Smeargle (BW2 Revamp) [QC 4/5]


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[Overview]
  • Access to every move in the game makes Smeargle fairly versatile
  • Unforunately, mediocre stat distribution restricts it largely to a support-based role, most commonly in a "lead" role
  • Access to a moderately fast Spore, every forme of hazard, BP+every boosting move, and more makes it very dangerous to not have an answer for Smeargle
  • Of course, that means that Smeargle is heavily prepped for, and sleep on its own already gets accounted for in most team-building
  • 0 offensive presence, and can potentially become highly exploitable post-Spore
  • Very likely to get the job done and can support the team

[SET]
name: Hazard Lead
move 1: Spikes
move 2: Spore
move 3: Stealth Rock / Rapid Spin
move 4: Whirlwind / Explosion / Memento
item: Focus Sash
ability: Own Tempo
nature: Jolly
evs: 252 HP / 4 Def / 252 Spe

[SET COMMENTS]
  • One layer guaranteed unless the opponent has Taunt or fast multi-hit moves
  • Spore shuts down the opponent's active Pokemon, therefore having extra turns to Spike stack
  • SR is perfectly effective should it be deemed necessary that Smeargle can afford to set up both layers for the team
  • On the other hand, if the team can afford an alternative SR user, and doesn't want to consolidate Smeargle to the role of hazard setter, Rapid Spin is excellent for preventing opposing hazard stacking, which can go through fairly easily considering Smeargle's lack of offensive presence
  • The final move largely serves the purpose of preventing Smeargle from becoming exploitable post-Spore
  • WW not only prevents opposing set-up, be it from Sub users, stat boosters, or general hazard setters, but also immediately capitalizes on the hazards set, allowing it to rack up chip damage early-game. This also resets the sleep counter on 'mons that just try to stay in and wake up, and is arguably the most consistent option
  • Boom is nice in that it allows Smeargle to get out of the way while dealing some decent damage to something, preventing opponents from setting up on it easily. This also allows Smeargle to self spin-block, lowering the necessity to pack a Ghost-type somewhat
  • Memento fills a very similar role to Boom, trading the chip damage (and actually substantial damage in the case of Cryo) for a window for a set-up 'mon of your own to grab a free turn more easily, but has the disadvantage of failing v.Sub 'mons :[
[ADDITIONAL COMMENTS]
  • Focus Sash because Smeargle won't live one hit otherwise and enables it to get one extra hazard down
  • Max Speed to ensure Smeargle outspeeds as many Pokemon as possible to put them to Sleep before getting hit.
  • Smeargle won't be attacking, so the remaining EVs are put into HP and Defense
  • If running Explosion, max Attack should be used over max HP
  • This set is best used as a lead
  • Though Spore, Spikes, and an exploitability-prevention move is basically necessary, the third slot can be played around w/somewhat. options include magic coat, twave, metal burst, endeavor, and taunt (i'll explain them all in writing :> )
  • Works best in offensive playstyles, seeing as it isn't bulky enough to make a strong presence it defensive teams and offensive teams enjoy the damage dealt by hazards when forcing switches. Qwilfish and Roselia are better hazard setters in those kind of teams
  • Offensive powerhouses, such as Entei, Druddigon, and Sceptile are able to put to good work the hazards Smeargle lays down on the opposing side
  • Kabutops should be given acknowledgement as an offensive spinner, as it can be used to preserve Smeargle's Sash for the mid-game if need be
  • If Smeargle drops SR, then a solid offensive SR user capable of keeping momentum is nice. Mesprit and Uxie are both solid for this, or you could pack Golurk to double as a spin-blocker
  • Keeping up momentum with U-Turn and Volt Switch when combined with such a great amount of hazards set up racks up super fast on the opponent's team
  • Spinblocker is recommended, Golurk, Rotom and Spiritomb are cool. however, especially when using a suicide move such as boom or memento, the issue of spinners can be circumvented with consistent offensive pressure
[SET]
name: Baton Pass
move 1: Baton Pass
move 2: Quilver Dance / Shift Gear
move 3: Spore
move 4: Substitute
item: Focus Sash
ability: Own Tempo
nature: Timid
evs: 252 HP / 4 Def / 252 Spe

[SET COMMENTS]
  • Access to every move in the game, why not Baton Pass? (because it's gay lol)
  • Smeargle can support its team mates by passing off boosts
  • Quiver Dance for special sweepers, Shift Gear for physical sweepers
  • Spore lets Smeargle take advantage of a sleeping for to either set up some more or get a free Baton Pass onto a team member
  • Substitute lets Smeargle avoid any kind of status and when Baton Pass'd, it gives the team mate another free turn to strike while having its stats boosted up.
  • This set is put to its fullest potencial after you have set up entry hazards or at least spread some damage on the opposing side so you don't get surprised by a random Focus Sash mid-game or the opponent still has a reliable check to your Baton Pass receiver at a good amount of health. When using this set, most times it is better to boost up first and then Spore, unless the foe packs a priority move or is faster after the Speed boost. This makes the opponent stay asleep for one extra turn which might prove to be key to successfully sweep.
[ADDITIONAL COMMENTS]
  • Focus Sash as the item to make sure Smeargle takes one hit
  • It won't live more than one and it won't attack, so Smeargle should have max Speed and max HP
  • Belly Drum
  • Tail Glow
  • Ingrain so that Roar / Whirlwind / Dragon Tail doesn't mess it up
  • Taunt over Substitute
  • Works better on offensive teams with potent Baton Pass receivers, such as Moltres, Magmortar, Medicham, Sceptile, Entei, Emboar, Galvantula, and Gallade
  • Again, Kabutops for preserving a mid-game sash
[SET]
name: FEARgle
move 1: Trick Room
move 2: Spore
move 3: Endeavor
move 4: Dragon Rage
item: Focus Sash
ability: Own Tempo
nature: Hardy
evs: 252 Spe

[SET COMMENTS]
  • Sets up Trick Room no matter what, unless the opponent has Taunt, Sleeping inducing moves, gets full paralyze or multi-hit moves.
  • Spore cripples a Pokemon for the rest of the match pretty much
  • After being put to sleep, Endeavor bring the opponent down enough to the point where it gets easily revenge killed
  • Dragon Rage deals consistent 40 HP damage, enough to take out the opponent after using Endeavor even after Leftovers recovery
  • After taking a hit thanks to Focus Sash, Smeargle uses Trick Room to outspeed the opposing Spore and follows with a Spore. Endeavor brings the foe down enough to the point where Dragon Rage knocks them out. Repeat the process, profit.
[ADDITIONAL COMMENTS]
  • Level 1 makes Smeargle's HP stat lowered to the max while lowering its Speed too
  • Ghost types are unnafected by Endeavor. Rotom is especially useful against Smeargle because it can also block the Spore with Substitute
  • After having its sash broken, Smeargle falls down to every priority user in the tier
  • Spiritomb can Pursuit trap those Ghost-types, and it can both set up and benefit from Trick Room.
  • Smeargle is best used on a full Trick Room team, so Slowking, Aggron, Druddigon, Exeggutor, Mesprit, and Escavalier are good team mates
  • Destiny Bond can be used over Dragon Rage to get a last resort KO, but you lose the ability to attack and knock out the opposing Pokemon.
  • Magic Coat can also be used to shut down Taunt users
[Other Options]
  • Tailwind
  • Despite large movepool, the best options are already accounted for in the sets above
[Checks and Counters]
  • Lum Berry users, such as Gallade, Durant, Kabutops, Uxie, and Lilligant can easily 2HKO Smeargle and not being put to sleep turn one
  • Multi-hit moves such as Rock Blast, Bullet Seed, Tail Slap, and Gear Grind annihilate Smeargle. Cinccino is a prime user of these kind of moves, Klinklang is especially good at countering Smeargle since it can block Spore wit Substitute and attempt to sweep from there if Smeargle doesn't pack Whirlwind, Rhydon and Crustle also wreck it with Rock Blast. Smeargle outspeeds the latter two Pokemon and can put them to sleep before they move though
  • Volt Switch and U-Turn can be used to break Smeargle's Focus Sash and switch to something that can take Smeargle on, thus preventing it from setting up. Faster Lum Berry users, such as Durant, Gallade, Kabutops, Omastar, Uxie, and Lilligant are very good switch-ins to Smeargle after Volt Switch or U-Turn damage, seeing as they won't be put to sleep and can take down Smeargle afterwards
  • Sap Sipper Pokemon can absorb Spore. Bouffalant, Miltank and Sawsbuck
  • Substitute blocks Spore, so it's a good way to deal with Smeargle. Sceptile, Uxie, Gallade, and Moltres are good options. Whirlwind is a thing though.
  • Sleep Talk users can absorb Spore and directly threaten Smeargle. Emboar and Entei are good options
  • Magmortar can't be put to sleep due to its ability Vital Spirit, and it can make quick work of Smeargle
  • Faster sleep inducers, such as Jynx and Lilligant, can put Smeargle to sleep before it moves
  • Magic Coat users, such as Golurk and Mesprit, can bounce back Spores and hazards back
  • Similarly, Natu (good v.hazards lead, acceptable trade for breaking TR's sash, set up on by BP)
  • A faster Qwilfish with Taunt can easily shut down Smeargle and have a free turn to lay down Spikes if Smeargle doesn't bounce it back with Magic Coat
  • Fake Out, Kangaskhan and Hariyama are solid. Hitmonlee's a thing as well, but that means burning it's Gem early-game, which is inadvisable considering how potent Unburden 'Lee can be against that sorta team '~'
  • Phazing move users like Steelix or haze users like Cryogonal completely stop the Baton Pass set
 
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