Draft Smeargle

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a fairy

doesn't know how she got here either
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[overview]
**Draft Order**: Round 7 onward

**Price Range**: 3-5 points

**Overview**: With access to nearly every single move, Smeargle can appear to have godlike role compression when it comes to support moves. In reality, Smeargle's presence on a draft symbolizes either a panic to shore up preparation deficiencies or a flexible celebration of a completed draft strategy that has the freedom to pick it up. Nine times out of ten, Smeargle will serve as a barely-effectual bandage to a weak support move backbone, unable to provide the compression it appears to have. Smeargle can provide the support needed in select few circumstances; however, in most cases, it serves more as a teambuilder threat to an overthinking opponent.


[strategy comments]
Common Roles
========
**Entry Hazard Lead**: With access to every entry hazard available, teams that have the ability to not worry about hazard removal can make use of Smeargle's options to pick and choose what to set for a matchup.

**Blanket check**: With a custom built moveset, Smeargle can kit itself out to target a specific threat and remove or neutralize it.

Common Moves
========
**Primary STAB Moves**: Extreme Speed, Population Bomb

**Setup Moves**: No Retreat, Belly Drum

**Utility Moves**: Spore, Stone Axe, Ceaseless Edge, Toxic Spikes, Sticky Web, Taunt, Mortal Spin, Nuzzle, Burning Bulwark, Parting Shot, Healing Wish, Memento, Encore, Taunt, Endeavor, Knock Off, Rapid Spin

**Coverage**: With base 20 offenses, Smeargle will cause more damage to its opponents by using anything but damaging attacks.

Niche Moves
========
**Destiny Bond**: If Smeargle can find time to use the move, it can enable a replacement to set up or remove an opposing threat. Destiny Bond can even provide an additional turn for Smeargle as an opponent waits for the effect to wear off.

**Fake Out**: Despite doing next to no damage, Fake Out can disrupt Multiscale, Sturdy, and Focus Sash strategies.

**Imprison**: Against certain stall or setup threats, Smeargle can counterbuild their expected moveset, using Imprison to make them unable to execute their strategy.

**Trick / Switcheroo**: Trick can surprise opponents expecting a status-inducing move or hazards, inhibiting their strategies by giving them a Choice item or a debilitating item like Toxic Orb, Flame Orb, or Iron Ball.

**Chilly Reception**: If Smeargle's team needs the weather to be cleared, Chilly Reception can be run as a pivoting move. Chilly Reception reduces the impact of opposing weather sweepers by removing sand, sun, or rain if positioned correctly.

**Dragon Tail / Circle Throw**: Smeargle can use phazing moves as an emergency check to setup sweepers. Additionally, forcing switches has natural synergy with the entry hazards that Smeargle can set.

**Court Change**: An option that requires Smeargle to rely less on setting its own entry hazards, Court Change reverses the hazard environment entirely, freeing up moveslots if hazard-setting Pokemon like Glimmora or Skarmory are on the opposing team.

Common Items
========
**Focus Sash**: Smeargle cannot take hits at all, and Focus Sash affords it a turn to accomplish whatever goal it was built to do.

Niche Items
========
**Mental Herb**: If Taunt is expected as a means of stifling Smeargle's progress, Mental Herb can be a surprise method to circumvent that and act anyway.

**Choice Scarf**: While not particularly fast naturally, a Choice Scarf outspeeds most unboosted threats and can be combined with Trick to limit an opposing Pokemon. Alternatively, Choice Scarf can ensure Smeargle outspeeds a specific threat and handle it with a specifically selected move for the circumstance.

**Custap Berry** When paired with Endure, Smeargle can assure itself one turn of moving first, which can be enough to take out a runaway threat or accomplish its predetermined task during the game.

Tera
========
Tera does Smeargle no favors, as even blanking a powerful attack with an immunity is less effective when the opponent can see it coming from Tera Preview and barely more effective if they can't. In niche cases where Smeargle is the only available Tera Captain to pair alongside an expensive top-end partner, Tera Ghost can provide Rapid Spin immunity even just as a bluff. Additionally, Tera Normal with a No Retreat or Belly Drum boost can turn STABs moves like Extreme Speed or Population Bomb into something worth considering.

Draft Strategy
========
Smeargle works best when it can focus on its own role and not worry about needing to serve any other purposes or its role being disrupted. While Smeargle should not be planned around, a well-drafted team can ensure that Smeargle does not end up as an anchor in battle.

**Spinblockers**: Smeargle will be unable to set up entry hazards more than once a match on average, as it's far more likely to be KOed than switch out once it hits the field. Teammates that can disincentive or prevent hazard removal make sure Smeargle's sacrifice is not in vain. Gholdengo is the shining star in this department, but Pokemon with Defiant or Competitive can make Defog a riskier click, and Ghost-types like Annihilape and Skeledirge can prevent Rapid Spin.

**Knock Off**: Making use of the entry hazards that Smeargle sets out is important; in respnse, Smeargle's opponent can bring more Heavy-Duty Boots sets than normal. Access to Knock Off among Smeargle's teammates can remove hazard protection from the opposing team, ensuring that its entry hazards are effective.

**Offensive Entry Hazard Setters**: Many Pokemon would rather not need to bring hazards to every match, such as Garchomp, Greninja, or Metagross, who would prefer the flexibility of having the open moveslot. While Smeargle can't always be the hazard setter, or even the only hazard setter, its teammates will appreciate the flexibility to drop Stealth Rocks or Spikes in favor of running more coverage or other utility moves.

Checks and Counters
========
**Entry Hazard Removal**: Smeargle does not have the longevity to wait out an opposing Defog or Rapid Spin and will be a wasted slot if the hazards it puts up are removed later in the battle. While removal can be disincentivized or delayed, a consistent removal option will result in Smeargle facing the Sisyphean task of keeping hazards on the field in an extremely unfriendly environment.

**Multi-Hit Moves**: Smeargle's speed leaves a lot to be desired, so a faster Pokemon can take it out through Focus Sash with a multi-hit move. Weavile's Triple Axel, Garchomp's Scale Shot, Kyurem's Icicle Spear, among others, can KO Smeargle outright. Some Pokemon have access to unconventional multi-hit moves, such as Terrakion with Double Kick, which can be brought specifically for Smeargle.

**Taunt**: With Smeargle rarely able to run Mental Herb, Taunt can prevent Smeargle from being able to use many of its options. While moves like Ceaseless Edge and Nuzzle prevent Taunt from entirely locking Smeargle out from its full moveset, other options like Sticky Web and Spore become inaccessible when Smeargle cannot use status moves.

[credits]
Written by:
https://www.smogon.com/forums/members/a-fairy.57965/
Quality checked by:
https://www.smogon.com/forums/members/scionicle.599989/
https://www.smogon.com/forums/members/nyx.564960/
Grammar checked by:
https://www.smogon.com/forums/members/dex.277988/
 
Last edited:
ready for qc. speedrun start, c&c forum mod to qc rejected%
the last c&c experience i have was before draft existed, btw.
 
1/2
[overview]
**Draft Order**: Round 6 7 onward

**Price Range**: 3-5 points

**Overview**: With access to nearly every single available move, Smeargle can appear to be a god's role compression when it comes to support moves. In reality, Smeargle's presence on a draft symbolizes either a panic to shore up preparation deficiencies, or as a multi-purpose celebration of a successfully executed concise draft strategy. Nine times out of ten, Smeargle will serve as a barely-effectual bandage to a weak support move backbone, unable to provide the compression it appears to have. Smeargle can provide the support needed in select few circumstances, however in most cases it serves more as a teambuilder threat to an overthinking opponent. (this is a bit too negative imo; mostly fine though)


[strategy comments]
Common Roles
========
**Hazards lead Entry Hazard Lead**: With access to every entry hazard available, teams that have the ability to not worry about hazard removal can make use of Smeargle's options to pick and choose what to set during a matchup.

**Emergency counter Blanket Check**: With a custom built moveset, Smeargle can kit itself out to target a specific threat and remove or neturalize it.

(repeat as necessary)

Common Moves
========
**Primary STAB Moves**: With base 20 offenses, Smeargle will cause more damage to its opponents by using anything but damaging attacks. (add population bomb and extreme speed; they usually need setup but they're usable)

**Setup Moves**: No amount of setup can justify using Smeargle as an offensive tool, unless stat-passing is allowed. No Retreat, Belly Drum

**Utility Moves**: Spore, Stone Axe, Ceaseless Edge, Toxic Spikes, Sticky Web, Taunt, Mortal Spin, Nuzzle, Burning Bulwark, Parting Shot, Healing Wish, Memento, Encore, Taunt, Endeavor, Knock Off

**Coverage**: With base 20 offenses, Smeargle will cause more damage to its opponents by using anything but damaging attacks.

Niche Moves
========
**Memento and Destiny Bond**: If Smeargle can find time to use the move, it can enable a replacement to set up, or remove an opposing threat. Destiny Bond can even provide an additional turn for Smeargle as an opponent waits for the effect to wear off. (moved memento to common)

**Burning Bulwark and Baneful Bunker**: Smeargle cannot take hits, and incentivizes opponents to hit it. Using Protect-like moves with harmful side effects can provide some benefit while scouting movesets or delaying turn-based effects like weather or screens.

**Fake Out**: Despite doing next to no damage, Fake Out can disrupt Multiscale, Sturdy, and Focus Sash strategies while also providing a turn of flinch.

**Imprison**: Against certain stall or set-up threats, Smeargle can counterbuild their expected moveset, using Imprison to make them unable to execute their strategy.

**Transform**: While able to be comboed with Imprison, Transform offers its own niche as an emergency means of meeting a runaway setup sweeper at its level and attempting to remove it or countersweep.

Add court change, chilly reception, dragon tail/circle throw, and trick

(repeat as necessary)


Common Items
========
**Focus Sash**: Smeargle does not take hits at all, and Focus Sash enables it a turn to accomplish whatever goal it was built to do.

Niche Items
========
**Mental Herb**: If Taunt is expected as a means of stifling Smeargle's progress, Mental Herb can be a surprise method to circumvent that and act anyway.

**Choice Scarf**: While not particularly fast, a Choice Scarf with Trick can limit an opposing Pokemon's potential significantly. (75 + scarf is fast enough to outspeed most things unboosted; it can also guarantee that webs go up midgame against random foes)

(Add custap berry)


Tera
========
Tera does Smeargle no favors, as even blanking a powerful attack with an immunity is less effective when the opponent can see it coming from Tera Preview, and barely more effective if they cant. Even in the niche cases where only Smeargle qualifies for Tera Captain math to enable a powerful high-point Tera Pokemon, Smeargle should never realistically hit the button. It will gain little to no benefit from doing so, as Tera provides it little to no advantage in its strategy. (it is usable in very niche situations but mostly bad. could make this slightly more positive. besides that replay, there's stuff like tera ghost to stop rapid spin or tera normal to strengthen population bomb or espeed)
(+1 252 Atk Technician Tera Normal Smeargle Population Bomb (10 hits) vs. 252 HP / 0 Def Mew: 400-480 (99 - 118.8%) -- approx. 81.3% chance to OHKO)


Draft Strategy
========
1-2 sentence highlight of draft strategy. Then go into specifics in bullet-points below.
Smeargle works best when it can focus on its own role and not worry about needing to serve any other purposes or its role being disrupted. While Smeargle should not be planned around, a well-drafted team can ensure that Smeargle does not end up as an anchor in battle.

**Hazard Control Spinblockers**: Smeargle will be unable to set up hazards more than once a match on average, as it's far more likely to be KOed than switch out once it hits the field. Teammates that can disincentive or prevent hazard removal make sure Smeargle's sacrifice remains in play. Gholdengo is the shining star in this department, but Pokemon with Defiant can make Defog a riskier click, and Ghost- or Steel-types can prevent moves like Rapid Spin and Mortal Spin. (mention competitive and specifically annihilape as a ghost)

**Knock Off**: Making use of the hazards that Smeargle sets out are important, and Smeargle's opponent can load up on Heavy-Duty Boots more than normal. Access to Knock Off among Smeargle's teammates can remove hazard protection from an opposing team, ensuring that the hazards are efffective.

**Other Pokemon with Hazards**: Many Pokemon would rather not need to bring hazards to every match, such as Garchomp, Greninja, or Clefable Metagross, who would prefer the flexibility of having the open moveslot. While Smeargle can't always be the hazard setter, or even the only hazard setter, its teammates will appreciate the flexibility to drop Stealth Rocks or Spikes in favor of running more coverage or other supportive moves.

(repeat as necessary)

Checks and Counters
========
**Hazard Removal**: Smeargle does not have the longevity to wait out an opposing Defog or Rapid Spin, and will be a wasted slot if the hazards it puts up are removed later in the battle. While removal can be disincentivized or delayed, a consistent removal option will result in Smeargle facing the Sisyphean task of keeping hazards on the field in an extremely unfriendly environment.

**Multi-hit moves**: Smeargle's speed leads a lot to be desired, so a quicker Pokemon can take it out through a Focus Sash. Weavile's Triple Axel, Garchomp's Scale Shot, Kyurem's Icicle Spear, among others, can KO Smeargle outright. (mention double kick terrakion as an example of a surprise multihit)

**Taunt**: With Smeargle so dependent on Focus Sash As Smeargle often can't afford to run Mental Herb, Taunt can prevent Smeargle from being able to use a number many of its options. While moves like Stone Axe and Ceaseless Edge and Nuzzle prevent Taunt from entirely locking Smeargle out from its full moveset, other options like Sticky Web and Spore become inaccessible when Smeargle cannot use status moves.

[credits]
Written by:
https://www.smogon.com/forums/members/a-fairy.57965/
Quality checked by:
https://www.smogon.com/forums/members/scionicle.599989/
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
 
fairly certain those replays and forcing me to watch them were both war crimes (implemented)
 
[overview]
**Draft Order**: Round 7 onward

**Price Range**: 3-5 points

**Overview**: With access to nearly every single available move, Smeargle can appear to be a god's role compression when it comes to support moves. In reality, Smeargle's presence on a draft symbolizes either a panic to shore up preparation deficiencies, or as a multi-purpose celebration of a successfully executed concise draft strategy. Not a qc thing but this will prolly get changed in gp, is quite hard to read Nine times out of ten, Smeargle will serve as a barely-effectual bandage to a weak support move backbone, unable to provide the compression it appears to have. Smeargle can provide the support needed in select few circumstances, however in most cases it serves more as a teambuilder threat to an overthinking opponent.


[strategy comments]
Common Roles
========
**Entry Hazard Lead**: With access to every entry hazard available, teams that have the ability to not worry about hazard removal can make use of Smeargle's options to pick and choose what to set during a matchup.

**Blanket check**: With a custom built moveset, Smeargle can kit itself out to target a specific threat and remove or neturalize it.

Common Moves
========
**Primary STAB Moves**: Extreme Speed, Population Bomb

**Setup Moves**: No Retreat, Belly Drum

**Utility Moves**: Spore, Stone Axe, Ceaseless Edge, Toxic Spikes, Sticky Web, Taunt, Mortal Spin, Nuzzle, Burning Bulwark, Parting Shot, Healing Wish, Memento, Encore, Taunt, Endeavor, Knock Off, Rapid Spin

**Coverage**: With base 20 offenses, Smeargle will cause more damage to its opponents by using anything but damaging attacks.

Niche Moves
========
**Destiny Bond**: If Smeargle can find time to use the move, it can enable a replacement to set up, or remove an opposing threat. Destiny Bond can even provide an additional turn for Smeargle as an opponent waits for the effect to wear off.

**Fake Out**: Despite doing next to no damage, Fake Out can disrupt Multiscale, Sturdy, and Focus Sash strategies while also providing a turn of flinch.

**Imprison**: Against certain stall or set-up threats, Smeargle can counterbuild their expected moveset, using Imprison to make them unable to execute their strategy.

**Trick / Switcheroo**: Trick can surprise opponents expecting a status-inducing move or hazards, inhibiting their strategies by giving them a Choice item or a debilitating item like Toxic/Flame Orb or Iron Ball.

**Chilly Reception**: If Smeargle can expect an opponent to switch, Chilly Reception allows for a tailored response, bringing Smeargle out of harm's way and replaced with a threatening teammate. Is this specifically against weather setters? Needs an explanation on why it over other pivoting options since it is

**Dragon Tail / Circle Throw**: Smeargle can use phazing moves as an emergency check for set-up sweepers. Additionally, forcing switches has a natural synergy with the hazards that Smeargle can set.

**Court Change**: While requiring Smeargle to rely less on setting its own hazards, Court Change can reverse the hazard environment entirely, freeing up moveslots if hazard-setting Pokemon like Glimmora or Skarmory are on the opposing team.

(repeat as necessary)


Common Items
========
**Focus Sash**: Smeargle does not take hits at all, and Focus Sash enables it a turn to accomplish whatever goal it was built to do.

Niche Items
========
**Mental Herb**: If Taunt is expected as a means of stifling Smeargle's progress, Mental Herb can be a surprise method to circumvent that and act anyway.

**Choice Scarf**: While not particularly fast naturally, a Choice Scarf outspeeds most unboosted threats, and can be combined with Trick to limit an opposing Pokemon. Alternatively, Choice Scarf can ensure Smeargle outspeeds a specific threat and handle it with a specifically selected move for the circumstance.

**Custap Berry** When paired with Endure, Smeargle can assure itself one turn of moving first, which can be enough to take out a runaway threat or accomplish the task it needs to succeed at during the game.

Tera
========
Tera does Smeargle no favors, as even blanking a powerful attack with an immunity is less effective when the opponent can see it coming from Tera Preview, and barely more effective if they cant. In niche cases where Smeargle is the only available Tera Captain to pair alongside an expensive top-end partner, Tera Ghost can provide Rapid Spin immunity even just as a bluff. Additionally, Tera Normal with a No Retreat or Belly Drum boost can turn STABs like Extreme Speed or Population Bomb into something worth considering.

Draft Strategy
========
Smeargle works best when it can focus on its own role and not worry about needing to serve any other purposes or its role being disrupted. While Smeargle should not be planned around, a well-drafted team can ensure that Smeargle does not end up as an anchor in battle.

**Spinblockers**: Smeargle will be unable to set up hazards more than once a match on average, as it's far more likely to be KOed than switch out once it hits the field. Teammates that can disincentive or prevent hazard removal make sure Smeargle's sacrifice remains in play. Gholdengo is the shining star in this department, but Pokemon with Defiant or Competitive can make Defog a riskier click, and Ghost- or Steel-types like Annihilape and Corviknight can prevent moves like Rapid Spin and Mortal Spin. Not a fan of the steel-type mention, only opposing glimm/smeargle get mortal spin so I’d keep this to just ghost types and add one more

**Knock Off**: Making use of the hazards that Smeargle sets out are important, and Smeargle's opponent can load up on Heavy-Duty Boots more than normal. Access to Knock Off among Smeargle's teammates can remove hazard protection from an opposing team, ensuring that the hazards are efffective.

**Other Pokemon with Hazards**: Many Pokemon would rather not need to bring hazards to every match, such as Garchomp, Greninja, or Metagross, who would prefer the flexibility of having the open moveslot. While Smeargle can't always be the hazard setter, or even the only hazard setter, its teammates will appreciate the flexibility to drop Stealth Rocks or Spikes in favor of running more coverage or other supportive moves.

perhaps rename this to “Typically Offensive Hazard Setters” or smth? This feels wrong is all

Checks and Counters
========
**Hazard Removal**: Smeargle does not have the longevity to wait out an opposing Defog or Rapid Spin, and will be a wasted slot if the hazards it puts up are removed later in the battle. While removal can be disincentivized or delayed, a consistent removal option will result in Smeargle facing the Sisyphean task of keeping hazards on the field in an extremely unfriendly environment.

**Multi-hit moves**: Smeargle's speed leads a lot to be desired, so a quicker Pokemon can take it out through a Focus Sash. Weavile's Triple Axel, Garchomp's Scale Shot, Kyurem's Icicle Spear, among others, can KO Smeargle outright. Some Pokemon have access to unconventional multi-hit moves, such as Terrakion with Double Kick, which can be brought specifically for Smeargle.

**Taunt**: With Smeargle rarely able to run Mental Herb, Taunt can prevent Smeargle from being able to use many of its options. While moves like Ceaseless Edge and Nuzzle prevent Taunt from entirely locking Smeargle out from its full moveset, other options like Sticky Web and Spore become inaccessible when Smeargle cannot use status moves.

[credits]
Written by:
https://www.smogon.com/forums/members/a-fairy.57965/
Quality checked by:
https://www.smogon.com/forums/members/scionicle.599989/
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
QC 2/2 - Focusing on *everything* it could do would take forever so I like this angle
 
blue = add
red = delete
green = comments


[overview]
**Draft Order**: Round 7 onward

**Price Range**: 3-5 points

**Overview**: With access to nearly every single available move, Smeargle can appear to be a god's have godlike role compression when it comes to support moves. In reality, Smeargle's presence on a draft symbolizes either a panic to shore up preparation deficiencies, (remove comma) or as a flexible celebration of a completed draft strategy that has the free space freedom to pick it up. Nine times out of ten, Smeargle will serve as a barely-effectual bandage to a weak support move backbone, unable to provide the compression it appears to have. Smeargle can provide the support needed in select few circumstances; (comma->semicolon) however, (add comma) in most cases, (add comma) it serves more as a teambuilder threat to an overthinking opponent.


[strategy comments]
Common Roles
========
**Entry Hazard Lead**: With access to every entry hazard available, teams that have the ability to not worry about hazard removal can make use of Smeargle's options to pick and choose what to set during for a matchup.

**Blanket check**: With a custom built moveset, Smeargle can kit itself out to target a specific threat and remove or neturalize neutralize it.

Common Moves
========
**Primary STAB Moves**: Extreme Speed, Population Bomb

**Setup Moves**: No Retreat, Belly Drum

**Utility Moves**: Spore, Stone Axe, Ceaseless Edge, Toxic Spikes, Sticky Web, Taunt, Mortal Spin, Nuzzle, Burning Bulwark, Parting Shot, Healing Wish, Memento, Encore, Taunt, Endeavor, Knock Off, Rapid Spin

**Coverage**: With base 20 offenses, Smeargle will cause more damage to its opponents by using anything but damaging attacks.

Niche Moves
========
**Destiny Bond**: If Smeargle can find time to use the move, it can enable a replacement to set up (remove comma) or remove an opposing threat. Destiny Bond can even provide an additional turn for Smeargle as an opponent waits for the effect to wear off.

**Fake Out**: Despite doing next to no damage, Fake Out can disrupt Multiscale, Sturdy, and Focus Sash strategies while also providing a turn of flinch (average player knows Fake Out cause flinch, extraneous).

**Imprison**: Against certain stall or setup (remove hyphen) threats, Smeargle can counterbuild their expected moveset, using Imprison to make them unable to execute their strategy.

**Trick**: Trick can surprise opponents expecting a status-inducing move or hazards, inhibiting their strategies by giving them a Choice item or a debilitating item like Toxic Orb, Flame Orb, (add comma and remove slash) or Iron Ball.

**Chilly Reception**: If Smeargle's team needs the weather to be cleared, Chilly Reception can be run as a pivoting move. If Smeargle can expect an opponent to switch, it can bring in a teammate after finding out what opposing Pokemon came in. Chilly Reception allows the weather to be neutralized, reducing the impact of opposing weather sweepers. (I kind of get what you are saying here but it is worded very vaguely and definitely has extraneous info you don't need to repeat. I've given an example sentence of what I think would be better that you can use/use as a base for a replacement): Chilly Reception reduces the impact of opposing weather sweepers by removing sand, sun, or rain if positioned correctly. (The second sentence is just how you play Pokemon, so you really don't need to say that. I think the third sentence was kind of vague and you've used the word "neutralized" a lot so this helps there too)

**Dragon Tail / Circle Throw**: Smeargle can use phazing moves as an emergency check for set-up to setup sweepers. Additionally, forcing switches has a natural synergy with the entry hazards that Smeargle can set.

**Court Change**: While requiring An option that requires Smeargle to rely less on setting its own entry hazards, Court Change can reverse reverses the hazard environment entirely, freeing up moveslots if hazard-setting Pokemon like Glimmora or Skarmory are on the opposing team.

Common Items
========
**Focus Sash**: Smeargle does cannot take hits at all, and Focus Sash enables affords it a turn to accomplish whatever goal it was built to do.

Niche Items
========
**Mental Herb**: If Taunt is expected as a means of stifling Smeargle's progress, Mental Herb can be a surprise method to circumvent that and act anyway.

**Choice Scarf**: While not particularly fast naturally, a Choice Scarf outspeeds most unboosted threats (remove comma) and can be combined with Trick to limit an opposing Pokemon. Alternatively, Choice Scarf can ensure Smeargle outspeeds a specific threat and handle it with a specifically selected move for the circumstance.

**Custap Berry** When paired with Endure, Smeargle can assure itself one turn of moving first, which can be enough to take out a runaway threat or accomplish the task it needs to succeed at its predetermined task during the game.

Tera
========
Tera does Smeargle no favors, as even blanking a powerful attack with an immunity is less effective when the opponent can see it coming from Tera Preview (remove comma) and barely more effective if they can't (add apostrophe). In niche cases where Smeargle is the only available Tera Captain to pair alongside an expensive top-end partner, Tera Ghost can provide Rapid Spin immunity even just as a bluff. Additionally, Tera Normal with a No Retreat or Belly Drum boost can turn STAB moves like Extreme Speed or Population Bomb into something worth considering.

Draft Strategy
========
Smeargle works best when it can focus on its own role and not worry about needing to serve any other purposes or its role being disrupted. While Smeargle should not be planned around, a well-drafted team can ensure that Smeargle does not end up as an anchor in battle.

**Spinblockers**: Smeargle will be unable to set up entry hazards more than once a match on average, as it's far more likely to be KOed than switch out once it hits the field. Teammates that can disincentive or prevent hazard removal make sure Smeargle's sacrifice remains in play is not in vain (common English phrase, fits the scenario). Gholdengo is the shining star in this department, but Pokemon with Defiant or Competitive can make Defog a riskier click, and Ghost-types like Annihilape and Skeledirge can prevent Rapid Spin.

**Knock Off**: Making use of the entry hazards that Smeargle sets out are is important; (comma->semicolon) and in response, Smeargle's opponent can load up on bring more Heavy-Duty Boots sets more than normal. Access to Knock Off among Smeargle's teammates can remove hazard protection from an the opposing team, ensuring that the its hazards are efffective effective.

**Typically Offensive Entry Hazard Setters**: Many Pokemon would rather not need to bring hazards to every match, such as Garchomp, Greninja, or Metagross, who would prefer the flexibility of having the open moveslot. While Smeargle can't always be the hazard setter, or even the only hazard setter, its teammates will appreciate the flexibility to drop Stealth Rocks or Spikes in favor of running more coverage or other supportive utility moves.

Checks and Counters
========
**Entry Hazard Removal**: Smeargle does not have the longevity to wait out an opposing Defog or Rapid Spin (remove comma) and will be a wasted slot if the hazards it puts up are removed later in the battle. While removal can be disincentivized or delayed, a consistent removal option will result in Smeargle facing the Sisyphean task of keeping hazards on the field in an extremely unfriendly environment.

**Multi-hit moves Multi-Hit Moves**: Smeargle's speed leads leaves a lot to be desired, so a quicker faster Pokemon can take it out through a Focus Sash with a multi-hit move. Weavile's Triple Axel, Garchomp's Scale Shot, and Kyurem's Icicle Spear, among others, can KO Smeargle outright. Some Pokemon have access to unconventional multi-hit moves, such as Terrakion with Double Kick, which can be brought specifically for Smeargle. (we really out here suggestin mazar strats...)

**Taunt**: With Smeargle rarely able to run Mental Herb, Taunt can prevent Smeargle from being able to use many of its options. While moves like Ceaseless Edge and Nuzzle prevent Taunt from entirely locking Smeargle out from its full moveset, other options like Sticky Web and Spore become inaccessible when Smeargle cannot use status moves.

[credits]
Written by:
https://www.smogon.com/forums/members/a-fairy.57965/
Quality checked by:
https://www.smogon.com/forums/members/scionicle.599989/
https://www.smogon.com/forums/members/nyx.564960/
Grammar checked by:
https://www.smogon.com/forums/members/dex.277988/
1/1
GP Team done
 
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