I don't normally like doing long lists of quotes but I feel like some direct replies are warranted here:
Subs are a matter of risk vs reward- do you sub up on something that might switch out, even if you risk losing health in the process? Do you Baton Pass out of Smeargle, predicting a Thundurus switchin, or try to get up Ingrain? Subs are not free, and when your team entirely lacks any sort of recovery move every last bit of HP matters. They are absolutely a skill intensive move and very much punishing if used improperly.
I don't think you understand when i said y'all should be subbing:
When vaporeon is in on something like hippowdon (or any other very weak physical attacker) obviously, Vaporeon has an easy opportunity to get an acid armor up. Instead, you should be subbing. That's all i'm trying to say.
I don't disagree that subs aren't free, because they aren't, but when is baton pass gonna be boosting anyway? It's when they are in on a pokemon that cannot hurt them too much. In these situations, you sub instead of boosting.
Lando outspeeds and 2hkos standard Vaporeon with Earth Power. Breloom can Rock Tomb down subs over and over and threaten with Spore if it tries to set up. Both are very effective against everything else in the BP chain, which is useful in forcing the BP player into situations where they are vulnerable. Sylveon in particular is extremely easy to switch into early game and force out, simply because its slow and has no way of scouting with sub. The idea that they can't damage Sylveon isn't exactly true either- Sylveon really hates being hit by Thunder Wave and Taunt is a guaranteed way to force a hard switch.
Lando won't really be outspeeding (nor will anything really) when scolipede is around. it's pretty safe to assume that baton pass is gonna be faster and will have the advantage in speed at all times throughout a match except the first few turns, in which vaporeon would not be switching into lando anyway. With this information handy, scald is a clean 2hko from vap.
So Breloom vs Scolipede is a 50/50 situation where you have to guess Sub or iron defense. Very reliable way to beat baton pass.
Half of the mons that can effectively use taunt and actually have offensive presence (Mega zam, thundurus, terrak) are all cleanly OHKO'd or 2HKO'd by sylveon anyway. In combination with the likely speed boosts, taunt is risky in the first place.
And besides, it shouldn't be easy at all to switch into sylveon. The baton pass player should be using baton pass heavily to scout answers to his pokemon, and only boost when he knows he can get away with it 100% of the time.
And what does taunt and thunder wave have to do with damaging sylveon lol, those aren't attacks. You're the one being 2hko'd when you taunt or t-wave. It's annoying, yes, but you lose a major threat to baton pass in exchange for simply annoying sylveon.
Banded Stone Edge has a good shot at 2HKOing Vaporeon, even factoring in the Acid Armor boost, due to Sand Stream preventing Leftovers recovery:
252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 192+ Def Vaporeon: 289-342 (62.2 - 73.7%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery
Even if it doesn't, Vaporeon will be so weakened that it will practically never have a chance to switch in again without a Sub already up. I've found that losing one of your main physical walls is almost always a worse bet than getting off a single boost, because that +2 defense is not going to be enough to stop your special defense boosters from getting wrecked by super effective moves.
I admit to underestimating CB ttar a tad, but that doesn't change the fact that scolipede can just alternate sub and protect to stall out stone edges. Sand damage will end after 5 turns so that isn't a problem either, not to even mention that hitting 8 stone edges in a row is ungodly.
Zapdos with Roost is almost never used on Baton Pass teams. Losing Charge or Thunderbolt reduces it's utility to the point where other members of your team should have no difficulty overwhelming it. Zapdos with Charge cannot switch into Psychic and expect to tank multiple hits even after a sp def boost:
252 SpA Life Orb Sheer Force Landorus Sludge Bomb vs. 252 HP / 4 SpD Zapdos: 166-196 (43.2 - 51%) -- guaranteed 3HKO after Leftovers recovery
Besides, if you used SR turn one then having them switch into Zapdos is exactly what you want them to do. Also, if Ingrain goes down, Zap is easily wiped out by Earth Power.
What if they lead zapdos and charge turn one? Also, a lot of landorus do not run sludge wave these days seeing as how knock off is just SO much more useful. Earth Power 2hko's azu anyway as well (av too after rocks) and sludge wave doesn't OHKO av variants. Thus, sludge wave landorus will not really be a problem.
Taking this information into account, sylveon actually deals with this guy good too. Not to mention smeargle spore is things get tough.
Even at +4, Life Orb Breloom is breaking this guy's subs, and an Adamant Focus Sash version also has a good shot:
252 Atk Life Orb Technician Breloom Rock Tomb vs. +4 240 HP / 80 Def Scolipede: 88-104 (27.4 - 32.3%) -- guaranteed 4HKO
252+ Atk Technician Breloom Rock Tomb vs. +4 240 HP / 80 Def Scolipede: 74-88 (23 - 27.4%) -- 54.3% chance to 4HKO
Nothing really wants to switch into a Rock Tomb (other than Vaporeon) even at +2 defense, leaving you with multiple opportunities to throw down Spore. The odds are heavily in your favor here. Also, you don't have to actually send Breloom out- simply the threat of Breloom on your team is enough to force them to lead with Scolipede. There are plenty of Pokemon that can take advantage of this, especially hard hitting special sweepers like Nasty Plot Thundurus/Manaphy.
So you basically base your argument off of more 50/50s again. You have to hope that they lead scolipede while you lead NP thundy or manaphy (NP thund is easily stopped by charge zapdos btw), or you have to lead breloom hoping they lead zapdos/sylveon. Not to mention that breloom vs scolipede is another 50/50 match up right there (it's actually in scolipede's favor because rock tomb has a tiny chance to miss)
The odds aren't in your favor at all :I The match up is heavily prediction reliant and one wrong guess screws you over.
Yeah, that's what I mean t.t Anyways, Sylveon is annoyingly slow and gets outsped by common stuff even after several boosts. It is not hard to deal damage to it either with priority or hard hitting Choice Scarf users. Thunder Waving it early is another way to guarantee you have multiple attempts at trapping it late game.
Priority that actually hurts sylveon:
Scizor (vap fodder)
talon/pinsir (vap/zap)
"hard hitting choice scarf users"
Ok let's see check the well-used and viable scarf pokemon for a sec:
Garchomp (can't switch in, and you can baton pass to prevent a free switch-in from the opponent sacking mons. Not to mention that the only pokemon pressuring sylveon should be losing to it if it can be weak enough for chomp to kill.)
Exca (Diggersby) (Vap/Scoli fodder)
Heatran, though scarf is super uncommon. (vaporeon walls to hell)
Thunder Waving is also another way to gaurantee you lose your thundurus to sylveon, it's a pretty bad argument.
A baton pass player will make sure that sylveon isn't exposed to revenge killing and will thus tend to let vaporeon or zapdos get the kill.
Okay, so if the Baton Pass player predicts PERFECTLY every single time then yes, they will avoid the trap! Does that mean they always will? Absolutely not. There will be times when a BP player will try to Acid Armor and you catch them on the switch. Or, you can predict them switching out and hit whatever comes in hard with an attack. I think we established by now that no strategy against BP is perfect, it's YOUR job to predict what move they're going to make and check them accordingly.
Vaporeon trapping is still an extremely effective strategy and I find is bizarre that you're totally dismissing it as ineffective simply because a BP player totally outplaying the other player can work around it.
I'm dismissing it BECAUSE it is so prediction reliant and not reliable. Sure, i've won battles from taunting vaporeon too, but those were against scrubs who didn't know how to use baton pass properly. You have to realize how easy it is for baton pass to predict! They have the speed advantage and can just use baton pass to bypass any type of double switching, and they can scout with sub/protect/boosts.
Saying "there will be times when a bp player will make a dumb move" isn't a great argument, you have to find counters to baton pass as if you were playing denissss, who is probably one of teh only people who actually know how to use this style. You SPAM baton pass and make sure that the opponent will not take advantage of sacrificing pokemon to get revenge kills and/or put themselves in a good position vs baton pass.
Besides, you shouldn't be attacking anything unless the pokemon is boosted, is banded/specs and threatens the team, or you have more than enough boosts to clean up with espeon.
Giving the opponent opportunities with revenge killing set ups is not something a decent baton pass player does.
You can't say they have no place on teams like these, some hyperoffense teams throw in a single defensive pivot like Hippowdon or Skarmory just to help with hazard support or make it easier to switch between attackers.
As for u-turn/volt switch, Scizor in particular threatens both Sylveon and Espeon and can use U-turn as they inevitably Baton Pass out. Wash Rotom can threaten non-Scolipede leads with Trick, using Volt Switch to force it out.
I can indeed say they have no place on HO, because that's what HO is.
HYPER OFFENSE. Do hippo and skarm seem like HO? No. HO doesn't use pivots or any shit like that, it more or less turns into offensive or balanced. There is a clear line between HO and offensive, and you can tell by the way teams these play. HO will sack mons to get free switch-ins, and offensive will use skarm as pivots to help switch ins.
It's accurate to say that phazing moves will have NO place on HYPER OFFENSE teams. because that's what they are.
As for teh whole pivot business, Scizor is ez as fuck to set up on with vap, and bandzor is an extremely subpar set which barely helps against bp anyway. If they seriously lock themselves into BP, then you're playing a pretty bad opponent.
Rotom-w can't pull any BS on scoli at all, scoli should be scouting for stuff like this with a simply protect. Thus, you actually lose momentum if you attempt to attack or anything because the baton pass player can see that you're simply about to use volt switch and then iron defense or simply set up a sub to block the attack.
Breaking BP defensive cores is about forcing them into situations which are advantageous for you, as even the best checks will not work if placed against a Pokemon tailored to deal with it. So no, if you lead with Azumarill against Scolipede, you're probably not going to take anything down in the process. But if you force a switch into Espeon early game, predict this and go to Azumarill, then set up, something is going to take an enormous amount of damage. I think you underestimate how devastating doing something like 80% damage to Vaporeon can be, especially before they are able to get up Ingrain. +2 def simply isn't enough for the likes of Espeon and Sylveon to tank super effective physical attacks, of which there are plenty- and if Vaporeon never has another chance to come in it can be near impossible for them to get the boosts they need. A weakened Vaporeon, for instance, won't be able to "easily roar" Clefable anymore, allowing it to potentially beat the BP chain.
Excadrill in sand is fast enough to outspeed +4 speed Sylveon (so they can't BP out) and do an enormous amount of damage with Iron Head. Simply taking out Sylveon is usually enough to win you the match, especially if you have a Dark type pokemon on your team.
Zapdos can only Charge so many times against Aegislash. Life Orb Shadow Ball will deal over 60% damage on the switchin, and taking that kind of damage means it won't be able to stop threats like Talonflame or Mega Pinsir later in the match.
None of these checks exist in a vacuum. They can't be used as catch all solutions to BP- they're just very utilitarian sets that can be used in combination with other Pokemon to force BP chains into situations where they take more damage than the BP user can easily handle. Even if you cant outright take down a BP mon, just dealing enormous amounts of damage to 2-3 major threats can be enough to allow something to get picked off by priority when they're trying to build up enough Calm Mind boosts for an endgame sweep.
Winning with baton pass is about making sure the opponent does not get into an advantageous situation like you said, because of course it would be easy as fuck to win if a vap is just sitting there exposed to all the wonders of the world. You use Sub, baton pass, and not unnecessarily kill pokemon whenever possible, and avoiding these types of situations will thus not be too difficult.
The azu vs espeon situation involves double switching, which doesn't work at all vs baton pass. Duh.
The baton pass player will be using sub or baton pass first when such a threat exists on the opposing side. They will not simply calm mind if exca can come in and just iron head. You're assuming that the baton pass player is dumb or something.
LO aegislash is a pretty decent threat, i'll admit, it's tough to switch into. But LO aegis is pretty bad, spooky plate is superior and unfortunately in this secnario, weaker.
What I mean by "absorber" is a target you're willing to have put to sleep, usually something like Tyranitar being a good choice (if you only need Sand up). My point was that it can be difficult to decide in the middle of a match whether or not you want your Landorus put to sleep or something else, so deciding this ahead of time leads to more consistent play.
So basically, sack a pokemon that may help you win against baton pass and lose momentum. sounds great.
I understand the point you're trying to get across, but sacking a mon to sleep does not help that much, it just cuts off an escape route for baton pass in exchange for losing momentum.
also:
I don't know if you're just talking out of your ass or deliberately spreading misinformation, but I do know that if you actually tried out a BP team on the suspect ladder instead of just making shit up you would see how absolutely wrong you are. Any good player with a solid team, good prediction, and a modicrum of preparation can beat even the absolute best Baton Pass players with a high degree of success. The sheer amount of scouting and mindgames required to win with a BP team consistently is immense, and is less "mindless" than all the copy-paste Deo/sharp cores that everyone and their aunt seems to be using on the OU ladder these days.
I hope I don't sound too jaded about some of the responses in this thread, but I feel like the vast majority of the players completely missed the point of that big ol' recommendation in the OP:
""Remember to abuse full Baton Pass chains as much as you can, in order to have an informed opinion on the topic.""
I can sorta agree that people really underestimate how tough it is to properly play baton pass. It's not as easy as boost and kill.
It isn't "abuse Baton Pass chains only if that makes it easier to raise your COIL score" or even "use BP chains if you want them to stay unbanned", it's "use them so you can know what the fuck you are talking about". I do not care if whatever theorycrafting you came up with here says that Vaporeon + Scolipede can reliably lead against every single threat in the meta, in reality on the ladder things get more complicated and you see more variety in sets than you may be willing to give credit. Something like Haze Greninja may sound mediocre to you, but if you're a BP player and see the move every time one comes up, this is something that is worth paying attention to and at the very least take seriously. I also do not think it is merely enough simply to have battled these kinds of teams- using them against a variety of opponents can teach the nuances of what makes these kinds of teams tick and what their limitations are in a way simply reacting to someone else using them will not.
That being said, I have given my 160 match gauntlet of BP battles (and my previous matches using the chain) a fair amount more reflection. While I still strongly disagree with the assessment that there's anything "broken" about Baton Pass or that it's inherently a skill-less/prediction-less strategy, I do not believe my growing irritation with the team was simply due to team fatigue or repetition. A very different kind of realization was coming to me as I finished more and more difficult matchups- that the beginning turns influenced the rest of the match to an extreme degree.
Yeah having used baton pass for a bit helps arguing against it.
And i never said that haze ninja wasn't a threat to baton pass, because it is, i said that it was a sub par set. I'm being forced to run a sub par set to threaten baton pass and that's annoying.
To illustrate what I'm talking about, consider the following scenarios:
You're running a balanced offense team and you lead with Mega Venusaur. Your opponent sens in Pinsir, and expecting the Return, you try to switch in Thundurus. But lo and behold! Your opponent is running some gimmicky Pinsir set with Stone Edge! Your Thundurus gets wrecked on the switchin, but it's not the end of the world- you still can use checks like Talonflame or Scarf Landorus-T to easily revenge kill it or force it out. Yes, you're down a Pokemon, but you've effectively neutralized your opponent's momentum- you're on "even ground" in terms of sweeping capacity, as long as you make good predictions from that point forwards. You are put at a disadvantage, but it is possible to pull yourself back with a series of good plays.
So the opponent is leading with mega pinsir when you have a talonflame, a lando-t, and a thundurus on your side.
ok
I understand the point you're trying to make that you can regain momentum despite bad plays, but even ground is not really starting off the match 5-6.
Now consider a match where you lead with Choice Band Talonflame against Scolipede and predict a Zapdos switchin, and decide to use Flare Blitz. For whatever reason the Scolipede user decides to stay in and gets up an Iron Defense, allowing them to tank the hit and gather even more speed boosts. That one Iron Defense is the difference between Smeargle getting picked off by Bullet Punch or being able to pass off a Quiver Dance boost. That extra Quiver Dance means that their Zapdos can OHKO the Bisharp you try to send into it after a Charge. With the Bisharp gone, their Espeon can start setting up Calm Mind boosts easily, which in turn allows Vaporeon to sub up on special attacks and set up Acid Armor. All these defensive boosts means that their +6/+6 Sylveon can tank everything on your team and go for an end-game sweep.
All because you made one misplay the first turn which was ultimately the result of bad luck.
This scenario is actually pretty dumb because if for whatever reason the baton pass player leads Scolipede DESPITE talonflame being on the opposing side, it could just protect and see what move you're locked into. From there, it can hard switch into zapdos if brave bird or baton pass into vaporeon if flare blitz.
However, the hard switch into zapdos is a pretty good opportunity to predict and make a double switch, i'll give you that. It's still a prediction and scolipede could still just literally stay in and iron defense, but the risk vs. reward for the baton pass players makes it pretty likely it'll switch out. But nothing is certain still.
I am hesitant to use the term "luck" or "chance" here because predicting your opponent's moves is one of the key skills in Pokemon, and while the moves they make are inherently uncertain, they are most definitely not random. Pokemon is unique among many games in that it embraces various degrees of randomness, allowing players to take risky actions that have potentially higher rewards as long as they do not overly impact the opponent's ability to choose how much and what kind of risks they are willing to take. You can, for instance, bank on Ancientpower boosts on Togekiss to go for a sweep if you really wanted to- it would be a horribly unreliable strategy, but even if it did pay off, any decently prepared team should be able to check it- preventing "all in" strategies like this from having too much of a long term impact on how the game develops. You can use Chansey and Sableye as counters to Specs Keldeo if you like feel you have ungodly prediction skills, but this doesn't prevent the opponent from simply sending in another sweeper and continuing to bring down pressure. Players need to think beyond coin flips to consistently win matches- long term planning and evaluating which moves are the most efficient are also key elements of winning matches, and for many players that's what makes competitive Pokemon entertaining. That's why it's sometimes extremely frustrating to make use of a playstyle which is so heavily dependent on decision making which heavily depends on "coin flip" prediction scenarios early game and the blessing of the RNG.
I don't think you understand how dumb ancientpower boosts are:
http://www.smogon.com/forums/thread...-windy-city-peak-1098-winning-record.3508463/
It's the most retarded thing in the world ever.
Chansey and sableye don't even counter in the first place, you're using the wrong word there. Besides, its up to stall to stop such sweeping pressure with residual damage/raw bulk, and decent stall teams can do as such. So it's not a great argument.
Also, you could just run LO keld, or even scarier, ebelt.
And predictions aren't really coin flips, because even though that volcorona COULD stay in an quiver dance against that azumarill, it's not really likely at all. That's not a 50/50 prediction what so ever. 50/50s mean that either could happen, and both are just as likely. It is FAR more likely that volc is switching out, thus its not a 50/50. so using the term "coin flip" isn't accurate at all.
The first 3 to 5 turns against- or as- a BP player, usually consisting of little more than educated guesswork, have more of an impact on the outcome of a match than any other playstyle I have ever seen. By that same token, one missed attack, meant to catch a BP user off guard, has more of an impact than any other playstyle I have ever seen. One crit against a BP chain before they can comfortably keep up subs has more of an impact than any other playstyle I have ever seen. Anyone who has ever used a BP chain thoroughly should be able to attest to this. Hell, I'll admit to winning matches against players who otherwise played extremely well simply because I happened to make the right predictions/got lucky during those first few turns:
In exchange for being OP as fuck misplays matter in the first few turns. In a deo-d vs deo-d match up if you taunt and forget about magic coat, you've screwed up quite a bit too, although HO is by no means unbeatable late game like baton pass is.
Crits apply to every team style, they just affect baton pass a little more.
And no matter how bad the team matchup is, you can still win with prediction throughout the game. If you have a bad match up vs baton pass, its gg turn one no matter what you do.
http://replay.pokemonshowdown.com/oususpecttest-128414511
http://replay.pokemonshowdown.com/oususpecttest-128235455
From my experience on the ladder, I do not think that Baton Pass is in any way overpowered. I feel like I used it to a decent amount of proficiency and managed to defeat- and lose to- teams of top OU threats by skilled players to a fairly even degree. I would go as far as to say that a top tier offensive OU core, played well, has a significant advantage against BP chains- without excellent prediction and constant scouting, BP walls simply can't keep up with the continual offensive onslaught. What is heavily problematic, however, is the extent Baton Pass forces opponents to depend heavily both on luck and "gut instinct" early game to win matches, whether they want to or not. There is NO WAY to play "completely safe" during those initial stages against a Baton Pass user, even with gimmick sets. These early game turns are so frustrating and difficult to control both for the Baton Pass user and the opponent that "uncompetitive" is about the only word which adequately describes them. Is this justification for a nerf? Perhaps, but not for the reasons being listed throughout this thread.
Here's the difference:
You only need a little bit of luck/gut instinct in the first few turns, every other turn after that is a breeze. Which is the unfair part. Like you said, even if you're extremely prepared for baton pass, with a little bit of luck the baton pass player will win regardless.
It's not really being "exposed" in the early turns, its rather just being "less exposed." The first few turns seem more important because in comparison, when you have enough boosts, it is a fucking breeze. You play the first few turns with