Hello fellow Poketrainers! I will introduce myself initially so you get a quick idea since I am new and this is also my first forum post.
I am Iondark, a new player to competitive, but as many others have been playing Pokemon since I've been a kid with my GameBoy. I started taking Pokemon on the competitive side in 6th gen so it is new to me, but I am familiar with the mechanics by now as I've been playing competitively since the release of X/Y. I am currently in the 1500 rating, as I made a new account to use this team exclusively on it to play-test it.
Now for the Pokemon. Basically I felt like I haven't seen any baton pass teams at all currently, and I always thought they were neat to play because of all the different possibilities you have to do with constant changes.
Glance at the baton-squad
Goal:
Get as many stat boosts until I feel safe to sweep through the opposing team with ease with the least losses possible.
Usually lead with Gorebyss who runs Shellsmash to pass it off, and then chain off that, to sweep with M-Mawile or Espeon.
I am currently looking for help improving the team, any tips will be greatly appreciated because I know this team is not top notch as I recently made it and play tested it for quite a few hours. This is my first thought out team. It initially ran Scizor instead of Mawile, but Mawile has so much power to take advantage of.
Espeon @ Leftovers
Modest nature | Magic Bounce
252 SpA / 252 Spe / 4 HP
-Baton Pass
-Calm Mind
-Dazzling Gleam
-Stored Power
Explanation:
Pretty much staple to a baton pass team because of Magic Bounce. She also carries Stored Power which our wonderful beauty gets STAB on, after a Shell Smash gets an amazing 210 BP ([20 + 20*6] * 1.5 STAB) which makes her the special sweeper of the team. Dazzling gleam is an alternative attack to use to hit Dark types effectively where Stored Power will not.
I generally want to keep Espeon behind a Substitute because she really is a glass cannon, and losing the passing train is a big hit to this team working.
Plans for Espeon:
Currently I am unsure if I want to keep Calm Mind on her or give her another attack move to give more coverage and/or another attack to use if I do not have enough boosts for Stored Power.
Mawile @ Mawilite
Adamant nature | Intimidate
252 Atk / 128 HP / 128 Spe
-Baton Pass
-Sucker Punch
-Play Rough
-Ice Punch
Explanation:
Mega-Mawile is a beast, this thing got a huge overhaul with the mega-evolution, huge power is great. Basically the main sweeper other than Espeon on the team, but is more reliable when unboosted, even 1HKO popular threats in the current meta-game while unboosted. Sucker Punch is to have priority, Play Rough for strong stab which 1HKO's most things after a +2 Atk boost. The EV's for Mawile meant to have enough speed to outspeed on of the biggest threats it has, Garchomp, at full speed with a speed beneficial nature, but only AFTER Mawile gets 2x speed boost.
Plans for Mawile:
Mawile replaced the Scizor I initially had, mostly because I didn't even know she learned Baton Pass until I did more research into it. I am currently unsure about Ice Punch for now, but it is there to get some extra coverage, looking at Earthquake users. I am considering replacing Ice Punch with Fire Fang to be able to guaranteed 1HKO most Excadrill sets without an attack boost, but leave Glicor as a possibly bothersome wall if he runs a set with Earthquake for an unboosted Mawile, which will be rare but still something I have to look as a possibility.
Some calcs:
Mr. Mime @ Leftovers
Bold nature | Soundproof
252 HP / 252 Def / 4 SpD
-Baton Pass
-Barrier
-Calm Mind
-Substitute
Explanation:
Mr. Mime needs very little explanation as to why he is on the team. Being one of the staples to pretty much any team because of Soundproof to help avoid Roar and other sound moves since they go thru Substitute. The move-set is pretty much basic, 2 boosting moves for the obvious passing along, and Substitute because pretty much everyone runs it on this team, a free sub prediction can easily win the game.
Plans for Mr. Mime:
I honestly do not have many big plans for him because he is pretty much a staple to this team. Any tips or thoughts from anyone else is appreciated.
Vaporeon @ Leftovers
Bold nature | Water Absorb
240 HP / 140 Def / 128 SpD
-Baton Pass
- Surf
- Acid Armor
-Substitute
Explanation:
Vaporeon is one of those choices I am still unsure of. She is quite bulky and with this EV spread gives out a 115 HP Substitute which is quite nice. Acid Armor is the boosting move she gets and is quite nice, 2x defense right away, and her water typing makes have subs that don't fall apart too easily, and often times can survive 2-3 hits if not being hit by Electrical or Grass attacks. Surf is chosen here because of the extra damage it puts out over Scald which is the typical move on Vaporeon, which is only used when I'm trying to be offensive with her. I have performed some decent sweeps using Vaporeon after a Shell Smash was passed onto it.
Plans for Vaporeon:
Still unsure how secure her spot is on the team, but she still holds a very solid role, absorbing water and ice attacks that would go super effective on Gliscor.
Gliscore @ Toxic Orb
Impish nature | Poison Heal
252 HP / 252 Def / 4 Spe
-Baton Pass
-Defog
-Earthquake
-Substitute
Explanation:
This Gliscor set doesn't run a boosting move but instead runs defog, because hazards are a nuisance to Baton Pass because of all the flipping around, it would become too much residual damage for the team to handle, even with Magic Bounce they can sometimes get off (Prankster setters or things similar). Toxic Orb also triggers the turn that he get Baton Passed in which is great. He is my current answer to threats like Mega-Lucario (Physical), which is very present in the current meta-game. Gliscor 1HKO's after a +2Atk boost from the Shell Smash AND out-speeds him as well.
Some Gliscor vs Mega-Lucario stats:
I am Iondark, a new player to competitive, but as many others have been playing Pokemon since I've been a kid with my GameBoy. I started taking Pokemon on the competitive side in 6th gen so it is new to me, but I am familiar with the mechanics by now as I've been playing competitively since the release of X/Y. I am currently in the 1500 rating, as I made a new account to use this team exclusively on it to play-test it.
Now for the Pokemon. Basically I felt like I haven't seen any baton pass teams at all currently, and I always thought they were neat to play because of all the different possibilities you have to do with constant changes.
Glance at the baton-squad






Goal:
Get as many stat boosts until I feel safe to sweep through the opposing team with ease with the least losses possible.
Usually lead with Gorebyss who runs Shellsmash to pass it off, and then chain off that, to sweep with M-Mawile or Espeon.
I am currently looking for help improving the team, any tips will be greatly appreciated because I know this team is not top notch as I recently made it and play tested it for quite a few hours. This is my first thought out team. It initially ran Scizor instead of Mawile, but Mawile has so much power to take advantage of.

Espeon @ Leftovers
Modest nature | Magic Bounce
252 SpA / 252 Spe / 4 HP
-Baton Pass
-Calm Mind
-Dazzling Gleam
-Stored Power
Explanation:
Pretty much staple to a baton pass team because of Magic Bounce. She also carries Stored Power which our wonderful beauty gets STAB on, after a Shell Smash gets an amazing 210 BP ([20 + 20*6] * 1.5 STAB) which makes her the special sweeper of the team. Dazzling gleam is an alternative attack to use to hit Dark types effectively where Stored Power will not.
I generally want to keep Espeon behind a Substitute because she really is a glass cannon, and losing the passing train is a big hit to this team working.
Plans for Espeon:
Currently I am unsure if I want to keep Calm Mind on her or give her another attack move to give more coverage and/or another attack to use if I do not have enough boosts for Stored Power.

Mawile @ Mawilite
Adamant nature | Intimidate
252 Atk / 128 HP / 128 Spe
-Baton Pass
-Sucker Punch
-Play Rough
-Ice Punch
Explanation:
Mega-Mawile is a beast, this thing got a huge overhaul with the mega-evolution, huge power is great. Basically the main sweeper other than Espeon on the team, but is more reliable when unboosted, even 1HKO popular threats in the current meta-game while unboosted. Sucker Punch is to have priority, Play Rough for strong stab which 1HKO's most things after a +2 Atk boost. The EV's for Mawile meant to have enough speed to outspeed on of the biggest threats it has, Garchomp, at full speed with a speed beneficial nature, but only AFTER Mawile gets 2x speed boost.
Plans for Mawile:
Mawile replaced the Scizor I initially had, mostly because I didn't even know she learned Baton Pass until I did more research into it. I am currently unsure about Ice Punch for now, but it is there to get some extra coverage, looking at Earthquake users. I am considering replacing Ice Punch with Fire Fang to be able to guaranteed 1HKO most Excadrill sets without an attack boost, but leave Glicor as a possibly bothersome wall if he runs a set with Earthquake for an unboosted Mawile, which will be rare but still something I have to look as a possibility.
Some calcs:
Code:
252+ Atk Huge Power Mega Mawile Fire Fang vs. 4 HP / 0 Def Excadrill: 406-478 (112.1 - 132%) -- guaranteed OHKO
252+ Atk Huge Power Mega Mawile Fire Fang vs. 252 HP / 4 Def Excadrill: 402-474 (94.8 - 111.7%) -- 68.8% chance to OHKO
252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 4 Def Garchomp: 576-680 (137.1 - 161.9%) -- guaranteed OHKO
252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 4 Def Mega Garchomp: 492-578 (117.1 - 137.6%) -- guaranteed OHKO
+2 252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 184+ Def Gliscor: 358-423 (101.1 - 119.4%) -- guaranteed OHKO
252+ Atk Huge Power Mega Mawile Ice Punch vs. 252 HP / 184+ Def Gliscor: 404-476 (114.1 - 134.4%) -- guaranteed OHKO

Mr. Mime @ Leftovers
Bold nature | Soundproof
252 HP / 252 Def / 4 SpD
-Baton Pass
-Barrier
-Calm Mind
-Substitute
Explanation:
Mr. Mime needs very little explanation as to why he is on the team. Being one of the staples to pretty much any team because of Soundproof to help avoid Roar and other sound moves since they go thru Substitute. The move-set is pretty much basic, 2 boosting moves for the obvious passing along, and Substitute because pretty much everyone runs it on this team, a free sub prediction can easily win the game.
Plans for Mr. Mime:
I honestly do not have many big plans for him because he is pretty much a staple to this team. Any tips or thoughts from anyone else is appreciated.

Vaporeon @ Leftovers
Bold nature | Water Absorb
240 HP / 140 Def / 128 SpD
-Baton Pass
- Surf
- Acid Armor
-Substitute
Explanation:
Vaporeon is one of those choices I am still unsure of. She is quite bulky and with this EV spread gives out a 115 HP Substitute which is quite nice. Acid Armor is the boosting move she gets and is quite nice, 2x defense right away, and her water typing makes have subs that don't fall apart too easily, and often times can survive 2-3 hits if not being hit by Electrical or Grass attacks. Surf is chosen here because of the extra damage it puts out over Scald which is the typical move on Vaporeon, which is only used when I'm trying to be offensive with her. I have performed some decent sweeps using Vaporeon after a Shell Smash was passed onto it.
Plans for Vaporeon:
Still unsure how secure her spot is on the team, but she still holds a very solid role, absorbing water and ice attacks that would go super effective on Gliscor.

Gliscore @ Toxic Orb
Impish nature | Poison Heal
252 HP / 252 Def / 4 Spe
-Baton Pass
-Defog
-Earthquake
-Substitute
Explanation:
This Gliscor set doesn't run a boosting move but instead runs defog, because hazards are a nuisance to Baton Pass because of all the flipping around, it would become too much residual damage for the team to handle, even with Magic Bounce they can sometimes get off (Prankster setters or things similar). Toxic Orb also triggers the turn that he get Baton Passed in which is great. He is my current answer to threats like Mega-Lucario (Physical), which is very present in the current meta-game. Gliscor 1HKO's after a +2Atk boost from the Shell Smash AND out-speeds him as well.
Some Gliscor vs Mega-Lucario stats:
Code:
+2 0 Atk Gliscor Earthquake vs. 0 HP / 0 Def Mega Lucario: 458-542 (162.9 - 192.8%) -- guaranteed OHKO
+2 252 Atk Adaptability Mega Lucario Close Combat vs. 252 HP / 252+ Def Gliscor: 175-206 (49.4 - 58.1%) -- 98.8% chance to 2HKO
+2 252 Atk Adaptability Mega Lucario Bullet Punch vs. 252 HP / 252+ Def Gliscor: 118-140 (33.3 - 39.5%) -- guaranteed 3HKO
Plans for Gliscor:
I'm not sure if I will keep Defog on him for much longer considering I do have Magic Bounce to reflect hazards, but that will most likely happen once I improve myself as a player. If so I would possibly change it to Swords Dance just in case the Shell Smash train falls apart since there is no other attack boost on the team other than Shell Smash.
Gorebyss @ White Herb
Calm nature | Swift Swim
248 HP / 252 Spe / 8 SpD
-Baton Pass
-Shell Smash
-Agility
-Substitute
Explanation:
Generally the lead of the team to throw a Shell Smash ASAP, I have been really indecisive about my lead but so far felt like this was my best choice. The stats Shell Smash give are great especially with White Herb removing the negatives from it. With it's decent base defense stat, I decided to give it a balanced defense by investing the nature and extra EV's into the the Special Defense. The reasoning behind this is that I want to be able to generally always Shell Smash first unless I am facing a Taunt or something of the sort that counters what I am trying to do.
Plans for Gorebyss:
Agility is here just as a filler because it usually just Shell Smashes and sometimes gets a Substitute off before passing off the boosts. If I lose my train of boosts, I will attempt to come back to Gorebyss to get a +2 speed at the very least if I don't feel safe using Shell Smash without White Herb. I have tried Scolipede but the thing that throws me off is that I can only get a boost in attack, not that that is bad considering I have 2 other mons running Calm Mind. In the end game, I feel like Scolipede could become more reliable running something along the lines of Baton Pass, Substitute, Swords Dance, X-Scissor due to it having an offensive move and Speed Boost. I will attempt experimenting more.
Currently testing:
Scolipede w/ Swords Dance instead of Gorebyss, using Mega-Mawile a lot more due to it. I have barely any issues dealing with the popular Genesect lead, hasn't given me any issues.
Closing:
This team is currently still going through a lot of play-testing, I will be trying out more of Scolipede and Fire Fang on Mawile.
If you see anything I can change in the formatting of this RMT let me know because this is the first time I do this, as previously stated.
Looking forward to getting rates and tips from everyone.
Thanks for reading!
I'm not sure if I will keep Defog on him for much longer considering I do have Magic Bounce to reflect hazards, but that will most likely happen once I improve myself as a player. If so I would possibly change it to Swords Dance just in case the Shell Smash train falls apart since there is no other attack boost on the team other than Shell Smash.

Gorebyss @ White Herb
Calm nature | Swift Swim
248 HP / 252 Spe / 8 SpD
-Baton Pass
-Shell Smash
-Agility
-Substitute
Explanation:
Generally the lead of the team to throw a Shell Smash ASAP, I have been really indecisive about my lead but so far felt like this was my best choice. The stats Shell Smash give are great especially with White Herb removing the negatives from it. With it's decent base defense stat, I decided to give it a balanced defense by investing the nature and extra EV's into the the Special Defense. The reasoning behind this is that I want to be able to generally always Shell Smash first unless I am facing a Taunt or something of the sort that counters what I am trying to do.
Plans for Gorebyss:
Agility is here just as a filler because it usually just Shell Smashes and sometimes gets a Substitute off before passing off the boosts. If I lose my train of boosts, I will attempt to come back to Gorebyss to get a +2 speed at the very least if I don't feel safe using Shell Smash without White Herb. I have tried Scolipede but the thing that throws me off is that I can only get a boost in attack, not that that is bad considering I have 2 other mons running Calm Mind. In the end game, I feel like Scolipede could become more reliable running something along the lines of Baton Pass, Substitute, Swords Dance, X-Scissor due to it having an offensive move and Speed Boost. I will attempt experimenting more.
Currently testing:
Scolipede w/ Swords Dance instead of Gorebyss, using Mega-Mawile a lot more due to it. I have barely any issues dealing with the popular Genesect lead, hasn't given me any issues.
Closing:
This team is currently still going through a lot of play-testing, I will be trying out more of Scolipede and Fire Fang on Mawile.
If you see anything I can change in the formatting of this RMT let me know because this is the first time I do this, as previously stated.
Looking forward to getting rates and tips from everyone.
Thanks for reading!
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