name: Level 1 Endeavor Lead
move 1: Spore
move 2: Endeavor
move 3: Trick Room/Protect
move 4: Dragon rage/Extreme Speed
item: focus sash
nature: brave
evs: 252 attack, 0 speed (if you want)
level: 1
0 speed IVs, 0 hp IVs
ability: Own Tempo
Strengths:
- Can eliminate up to three of an opponent's pokemon
- Will leave at least one of an opponent's pokemon asleep or at 1 health, provided the opponent's lead does not cause a flinch or put smeargle to sleep.
- There are no endeavor nor trick room smeargle on the site, and this set is both effetive and completely different than any D/P smeargle set.
- Much more useful than any other FEAR set; can and often does spore an opponent, provide trick room to outspeed everything lacking priority, and will KO opposing pokemon in spite of leftovers and reguardless of smeargle's remaining health, while all other FEAR pokemon cannot KO with their priority moves unless they are also at 1 health.
- Also functions in Ubers
Additional comments:
- should not be switched out unless at full health with no entry hazards on the field, or has a teammate with trick room to help it switch back in.
- Endeavor will hit when taunted.
- Prediction is important - you need to know whether a lead has a lum berry or not, whether it has a priority move or not, and whether it will taunt you or not. The order in which you use moves is determined by these three factors - you have to endeavor the taunt, immediately spore the priority move, and completely ignore spore against the lum berry.
- It's own tempo ability will protect smeargle from dynamic punch confusion
Teammates and Counters:
- works well with trick room pokemon
- works well with priority users and entry hazards - both make extremely potent revenge killers
- works well with at least one slow teammate, in the event that it leaves a turn of trick room out when KO'd
- In Ubers, a wobbuffett to encore a non-damaging move and safeguard against status conditions works well with this pokemon
- A sleep absorber will improve this set's effectiveness, as it loses to sleep
- Only option against ghosts is to put them to sleep, and maybe trick room a teammate in
- jirachi and togekiss leads can render it useless with flinch.
- Naturally, this flinch weakness extends to fake out leads. Infernape when it runs fake out, but also Ambipomb and Weavile will most likely force a switch out
- sleep leads, especially Breloom and Smeargle but also Crobat, Yanmega, Gengar, and Roserade will beat it. Noteably, other than Smeargle and Roserade none of these pokemon lay entry hazards, which means that smeargle can still be useful if switched out. This is important, as smeargle will beat all of these pokemon except Gengar if it can get them to switch into it's trick room. It will also win if these sleep moves miss.
- Breloom and Smeargle leads, with their 100% accurate sleep moves, completely counter this set. Especially smeargle, which will put out entry hazards. In the latter case, consider sacrificing a sleep absorber, then switch this lead in on turn 2 before smeargle can set up entry hazards, thus rendering sleep clause in play against a standard spiker lead, which has no offensive options. In the former case, it is not wise to switch smeargle back in against breloom, but breloom has no entry hazards which means there may still be a use for smeargle later in the fight.
- tyranitar and abomasnow leads hamper it's effectiveness greatly, while these two switch-ins will stop it once the focus sash is used. A substitute or the less common protect from them will break the sash.
- priority users limit it's options, and most of them require spore be used before endeavor, followed by trick room so that if you get to use dragon rage, the very next pokemon won't ko smeargle.
- Lum and chesto berries severely limit it's good options to trick room and endeavor; smeargle will be lost, but you will at least be able to control the speed of your pokemon compared to your opponent's by deciding whether to use trick room into endeavor or just endeavor. If trick room is out before the lum berry user enters and smeargle is at full health, smeargle wins if you endeavor instead of spore, but takes a hit.
- Most notably, Lum berry metagross means that Smeargle can't use sleep to get around the priority, and it is advisable to use endeavor so that metagross will be an easy KO for a priority using teammate.
- a taunting suicide lead paired with a ghost type could force this smeargle to switch, and technically puts the opponent in the exact position they desire as they intended for their lead to set up rocks and get killed, which follows removing smeargle from the match assuming no trick room/rapid spin support.
- It should be noted that while the above looks like a lot of counters, none of these actually counter this smeargle per se, with the exception of sleep leads, fakeout leads, and weather-inducing pokemon that know substitute or protect. All the other pokemon, including sleep enducing pokemon that are not leads, will either be put to sleep or left at 1 hp, or both in some cases, and there is almost nothing in OU that can safely switch into this smeargle.
Ubers
Strengths:
- The leads in Ubers are smeargle-weak compared to OU, giving it opportunities to sweep multiple pokemon in a team.
- Forces the most common Uber lead, Deoxys-e, to choose between taking out smeargle or setting up stealth rocks.
- It is much easier to return a damaged feargle to battle in Ubers than OU, because trick room palkia, trick room dialga, and wobuffet can all present it with opportunities to return under the much desired trick room effect or behind a non-damaging move.
Additional comments:
- Always Endeavor the taunters. This guarentees that you are ahead because it forces them to pick between smeargle damage and stealth rocks, and barring giratina, a sleep enducer, or a flincher, the next pokemon your opponent puts out will be reduced to 1 hp if they choose stealth rocks. The alternative is that they don't get to set up their rocks
Teammates and Counters:
- Could be paired with a sleep absorber
- Should be paired with a trick roomer
- Works well with stealth rocks and priority move users
- Works well with Wobuffet
- Tyranitar allies can break the sash, but can also pursuit Giratina-O, this set's biggest weakness.
- Darkrai and other sleep leads counter it
- Shaymin and other flinch leads soft counter it while fake out hard counters it
- Only useful move against Giratina is spore
- Tyranitars, especially switch ins, can stop it effectively if used properly. Tyranitar leads can be endeavored first turn, but as switch ins, smeargle could lose it's last health using a relatively useless move.
OU and Ubers:
This set works a lot like a FEAR set, but with some key differences that give it much more utility than a normal FEAR pokemon. Trick Room guarentees the first hit against everything lacking priority, and this speed setup lowers it's speed from 6 to 5 in the event of other level 1's (rare, but as it has no cost to smeargle, there is no reason not to go for the lowest possible speed). Being a lead, it comes in before entry hazards can ruin it.
The strategy is to use trick room to gain priority first turn, or spore against priority users and pokemon that probably don't hold a lum/chesto berry. Or in the event of a tyranitar, use endeavor to bring it down to 1 hp before the sandstorm makes smeargle useless. Next, use spore to incapacitate whatever is out or endeavor if the opponent probably has a lum/chesto berry. Once the opponent is incapacitated by spore, you endeavor. Then, use trick room if not out yet; although it increases the risk, smeargle cannot have any chance of taking the next pokemon without it. If trick room is already played, Then go for dragon rage. Dragon rage guarentees a kill against almost every pokemon in the game, as even if smeargle is at full health leftovers recovery + smeargle's 12 HP is less than 40 for anything other than Chansey, Blissey and wobbuffet, and will kill those three if Smeargle did its endeavor at 1 health.
If you can do the attacks in the order of trick room, spore, endeavor, and dragon rage, the two most common ideal possibilities are:
1 - you KO'd the opponents lead with one turn of trick room left, enabling you to spore the switch-in, trick room again, and at least get one endeavor in if not also another dragon rage, and if you are really lucky, spore and endeavor a third pokemon
or 2 - After the opponent's lead is asleep, he switches into an endeavor and is KO'd by trick roomed dragon rage next turn, and you have one turn of trick room left to bring the opponent's next pokemon down to 1 hp.
While this set seems like a complete glass cannon that is easily wrecked, it is guarenteed to do a lot of damage even if this ideal situation does not play out, provided proper prediction. Should an opponent have something to stop smeargle, that pokemon will either be at 1 hp or if it's a ghost, put to sleep if predicted correctly. The only things that 100% counter this are Smeargle and Breloom leads, ironically, as both have a 100% chance of putting feargle to sleep, but generally speaking all sleep leads eliminate this smeargle if they hit. If a lead is know to run taunt, it can be endeavored first turn and then dragon raged due to focus sash protection. Machamp is also a tough pokemon for smeargle because lum berry is common and it runs substitute, but because of own tempo, dynamic punch will not stop an endeavor, and endeavor kills substitutes in one hit.
This set does very poorly against Tyranitar and abomasnow, due to residual damage, and at best will reduce both to 1 hp, while at worst, a bad trick room or more commonly dragon rage will lead to sandstorm taking out smeargle's last hp while doing nothing to Tyranitar. It will also most likely need rapid spin or trick room support if it's switched out and is made useless if it is forced to leave the battle with less than full health or forced to enter with entry hazards, unless trick room is active upon return. However, it is fairly destructive for a glass cannon, as the most common bad scenarios will, with good prediction, leave an opponent with either a sleep condition, 1 hp, or both. This smeargle finds a good place on Trick room teams, but it uses up most its trick room turns, and will often benefit more from a teammate's trick room than provide support for a teammate, as this makes smeargle able to re-enter the battle even without full health. It is common for trick room to run out on this smeargle, and any support that this smeargle provides will be minimal.
Jirachi: Jirachi is especially interesting, as not all Jirachi will use iron head, and Jirachi knows trick. Smeargle will win if it doesn't flinch, and if tricked it is best to be tricked into endeavor so that the Jirachi becomes an easy kill. If you expect iron head, then a lucky spore is ideal, as the probability of a flinch is only 60%. Jirachi's thunderwave is also problematic, as this smeargle can't lose a turn. However, you have an advantage if it goes for paralysis over flinch. You also would not want to switch out lightly; if it uses stealth rock on the switch away smeargle is useless, but if you go for the kill while it uses stealth rock you'll get a KO or force a switch, giving smeargle the advantage. All things considered, Jirachi is the most difficult pokemon to manuever this smeargle around, and the feeling is mutual - in the best case for the opponent, Jirachi has only a 60% chance of victory while you have a 40% chance of activating trick room, putting Jirachi to sleep, and bringing something to 1hp unless he has a ghost. Which are usually fast and fragile, and don't like trick room
This smeargle benefits greatly from teammates with priority moves and ones that can lay entry hazards, as it is common for an opponent to be left with a pokemon at 1 hp which is either swiched out and thus can be easily KO'd by entry hazards, or stays in and thus having priority minimizes any potential risk.
It should be noted that while trick room is helpful, this set does not need to be on a trick room team to be effective.
Naturally, EVs are irrelivant to the performance of this set, and sketch can be taught via move tutor.
Ubers Strategy -
The Uber's metagame is much, much more friendly to feargle leads. As an example, lets look at the top leads in both tiers
In OU, Azelf, Aerodactyl, Swampert, Metagross, Jirachi, Infernape, Machamp, Ninjask, Roserade, and Tyranitar are the top ten leads. Only swampert and ninjask are believed to be friendly to smeargle, with 1 potential hard counter and 2 soft counters in the tier, two taunters at the top, and sandstorm rounding off the bottom.
In Uber, Deoxys-e, Groudon, Darkrai, kyogre, deoxys-f, Mew, Magikarp (lol), forretress, tyranitar, and dialga are the top ten leads. Underlined are the pokemon that smeargle can use to obliterate 2/3's of the opponent's team, as opposed to just the lead like in OU. In other words, half the top 5 will let smeargle bulldoze an opponent's team
It also has much fewer weather problems and much less residual damage to contend with in Uber, which lengthens the durability of it's sash immensely.
After some Ubers testing, it seems to be even more effective in Ubers then OU. It doesn't lose it's sash as easily, kyogre and groudon keep the weather from breaking the sash, and there seems to be less flinching. Unfortunately, I am not very knowledgable on Ubers.
% chance of meeting particular leads in OU (based on most recent server statistics on leads)
Hard stoppers
Ambipom + Weavile + Frosslass = 3.6
+ Infernape = 7.69
Smeargle + Breloom = 3.05
Total before Infernape = 6.65
Total after Infernape = 10.74
Soft stoppers (40% chance of smeargle victory, with exception of Roserade)
Jirachi + Togekiss = 5.02
Gengar + Yanmega + Crobat + Roserade = 6.8
Total 11.82
Hard stops + soft stops
Before Infernape = 18.47
After Infernape = 22.56
Probability of crippling 1 pokemon or more, with good prediction (assumes 40% chance of crippling soft counters):
82.17% or greater, depending on whether Infernape runs fake out
Weather limiters - pokemon that demand a first turn endeavor
Tyranitar + Abomasnow + Hippowdon = 6.61
Obvious taunts, More than 2% usage:
Azelf + Aereodactyl + Gliscor = 16.08
Endeavor often preferable to spore/trick room, frequent lum berry holders
Metagross + Machamp = 8.79
Notable opportunities - Pokemon that appear in more than .3% of teams as leads and often, not always, find themselves unable to stop an ideal smeargle setup.
Enable more than 1 KO and lack priority moves:
Swampert + Ninjask + Heatran + Bronzong + Skarmory + Celebi + Forretress + Starmie + Electrode + Jolteon + Salamence + Zapdos +Gallade + Umbreon + Typhlosion = 23.86
Enable more than 1 KO but have priority moves:
Dragonite + Mamoswine + Lucario + Scizor + Donphan = 4.56
Total = 28.42
Percentage of leads accounted for: 82.46
EDIT: I added Extreme speed as an alternate move because after brainstorming, I realized it is necesary to use extreme speed to come out on top against lum berry/chesto berry. On the other hand, it does not fair very well against leftovers/ taunting suicide leads. I'll have to play test to be sure. Likewise, protect is needed for fake-out leads, but limits it's ability to affect multiple opponent pokemon in the same way trick room can. Generally speaking, trick room and dragon rage are what separates this smeargle from other FEAR pokemon, so while having a FEAR with spore is alright, it probably won't be as dangerous/powerful as the dragon rage/trick room combo that gives it the ability to sweep. Extreme Speed/Trick room is notable for anti-lum, and should outspeed any priority user with trick room in play, but is walled by leftovers and depends on smeargle being attacked at least once which won't stop suicide taunters from setting up. Protect is unnecessary and not very useful in Ubers.
move 1: Spore
move 2: Endeavor
move 3: Trick Room/Protect
move 4: Dragon rage/Extreme Speed
item: focus sash
nature: brave
evs: 252 attack, 0 speed (if you want)
level: 1
0 speed IVs, 0 hp IVs
ability: Own Tempo
Strengths:
- Can eliminate up to three of an opponent's pokemon
- Will leave at least one of an opponent's pokemon asleep or at 1 health, provided the opponent's lead does not cause a flinch or put smeargle to sleep.
- There are no endeavor nor trick room smeargle on the site, and this set is both effetive and completely different than any D/P smeargle set.
- Much more useful than any other FEAR set; can and often does spore an opponent, provide trick room to outspeed everything lacking priority, and will KO opposing pokemon in spite of leftovers and reguardless of smeargle's remaining health, while all other FEAR pokemon cannot KO with their priority moves unless they are also at 1 health.
- Also functions in Ubers
Additional comments:
- should not be switched out unless at full health with no entry hazards on the field, or has a teammate with trick room to help it switch back in.
- Endeavor will hit when taunted.
- Prediction is important - you need to know whether a lead has a lum berry or not, whether it has a priority move or not, and whether it will taunt you or not. The order in which you use moves is determined by these three factors - you have to endeavor the taunt, immediately spore the priority move, and completely ignore spore against the lum berry.
- It's own tempo ability will protect smeargle from dynamic punch confusion
Teammates and Counters:
- works well with trick room pokemon
- works well with priority users and entry hazards - both make extremely potent revenge killers
- works well with at least one slow teammate, in the event that it leaves a turn of trick room out when KO'd
- In Ubers, a wobbuffett to encore a non-damaging move and safeguard against status conditions works well with this pokemon
- A sleep absorber will improve this set's effectiveness, as it loses to sleep
- Only option against ghosts is to put them to sleep, and maybe trick room a teammate in
- jirachi and togekiss leads can render it useless with flinch.
- Naturally, this flinch weakness extends to fake out leads. Infernape when it runs fake out, but also Ambipomb and Weavile will most likely force a switch out
- sleep leads, especially Breloom and Smeargle but also Crobat, Yanmega, Gengar, and Roserade will beat it. Noteably, other than Smeargle and Roserade none of these pokemon lay entry hazards, which means that smeargle can still be useful if switched out. This is important, as smeargle will beat all of these pokemon except Gengar if it can get them to switch into it's trick room. It will also win if these sleep moves miss.
- Breloom and Smeargle leads, with their 100% accurate sleep moves, completely counter this set. Especially smeargle, which will put out entry hazards. In the latter case, consider sacrificing a sleep absorber, then switch this lead in on turn 2 before smeargle can set up entry hazards, thus rendering sleep clause in play against a standard spiker lead, which has no offensive options. In the former case, it is not wise to switch smeargle back in against breloom, but breloom has no entry hazards which means there may still be a use for smeargle later in the fight.
- tyranitar and abomasnow leads hamper it's effectiveness greatly, while these two switch-ins will stop it once the focus sash is used. A substitute or the less common protect from them will break the sash.
- priority users limit it's options, and most of them require spore be used before endeavor, followed by trick room so that if you get to use dragon rage, the very next pokemon won't ko smeargle.
- Lum and chesto berries severely limit it's good options to trick room and endeavor; smeargle will be lost, but you will at least be able to control the speed of your pokemon compared to your opponent's by deciding whether to use trick room into endeavor or just endeavor. If trick room is out before the lum berry user enters and smeargle is at full health, smeargle wins if you endeavor instead of spore, but takes a hit.
- Most notably, Lum berry metagross means that Smeargle can't use sleep to get around the priority, and it is advisable to use endeavor so that metagross will be an easy KO for a priority using teammate.
- a taunting suicide lead paired with a ghost type could force this smeargle to switch, and technically puts the opponent in the exact position they desire as they intended for their lead to set up rocks and get killed, which follows removing smeargle from the match assuming no trick room/rapid spin support.
- It should be noted that while the above looks like a lot of counters, none of these actually counter this smeargle per se, with the exception of sleep leads, fakeout leads, and weather-inducing pokemon that know substitute or protect. All the other pokemon, including sleep enducing pokemon that are not leads, will either be put to sleep or left at 1 hp, or both in some cases, and there is almost nothing in OU that can safely switch into this smeargle.
Ubers
Strengths:
- The leads in Ubers are smeargle-weak compared to OU, giving it opportunities to sweep multiple pokemon in a team.
- Forces the most common Uber lead, Deoxys-e, to choose between taking out smeargle or setting up stealth rocks.
- It is much easier to return a damaged feargle to battle in Ubers than OU, because trick room palkia, trick room dialga, and wobuffet can all present it with opportunities to return under the much desired trick room effect or behind a non-damaging move.
Additional comments:
- Always Endeavor the taunters. This guarentees that you are ahead because it forces them to pick between smeargle damage and stealth rocks, and barring giratina, a sleep enducer, or a flincher, the next pokemon your opponent puts out will be reduced to 1 hp if they choose stealth rocks. The alternative is that they don't get to set up their rocks
Teammates and Counters:
- Could be paired with a sleep absorber
- Should be paired with a trick roomer
- Works well with stealth rocks and priority move users
- Works well with Wobuffet
- Tyranitar allies can break the sash, but can also pursuit Giratina-O, this set's biggest weakness.
- Darkrai and other sleep leads counter it
- Shaymin and other flinch leads soft counter it while fake out hard counters it
- Only useful move against Giratina is spore
- Tyranitars, especially switch ins, can stop it effectively if used properly. Tyranitar leads can be endeavored first turn, but as switch ins, smeargle could lose it's last health using a relatively useless move.
OU and Ubers:
This set works a lot like a FEAR set, but with some key differences that give it much more utility than a normal FEAR pokemon. Trick Room guarentees the first hit against everything lacking priority, and this speed setup lowers it's speed from 6 to 5 in the event of other level 1's (rare, but as it has no cost to smeargle, there is no reason not to go for the lowest possible speed). Being a lead, it comes in before entry hazards can ruin it.
The strategy is to use trick room to gain priority first turn, or spore against priority users and pokemon that probably don't hold a lum/chesto berry. Or in the event of a tyranitar, use endeavor to bring it down to 1 hp before the sandstorm makes smeargle useless. Next, use spore to incapacitate whatever is out or endeavor if the opponent probably has a lum/chesto berry. Once the opponent is incapacitated by spore, you endeavor. Then, use trick room if not out yet; although it increases the risk, smeargle cannot have any chance of taking the next pokemon without it. If trick room is already played, Then go for dragon rage. Dragon rage guarentees a kill against almost every pokemon in the game, as even if smeargle is at full health leftovers recovery + smeargle's 12 HP is less than 40 for anything other than Chansey, Blissey and wobbuffet, and will kill those three if Smeargle did its endeavor at 1 health.
If you can do the attacks in the order of trick room, spore, endeavor, and dragon rage, the two most common ideal possibilities are:
1 - you KO'd the opponents lead with one turn of trick room left, enabling you to spore the switch-in, trick room again, and at least get one endeavor in if not also another dragon rage, and if you are really lucky, spore and endeavor a third pokemon
or 2 - After the opponent's lead is asleep, he switches into an endeavor and is KO'd by trick roomed dragon rage next turn, and you have one turn of trick room left to bring the opponent's next pokemon down to 1 hp.
While this set seems like a complete glass cannon that is easily wrecked, it is guarenteed to do a lot of damage even if this ideal situation does not play out, provided proper prediction. Should an opponent have something to stop smeargle, that pokemon will either be at 1 hp or if it's a ghost, put to sleep if predicted correctly. The only things that 100% counter this are Smeargle and Breloom leads, ironically, as both have a 100% chance of putting feargle to sleep, but generally speaking all sleep leads eliminate this smeargle if they hit. If a lead is know to run taunt, it can be endeavored first turn and then dragon raged due to focus sash protection. Machamp is also a tough pokemon for smeargle because lum berry is common and it runs substitute, but because of own tempo, dynamic punch will not stop an endeavor, and endeavor kills substitutes in one hit.
This set does very poorly against Tyranitar and abomasnow, due to residual damage, and at best will reduce both to 1 hp, while at worst, a bad trick room or more commonly dragon rage will lead to sandstorm taking out smeargle's last hp while doing nothing to Tyranitar. It will also most likely need rapid spin or trick room support if it's switched out and is made useless if it is forced to leave the battle with less than full health or forced to enter with entry hazards, unless trick room is active upon return. However, it is fairly destructive for a glass cannon, as the most common bad scenarios will, with good prediction, leave an opponent with either a sleep condition, 1 hp, or both. This smeargle finds a good place on Trick room teams, but it uses up most its trick room turns, and will often benefit more from a teammate's trick room than provide support for a teammate, as this makes smeargle able to re-enter the battle even without full health. It is common for trick room to run out on this smeargle, and any support that this smeargle provides will be minimal.
Jirachi: Jirachi is especially interesting, as not all Jirachi will use iron head, and Jirachi knows trick. Smeargle will win if it doesn't flinch, and if tricked it is best to be tricked into endeavor so that the Jirachi becomes an easy kill. If you expect iron head, then a lucky spore is ideal, as the probability of a flinch is only 60%. Jirachi's thunderwave is also problematic, as this smeargle can't lose a turn. However, you have an advantage if it goes for paralysis over flinch. You also would not want to switch out lightly; if it uses stealth rock on the switch away smeargle is useless, but if you go for the kill while it uses stealth rock you'll get a KO or force a switch, giving smeargle the advantage. All things considered, Jirachi is the most difficult pokemon to manuever this smeargle around, and the feeling is mutual - in the best case for the opponent, Jirachi has only a 60% chance of victory while you have a 40% chance of activating trick room, putting Jirachi to sleep, and bringing something to 1hp unless he has a ghost. Which are usually fast and fragile, and don't like trick room
This smeargle benefits greatly from teammates with priority moves and ones that can lay entry hazards, as it is common for an opponent to be left with a pokemon at 1 hp which is either swiched out and thus can be easily KO'd by entry hazards, or stays in and thus having priority minimizes any potential risk.
It should be noted that while trick room is helpful, this set does not need to be on a trick room team to be effective.
Naturally, EVs are irrelivant to the performance of this set, and sketch can be taught via move tutor.
Ubers Strategy -
The Uber's metagame is much, much more friendly to feargle leads. As an example, lets look at the top leads in both tiers
In OU, Azelf, Aerodactyl, Swampert, Metagross, Jirachi, Infernape, Machamp, Ninjask, Roserade, and Tyranitar are the top ten leads. Only swampert and ninjask are believed to be friendly to smeargle, with 1 potential hard counter and 2 soft counters in the tier, two taunters at the top, and sandstorm rounding off the bottom.
In Uber, Deoxys-e, Groudon, Darkrai, kyogre, deoxys-f, Mew, Magikarp (lol), forretress, tyranitar, and dialga are the top ten leads. Underlined are the pokemon that smeargle can use to obliterate 2/3's of the opponent's team, as opposed to just the lead like in OU. In other words, half the top 5 will let smeargle bulldoze an opponent's team
It also has much fewer weather problems and much less residual damage to contend with in Uber, which lengthens the durability of it's sash immensely.
After some Ubers testing, it seems to be even more effective in Ubers then OU. It doesn't lose it's sash as easily, kyogre and groudon keep the weather from breaking the sash, and there seems to be less flinching. Unfortunately, I am not very knowledgable on Ubers.
% chance of meeting particular leads in OU (based on most recent server statistics on leads)
Hard stoppers
Ambipom + Weavile + Frosslass = 3.6
+ Infernape = 7.69
Smeargle + Breloom = 3.05
Total before Infernape = 6.65
Total after Infernape = 10.74
Soft stoppers (40% chance of smeargle victory, with exception of Roserade)
Jirachi + Togekiss = 5.02
Gengar + Yanmega + Crobat + Roserade = 6.8
Total 11.82
Hard stops + soft stops
Before Infernape = 18.47
After Infernape = 22.56
Probability of crippling 1 pokemon or more, with good prediction (assumes 40% chance of crippling soft counters):
82.17% or greater, depending on whether Infernape runs fake out
Weather limiters - pokemon that demand a first turn endeavor
Tyranitar + Abomasnow + Hippowdon = 6.61
Obvious taunts, More than 2% usage:
Azelf + Aereodactyl + Gliscor = 16.08
Endeavor often preferable to spore/trick room, frequent lum berry holders
Metagross + Machamp = 8.79
Notable opportunities - Pokemon that appear in more than .3% of teams as leads and often, not always, find themselves unable to stop an ideal smeargle setup.
Enable more than 1 KO and lack priority moves:
Swampert + Ninjask + Heatran + Bronzong + Skarmory + Celebi + Forretress + Starmie + Electrode + Jolteon + Salamence + Zapdos +Gallade + Umbreon + Typhlosion = 23.86
Enable more than 1 KO but have priority moves:
Dragonite + Mamoswine + Lucario + Scizor + Donphan = 4.56
Total = 28.42
Percentage of leads accounted for: 82.46
EDIT: I added Extreme speed as an alternate move because after brainstorming, I realized it is necesary to use extreme speed to come out on top against lum berry/chesto berry. On the other hand, it does not fair very well against leftovers/ taunting suicide leads. I'll have to play test to be sure. Likewise, protect is needed for fake-out leads, but limits it's ability to affect multiple opponent pokemon in the same way trick room can. Generally speaking, trick room and dragon rage are what separates this smeargle from other FEAR pokemon, so while having a FEAR with spore is alright, it probably won't be as dangerous/powerful as the dragon rage/trick room combo that gives it the ability to sweep. Extreme Speed/Trick room is notable for anti-lum, and should outspeed any priority user with trick room in play, but is walled by leftovers and depends on smeargle being attacked at least once which won't stop suicide taunters from setting up. Protect is unnecessary and not very useful in Ubers.