OK I'm quite busy now but after a couple of IRC discussions it has become clear that QC doesn't entirely agree about the course of action to take here. I want to get the discussion over with so I can write this up in a just over a week's time. This is the current analysis for baton pass celebi: Current Baton Pass set (Move your mouse to reveal the content) Current Baton Pass set (open) Current Baton Pass set (close) [SET] name: Baton Pass move 1: Baton Pass move 2: Calm Mind / Nasty Plot move 3: Giga Drain move 4: Substitute / Hidden Power Fire item: Leftovers nature: Calm / Timid evs: 252 HP / 224 SpD / 32 Spe [SET COMMENTS] <p>Baton Pass isn't exactly the first thing that comes to mind when considering Celebi's large list of viable sets. Despite its rarity, however, using Baton Pass with a boosting move is an underrated and incredible strategy on something as versatile and bulky as Celebi. Not only does it boast multiple resistances to tank attacks while boosting, but it can also hit back hard should the situation call for it. While Mew might seem like a better candidate for such a set, Celebi's very presence intimidates and forces out a larger list of threats, and Mew's own set often leaves it too vulnerable due to a lack of attacking moves and an inferior defensive typing. Outside of using Baton Pass, Celebi can also act as a bulky boosting tank, capable of boosting its Special Attack and hitting back hard with Giga Drain while avoiding dangerous attacks with Substitute or Baton Pass.</p> <p>To use this set effectively, Celebi should come in on a threat it can easily force out or set up on. Such targets include (but are not limited to) rain-reliant threats, bulky Water- and Ground-types, Breloom, and non-Taunt Gliscor. As the opponent switches in a response, Celebi should have acquired a boost or more. Baton Pass lets it escape from the clutches of Heatran, Scizor, Tyranitar, and many other counters, and pass its boosts to something more suited to facing these threats. Scizor in particular can be problematic due to its ability to use Pursuit or U-turn. Therefore, Celebi can either use Substitute to predict Pursuit and avoid U-turn or use Hidden Power Fire to take it, as well as other Steel-types, out instantly. As a bonus, if Celebi manages to keep its Substitute intact, the Baton Pass recipient can switch in safely while being even more of a threat with a form of protection.</p> [ADDITIONAL COMMENTS] <p>A specially defensive EV spread makes setting up boosts against special attackers much easier, and is especially preferred if using Calm Mind. Maximized investment in HP in particular is a requirement, allowing Celebi to tank hits better overall and, more importantly, create 101 HP Substitutes. Doing so prevents Seismic Toss and Night Shade users from breaking a Substitute in a single hit, making setting up in front of the likes of Blissey and Chansey. Even so, to maintain offensive pressure and preserve Celebi's health and ability to continue using Substitute, it is recommended to hit them occasionally with boosted Giga Drains.</p> <p>If not using Calm Mind or if you would like Celebi to beat other threats, there are several other options to consider. Celebi's Speed can be increased to outrun several important targets; such as Modest Heatran, which requires 72 Speed EVs. Additionally, investing in Special Attack and using other coverage moves allows Celebi to beat some threats without having to rely on prediction with Baton Pass. For example, 248 HP / 148 SpD+ Scizor can be OHKOed by a +1 Hidden Power Fire with Stealth Rock damage, while the same can be said for specially defensive Heatran if Celebi uses a +2 Earth Power with 84 Special Attack EVs. Celebi is also able to use Swords Dance, though using either Nasty Plot or Calm Mind is generally better in the long run as they both benefit Celebi offensively. Magic Coat is another option that prevents phazers and Taunt users (especially Terrakion) from ruining the chain. Recover allows this Celebi to function better as a sponge against special offense, while lasting long enough to find the perfect opportunity to Baton Pass. Finally, a Tanga Berry allows Celebi to tank a weak U-turn and respond, though it can always bypass this with Substitute and will miss the recovery from Leftovers.</p> <p>As this set is centered around Baton Pass and a special boosting move, teammates that benefit from Special Attack and/or Special Defense boosts are obviously mandatory. Note, however, that Celebi's multiple weaknesses mean that defensive synergy is also mandatory; recipients must be able to tank attacks such as Scizor's Pursuit and U-turn, Tyranitar's Crunch, and random Fire Blasts and Ice Beams. Using this Celebi with rain support gives it one less weakness to deal with, and there is a long list of powerful rain-based attackers to pass boosts to, although in this case, using Hidden Power Fire is ill-advised. Special attackers that have decent synergy with Celebi and benefit from the boosts include Thundurus-T, Choice Scarf Keldeo, Rotom-W, Starmie, Heatran, and Volcarona. Pairing Celebi with Magic Bounce Espeon is also a good strategy to avoid being phazed out, though keep in mind that this doubles up on Ghost-, Dark-, and Bug-type weaknesses. Finally, teammates that can deal with specific Steel-types, opposing Perish Song Celebi, Volcarona, and Tornadus are very helpful in letting Celebi set up. Heatran is a good answer to many of them, while a Scizor of your own can Pursuit-trap Celebi.</p> It is clear to me that although this was written relatively recently, and by one of our foremost QCers at that, this analysis fails to explain the true merits of baton pass celebi. Both the set and the focus of the analysis just aren't right. Excluding full baton pass teams (which this analysis does not focus on either), Baton Pass celebi is a specially defensive celebi first. Baton Pass is a secondary function, the move largely being used to escape Pursuit, while also allowing Celebi to do something productive despite being so hopelessly walled by so much of OU. Now, some QC members, with whom I personally disagree, have suggested combining baton pass and specially defensive celebi together into one set. I think this would be too complicated, and would waste what is, for the most part, a decent specially defensive celebi analysis. Here is what I think the replacement set should look like name: Baton Pass move 1: Baton Pass move 2: Nasty Plot / Calm Mind move 3: Psychic / Giga Drain move 4: Recover item: Leftovers nature: Calm evs: 252 HP / 224 SpD / 32 Spe Set comments: Primarily a Specially defensive Celebi, used to check rain teams and do whatever else specially defensive celebi does. Bearing in mind that using the move Baton Pass is already a decent idea, allowing an easy escape from Pursuit, passing a boosting move requires a surprisingly small investment – just one move Celebi, especially the specially defensive variant, is quite easily walled by a whole bunch of things, and as such often struggles to do anything productive with its free turns. This set allows Celebi to do some real damage – by letting something else do it for her! Since this is a specially defensive celebi first, recover is mandatory. Giga drain / Psychic is a respectable STAB attack – handy especially with boosts. Psychic will do more to your typical switch-ins (except ttar), while Giga Drain helps you more convincingly beat what you clearly already beat. Variety of moves can be passed. Nasty Plot is the best, passing to Keldeo. CM is more defensively useful for Celebi (ensuring it doesn't get screwed if the opponent leaves their thund-t or specs politoed in, for instance), and can aid further setup from the reciever. AC Specially defensive spread is required for dealing with rain water moves. Speed evs are recommended, as you need to move before scizor/tyranitar in order to escape. 32 Speed EVs let you outrun all TTar, while 64 will let you outrun all scizor and gothitelle (which threatens with Trick/Taunt/Signal Beam. Neither max speed scizor or gothitelle is common, but the difference is significant when they do show up) Especially with CM, even more Speed can be useful, as you can use it to take less damage from incoming special attacks before they hit you, Alternative moves – SD is decent. Baton Passing Substitute is reasonable – it's similar to U-turn, except that sometimes the opponent won't be able to break the sub and you'll get an extra turn out of it. HP Fire can be used to KO scizor (since it can still be annoying, u-turning on your receiver and switching in a counter). Probably should be used over Giga Drain. Full BP variant – Sub/CM/Baton Pass/Giga drain or recover. Good check to electric types/rain boosted water moves. Very solid booster although psychic typing is not convenient (espeon is mandatory and mr mime also a good choice) Teammates Receivers – Generally, you want something that is (effectively) very fast, reasonably powerful, and able to switch into Celebi's counters (U turn / dark resistance). It's not 100% necessary to sweep, but you need to make sure you do some good damage. Choice Scarf Keldeo is by far the best example (receiving NP) – resists dark/bug, v. fast + resists bullet punch. Water moves v. strong in rain. Some trouble with water immunes though (doesn't matter how many boosts you have) Wide variety of decent SD receivers – physical priority moves. Think Scizor, Lucario, Conkeldurr, Dragonite, maybe infernape. CM recievers that can use the defensive boost to set up further e.g agility thund-t, or just to become hard to take down. Remember, this is not a dedicated baton passer – receivers should be good in their own right, and there are also plenty of good partners that are not great receivers (e.g Heatran).