I feel like that Cosmic Power + Soft-Boiled + Charge Beam + Stored Power Clefable set would be good here. It can spend a few turns setting up Cosmic Powers and then zap the opponents with Charge Beam and Stored Power during the attacking turns.
Also, what is there to stop Smeargle from going Spore -> Geomancy -> Cotton Guard -> Baton Pass to Espeon, which Substitutes and starts sweeping with Stored Power (and Dazzling Gleam coverage)? Clefable can be a backup recipient if the opponent uses Curse, but it can't break through the bulkiest walls without taking lots of damage in return.
Baton Pass strategies aside, I do think that boosting offense will probably be the best playstyle (since these 'mons can function during any phase of the game), and that Substitute will be an important move on any 'mon that intends to be on the field during the status turns. As such, Curse will also be an important strategy -- the only thing that can kill in five turns without attacking, and through Substitutes.
As for the attacking turns, I dunno. Mega Venusaur for reliable recovery? Fake Out users to stall out those turns for more defensively oriented teams? Explosion and Volt/Turn to get your setup mon back on the field ASAP?
I feel like, potentially, some of the ridiculousness would be contained if you started out with the attacking turns. But whether that's a good thing, I can't say.
Also, what is there to stop Smeargle from going Spore -> Geomancy -> Cotton Guard -> Baton Pass to Espeon, which Substitutes and starts sweeping with Stored Power (and Dazzling Gleam coverage)? Clefable can be a backup recipient if the opponent uses Curse, but it can't break through the bulkiest walls without taking lots of damage in return.
Baton Pass strategies aside, I do think that boosting offense will probably be the best playstyle (since these 'mons can function during any phase of the game), and that Substitute will be an important move on any 'mon that intends to be on the field during the status turns. As such, Curse will also be an important strategy -- the only thing that can kill in five turns without attacking, and through Substitutes.
As for the attacking turns, I dunno. Mega Venusaur for reliable recovery? Fake Out users to stall out those turns for more defensively oriented teams? Explosion and Volt/Turn to get your setup mon back on the field ASAP?
I feel like, potentially, some of the ridiculousness would be contained if you started out with the attacking turns. But whether that's a good thing, I can't say.