The team revolves around the abuse of baton pass to what i feel is the best extent of the move. There are obvious holes in a baton pass team but if you play this team right then it shouldn't matter. Before listing my members I would like to point out the moves that will totally mess this up. Taunt, haze, whirlwind, roar, dragon tail and to a lesser extent trick room. Oh.....and skarmorys in general are kind of a pain. Also this team rely's a little heavily on surprise, you'll usually know within the first 5-6 turns if your gonna win. So lets get started :)
Klefki @ Light Clay
Ability: Prankster
EVs: 4 HP / 252 Def / 252 SDef
Impish Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Thunder Wave
- Spikes/rain dance
Klefki is the training wheels on any team and is just a solid lead no matter how predictable it can be. It's simple: Set up the necessary screen to live the first hit then from there gauge whether you wanna set up the next screen, thunderwave or spikes or just switch. I sometimes run rain dance just to take the punch out of fire types and make it so you don't have to guess which charizard megas coming at you but it's not that helpful for the way I built this team. I find spikes are more valuable just for breaking focus sachs. You can let Klefki die in most cases at this point or save him for just in case(ie crits)and switch. next up!
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 212 HP / 252 Def / 44 SDef
Impish Nature
- Taunt/Earthquake
- Rock Polish
- Baton Pass
- Substitute
Now this is where the surprise kicks in. Nobody seems to realize how amazing gliscor is at passing speed and subs thanks to his bulk and ability which also gives him immunity to sleep and burn. Most run that toxic nonsense or knock off but this is really the true/physical pivot of this team. With proper screens applied gliscor can take a lotta hits and can almost always get a rock polish off and most of the time also a sub. Taunt is always a surprise and takes away the threat of leech seed or confusion which will travel with your baton pass. Earthquake is if you dont want him helpless to taunt himself and it can come in handy. So, you've got your speed, you might even have a sub. You might wanna stay in and earthquake but in most cases your opponent is probably gonna wanna bring in a special attacker to deal with gliscors high defense so your gonna want to start passing that speed/sub. So, ready? BATON PASS! SEE YAA!
Mew @ Weakness Policy
Ability: Synchronize
EVs: 236 HP / 20 Def / 252 SDef
Calm Nature
IVs: 0 Atk
- Flame thrower/Psyshock/aura sphere/will-o-wisp
- Barrier
- Calm Mind
- Baton Pass
This is the pokemon that inspired this whole team. My second favorite pokemon, Mew :) Mew's not great at much except for versatility and surprise and that's what were going for. Most people don't think that your gonna have multiple baton pass without making some major assumptions. Most people are gonna assume your gonna try to sweep with Mew once you've passed the speed even though that would be a pretty lame idea. Mew is the special defense pivot and a little more. once you've passed speed onto mew he's pretty good at taking special hits and if you've gotta sub and/or your screens are still up(which at least one should be) he's gonna get a chance to do work. Boost whatever defense you feel you need(usually better to use barrier first as a physically offensive switch is probably coming). Odds are theyre gonna do one of three things: bring in something to hit you super effective, bring in something to phase you out(whirlwind, roar etc) or bring in something to take a hit and status you. Lets work backwards. If they bring in something to tank a hit they'll be disappointed to realize you just got a free calm mind/barrier up and if they status you Mew has synchronize which is very nice for paralysis as speed is key. Next is phase out moves which I have two solution for that i will talk about later. Lastly is getting hit by super effective damage. Mew should have a boost to either one of his defenses by this point or possibly more, you need to be cautious at this point because you WANT that super effective hit(without killing you lol) to activate your weakness policy. Things are getting tense for you opponent by this point. I use flamethrower because fire is just more offensively useful than psychic but if you really want a STAB then i would go psyshock but aura sphere is good for surprising your opponent when they switch in dark or steel types. Will-o-wisp seems a little greedy but it can also be a life saver. So you have boosted speed, boosted defenses and its not unlikely that you also have boosted attacks and you might even still have your sub. So, once again....BATON PASS! SEE YAAA!
This is the optimal opening for this team. If you've made it this far and all you've lost is klefki, things are looking pretty damn good for you. This is where your predictions are vital so more variety of defenses and actual attacking can come into play.
Scizor @ Scizorite
Ability: Technician
EVs: 160 HP / 252 Def / 96 SDef
Impish Nature
- Bullet Punch
- Swords Dance
- Knock Off
- Baton Pass
Scizor is an amazing attacker with respectable bulk and killer typing.The debate of the actual value of his mega is understandable but for this team bulk is a must so i go mega but i suppose you could run leftovers or a life orb (though i wouldn't recommend the life orb) if your dead set against his mega form. He is your second line of physical defence and mostly to deal with ice attacks that will slaughter gliscor. His priority bullet punch is always handy and I find him to be my favorite knock off user especially when dealing with aegislash. He's a scizor! its petty straight forward: swords dance when you can and attack when you cant safely swords dance. With the speed boost he can out prioritize unboosted talonflame who will be forced to use fire attack and lose his priority in which case you just baton pass out there. Mostly though I use him just as a safe switch on certain attacks. Best advise i can give for using him in this team is to do your best to get a swords dance off and then guess what? BATON PASS!!! SEE YAAAA!
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 140 HP / 140 SAtk / 228 SDef
Calm Nature
- Air Slash
- Thunder Wave/Dazzling Gleam
- Nasty Plot
- Baton Pass
Togekiss has some good qualities and fits the criteria for this team. He's got special bulk and the notorious air slash/thunderwave flinch you down to nothing cobo with access to nasty plot and baton pass but the thing that makes him a must on this team is immunity to dragon tail. Dragon tail will wreck everything you spent all your time working on and seriously piss you off. Though dragon tail isn't always the most obvious attack you can start to assume that if it can have dragon tail, it probably does and its probably gonna use it. At a certain point your opponents gonna run out of options. He needs to either make you switch, haze you, taunt you or pray for a crit but by this point taunt wont help much, haze isn't that common and hoping for a crit isn't a strategy. That's his main role, to nuder dragon tail. Once you know dragon tails not an issue your gonna, drum roll please..........BATON PASS! S-S-S-SEEE YAAAAA!
You can try to sweep whenever you feel it's appropriate but this last pokemon is really the powerhouse, mess your shit up pokemon that if done right can kill anything in one hit and remember how i said whirlwind, roar and taunt were such problems?
Espeon @ Focus Sash
Ability: Magic Bounce
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Stored Power
- Morning Sun/Calm Mind
- Dazzling Gleam/HP Fighting
- Baton Pass
How can you not use stored power??? I mean I've seen this move take out assault vest goodras and eviolite chanseys in one shot! The real kicker is magic bounce. Just when your opponent thinks they've got you with that whirlwind guess what? magic bounce. Sticky web? magic bounce. Stealth rocks, taunt, spikes? magic bounce!!!it takes some good prediction but espeon is essential to making this team capable at taking down multiple teams instead of fearing specific threats. Focus sash is a must and getting a sub in front of him is just a beautiful thing. If you get espeon out with a rock polish, barrier and a calm mind under his belt his stored power has 160 base power plus stab! and you can stack beyond that! add a swords dance and that's 200 base power with stab! if mews weakness policy goes off and that adds 80 more! just make sure you've got something to hit dark types and your good :)
Hope you enjoy this team and think that it's a good set up. Little gimmicky and I'm sure some of the iv's could be moved around but it's the team I've made that gets the best results for me and even if you want to call it gimmicky it does take prediction and strategy to pull off :) I'd love to hear some feedback or tips especially on the ev spreads :)
Klefki @ Light Clay
Ability: Prankster
EVs: 4 HP / 252 Def / 252 SDef
Impish Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Thunder Wave
- Spikes/rain dance
Klefki is the training wheels on any team and is just a solid lead no matter how predictable it can be. It's simple: Set up the necessary screen to live the first hit then from there gauge whether you wanna set up the next screen, thunderwave or spikes or just switch. I sometimes run rain dance just to take the punch out of fire types and make it so you don't have to guess which charizard megas coming at you but it's not that helpful for the way I built this team. I find spikes are more valuable just for breaking focus sachs. You can let Klefki die in most cases at this point or save him for just in case(ie crits)and switch. next up!
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 212 HP / 252 Def / 44 SDef
Impish Nature
- Taunt/Earthquake
- Rock Polish
- Baton Pass
- Substitute
Now this is where the surprise kicks in. Nobody seems to realize how amazing gliscor is at passing speed and subs thanks to his bulk and ability which also gives him immunity to sleep and burn. Most run that toxic nonsense or knock off but this is really the true/physical pivot of this team. With proper screens applied gliscor can take a lotta hits and can almost always get a rock polish off and most of the time also a sub. Taunt is always a surprise and takes away the threat of leech seed or confusion which will travel with your baton pass. Earthquake is if you dont want him helpless to taunt himself and it can come in handy. So, you've got your speed, you might even have a sub. You might wanna stay in and earthquake but in most cases your opponent is probably gonna wanna bring in a special attacker to deal with gliscors high defense so your gonna want to start passing that speed/sub. So, ready? BATON PASS! SEE YAA!
Mew @ Weakness Policy
Ability: Synchronize
EVs: 236 HP / 20 Def / 252 SDef
Calm Nature
IVs: 0 Atk
- Flame thrower/Psyshock/aura sphere/will-o-wisp
- Barrier
- Calm Mind
- Baton Pass
This is the pokemon that inspired this whole team. My second favorite pokemon, Mew :) Mew's not great at much except for versatility and surprise and that's what were going for. Most people don't think that your gonna have multiple baton pass without making some major assumptions. Most people are gonna assume your gonna try to sweep with Mew once you've passed the speed even though that would be a pretty lame idea. Mew is the special defense pivot and a little more. once you've passed speed onto mew he's pretty good at taking special hits and if you've gotta sub and/or your screens are still up(which at least one should be) he's gonna get a chance to do work. Boost whatever defense you feel you need(usually better to use barrier first as a physically offensive switch is probably coming). Odds are theyre gonna do one of three things: bring in something to hit you super effective, bring in something to phase you out(whirlwind, roar etc) or bring in something to take a hit and status you. Lets work backwards. If they bring in something to tank a hit they'll be disappointed to realize you just got a free calm mind/barrier up and if they status you Mew has synchronize which is very nice for paralysis as speed is key. Next is phase out moves which I have two solution for that i will talk about later. Lastly is getting hit by super effective damage. Mew should have a boost to either one of his defenses by this point or possibly more, you need to be cautious at this point because you WANT that super effective hit(without killing you lol) to activate your weakness policy. Things are getting tense for you opponent by this point. I use flamethrower because fire is just more offensively useful than psychic but if you really want a STAB then i would go psyshock but aura sphere is good for surprising your opponent when they switch in dark or steel types. Will-o-wisp seems a little greedy but it can also be a life saver. So you have boosted speed, boosted defenses and its not unlikely that you also have boosted attacks and you might even still have your sub. So, once again....BATON PASS! SEE YAAA!
This is the optimal opening for this team. If you've made it this far and all you've lost is klefki, things are looking pretty damn good for you. This is where your predictions are vital so more variety of defenses and actual attacking can come into play.
Scizor @ Scizorite
Ability: Technician
EVs: 160 HP / 252 Def / 96 SDef
Impish Nature
- Bullet Punch
- Swords Dance
- Knock Off
- Baton Pass
Scizor is an amazing attacker with respectable bulk and killer typing.The debate of the actual value of his mega is understandable but for this team bulk is a must so i go mega but i suppose you could run leftovers or a life orb (though i wouldn't recommend the life orb) if your dead set against his mega form. He is your second line of physical defence and mostly to deal with ice attacks that will slaughter gliscor. His priority bullet punch is always handy and I find him to be my favorite knock off user especially when dealing with aegislash. He's a scizor! its petty straight forward: swords dance when you can and attack when you cant safely swords dance. With the speed boost he can out prioritize unboosted talonflame who will be forced to use fire attack and lose his priority in which case you just baton pass out there. Mostly though I use him just as a safe switch on certain attacks. Best advise i can give for using him in this team is to do your best to get a swords dance off and then guess what? BATON PASS!!! SEE YAAAA!
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 140 HP / 140 SAtk / 228 SDef
Calm Nature
- Air Slash
- Thunder Wave/Dazzling Gleam
- Nasty Plot
- Baton Pass
Togekiss has some good qualities and fits the criteria for this team. He's got special bulk and the notorious air slash/thunderwave flinch you down to nothing cobo with access to nasty plot and baton pass but the thing that makes him a must on this team is immunity to dragon tail. Dragon tail will wreck everything you spent all your time working on and seriously piss you off. Though dragon tail isn't always the most obvious attack you can start to assume that if it can have dragon tail, it probably does and its probably gonna use it. At a certain point your opponents gonna run out of options. He needs to either make you switch, haze you, taunt you or pray for a crit but by this point taunt wont help much, haze isn't that common and hoping for a crit isn't a strategy. That's his main role, to nuder dragon tail. Once you know dragon tails not an issue your gonna, drum roll please..........BATON PASS! S-S-S-SEEE YAAAAA!
You can try to sweep whenever you feel it's appropriate but this last pokemon is really the powerhouse, mess your shit up pokemon that if done right can kill anything in one hit and remember how i said whirlwind, roar and taunt were such problems?
Espeon @ Focus Sash
Ability: Magic Bounce
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Stored Power
- Morning Sun/Calm Mind
- Dazzling Gleam/HP Fighting
- Baton Pass
How can you not use stored power??? I mean I've seen this move take out assault vest goodras and eviolite chanseys in one shot! The real kicker is magic bounce. Just when your opponent thinks they've got you with that whirlwind guess what? magic bounce. Sticky web? magic bounce. Stealth rocks, taunt, spikes? magic bounce!!!it takes some good prediction but espeon is essential to making this team capable at taking down multiple teams instead of fearing specific threats. Focus sash is a must and getting a sub in front of him is just a beautiful thing. If you get espeon out with a rock polish, barrier and a calm mind under his belt his stored power has 160 base power plus stab! and you can stack beyond that! add a swords dance and that's 200 base power with stab! if mews weakness policy goes off and that adds 80 more! just make sure you've got something to hit dark types and your good :)
Hope you enjoy this team and think that it's a good set up. Little gimmicky and I'm sure some of the iv's could be moved around but it's the team I've made that gets the best results for me and even if you want to call it gimmicky it does take prediction and strategy to pull off :) I'd love to hear some feedback or tips especially on the ev spreads :)