Made this post over a few days to iron a few ideas out. Sorry if some of the writting is a little sloppy. Hoping it doesn't get buried.
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So after playing on the ladder and getting requisites, I think it is fair to say that full Baton Pass definitely needs to go. I used all three of stall, HO, and baton pass to get the requisites to get a feel for each playstyle on the ladder.
First of all, if it isn't obvious to the ladder is literally full of teams prepared for Baton Pass. HO teams with Taunt-DD Mega-Gyarados are literally everywhere. I used it myself after
Jukain beat me with it by throwing Taunt over Ice Fang on the first team
here. Prankster Taunt is also much more common than it normally would be. Anyway, even with all these counter measures on the ladder, I found using Baton Pass was a solid method of getting easy wins on the ladder here and there. I pretty much knew whether or not I was going to win or lose the first few turns on a. matuchup or b. opponent made one wrong 50-50 prediction / or a full-on misplay.
To sum up why I think baton pass needs to go:
- Exacerbates the importance of match-up
- Simply put you can't find a way to win around baton pass unless you pack a hard counter to the strategy. The counters are a little more diverse outside Haze / Prankster Taunt than we thought: Mega-Gardevoir, Taunt+DD Gyarados, and maybe Landorus-I. Even with a wider range of counters to full baton pass teams (which is still small), most of the options are just shoehorned in the team exclusively for baton pass. Basically, unless you carry one of these specific counters you will lose to baton pass chains and no it is not analogous to any other matchup in the metagame such as gothitelle to stall. Defensive teams suffer the most, because the the users of prankster taunt / haze are hard to fit in and perish song is unreliable. Do you really believe that a person should be punished with an automatic full loss because he does not have a hard counter [to baton pass]?
- Easily punishes opponents
- Baton Pass teams can punish opponents hard, whether it be a early game 50-50 or just you making a misplay. Baton Pass chains can get out of hand for an opponent very easily, very quickly. Consider that every defensive and speed stat boost is also pseudo-special attack boost by adding to the base power of stored power. It's crazy to think giving Scolipede one free turn is +2 def, +1 speed, and +4 SpA (considering Stored Power's original base power of 20 ---> 80). Overall, every free turn given to a baton pass chain will make any pokemon on the chain harder to take down / force out and allow Espeon / Sylveon to sweep more easily. Meanwhile you can not punish the baton pass user back for his mistakes because of the point below...
- Always has switch initiative
- I haven't seen this point brought up much but it is very important. Baton Pass has the same mechanics as U-turn / Volt Switch in that it is a way to "switch" (0 priority) that has lower priority than normal switching (+6 priority). Basically with a few speed boosts in hand, which is easily gained with Scolipede, the baton pass user now has every single one of the opponent's moves telegraphed to him. There is no room for "prediction" or to "outplay" because the baton pass user either knows a. that you have switched out OR b. that you have stayed in and can make an educated guess as to what move you will use. This is why people, myself included, say Baton Pass chains take little to no skill to used compared to other play-styles (among other reasons). Baton Pass teams are never forced to make predictions if they "switch out", like a double switch on a normal team, because Baton Pass' lower priority than switching allows the user to be one step ahead of the opponent.
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With that out of the way, I am looking towards option #2 right now. I really don't like the collateral damage that option #3 does to quick passing. I just would have left it just as Magic Bounce + Baton Pass. Passive speed boosts are great, but I could still see baton pass surviving if just Speed Boost + Baton Pass was banned with other primary speed passers. I wish Stored Power was addressed in some way, because of its uncapped base power is what allows Baton Pass chains to ignore Unaware Pokemon + ignore trying to get SpA boosts. Stored Power is what lets baton pass chains end games so easily. #freeblaziken because Speed Boost + Baton Pass was a big reason it was banned right? :p
Let's ban this shit already and move on to real suspects instead of whatever lame strategy pops up next month (endless battle, swagplay, baton pass chains). Right now XY OU is devolving to an offensive slugfest of ridiculous wallbreakers and sweepers, and it is getting really stale...