Battle Spot The Moody Boys

Hello, it's Ika here with my second post on these forums. I think it is fitting that at the end of the generation, I should celebrate what USUM has brought to the table through showing off a masterpiece. I've been long a fan of unorthodox strategies, becoming well known for them in the Battle Spot community. I've played with better teams, played with worse teams but there is one that probably defines me as a player to be feared more than any other team. I'd like therefore to show off this team that has given me so many entertaining memories during my time playing Battle Spot Singles.

The Moody Boys

:Smeargle: :glalie: :octillery: :bibarel: :snorunt: :bidoof:

The idea behind this team originated from a Japanese QR team code, where the basic idea was to just gimmick people with moody pokemon. It was something that Xeroslash, a BSS streamer and later myself would play around with for a bit of fun. Whilst this would sometimes win games, it is an unreliable way to do so and therefore I, being someone very intrigued with this archetype decided to try and perfect it. I'd predict I've played somewhere between 200-300 games with this team, people sleep on it yet it has taken victories off over half of the people participating in the Battle Spot Singles Invitational, a competition where only the best players in the community competing for the best player of the year and gotten to 1528 on the PS ladder. The team revolves around the incredibly tilting and infuriating ability Moody. Once this team gets going, your opponent feels powerless and every turn is a win condition. Whilst most top teams do have checks for Moody, generally they are limited to a singular check that can be brute forced past, allowing one of your other moody sweepers to win. These checks are generally also very predictable as Moody has many checks but generally they are specific.

I talk a bit about the strength of Moody in the viability rankings and people's misconceptions over the ability, if you are interested you can always read that as I won't be explaining it here, of course I am talking specifically about glalie but that is because it is the best of the moody pokemon. These traits also apply to Octillery, Bibarel and Smeargle.

https://www.smogon.com/forums/threads/bss-viability-rankings.3605970/page-8#post-7892075

Anyways, without further ado, let me start discussing the individual members.

Smeargle:

:smeargle:

Smeargle functions as the suicide lead on the team and you are nearly always leading it unless you want to disrespect someone. Smeargle has a fantastic trait in sketch which allows it to function as anything it wants to be. Its main two drawbacks are its mediocre stats as well as its four moveslot syndrome. I've tried out a multitude of sets on Smeargle, from smashpass or shell smash boomburst, moongeist beam ,v-create, to icy wind + destiny bond to z-celebrate but I want to focus on one specific set that I've tended to enjoy recently.

Smeargle @ Focus Sash
Ability: Moody
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- King's Shield
- Nuzzle
- Icy Wind
- Magic Coat / Sticky Web / Metal Burst / Snatch / Taunt

There are so many possibilities with Smeargle that it is hard to really pinpoint it down to one. The main issues with the mono-moody team has always been, how do I not lose to curse from Mimikyu, to phasing attempts, super fast pokemon like Tapu Koko or hard setup from the likes of Mega Salamence from the lead slot. Smeargle is meant to die, but to give the opponent as little room as possible so that when the rest of the boys come in.

The EV spread is pretty simple, smeargle is not going to live any hits from anything so the bulk generally is not needed. If you are not running icy wind, you can run max hp which will allow you to live earthquake from hippowdon, but generally in the Smeargle Hippo matchup, Hippo tries to get up stealth rock and phase around rather than outright KO Smeargle. This is fine, however I prefer the ability to always break substitute of bulky Mega Salamence with Icy Wind which requires special attack investment, neutering its ability to set up from the lead slot and making it setup fodder itself for sweepers when it is forced to KO Smeargle.

You can play around a lot with smeargle, but there are two moves that are absolutely essential on any lead smeargle, these are Kings Shield and Nuzzle. King's Shield means that you can stop Mega Lopunny trying to disrupt setup, frustrate plans of opponents u-turning T1 to break sash and that in general Fake Out to break sash is not a viable strategy vs. Smeargle. Nuzzle is extremely important because Paralysing lead Mimikyu is pivotal to not losing to curse shenanigans. It also allows set up opportunities later on in the gamewhen opponents poorly lead something that may typically do well vs. Moody like scarf Kartana with unmissable smart strike. It paralyses the vast majority of the tier (asides from electrics/grounds) which allows setup easier.

Icy Wind is for Tapu Koko specifically as well as Mega Salamence. Icy wind on the former as well allows you to outspeed with Glalie and Bibarel and start setting up. The latter will try and substitute T1 in the lead slot as they predict you to try Nuzzle or get up Sticky Web, leaving with you nothing to do, but you can prevent this by spamming icy wind, which will always leave it slower than Glalie and Bibarel. You can also Nuzzle after a forced roost.

The last move can be a toss up, Magic Coat is good for opposing Hippowdon when it essentially cant do anything but KO you and reflects taunt from certain pokemon like Tapu Koko and Tapu Fini, sticky web is just standard and what was originally on the team, it can help vs. fast tapu fini or tapu koko/mimikyu in the back. Metal burst can be decent vs. Mega Metagross and other powerful attackers as a catch all Counter which gets rid of them, this also applies to non-taunt koko. Taunt can be also solid if you are fighting vs. Memes or really weird opposing leads like Toxapex (which implies Tspike t1...or you can just magic coat and go glalie and setup for free :P).

What this does leave is a big hole vs. Mega Gengar lead, but generally you do differing approaches vs. Mega Gengar where the standard is to lead Bibarel or Octillery, generally the former. Even Glalie to an extent can be led in that matchup. Smeargle can then be used as a second or not at all in those matchups.

Glalie:

:glalie:


Glalie is the pokemon most singles players think about when thinking about Moody, it is the superstar of Moody and the superstar of this team. This guy when it gets boosts is a terror that breaks through the vast majority of its checks. Sheer Cold allows it to OHKO pokemon that otherwise would wall it. I haven't added much new to Glalie since the standard set is the best but I'm going to put a few of my changes as opposed to the Nouthuca standard and why I believe they are better.

Glalie @ Leftovers
Ability: Moody
Level: 50
EVs: 172 HP / 84 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Sheer Cold
- Freeze-Dry
- Substitute

Firstly when it comes to the movepool, this is the best set. Sub protect is standard on all moody sweepers to stall turns for boosts so that will always be there. There's a discussion of freeze dry vs. frost breath, the only time you use frost breath is vs. sub quiver dance Volcarona, you want to be using Bibarel in that matchup generally. There is an option for Taunt over Sheer Cold, but I find that the strength of sheer cold when you are behind a sub is fantastic vs. pokemon that would typically be pretty much impossible to break through like Aegislash. Earthquake can be used if you are really worried about sub aegislash and roar tran but for the most part you will be able to power through these pokemon with Octillery as long as at least Aegislash is paralysed or Octillery is behind sub. You can also spam sheer cold vs. Roar Tran because they will always want to phase you out between rocks.

The main difference in this set is the EVs. Generally people like to have max special defence for the most possible bulk. This generally doesn't help out too much, it is a lot nicer to have the extra power to better pressure toxapex in the 1v1 and guaranteeing the OHKO at +4 Freeze Dry on Tapu Fini (and the 2HKO with +1 Freeze Dry), the OHKO on Kartana with +2 freeze dry in the off chance it is some whacky bulky set. Most of the defensive benchmarks you are going to be faster than (ie. Modest Tapu Finis Hydro Vortex) and those moves are going to hit a sub. As for download boost numbers, Porygon2 will never beat Glalie in the 1v1 unless you are at really low HP. The SpA investment will also, if you really need to, KO Breloom after an attack from Smeargle.

Not much more to say about this monster because it is the most explored of any pokemon here even though it is the centrepiece of the team.

Octillery:

:octillery:

Octillery is an underrated Moody Sweeper that may well, if it was not for its unfortunate lack of speed be even better than Glalie. It instead acts as a secondary sweeper and support in the matchups that Glalie sometimes doesn't want to take. The main two being rain as well as vs. lead breloom. It functions well as a general sweeper though and generally I will have it as well as Glalie in most games in the back behind smeargle lead. Octillery due to its mono water typing is also a lot harder to OHKO than Glalie, allowing it to get its substitute off. Octillery is played a little different than Glalie in that it aims to take a hit, get the 50% berry and then sub up and pressure that way.

Octillery @ Wiki Berry
Ability: Moody
Level: 50
EVs: 212 HP / 252 Def / 20 SpA / 4 SpD / 20 Spe
Bold Nature
IVs: 0 Atk
- Protect
- Substitute
- Scald
- Sludge Bomb / Acid Spray

Let me unpack the EV spread a bit first for you guys. First thing you will probably notice is the amount of bulk investment. Octillery unfortunately is slow, so it is better to make use of its bulk rather than hope for a +2 boost of speed to start the setup. There is 20 speed to ensure that you are faster than Hippowdon, but that is it. Most people will think you are faster they are using a pokemon like Aegislash or Porygon2 anyways due to the general nature of wanting to sub protect on slower pokemon, so you can always trick these people who go for an attack instead of toxic. There is an option of outspeeding mega mawile, but glalie loves fighting vs. that pokemon and you will be faster under trick room with octillery so you have it both ways. The HP and Defence is for two major calculations, firstly after an Earthquake from Mega Swampert, you will always get bulky berry after substitute and then you can proceed to stall out rain and then get in Glalie. You will also always get berry after double Moonblast from Tapu Fini. The SpA guarantees that you 2HKO Fini at +1 with Sludge bomb. It also guarantees the OHKO on Breloom after a nuzzle from Smeargle and you will be faster always due to the paralysis. It also has the benefit of poisoning stuff which makes sub stalling them simple. The bulk investment also means you'll never be losing to Cloyster or Stakataka, two notorious Multi-hit users. Scald is just generally the best water stab. Octillery is also great at trading with Mega Metagross which if it has bullet punch can give this team some big issues (tho smeargles King Shield and Nuzzle will annoy it greatly).

Another very viable alternative to sludge bomb that I have mentioned is Acid Spray, which can screw over pokemon that try to calm mind setup on Octillery since acid spray will also stop setup sweepers like volcarona and cm tapus from doing their thing. It can also theoretically beat Haze Toxapex in the 1v1 through scald burn chip, though this generally does require leftovers.

Bibarel:

:bibarel:

Underused but not forgotten, I have changed Bibarel a lot from what it originally was. Originally it was max HP, max Speed, with Bright Powder with the aim of outspeeding Tapu Koko at +1 and haxing Casinogar. I've slowed down this boy a bit but have given it an important role of trading 1 for 1 with some of the most important threats to the team. These being Mega Gengar, Curse Mimikyu as well as Volcarona.

Bibarel @ Figy Berry
Ability: Moody
Level: 50
EVs: 100 HP / 236 Atk / 4 Def / 4 SpD / 164 Spe
Adamant Nature
- Protect
- Substitute
- Thunder Wave
- Waterfall

Mega Gengar Matchup is a pain, but the main point of Bibarel is to make sure that it is not perish trap Mega Gengar (though generally you can have a good idea from the opposing team composition) and if so, you hit it with a big waterfall or if you are feeling risky a twave as gengar goes for Perish Song, making it useless for the rest of the battle. 100HP allows you to live Mega Gengars Sludge Wave the vast majority of the time and get berry back up, meaning you can sub if you want to. The other use of Bibarel is to come in on Curse Mimikyu after it clicks curse on Smeargle and disguise is broken, Waterfall is a guaranteed 2HKO (which means it will OHKO after a curse). The remainder is in speed, mainly to outspeed Volcarona at +1 and Pheromosa at +2. You can use this pokemon after smeargle as a secondary set up lead to get in Glalie for free. Twave is there for that and for situations where you are leading it. Vs. some teams who don't bring water resists for whatever reason, waterfall can be a great win condition which has the paraflinch synergy which works well with sub protect to tilt your opponent.

Want to make it clear most of the time you aren't going to see Bibarel, its mainly if you see Volcarona, a Mimikyu you think is curse or a mega gengar you think is perish trap. Other Variants of Mimikyu/Gengar you can deal with pretty easily through just the sub protect shenanigans.

The Cheerleaders:

:snorunt: :bidoof:

There's only 4 fully evolved moody pokemon so we have two cheerleaders here. If I was to choose two pokemon instead of these, I'd probably be looking at protean greninja and mega gengar, but it's a moody themed team so we'll use the moody pokemon. I think it doesn't hurt the team too much. I personally rarely ever bring them unless I want to disrespect someone

Bidoof @ Starf Berry
Ability: Moody
Level: 50
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Protect
- Endure
- Iron Tail
- Super Fang

Snorunt @ Mental Herb
Ability: Moody
Level: 50
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
IVs: 0 Atk
- Protect
- Swagger
- Substitute
- Block

I did actually change the snorunt set to have block in, mainly it is something to wind people up by hitting themselves over and over again if you ever somehow got evasion boosts with this mon. Super fang is kinda underrated as just getting consistent chip on very fat things like ferrothorn/heatran and bidoof can put in work, endure + starf berry happening to land on attack can do wonders when Iron iron tail ohkos mimikyu or something but really just useless. These guys are on for the ride.

https://pokepast.es/6eddaa00de974cfc

Conclusion:

Im glad I finally got to writing this up, I've been playing USUM for a long time and I'm not sure how much longer I am going to be playing Mons so I thought I would post this before I forget or leave due to RL and stuff. Shout outs to all my boys in the Battlespot room current and former and I hope you all the best going into sword and shield.
 
Oh boy it happened...
What can i say, id make this team burn into the heart of the sun, i've lost to this a few times and one may say that a Moody team it's just a matter of luck but it wouldn't be (entirelly) true. You have a lot of ways to control the match and get to the point where safely sit and boost with moody. The strategy is well built, but what really keeps the team from being consistent are its "cheerleaders". Now i understand that it's a meme team to go full moody, but cutting those two mons would make you add stuff to check this team's weaknesses, such as Curse and Perish Song, better.

Mold Breaker Scarf Excadrill could give an answer to CurseKyu or Eq PerishGar, for instance.
@ Choice Scarf
Ability: Mold Breaker
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Tomb
- Fissure

It would also help to control the speed for your Moodymons with Rock Tomb and eventually KO +1 Adamant Mega Blaziken who can be a problem for the team with its Speed Boost


Magic Guard Clef could put pressure from the team preview and give you a handy tool if opponent brings in Curse mons.
@ Kee Berry
Ability: Magic Guard
Level: 50
EVs: 244 HP / 252 Def / 12 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Minimize / Stored Power
- Moonblast / Stored Power
- Moonlight

Now, i know that gen7 is over, but we will for sure have chances to play it again in tournaments such as BSPL, so this might help.

P.s.
One day i'll make a photo of my expression when i have to fight this team and send it to you ika.
 
Last edited:
Can I use the team without moody in smeargle?
I think it only hurts him and that Own tempo or Technician would be better
I know it's a meme team, but I think it would improve, since smeargle won't do any swep
Wich ability would be better, at a competitive level?
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top