pacifist Route.

CloverArtworkGeno

Credits to Figburn

You kept going. Kept destroying lives. This isn't self defense like I once assumed. You're on a mission. But... This warped sense of justice... It won't bring them back.
~ Martlet confronting Clover in the Genocide Route.

CloverSpriteGeno
You kept going. Kept destroying lives. This isn't self defense like I once assumed. You're on a mission. But... This warped sense of justice... It won't bring them back.
~ Martlet confronting Clover in the Genocide Route.

Summary[]

Clover is the playable character and main protagonist of the Undertale prequel fangame Undertale Yellow. They are the seventh human to fall into the Underground and the Sixth SOUL gathered by Asgore Dreemurr in the Pacifist endings of the game. Embarking on a quest to find the first five humans who climbed Mt. Ebott, Clover ventures into the Underground with the hopes of finding the 5 missing children that fell before them, teaming up with the seemingly friendly Flowey after an unexpected detour.

The duo makes their way through old and new locations in order to confront Asgore, meeting new faces along the way. But with Clover's fate being set in stone, their mission to deliver justice seems to be destined to fail... right?

Keys: Pacifist/Neutral Route | Genocide Route | Full Power of their SOUL

Name: Clover, Gun-hat (As described by themselves and Flowey)

Gender: Left up to interpretation

Age: Unknown, reffered to as a child

Classification: Human, Justice SOUL bearer

Stats:[]

Tier: 8-C, possibly High 8-C, far higher with the gain of LV, even higher with Shooter Mode | High 8-C, far higher with Rage Power and Shooter Mode, even higher at LV 20, possibly 8-B with Asgore's SOUL | 7-C

Powers and Abilities:[]

  • Magic and Greater Non-Physical Interaction (Limited; Due to receiving the friendliness pellets as ammunition, which are in turn made of Magic, they are capable of interacting with ghosts and harming them)
  • Far Greater Empowerment, and Awakened Power through Rage (Gained a tremendous amount of LV upon finding out Axis had killed the previous human, which in turn allowed them to break through his defense and one-shot him due to becoming unquantifiably stronger)
  • Greater Indomitable Will and Regeneration (with the Endure ACT, Clover is capable of regenerating their HP)

Should have all the previous amplified, alongside

  • In their Genocide Key, Clover receives

Attack Potency: Building Level (Without gaining any LV, they can keep up with Dalv and Martlet, albeit they both were fighting with no harming intent), possibly Large Building Level+ (Can fight monsters like Dunebud, who can exert this much energy) far higher with the gain of LV (Gaining LV increases your overall stats. Flowey, who is far stronger than them will comment that Clover was "getting pretty strong there" and that he "dodged a bullet") even higher with Shooter Mode (Clover's big shot was able to knock down Ceroba, even after her power-up, was able to damage Ceroba's barriers, who should be even stronger than her previous which were already able to tank attacks from Axis)

Speed: Varies from Transonic (Can move on par with sound-based attacks) to Massively Hypersonic (Briefly able to dodge Dalv's lightning attacks), higher with Coffee Bean Ammo, Sea Tea, Golden Coffee and/or the Remember ACT (They can increase Clover's movement speed by roughly 1.23 times) higher attack speed with the Toy Gun/Wild Revolver (Should be comparable to Starlo's Wild Revolver, whose's bullets move so fast Clover is forced to aim dodge them), Massively Hypersonic+ with Shooter Mode (Although inferior, Clover could hold their own against Meta Flowey, with Flowey acknowledging that they both could fight out for "all eternity", and calling them "annoying" due to this. Their Big Shot hit Ceroba faster than her magic, knocking her down and forcing her to enter Kitsune Form), Sub-Relativistic in short bursts with Dash (Clover's dash lets them move at around roughly 2.96 times their normal speed), even higher by combining the previous 2 modifiers (Can move at around 3.69 times by dashing while having their speed points)

Durability: Building Level (Can endure attacks from Martlet and Dalv, albeit they were both holding back), possibly Large Building Level+ (Is able to endure Dunebud's Castle creation), even higher with Shooter Mode (Is able to take attacks from Kitsune Form Ceroba)

Attack Potency: Large Building Level+ (Should be stronger than their Pacifist/Neutral self due to the gain of LV, can fight a Genocide Ceroba, who should be much stronger in a Genocide run according to her CHECK stats, and Axis who is also above her in their Genocide key), far higher with Rage Power and Shooter Mode (Gained a tremendous amount of LV upon fighting Axis, allowing them to completely overwhelm Axis' defense and one-shot them, can keep up with Zenith Martlet, who they deem as a worthy opponent), even higher at LV 20 (Reached LV 20, which is the highest LV Possible, allowing them to efortlessly take down both Flowey and Asgore, who they previously couldn't get past), possibly City-Block Level with Asgore's SOUL (Absorbing Asgore's SOUL could have made them far stronger)

Speed: At least Massively Hypersonic (Is able to keep up with Genocide Ceroba in battle, with her CHECK stats being greater in Genocide), higher with Coffee Bean Ammo, Sea Tea and/or Golden Coffe, even higher attack speed with the Toy Gun/Wild Revolver, Massively Hypersonic+ with Shooter Mode (Can keep up with Zenith Martlet, whose CHECK stats are significantly greater than before, when a weaker Martlet could get blitzed and one-shot by Flowey, making her at least comparable to him), Sub-Relativistic in short bursts with Dash, far higher by combining the previous 2 modifiers, even higher with Shooter Mode's Big Beam (It can move much faster than Clover, even with SP and/or Dash, Clover is able to fully blitz Asgore with it)

Durability: Large Building Level+ (Is able to endure attacks from both Genocide Ceroba and Martlet), far higher with Rage Power and Shooter Mode (Grew exponentially stronger and tougher), even higher at LV 20 (Their SOUL's toughness broke Asgore's trident), possibly City-Block Level with Asgore's SOUL

Attack Potency: Town Level with the Full Power of their SOUL (Despite Clover never reaching this level, their SOUL's Full Power can rival the entirety of the Underground)

Speed: At least Massively Hypersonic (Should be the same as before), higher with Coffee Bean Ammo, Sea Tea and/or Golden Coffee, even higher Attack Speed with Toy Gun/Wild Revolver, Sub-Relativistic in short burts with Dash, far higher by combining the previous 2 modifiers, even higher with Shooter Mode's Big Beam

Durability: Town Level (Comparable to their Attack Potency)

Stamina: At least Superhuman (Clover is capable of running throughout most of the Underground without taking any breaks, can withstand the temperatures of both the Dunes and Snowdin, against Ceroba, they were able to stay conscious even at half of a millionth of their health, and afterwards proceeded to fight and defeat the latter.)

Range: Tens of Meters with Guns, likely higher with SOUL Blasts, Low Multiversal with the SAVE System (The SAVE System causes timelines to jump left and right)

Intelligence: Above Average normally, Gifted in Combat (Clover is very charismatic and persuasive, due to having a peaceful aura of DETERMINATION, they can make monsters which are questioning to fight them give up, and through various ACTs Clover can make enemies desist from battle. Clover has also been shown knowledgeable in adaptability, being able to keep up with opponents in conflictuous situations, such as fighting on a slippery floor or even with their movements restrained, and despite that they were still able to trick Starlo into shooting the lasso in which they were tied in. They can also come up with quick ways to counter their enemies in battle, such as using a Trashcan Lid as a reflective shield or using their unique Dash ability to move through attacks. Clover can quickly learn how to utilize the Wild Revolver, which requires the user to time their shots with precision. Before the events of the game, Clover reached Hotland, meaning that they must have solved various puzzles from Snowdin to Waterfall in order to proceed.)

Weaknesses:

Same as before, though Shooter Mode isn't affected by how accurate Clover is as long as they land the shot

Same as before minus needing Flowey to resurrect and lack of DETERMINATION

  • Will resort to violence to solve problems without considering the consequences
  • Will lose the ability to SAVE, LOAD and RESET should a being surpass the ammount of DETERMINATION they have (Which is how they got the ability in the first place)

  • Notable Attacks/Techniques:

    • ACT: A list of miscelaneous actions that vary depending on the opponent (Hugging, dancing, judging, watching, etc.). They usually focus on resolving the current conflict in a pacific way, but become less effective at it against enemies that Clover damaged too much. Clover's most notable acts include:
      • CHECK: Provides a numerical value on the attack and defense of the target to give Clover an idea of how strong they are, along with a short description
      • Hypnotize, Sing: Clover swings a nearby object or waves their hand to make the opponent feel sleepy, then sings a lullaby to put them to sleep. Only shown to work against tired enemies
    • Spare: Clover says they won't fight, ending the current conflict against whoever wishes not to fight anymore
    • DETERMINATION: A physical substance, or otherwise the extreme will to live produced by Clover's SOUL, which lets their SOUL persist after death and grants them the will to keep living and the resolve to change fate, and presumably is what lets them keep their memories after Flowey LOADs.
      Outside of this, because Clover's DETERMINATION is lower than Flowey's during most of the game, the abilities listed below that come from it are outside of their reach, having to rely on Flowey. This changes at the end of a Genocide Run, where Clover's DETERMINATION surpasses Flowey's
      • SAVE: It creates a SAVE FILE, recording Clover's current location in space and time. This is usually done at SAVE points, but they aren't needed
      • LOAD: Brings the world back to the point where the last SAVE FILE was created, making everybody but Flowey and Clover lose most of the memories they gained after the creation of said SAVE FILE. This works even after the user dies
      • RESET: Brings the world back to the point where the user first started expiriencing the time-altering powers of determination, in Clover's case being when they first entered the Underground. While Clover loses most of their memories when Flowey resets, it's not made clear if they keep them after they themselves reset
    • LV: Short for LOVE, which is an acronym for Level of Violence. LV is a measurement of someone's capacity to hurt others: The more they have, the easier it becomes to bring themselves to do it.
      LV increases Attack, Defense and HP as it grows thanks to EXP (Execution Points), which can be obtained by killing others, but also by an intense surge in murder intent
    • Shooter Mode: Exclusive to the Pacifist and Genocide Runs, it makes Clover's SOUL pulsate with great power, making it able to fire energy shots
      The shots can be charged, letting Clover fire a more powerful Big Shot that can hit several times as it moves forward
      The Genocide Route expands on this ability, letting them fire a Big Beam that lasts for a few moments and hits several times
      One of the additional features of Shooter mode is the ability to see the truth of situations. Clover can search through the memories of the opponent when said opponent is in a vulnerable state, allowing Clover to better carry out judgement. However, this ability is not subtle and the opponent will relive whatever memory Clover was looking at.
      Unlocking Shooter Mode also gives access to exclusive acts:
      • Hope: Clover holds onto their hopes, granting them 1 PP if they didn't had any beforehand. Only available in a Pacifist Run
      • Endure: Clover refuses to back down, recovering a random ammount of HP between 5 and 10 (Pacifist), or between 20 and 25 (Genocide)
      • Remember: Clover thinks of those that they love most, receiving 1 SP if they didn't had any beforehand. Only available in a Pacifist Run
    • Dash: Unlocked along with Shooter Mode. Clover can move a short distance in a burst of speed, being able to move through attacks unharmed


    Standard Equipment:

    One time use items. Several of them can be purchased endlessly, but the rest can only be obtained in limited quantities, especially during the Genocide Route.

    • Lemonade: A not very appetizing glass of sour lemonade that heals 7 HP. Only a single glass can be obtained.
    • Candy Corn: A rejected piece of corn that heals 9 HP. Only a single piece can be obtained.
    • Corn Dog: A corn cob in the shape of a dog that heals 12 HP. Only a single one can be obtained.
    • Sponge Cake: A sponge covered in frosting that heals 14 HP, though Clover seemingly only licks the frosting. Only a single one can be obtained, but any Neutral Route where Dalv dies prevents Clover from getting the item, and in a Genocide Run it is impossible to obtain even if Dalv lives
    • Lukewarm Pop: A popsicle made out of hot chocolate cooled down to lukewarm status that heals 8 HP. Only a single pop can be obtained
    • Cold Pop: A popsicle made out of hot chocolate cooled cool that heals 12 HP. Only a single pop can be obtained
    • Hot Pop: A popsicle made out of hot chocolate that was frozen and then reheated, which heals 14 HP. Only a single pop can be obtained
    • Honeydew Coffee: A cup of burning hot coffee that heals 14 HP
    • Honeydew Pancake: A pancake with honey syrup that heals 16 HP
    • Trail Mix: A bag with nothing but raisins left which heals 13 HP. Only a single bag can be obtained, and is unobtainable during a Genocide Run
    • Packing Peanuts: Not so bad outside of taste, texture, and the potential health risk. Heals 10 HP, and only one pack can be obtained
    • Spider Donut: A donut made with Spider Cider in the batter that heals 12 HP. Only three can be obtained
    • Icewater: A glass of tap water with ice that heals 15 HP. Only four can be obtained during a Genocide Run
    • Root Beer: A carbonated drink that heals 18 HP. Only one can be obtained during a Genocide Run
    • Beef Jerky: A stick of beef jerky that heals 16 HP. Only one can be obtained, or two during a Pacifist Run
    • Moss Salad: An otherwordly-looking salad that heals 17 HP. Only one can be obtained, and is unobtainable during a Genocide Run
    • Greasy Fries: A pile of fries that heals 14 HP. Only two can be obtained, or only one on the Genocide Run.
    • Popato Chisps [sic]: A bag of crunchy chips that heals 13 HP. Only one can be obtained during the Genocide Run
    • Monster Candy+: An overwhelming sweet candy that heals 15 HP. Only two can be obtained during a Genocide Run
    • Monster Candy: A faintly familiar-tasting candy that heals 10 HP. Only one can be obtained

    • G.B. Bear: A cookie shaped like the face of the shopkeeper of the Honeydew Resort. It heals 20 HP
    • Ice Tea: A glass of warm sweet tea that heals 20 HP. Only a single glass can be obtained
    • Green Tea: Ice tea dyed green and with a toxic taste that heals 21 HP. Only a single glass can be obtained
    • Fruitcake: A somewhat dried fruitcake with a few gemstones inside that heals 25 HP. Only a single cake can be obtained
    • Oasis Latte: Coffee but fancier, which heals 25 HP. Is exclusive to the Genocide Route and only one can be obtained
    • Adult Soda: A bottle of water that heals 20 HP. Only one can be obtained, and it's unaviable during a Neutral Route normally
    • Flower Stew: A cup of aromatic broth with a floral garnish that heals 20 HP. Only one can be obtained, and is unobtainable during a Genocide Run
    • Dihydrogen Monoxide: Water with a taste of window cleaner that heals 20 HP. Only three can be obtained during the Genocide Run
    • Hot Dog: An actual hot dog that heals 20 HP. Only one can be obtained

    • Cinnamon Cookie: A baked good that heals 35 HP. Is exclusive to the Genocide Route and only one can be obtained
    • Feisty Slider: A little burger that heals 30 HP. Only two can be obtained during a Genocide Run
    • Gravity Granola: A crunchy bar that somehow tastes like distance and heals 30 HP. Only three can be obtained during a Genocide Run
    • Cake: A lemon cake with cherries on top that heals 30 HP. Is exclusive to the Neutral Route where only one can be obtained
    • Cinnamon-Butterscotch Strudel: A strangely familiar-tasting strudel that heals 30 HP. Only two can be obtained during a Genocide Run
    • Floral Cupcake: A beautiful pastry that heals 50 HP. Only three can be obtained during a Genocide Run

    • Sea Tea: A glass of glowing tea that heals 10 HP and gives one Speed Point (Meaning it increases movement speed for one turn). The SP obtained will stack up on top of any Clover had beforehand. It can also be consumed preemptively, letting Clover start a battle with 1 SP. Only a single glass can be obtained
    • Gunpowder: A forbidden spice that heals all HP. Only one can be obtained during a Genocide Run
    • Golden Pear: A beautiful, delicious-looking golden pear that grants a "pear" of Protection Points, which nullify damage taken from one attack. The PP obtained will stack up on top of any Clover had beforehand. It can also be consumed preemptively, letting Clover start a battle with 2 PP. Only a single one can be obtained
    • Golden Coffee: A beautiful, delicious-looking golden coffee that halves the weight of Clover's SOUL, giving them 3 SP. The SP obtained will stack up on top of any Clover had beforehand. It can also be consumed preemptively, letting Clover start a battle with 3 SP. Only a single one can be obtained
    • Golden Cactus: A beautiful, delicious-looking golden cactus that removes 5 HP (Clover won't die from it) but gives 3 Restoration Points in exchange (Meaning Clover recovers 15 HP at the end of the next 3 turns). It can also be consumed preemptively, letting Clover start a battle with 3 RP and heal the damage received. Only a single one can be obtained

    • Toy Gun: Clover's starting equipment. Can be loaded with a variety of objects to fire
    • Wild Revolver: A gun crafted by the blacksmith Blackjack. Because of his non-violent nature, the gun is actually tame enough to not be lethal and every individual shot fired from it is actually weaker than those of the Toy Gun
      However, this is compensated by its ability to fire up to 6 shots in a single turn, which lets it edge out the Toy Gun's damage output
      The attack performed with this gun is stopped early if any of the shots is missed

    Clover has different types of ammunition. They vary in strenght, and some of them have additional effects when an perfect shot is landed (As long as the shot itself deals damage), or in the case of the Wild Revolver all six shots must be landed and the last one must be perfect. Clover can only have one type of ammunition loaded into their gun at once, but can freely switch ammunition

    • Rubber Ammo: Rubber pellets that don't provide any effect
    • Pebble Ammo: Small rocks shaped like bullets that increase attack by 3
    • Ice Pellets: Conveniently shaped, non-melting ice cubes that increase attack by 6
    • Coffee Bean Ammo: Delightfully smelling coffee beans that increase attack by 4 and give 1 SP after shooting if Clover didn't had any beforehand. While this SP would normally be used after the enemy uses their turn to attack, Clover can keep it from a previous battle (Either by fighting something that can't fight back, or by finishing a battle by shooting and defeating the enemy)
    • Flint Ammo: A dusty black rock that increases attack by 9. The attack animation shows it combusting on impact. It can alternatively be used to start a fire by rubbing it against the Steel Buckle, but at the expense of loosing both items
    • Glass Ammo: Shards of glass that increase attack by 5 and restore 2 HP after shooting. Clover is specially cautious while loading this ammo for fear of cuts
    • Silver Ammo: A pack of reflective pellets that increases attack by 3, but multiplies Clover's own attack stat by 1.25 while firing a perfect shot, or cuts it in half otherwise
      Because of this, with perfect shots the Silver Ammo starts to outperform other ammunitions as Clover's LV increases (Glass Ammo at LV 1, the Ice Pellets at LV 3, the Flint Ammo at LV 9, the Nails at LV 11, and the Friendliness Pellets at LV 13)
      Without perfect shots, it's the worst ammunition available
    • Nails: Steel Nails that increase attack by 10
    • Friendliness Pellets: The bullets used by Flowey which increase attack by 11. They are unobtainable during a Pacifist Run

    • Worn Hat: Clover's initial hat. Despite being armor, it doesn't provide a visible defensive boost outside of the easy mode of the game
    • Nice Hat: A hat gifted by Starlo. Despite being armor and eventually becoming the Cowboy Hat, it doesn't provide a defensive boost outside of easy mode, nor does it increase offense. This item in unobtainable on a Genocide Run

    Miscellaneous objects that increase Clover's defense, with some of them providing additional effects. Clover can only wear an accessory at once, but can switch which one they are wearing at will

    • Patch: A patch that provides no defense, but will give Clover a 100% success rate when trying to run away from a battle. Once removed, it cannot be sewed back in
    • Feather: A stray feather that increases defense by 2
    • Honeydew Pin: A bee-shaped pin that increases defense by 4
    • Band Merch Pin: A pin that increases defense by 5
    • Silver Scarf: A cozy scarf that increases defense by 6 and heals 2 HP at the end of every turn. Contrary to popular belief, the item can still be obtained during a Genocide Run
    • Steel Bucle: A shiny belt buckle that increases defense by 7. It can alternatively be used to start a fire by rubbing the Flint Ammo against it, but at the expense of loosing both items
    • Safety Jacket: A small jacket that increases defense by 6
    • Fancy Holster: A leather weapon-holder that increases defense by 8
    • Golden Bandana: A stunning bandana that increases defense by 12. The Golden Pear, Golden Coffee and Golden Cactus must be given up to obtain it
    • Safety Goggles: Goggles that increase defense by 9
    • Delta Rune Patch: A patch that increases defense by 10

    • Dimensional Satchel: A bag with infinite capacity that lets Clover bypass their usual 8 object limit
    • Flowey: A sentient golden flower. Because he is currently the most determined being in the Underground, he has control over the timeline via SAVE files, being able to go back in time by LOADing his last made SAVE file or even further back by making a reset (Though the latter will wipe out most of Clover memories and leave them with their starting equipment and LV).
      Flowey mostly works as Clover's guide, but will actively avoid being seen by anyone else and might occasionally intervene if he feels that Clover needs a hand, or if he becomes fed up with their actions.
      By the end of the Genocide Route, Flowey outgrows his usefulness as Clover surpasses his determination and gains the ability to SAVE by themselves
    • Asgore's SOUL: Obtained at the end of a Genocide Run, its power combined with Clover's own SOUL lets them move past the Barrier to exit the Underground.
      No other effects are shown after its absorption

    Optional Equipment:

    • Matches: A box of mostly damp matches with just enough dry ones to start a fire. Because Clover isn't sure of how to safely start a fire with them, their usage will most likely end up burning the entire box. Having this item prevents Clover from obtaining the Silver Scarf
    • Pickaxe: A supposedly sturdy pickaxe, though Clover somehow breaks it by hacking away at a piece of wood
    • Health Overcharge: Clover can obtain 15 HP extra by paying a fee at the Wild East Clinic, letting them take more attacks before being defeated. The extra health cannot be recovered by normal means, and once depleted it's gone until Clover repeats the procedure. The extra HP cannot be obtained during a Genocide Run
    • Trashcan lid: A lid forced onto Clover by Axis. With it they can block attacks unharmed, and it seems to have some degree of insulation as Axis' electric attacks do not shock Clover. In the Genocide Route, the lid is instead used by Axis
    • Hydrochloric Acid: A vial of acid corrosive enough to quickly melt metal or floor tiles. Must be handled with care. Clover is locked out of this item during a Pacifist Run
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