Smeargle (Lead) [QC: 3/3] [GP: 2/2]

Gary

Can be abrasive at times (no joke)
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*Originally owned by Katikiri*

Katakiri said he needed someone to take Lead Smeargle over, so I rose to the occasion.

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QC Approved: 3/3
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QC Approved: 2/2

[SET]
name: Lead
move 1: Spore
move 2: Stealth Rock
move 3: Spikes
move 4: Glare / Memento / Whirlwind / Magic Coat
item: Focus Sash
ability: Own Tempo
nature: Timid
evs: 4 HP / 252 Def / 252 Spe

[SET COMMENTS]

<p>The goal of this set is simple: get off a Spore first turn to cripple the opposing lead, then proceed to set up as many entry hazards as possible. Unlike other common leads such as Custap Berry Skarmory, Smeargle is also capable of crippling with Spore and spreading paralysis with Glare, giving it a different kind of niche. Spore is arguably one of the best moves in the game because it can always put something to sleep; it works out great on Smeargle, as it gives it a free turn to set up Stealth Rock or a layer of Spikes while also possibly crippling something for the rest of the match. Stealth Rock is amazing to have on a lead seeing as it is also one of the best moves in the game. Spikes is for forcing the opponent to take as much residual damage as possible in order to help out Smeargle's teammates. The last move is very interchangeable, as Smeargle has no limit to what moves it can learn, but Glare is the all around better choice, as it gives Smeargle a second form of crippling outside of Spore. Unlike Thunder Wave, Glare can even paralyze Ground-types such as Landorus and Garchomp and cripple them, as well as Pokemon with Lightningrod and Volt Absorb. Memento is another great option because it heavily cripples the opponent and gives a teammate an opportunity to set up for a sweep. Whirlwind can be used to prevent anything from setting up on Smeargle, while also racking up residual damage from entry hazards. Magic Coat can be very useful with proper prediction, as it can bounce back opposing entry hazards while also possibly preventing faster leads such as Terrakion from stopping Smeargle with Taunt. Item-wise, Focus Sash is mandatory. It ensures that Smeargle can almost always set up two layers of entry hazards, while also giving it a free turn to get off a Spore.</p>

[ADDITIONAL COMMENTS]

<p>With Smeargle being being able to learn every move in existence, it's impossible to list all of the possible moves it could potentially run in the fourth moveslot. Counter is a more offensive option that lets Smeargle deal huge damage to anything that uses a physical attack against it, as pretty much any move will bring it down to its Focus Sash. If you opt to use Counter, it would be advised to move Smeargle's EVs from Defense into HP. Metal Burst could also work, but it only can be used against faster Pokemon. Tailwind is a great support move that can be useful to help a sweeper outspeed pretty much the entire metagame. If Smeargle is on a dedicated Trick Room team, it can always use Trick Room as its last move. Although Smeargle is generally utterly helpless against Espeon's and Xatu's Magic Bounce ability, Skill Swap can be used to get around them so Smeargle can still set up entry hazards. Toxic Spikes can be used if your team heavily depends on entry hazard support. The possibilities are pretty much endless, and you are free to experiment with Smeargle's fourth moveslot to your heart's content.</p>

<p>A spinblocker pairs up well with this set due to the fact that it is centered around laying entry hazards. Gengar and Jellicent are probably the best spinblockers in the tier, so using one of them is highly recommended to keep Smeargle's entry hazards on the field. Because lead Smeargle is useful on teams that appreciate entry hazard support, teammates for this set should primarily consist of setup sweepers that enjoy the extra residual damage from Spikes and Stealth Rock. A few examples are Swords Dance Lucario, Breloom, Dragon Dance Gyarados, Nasty Plot Thundurus-T, Rock Polish Landorus, and Reuniclus.</p>
 
Hey Gary2346!

Set Comments

Memento prevents setup, gives an ally the chance it needs to set-up a sweep as soon as some hazards are up, and prevents Rapid Spin from making contact
  • Rapid Spin from making contact from Forretress, Donphan, Tentacruel. Starmie is spinning against you no matter what so try to be specific on this part.


Additional Comments
  • Spinblocker
  • Destiny Bond in my personal experience works at a viable level
 
This has 2 QC checks and needs to be written up. Don't know if you are aware of this or not. If you are busy with this then let us know and we can sort something out.
 
This has 2 QC checks and needs to be written up. Don't know if you are aware of this or not. If you are busy with this then let us know and we can sort something out.

Yeah I was aware, sorry about that Ginga. I'll get write to it as soon as I can (I've been studying for finals lately). I'll probably get this done by tomorrow.
 
Be sure to put <p> and </p> before and after your paragraphs respectively for on-site formatting reasons. You need to mention how a spinblocker is a good partner for this set and why. This is OK for me. Just add that bit about a spinblocker as a partner; you covered most things well!

[qc]3/3[/qc]
 
Thanks Princess Bri! I implemented the changes. I don't know how I missed the <p>....

Anyways, this is ready for GP checks.
 
Amcheck :)
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[SET]
name: Lead
move 1: Spore
move 2: Stealth Rock
move 3: Spikes
move 4: Glare / Memento / Whirlwind / Magic Coat
item: Focus Sash
ability: Own Tempo
nature: Timid
evs: 4 HP / 252 Def / 252 Spe

[SET COMMENTS]

<p>With the ability to learn any move in the game, it's not a surprise that Smeargle can run as a very successful lead set. The goal of this set is simple; get off a Spore first turn to cripple the opposing lead, then proceed to set up as many hazards as possible. Unlike other common leads such as Custap Berry Skarmory or the former OU Deoxys-D, Smeargle is also capable of crippling with Spore, and spreading paralysis with Glare, giving Smeargle a different kind of niche over other common leads. Spore is arguably one of the best moves in the game, because it can always put something to sleep. I; it works out great on Smeargle, as it gives it a free turn to set up Stealth Rock or a layer of Spikes, while also possibly crippling something for the rest of the match. Stealth Rock is amazing to have on a lead, seeing as it is also one of the best moves in the game. Spikes are to add up as much residual damage as possible in order to help out Smeargle's teammates. The last move is very interchangeable, as Smeargle has no limit to what moves it can learn, but Glare is the all around better choice since it gives Smeargle a second form of crippling outside of Spore. Unlike Thunder Wave, Glare can even paralyze Ground-types such as Landorus and Garchomp, while also crippling Pokemon with the ability Volt Absorb ability (flows better lol). Memento is another great option because it heavily cripples the opponent, and gives a teammate an opportunity to setup for a sweep. Whirlwind can be used to prevent anything from setting up on Smeargle, while also racking up residual damage from hazards. Magic Coat can be very useful with proper prediction, as it can bounce back opposing hazards while also possibly preventing faster leads such as Terrakion from using it as Taunt bait. Item wise, Focus Sash is mandatory. It ensures that Smeargle can always achieve two layers of hazards, while also giving it a free turn to get off a Spore.</p>

[ADDITIONAL COMMENTS]

<p>With Smeargle being being able to learn every move in existence, it's impossible to list all of the possible moves it could potentially run in the fourth moveslot. Counter is a more offensive option that lets it deal huge damage to anything that uses a physical attack against Smeargle, as pretty much any move will bring Smeargle down to its Sash. If you opt to use Counter, it would be advised to move its EVs from Defense into HP. Metal Burst could also work, but it only works against faster Pokemon. Tailwind is a great support move that can be useful to help a sweeper outspeed pretty much the entire metagame. If Smeargle is on a dedicated Trick Room team, it can always use Trick Room as its last move. Although Smeargle is utterly hopelpless against Espeon and Xatu's Magic Bounce ability, Skill Swap can be used to get around them so Smeargle can still set up hazards, while temporarily taking away their best weapon and using it as your own (I would include this section. However, if you [or the QC] decide against it, then please ignore that). Toxic Spikes can be used if your team heavily depends on hazard support. The possibilities are pretty much endless, and you are free to experiment with Smeargle's fourth moveslot to your heart's content. A spinblocker pairs up well with this set, due to the fact that this set is centered around laying hazards. Gengar and and Jellicent are probably the best spinblockers in the tier, so using one of them is highly recommended to keep Smeargle's hazards on the field. Because Lead Smeargle is useful on teams that appreciate hazard support, the common teammates for this set should primarily consist of setup sweepers that enjoy the extra residual damage from Spikes and Stealth Rock. A few examples are; Swords Dance Lucario, Breloom, Dragon Dance Gyarados, Nasty Plot Thundurus-T, Rock Polish Landorus, and Reuniclus.</p>

Great job, I barely had anything to change :P
 
GP check. Good job on writing this.
Additions in Blue
Subtractions in Red
Comments in Purple

[SET]
name: Lead
move 1: Spore
move 2: Stealth Rock
move 3: Spikes
move 4: Glare / Memento / Whirlwind / Magic Coat
item: Focus Sash
ability: Own Tempo
nature: Timid
evs: 4 HP / 252 Def / 252 Spe

[SET COMMENTS]

<p>With the ability to learn any move in the game, it's not a surprise that Smeargle can function as a very successful lead. The goal of this set is simple; (change to colon) get off a Spore first turn to cripple the opposing lead, then proceed to set up as many entry hazards as possible. Unlike other common leads such as Custap Berry Skarmory or the former OU Deoxys-D, Smeargle is also capable of crippling with Spore, (remove comma) and spreading paralysis with Glare, giving Smeargle it a different kind of niche over other common leads. Spore is arguably one of the best moves in the game, (remove comma) because it can always put something to sleep; it works out great on Smeargle, as it gives it a free turn to set up Stealth Rock or a layer of Spikes, (remove comma) while also possibly crippling something for the rest of the match. Stealth Rock is amazing to have on a lead, (remove comma) seeing as it is also one of the best moves in the game. Spikes are to add up is for forcing the opponent to take as much residual damage as possible in order to help out Smeargle's teammates. The last move is very interchangeable, as Smeargle has no limit to what moves it can learn, (I feel like you say this enough already, but you can leave it in if you want) but Glare is the all around better choice since as it gives Smeargle a second form of crippling outside of Spore. Unlike Thunder Wave, Glare can even paralyze Ground-types such as Landorus and Garchomp, (remove comma) while also crippling and cripple / as well as Pokemon with the Lightningrod, Motor Drive, and Volt Absorb ability abilities (unless you don't think these abilities are relevant enough in OU to mention). Memento is another great option because it heavily cripples the opponent, (remove comma) and gives a teammate an opportunity to setup set up for a sweep. Whirlwind can be used to prevent anything from setting up on Smeargle, while also racking up residual damage from entry hazards. Magic Coat can be very useful with proper prediction, as it can bounce back opposing entry hazards while also possibly preventing faster leads such as Terrakion from using it as Taunt bait stopping Smeargle with Taunt. Item wise Item-wise, Focus Sash is mandatory. It ensures that Smeargle can almost always achieve set up two layers of entry hazards, while also giving it a free turn to get off a Spore.</p>

[ADDITIONAL COMMENTS]

<p>With Smeargle being being able to learn every move in existence, it's impossible to list all of the possible moves it could potentially run in the fourth moveslot. Counter is a more offensive option that lets it Smeargle deal huge damage to anything that uses a physical attack against Smeargle it, as pretty much any move will bring Smeargle it down to its Sash. If you opt to use Counter, it would be advised to move its Smeargle's EVs from Defense into HP. Metal Burst could also work, but it only works can be used against faster Pokemon. Tailwind is a great support move that can be useful to help a sweeper outspeed pretty much the entire metagame. If Smeargle is on a dedicated Trick Room team, it can always use Trick Room as its last move. Although Smeargle is generally utterly helpless against Espeon and Xatu's Magic Bounce ability, Skill Swap can be used to get around them so Smeargle can still set up entry hazards. Toxic Spikes can be used if your team heavily depends on entry hazard support. The possibilities are pretty much endless, and you are free to experiment with Smeargle's fourth moveslot to your heart's content. A spinblocker pairs up well with this set, (remove comma) due to the fact that this set it is centered around laying entry hazards. Gengar and and Jellicent are probably the best spinblockers in the tier, so using one of them is highly recommended to keep Smeargle's entry hazards on the field. Because Lead lead Smeargle is useful on teams that appreciate entry hazard support, the common teammates for this set should primarily consist of setup sweepers that enjoy the extra residual damage from Spikes and Stealth Rock. A few examples are; (remove semicolon) Swords Dance Lucario, Breloom, Dragon Dance Gyarados, Nasty Plot Thundurus-T, Rock Polish Landorus, and Reuniclus.</p>

[gp]1/2[/gp]
 
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[SET]
name: Lead
move 1: Spore
move 2: Stealth Rock
move 3: Spikes
move 4: Glare / Memento / Whirlwind / Magic Coat
item: Focus Sash
ability: Own Tempo
nature: Timid
evs: 4 HP / 252 Def / 252 Spe

[SET COMMENTS]

<p>With the ability to learn any move in the game, it's not a surprise that Smeargle can function as a very successful lead. The goal of this set is simple: get off a Spore first turn to cripple the opposing lead, then proceed to set up as many entry hazards as possible. Unlike other common leads such as Custap Berry Skarmory, Smeargle is also capable of crippling with Spore and spreading paralysis with Glare, giving it a different kind of niche. Spore is arguably one of the best moves in the game because it can always put something to sleep; it works out great on Smeargle, as it gives it a free turn to set up Stealth Rock or a layer of Spikes while also possibly crippling something for the rest of the match. Stealth Rock is amazing to have on a lead seeing as it is also one of the best moves in the game. Spikes is for forcing the opponent to take as much residual damage as possible in order to help out Smeargle's teammates. The last move is very interchangeable, as Smeargle has no limit to what moves it can learn, but Glare is the all around better choice, as it gives Smeargle a second form of crippling outside of Spore. Unlike Thunder Wave, Glare can even paralyze Ground-types such as Landorus and Garchomp and cripple them, as well as Pokemon with the Lightningrod and Volt Absorb abilities. Memento is another great option because it heavily cripples the opponent and gives a teammate an opportunity to set up for a sweep. Whirlwind can be used to prevent anything from setting up on Smeargle, while also racking up residual damage from entry hazards. Magic Coat can be very useful with proper prediction, as it can bounce back opposing entry hazards while also possibly preventing faster leads such as Terrakion from stopping Smeargle with Taunt. Item-wise, Focus Sash is mandatory. It ensures that Smeargle can almost always set up two layers of entry hazards, while also giving it a free turn to get off a Spore.</p>

[ADDITIONAL COMMENTS]

<p>With Smeargle being being able to learn every move in existence, it's impossible to list all of the possible moves it could potentially run in the fourth moveslot. Counter is a more offensive option that lets Smeargle deal huge damage to anything that uses a physical attack against it, as pretty much any move will bring it down to its Focus Sash. If you opt to use Counter, it would be advised to move Smeargle's EVs from Defense into HP. Metal Burst could also work, but it only can be used against faster Pokemon. Tailwind is a great support move that can be useful to help a sweeper outspeed pretty much the entire metagame. If Smeargle is on a dedicated Trick Room team, it can always use Trick Room as its last move. Although Smeargle is generally utterly helpless against Espeon's and Xatu's Magic Bounce ability, Skill Swap can be used to get around them so Smeargle can still set up entry hazards. Toxic Spikes can be used if your team heavily depends on entry hazard support. The possibilities are pretty much endless, and you are free to experiment with Smeargle's fourth moveslot to your heart's content.</p>

<p>A spinblocker pairs up well with this set due to the fact that it is centered around laying entry hazards. Gengar and Jellicent are probably the best spinblockers in the tier, so using one of them is highly recommended to keep Smeargle's entry hazards on the field. Because lead Smeargle is useful on teams that appreciate entry hazard support, teammates for this set should primarily consist of setup sweepers that enjoy the extra residual damage from Spikes and Stealth Rock. A few examples are Swords Dance Lucario, Breloom, Dragon Dance Gyarados, Nasty Plot Thundurus-T, Rock Polish Landorus, and Reuniclus.</p>

[gp]2/2[/gp]
 
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