No reason to not allow people to put in their thoughts about the suspect test.Quick question. Can people that aren't on the council list nomination thing post here?
I don't quite follow your reasoning. For 1), if you make a mistake vs any team you should probably lose. BP is actually easier to recover against. 2) is a gross exaggeration, obviously, but also severely misguided even if you were to say 50%. If you have two good players, the person who's against BP will lead with something that doesn't lose to Torchic or Gothita which is 99% of the metagame (yes, I am ironically saying 99%; it's not actually 99%, it's just "a lot"). The only reason people think it's determined by lead match-ups is because that's when the idiot playing BP is going to make a mistake - not later in the game.Writing posts sucks.
Anyway, I think Levi's post hit the nail on the head - it explains perfectly why I think Baton Pass is deserving of a nerf. A lot of the stuff has been addressed in the metagame discussion thread, so I don't feel like reposting that either. Basically, the reason I think Baton Pass is deserving of a nerf is twofold: 1) If you make any mistake at all vs it, you lose, and 2) the game is determined 99% of the time by the lead matchup. These two elements imo make full Baton Pass uncompetitive and stupid, to quote myself. I'll post more in the morning, but I've had a long day and I want to get some sleep.
First of all, I got reqs using a team with 5 destiny bond users and Mienfoo and I threw in some BP here and there. It doesn't mean shit - they were both gimmicks.i love how people are calling baton pass a gimmick when aerow got reqs with that alone. calling it a gimmick is just sheer ignorance.
also, match ups influece literally any game stop acting like theres something different about match ups vs bp please.
however bri i have won with baton pass against quality players with better matchups. earlier today aerow and i were testing and i beat her ziggy team with bp, cant link it bc im on mobile tho. bp can beat its checks ad counters, but you have to play really well to do so.
Yea, I'm finding it difficult to take this suspect seriously myself lolGood job LC on voting in a suspect almost no-one is arguing is actually broken.
I'm pretty sure a player decidedly loses to Memento + Zigzagoon if they don't have something that can take a +6 Extreme Speed, meaning the team is forced to either keep their Archen in high health, make sure their Spritzee's Eviolite is not removed, get off some early- to mid-game shuffling the opponent through hazards, or preserve whatever their Normal resist is. Diglett and Cottonee are very fast users of Memento and Zigzagoon users will usually always have a Fighting-type like Timburr to deter blocking Memento with Pawniard.The main difference between having to pack a check for Baton Pass chains and having to pack a check for other archetypes like Zigzagoon offense or Birdspam is that even if you do not have a dedicated check to Zigzagoon offense or Birdspam, you can still pull off a clean win by sufficiently pressuring the opponent's team and baiting out and removing their win conditions. On the other hand, if you lack a Baton Pass check and you're up against a Baton Pass chain, you're pretty much guaranteed to lose, bar factors that are irrelevant to decisions made by the players.
That's low ladder, and every tier has one of those. If wanting to prevent certain playstyles from deterring players on the low ladder from playing Little Cup is something you're concerned about, the best thing to do is suggest them some resource threads in the LC forum, because full Baton Pass is definitely not the only thing they're bummed about facing. People on the low ladder lose to everything, including the most gimmicky things you can imagine, because they bring Chikorita/Chimchar/Piplup teams. They lose to Nasty Plot + Swift Meowth if you bring it.3) Is a combination of 1 and 2 deterring individuals from playing Little Cup?
Here's my main point. I've played pretty extensively with BP. It's how I developed my current anti-Cottonee bias. Hell, one time I even tried to ladder using solely BP on my alt B&PBerkeley. If you look up my stats, they weren't super great. Team was suboptimal, player was suboptimaler, but my main thing is this: the number of people I met on the low ladder who said something to the extent of "oh there's no bp clause here? lame" was staggeringly large. These people would then be turned away from LC. Perhaps it is the stigma that OU set with its truly broken BP, but the general scrub consensus seems to be that we should have some sort of thing in place to control bp, even if it isn't truly broken. Frankly put, 2 alone is deterring people.
This statement I just bolded basically supports the idea that not preparing has its consequences and suggests nothing that sounds like logical reasoning to want to suspect something. The same thing happens when you face Fletchling without bringing a Fletchling check: you regret not having brought a Flying resist. You can't complain about having to face something if you don't prepare for it, but the difference here is that Fletchling is actually a legitimate threat to prepare for. Playing against Baton Pass really only requires not being an idiot by giving the opponent free setup turns (such as by leading with a hazard setter or something and not applying pressure like any decently smart player would) early on in the match.1) Is Baton Pass broken?
Baton Pass isn't "broken" but it's annoying as shit. TBH I've never thought of it as broken but I've definitely had matches against it where I've kicked myself for not bringing a proper check.
4) If there is a Baton Pass nerf, how exactly are we nerfing it?
Not really sure about this, as I have heard that Torchic quickpass to stuff like Cubone is actually the more dangerous form of BP. However, as I never saw it once on the ladder, and it still seems not too hard to stop, I don't want a complex ban cause they are just dumb in general.
So yeah probably just limit to 3 or 4 mons.
I would say a limit of 3 mons if bpass were to hypothetically be banned. This wouldn't hurt quickpass, and it would stop full chains, which is the intent of this suspect.
Yea, having one or two mons with Baton Pass on a team, which is the nerf some people posting here seem to have in mind, is ironically more effective in the LC metagame at large than a full Baton Pass team. Everyone knows what Torchic does and everyone can recognize a Baton Pass team at Team Preview. SubPass Mienfoo is the best user of the move in my opinion because of its unpredictability and also its ability to set up Substitutes for free against Knock Off. Full Baton Pass is honestly much more of a liability/handicap to the player using it than anything else, because it literally auto-loses to so many popular things.I don't think that Baton Pass deserves to be banned as a playstyle, but BP chains can be nerfed by reducing the number of Baton Pass users to one or two, in order not to avoid QuickPass from the tier.
Are you for real? Even bad players know that you don't have to resort to unorthodox sets to easily deal with Baton Pass. The ways to beat Baton Pass are so bountiful in LC that it's not even funny. It's not difficult at all to incorporate something into a Little Cup team that deals with Baton Pass and also has other important uses even if Baton Pass were not taken into consideration.1) Is Baton Pass broken?
You can always run stupid crap like jolly subfletch since that 100% beats bpass, though! ALSO bpass is so match up reliant it's not even funny
^ This sums up everything that probably needs to be said as far as why Baton Pass is fine, and I wish I could click Like on this a thousand times. It's your own fault as a player if the reason you lose is because you mess up this many times.Only difference here is that you can pick exactly which Pokemon you want to check Baton Pass and lead it against anything. You don't need to build your entire team with the threat in mind, you just need one Pokemon. If you fail to actually consider Baton Pass at all in teambuilding and somehow build a team that doesn't incorporate a single user of Taunt, Encore, or Whirlwind, doesn't have an appropriate set-up Pokemon, doesn't have an appropriate wallbreaker, AND you lead the wrong Pokemon, why should you win?
Apparently, if you keep offensive pressure or have a sexy VoltTurn team you have an assured win vs. Full BP chains. It's something I semi disagree with because as you said, you don't need an entire team dedicated to this playstyle when Pokemon like Fletchling can easily 6-0 full chains with ease.Tbh I still have yet to see someone adequately explain how BP's a matchup based style. It's kinda confusing since checks to BP are easy to fit on any team style without disrupting synergy.
http://replay.pokemonshowdown.com/lc-218171274 This is a classic volt-turn team and my BP chain found its counter in Gastly and Fletching even if I didn't autolose to them. There were two 50/50 situations (Turn 2 and Turn 18) and a roll that made me lose. But the opponent's volt-turn didn't carry something to have a better matchup against Baton Pass chains, but it's pretty standard.Tbh I still have yet to see someone adequately explain how BP's a matchup based style. It's kinda confusing since checks to BP are easy to fit on any team style without disrupting synergy.
I think this misconception is the case in point (#lawyer).1) Is Baton Pass broken?
This actually depends on three things: your team, the BP team, and who's using it and who's facing it:
If your team is a hyper offensive one that includes some few sweepers or is just some standard Voltturn team then you'll pressure the opponent who's using a BP team and you won't be having much of a hard time, if you have a Pokémon with Taunt/Encore such as Mienfoo and Cottonee, Pokémon that can use Haze, or a phazer such as Whirlwind Hippopotas then you won't be having a hard time either, it's pretty much just about the team matchups and it doesn't mean that you automatically lose if you lack some Pokémon that can play the roles that I've stated but you'll just have a harder time while facing it and you'll be forced to predict heavily and go through some annoying 50/50s which can be quite problematic and is the main reason why Baton Pass got suspected. Heysup, you say that if the team lacks one of those things that can deal with BP and you're forced to do the 50/50s then the team sucks but isn't being obliged to run one of those moves that won't have much of a use except for Baton Pass some kind of slight overcentralizion that led to restrict teambuild a little bit? Well, I understand that most LC teams if not all include some sweepers that can force the BP user and heavily pressure them in the first but these sweepers won't be successful all the time if they're physically oriented ones because BP teams usually lead with Torchic which can use Will-o-Wisp on them (even though this will be on the price of sacrificing a boosting move such as SD or Curse but it's still a better option tbh), render them kind of useless, and proceed with what it was going to do but once again not a lot of people will fall for that but it's still a possibility and it's something that happened to me and a lot of other people that tried that way, so having a sweeper isn't always the best BP check (free Flying/Fire Fletchling!) but there are still these other solutions that I stated and Will-o-Wisp isn't that of a common move on Torchic but tbh it should be used more.
Is there any proof of this at all?Lastly there is the difference provided by the person that is using BP, if you give two different users one that has a decent competitive experience and that can predict well and not choke and another one that is new to the competitive scene then you'll have two different results even though they have the same team and face the same team that used by the same person as BP needs to concentrate and make the right decisions all of the them and play around the mons that can check the team's archetype constantly through the game, something that not a lot of people are able to. There is also the criterion of the person that is facing the team and that will be forced to make the right plays too especially if they lack an easy answer such as the ones I stated before and I'm pretty sure that this is the reason why a great LC player such as Heysup thinks that BP is fine while a lot of beginners in the LC room say that BP is broken and that they have a hard time to deal with it.
3) Is a combination of 1 and 2 deterring individuals from playing Little Cup?
Kinda, beginners are the ones that get annoyed by those much and even some experienced people do when they don't have the right matchup while facing it.
First of all, it's not necessary for you to carry something that auto wins against Baton Pass, Haze Surskit is kinda just for Baton Pass, otherwise trying to stop sweeps with something that is almost dead Turn 1 is bad. Anyways, my point is, answers to Baton Pass don't have to be just for Baton Pass. Life Orb Gastly is a great 'Mon on offense to break Stall and Balance, Taunt Mienfoo helps by stopping set up sweepers and prevents hazards from getting up (to an extent). Whirlwind on a Stall team is nothing less than common, due to how good Hippopotas is on Stall. Again, someone says that Baton Pass is match up reliant, and again, I fail to realize how it is. All you need to do is pressure your opponent (which you can do in several ways e.g hazards, wallbreakers, whirlwind) to the point where their chain can't last. Taunt users and Encore users help a lot as well, and as Heysup has been mentioning, Fletchling destroys a chain if you have a way to put Torchic in range of an Acrobatics.1) Is baton pass broken?
in certain situations, yes, and in others, it's a joke. If your team doesn't carry something that auto wins vs it, such as haze surskit or LO gastly, then it can be stupidly difficult to play, but if you do it's a laughable thing to play. The thing that makes it not overpowered in the least, in my opinion, is that its counters are very common, and even if you don't have one if you can pressure the opponent correctly you can usually win. While not broken, Baton pass is incredibly matchup reliant, making it very unhealthy for the metagame, but not broken
2) Is baton pass making LC not fun?
well, is fighting baton pass chains fun? while baton pass chains are not making LC as a whole less fun, fighting a baton pass chain is really, really, really not fun, whether you auto lose or auto win vs it.
Oi, I'll have you know I played shitty in the game. It was like my fifth bp game ever, so I wasn't aware Foo could survive EQ too.Edit: as I wrote this, Merritt challenged me (using the team I listed in my previous post ;D) I personally used my favorite way of breaking through chains (BRUTE STRENGTH) to deal with it pretty easily.
http://replay.pokemonshowdown.com/lc-218231787
You don't need all that fancy taunt phasing encore crap, but Goddess Briyella said it before. Taunt is the most common filler on our most common mon, Pawn swallows these teams whole, as does Fletch. Snivy performs excellent versus these, Corphish hits like a grown man. Basically setting up aside them and wearing them down is just as easy as Phazing if you don't want to jeopardize your precious HO team.
I've been trying to push forward the mentality that people should actually fucking think before nominating stuff because as the situation is right now, Baton Pass could be banned based on the whim of a few (albeit, experienced) LC players.It's honestly quite irritating to see those people who put Baton Pass as one of their suspects in the other thread just suddenly laugh it off as a joke here when they clearly either seriously considered it themselves initially or, more likely, have no idea what they're even trying to talk about, haven't actually formulated their own opinion, and are just going with the flow. There's nothing wrong with people switching over their opinions after playing with it more or going through more arguments, and at this rate I might change my mind as well, but to have users go from clamouring for a Baton Pass suspect to totally ridiculing it in the blink of an eye is a bit of a stretch, and sort of makes me question whether they're even trying to *contribute* to the tier.
While I usually think the concept of "free win" is pretty ridiculous, I have to say BP is an appropriate use of it. However I will say that alone those Pokemon are NOT free wins. Look at how I played against a BP team with my Fletchling team. I just lead with Magnemite and Volt Switched to Fletchling on something and then +2 GG'd them. I didn't just derp with Fletchling turn 1 and hope for a 6-0.With that being said, I would still like to address a few points that have been brought up -
Fletchling, Drilbur, Pawniard and pals are not a free win against Baton Pass. In terms of lead match-ups, Baton Pass teams that carry one of Drifloon or physically defensive variants of Mime Jr or Buneary (Mime Jr in particular is basically mandatory for most chains anyway) almost always win against Fletchling, because +0 Acrobatics can't OHKO Torchic and +1 Acrobatics can't OHKO the aforementioned Baton Pass staples, allowing the Baton Pass user to Will-o-Wisp -> Substitute -> Baton Pass to Defense boosting recipient -> have BJ activated as the BP user boosts Defense -> Barrier again if Mime Jr and then pass to whatever, or pass to Munna otherwise, who easily avoids the 2HKO from Acrobatics and KOs with a 100 BP Stored Power after five rounds of burn. Pawniard loses even more badly because the BP user can Protect -> Substitute until BJ activates -> burn -> pass to Mienfoo, who then forces Pawniard out or KOs it, crippling Pawniard to the point that it won't be threatening the chain for the rest of the match. Drilbur forces a 50/50 depending on whether Torchic Subs/burns or Protects on Drilbur's SD or Earthquake, as a -2 Drilbur can't OHKO Torchic and a +0 Drilbur will be set-up bait for the bp chain's Defense booster. Gastly and Abra also force a 50/50 depending on whether Torchic Subs or Protects, because if Torchic can safely get a teammate in with Speed boosts, then it can go to the Special Defense booster to wall Abra or to Mienfoo to Knock Off Gastly.
It's a gross exaggeration to say that any moderately powerful Pokemon is able to put a stop to Baton Pass on its own, and even phazers/Taunters can be Taunted by the Baton Pass chain's own Taunt users. Hazards aren't nearly enough to even heavily impact chains because while you're setting up hazards, the opponent is setting up boosts and Substitutes and just overall becoming nigh invincible. I feel like a lot of people aren't giving enough credit to the number of tools Baton Pass has.
http://replay.pokemonshowdown.com/lc-218171274 This is a classic volt-turn team and my BP chain found its counter in Gastly and Fletching even if I didn't autolose to them. There were two 50/50 situations (Turn 2 and Turn 18) and a roll that made me lose. But the opponent's volt-turn didn't carry something to have a better matchup against Baton Pass chains, but it's pretty standard.
http://replay.pokemonshowdown.com/lc-218173165 This is a better matchup for Baton Pass and I lost due to a para, another 50/50 with Torchic vs Pawniard and the final damage roll on Mienfoo.
http://replay.pokemonshowdown.com/lc-218175187 There was litterally no chance for me to win this battle because my opponent had Taunt Stunky, Life Orb Gastly and Scarf Chinchou. This is the team I've been using for the LC Swiss Finals against Heysup without changing anything. This was a "one-way" battle because of matchup.
http://replay.pokemonshowdown.com/lc-215775733
This is a battle vs Heysup in which he uses a team with Fletch-Diglett core, he just needed to get +2 with Fletchling to win easily against my whole BP chain.
I'll bring you other replays of Baton Pass maybe against Sticky Web or against TorchPass and Bulky Offense in order to see other common matchups. I think that Baton Pass is a very weak playstyle and can win against a very few good matchups. And even if it has a good matchup it can lose some 50/50 and coinflips that make it lose. By the way I wouldn't say that a team without any check for Baton Pass is a shitty team because there are some exceptions in which the playstyle itself can't deal with Baton Pass (Semistall and "Stall"). But normally Baton Pass hasn't got a good matchup against the majority of the playstyles because you don't need to put some counters to deal with it. I can understand that 50/50 situations are very annoying and some players could consider it detrimental for the competitiveness in the LC Tier, but we can't say that it's centralizing and, therefore, it can limit the teambuilding (at least for the majority of playstyles).
Haze is a great 4th move on surskit, useful for stopping BU timburr and CM spritz sweeps. These answers are otherwise viable, but if you have them it's a pretty algorithmic win, and if you don't you lose. there are many viable answers to baton pass, but there are other options that people would like to run but cannot because of baton pass. For example, when I feel like laddering I must run SD on fletchling, when I would like to run overheat. Baton pass is free points if your team can deal with it, but I'd much rather get the best LC battler ever and learn something from my loss and have a fun battle than get 'free points'. For me, the ladder is about having fun, not how many points I have.First of all, it's not necessary for you to carry something that auto wins against Baton Pass, Haze Surskit is kinda just for Baton Pass, otherwise trying to stop sweeps with something that is almost dead Turn 1 is bad. Anyways, my point is, answers to Baton Pass don't have to be just for Baton Pass. Life Orb Gastly is a great 'Mon on offense to break Stall and Balance, Taunt Mienfoo helps by stopping set up sweepers and prevents hazards from getting up (to an extent). Whirlwind on a Stall team is nothing less than common, due to how good Hippopotas is on Stall. Again, someone says that Baton Pass is match up reliant, and again, I fail to realize how it is. All you need to do is pressure your opponent (which you can do in several ways e.g hazards, wallbreakers, whirlwind) to the point where their chain can't last. Taunt users and Encore users help a lot as well, and as Heysup has been mentioning, Fletchling destroys a chain if you have a way to put Torchic in range of an Acrobatics.
Also, I don't get why people are calling it not fun. It may be annoying to face if you fought it for like the 50th time, but it's defenitely not deterring anyone from the tier or making Little Cup less fun. Baton Pass is just free points if you know how to deal with it, there's not much else to know.
pls don't ban bp
Hopefully you mean nerfing Baton Pass because the move itself is nowhere near broken. To be totally honest, I think Baton Pass teams make the metagame healthier in a way, as it introduces a new archetype that you need to prepare for when teambuilding and strongly differs from the standard VoltTurn and Bulky Offense. It's not a skill-less strategy that relies on luck (like Swagger was) and, if both players are competent, it requires the user to make good plays and predict the opponent, so as to not be caught by a Taunt / Encore / Haze mon or trapped by a Gothita or something. It's an annoying playstyle to fight against, but it's not broken or making the metagame unhealthy really; it's simply a matter of people not wanting to have to prepare for the archetype nor actually predict against it. Limiting a strategy based on this isn't unheard of and it is possible due to the way the current suspect is set up but it just feels... idk gross that that'd we be limiting a team type that isn't all that hard to overcome if played against correctly. There's not harm in nerfing Baton Pass to 2-3 mons, but there's also no true reason to in my opinion.Haze is a great 4th move on surskit, useful for stopping BU timburr and CM spritz sweeps. These answers are otherwise viable, but if you have them it's a pretty algorithmic win, and if you don't you lose. there are many viable answers to baton pass, but there are other options that people would like to run but cannot because of baton pass. For example, when I feel like laddering I must run SD on fletchling, when I would like to run overheat. Baton pass is free points if your team can deal with it, but I'd much rather get the best LC battler ever and learn something from my loss and have a fun battle than get 'free points'. For me, the ladder is about having fun, not how many points I have.
and I would like for someone to actually answer the question: If we can make LC a better metagame by banning Baton pass, why wouldn't we? I see no reason to not ban it if it can make LC a healthier metagame.