Competitive Information for Smoochum [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Smoochum smoochum
Base Stats for Smoochum

Ice / Psychic

Abilities:
ObliviousOblivious: This Pokemon cannot be infatuated or taunted.
,
ForewarnForewarn: On switch-in, this Pokemon is alerted to the foes' move with the highest power.
,
HydrationHydration: This Pokemon has its status cured at the end of each turn if Rain Dance is active.


Evolutions / Family:
Smoochum
Jynx

Weakness Chart for Ice/Psychic-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
2x
2x
  
  
  
  
2x
  
2x
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
0.5x
  
  
0.5x
2x
2x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for SmoochumVisit Serebii's Pokedex for location, breeding, and other game details about SmoochumVisit Bulbapedia for more information about Smoochum

Movesets for Singles


What is a good competitive moveset for Smoochum? These builds have been optimized for Pokemon competing in Sun/Moon Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sun/Moon generation metagame.


Smoochum is a stupendous Ice and Psychic-typed Pokemon. Smoochum is not a Pokemon anyone usually expects sees on the battlefield. Smoochum is weak to Bug, Dark, Fire, Ghost, Rock, and Steel-typed attacks.


Species: Smoochum
Item: Psychium Z / Life Orb
Ability: Hydration
Nature: Modest (+SpA, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Psychic / Psyshock
- Ice Beam / Frost Breath
- Shadow Ball
- Signal Beam

Special Sweeper Smoochum (Hydration)

Smoochum is a sensational Special Sweeper. It's primary goal is to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Smoochum from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Smoochum's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Hydration, Smoochum has its status cured at the end of each turn if rain dance is active.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
Ice Beam is a special STAB-boosted 90-base power Ice-type move (10% chance to freeze the target).
Frost Breath is a special STAB-boosted 60-base power Ice-type move (always results in a critical hit).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).



Movesets for Doubles


What is a good doubles moveset for Smoochum? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Species: Smoochum
Item: Icium Z / Life Orb
Ability: Hydration
Nature: Modest (+SpA, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Icy Wind / Ice Beam
- Psychic / Psyshock
- Shadow Ball
- Signal Beam

Doubles Special Sweeper Smoochum (Hydration)

Smoochum is a decent Special Sweeper. This moveset attempts to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Smoochum from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Smoochum's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Hydration, Smoochum has its status cured at the end of each turn if rain dance is active.

Icy Wind is a special STAB-boosted 55-base power Ice-type move (100% chance to lower the foes speed by 1 stage).
Ice Beam is a special STAB-boosted 90-base power Ice-type move (10% chance to freeze the target).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).



Movepool


Wondering what moves can Smoochum learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Blizzard
110
70%
5
10% chance to freeze foe(s). Can't miss in hail.
Confusion
50
100%
25
10% chance to confuse the target.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Echoed Voice
40
100%
15
Power increases when used on consecutive turns.
Frost Breath
60
90%
10
Always results in a critical hit.
Grass Knot
--
100%
20
More power the heavier the target.
Ice Beam
90
100%
10
10% chance to freeze the target.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Powder Snow
40
100%
25
10% chance to freeze the foe(s).
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Psyshock
80
100%
10
Damages target based on Defense, not Sp. Def.
Round
60
100%
15
Power doubles if others used Round this turn.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Uproar
90
100%
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
Water Pulse
60
100%
20
20% chance to confuse the target.
Avalanche
60
100%
10
Power doubles if user is damaged by the target.
Body Slam
85
100%
15
30% chance to paralyze the target.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Covet
60
100%
25
If the user has no item, it steals the target's.
Double-Edge
120
100%
15
Has 33% recoil.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fake Out
40
100%
10
Hits first. First turn out only. 100% flinch chance.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Heart Stamp
60
100%
25
30% chance to flinch the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Lick
30
100%
30
30% chance to paralyze the target.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Payback
50
100%
10
Power doubles if the user moves after the target.
Pound
40
100%
35
No additional effect.
Return
--
100%
20
Max 102 power at maximum Happiness.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Thief
60
100%
25
If the user has no item, it steals the target's.
Wake-Up Slap
70
100%
10
Power doubles if target is asleep, and wakes it.
Zen Headbutt
80
90%
15
20% chance to flinch the target.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Aurora Veil
--
--
20
For 5 turns, damage to allies is halved. Hail only.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Copycat
--
--
20
Uses the last move used in the battle.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Fake Tears
--
100%
20
Lowers the target's Sp. Def by 2.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Hail
--
--
10
For 5 turns, hail crashes down.
Heal Bell
--
--
5
Cures the user's party of all status conditions.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Lucky Chant
--
--
30
For 5 turns, shields user's party from critical hits.
Magic Coat
--
--
15
Bounces back certain non-damaging moves.
Magic Room
--
--
10
For 5 turns, all held items have no effect.
Mean Look
--
--
5
Prevents the target from switching out.
Meditate
--
--
40
Raises the user's Attack by 1.
Metronome
--
--
10
Picks a random move.
Mimic
--
--
10
The last move the target used replaces this one.
Miracle Eye
--
--
40
Psychic hits Dark. Evasiveness ignored.
Nasty Plot
--
--
20
Raises the user's Sp. Atk by 2.
Nightmare
--
100%
15
A sleeping target is hurt by 1/4 max HP per turn.
Perish Song
--
--
5
All active Pokemon will faint in 3 turns.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Recycle
--
--
10
Restores the item the user last used.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Role Play
--
--
10
User replaces its Ability with the target's.
Sing
--
55%
15
Causes the target to fall asleep.
Skill Swap
--
--
10
The user and the target trade Abilities.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Sweet Kiss
--
75%
10
Causes the target to become confused.
Sweet Scent
--
100%
20
Lowers the foe(s) evasiveness by 2.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Trick
--
100%
10
User switches its held item with the target's.
Trick Room
--
--
5
Goes last. For 5 turns, turn order is reversed.
Wish
--
--
10
Next turn, 50% of the user's max HP is restored.
Wonder Room
--
--
10
For 5 turns, all Defense and Sp. Def stats switch.

Combo List


These are a list of several common move combinations Smoochum can perform in Sun/Moon. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SM Move and Ability Combos for Smoochum

Create a build


Have an idea in mind for Smoochum that you'd like to test? Customize the IVs, EVs and their Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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