Goddess Briyella
Banned deucer.
Introduction
Baton Pass is a move that has existed since GSC in the Pokemon realm. Many players have regarded it as wonderful, many have regarded it as risky, and many have regarded it as just one of the Pokemon world's many creative gimmicks...
And some players might laugh if they heard that someone is using an entire team based completely on Baton Pass...
They might find it hilarious how stat increases can be so quickly nullified, making the whole thing a waste of time...
They could find it absolutely hysterical if they heard that someone is using a team where all six Pokemon know Baton Pass, stat boosters and recipients alike...
But not anymore. Not after this!
The Team
Yes. I'm going to do it. I'm going to display synergy on a level that has never been reached. I'm going to transcend the boundaries of conformity by using a team of six that works together as a unit, passing along everything they earn separately, to gradually accumulate into one overwhelming force. Welcome to Briyella's Chain Reaction.
^_^
And now, a more in-depth look at this unit at work...
Baton Pass is a move that has existed since GSC in the Pokemon realm. Many players have regarded it as wonderful, many have regarded it as risky, and many have regarded it as just one of the Pokemon world's many creative gimmicks...
And some players might laugh if they heard that someone is using an entire team based completely on Baton Pass...
They might find it hilarious how stat increases can be so quickly nullified, making the whole thing a waste of time...
They could find it absolutely hysterical if they heard that someone is using a team where all six Pokemon know Baton Pass, stat boosters and recipients alike...
But not anymore. Not after this!
The Team
Yes. I'm going to do it. I'm going to display synergy on a level that has never been reached. I'm going to transcend the boundaries of conformity by using a team of six that works together as a unit, passing along everything they earn separately, to gradually accumulate into one overwhelming force. Welcome to Briyella's Chain Reaction.
^_^
And now, a more in-depth look at this unit at work...
OMG KILL IT QUICK! (Ninjask) @ Focus Sash
Ability: Speed Boost
Adamant Nature
EVs: 4 HP / 252 Atk / 252 Spe
- Swords Dance
- Protect
- Aerial Ace
- Baton Pass
- Ninjask is the usual lead for this team, mainly because the free Speed Boosts help the rest of the team function beautifully, especially allowing a fast Baton Pass to another Pokemon when it is necessary. Focus Sash is the preferred item to assure that the chain is not broken by any one attack, as Ninjask is very frail, and Focus Sash also ensures that a Swords Dance can be set up before Baton Passing out. Protect allows scouting as well as a free turn of Speed Boost, which is very useful. Aerial Ace allows Ninjask to become a full stop to Breloom, and it also is a OHKO on Celebi after one Swords Dance. If the foe leads with Stealth Rock while Ninjask is out, it can get up two Swords Dances and then Aerial Ace becomes a OHKO on Machamp, Scrafty, Conkeldurr, Terrakion, Gengar, Jellicent, Lucario, and anything else in OU or below with average physical bulk or with a weakness to Flying. Additionally, Ninjask has the option of Baton Passing out to Espeon if the opponent appears to be trying to lead with Stealth Rock or other hazards, so that Magic Bounce will bounce them back to the foe's side of the field, while keeping Ninjask's health full and its Sash intact.
FML (Smeargle) @ Focus Sash
Ability: Own Tempo
Jolly Nature
EVs: 252 HP / 4 SpD / 252 Spe
IVs: 0 Atk (to decrease Foul Play's damage output)
- Ingrain
- Rapid Spin
- Spore
- Baton Pass
- Smeargle is the ideal lead when the Team Preview reveals the opponent to be running a Trick Room team. Use Spore to prevent Trick Room from being used, as well as other status or disrupting moves. Ingrain is an absolute godsend on a Baton Pass team, as it makes the entire team immune to Roar, Whirlwind, the forced switching effect of Circle Throw and Dragon Tail, and even the item Red Card. Additionally, Ingrain acts as an extra Leftovers recovery for all team members since it is transferred with Baton Pass, which further aids in the longevity of the entire team. Rapid Spin is for hazards that Espeon's Magic Bounce didn't block, as sometimes it's better to let the enemy lay hazards while giving the team free turns to set up more stats... Rapid Spin also removes Leech Seed, which becomes part of the Baton Pass chain and saps every one on the team -- huge annoyance. Focus Sash is used on Smeargle to keep the chain from being broken by any one attack. After Smeargle has done its job, it can Baton Pass away to the appropriate team member for the situation, passing Ingrain with it and leaving a foe sleeping.
Waffles (Scizor) @ Leftovers
Ability: Technician
Careful Nature
EVs: 252 HP / 252 SpD / 6 Spe
- Substitute
- Bullet Punch
- Iron Defense
- Baton Pass
- Scizor is the ideal lead when the Team Preview reveals the opponent to be running a Sand team, or if they have Cloyster and you predict them to lead with it so they can bring it in without hazards nullifying their Sash, or if they have priority users who will try to lead so they can ruin Ninjask (It may be ideal to lead with Ninjask anyway in the case of Sand, to use Protect and get a free Speed Boost before passing to Scizor or Gliscor). If they lead with Tyranitar, set up a Sub to scout for a Fire attack. If Tyranitar doesn't have one, proceed to set up with Iron Defense as it will be fearing your STAB moves as well as Superpower. Basically, Scizor is the primary physical wall of the team who is primarily responsible for boosting Defense for the chain as a whole, as well as setting up Substitutes to protect from critical hits and allow more setup. Scizor's Careful nature and 252 SpD EVs also allow it to take special hits very well if it has to, and it resists several types of attacks and only has one weakness. Additionally, if the case arises, Scizor fears nothing from Ferrothorn one on one as it takes pitiful damage from its attacks and can set up Subs to block Thunder Wave and Leech Seed. Though uncommon, you can bring in Scizor to take a Clear Smog so that your boosts are not nullified. Baton Pass to Scizor against something that can't do much to it, set up, and Baton Pass out to whoever is the best choice at the time. Scizor also has the traditional Technician Bullet Punch to get in a strong priority STAB attack when necessary.
Santa Claws (Gliscor) @ Toxic Orb
Ability: Poison Heal
Jolly Nature
EVs: 252 HP / 252 SpD / 4 Spe
- Taunt
- Earthquake
- Ice Fang
- Baton Pass
- Gliscor is very important on this team. It handles all Sand teams singlehandedly after getting boosts from Ninjask and/or Scizor and/or Gorebyss. After defensive boosts, Ingrain, and Toxic Orb are in effect, this thing basically becomes immortal, shrugging damage off and getting substantial free healing at the end of every turn. Taunt is to make the opponent cry, because there is no way you will be taken down directly, unless you take a random critical hit from Ice Beam or something. After Attack boosts, it also becomes an offensive powerhouse with STAB Earthquake, and with Ice Fang nailing everything that Earthquake doesn't. Gliscor is the physical behemoth that anchors the team and it effortlessly shuts down enemy support Pokemon and cleans up just about anything after gaining boosts.
Whoops (Gorebyss) @ Leftovers
Ability: Swift Swim
Timid Nature
EVs: 252 HP / 6 Def / 252 SpD
IVs: 0 Atk (to decrease confusion damage and Foul Play's damage output)
- Amnesia
- Iron Defense
- Surf
- Baton Pass
- Nope. No Shell Smash. But Gorebyss serves many unique purposes. First of all, it is guaranteed to drive opposing Rain teams up a waterfall with Swift Swim, as Rain only facilitates Gorebyss' boosting process. It is ideal to lead with Gorebyss when the Team Preview reveals that the opponent is running a Rain team. Lead with Gorebyss as they lead with Politoed, set up Amnesias, and you have won the match. Toxic is not a problem and neither is HP Grass. Additionally, this is what spells out revenge if Scizor and Gliscor are hit with a surprise Special Tyranitar running Flamethrower/Fire Blast and Ice Beam early in a match. Use your discretion to choose the appropriate boosting move and after 2 successful boosts in the right stat, Gorebyss doesn't care about Ninetales' Solarbeam, or Thundurus-Therian's Thunderbolt, or Ferrothorn's Power Whip... not even Kyurem-Black's Fusion Bolt. Just Baton Pass out to whatever is appropriate at the time and pass the defensive boosts to them in the process. If Ninjask passes Speed to Gorebyss while bringing Gorebyss into a resisted attack when the Pokemon your opponent has out can't hit it super-effectively, they are almost guaranteed to lose hope after they realize what is happening. Gorebyss is the all-purpose defense mechanism of this Baton Pass chain and benefits the entire team tremendously.
U MAD BRO? (Espeon) @ Leftovers
Ability: Magic Bounce
Bold Nature
EVs: 216 HP / 144 Def / 150 Spe
IVs: 0 Atk (to decrease Foul Play's damage output)
- Calm Mind
- Stored Power
- Hidden Power Fire
- Baton Pass
- And here is the nail in the coffin. Espeon is the Pokemon you Baton Pass to when you feel hazards or status moves coming, and is often the most valuable player on the team. It is the main special offense as well as the safeguard that keeps the Baton Pass chain from being disrupted. Magic Bounce makes the opponent think twice about trying to screw up the team, because it not only blocks disrupting moves, it also casts them back at the user! Talk about punishment! This thing makes Prankster Pokemon cry, and can set up Calm Minds in their faces. Stored Power is the monstrosity of this entire team... that takes all the accumulated boosts from the entire chain and compounds them into one jaw-dropping STAB move, OHKOing even Eviolite Chansey after several boosts in every stat. Hidden Power Fire is to roast Ferrothorn in case it thinks it can use Gyro Ball instead of hazards/Thunder Wave to try and give Espeon problems early in a match. Espeon deals swift, inevitable death late game... and this team would be worth a lot less without it.
Summary
The best part about this team is that all six Pokemon act as a unit, like one monster with six different health bars it can switch to whenever it needs to. You can Baton Pass all your boosts every time you change Pokemon, so if you're in trouble, use Baton Pass! If you get statused, use Baton Pass! The status will stay on that one health bar and you still have many others to start fresh and still maintain your stat boosts!
The main problem this team has is Haze, and to a lesser degree, Perish Song. However, it's easy to point out who the carriers of these moves are, and with the right usage and prediction, those Pokemon can be Taunted or killed before they become a problem. In the case of detecting a Haze user or Perish Song user, the first priority will become removing them before any real chain setup begins, and if I have to make any sacrifices to make that happen, I'll sack the Pokemon on my team that I need the least to win against their team, which I can contemplate thanks to Team Preview. I originally assumed that the Unaware ability would screw this team up, but Unaware only nullifies boosts when the attacks are exchanged between you and the Unaware carrier. That means Unaware does NOT nullify the stacked boosts of Stored Power because Unaware does not affect moves. It's been tested more than once under different conditions to validate this. ^_^
I haven't had a lot of other threats. I tried to cover as many bases as I could to make this team as potent as possible. If anyone can shed more light on this, you can feel free to give a reply. The main thing I wanted to outplay when I made this for OU was Politoed/Ferrothorn. This team has very few problems with them.
Well guys, this is my first RMT and I was very excited to try this out! Any and all input will be greatly appreciated and I hope that you find my method interesting or at least thought-provoking in some way.
Here is an exportable:
OMG KILL IT QUICK! (Ninjask) (F) @ Focus Sash
Trait: Speed Boost
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Swords Dance
- Protect
- Aerial Ace
- Baton Pass
U MAD BRO? (Espeon) (F) @ Leftovers
Trait: Magic Bounce
Shiny: Yes
EVs: 216 HP / 144 Def / 150 Spd
Bold Nature
- Calm Mind
- Baton Pass
- Stored Power
- Hidden Power [Fire]
Waffles (Scizor) (M) @ Leftovers
Trait: Technician
Shiny: Yes
EVs: 252 HP / 252 SDef / 6 Spd
Careful Nature
- Baton Pass
- Bullet Punch
- Iron Defense
- Substitute
Whoops (Gorebyss) (F) @ Leftovers
Trait: Swift Swim
Shiny: Yes
EVs: 252 HP / 6 Def / 252 SDef
Timid Nature
- Baton Pass
- Surf
- Iron Defense
- Amnesia
FML (Smeargle) (F) @ Focus Sash
Trait: Own Tempo
EVs: 252 HP / 4 SDef / 252 Spd
Jolly Nature
- Ingrain
- Baton Pass
- Spore
- Rapid Spin
Santa Claws (Gliscor) (F) @ Toxic Orb
Trait: Poison Heal
Shiny: Yes
EVs: 252 HP / 252 SDef / 4 Spd
Jolly Nature
- Baton Pass
- Earthquake
- Ice Fang
- Taunt