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Smeargle (QC 3/3)

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a fairy

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UM Leader
smeargle
235.png


[SET]
name: Entry Hazards
move 1: Spore
move 2: Spikes
move 3: Stealth rock
move 4: Whirlwind / Magic Coat
item: Focus Sash
nature: Jolly
evs: 252 HP/ 4 Def / 252 Spe

[Set Comments]
-smeargle can set up entry hazards
-spore is to make sure hazards get set up, and incapicates one sad member of the opponents team
-if you dont need a certain hazard, run spore instead and have whirlwind in the last slot
-it needs a focus sash, final
-all it needs is speed, so the attacking stats will never be used, thus the natures
-have a spinblocker

[Additional Comments]
-recover or any similar moves can work, but require correct prediction to pull off
- toxic spikes
- rapid spin

[Set]
name: Baton Pass
move 1: Baton Pass
move 2: Shift Gear / Quiver Dance
move 3: Ingrain
move 4: Spore
item: Focus Sash
nature: Jolly
evs: 252 HP / 4 Def / 252 Spe


[Set Comments]
- Depends on who you switch to, use the appropriate BP move
- Spore incapitates an opposing 'mon
- Substitute works here if you want to BP it instead

[Additional Comments]
- You can drop Sub for the other stat booster to be able to switch to both types of attackers

[Other Options]
-Um lol it gets the world, but cant use most of it

[Checks and Counters]
-almost always gets 2HKOed
-taunt
-phazing
-encore
 
The entry hazards set would much rather be specialized than host all of them together in one. Doing that is probably the most ineffective way to run Smeargle! I think by far the most important hazard for Smeargle to set is Spikes - it assists everything in the tier and can't be picked up by something merely switching into it. You have to remember, too; you basically just get to set hazards with Smeargle only once, so if the opponent has a Poison-type you've basically invalidated an entire slot. SR would be of next priority because it hits so many things (Magmortar, Braviary, etc) and definitely is useful. However there are lots of things that can use SR and they all can fit into a team quite well.

Basically what I'm saying is that hazards Smeargle needs to run some different move. Spore is a given on any set and I've established that Spikes are the most important hazard. Toxic Spikes really is useless on Smeargle imo. After that you have a couple options, of which Magic Coat is my favorite: you reflect stuff like Thunder Waves but more importantly you prevent Smeargle from being Taunted. You can also get away with reflecting back mons trying to set up SR, too. Whirlwind is also an option and a very good one, considering it keeps Smeargle from being set-up bait for SubSD Absol (who Smeargle outspeeds but regardless), SubCM Mesprit, etc. A Sash'd Whirlwind is also a lifesaver when facing stuff like Gorebyss. Lastly you could also run Rapid Spin, which obviously has its uses.

Personally, I'd make the set something like
- Spore
- Spikes
- Magic Coat / Rapid Spin
- Whirlwind / SR

The last two slots are pretty give-and-take but a set like that is much much more functional than sticking all hazards on Smeargle at once.
 
EDIT: Yeah, ninja'd.

Basically what Zebraiken said. There is merit to running both Stealth Rock and Spikes - I think that's the best way to use the set, making sure you get the maximum amount of hazards up straight away - but Toxic Spikes is a bit too much and Smeargle works best on offensive teams that don't really benefit as much from them anyway.

I would have the set as:
Spore
Spikes
Stealth Rock
Whirlwind / Magic Coat

Rapid Spin is probably better off in AC.
 
Ingrain is worth a mention on the Baton Pass set, both as a source of recovery and an anti-phazing technique. Something like this:

-Baton Pass
-Quiver Dance/Shift Gear
-Ingrain
-Spore
Item: Focus Sash
Nature: Jolly/Timid
EVs: 252 HP/252 Spe/4 Def

Since you're using sash, often you will not get to sub.
 
You really should expand on your AC as well, I'd like to see teammates added, etc.

Having a spinblocker such as Misdreavous is incredibly important for the first set, as it will basically only get one chance to set up entry hazards, meaning if the opponent packs a Rapid Spinner and you lack a Ghost-type, Smeargle's efforts will be wasted.
 
Agreed on expanding AC as well. You really have tons and tons of options to explore with Smeargle; don't get lazy and just mention like one. On Baton Pass, you can run Ingrain to prevent the boosts from being Whirlwinded away (and Smeargle could actually be considered a staple on BP teams considering its the only thing that can BP Ingrain). In the BP set you can give some examples of particular mons that are very effective with the boosts possibly. The hazards set deeeefinitely needs mention of a Ghost-type partner because, like Omi said, you only get one shot to set up your hazards and after they're gone, they're gone for good.

Also, you don't have to mention both Jolly and Timid. One or the other is fine.

edit: other things do fear far better
 
All of these suggestions will be considered in the near future, and the OP will be updated accordingly. Thanks.
Hiwever, if you still have suggestions, feel free to post.
 
I feel that Whirlwind is quite wasted on something as time-consumed as Smeargle. IMO, the Sash-Whirlwind combo should only be in AC because ,likely, at the time Whirlwind is needed, Smeargle would have sustained some damage, thus nullifying the Sash and efforts to use Whirlwind useless. Somebody else can prove me wrong on this. Overall, I feel that Rapid Spin and Magic Coat are substantially more useful in the long-run on frail, slow Smeargle.
 
I feel that Whirlwind is quite wasted on something as time-consumed as Smeargle. IMO, the Sash-Whirlwind combo should only be in AC because ,likely, at the time Whirlwind is needed, Smeargle would have sustained some damage, thus nullifying the Sash and efforts to use Whirlwind useless. Somebody else can prove me wrong on this. Overall, I feel that Rapid Spin and Magic Coat are substantially more useful in the long-run on frail, slow Smeargle.

I have tons and tons of logs. I don't know if it's just me, but Whirlwind is almost necessary on Smeargle simply because it prevents you from being set-up bait once Spore is used. There are many Pokemon in NU that can basically clean an entire team after a boost (think: Gorebyss, Klinklang). The purpose of Whirlwind on Smeargle is not to phaze and rack up hazard damage (though it does that) but rather prevent opposing Pokemon from setting up on you. I've had plenty of experience with Smeargle and I really do think it's the most effective way of playing with it. If you don't run WW you're making yourself set-up bait for a lot of powerful sweepers in the tier.

Smeargle also doesn't have time nor bulk to Rapid Spin. I'd rather put that in AC.
 
If you're worried about being set up on, why not use Thunder Wave or Snatch?

Also, where's Endeavor? It's Explosion-esque usage has a lot of merit on offensive teams
 
If you're worried about being set up on, why not use Thunder Wave or Snatch?

Also, where's Endeavor? It's Explosion-esque usage has a lot of merit on offensive teams

If you're already setting up hazards I'd rather have the utility from causing damage with Whirlwind. Thunder Wave is also blocked by Substitute.
 
Also, there are a few faster things that like to try to Sub and set up on you; Whirlwind becomes really useful here.

Looks sorted now.

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