Greetings fellows trainers, esteemed colleagues. With the advent of Baton Passing teams around I thought I'd give my hand on creating one, however seeing as I've been having either marginal luck or have just been given the what for with RNG I thought I'd give it up to the esteemed members of the board (...I'll get my coat) and explain the reasoning and concept behind the team I run today.
Team setup
Anyhow, without further delay. Here is the team in all of it's...ehem..."Glory"
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
Team setup
I wanted to create a core team revolving around setting a Baton Pass team that would be dynamic. Multiple users could benefit from the pass and would equally prove to be a threat depending on the circumstance. I had three users in mind when I created this team,
Each individual member presents a different threat. The idea would be to lead into Tyranitar and have it either scare threats and sash users away to set up Stealth Rock or eliminate the lead entirely. Alone these pokes are a nuisance to deal with, after a few buffs though? The threats are compounded exponentially. That begged the question however, what should fill the final slot?
I decided to run with an Aegislash pivot at the recommendation of someone. It makes sense, provides a bit of a counterbalance to the physical/mixed attackers present and allowed for another potential baton pass option, walling many of the threats that could come across this team. The last one was a judgement call. I wanted something that could annoy common users. For a while I thought Gengar would fill the void but I was underwhelmed at it's performance, mostly it would throw burns around and didn't threaten Fairies nearly as much as I'd have liked. Cue...
The idea would be to have Venusaur act as a wall and a method to absorb toxic spikes. This was an idea that's had marginal success but I have a feeling something better would act as a replacement. On it's own however, it does a good job of staying alive and Knocking Off items of walls and other threats.




Each individual member presents a different threat. The idea would be to lead into Tyranitar and have it either scare threats and sash users away to set up Stealth Rock or eliminate the lead entirely. Alone these pokes are a nuisance to deal with, after a few buffs though? The threats are compounded exponentially. That begged the question however, what should fill the final slot?






I decided to run with an Aegislash pivot at the recommendation of someone. It makes sense, provides a bit of a counterbalance to the physical/mixed attackers present and allowed for another potential baton pass option, walling many of the threats that could come across this team. The last one was a judgement call. I wanted something that could annoy common users. For a while I thought Gengar would fill the void but I was underwhelmed at it's performance, mostly it would throw burns around and didn't threaten Fairies nearly as much as I'd have liked. Cue...

The idea would be to have Venusaur act as a wall and a method to absorb toxic spikes. This was an idea that's had marginal success but I have a feeling something better would act as a replacement. On it's own however, it does a good job of staying alive and Knocking Off items of walls and other threats.
Anyhow, without further delay. Here is the team in all of it's...ehem..."Glory"

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Crunch
- Fire Blast
We start off with a lead T-Tar(Except for the odd Smeargle that pokes it's head in once in a while). It acts as a lead to get Rocks up on the field and hit those that Taunt/Stay in as hard as possible to force a switch or eliminate the lead entirely. When it's over, it'll either stay and attack or back off once the rocks are setup. Works well against Skarm/Ferrothorn leads as well as Sableye/Taunt users but I've noticed that when the Fire Blasts don't land things tend to get a fair bit dicey. Crunch/Stone Edge are for STAB while Fire Blast hits pokes who would otherwise wall it.
Scolipede @ Mental Herb
Ability: Speed Boost
EVs: 248 HP / 208 SpD / 52 Spe
Timid Nature
- Sword Dance
- Substitute
- Protect
- Baton Pass
Ah, who doesn't love Scolipede? Well a lot of people don't actually, there's a good reason for that. If a person doesn't have an active way to either force a switch or eliminate Scolipede it can help wreck unprepared folks. This standard set allows either T-tar, Garchomp, or Talonflame to receive at the very least speed boosts that pokes desperately need. I chose sword dance over other options due to the fact that these pokes rely on a boost in attack over other options.
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stone Edge
- Crunch
- Fire Blast
We start off with a lead T-Tar(Except for the odd Smeargle that pokes it's head in once in a while). It acts as a lead to get Rocks up on the field and hit those that Taunt/Stay in as hard as possible to force a switch or eliminate the lead entirely. When it's over, it'll either stay and attack or back off once the rocks are setup. Works well against Skarm/Ferrothorn leads as well as Sableye/Taunt users but I've noticed that when the Fire Blasts don't land things tend to get a fair bit dicey. Crunch/Stone Edge are for STAB while Fire Blast hits pokes who would otherwise wall it.

Scolipede @ Mental Herb
Ability: Speed Boost
EVs: 248 HP / 208 SpD / 52 Spe
Timid Nature
- Sword Dance
- Substitute
- Protect
- Baton Pass
Ah, who doesn't love Scolipede? Well a lot of people don't actually, there's a good reason for that. If a person doesn't have an active way to either force a switch or eliminate Scolipede it can help wreck unprepared folks. This standard set allows either T-tar, Garchomp, or Talonflame to receive at the very least speed boosts that pokes desperately need. I chose sword dance over other options due to the fact that these pokes rely on a boost in attack over other options.

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Brave Bird
- Will-o-Wisp
- Roost
- Bulk Up
The first of two prominent Baton Pass recipients, this poke follows the classic Bulk Up setup by allowing burns to get passed around and set up when the Baton Pass chain has failed. I wanted to focus a bit more on the team support aspect of Talonflame since the burns help make other pokes job easier and allows for free Bulk ups while switching or staying in on a pokemon that can't hurt Talonflame.
Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Will-o-Wisp
- Roost
- Bulk Up
The first of two prominent Baton Pass recipients, this poke follows the classic Bulk Up setup by allowing burns to get passed around and set up when the Baton Pass chain has failed. I wanted to focus a bit more on the team support aspect of Talonflame since the burns help make other pokes job easier and allows for free Bulk ups while switching or staying in on a pokemon that can't hurt Talonflame.

Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stone Edge
- Earthquake
- Fire Bast
- Brick Break
The second of the predominant Baton Pass recipients, Garchomp threatens pokes by coming in on physical attacks and threaten a sweep after one Sword Dance reception. Even with just having it's speed boosted or not receiving a pass at all this poke can hit hard on the Special and Physical side. Fire Blasts take care of Skarmory/Ferrothorn while the other moves provide coverage to check many of Garchomps counters. The choice of Brick Break may strike some as a bit of an oddball choice but they're there to take care of Chansey/Blissey that have caused this team trouble in the past. In addition, Garchomp in my experience tends to attract the likes of status such as Toxic/Burns and allows Garchomp to 2-hit KO those that try to do so. It has served me well in the past and continues to do so to this day.
Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 4 SpA / 252 SpA
Quiet Nature
- Earthquake
- Fire Bast
- Brick Break
The second of the predominant Baton Pass recipients, Garchomp threatens pokes by coming in on physical attacks and threaten a sweep after one Sword Dance reception. Even with just having it's speed boosted or not receiving a pass at all this poke can hit hard on the Special and Physical side. Fire Blasts take care of Skarmory/Ferrothorn while the other moves provide coverage to check many of Garchomps counters. The choice of Brick Break may strike some as a bit of an oddball choice but they're there to take care of Chansey/Blissey that have caused this team trouble in the past. In addition, Garchomp in my experience tends to attract the likes of status such as Toxic/Burns and allows Garchomp to 2-hit KO those that try to do so. It has served me well in the past and continues to do so to this day.

Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 4 SpA / 252 SpA
Quiet Nature
- Flash Cannon
- Sacred Sword
- Shadow Ball
- King's Shield
What a wonderful discovery this poke has been, after a few boosts and switching in on a poke that carries a super effective move, Aegislash acts both a wonderful wallbreaker and a decent pivot when I see no discernible option of approach to a pokemon. This is a standard set and why not? Careful play allows this pokemon to scout out potential attacks and acts as a wall to many of the threats that come with my pokes.
Venusaur @ Venusaurite
Ability: Chlorophyll / Thick Fat
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Sacred Sword
- Shadow Ball
- King's Shield
What a wonderful discovery this poke has been, after a few boosts and switching in on a poke that carries a super effective move, Aegislash acts both a wonderful wallbreaker and a decent pivot when I see no discernible option of approach to a pokemon. This is a standard set and why not? Careful play allows this pokemon to scout out potential attacks and acts as a wall to many of the threats that come with my pokes.

Venusaur @ Venusaurite
Ability: Chlorophyll / Thick Fat
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Giga Drain
- Toxic
- Synthesis
- Roar
Venusaur was a pokemon that came about when I noticed three inherent weaknesses on my team. The lack of a wall that checks those that carry ice moves, a phaser to stop those that choose to set up, and someone who can soak up toxic spikes. Venusaur carries all three, this pokemon acts as both a phaser to stop the likes of Clefable/Blissey/Chansey from sitting around and acting as a wall and eliminate threats by tanking the hit and phasing out those hiding behind a substitute while acting as a terrific wall in it's own right, the lone stall member on the team does it's job by punishing those that stay in through both Toxic/Giga Drain/Synthesis while eliminating those that set up by roaring them away while letting the Stealth Rocks damage gradually accumulate.
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As far as team success? Eh it's hit or miss, a majority of the games I've won and lost come down to a split decision that either went my way or didn't. Feel free to rate my team and mention what you feel is missing or I could add that would benefit my team immensely. Anyway thanks for taking your time to glance and happy battling.
- Toxic
- Synthesis
- Roar
Venusaur was a pokemon that came about when I noticed three inherent weaknesses on my team. The lack of a wall that checks those that carry ice moves, a phaser to stop those that choose to set up, and someone who can soak up toxic spikes. Venusaur carries all three, this pokemon acts as both a phaser to stop the likes of Clefable/Blissey/Chansey from sitting around and acting as a wall and eliminate threats by tanking the hit and phasing out those hiding behind a substitute while acting as a terrific wall in it's own right, the lone stall member on the team does it's job by punishing those that stay in through both Toxic/Giga Drain/Synthesis while eliminating those that set up by roaring them away while letting the Stealth Rocks damage gradually accumulate.
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As far as team success? Eh it's hit or miss, a majority of the games I've won and lost come down to a split decision that either went my way or didn't. Feel free to rate my team and mention what you feel is missing or I could add that would benefit my team immensely. Anyway thanks for taking your time to glance and happy battling.