Smeargle (Ubers Analysis)

Focus

Ubers Tester Extraordinaire
I'm surprised nobody has mentioned Ingrain yet, with phasing being the problem that it is. I have run 4 HP / 252 Def / 252 Spe Jolly and had Ingrain as the fourth move, and it seemed to work well enough.
 
You may want to mention the receiver of the pass will have a -1/-1 defense drop, and it has to beaware of priority if it is weak or only neutral to them. Mewtwo for example may not be ideal receiver just because it is weak to shawdow sneak and neutral to extremespeed.
 
Focus Sash is absolutely vital, so White Herb is AC material at best.

sammao thanks for bringing that up. I had already been planning on recommending partners that can take the common priority moves well (example: Dialga). I'll be sure to highlight the vulnerabilities of the receivers.
 
Can you provide some logs for both sets? Smeargle in Ubers is sort of a rare case, and the FEAR set really hates the ever present Giratina formes and Ghost Arceus. If the pass is successful then Smeargle is definitely worth using, so can you show some logs where the pass succeeds and displays just how useful Smeargle is. Spore and Ingrain are good positives though for a Baton Passer.

Not stamping this yet, till I discuss with the other Ubers QC member. Its better to support your analysis with some logs though.
 
I'm out of town this weekend and don't have access to a computer that saves logs, but I'll post some when I get home and have the chance.
 

hamiltonion

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I have used the Smashpass set and can vouch for its viability. It is "hard" to get good logs at the moment since I'm in the middle of my exams but I've got two of them. Also I played against Shrang and beat him using a Smashpass Smeargle team so I guess you could just ask him too. Sadly, I forgot to extract the darn log for that match. Opponent left in both matches.

Battle between Foob and ShinyBarry started!

Tier: Wifi Ubers
Variation: +19, -41
Rule: Rated
Rule: Sleep Clause
Rule: Species Clause
Rule: Wifi Battle

ShinyBarry sent out Kyogre!
Foob sent out Rayquaza!
Kyogre's Drizzle made it rain!
The foe's Rayquaza has Air Lock!

Start of turn 1
Foob called Rayquaza back!
Foob sent out Palkia!

The foe's Palkia is exerting its Pressure!
Kyogre used Ice Beam!
The foe's Palkia lost 31% of its health!

Rain continues to fall!

Start of turn 2
ShinyBarry called Kyogre back!
ShinyBarry sent out Arceus!

The foe's Palkia used Spacial Rend!
A critical hit!
Arceus lost 316 HP! (71% of its health)

Rain continues to fall!
Arceus restored a little HP using its Leftovers!

Start of turn 3
ShinyBarry called Arceus back!
ShinyBarry sent out Wobbuffet!

The foe's Palkia used Spacial Rend!
The attack of the foe's Palkia missed!

Rain continues to fall!

Start of turn 4
The foe's Palkia used Spacial Rend!
Wobbuffet lost 204 HP! (34% of its health)

Wobbuffet used Mirror Coat!
The foe's Palkia lost 68% of its health!
The foe's Palkia fainted!

Rain continues to fall!
Wobbuffet restored a little HP using its Leftovers!
Foob sent out Groudon!

The foe's Groudon's Drought intensified the sun's rays!

Start of turn 5
The foe's Groudon used Thunder Wave!
Wobbuffet is paralyzed! It may be unable to move!

Wobbuffet is paralyzed! It can't move!

The sunlight is strong!
Wobbuffet restored a little HP using its Leftovers!

Start of turn 6
The foe's Groudon used Swords Dance!
The foe's Groudon's Attack sharply rose!

Wobbuffet used Encore!
The foe's Groudon received an encore!

The sunlight is strong!
Wobbuffet restored a little HP using its Leftovers!

Start of turn 7
ShinyBarry called Wobbuffet back!
ShinyBarry sent out Kyogre!

Kyogre's Drizzle made it rain!
The foe's Groudon used Swords Dance!
The foe's Groudon's Attack sharply rose!

Rain continues to fall!

Start of turn 8
Foob called Groudon back!
Foob sent out Scizor!

Kyogre used Water Spout!
The foe's Scizor lost 100% of its health!
The foe's Scizor fainted!

Rain continues to fall!
Foob sent out Groudon!

The foe's Groudon's Drought intensified the sun's rays!

Start of turn 9
ShinyBarry called Kyogre back!
ShinyBarry sent out Arceus!

The foe's Groudon used Thunder Wave!
Arceus is paralyzed! It may be unable to move!

The sunlight is strong!
Arceus restored a little HP using its Leftovers!

Start of turn 10
The foe's Groudon used Earthquake!
A critical hit!
Arceus lost 182 HP! (40% of its health)
Arceus fainted!

The sunlight is strong!
ShinyBarry sent out Kyogre!

Kyogre's Drizzle made it rain!

Start of turn 11
Foob called Groudon back!
Foob sent out Dialga!

The foe's Dialga is exerting its Pressure!
Kyogre used Water Spout!
It's not very effective...
The foe's Dialga lost 58% of its health!

Rain continues to fall!

Start of turn 12
Kyogre used Water Spout!
It's not very effective...
The foe's Dialga lost 41% of its health!
The foe's Dialga fainted!

Rain continues to fall!
Foob sent out Groudon!

The foe's Groudon's Drought intensified the sun's rays!

Start of turn 13
ShinyBarry called Kyogre back!
ShinyBarry sent out Wobbuffet!

The foe's Groudon used Thunder Wave!
Wobbuffet is already paralyzed.

The sunlight is strong!
Wobbuffet restored a little HP using its Leftovers!

Start of turn 14
The foe's Groudon used Earthquake!
Wobbuffet lost 303 HP! (51% of its health)

Wobbuffet is paralyzed! It can't move!

The sunlight is strong!
Wobbuffet restored a little HP using its Leftovers!

Start of turn 15
The foe's Groudon used Earthquake!
Wobbuffet lost 257 HP! (44% of its health)
Wobbuffet fainted!

The sunlight is strong!
ShinyBarry sent out Smeargle!

Start of turn 16
Smeargle used Spore!
The foe's Groudon fell asleep!

The foe's Groudon is fast asleep!

The sunlight is strong!

Start of turn 17
Foob called Groudon back!
Foob sent out Rayquaza!

The foe's Rayquaza has Air Lock!
Smeargle used Shell Smash!
Smeargle's Defense fell!
Smeargle's Sp. Def. fell!
Smeargle's Attack sharply rose!
Smeargle's Sp. Att. sharply rose!
Smeargle's Speed sharply rose!

The sunlight is strong!

Start of turn 18
Smeargle used Baton Pass!
ShinyBarry called Smeargle back!
ShinyBarry sent out Dialga!

Dialga restored its stats using White Herb!
Dialga is exerting its Pressure!

The foe's Rayquaza used Brick Break!
It's super effective!
Dialga lost 198 HP! (57% of its health)
The foe's Rayquaza is hurt by its Life Orb!

The sunlight is strong!

Start of turn 19
Dialga used Dragon Pulse!
It's super effective!
The foe's Rayquaza lost 90% of its health!
The foe's Rayquaza fainted!

The sunlight is strong!
Foob sent out Groudon!

Start of turn 20
Dialga used Fire Blast!
The attack of Dialga missed!

The foe's Groudon is fast asleep!

The sunlight is strong!

Start of turn 21
Dialga used Fire Blast!
The foe's Groudon lost 100% of its health!
The foe's Groudon fainted!

The sunlight is strong!
Foob sent out Mewtwo!

The foe's Mewtwo is exerting its Pressure!

Start of turn 22
Dialga used Dragon Pulse!


Battle between ShinyBarry and TobiasOfLegends started!

Tier: Wifi Ubers
Variation: +13, -19
Rule: Rated
Rule: Sleep Clause
Rule: Species Clause
Rule: Wifi Battle

TobiasOfLegends sent out Deoxys-D!
ShinyBarry sent out Kyogre!
Kyogre's Drizzle made it rain!
The foe's Deoxys-D is exerting its Pressure!

Start of turn 1
ShinyBarry called Kyogre back!
ShinyBarry sent out Smeargle!

The foe's Deoxys-D used Stealth Rock!
Pointed stones float in the air around ShinyBarry's team!

Rain continues to fall!

Start of turn 2
Smeargle used Spore!
The foe's Deoxys-D fell asleep!

The foe's Deoxys-D is fast asleep!

Rain continues to fall!

Start of turn 3
TobiasOfLegends called Deoxys-D back!
TobiasOfLegends sent out Darkrai!

Smeargle used Shell Smash!
Smeargle's Defense fell!
Smeargle's Sp. Def. fell!
Smeargle's Attack sharply rose!
Smeargle's Sp. Att. sharply rose!
Smeargle's Speed sharply rose!

Rain continues to fall!

Start of turn 4
Smeargle used Taunt!
The foe's Darkrai fell for the taunt!

The foe's Darkrai can't use Dark Void after the taunt!

Rain continues to fall!

Start of turn 5
Smeargle used Baton Pass!
ShinyBarry called Smeargle back!
ShinyBarry sent out Dialga!
Pointed stones dug into Dialga!

Dialga restored its stats using White Herb!
Dialga is exerting its Pressure!

The foe's Darkrai used Dark Pulse!
It's not very effective...
Dialga lost 77 HP! (22% of its health)

Rain continues to fall!

Start of turn 6
Dialga used Dragon Pulse!
The foe's Darkrai lost 100% of its health!
The foe's Darkrai fainted!

Rain continues to fall!
TobiasOfLegends sent out Arceus-Water!

Start of turn 7
Dialga used Thunder!
It's super effective!
The foe's Arceus-Water lost 100% of its health!
The foe's Arceus-Water fainted!

Rain continues to fall!
TobiasOfLegends sent out Giratina!

The foe's Giratina is exerting its Pressure!

Start of turn 8
Dialga used Dragon Pulse!
It's super effective!
The foe's Giratina lost 100% of its health!
The foe's Giratina fainted!

Rain continues to fall!
TobiasOfLegends sent out Zekuromu! (Zekrom)

The foe's Zekuromu has Teravolt!

Start of turn 9
Dialga used Dragon Pulse!
It's super effective!
The foe's Zekuromu lost 100% of its health!
The foe's Zekuromu fainted!

Rain continues to fall!
TobiasOfLegends sent out Bikutini! (Victini)

Start of turn 10
Dialga used Dragon Pulse!
The foe's Bikutini lost 100% of its health!
The foe's Bikutini fainted!

Rain continues to fall!
TobiasOfLegends sent out Deoxys-D!

The foe's Deoxys-D is exerting its Pressure!

Start of turn 11
Dialga used Dragon Pulse!
The foe's Deoxys-D lost 68% of its health!

The foe's Deoxys-D is fast asleep!

Rain continues to fall!
The foe's Deoxys-D restored a little HP using its Leftovers!


Also I'd like to point out that the order of slashes on the last slot for the Smashpass set needs to be re ordered imo. Taunt is really useful and shuts down stuff like Groudon with proper prediction and has more wider ranged uses to it needs to be first slash followed up with Ingrain and then Magic Coat, which should never be used imo. Also you want to Wobb support on it otherwise its pretty hard to get to +2. Additionally Extreme Killer absolutely destroys this thing and you can hardly touch it if Dialga is down. Finally, I think you should mention this should primarily be used in the lead slot so as to keep its Sash intact.
 

Furai

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I have been using the Smash Pass too, and it does its job very well. Spore helps it so much that it's funny. With Focus Sash it can set up on shitload of stuff.

Had I been QC I would approve the Smash Pass, dunno about lv1 FEAR, as I didn't test it. Solosis is a better Trick Room set up-er anyway, lol.
 

shrang

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Looks good, although I do think Magic Coat is probably the best option in the last slot.

QC approved 1/3
 
Deletions
Additions / Corrections
Comments


[Overview]

<p>Smeargle has always been a unique Pokemon that fills specific niches, and it does this in every tier, including Ubers. Smeargle's Itsexpansive movepool, consisting of literally every single move in the game, allows it to do things in ways no other Pokemon can do. Smeargle's Its range of options is might be comparatively limited in Ubers to some other metagames, but it Smeargle can still be a game-changing element when used correctly.</p> (All right, 3 sentences is way too short. You could talk about SmashPass, mention that Prankster users shut Smeargle down completely etc. Please expand this section.)

[SET]
name: Ubers SmashPass
move 1: Shell Smash
move 2: Baton Pass
move 3: Spore
move 4: Magic Coat / Ingrain / Taunt
item: Focus Sash
ability: Own Tempo
nature: Jolly
evs: 4 HP / 252 Def / 252 Spe

[SET COMMENTS]

<p>Baton Passing has long been regarded as Smeargle's signature role, and it pulls off its specialty with aplomb in Ubers. The raw power of the Ubers metagame makes Baton Pass chains difficult to use and rather impractical, but this generation Smeargle has a new toy that takes advantage of that same raw power: Shell Smash. With a Focus Sash equipped, Smeargle is nearly guaranteed to get off a Shell Smash safely, especially with the aid of the much-coveted Spore, which is what sets it apart from Baton Pass Gorebyss. Putting a slower opponent to sleep, such as support Groudon, allows Smeargle to boost up with its Focus Sash still intact, putting Smeargle's user in giving you complete control. It is highly recommended in most cases to use Shell Smash before Spore, as this makes dealing with Smeargle far more difficult. Magic Coat is useful for its ability to turn Roar, Whirlwind, and Taunt back on the user, as well as alsoallowing Smeargle to "steal" entry hazards from the opponent; this makes the Baton Pass recipient even more difficult to stop. Ingrain blocks phazing attempts altogether, and also provides recovery for the recipient, making wearing down the recipient a daunting task. Taunt is also usable, as while it is not as effective as Magic Coat, it does require less prediction to use.</p>

[ADDITIONAL COMMENTS]

<p>A Jolly nature and full investment in Speed EVs are vital for Smeargle, as they allow it to move before outspeeda larger range of opponents, something that is crucial for its role. Because Ubers is an incredibly powerful metagame, Smeargle has a very limited range of moves that it can survive should its Focus Sash be broken before it has an opportunity to use Shell Smash. The remaining EVs are all placed in Defense, allowing Smeargle to survive Giratina-O's Dragon Tail even after switching into Stealth Rock or Spikes. It should be noted that if keeping the opponents' entry hazards out of play is not feasible, that Smeargle should be led with or be brought in on the turn that the opponent uses an entry hazard move, allowing it to keep its Focus Sash intact. Keep in mind that the latter scenario is extremely risky.</p>

<p>Teammates should be the most important concern when using Smeargle. Pokemon that can make deadly great use of the boosts they receive, such as mixed Dialga or Zekrom, are the best partners for this set. Priority moves, especially ExtremeSpeed, are the biggest danger to the recipients, so recipients that shrug off most forms of priority, very noticably notablyDialga and Giratina-O, are the most difficult to take down. The immunity to Toxic Spikes both have is also an excellent asset. The defense drops of Shell Smash are a hazard for recipients, so having them hold a White Herb is an option, although the raw power of a Life Orb is usually better for Pokemon who do not fear priority. If the opponent lacks priority, then powerful, frail Pokemon such as Mewtwo and Rayquaza make deadly recipients. Belly Drum can also be passed, but Smeargle is too slow to safely use the move, and Belly Drum's cost renders the Focus Sash useless, making it impractical.</p>

[SET]
name: Ubers Lv. 1 FEAR
move 1: Trick Room
move 2: Spore
move 3: Endeavor
move 4: Dragon Rage / Destiny Bond
item: Focus Sash
ability: Own Tempo
nature: Brave
ivs: 0 HP / 0 Def / 0 SpD / 0 Spe

[SET COMMENTS]

<p>Although Lv. 1 Solosis fills this niche better in most ways due to Magic Guard, Smeargle's access to Spore is all it needs to make it a viable alternative. This set's primary aim is to get up Trick Room, and then if possible take something down with it. Spore nearly guarantees a free use of either Trick Room or Endeavor, depending on when it is used. Endeavor does an excellent job at crippling opponents, even when Smeargle is at full health, as its HP at Lv. 1 is so low that most Pokemon commonly used in Ubers will die to residual damage when left with that amount. Dragon Rage can be used to finish off any Pokemon that has been hit by Endeavor, but Destiny Bond almost guarantees a kill, and is Smeargle's only option against Giratina-O.</p>

[ADDITIONAL COMMENTS]

<p>This set can only really work on a full Trick Room team, and Smeargle's teammates should be capable of abusing Trick Room; common Trick Room users, such as Dialga and Palkia, are thus highly recommended. Toxic Spikes support can help Smeargle nab kills with Endeavor, but poisoned opponents aren't affected by Spore, making this a risky option. ExtremeSpeed is also an option in the last moveslot. In the unlikely situation that Smeargle has used Endeavor on the last turn of Trick Room, ExtremeSpeed can be used to finish off the opponent, assuming it isn't carrying Leftovers. This set absolutely hates entry hazards, so unless Rapid Spin support is provided it is best to use it as the team's lead.</p>

[Other Options]

<p>Although Smeargle has literally every move in the game at its fingertips, the nature of the Ubers metagame doesn't leave it with too many options. Entry hazards are among its usable options, as Smeargle can set up Stealth Rock, Spikes, or Toxic Spikes. Unfortunately, Smeargle is outclassed completely at this role by Deoxys-S. Rapid Spin is also an option if a moveslot is available, but since Smeargle can't touch Giratina-O at all outside of Spore, it is not really worth using. A myriad of Support moves,such as including Thunder Wave, Toxic, Will-O-Wisp, Tailwind, and Haze are all possible options, but these are all only usable in specific situations, and the status moves conflict with Spore.</p>

[Checks and Counters]

<p>The key to beating Smeargle is preventing it from putting something to sleep and breaking its Focus Sash before it can do any harm. Entry hazards render Focus Sash useless, making Smeargle a much easier target to deal with. Priority helps to deal with it as well. For example, if Sleep Clause is active and Smeargle has already been brought to 1 HP and has already used Spore, Arceus can switch in on Shell Smash or Trick Room and kill Smeargle before it can use Baton Pass or Endeavor, respectively. Pokemon with moves that hit multiple times are rare in Ubers, but the few that are used, such as Dual Chop Garchomp, make short work of Smeargle. Pokemon using Rest and Sleep Talk also have a much easier time with Smeargle, especially if they also have a phazing move.</p>


Good job.



GP 1 / 2
 

Lemonade

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I'm going to do a check on top of CP's since there's hardly anything jk it's implemented new one
add
remove

[Overview]

<p>Smeargle has always been a unique Pokemon that fills specific niches, and it does this in every tier, including Ubers. Its expansive movepool, consisting of literally every single move in the game, allows it to do things in ways no other Pokemon can do. Its range of options might be comparatively limited in Ubers, but Smeargle can still be a game-changing element when used correctly. It's most fearsome trait is undoubtably undoubtedly its ability to use Baton Pass in conjunction with Shell Smash, but there are other niches that it can fill too.</p>

[SET]
name: Ubers SmashPass
move 1: Shell Smash
move 2: Baton Pass
move 3: Spore
move 4: Magic Coat / Ingrain / Taunt
item: Focus Sash
ability: Own Tempo
nature: Jolly
evs: 4 HP / 252 Def / 252 Spe

[SET COMMENTS]

<p>Baton Passing has long been regarded as Smeargle's signature role, and it pulls off its specialty with aplomb in Ubers. The raw power of the Ubers metagame makes Baton Pass chains difficult to use and rather impractical, but this generation Smeargle has a new toy that takes advantage of that same raw power: Shell Smash. With a Focus Sash equipped, Smeargle is nearly guaranteed to get off a Shell Smash safely, especially with the aid of the much-coveted Spore, which is what sets it apart from Baton Pass Gorebyss. Putting a slower opponent to sleep, such as support Groudon, allows Smeargle to boost up with its Focus Sash still intact, giving you complete control. It is highly recommended in most cases to use Shell Smash before Spore, as this makes dealing with Smeargle far more difficult. Magic Coat is useful for its ability to turn Roar, Whirlwind, and Taunt back on the user, also allowing Smeargle to "steal" entry hazards from the opponent; this makes the Baton Pass recipient even more difficult to stop. Ingrain blocks phazing attempts altogether and also provides recovery for the recipient, making wearing down the recipient a daunting task. Taunt is also usable, as and while it is not as effective as Magic Coat, it does require less prediction to use.</p>

[ADDITIONAL COMMENTS]

<p>A Jolly nature and full investment in Speed are vital for Smeargle, as they allow it to outspeed a larger range of opponents, something that is crucial for its role. Because Ubers is an incredibly powerful metagame, there are very few moves Smeargle has a very limited range of moves that it can survive,[comma] should its Focus Sash be broken before it has an opportunity to use Shell Smash. The remaining EVs are all placed in Defense, allowing Smeargle to survive Giratina-O's Dragon Tail even after switching into Stealth Rock or Spikes. It should be noted that if keeping the opponents' entry hazards out of play is not feasible, Smeargle should be led with or brought in on the turn that the opponent uses an entry hazard move, allowing it to keep its Focus Sash intact. Keep in mind that the latter scenario is extremely risky.</p>

<p>Teammates should be the most important concern when using Smeargle. Pokemon that can make great use of the boosts they receive, such as mixed Dialga or Zekrom, are the best partners for this set. Priority moves, especially ExtremeSpeed, are the biggest danger to the recipients, so recipients that shrug off most forms of priority, notably Dialga and Giratina-O, are the most difficult to take down. The immunity to Toxic Spikes both have is also an excellent asset. The defense drops of Shell Smash are a hazard for recipients, so having them hold a White Herb is an option, although the raw power of a Life Orb is usually better for Pokemon who that do not fear priority. If the opponent lacks priority, then powerful, frail Pokemon such as Mewtwo and Rayquaza make deadly recipients. Quiver Dance and Tail Glow are also excellent moves to pass to powerful special attackers such as Kyogre. Belly Drum is another option, but Smeargle is too slow to safely use the move, and Belly Drum's cost renders the Focus Sash useless, making it impractical.</p>

[SET]
name: Ubers Lv. 1 FEAR
move 1: Trick Room
move 2: Spore
move 3: Endeavor
move 4: Dragon Rage / Destiny Bond
item: Focus Sash
ability: Own Tempo
nature: Brave
ivs: 0 HP / 0 Def / 0 SpD / 0 Spe

[SET COMMENTS]

<p>Although Lv. 1 Solosis fills this niche better in most ways due to Magic Guard, Smeargle's access to Spore is all it needs to make it a viable alternative. This set's primary aim is to get up Trick Room, and then if possible take something down with it. Spore nearly guarantees a free use of either Trick Room or Endeavor, depending on when it is used. Endeavor does an excellent job at crippling opponents even when Smeargle is at full health, as its HP at Lv. 1 is so low that most Pokemon commonly used in Ubers will die to residual damage when left with that amount. Dragon Rage can be used to finish off any Pokemon that has been hit by Endeavor, but Destiny Bond almost guarantees a kill, and is Smeargle's only option against Giratina-O.</p>

[ADDITIONAL COMMENTS]

<p>This set can only really work on a full Trick Room team, and Smeargle's teammates should be capable of abusing Trick Room; common Trick Room users such as Dialga and Palkia are thus highly recommended. Toxic Spikes support can help Smeargle nab kills with Endeavor, but poisoned opponents aren't affected by Spore, making this a risky option. ExtremeSpeed is also an option in the last moveslot. In the unlikely situation that Smeargle has used Endeavor on the last turn of Trick Room, ExtremeSpeed can be used to finish off the opponent, assuming it isn't carrying Leftovers. This set absolutely hates entry hazards, so unless Rapid Spin support is provided it is best to use it as the team's lead.</p>

[Other Options]

<p>Although Smeargle has literally every move in the game at its fingertips, the nature of the Ubers metagame doesn't leave it with too many options. Entry hazards are among its usable options, as Smeargle can set up Stealth Rock, Spikes, or Toxic Spikes. Unfortunately Smeargle is outclassed completely at this role by Deoxys-S. Rapid Spin is also an option if a moveslot is available, but since Smeargle can't touch Giratina-O at all outside of Spore, it is not really worth using. Support moves such as Thunder Wave, Toxic, Will-O-Wisp, Tailwind, and Haze are all possible options, but these only usable in specific situations, and the status moves conflict with Spore.</p>

[Checks and Counters]

<p>The key to beating Smeargle is preventing it from putting something to sleep and breaking its Focus Sash before it can do any harm. Entry hazards render Focus Sash useless, making Smeargle a much easier target to deal with. Priority helps to deal with it as well. For example, if Sleep Clause has been activated and Smeargle has already been brought to 1 HP, Arceus can switch in on Shell Smash or Trick Room and kill Smeargle before it can use Baton Pass or Endeavor, respectively. Pokemon with moves that hit multiple times are rare in Ubers, but the few that are used, such as Dual Chop Garchomp, make short work of Smeargle. Pokemon using Rest and Sleep Talk also have a much easier time with Smeargle, especially if they also have a phazing move.</p>


nice
2/2
 

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