This is my team. I use it on Shoddy, sometimes. The idea that I had was to dump a gigantic amount of stat boosts into one pokemon. I thought long and hard about which pokemon would be most frightening with huge stat boosts, and I settled on Tyranitar. The purpose of this team is to set up a BP chain, and then sweep my opponent's team with an invincible (barring critical hits) Tyranitar.
I realize that there are a number of things that can screw over Baton-passing teams. Please don't tell me to get rid of the team's concept. It's far from game-breaking, I know. I want help with the individual pokemon, and with the implementation of my strategy. I do not want to make a team centered around a different concept.
Ambipom (M) @ Focus Sash
Ability: Pickup
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Fake Out
- Agility
- Baton Pass
- Taunt
This guy is super-important. His speed boosts make the baton-passing chain possible. Taunt screws over Stealth Rock, Status, and (P)Hazing. First, I fake out. Then I use agility or taunt as I see fit - it depends on what pokemon I'm up against. If someone's obviously going to roar, I BP to Mr. Mime. If not, I pass to Smeargle. Focus sash allows me to survive a big hit while I agility. Obviously, priority move users can be a big problem for this guy, but most of them have no business being in on an Ambipom, anyway.
Mr. Mime (M) @ Leftovers
Ability: Soundproof
EVs: 252 HP/122 Spd/136 SDef
Calm nature (+SDef, -Atk)
- Baton Pass
- Calm Mind
- Encore
- Thunderbolt
This is my counter to Roar-ers if I haven't had time to set up ingrain, yet. He also counters Yanmega pretty effectively, since Bug Buzz does nothing to him. He can also heavily damage Skarmory, if the metal vulture tries to Phaze away my stat-boosts. It can also be really funny if my opponent switches in Gyarados, thinking that he has me countered. Encore is a really useful move, which allows this team to set up more. Mr. Mime's boosts send Tyranitar's Sp. Defense into the stratosphere, and power up his ice beam.
Scizor (M) @ Leftovers
Ability: Swarm
EVs: 184 HP/176 Def/148 Spd
Impish nature (+Def, -SAtk)
- Roost
- X-Scissor
- Swords Dance
- Baton Pass
This guy is a good physical wall after an Acid Armor or two, which gives him opportunities to set up. Without him, Tyranitar's sweeps become impossible. X-Scissor is there for the rare times when Scizor actually needs to attack. Roost heals damage, in case I need to before Swords Dancing again.
Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/252 Def/68 SAtk
Bold nature (+Def, -Atk)
- Aqua Ring
- Acid Armor
- Baton Pass
- Surf
Vaporeon is great. This guy's very bulky, and has two very useful things to Baton Pass. Aqua Ring might not seem like it does much, but that + Ingrain + leftovers makes for a lot of healing each turn. Acid Armor is very important, for everyone besides Smeargle and Ambipom.
Smeargle (M) @ Focus Sash
Ability: Technician
EVs: 252 HP/6 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Spore
- Ingrain
- Spider Web
- Baton Pass
After an agility, he outspeeds almost everything. Spore puts something to sleep, which either forces a switch, or allows for some set-up time. Ingrain is super important for the team, because it provides a little bit of extra healing, and I don't have to worry about Phazers as much. Spider Web is mostly filler, but if I have time to trap something, it can be very useful. Focus Sash allows him to take a hit switching in, unless Sandstorm is going.
Tyranitar (M) @ Leftovers
Ability: Sand Stream
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Crunch
- Dragon Claw
- Earthquake
- Ice Beam
This guy is an absolute monster. Crunch is a powerful stab, and after two or three swords dances, it can OHKO most things that think they can wall him. Earthquake hits super-effective against a lot of opponents, and Dragon Claw gives me a neutral attack against a huge array of types. Even though Tyranitar is adamant, Ice Beam still OHKOs most of the things that I want to hit with it after a couple calm minds. Mostly, I want to be hitting Gliscor and all those Dragons super-effective.
...
Rate me!
I realize that there are a number of things that can screw over Baton-passing teams. Please don't tell me to get rid of the team's concept. It's far from game-breaking, I know. I want help with the individual pokemon, and with the implementation of my strategy. I do not want to make a team centered around a different concept.

Ambipom (M) @ Focus Sash
Ability: Pickup
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Fake Out
- Agility
- Baton Pass
- Taunt
This guy is super-important. His speed boosts make the baton-passing chain possible. Taunt screws over Stealth Rock, Status, and (P)Hazing. First, I fake out. Then I use agility or taunt as I see fit - it depends on what pokemon I'm up against. If someone's obviously going to roar, I BP to Mr. Mime. If not, I pass to Smeargle. Focus sash allows me to survive a big hit while I agility. Obviously, priority move users can be a big problem for this guy, but most of them have no business being in on an Ambipom, anyway.

Mr. Mime (M) @ Leftovers
Ability: Soundproof
EVs: 252 HP/122 Spd/136 SDef
Calm nature (+SDef, -Atk)
- Baton Pass
- Calm Mind
- Encore
- Thunderbolt
This is my counter to Roar-ers if I haven't had time to set up ingrain, yet. He also counters Yanmega pretty effectively, since Bug Buzz does nothing to him. He can also heavily damage Skarmory, if the metal vulture tries to Phaze away my stat-boosts. It can also be really funny if my opponent switches in Gyarados, thinking that he has me countered. Encore is a really useful move, which allows this team to set up more. Mr. Mime's boosts send Tyranitar's Sp. Defense into the stratosphere, and power up his ice beam.

Scizor (M) @ Leftovers
Ability: Swarm
EVs: 184 HP/176 Def/148 Spd
Impish nature (+Def, -SAtk)
- Roost
- X-Scissor
- Swords Dance
- Baton Pass
This guy is a good physical wall after an Acid Armor or two, which gives him opportunities to set up. Without him, Tyranitar's sweeps become impossible. X-Scissor is there for the rare times when Scizor actually needs to attack. Roost heals damage, in case I need to before Swords Dancing again.

Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/252 Def/68 SAtk
Bold nature (+Def, -Atk)
- Aqua Ring
- Acid Armor
- Baton Pass
- Surf
Vaporeon is great. This guy's very bulky, and has two very useful things to Baton Pass. Aqua Ring might not seem like it does much, but that + Ingrain + leftovers makes for a lot of healing each turn. Acid Armor is very important, for everyone besides Smeargle and Ambipom.

Smeargle (M) @ Focus Sash
Ability: Technician
EVs: 252 HP/6 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Spore
- Ingrain
- Spider Web
- Baton Pass
After an agility, he outspeeds almost everything. Spore puts something to sleep, which either forces a switch, or allows for some set-up time. Ingrain is super important for the team, because it provides a little bit of extra healing, and I don't have to worry about Phazers as much. Spider Web is mostly filler, but if I have time to trap something, it can be very useful. Focus Sash allows him to take a hit switching in, unless Sandstorm is going.

Tyranitar (M) @ Leftovers
Ability: Sand Stream
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Crunch
- Dragon Claw
- Earthquake
- Ice Beam
This guy is an absolute monster. Crunch is a powerful stab, and after two or three swords dances, it can OHKO most things that think they can wall him. Earthquake hits super-effective against a lot of opponents, and Dragon Claw gives me a neutral attack against a huge array of types. Even though Tyranitar is adamant, Ice Beam still OHKOs most of the things that I want to hit with it after a couple calm minds. Mostly, I want to be hitting Gliscor and all those Dragons super-effective.
...
Rate me!