I really find the concept of Tricking Macho Brace and capitalizing with Smeargle very interesting. I tried to use the same before, but with either Dragon Dance + Liechi Berry or Tail Glow on Smeargle, and then passing to a very bulky sweeper to ensure it can take a blow on the pass. Belly Drum is a one-trick pony, and I figured it would be nice to pass Speed AND a sub pretty much guaranteed, and be able to decide when to pass, i.e. when I feel that at +3/+3 DD's, I can sweep already and pass with a Substitute earlier than I have to.Hi everyone, I'm really enjoying reading about all your ideas and progress, especially Actaeon's Monotype Teams were really inspiring. I've used the quarantine of the last week to optimize my BellyPass Battle Tower Team, and I've just reached a streak of 208 wins (Level 50 on emulator).
Starting with my original team, I soon realized that there are just too many threatening opposing leads for Smeargle that Grumpig can't quite neutralize enough, so I started to look for a lead with Roar or Whirlwind to have an all-purpose out to different threats, which is more efficient than having to dedicate a moveslot to each case as in Grumpig's case. I ended up going with Kangashkhan, because it is reasonably bulky and fast and learns Icy Wind and Thief (which in combination work as a pseudo Macho Brace Trick) and Roar. In the last moveslot i gave it Foresight to not have to deal with Evasion-boosting stuff.
This worked better, but now the situation I've lost the most battles to was Smeargle having to pass the boosts to Medicham without a sub (which contrary to my previous post needs only 2 early wake-ups, since you have to allow Smeargle to get to Salac range first) and then getting knocked out immediately, or losing to some hax items one the last 2 mons like QC, BP or Focus Band. Since Medicham's Atk stat was a bit of an overkill anyways for its purpose, I started looking for a finisher that gets knocked out by the least amount of moves found in the tower while still being able to one-hit (almost) everything at +6. After some calcing, this surprisingly turned out to be Banette with Shadow Ball, HP Fighting, Screech and Substitute. It KO's everything except Skarmory at +6, which you can still beat pretty reliably by using Screech first, it has a nice type synergy with Smeargle (almost all the moves in the Tower that could KO's it are not really an issure since they are either Ghost moves which the CPU won't use on the pass since Smeargle is still in at that point or STAB Dark-Moves, but I have to Roar out Houndoom anyway because of Early Bird).
Adding Banette helped, but I essentially still lost to the same stuff as before, only with a slightly lower probability. I needed to change something more fundamental, since I was struggling to consistently get to 100 wins at this point. While looking for an alternative Sweeper I realized that Aerodactyl does not need the Salac Boost to outspeed everything while still KOing (almost) everything at +6. This allowed me to run Leftovers on Smeargle, making Smeargles set-up considerably safer, since it can set up 3 subs in addition to the Belly Drum now and it also does not need to get to Salac range, which makes it less riskier too. Aerodactyl then gets in with +6 Atk and a sub up almost guaranteed.
At some point I replaced Foresight on Kangashkhan with Mud Slap, as I felt like Accuracy lowering solves more problems more consistently. This worked so well, that I didn't really need Roar anymore, since in most cases, lowering the Accuracy is the safer option than forcing out the opponent. This kind of defeated the original purpose of using Kangashkhan in the first place, I switched back to Grumpig. It has the additional benefit of learning Flash instead of Mud Slap, which while being less accurate makes Accuracy Lowering less awkward since you really don't want to knock out the opposing lead "accidentally" (same goes for Tricking Macho Brace instead of Icy Wind + Thief).
Grumpig @ Macho Brace
Bold
Own Tempo
252HP/236Def/16SpD
- Trick
- Flash
- Taunt
- Odor Sleuth
Essentially the same set as before, with Flash over Skill Swap. It suffers a bit from 4MSS as it would be really nice to be able to run Skill Swap too (which would probably have prevented my loss as well), but in the end I had to make the choice of dropping either Taunt, Odor Sleuth or Skill Swap, and since Flash can handle most things that Skill Swap handles pretty consistently I decided to drop Skill Swap.
Smeargle @ Leftovers
Timid
Own Tempo
88HP/120Def/48 SpD/252Spe
- Spore
- Substitute
- Belly Drum
- Baton Pass
Same set as before with Leftovers instead of Salac Berry, which as discussed in the Team-Building process really helps with consistently passing a sub. While it might not seem like much, this was probably the change with the biggest impact I did. Running Leftovers over Salac Berry also has the additional benefit of making the team much more feasible to put together on cartridge (while I'm playing on emulator I still try to do the assembling of the team as "legal" as possible in-game).
Aerodactyl @ Lum Berry
Jolly
Rock Head
252 Atk / 252 Spe
- Double-Edge
- Ancient Power
- Aerial Ace
- Earthquake
The new sweeper of the team: Aerial Ace is the go-to move against everything that is not insanely bulky or resists it, since it ignores Brightpowder. I have to run Ancient Power over HP Rock, since otherwise Jolteon-1 outspeeds me every time. Earthquake and Double-Edge cover all Pokemon that do not get KO'd by the first two moves (it's also a nice coincidence that Rock Head prevents recoil).
The opponent led off with Altaria. Against Natural Cure Pokemon, the strategy is to Trick them and then Flash them repeatedly until Grumpig dies (this normally gets in at least 3 Flashes, since none of the Natural Cure Pokemon deals too much damage to Grumpig). Smeargle then sets up a Substitute and Belly Drum on the lowered Accuracy without using Spore, since otherwise the opponent will switch out because of Natural Cure. I was running the streak all evening and got very tired, so I forgot to not use Spore with Smeargle after lowering Altarias accuracy 4 times with Flash. The opponent switched out into Gengar. No problem, i can just put it to sleep again and probably still get off the pass. But it was carrying a Lum Berry and KO'd Smeargle. Aerodactyl was then able to Revenge Kill Gengar but it wasn't enough to handle the rest of the team alone.
For the physical team, I used Armaldo @ Lum Berry since it basically can't be KO'ed due to Battle Armor, except with Hydro Pumps (defensive spread with EQ, Ancientpower, HP[Bug] and either Brick Break or Double Edge, the same EVs as on the mono Bug lead). And for the Special team, physically defensive Jolteon is usable because it doesn't need boosts in Speed (beats the Timid Jolteon anyway) and can be EV'ed to survive most Earthquakes, although it lacks the power to an extent. Or just use a fast Lati@s.
The main problem though, no matter what Smeargle or recipient we choose, is the 'always' free turn before Tricking (I put the 16 leftover Grumpig EVs into Speed, so it still outspeeds the 50 tier before Tricking Macho Brace). This can OHKO with critical hits / QC OHKO, or hax through by full paralyses, sleep, etc. I've also lost against Bonemerang Marowak, which obliterates Smeargle's Substitutes. There just seem to be too many moves that have a chance of ruining the strategy to me.
Will try to think of other ways to make this work, though. For example, either Smeargle or something like Subseed Recoil Breloom (see mono Grass) might be able to sweep ITSELF after the 'Macho Trick', which frees up a slot for a Pokémon that can be used BEFORE Grumpig, ensuring the Trick works as intended against way more opponents. I'm thinking of stuff like Torment / screens / Yawn / Thief or maybe Scary Face, who knows.