Hey there people~ Croven here. If you know me, you'll know I usually do OU Monotype. And if you don't, whatever, doesn't matter. I decided to start back in OU, after taking a long break. Wanting to create a viable team with your favorite Pokemon is a feeling we've all experienced, no? Well, I tried it with Togekiss, and while browsing Smogon for ideas (not the most creative person D:) I found the Slow Baton Pass set. It honestly looked a bit gimmicky, so I was suspicious, but it has worked well. With the right teammates, Togekiss can easily make a name for itself in this OU metagame.
ATTENTION POTENTIAL RATERS! READ THE LAST POST MADE BY ME ON THIS THREAD DESCRIBING THE UPDATES TO THE TEAM, I HAVEN'T GOTTEN AROUND TO UPDATING THE OP YET! THANK YOU
(Sorry if title is weird, I just thought it seemed appropriate for Togekiss :[)
So first we have the favorite, Togekiss. Yeah, I was being one of those noobs and using my favorite Pokemon (don't kill me pls). But Togekiss is OU, and slightly viable, so I decided to make it work. Stumbling on that thread, I decided on my set, and now I needed a partner.
Again, I'm not the most creative person, and having not used Baton Pass ever in my life, much less Baton Pass Togekiss, I looked in the thread to find the best team options. Ampharos struck out at me at once; the hair, man. I'd always liked Ampharos, and thought its Mega Evo was pretty cool, even if it wasn't that viable. I leaped at the chance to use this fabulous beast immediately.
I needed a good mon to clean up after Ampharos's mess, and maybe have a second recipient in case the opponent had like, 45563 counters to Amphy on their team. Scarf Keldeo looked good; it was a special revenge killer that outspeeds pretty much all other scafers. I might toy around with Greninja, the Life Orb power boost and ability to switch moves looks nice, but Keldeo is doing well thus far.
Defense, defense, we all need moar defense. I honestly can't remember exactly why I picked Lando, but it had something to do with Rocks, Intimidate, bulk, U-Turn, and I think flying spam check. Amphy and Lando can handle flying spam quite well, and it has great bulk to set up rocks and force switches. Overall a great mon I've used before, and I decided to use it again.
Ok, looking at the team, it kind of gets utterly walled by any fairy. Togekiss may be able to set up, but Toxic will wear it down, and needs a lot of hax to KO the pretty fairies, and hax is not a good answer. I was also lacking a powerful physical attacker to reliably get rid of Chansey/Blissey; Keldeo would require more prediction, as the blobs can easily switch out and leave Keldeo helpless. Banded Scizor was the prime choice, Bullet Punch just destroying Fairies, and Superpower annihilating Chansey.
Latias was the last member of my team, having a, if really necessary, third recipient of the Baton Pass (though I never actually baton passed it to Latias :/). It also gets rid of hazards for Togekiss to freely switch in and out, as being rocks weak is not helpful at all. Healing Wish was amazing to fully heal up Ampharos after say, a Toxic or Ice Shard wore it down, allowing another sweep to commence.
After laddering with this team, status really was just fucking it over. Only one mon could be healed by Healing Wish, and that often led to me prematurely sacrificing Latias. The problem was, I couldn't find a mon other than Togekiss that can Defog and Heal Bell. A simple /ds Heal bell, defog answered all my questions. Mew became the last member of my team. Healing Wish is missed, but Heal Bell and Will-o-Wisp provide far more utility, and Mew has earned its spot on this team.
Scy helped me fix a gaping Mega Pinsir weakness, by adding Scarf Excadrill. He also functions as my spinner, and then Mew was a bit unneeded now. By adding Latios with Thunderbolt and Roost, I could easily check Keldeo, a mon who could 2HKO almost my entire team with Specs, and I could revenge kill Azumarill, who could also do a lot of damage against my team.
Togekiss @ Leftovers
Ability: Serene Grace
252 HP/ 240 SpD/ 16 Spe
Calm Nature
-Nasty Plot
-Baton Pass
-Air Slash
-Roost
This is the backstage supporter.With incredible bulk, access to Nasty Plot and Baton Pass, it easily gives the stars of the show the power they need to utterly demolish opposing teams. EV's are meant to maximize bulk, while 16 speed EV's can outspeed Adamant Mega Mawile, who takes ~30% from a +2 Air Slash, allowing for (hue) flinch hax to come in. The thing about Baton Pass Togekiss is, it's not as obvious as others, and it can honestly sweep by itself. Stall is nothing compared to this monster. It can easily set up against Chansey and the occasional Suicune, baton passing to Amphy or Keldeo after the toxic starts to take effect. It has great synergy with Amphy, forcing switches against most Ground, and Dragon types, while bringing in Electrics that are immune to Thunder Wave (which I obviously don't have). The point is to tank one hit, pass to Amphy, and Agility while forcing a switch. I dare you to find a common check to a +2 +2 Ampharos in this metagame, besides scarfers. Toge and Amphy are both weak to ice, and Keldeo's synergy comes in there. It kills Excadrill and Mamoswine, both threats to my team. Overall, the surprise factor along with the sheer bulk of Togekiss often wins me games or severely dents the opposing team.
Ampharos @ Ampharosite
Ability: Static/Mold Breaker
252 SpA/252 Spe/4 HP
Modest Nature
-Agility
-Thunderbolt
-Dragon Pulse
-Focus Blast
The star of the show, the underrated sweeper Ampharos. The set itself is pretty straightforward; get the boost, Agility, and kill. Thunderbolt + Dragon Pulse are for that nice STAB, and Focus Blast is for the pesky pink blobs. They can usually get a Toxic off before the sweep, as Focus Blast 2HKO'es from +2 or +4, and that assuming it hits. I've actually lost a few battles to Focus Miss here, but it usually works. One thing this Ampharos has to watch out for are common Scarfers, such as ScarfChomp, and ScarfDrill. I previously thought that scarfed Terrakion was a huge threat to this thing, but an EQ from it only does ~65%, while a +2 Tbolt OHKO'es. Scarfchomp and Scarfdrill can easily take this thing down, even after an Agility, so Lando-T and Keldeo are great partners for this thing. Overall, just an absolute monster. It will crush your entire team, and do it while looking abso-fucking-lutely fabulous.
Excadrill @ Choice Scarf
Ability: Mold Breaker
252 Atk/252 Spe/4 HP
Jolly Nature
-Earthquake
-Iron Head
-Rock Slide
-Rapid Spin
Watching the big monster Mega Pinsir shred up my team, we had to get a solution to it. We decided on Scarf Drill, who could revenge kill Pinsir as well as spin away rocks. It took the place of Scizor; while lacking the sheer power that Band Scizor had, Excadrill can function quite well as it is. Earthquake is an easily spammable STAB, especially with Mold Breaker getting rid of annoying Levitaters. Iron Head is obvious, second STAB that also hits Fairies to pave the way for Keldeo and Ampharos. Rock Slide for Flying types, such as Charizard and Talonflame, and most importantly Pinsir. EV's are obvious; maxed Attack and Speed to get as much power and speed as possible.
Latios @ Life Orb
Ability: Levitate
192 SpA/64 SpD/252 Spe
Timid Nature
-Draco Meteor
-Psyshock
-Thunderbolt
-Roost
With a spinner in Excadrill already, Defog Mew was a bit unneeded. We decided to change it for Life Orb Thunderbolt Latios. There were a couple reasons for this. Of course, Specs Keldeo was very common as of late, and it could 2HKO most of my team with Hydro Pump and Secret Sword. Also, Azumarill was a big problem for this team. With a bit of prior damage, Thunderbolt can KO Azu, dealing ~85% last time I checked. Draco Meteor and Psyshock are obvious, the dual STAB that makes Latios so infamous. Thunderbolt is for pesky Azumarills, that usually have their way with my team. Roost is to keep him healthy as long as possible, letting him check Keldeo and Azu all throughout the match. The EV's are strange, but they are made so that Latios can check Charizard Y, Landorus without Knock off, and Keldeo easier.
Landorus-T @ Leftovers
Ability: Intimidate
252 HP/252 Def/4 Atk
Impish Nature
-Stealth Rocks
-U-Turn
-Earthquake
-Stone Edge
The standard bulky pivot Lando-T. Full HP and Defense EV's to better tank attacks from TTar, Excadrill, them flying spammers, and pretty much every physical attacker that comes its way. Rocks help to wear down the enemy for Keldeo or Amphy, or maybe even Togekiss itself. U-Turn is there to provide momentum after Rocks are up, EQ is a powerful STAB that can decimate enemies such as TTar and Exca, and lastly, Stone Edge is to hit them pesky Flying attackers, such as Talonflame and Mega Pinsir. Not really too much else to say here, it just does fairly well at its job, and is a good supporter of the team.
Keldeo @ Choice Scarf
Ability: Justified
252 SpA/252 Spe/4 SpD
Timid Nature
-Hydro Pump
-Scald
-Secret Sword
-Hidden Power Electric
Scarf Keldeo is great at cleaning up the game, and is a beautiful recipient of Togekiss's passes. +2 Scarf Keldeo is one thing I do NOT want to face, ever. It can easily just smack everything with a Scald or Secret Sword and OHKO it from +2. It has the standard EV's and moves, and I decided to add HP Elec, as Icy Wind was doing absolutely nothing, and Gyarados and Azumarill could easily just come in and set up or bop me with a Play Rough, respectively. While I do need to predict the switch, it's not really an extravagant predict, as if there are no other options, Gyara or Azu is likely going to come out. Great at cleaning up the game, or sweeping itself. I might toy around with Greninja here, for the ability to switch moves, but ScarfChomp and Scarfed Terrak are going to just shit on me then, so I'm not absolutely sure I want to use it. I might test it in the near future, but as of now, Keldeo has done great for the team.
Threat List:
How it fares against different playstyles:
I feel that the above section is slightly more important for this team, as it is really about finding an opening and exploiting it. In other words, it's a bit more of how you play the team than the team itself, so raters might feel it helpful to glance at that section and see how I deal with those threats.
ATTENTION POTENTIAL RATERS! READ THE LAST POST MADE BY ME ON THIS THREAD DESCRIBING THE UPDATES TO THE TEAM, I HAVEN'T GOTTEN AROUND TO UPDATING THE OP YET! THANK YOU
(Sorry if title is weird, I just thought it seemed appropriate for Togekiss :[)
So first we have the favorite, Togekiss. Yeah, I was being one of those noobs and using my favorite Pokemon (don't kill me pls). But Togekiss is OU, and slightly viable, so I decided to make it work. Stumbling on that thread, I decided on my set, and now I needed a partner.
Again, I'm not the most creative person, and having not used Baton Pass ever in my life, much less Baton Pass Togekiss, I looked in the thread to find the best team options. Ampharos struck out at me at once; the hair, man. I'd always liked Ampharos, and thought its Mega Evo was pretty cool, even if it wasn't that viable. I leaped at the chance to use this fabulous beast immediately.
I needed a good mon to clean up after Ampharos's mess, and maybe have a second recipient in case the opponent had like, 45563 counters to Amphy on their team. Scarf Keldeo looked good; it was a special revenge killer that outspeeds pretty much all other scafers. I might toy around with Greninja, the Life Orb power boost and ability to switch moves looks nice, but Keldeo is doing well thus far.
Defense, defense, we all need moar defense. I honestly can't remember exactly why I picked Lando, but it had something to do with Rocks, Intimidate, bulk, U-Turn, and I think flying spam check. Amphy and Lando can handle flying spam quite well, and it has great bulk to set up rocks and force switches. Overall a great mon I've used before, and I decided to use it again.
Ok, looking at the team, it kind of gets utterly walled by any fairy. Togekiss may be able to set up, but Toxic will wear it down, and needs a lot of hax to KO the pretty fairies, and hax is not a good answer. I was also lacking a powerful physical attacker to reliably get rid of Chansey/Blissey; Keldeo would require more prediction, as the blobs can easily switch out and leave Keldeo helpless. Banded Scizor was the prime choice, Bullet Punch just destroying Fairies, and Superpower annihilating Chansey.
Latias was the last member of my team, having a, if really necessary, third recipient of the Baton Pass (though I never actually baton passed it to Latias :/). It also gets rid of hazards for Togekiss to freely switch in and out, as being rocks weak is not helpful at all. Healing Wish was amazing to fully heal up Ampharos after say, a Toxic or Ice Shard wore it down, allowing another sweep to commence.
After laddering with this team, status really was just fucking it over. Only one mon could be healed by Healing Wish, and that often led to me prematurely sacrificing Latias. The problem was, I couldn't find a mon other than Togekiss that can Defog and Heal Bell. A simple /ds Heal bell, defog answered all my questions. Mew became the last member of my team. Healing Wish is missed, but Heal Bell and Will-o-Wisp provide far more utility, and Mew has earned its spot on this team.
Scy helped me fix a gaping Mega Pinsir weakness, by adding Scarf Excadrill. He also functions as my spinner, and then Mew was a bit unneeded now. By adding Latios with Thunderbolt and Roost, I could easily check Keldeo, a mon who could 2HKO almost my entire team with Specs, and I could revenge kill Azumarill, who could also do a lot of damage against my team.
The Baton Passing Togekiss Team:
Togekiss @ Leftovers
Ability: Serene Grace
252 HP/ 240 SpD/ 16 Spe
Calm Nature
-Nasty Plot
-Baton Pass
-Air Slash
-Roost
This is the backstage supporter.With incredible bulk, access to Nasty Plot and Baton Pass, it easily gives the stars of the show the power they need to utterly demolish opposing teams. EV's are meant to maximize bulk, while 16 speed EV's can outspeed Adamant Mega Mawile, who takes ~30% from a +2 Air Slash, allowing for (hue) flinch hax to come in. The thing about Baton Pass Togekiss is, it's not as obvious as others, and it can honestly sweep by itself. Stall is nothing compared to this monster. It can easily set up against Chansey and the occasional Suicune, baton passing to Amphy or Keldeo after the toxic starts to take effect. It has great synergy with Amphy, forcing switches against most Ground, and Dragon types, while bringing in Electrics that are immune to Thunder Wave (which I obviously don't have). The point is to tank one hit, pass to Amphy, and Agility while forcing a switch. I dare you to find a common check to a +2 +2 Ampharos in this metagame, besides scarfers. Toge and Amphy are both weak to ice, and Keldeo's synergy comes in there. It kills Excadrill and Mamoswine, both threats to my team. Overall, the surprise factor along with the sheer bulk of Togekiss often wins me games or severely dents the opposing team.
Ampharos @ Ampharosite
Ability: Static/Mold Breaker
252 SpA/252 Spe/4 HP
Modest Nature
-Agility
-Thunderbolt
-Dragon Pulse
-Focus Blast
The star of the show, the underrated sweeper Ampharos. The set itself is pretty straightforward; get the boost, Agility, and kill. Thunderbolt + Dragon Pulse are for that nice STAB, and Focus Blast is for the pesky pink blobs. They can usually get a Toxic off before the sweep, as Focus Blast 2HKO'es from +2 or +4, and that assuming it hits. I've actually lost a few battles to Focus Miss here, but it usually works. One thing this Ampharos has to watch out for are common Scarfers, such as ScarfChomp, and ScarfDrill. I previously thought that scarfed Terrakion was a huge threat to this thing, but an EQ from it only does ~65%, while a +2 Tbolt OHKO'es. Scarfchomp and Scarfdrill can easily take this thing down, even after an Agility, so Lando-T and Keldeo are great partners for this thing. Overall, just an absolute monster. It will crush your entire team, and do it while looking abso-fucking-lutely fabulous.
Excadrill @ Choice Scarf
Ability: Mold Breaker
252 Atk/252 Spe/4 HP
Jolly Nature
-Earthquake
-Iron Head
-Rock Slide
-Rapid Spin
Watching the big monster Mega Pinsir shred up my team, we had to get a solution to it. We decided on Scarf Drill, who could revenge kill Pinsir as well as spin away rocks. It took the place of Scizor; while lacking the sheer power that Band Scizor had, Excadrill can function quite well as it is. Earthquake is an easily spammable STAB, especially with Mold Breaker getting rid of annoying Levitaters. Iron Head is obvious, second STAB that also hits Fairies to pave the way for Keldeo and Ampharos. Rock Slide for Flying types, such as Charizard and Talonflame, and most importantly Pinsir. EV's are obvious; maxed Attack and Speed to get as much power and speed as possible.
Latios @ Life Orb
Ability: Levitate
192 SpA/64 SpD/252 Spe
Timid Nature
-Draco Meteor
-Psyshock
-Thunderbolt
-Roost
With a spinner in Excadrill already, Defog Mew was a bit unneeded. We decided to change it for Life Orb Thunderbolt Latios. There were a couple reasons for this. Of course, Specs Keldeo was very common as of late, and it could 2HKO most of my team with Hydro Pump and Secret Sword. Also, Azumarill was a big problem for this team. With a bit of prior damage, Thunderbolt can KO Azu, dealing ~85% last time I checked. Draco Meteor and Psyshock are obvious, the dual STAB that makes Latios so infamous. Thunderbolt is for pesky Azumarills, that usually have their way with my team. Roost is to keep him healthy as long as possible, letting him check Keldeo and Azu all throughout the match. The EV's are strange, but they are made so that Latios can check Charizard Y, Landorus without Knock off, and Keldeo easier.
Landorus-T @ Leftovers
Ability: Intimidate
252 HP/252 Def/4 Atk
Impish Nature
-Stealth Rocks
-U-Turn
-Earthquake
-Stone Edge
The standard bulky pivot Lando-T. Full HP and Defense EV's to better tank attacks from TTar, Excadrill, them flying spammers, and pretty much every physical attacker that comes its way. Rocks help to wear down the enemy for Keldeo or Amphy, or maybe even Togekiss itself. U-Turn is there to provide momentum after Rocks are up, EQ is a powerful STAB that can decimate enemies such as TTar and Exca, and lastly, Stone Edge is to hit them pesky Flying attackers, such as Talonflame and Mega Pinsir. Not really too much else to say here, it just does fairly well at its job, and is a good supporter of the team.
Keldeo @ Choice Scarf
Ability: Justified
252 SpA/252 Spe/4 SpD
Timid Nature
-Hydro Pump
-Scald
-Secret Sword
-Hidden Power Electric
Scarf Keldeo is great at cleaning up the game, and is a beautiful recipient of Togekiss's passes. +2 Scarf Keldeo is one thing I do NOT want to face, ever. It can easily just smack everything with a Scald or Secret Sword and OHKO it from +2. It has the standard EV's and moves, and I decided to add HP Elec, as Icy Wind was doing absolutely nothing, and Gyarados and Azumarill could easily just come in and set up or bop me with a Play Rough, respectively. While I do need to predict the switch, it's not really an extravagant predict, as if there are no other options, Gyara or Azu is likely going to come out. Great at cleaning up the game, or sweeping itself. I might toy around with Greninja here, for the ability to switch moves, but ScarfChomp and Scarfed Terrak are going to just shit on me then, so I'm not absolutely sure I want to use it. I might test it in the near future, but as of now, Keldeo has done great for the team.
Azumarill: Not much is going to switch into this monster, and it requires a lot of prediction, and luring out a Play Rough to switch in Scizor, as banded BP does over half, a hell of a lot of damage. After that, it's simple, go to Lando and EQ, Togekiss and Air Slash, Keldeo and HP Elec, but the tough part is getting the BP off on it. If I can get a free switch into Mew, it can be burned, but Mew is absolutely not switching in on any of Azumarill's moves.
Mamoswine: Yeah, I do have WoW Mew, Keldeo, and Scizor, but nothing wants to come in on an EQ, as everything will take massive damage. Again, it requires me to play around it, such as luring out the Ice move with Togekiss or Lando, then switching out to Scizor and Keldeo, but it's very tough, as a good player will probably recognize what I'm doing, and easily be able to counterattack.
Gengar: Fuck the SubWisp set. I hate it so much. And if it carries Sludge Wave, Togekiss will be absolutely destroyed. With WoW and Sludge Wave, only Keldeo and Amphy can touch it, both being 2HKO'ed and Amphy being outsped. Now, if it doesn't run WoW, Scizor can deal hella damage, and if no Sludge Wave, Togekiss just walls it. But Gengar is still a pain in the neck with all the sets it can run.
Gliscor: Lawdy oh lawdy. This thing can cause so many problems for my team. Keldeo is pretty much the only mon that can take it on 1v1 without any setup. And now that Specially Defensive Gliscor is on the rise, Scald won't even OHKO it, forcing me to rely on Hydro Miss, a solution I am not fond of. Really requires me to play around it a lot, like getting into Scizor on a Toxic, then U-Turning to Keldeo, but it's such a pain to deal with it, as Scizor gets worn down easily and so does Keldeo, neither having recovery.
Manaphy: Stahp. Pls. One Tail Glow, and my team is pretty much finished. The things that can take an attack don't do much (Togekiss, Mew), my priority is NVE, and my scarfer can only 2HKO it. When I face this thing, I either have to set up Amphy beforehand, or sac half my team. Those are my only options against this annoyance.
Mega Pinsir: Ok, what's funny is that my entire team has a move that can deal severe damage to this thing, like Tbolt, Air Slash, Bpunch, Stone Edge, WoW, and Scald, and yet, it's one of my biggest threats. I usually need to keep Keldeo/Mew at full, and Scizor at good enough health to survive a Quick Attack, and retaliate with BP. Rocks do help immensely, but most Pinsir players know how to get rocks off the field, so it's a bit hard.
I will add more threats as I see them pop up, otherwise, these two are the biggest problems, though I do see Scizor putting in work against them.
Mamoswine: Yeah, I do have WoW Mew, Keldeo, and Scizor, but nothing wants to come in on an EQ, as everything will take massive damage. Again, it requires me to play around it, such as luring out the Ice move with Togekiss or Lando, then switching out to Scizor and Keldeo, but it's very tough, as a good player will probably recognize what I'm doing, and easily be able to counterattack.
Gengar: Fuck the SubWisp set. I hate it so much. And if it carries Sludge Wave, Togekiss will be absolutely destroyed. With WoW and Sludge Wave, only Keldeo and Amphy can touch it, both being 2HKO'ed and Amphy being outsped. Now, if it doesn't run WoW, Scizor can deal hella damage, and if no Sludge Wave, Togekiss just walls it. But Gengar is still a pain in the neck with all the sets it can run.
Gliscor: Lawdy oh lawdy. This thing can cause so many problems for my team. Keldeo is pretty much the only mon that can take it on 1v1 without any setup. And now that Specially Defensive Gliscor is on the rise, Scald won't even OHKO it, forcing me to rely on Hydro Miss, a solution I am not fond of. Really requires me to play around it a lot, like getting into Scizor on a Toxic, then U-Turning to Keldeo, but it's such a pain to deal with it, as Scizor gets worn down easily and so does Keldeo, neither having recovery.
Manaphy: Stahp. Pls. One Tail Glow, and my team is pretty much finished. The things that can take an attack don't do much (Togekiss, Mew), my priority is NVE, and my scarfer can only 2HKO it. When I face this thing, I either have to set up Amphy beforehand, or sac half my team. Those are my only options against this annoyance.
Mega Pinsir: Ok, what's funny is that my entire team has a move that can deal severe damage to this thing, like Tbolt, Air Slash, Bpunch, Stone Edge, WoW, and Scald, and yet, it's one of my biggest threats. I usually need to keep Keldeo/Mew at full, and Scizor at good enough health to survive a Quick Attack, and retaliate with BP. Rocks do help immensely, but most Pinsir players know how to get rocks off the field, so it's a bit hard.
I will add more threats as I see them pop up, otherwise, these two are the biggest problems, though I do see Scizor putting in work against them.
How it fares against different playstyles:
Hyper Offense: HO is likely one of the most difficult playstyles to beat, as there are next to no openings to Baton Pass. However, it's not unbeatable. One Agility during the mid-game can easily sweep a team, thanks to Amphy's sky high Special Attack stat and the usual frailty of HO mons. I have to watch out for priority, but that's about it. Scarf Keldeo is great at cleaning up after Amphy is done, and Scizor does the same. Mew spreading burns helps weaken the other team, but Togekiss itself finds it difficult to play against HO. Usually I have to lure out a Draco Meteor from Latios (most use it as a offensive Defogger) and then set up from there.
Stall: Lol, what's that? Stall? The battles that take 10 turns? Stall is laughingly easy to beat. There is almost no offensive pressure, and Togekiss literally has the entire battle to set up. Most foolishly keep their Chansey in on Toge, where it can set up and flinch them to death. Toge itself can rip apart stall teams. However, when its duty is done, and Toxic starts to kick in, a simple Baton Pass to Ampharos finishes the game. They can do pretty much nothing against Amphy once it's set up. GG stall.
Bulky Offense: Bulky offense is slightly more difficult, but it really isn't too much to worry about, unless they have like, Mega Pinsir or something. +2 Keldeo usually sweeps, and +2 +2 Amphy always sweeps. Mandibuzz, Chansey, and other walls not named Skarmory (y u gotta whirlwind) are setup bait and let me win the game.
Sand Offense: Hnng. Not too hard, but not too easy. This time, Keldeo is the star. Landorus and Scizor usually weaken the enemy, and if I play it right, Toge can get 1 NP on a special attacker and pass to Keldeo. That usually seals the game, unless a Lati is still alive. Mew just loves to spread those burns.
Rain Offense: Not too much to worry about; only about Kabutops gives me problems. Torn-T, Noivern, and Politoed are easy to set up on, and if they have M-Manectric, it's perfect. Switch on Poli, get a NP, tank the hit, go to Amphy, Agility, sweep. I do have to watch out for the SS'ers, because they easily outspeed Amphy after an Agility. Kingdra can OHKO, but Kabu can't, and I'm pretty sure Ludicolo can't, while I can OHKO back, taking out one of the team's SS'er.
Geomancy Pass: I'm dead. I've played it twice, and lost utterly both times. I really can't do anything about it, I have no answers. I need a way to at least check it, so I have a fighting chance. My only idea is to set up along side it, while passing before I get Encored. Ideas?
Stall: Lol, what's that? Stall? The battles that take 10 turns? Stall is laughingly easy to beat. There is almost no offensive pressure, and Togekiss literally has the entire battle to set up. Most foolishly keep their Chansey in on Toge, where it can set up and flinch them to death. Toge itself can rip apart stall teams. However, when its duty is done, and Toxic starts to kick in, a simple Baton Pass to Ampharos finishes the game. They can do pretty much nothing against Amphy once it's set up. GG stall.
Bulky Offense: Bulky offense is slightly more difficult, but it really isn't too much to worry about, unless they have like, Mega Pinsir or something. +2 Keldeo usually sweeps, and +2 +2 Amphy always sweeps. Mandibuzz, Chansey, and other walls not named Skarmory (y u gotta whirlwind) are setup bait and let me win the game.
Sand Offense: Hnng. Not too hard, but not too easy. This time, Keldeo is the star. Landorus and Scizor usually weaken the enemy, and if I play it right, Toge can get 1 NP on a special attacker and pass to Keldeo. That usually seals the game, unless a Lati is still alive. Mew just loves to spread those burns.
Rain Offense: Not too much to worry about; only about Kabutops gives me problems. Torn-T, Noivern, and Politoed are easy to set up on, and if they have M-Manectric, it's perfect. Switch on Poli, get a NP, tank the hit, go to Amphy, Agility, sweep. I do have to watch out for the SS'ers, because they easily outspeed Amphy after an Agility. Kingdra can OHKO, but Kabu can't, and I'm pretty sure Ludicolo can't, while I can OHKO back, taking out one of the team's SS'er.
Geomancy Pass: I'm dead. I've played it twice, and lost utterly both times. I really can't do anything about it, I have no answers. I need a way to at least check it, so I have a fighting chance. My only idea is to set up along side it, while passing before I get Encored. Ideas?
I feel that the above section is slightly more important for this team, as it is really about finding an opening and exploiting it. In other words, it's a bit more of how you play the team than the team itself, so raters might feel it helpful to glance at that section and see how I deal with those threats.
And that's my AmphaKiss (decided to make that name on my own) Baton Passing team using Nasty Plot Togekiss and Agility Ampharos. I might try to get replays of the strategy working, and it not working, to give you guys an idea of what usually happens. Anyway, that's my team, and I'd really appreciate some feedback on it, I want to get higher and higher on the ladder with this team! Thank you for reading, and thank you for any advice that is given!Togekiss (F) @ Leftovers
Ability: Serene Grace
Shiny: Yes
EVs: 252 HP / 76 SpD / 180 Spe
Calm Nature
- Nasty Plot
- Baton Pass
- Air Slash
- Roost
Ampharos @ Ampharosite
Ability: Static
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Agility
- Thunderbolt
- Dragon Pulse
- Focus Blast
Latios @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 192 SpA / 64 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Thunderbolt
- Roost
Excadrill @ Choice Scarf
Ability: Mold Breaker
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 180 HP / 240 Def / 88 Spe
Impish Nature
- Stealth Rock
- U-turn
- Earthquake
- Rock Slide
Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]
Ability: Serene Grace
Shiny: Yes
EVs: 252 HP / 76 SpD / 180 Spe
Calm Nature
- Nasty Plot
- Baton Pass
- Air Slash
- Roost
Ampharos @ Ampharosite
Ability: Static
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Agility
- Thunderbolt
- Dragon Pulse
- Focus Blast
Latios @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 192 SpA / 64 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Thunderbolt
- Roost
Excadrill @ Choice Scarf
Ability: Mold Breaker
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 180 HP / 240 Def / 88 Spe
Impish Nature
- Stealth Rock
- U-turn
- Earthquake
- Rock Slide
Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]
http://replay.pokemonshowdown.com/ou-149855149
A replay of what is supposed to happen. Find the mon you can set up on, lure it out (here I was lazy and just waited for it to switch lol) then proceed to set up and sweep.
http://replay.pokemonshowdown.com/ou-150449128
Against a high 1600's Rain team. Didn't have M-Manectric, but it still worked out. Amphy died early, but it took out the SS'er, which was all that I needed. My other teammates could take it from there.
http://replay.pokemonshowdown.com/ou-150609156
Against a highly offensive player. If I manage to use Mew right, and not let it die early, I've won the match. Mew is just so good.
Will hopefully get more replays of various styles of play on the ladder, bear with me folks.
A replay of what is supposed to happen. Find the mon you can set up on, lure it out (here I was lazy and just waited for it to switch lol) then proceed to set up and sweep.
http://replay.pokemonshowdown.com/ou-150449128
Against a high 1600's Rain team. Didn't have M-Manectric, but it still worked out. Amphy died early, but it took out the SS'er, which was all that I needed. My other teammates could take it from there.
http://replay.pokemonshowdown.com/ou-150609156
Against a highly offensive player. If I manage to use Mew right, and not let it die early, I've won the match. Mew is just so good.
Will hopefully get more replays of various styles of play on the ladder, bear with me folks.
(~^_^)~ Whee ~(^_^~)
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