Except, why not just run physical and use V-create? It would do more damage. If you're set on special moves, why not Fusion Flare?Hidden Fire also 2hko's mega lucario, for all those who laughed at me for suggesting it. I've pissed off many a people with it now.
Anybody considered using Dark Void over Spore?
Magic Coat can be used, since Taunt is fairly predictable.
Not sure how that counters taunt unless it has some added effect this gen, last time I looked magic coat just reflects a special attack at double the power.
Magic Coat can be used, since Taunt is fairly predictable.
Regardless if it is predictable or not, most people aren't going to run Magic Coat which equals smeargle becoming completely useless after the first taunt is made.
Why not? I wouldn't call the move unviable, and all of its lead sets on Smogon mention it.
I've been using SR/Sticky Web/Spore/Explosion Smearlge since I saw Shurtugal post about how it could work against slow spinners/defoggers. basically, Sticky Web/SR (or both) depending on the opposite team and then Explode, it breaks sturdy, sashes, multiscale (for w/e reason dnite might switch in) and brings Mandibuzz into the KO range for Azumarill's Play Rough to kill. If the opponent is dumb enough to not have a spore resist and decides to switch to their spinner right away, I spore and lay down hazards, explode, and then OHKO with a faster Pokemon. It's easy to keep up hazards against defoggers/spinners, just keep the offensive pressure and sleep if possible. The only time this -might- fail is vs. Leftovers Skarmory, since it won't break Sturdy, but you should sleep it anyway.
Sometimes exploding isn't needed - this makes Smeargle an excellent death fodder, and a pretty good Aegislash switch-in since it's immune to Shadow Ball/Sneak and can outspeed and Spore through King's Shield. :P
Wouldn't final gambit outdamage explosion on pretty much everything in those situations?
No because Explosion gets a STAB boost making it 375 vs whatever Final Gambit is, and it is constant damage.
I am confused as to the problem with geomancy power herb, I mean I was using it for a while on my BP team but it worked like 80% of the time. I dont know I mean it is usually retardedly easy to predict them to switch into something that resists spore and then I just geomancy and BP and they havent done anything. Could someone explain why geomancy power herb isnt viable?
true but more often then not people are focusing about hazards or something not attacking. And the smeargle spore is so obvious that it usually gets them to switch which allows a free geomancy past. I understand it isnt as good but I certainly think its viable.Smeargle is usually OHKOed by anything with an actual offensive stat.
true but more often then not people are focusing about hazards or something not attacking. And the smeargle spore is so obvious that it usually gets them to switch which allows a free geomancy past. I understand it isnt as good but I certainly think its viable.
Yeah I agree, I think I just like the novelty of geomancy, but it is way too situational. I think I will just drop it lolErr...most people either Taunt the Smeargle or try to kill it ASAP. Either that or they bring in whatever they have to absorb a Spore. But think about it, if you Geomancy Turn 1, and the opponent stays in, you are either dead or Taunted, and there's no difference either way.
Just pass a Shell Smash or Quiver Dance or something, that's a lot easier to get off, and a Shell Smashed Nidoking is the same as a Geomancy Nidoking really.