Espeon (Offensive Baton Pass)

Alchemator

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Analysis


[SET]
name: Offensive Baton Pass
move 1: Calm Mind
move 2: Baton Pass
move 3: Psychic
move 4: Grass Knot / Hidden Power Ground / Substitute
item: Life Orb / Leftovers
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[Set Comments]

<p>Most of the time, in the UU metagame, Espeon is outclassed by Alakazam, who has higher Special Attack and Speed and a better movepool. However, this set aims to capitalize on an important move that Espeon can bring to the table—Baton Pass. Baton Pass lets Espeon escape from Pursuit and pass her Calm Minds to a recipient. With a Life Orb and an offensive EV spread, this Espeon can pose a threat both early and late in the game.</p>

<p>Earlier in the game, it is better to dry pass—that is, use Baton Pass without any boosts. This helps avoid dangerous counters completely, such as Spiritomb, who can cripple or outright KO Espeon. Later in the battle, Espeon can setup a Calm Mind on a switch or a resisted attack and pass the boost to a teammate who can eliminate her counters. Towards the end of the battle, Espeon should be able to come back in, grab a Calm Mind, and sweep with her counter(s) out of the way, courtesy of the previous recipient.</p>

[Additional Comments]

<p>The EVs listed are simple—they make Espeon as fast as possible while also bolstering her great Special Attack. Psychic is her obligatory STAB attack, whilst Grass Knot hits Milotic and Spiritomb hard. Hidden Power Ground can be used to hit Drapion and Houndoom, though it is often better to Baton Pass away from the latter due to the threat of Sucker Punch. Alternatively, a combination of Substitute and Leftovers can be used to increase Espeon's longevity and block the common Thunder Waves of Chansey and Registeel, though this limits Espeon's late-game options.</p>

<p>This set has two primary counters, and as such, you should aim to have a recipient who can defeat them. Chansey and Registeel can sponge your attacks indefinitely and cripple you with Thunder Wave. Though they don't particularly appreciate the boosts, Hitmonlee and Dugtrio make good partners to this set for this reason. It especially helps if they come in through a dry pass, as their defenses are not stellar. For partners who enjoy a Calm Mind or two passed to them, Milotic is a great candidate. Espeon tends to lure in Houndoom, who does laughable damage to Milotic in general, and even less to one with boosted Special Defense. Espeon also scares away Venusaur, one of Milotic's primary checks. Toxicroak and Blaziken can take Dark-type attacks aimed at Espeon and nail Registeel and Chansey with STAB Fighting-type moves. All of the recipients listed thus far are still crippled by Thunder Wave from the likes of Chansey and Registeel, so Nidoking makes a good partner. Due to his typing, Nidoking is immune to both Thunder Wave and Toxic. He also has a colorful movepool to boot.</p>

Why this set deserves to be on site:
- Not outclassed by Alakazam
- Performs well throughout the battle in two different roles
- Hits very, very hard even after only one Calm Mind

Additional Comments:
- Early game, use Calm Mind and scout for counters, pass away
- Later, once counters / checks are removed, come in and Calm Mind and then sweep
- Entry hazard support is greatly appreciated - wears down counters and makes a late-game sweep easier
- Dry Pass early game to avoid Registeel and Spiritomb completely.

Teammates and Counters:
- Chansey and Registeel hurt this: Registeel isn't OHKO'd by a +1 Hidden Power and can cripple you
- As such, Dugtrio and Hitmonlee make good partners. They don't appreciate the boosts but can easily eliminate the above two.
- Milotic makes a good recipient: Espeon lures in Houndoom who does negligible damage to Life Orb Tank Milotic at +1 SDef. Espeon also scares away Venusaur, who can threaten Milotic, with STAB Psychic.
- Toxicroak makes a decent recipient. Takes Dark-type attacks aimed at Espeon and can strike back against Registeel and Chansey with STAB Fighting-type moves.
- Houndoom and Blaziken also take Dark-type attacks well, and laugh at [opposing] Houndoom.
- Nidoking is immune to both Thunder Wave and Toxic, has an excellent movepool and can dispose of Chansey with Superpower.

Why this shouldn't just be a slash:
Since I can predict this coming up
This Espeon plays completely different to any Espeon sets on site. It combines the raw, lategame power of Offensive Calm Mind Espeon (who is outclassed by Alakazam) with the efficient baton-passing powers of EspyJump. In this way, Espeon can effectively deal with its counters by passing boosts away from Spiritomb or other problematic Pokémon and having them eliminated by a now-powerful recipient such as Milotic.

Notes:
In theory, Kasib Berry could be used to survive a Spiritomb's Shadow Sneak before you Baton Pass away, but I haven't tested it and the lack in power means you could probably just use the pure baton-passing set. EDIT: Pure Attacker Spiritomb does 55.9% - 66.9% with Shadow Sneak, Choice Band OHKOs by a mile. In comparison to Alakazam, tomb does 76.2% - 90.5% with Shadow Sneak.

 
I've always liked this set, but I'd definitely slash Leftovers / Substitute in just to help it set up and block status. You should add specific Pokemon that enjoy the boosts that can switch into Dark-type attacks (Houndoom and Blaziken). Otherwise, this looks good.

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From a theory perspective it seems like Grass Knot would be better than Hidden Power Fighting or Hidden Power Ground in the last slot. You hit Spiritomb for 100 BP (doing 65.5% - 77.3% to the Choice Band set at +1) and always OHKO Milotic after SR at +1 (89.6% - 105.9%) so it can't Haze your boosts away before you can pass them. While I understand the basis for Hidden Power Ground and Hidden Power Fighting (coverage) I would much rather just Baton Pass to something else that can more readily handle Chansey and Registeel. I would still include Hidden Power Fighting because it hits Houndoom (although you must be wary of Sucker Punch), Chansey, and Registeel at the same time but I'm not entirely convinced about Hidden Power Ground. Is the only thing it has over Fighting the ability to hit Drapion (who isn't exactly threatening and could just be Baton Passed against)?
 
Hi, thanks for your feedback guys, I appreciate it.

Last night I was really considering what HP Fighting hit that HP Ground didn't and I really found nothing. Grass Knot does seem better though, so I'll put that in. Doing damage to Choice Band Spiritomb isn't a good reason though, since you're OHKO'd by Shadow Sneak. I don't even think that losing coverage against Houndoom is a bad thing, since everything you pass to can take care of it.

I tried Substitute and it worked well, even with Life Orb. I'm concerned that with Leftovers and Substitute that this will just turn into the standard Baton Pass set played differently, so I'd like some feedback on this issue.

EDIT: Meh, you pass out of Chansey anyway
 
Also, bear in mind that against Chansey, STAB Psychic has marginally more damage output than HP Fighting against Chansey, so really if "hitting Registeel + Houndoom + Chansey" is your aim, then the "hitting Chansey" portion of it isn't really a huge deal.
 
Nidoking and Electrode are good recipients of CM, IMO (Which should get a mention in Teammates). Nidoking because he has both Toxic and Thunder Wave immunity, so you can pass into Chansey pretty much no risk at all. Nidoking can also roflstomp Chansey with Superpower, and has fantastic coverage in its special moves (Earth Power/Ice Beam/Thunderbolt). Electrode is an interesting one, but pretty much the only thing holding it back from being a real powerhouse is its lack of offense. However, pass it a Calm Mind or two, and it can easily rip through teams and outspeed some Scarfers due to its insane Speed. It also has Soundproof, so it can't get Roared away as it receives the pass either.
 
90 + 45 = 135
70*2 = 140
But the point stands that its small enough to hardly matter.

A while ago Doug noted that a STAB move at 135 bp does slightly more than a non-STABed supereffective base 70 move, so SDS is actually correct. Just an idiosyncrasy of Pokémon I guess.

EDIT: This isn't actually true, it's 142.5 bp

Shrang, Nidoking is a good idea. Not so sure about Electrode though, since it seems too frail to survive on the pass in. Also, since Espeon has Life Orb, not many expect the Baton Pass so try to kill it rather than Roar it.
 
How is that so?

Personally I think HP Ground should be the main option - it hits Houndoom, Registeel and Drapion hard.
 
How is that so?

Personally I think HP Ground should be the main option - it hits Houndoom, Registeel and Drapion hard.

Problem being not hard enough. Early game you pass out to something that either severely dents / kills Espeon's general counters (Registeel, Drapion, Chansey) and then Espeon should be able to kill them with a boosted Psychic.

Houndoom is a point though, as you only do 26.4% - 31.2% with Grass Knot.
 
A while ago Doug noted that a STAB move at 135 bp does slightly more than a non-STABed supereffective base 70 move, so SDS is actually correct. Just an idiosyncrasy of Pokémon I guess.

If that's true then the Smogon Calculator is off. Life Orb Psychic does 135-159 to standard Chansey, HP Fighting does 140-166.
 
psychic has 90 bp not 95...

if you take hp ground off the set (for sub, or for gk) then the recipient list becomes a little more shaky because of drapion. resisting dark isn't gonna do blaziken or toxicroak much good when they're promptly ohkoed the next turn by eq.

dry passing early game is always a good strategy with espeon, especially ones that lack substitute. dry passing means you don't have to risk dugtrio/hitmonlee eating an iron head on the switch rather than a thunder wave, or risk spiritomb trapping with ssneak/pursuit. if you pair espeon with houndoom or blaziken then passing into them as spiritomb switches in saves a turn and gets you some wrecking time.

not totally sure about the set yet but those are some comments you should add anyways...
 
Yeah, I forgot that Psychic is only 90 BP. That was my bad. Still, having HP Ground allows you to hit Drapion and at least hit Spiritomb in some way when not running Grass Knot. I don't see any real advantage to HP Fighting over HP Ground.
 
It is possibly worth mentioning in the teammates section that Curse users make great BP recipients. Even though the SpAtk boost is worthless, something like a curse registeel setting up with even +1 SpDef is pretty damn hard to stop. There is also curse cradily i suppose, which is worse defensively but can't be phazed.

I admittedly haven't tested this specific combo in UU, though I have used it somewhat successfully in OU with CM+BP Celebi.
 
A while ago Doug noted that a STAB move at 135 bp does slightly more than a non-STABed supereffective base 70 move, so SDS is actually correct. Just an idiosyncrasy of Pokémon I guess.

Scared the hell outta me when you said that.... I was about to say that everything I knew was a lie.

OT: I'm kinda skeptical about passing to Electrode. It's rather fragile and still doesn't hit hard enough after a boost with just base 80 spA. Not to mention that most people don't rely on Roar to beat a CM Espeon.
 
Updated with the actual analysis, I think I'm ready for grammar checks now. This is only my second analysis though D:
 
Here's a proofread, just remember to stay consistent with things like "her" and "it".

[SET]
name: Offensive Baton Pass
move 1: Calm Mind
move 2: Baton Pass
move 3: Psychic
move 4: Grass Knot / Hidden Power Ground / Substitute
item: Life Orb / Leftovers
nature: Timid
evs: 252 SAtk / 4 SpD / 252 Spe

[Set Comments]

<p>Most of the time, Espeon is simply outclassed by Alakazam in UnderUsed play, due to the latter's high Special Attack, Speed, and a better movepool including coverage moves such as Focus Blast and support moves such as Encore.(you can keep this if you want, but remember, this is about Espeon) However, this set aims to capitalise on an single, incredibly important move that Espeon can bring to the table - Baton Pass. With Baton Pass in her arsenal, not only can Espeon completely evade her counters by Baton Passing straight away, but she can choose to make your counter to a threat to Espeon(what?) even more formidable with a Calm Mind or two. With a Life Orb and an offensive EV spread, this Espeon can pose a threat both early and late game.</p>

<p>Earlier in the game, it is better to 'dry pass' - that is, use Baton Pass straight away without any boosts. This helps avoid dangerous counters completely, such as Spiritomb, who can cripple or outright KO Espeon. Later in the battle, Espeon can set up a Calm Mind on a switch or resisted attack, and procede to pass the boostit to a teammate who can hopefully eliminate Espeon's counter. Towards the end of the battle, Espeon should be able to once again come back in, grab a Calm Mind, and then sweep with her counter(s) out of the way, courtesy of her previous recipient. This means that Espeon constantly poses a threat to your opponent.</p>

[Additional Comments]

<p>The EVs listed are simple - they make Espeon as fast as possible while also bolstering her great Special Attack. Psychic is her obligatory STAB attack, whilst Grass Knot hits Milotic and Spiritomb hard. Hidden Power Ground can be used instead to hit Drapion and Houndoom especially, though it is often better to Baton Pass away from the latter. Alternatively, a combination of Substitute and Leftovers can be used to increase Espeon's longevity and block against the common Thunder Waves of Chansey and Registeel, though this limits Espeon's late game options.</p>

<p>This set has two primary counters, and as such you should aim to have a recipient who can defeat them. Chansey and Registeel can sponge your attacks indefinitely, and cripple you with Thunder Wave. Though they don't particularly appreciate the boosts, Hitmonlee and Dugtrio make good partners to this set - it especially helps if they come in through a dry pass, as their defenses are not particularly stellar. For partners who can attempt a sweep with enjoy a Calm Mind or two passed to them behind them, Milotic is a great candidate; Espeon tends to lure in Houndoom, who does laughable damage to a Milotic in general, and even less to one with boosted Special Defense. Espeon also scares away Venusaur, one of Milotic's primary checks. Toxicroak and Blaziken can take Dark-type attacks aimed at Espeon, and nail Registeel and Chansey with STAB Fighting-type moves of their own. They also don't won't be fearing a Psychic-type attack while upon the switching in. All of the recipients listed thus far are still crippled by the common Thunder Waves from the likes of Chansey of and Registeel, so Nidoking makes a good partner. Due to his Poison/Ground typing Nidoking is immune to both Thunder Wave and Toxic, and doesn't take much at all from Registeel's Iron Head from Registeel. He also has a colourful movepool to boot.</p>
 
[SET]
name: Offensive Baton Pass
move 1: Calm Mind
move 2: Baton Pass
move 3: Psychic
move 4: Grass Knot / Hidden Power Ground / Substitute
item: Life Orb / Leftovers
nature: Timid
evs: 252 SAtk / 4 SpD / 252 Spe

[Set Comments]

<p>Most of the time, Espeon is simply outclassed by Alakazam in UnderUsed play, due to the latter's high Special Attack, Speed, and a better movepool including coverage moves such as Focus Blast and support moves such as Encore. However, this set aims to capitalize (US spelling) on an important move that Espeon can bring to the table - Baton Pass. With Baton Pass in her arsenal, not only can Espeon completely evade her counters by Baton Passing straight away, but she can choose to make your counter even more formidable with a Calm Mind or two. With a Life Orb and an offensive EV spread, this Espeon can pose a threat both early and late in the game.</p>

<p>Earlier in the game, it is better to 'dry pass' - that is, use Baton Pass straight away without any boosts. This helps avoid dangerous counters completely, such as Spiritomb, who can cripple or outright KO Espeon. Later in the battle, Espeon can set up a Calm Mind on a switch or on a resisted attack, and proceed to pass the boost to a teammate who can eliminate Espeon's counter. Towards the end of the battle, Espeon should be able to come back in, grab a Calm Mind, and sweep with her counter(s) out of the way, courtesy of her previous recipient.</p>

[Additional Comments]

<p>The EVs listed are simple - they make Espeon as fast as possible while also bolstering her great Special Attack. Psychic is her obligatory STAB attack, whilst Grass Knot hits Milotic and Spiritomb hard. Hidden Power Ground can be used to hit Drapion and Houndoom, though it is often better to Baton Pass away from the latter. Alternatively, a combination of Substitute and Leftovers can be used to increase Espeon's longevity and block against the common Thunder Waves of Chansey and Registeel, though this limits Espeon's late-game options.</p>

<p>This set has two primary counters, and as such you should aim to have a recipient who can defeat them. Chansey and Registeel can sponge your attacks indefinitely, and cripple you with Thunder Wave. Though they don't particularly appreciate the boosts, Hitmonlee and Dugtrio make good partners to this set - it especially helps if they come in through a dry pass, as their defenses are not particularly stellar. For partners who enjoy a Calm Mind or two passed to them, Milotic is a great candidate; Espeon tends to lure in Houndoom, who does laughable damage to a Milotic in general, and even less to one with boosted Special Defense. Espeon also scares away Venusaur, one of Milotic's primary checks. Toxicroak and Blaziken can take Dark-type attacks aimed at Espeon, and nail Registeel and Chansey with STAB Fighting-type moves. They also won't need to fear a Psychic-type attack upon the switch. All of the recipients listed thus far are still crippled by Thunder Wave from the likes of Chansey and Registeel, so Nidoking makes a good partner. Due to his Poison/Ground typing Nidoking is immune to both Thunder Wave and Toxic, and doesn't take much from Registeel's Iron Head. He also has a colorful movepool to boot.</p>

Very impressive write-up Alchemator. Changes are in bold and removals in red.

GP check 1.
 
Please update this analysis with the above grammar check by jc104. I am hoping to give this its final GP check today, but it needs to be updated first.
 
Additions in bold, removals in red.
[SET]
name: Offensive Baton Pass
move 1: Calm Mind
move 2: Baton Pass
move 3: Psychic
move 4: Grass Knot / Hidden Power Ground / Substitute
item: Life Orb / Leftovers
nature: Timid
evs: 252 SAtk / 4 SpD / 252 Spe

[Set Comments]

<p>Most of the time, Espeon is simply outclassed by Alakazam in the UnderUsed UU play metagame, due to the latter's with higher Special Attack, Speed, and a better movepool. including coverage moves such as Focus Blast and support moves such as Encore. However, this set aims to capitalize on an important move that Espeon can bring to the table
Baton Pass. With Baton Pass in her arsenal, not only can Espeon completely evade her counters by Baton Passing straight away, but she can choose to make your counter even more formidable with a use Calm Mind to threaten her counters. or two. With a Life Orb and an offensive EV spread, this Espeon can pose a threat both early and late in the game.</p>

<p>Earlier in the game, it is better to 'dry pass'
dry passthat is, use Baton Pass straight away without any boosts. This helps avoid dangerous counters completely, such as Spiritomb, who can cripple or outright KO Espeon. Later in the battle, Espeon canset can set up a Calm Mind on a switch or ona a resisted attack, and proceedtopass pass the boost to a teammate who can eliminate Espeon's counters. Towards the end of the battle, Espeon should be able to come back in, grab a Calm Mind, and sweep with her counter(s) out of the way, courtesy of her the previous recipient.</p>

[Additional Comments]

<p>The EVs listed are simple
they make Espeon as fast as possible while also bolstering her great Special Attack. Psychic is her obligatory STAB attack, whilst Grass Knot hits Milotic and Spiritomb hard. Hidden Power Ground can be used to hit Drapion and Houndoom, though it is often better to Baton Pass away from the latter. Alternatively, a combination of Substitute and Leftovers can be used to increase Espeon's longevity and block the common Thunder Waves of Chansey and Registeel, though this limits Espeon's late-game options.</p>

<p>This set has two primary counters, and as such you should aim to have a recipient who can defeat them. Chansey and Registeel can sponge your attacks indefinitely, and cripple you with Thunder Wave. Though they don't particularly appreciate the boosts, Hitmonlee and Dugtrio make good partners to this set for this reason. - it It especially helps if they come in through a dry pass, as their defenses are not stellar. For partners who enjoya enjoy a Calm Mind or two passed to them, Milotic is a great candidate.; Espeon tends to lure in Houndoom, who does laughable damage to Milotic in general, and even less to one with boosted Special Defense. Espeon also scares away Venusaur, one of Milotic's primary checks. Toxicroak and Blaziken can take Dark-type attacks aimed at Espeon, and nail Registeel and Chansey with STAB Fighting-type moves. They also won't need tofeara Psychic-type attack upon the switch. All of the recipients listed thus far are still crippled by Thunder Wave from the likes of Chansey and Registeel, so Nidoking makes a good partner. Due to his Poison/Ground typing, Nidoking is immune to both Thunder Wave and Toxic., and doesn't take much from Registeel's Iron Head. He also has a colorful movepool to boot.</p>
Good set and a pretty good write-up. I removed a bunch of unnecessary lines. Also, you really like abusing hyphens when you should be using em dashes. I fixed all of them, but pay attention to them when you update the OP. Other than that and a few prose fixes, I think this is ready to go on-site.

Cheers.

GP Check 2/2
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