REGIGIGAS BATON PASS
Well, this team all started with my looking at Regigigas and wanting to do something crazy with it. Despite its abominable ability, its stats are obscenely high for the standard metagame, and if you can keep it out for 5 turns it completely outclasses nearly all threats. I wanted to play around with it, so I vouched for a baton passing team that functions upon passing the following things to it:
Allow me to introduce you to it.
At a Glance:
The basic function of the team is to play into immunities. I chose all of the Baton Passing members of a team that carry at least one common immunity and serve the purpose I need them to. At a glance, you'll notice that Smeargle is immune to ghost, Gliscor to both electric and ground, and Vaporeon to water. These immunities allow me to Baton Pass them in as needed to soak damage and get free turns of setting up.
The team has typical Baton Passer problems, but responds to them adequately. Things it really doesn't like, as expected, are:
Individually:
Ninjask @ Focus Sash
Ability: Speed Boost
EVs: 248 HP / 180 Def / 80 Spe
Nature: Jolly (+Spe, -SpA)
Protect
Swords Dance
Baton Pass
Substitute
Ninjask is popular for many reasons. First of all, I chose him as a lead because he's the one baton passer that can reliably beat a Taunt in the first turn. His protect nets him a speed boost that gives him the first move on the second turn. This isn't one of the standard sets, and it forgoes an attacking move entirely for the combination of both Substitute and Swords Dance. This makes him initially vulnerable to Taunters, but that is dealt with by a shallow sweeper if necessary. Standard procedure is to Protect first, unless I predict something like SR coming up first. This lets me net the most from my initial Ninjask setup. (+3 speed, +2 attack) Even despite the hearty SR weakness, Ninjask more often than not gets two chances to set up the team. Since I only have two sweepers at all, that's all I need it to perform.
This is the lead threat list and my response to each.
Aerodactyl:
Expect a taunt, so Protect first. Shallow toss to Metagross and attempt to Iron Head it to death.
Azelf:
Expect a taunt, so Protect first. Shallow toss again to Metagross and Iron head it to death. If it explodes, you resist, if it Flamethrowers, kill it faster.
Bronzong:
Protect first in case it tries to trick or something. Substitute is good if it tries a Trick for Iron Ball, Swords Dance if it Gyro Balls, Protect third turn, keep the chain alive.
Dragonite:
Protect and escape. ExtremeSpeed is a guarantee, so you need to shallow sweep this to death.
Empoleon:
Assume an Aqua Jet variety. It barely scratches even Ninjask, though, so attempt a Swords Dance first turn in case it SRs. Protect second turn and get out of there.
Gliscor:
Expect Taunt. Protect and flee to Metagross.
Heatran:
Protect first since they tend to attack. Either bounce to Vaporeon and continue the chain.
Hippowdon:
It'll almost always lead with SR, but Sandstream ends your sash. Substitute first to try to catch the SR, Protect, and flee.
Infernape:
Protect the Fake Out, standard procedure afterward.
Jirachi:
Protect to figure out what it's going to try to do. If it tried Trick, Substitute and set up on it.
Machamp:
Hate the confusion. Protect and jump to Gliscor or Vaporeon if you're daring.
Mamoswine:
Protect first turn, pass second. Assume Ice Shard.
Metagross:
Protect first turn, pass second. Assume Bullet Punch.
Ninjask:
Swords Dance first since most won't attack and you've got your Sash anyways. Substitute and pass it on.
Roserade:
It'll likely set up those disgusting toxic spikes, which are nasty. Protect first in case of Sleep Powder, Substitute if it tried to put you to sleep, otherwise Swords Dance and get out of there.
Skarmory:
This thing is brutal and will likely beat you no matter what. It can either lead with a Taunt or a Whirlwind. It'll likely SR first knowing it can beat the pass with the Taunt/Whirlwind, so baton pass immediately to Smeargle with no speed and Spore it. (You're still faster) If it Taunted first, it gets a free layer of Spikes or SR on the switch. If it Whirlwinded, hope you get bounced to Gliscor so you can Taunt it back.
Smeargle:
Substitute initially to block spore. Set up on it, pass out.
Starmie:
Bizarre lead, but take a standard approach. Protect first, set up as needed, get out of there.
Swampert:
Assume the worst in that it carries Roar. Same deal as Skarmory, instant pass to Smeargle and try to put it to sleep. If I'm feeling particularly daring, I might attempt a Ninjask setup on it.
Togekiss:
Protect, get faster, standard set up.
Tyranitar:
Protect, get faster, standard set up. Sand stream is ugly, so don't take chances with that sash. Instead, use substitute to stall turns so you outspeed whatever he might send in later.
Weavile:
Assume Ice Shard, protect and pass.
Smeargle @ Leftovers
Ability: Own Tempo
EVs: 96 HP / 124 Def / 244 Spe / 44 SpD
Nature: Jolly (+Spe, -SpA)
Spore
Ingrain
Baton Pass
Substitute /
Amnesia
Smeargle needs to come in under a Substitute or with a lot of Acid Armor support. If he comes in with any sort of speed bonus, he will Spore whatever he's against and proceed to set up. Ingrain is important if the enemy has phazers and is Smeargle's main contribution to the team besides putting something to sleep. He's vulnerable to Taunt, so again having a shallow early-game sweeper to deal with those pesky Pokemon is crucial. Amnesia gets a special mention for allowing the team to beat many of the teams' biggest special threats. Starmie, Suicune, Rotom-A, and Latias all become manageable with even a single Amnesia under the belt. With +4 SpD and Ingrain, he outheals most of their hits. Be wary of Scizor on the switch-in without a Substitute, since without defense boosts Bullet Punch OHKO's with priority.
Regigigas @ Leftovers
Ability: Slow Start
EVs: 252 HP / 252 Atk / 4 Def
Nature: Adamant (+Atk, -SpA)
Substitute
Confuse Ray /
Earthquake
Return
Fire Punch
Regigigas is the bread and butter of the team. He's the ultimate behemoth that needs all of that Baton Passing support. Once he's got a few bonuses and stalls the Slow Start turns, he can bust through anything that stands in his way. Tyranitar falls with some defense boosts, Substitute, and Confuse Ray. Gengar is 2HKO'd by Fire Punch, OHKO'd by a +2 Fire Punch on full stats. Rotom-A is even beaten down to size on any set it takes. If it tries to Will o Wisp Gigas, Substitute and Confuse Ray keep it at bay. If it's scarf'd, it picks its poison and Gigas' impressive defenses across the board wall it. With +2 speed, he outruns every fighting type Pokemon in the game that comes in on him and OHKOs them, including those with scarfs.
Biggest problem with him is Heatran, but even Heatran can't break Gigas. Eventually, with Confuse Ray, Regigigas wins the fight. He can even Substitute the Explosion and walk out losing virtually nothing. Even Explosion will barely scratch him if he has any defense boosts. Gengar with Focus Blast is about the best chance enemies have, and its shaky accuracy will let Gigas eventually keep a Substitute alive. Once that's done, Fire Punch 2HKOs even the bulkiest varieties. If Smeargle can pass even a single Amnesia boost to Gigas, he beats Gengar with ease. If Amnesia is run on Smeargle, Earthquake becomes much more useful than Confuse Ray for decimating Tyranitar and Heatran.
If he gets out with any semblence of proper setup and without Toxic Spikes eating him away, he doesn't get taken down. Period.
Gliscor @ Leftovers
Ability: Hyper Cutter
EVs: 252 HP / 60 Spe / 196 SpD
Nature: Adamant (+Atk, -SpA)
Rock Polish
Baton Pass
Earthquake
Taunt
60 Speed EVs guarantees that it outspeeds the typical Skarmory for the Taunt. Hyper Cutter keeps incoming Gyarados and Salamence from wasting the attack of my chain and hurting the sweepers in the end. Gliscor is used primarily for his dual immunities, though. He covers the electric attacks that Vaporeon lures and threatens to OHKO Jolteon, Electivire, and anything else weak to ground with his speed boosted earthquake. He can also come in on the ground attacks that oftentimes get thrown at Vaporeon or Smeargle as STAB attacks. Finally, he serves as a pinch speed booster for the team if SR or something else has incapacitated Ninjask.
Metagross @ Leftovers
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Adamant (+Atk, -SpA)
Ice Punch /
Iron Head
Substitute
Earthquake /
Iron Head
Thunderpunch
When I talk about shallow and early sweeping in this thread, I'm talking about Metagross. He has numerous advantages that let him come in and simply demolish his counters. He's immune to Toxic Spikes, which is very threatening for Regigigas, he's immune to status drops from the likes of Gyarados and Salamence, both of which will die horribly if they stay in for a hit, and he's reasonably bulky in his own right. Substitute is necessary for blocking the ever present status effects that can neuter him as well as the occasional desperate Explosion. His other moves exist simply to deal as much damage and cover his threats as much as possible. Thunderpunch beats the common taunters Gyarados and Skarmory. Ice Punch with any speed boost keeps Salamence, Gliscor, Flygon, and Dragonite hiding in the back rows. Earthquake breaks Heatran and other ground weak things. Iron Head gets a mention as a possible replacement to either Ice Punch or Earthquake as it successfully beats both Azelf and Aerodactyl, along with having a very healthy 30% chance to flinch. It is chosen over Meteor Mash for the 100% accuracy, as Metagross really cannot afford to miss anything and the power difference won't really cost you any important OHKOs. Its flinch rate is also great against things that will be 2HKO'd.
He's usually used as the first round Baton Pass sweeper to eliminate the bigger threats such as Taunt Gliscor, Taunt Gyarados, Taunt/Whirlwind Skarmory, and DDMence. Once they're out of the way and Metagross finally goes down, round 2 commences and Regigigas cleans house. If these threats aren't present, usually Metagross never sees the light of day and Regigigas 6-0's the enemy's team.
Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 Spe
Nature: Calm (+SpD, -Atk)
Acid Armor
Baton Pass
Aqua Ring
Substitute
Vaporeon rounds out the team with another great immunity. Barring Gyarados having Taunt, which usually gets figured out pretty early, Vaporeon gets a free set up on it. It also comes in on Crocune and sets up with impunity. Finally, if it can get a free switch into Pokemon like Scizor locked into Bullet Punch or Tyranitar or anything physical with some speed boosts, it will set up Acid Armor and laugh at them.
It fears nasties like Rotom and Jolteon, but with enough speed boosts it can Baton Pass to Gliscor/Smeargle and deal with them accordingly. Scarf'd Rotoms are the easiest to deal with, as between Smeargle and Gliscor you carry an immunity to their STAB options and get a free turn of set up.
Final Glance:
This team has as few holes as is possible with a Baton Pass team. Short of sacrificing setup options for more attacking options, there's not much that can be done to fix its problems. It is particularly Taunt weak, which is why I carry my fast taunter Gliscor, but even if attacking options were available, Pokemon like Ninjask and Vaporeon do not want to spend turns sitting around and attacking and letting the enemy have their way.
I'll go over the threat list in the next post. A lot of things are setup fodder, but some things pose serious threats to the team. You'll see. Thanks for reading thus far, I welcome opinions and thoughts on the team. It's pretty solid right now and plays really well, but maybe there are a few improvements to have here and there.
- Aqua Ring
- Ingrain
- +Defense, +Speed
- Substitute (If Possible)
Allow me to introduce you to it.
At a Glance:






The basic function of the team is to play into immunities. I chose all of the Baton Passing members of a team that carry at least one common immunity and serve the purpose I need them to. At a glance, you'll notice that Smeargle is immune to ghost, Gliscor to both electric and ground, and Vaporeon to water. These immunities allow me to Baton Pass them in as needed to soak damage and get free turns of setting up.
The team has typical Baton Passer problems, but responds to them adequately. Things it really doesn't like, as expected, are:
- Toxic Spikes
- Taunt
- Phazing
Individually:

Ninjask @ Focus Sash
Ability: Speed Boost
EVs: 248 HP / 180 Def / 80 Spe
Nature: Jolly (+Spe, -SpA)




Ninjask is popular for many reasons. First of all, I chose him as a lead because he's the one baton passer that can reliably beat a Taunt in the first turn. His protect nets him a speed boost that gives him the first move on the second turn. This isn't one of the standard sets, and it forgoes an attacking move entirely for the combination of both Substitute and Swords Dance. This makes him initially vulnerable to Taunters, but that is dealt with by a shallow sweeper if necessary. Standard procedure is to Protect first, unless I predict something like SR coming up first. This lets me net the most from my initial Ninjask setup. (+3 speed, +2 attack) Even despite the hearty SR weakness, Ninjask more often than not gets two chances to set up the team. Since I only have two sweepers at all, that's all I need it to perform.
This is the lead threat list and my response to each.

Expect a taunt, so Protect first. Shallow toss to Metagross and attempt to Iron Head it to death.

Expect a taunt, so Protect first. Shallow toss again to Metagross and Iron head it to death. If it explodes, you resist, if it Flamethrowers, kill it faster.

Protect first in case it tries to trick or something. Substitute is good if it tries a Trick for Iron Ball, Swords Dance if it Gyro Balls, Protect third turn, keep the chain alive.

Protect and escape. ExtremeSpeed is a guarantee, so you need to shallow sweep this to death.

Assume an Aqua Jet variety. It barely scratches even Ninjask, though, so attempt a Swords Dance first turn in case it SRs. Protect second turn and get out of there.

Expect Taunt. Protect and flee to Metagross.

Protect first since they tend to attack. Either bounce to Vaporeon and continue the chain.

It'll almost always lead with SR, but Sandstream ends your sash. Substitute first to try to catch the SR, Protect, and flee.

Protect the Fake Out, standard procedure afterward.

Protect to figure out what it's going to try to do. If it tried Trick, Substitute and set up on it.

Hate the confusion. Protect and jump to Gliscor or Vaporeon if you're daring.

Protect first turn, pass second. Assume Ice Shard.

Protect first turn, pass second. Assume Bullet Punch.

Swords Dance first since most won't attack and you've got your Sash anyways. Substitute and pass it on.

It'll likely set up those disgusting toxic spikes, which are nasty. Protect first in case of Sleep Powder, Substitute if it tried to put you to sleep, otherwise Swords Dance and get out of there.

This thing is brutal and will likely beat you no matter what. It can either lead with a Taunt or a Whirlwind. It'll likely SR first knowing it can beat the pass with the Taunt/Whirlwind, so baton pass immediately to Smeargle with no speed and Spore it. (You're still faster) If it Taunted first, it gets a free layer of Spikes or SR on the switch. If it Whirlwinded, hope you get bounced to Gliscor so you can Taunt it back.

Substitute initially to block spore. Set up on it, pass out.

Bizarre lead, but take a standard approach. Protect first, set up as needed, get out of there.

Assume the worst in that it carries Roar. Same deal as Skarmory, instant pass to Smeargle and try to put it to sleep. If I'm feeling particularly daring, I might attempt a Ninjask setup on it.

Protect, get faster, standard set up.

Protect, get faster, standard set up. Sand stream is ugly, so don't take chances with that sash. Instead, use substitute to stall turns so you outspeed whatever he might send in later.

Assume Ice Shard, protect and pass.

Smeargle @ Leftovers
Ability: Own Tempo
EVs: 96 HP / 124 Def / 244 Spe / 44 SpD
Nature: Jolly (+Spe, -SpA)






Smeargle needs to come in under a Substitute or with a lot of Acid Armor support. If he comes in with any sort of speed bonus, he will Spore whatever he's against and proceed to set up. Ingrain is important if the enemy has phazers and is Smeargle's main contribution to the team besides putting something to sleep. He's vulnerable to Taunt, so again having a shallow early-game sweeper to deal with those pesky Pokemon is crucial. Amnesia gets a special mention for allowing the team to beat many of the teams' biggest special threats. Starmie, Suicune, Rotom-A, and Latias all become manageable with even a single Amnesia under the belt. With +4 SpD and Ingrain, he outheals most of their hits. Be wary of Scizor on the switch-in without a Substitute, since without defense boosts Bullet Punch OHKO's with priority.

Regigigas @ Leftovers
Ability: Slow Start
EVs: 252 HP / 252 Atk / 4 Def
Nature: Adamant (+Atk, -SpA)





Regigigas is the bread and butter of the team. He's the ultimate behemoth that needs all of that Baton Passing support. Once he's got a few bonuses and stalls the Slow Start turns, he can bust through anything that stands in his way. Tyranitar falls with some defense boosts, Substitute, and Confuse Ray. Gengar is 2HKO'd by Fire Punch, OHKO'd by a +2 Fire Punch on full stats. Rotom-A is even beaten down to size on any set it takes. If it tries to Will o Wisp Gigas, Substitute and Confuse Ray keep it at bay. If it's scarf'd, it picks its poison and Gigas' impressive defenses across the board wall it. With +2 speed, he outruns every fighting type Pokemon in the game that comes in on him and OHKOs them, including those with scarfs.
Biggest problem with him is Heatran, but even Heatran can't break Gigas. Eventually, with Confuse Ray, Regigigas wins the fight. He can even Substitute the Explosion and walk out losing virtually nothing. Even Explosion will barely scratch him if he has any defense boosts. Gengar with Focus Blast is about the best chance enemies have, and its shaky accuracy will let Gigas eventually keep a Substitute alive. Once that's done, Fire Punch 2HKOs even the bulkiest varieties. If Smeargle can pass even a single Amnesia boost to Gigas, he beats Gengar with ease. If Amnesia is run on Smeargle, Earthquake becomes much more useful than Confuse Ray for decimating Tyranitar and Heatran.
If he gets out with any semblence of proper setup and without Toxic Spikes eating him away, he doesn't get taken down. Period.

Gliscor @ Leftovers
Ability: Hyper Cutter
EVs: 252 HP / 60 Spe / 196 SpD
Nature: Adamant (+Atk, -SpA)




60 Speed EVs guarantees that it outspeeds the typical Skarmory for the Taunt. Hyper Cutter keeps incoming Gyarados and Salamence from wasting the attack of my chain and hurting the sweepers in the end. Gliscor is used primarily for his dual immunities, though. He covers the electric attacks that Vaporeon lures and threatens to OHKO Jolteon, Electivire, and anything else weak to ground with his speed boosted earthquake. He can also come in on the ground attacks that oftentimes get thrown at Vaporeon or Smeargle as STAB attacks. Finally, he serves as a pinch speed booster for the team if SR or something else has incapacitated Ninjask.

Metagross @ Leftovers
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Adamant (+Atk, -SpA)






When I talk about shallow and early sweeping in this thread, I'm talking about Metagross. He has numerous advantages that let him come in and simply demolish his counters. He's immune to Toxic Spikes, which is very threatening for Regigigas, he's immune to status drops from the likes of Gyarados and Salamence, both of which will die horribly if they stay in for a hit, and he's reasonably bulky in his own right. Substitute is necessary for blocking the ever present status effects that can neuter him as well as the occasional desperate Explosion. His other moves exist simply to deal as much damage and cover his threats as much as possible. Thunderpunch beats the common taunters Gyarados and Skarmory. Ice Punch with any speed boost keeps Salamence, Gliscor, Flygon, and Dragonite hiding in the back rows. Earthquake breaks Heatran and other ground weak things. Iron Head gets a mention as a possible replacement to either Ice Punch or Earthquake as it successfully beats both Azelf and Aerodactyl, along with having a very healthy 30% chance to flinch. It is chosen over Meteor Mash for the 100% accuracy, as Metagross really cannot afford to miss anything and the power difference won't really cost you any important OHKOs. Its flinch rate is also great against things that will be 2HKO'd.
He's usually used as the first round Baton Pass sweeper to eliminate the bigger threats such as Taunt Gliscor, Taunt Gyarados, Taunt/Whirlwind Skarmory, and DDMence. Once they're out of the way and Metagross finally goes down, round 2 commences and Regigigas cleans house. If these threats aren't present, usually Metagross never sees the light of day and Regigigas 6-0's the enemy's team.

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 Spe
Nature: Calm (+SpD, -Atk)




Vaporeon rounds out the team with another great immunity. Barring Gyarados having Taunt, which usually gets figured out pretty early, Vaporeon gets a free set up on it. It also comes in on Crocune and sets up with impunity. Finally, if it can get a free switch into Pokemon like Scizor locked into Bullet Punch or Tyranitar or anything physical with some speed boosts, it will set up Acid Armor and laugh at them.
It fears nasties like Rotom and Jolteon, but with enough speed boosts it can Baton Pass to Gliscor/Smeargle and deal with them accordingly. Scarf'd Rotoms are the easiest to deal with, as between Smeargle and Gliscor you carry an immunity to their STAB options and get a free turn of set up.
Final Glance:
This team has as few holes as is possible with a Baton Pass team. Short of sacrificing setup options for more attacking options, there's not much that can be done to fix its problems. It is particularly Taunt weak, which is why I carry my fast taunter Gliscor, but even if attacking options were available, Pokemon like Ninjask and Vaporeon do not want to spend turns sitting around and attacking and letting the enemy have their way.
I'll go over the threat list in the next post. A lot of things are setup fodder, but some things pose serious threats to the team. You'll see. Thanks for reading thus far, I welcome opinions and thoughts on the team. It's pretty solid right now and plays really well, but maybe there are a few improvements to have here and there.