After playing around with my Baton Pass Volbeat team a lot, I think I'm finally on to something! Let me show you how it works.
Team at a Glance:
This team's first impression is both a dead give-away and a puzzle: I'm clearly running a specially-based Baton Pass team; however, the opponent is left to guess whether I'm trying to pass Geomancy boosts from Smeargle, Tail Glow from Volbeat, or Calm Mind from Espeon. It's always good to keep the enemy on his toes. I usually lead with Smeargle or Scarfkiss, but Heatran is another possibility. The goal is to utilize Espeon's dual screens to support Volbeat so it can boost up to +6 SpA. Substitute/Salac Berry allow the ladybugmon to pass a speed boost as well. My Baton Pass receiver core is comprises Latias-Mega, Heatran, and Choice Scarf Togekiss, each of which has good defensive synergy with the others. Both Smeargle and Latias-Mega can provide emergency support with Lunar Dance and Healing Wish, respectively, so that Volbeat can set up another deadly chain. Now that your interest is piqued, let's examine these pokemon more closely!
Individual Strategy/Analysis:
Smeargle @ Choice Scarf
Ability: Own Tempo
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Parting Shot
- Trick
- Destiny Bond
- Lunar Dance
Smeargle: the epitome of supportive versatility. This lead is a nasty surprise for players who mindlessly switch to their grass type only to be Tricked or weakened by Parting Shot. Choice Scarf gives Smeargle the jump on positive-natured base 130s and provides excellent momentum with Parting Shot. Trick turns Chansey, Ferrothorn, and company into utter deadweight. Destiny Bond is good for ending a sweep or taking out a troublesome dark or ghost type, while Lunar Dance has excellent utility late-game and can restore Volbeat to full health. Against non-prankster Taunt users, Smeargle should Parting Shot to Espeon for free. Parting Shot also works wonders against hazard leads that think they can set up on me, since Magic Bounce Espeon waits sneakily in the wings. Most people expect Smeargle to run Focus Sash and Spore, so this Smeargle's unique combination of moves gains me a lot of momentum.
Espeon @ Light Clay
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Yawn
- Psyshock
Espeon is an amazing dual screener due to its spectacular ability, Magic Bounce. With this awesome trait Espeon finds many opportunities to switch into battle and reflect the opponents status moves right back at him. Reflect and Light Screen are two obligatory move slots, since Espeon's foremost duty is to make Volbeat's Subs unbreakable and make its Tail Glow set-up a breeze. Yawn has extraordinary utility since it puts the opponent in a very difficult situation: switch out or fall asleep. Either way, Espeon eagerly sets up the appropriate screen with little fear. Psyshock allows Espeon to function as a last-resort Baton Pass receiver, provided that the opponent's dark types were removed. It is also handy against Calm Minders and the pink blobs. Although Heatran carries Stealth Rock, its primary role is to sweep with Volbeat's boosts, so I often find myself relying on Espeon to nab the rocks with Magic Bounce. So far, she has done an excellent job at this.
Latias (F) @ Latiasite
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dragon Pulse
- Surf
- Healing Wish
Latias-Mega is my go-to Baton Pass receiver, thanks to Healing Wish. With it, Lati can sweep to the brink of fainting only to use Healing Wish and give Volbeat a second chance to pass boosts to Heatran or Togekiss. Psyshock and Dragon Pulse are my obvious STAB choices, and the former has the added benefit of bypassing SpD boosts from Calm Mind. Volbeat loves setting up against Calm Minders, who don't mind being encored into their boosting move. When I finally pass +6 to Lati, she promptly Psyshocks the booster into oblivion. Latias-Mega is chosen over her normal form for added power, bulk, and resistance to Knock Off. A final word on Healing Wish: it allows me to keep momentum against Sucker Punchers, who on the next turn will find themselves encored into a useless move by a fully healed Volbeat.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 12 HP / 252 SpA / 244 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Flash Cannon
- Earth Power
- Stealth Rock
I chose to add Heatran to my Baton Pass receiver core for its excellent defensive synergy with Latias-Mega, useful immunities, and access to Stealth Rock. Stealth Rock was somewhat of an afterthought, and I'm not set on keeping it. Without Dragon Pulse, Heatran misses out on perfect neutral coverage, which has been a pain in several cases. However, I believe Stealth Rock is a necessary move on Heatran since Espeon cannot set it up reliably. SR also gives Heatran good potential as a lead if Heatran checks whomever I think their lead will be. Lava Plume is chosen over Fire Blast/Flamethrower for its combination of accuracy and burn chance; at +3/+6, the power drop is largely moot. Flash Cannon is my best answer to Clefable and Sylveon, while Earth Power rounds out Heatran's coverage. Heatran's EVs allow it to outrun Adamant Excadrill, Jolly Mega Heracross, and most variants of Mew while retaining maximum special attacking presence. The extra EVs buff Heatran's HP a tad. I chose Leftovers for passive recover, though Shuca Berry is quite tempting. Feedback on the item dilemma would be greatly appreciated.
Togekiss @ Choice Scarf
Ability: Serene Grace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Aura Sphere
- Dazzling Gleam
- Trick
Togekiss rounds out my Baton Pass receiver core, doubling as a potential anti-lead. Choice Scarf is for flinch hax and crippling something with Trick. Typically, I hold onto my scarf so that I can freely spam boosted Air Slashes. I might alter the EVs slightly to focus on just outspeeding key threats instead of maxing speed arbitrarily. Aura Sphere smacks the dark types that terrorize Latias and Espeon. Dazzling Gleam is my secondary STAB that mainly deters dragons. Gee, now that I actually looked up what else fairy hits supereffectively I wonder if Aura Sphere is redundant! Perhaps I could run Roost or Heal Bell over Dazzling Gleam.... It seems like I rarely find opportunities to use fairy STAB. What are your thoughts on the matter, o Smogon Elites?
Volbeat (M) @ Salac Berry
Ability: Prankster
EVs: 244 HP / 252 Def / 12 SpD
Bold Nature
IVs: 0 Atk
- Tail Glow
- Baton Pass
- Substitute
- Encore
Enter Volbeat, the ladybug that just doesn't quit. Here is the star of the show, the prankster whose ploys are purely pernicious. Volbeat's job is simple: pass Tail Glows, +1 speed, and a sub to anything with a special attack. Behind Espeon's dual screens, Volbeat performs this task admirably. Encore secures many set-up openings for Volbeat. Notable moves to encore include Sucker Punch, Bullet Punch, Fake Out, Earthquake, boosting moves, Substitute, Gyro Ball and more. Prediction is key when using Encore; if the opponent switches out Encore will fail. Therefore, sometimes it is safer to use Substitute or Tail Glow depending on the opponent's most likely switch. Prankster is Volbeat's saving grace, allowing it to move first in most situations. Note that Volbeat absolutely MUST use Baton Pass from behind a Sub if the opponent has any strong priority attacks. Let me just say, this is one bad-ass-baton-passing bug!
Conclusions:
My goal with this team was to make Baton Pass as viable a strategy as possible. Do not rate me if you are prejudiced against gimmicks, and do not brand me a skill-less n00b for making a gimmick team. I truly believe that in the hands of a smart player, a gimmick can be played effectively with enough skill and daring. Even though this team might never hold its own on the ladder (1450 on PS and climbing), it is still very fun to play and causes TONS of ragequits. It's truly hilarious when my opponent is telling me I have no skill even as I'm Volbeatin' his ass! Thank you for reviewing my team and don't forget to rate!
Team at a Glance:
This team's first impression is both a dead give-away and a puzzle: I'm clearly running a specially-based Baton Pass team; however, the opponent is left to guess whether I'm trying to pass Geomancy boosts from Smeargle, Tail Glow from Volbeat, or Calm Mind from Espeon. It's always good to keep the enemy on his toes. I usually lead with Smeargle or Scarfkiss, but Heatran is another possibility. The goal is to utilize Espeon's dual screens to support Volbeat so it can boost up to +6 SpA. Substitute/Salac Berry allow the ladybugmon to pass a speed boost as well. My Baton Pass receiver core is comprises Latias-Mega, Heatran, and Choice Scarf Togekiss, each of which has good defensive synergy with the others. Both Smeargle and Latias-Mega can provide emergency support with Lunar Dance and Healing Wish, respectively, so that Volbeat can set up another deadly chain. Now that your interest is piqued, let's examine these pokemon more closely!
Individual Strategy/Analysis:
Smeargle @ Choice Scarf
Ability: Own Tempo
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Parting Shot
- Trick
- Destiny Bond
- Lunar Dance
Smeargle: the epitome of supportive versatility. This lead is a nasty surprise for players who mindlessly switch to their grass type only to be Tricked or weakened by Parting Shot. Choice Scarf gives Smeargle the jump on positive-natured base 130s and provides excellent momentum with Parting Shot. Trick turns Chansey, Ferrothorn, and company into utter deadweight. Destiny Bond is good for ending a sweep or taking out a troublesome dark or ghost type, while Lunar Dance has excellent utility late-game and can restore Volbeat to full health. Against non-prankster Taunt users, Smeargle should Parting Shot to Espeon for free. Parting Shot also works wonders against hazard leads that think they can set up on me, since Magic Bounce Espeon waits sneakily in the wings. Most people expect Smeargle to run Focus Sash and Spore, so this Smeargle's unique combination of moves gains me a lot of momentum.
Espeon @ Light Clay
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Yawn
- Psyshock
Espeon is an amazing dual screener due to its spectacular ability, Magic Bounce. With this awesome trait Espeon finds many opportunities to switch into battle and reflect the opponents status moves right back at him. Reflect and Light Screen are two obligatory move slots, since Espeon's foremost duty is to make Volbeat's Subs unbreakable and make its Tail Glow set-up a breeze. Yawn has extraordinary utility since it puts the opponent in a very difficult situation: switch out or fall asleep. Either way, Espeon eagerly sets up the appropriate screen with little fear. Psyshock allows Espeon to function as a last-resort Baton Pass receiver, provided that the opponent's dark types were removed. It is also handy against Calm Minders and the pink blobs. Although Heatran carries Stealth Rock, its primary role is to sweep with Volbeat's boosts, so I often find myself relying on Espeon to nab the rocks with Magic Bounce. So far, she has done an excellent job at this.
Latias (F) @ Latiasite
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dragon Pulse
- Surf
- Healing Wish
Latias-Mega is my go-to Baton Pass receiver, thanks to Healing Wish. With it, Lati can sweep to the brink of fainting only to use Healing Wish and give Volbeat a second chance to pass boosts to Heatran or Togekiss. Psyshock and Dragon Pulse are my obvious STAB choices, and the former has the added benefit of bypassing SpD boosts from Calm Mind. Volbeat loves setting up against Calm Minders, who don't mind being encored into their boosting move. When I finally pass +6 to Lati, she promptly Psyshocks the booster into oblivion. Latias-Mega is chosen over her normal form for added power, bulk, and resistance to Knock Off. A final word on Healing Wish: it allows me to keep momentum against Sucker Punchers, who on the next turn will find themselves encored into a useless move by a fully healed Volbeat.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 12 HP / 252 SpA / 244 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Flash Cannon
- Earth Power
- Stealth Rock
I chose to add Heatran to my Baton Pass receiver core for its excellent defensive synergy with Latias-Mega, useful immunities, and access to Stealth Rock. Stealth Rock was somewhat of an afterthought, and I'm not set on keeping it. Without Dragon Pulse, Heatran misses out on perfect neutral coverage, which has been a pain in several cases. However, I believe Stealth Rock is a necessary move on Heatran since Espeon cannot set it up reliably. SR also gives Heatran good potential as a lead if Heatran checks whomever I think their lead will be. Lava Plume is chosen over Fire Blast/Flamethrower for its combination of accuracy and burn chance; at +3/+6, the power drop is largely moot. Flash Cannon is my best answer to Clefable and Sylveon, while Earth Power rounds out Heatran's coverage. Heatran's EVs allow it to outrun Adamant Excadrill, Jolly Mega Heracross, and most variants of Mew while retaining maximum special attacking presence. The extra EVs buff Heatran's HP a tad. I chose Leftovers for passive recover, though Shuca Berry is quite tempting. Feedback on the item dilemma would be greatly appreciated.
Togekiss @ Choice Scarf
Ability: Serene Grace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Aura Sphere
- Dazzling Gleam
- Trick
Togekiss rounds out my Baton Pass receiver core, doubling as a potential anti-lead. Choice Scarf is for flinch hax and crippling something with Trick. Typically, I hold onto my scarf so that I can freely spam boosted Air Slashes. I might alter the EVs slightly to focus on just outspeeding key threats instead of maxing speed arbitrarily. Aura Sphere smacks the dark types that terrorize Latias and Espeon. Dazzling Gleam is my secondary STAB that mainly deters dragons. Gee, now that I actually looked up what else fairy hits supereffectively I wonder if Aura Sphere is redundant! Perhaps I could run Roost or Heal Bell over Dazzling Gleam.... It seems like I rarely find opportunities to use fairy STAB. What are your thoughts on the matter, o Smogon Elites?
Volbeat (M) @ Salac Berry
Ability: Prankster
EVs: 244 HP / 252 Def / 12 SpD
Bold Nature
IVs: 0 Atk
- Tail Glow
- Baton Pass
- Substitute
- Encore
Enter Volbeat, the ladybug that just doesn't quit. Here is the star of the show, the prankster whose ploys are purely pernicious. Volbeat's job is simple: pass Tail Glows, +1 speed, and a sub to anything with a special attack. Behind Espeon's dual screens, Volbeat performs this task admirably. Encore secures many set-up openings for Volbeat. Notable moves to encore include Sucker Punch, Bullet Punch, Fake Out, Earthquake, boosting moves, Substitute, Gyro Ball and more. Prediction is key when using Encore; if the opponent switches out Encore will fail. Therefore, sometimes it is safer to use Substitute or Tail Glow depending on the opponent's most likely switch. Prankster is Volbeat's saving grace, allowing it to move first in most situations. Note that Volbeat absolutely MUST use Baton Pass from behind a Sub if the opponent has any strong priority attacks. Let me just say, this is one bad-ass-baton-passing bug!
Conclusions:
My goal with this team was to make Baton Pass as viable a strategy as possible. Do not rate me if you are prejudiced against gimmicks, and do not brand me a skill-less n00b for making a gimmick team. I truly believe that in the hands of a smart player, a gimmick can be played effectively with enough skill and daring. Even though this team might never hold its own on the ladder (1450 on PS and climbing), it is still very fun to play and causes TONS of ragequits. It's truly hilarious when my opponent is telling me I have no skill even as I'm Volbeatin' his ass! Thank you for reviewing my team and don't forget to rate!
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