Basically
Another
Team
Of
Ninja
Wow! I personally think that the concept was good but how I developed it sucked. I mean, common "Basically another team of Ninja" That sucks lol. Now, lets head into the team...
Another
Team
Of
Ninja
Wow! I personally think that the concept was good but how I developed it sucked. I mean, common "Basically another team of Ninja" That sucks lol. Now, lets head into the team...






At a Glance: 3 Pokemon imune to Toxic Spikes, 2 Stealth Rock weaknes and 1 pokemon immune to Spike Damage. As you may noticed from the title and looking into the pokemon you can notice most of them can BP (Baton Pass) a must to this team and it all floats around this strategy. I was inspired by Maddog's guide which is here (if you are new to Baton Pass please read it I'm sure it'll help)
http://www.smogon.com/dp/articles/baton_pass_chains
When I started building the team I firsted checked for all of the Baton Pasers and when I noticed most of them were NU I decided to do an all NU Baton Pass team and here it is:
In Depth:
Venomoth (Bugsy) @ Focus Sash
Ability: Tinted Lens
EVs: 160 HP / 96 SpA / 252 SpD
Nature: Modest
- Agility
- Sleep Powder
- Baton Pass
- Bug Buzz
Description: The first Baton Passer of the chain. Its a basic moveset described in the smogon page and I am still doubting about it perhaps it doesnt suit the team as good as it should so in the matter of EV's I am not quite sure yet. The moveset yes, I like it.
As said before it starts the chain by boosting speed and from all of the Agility Baton Passers I chose Venomoth from them all because its stats are not that bad but its Poison type, giving me the ability to absorb Toxic Spikes and essential to any Baton Pass team aswell as the sleep support it provides with Sleep Powder the best sleep inducing move (after Spore).
Lopunny (Jess Alba) @ Flame Orb
Ability: Klutz
EVs: 252 HP/ 164 Def/ 92 Spe
Nature: Impish
- Magic Coat
- Substitute
- Baton Pass
- Switcheroo
Description: Ah, Lopunny! From all Baton Passers around I chose him for one main reason: Magic Coat. With Magic Coat I can bounce my opponents moves back most importantly Taunt a sure "counter" to Baton Pass teams, and thanks god Magic Coat's effect can be BPed.
Lopunny keeps the chain alive, I chose not to give it alot of Speed EV's since it is already fast itself and it will hopefully get an speed boost from Venomoth along the rest of the team. I gave it max HP to make Substitutes as bulky as possible.
Hypno (Freud) @ Leftovers
Ability: Insomnia
EVs: 240 HP/ 98 SpA/ 172 SpD
Nature: Calm
- Calm Mind/Hypnosis
- Baton Pass
- Pyshic
- Hidden Power [Fighting]
Description: Continues with the chain (I guess I'll keep on saying that throught all the team lol after all they all do the same) what Hypno supports in the chain is the Special Attack for the receiver yet I am not sure wether to go with Calm Mind or Nasty Plot if I go witht he first not only I can become an offensive threat but the Special Def boost can aid my following Baton Pasers.
He happens to be my inmmediate switch after Lopunny's Baton Pass since they have great synergy rsisting each other's moves so sometimes I just play around with the mind of my foe specialy Ghost types.
With the boosts of Speed and Special Attack Hypno can kill some stuff in the way if needed. Else than that stat up as much as possible and then continue to further the chain which then moves to:
Drifblim (Got Pumped) @ Petaya Berry
Ability: Unburden
EVs: 80 HP/ 252 SpA/ 176 Spe
Nautre: Modest
- Substitute
- Baton Pass
- Sahdow Ball
- Hidden Power [Fighting]
Description: I loved this pokemon ever since I bought the game and I've used it before with a similar set (Calm Mind over Baton Pass). In this aprticular moveset Drifblim arrives to the chain with its bulky Substitues a.k.a. 101 Subs and if having enough stat ups Drifblim can attack with Ghost and Fighting for the unresisted damage and hitting everything around.
Reason why I chose Drifblim is not yet clear to me. It is mostly a filler but a good one, it can actually become a threat if used correctly and if not support the chain and a plus are all of his immunities making him easy to switch in.
Mawile (Croc) @ Leftovers
Ability: Intimidate
EVs: 252 HP/ 4 Def/ 252 SpD
- Iron Defense
- Taunt/Swords Dance
- Baton Pass
- Iron Head
Description: Mawile! The only steel baton passer and the only one that can afford a nice rock resistance for the team and not only that but by switching around with BP I can keep abussing Intimidate if used correctly then Iron Defense to boost the chains Defense which is vital or else the rest of the team would fall down and be torn into pieces.
I am not quite sure about Taunt and Swords Dance. The first is good in BP chains forcing the opponent to attack or switch while I take little damage, the next gives a neat offensive boost not only for Mawile but for the receiver.
Octillery (MrSpitAlot) @ Lum Berry
Ability: Suction Cups
EVs: 32 Atk/ 226 SpAtk/ 252 Spe
Nature: Modest
- Surf
- Ice Beam
- Charge Beam
- Seeb Bomb
Description: Ah! Octillery I think its the best "receiver" of a Baton Pass chain, unable to be blown out by Roar thanks to Suction Cups plus a wide movepool of great moves and average stats, amazing for a NU.
The moveset is self explanatory but Seed Bomb. Seeb Bomb is there to take Gastrodon and Quagsire down and not only that but it will help me take down Chansey hitting her in her weakest spot, this is the reason why I might give Mawile Swords Dance over Taunt.
When this guy receives as amny boosts as possible it'll do is best at destroying everything in the NU tiers just fearing few CS and Voltorb who might have exploted 10 turns ago.
So, that the team...thanks for reading so far and I hope the concept of the team was clear on all of you I tried to explain it as good as possible and I'll apreciate every single one of your rates and comments, thanks!
http://www.smogon.com/dp/articles/baton_pass_chains
When I started building the team I firsted checked for all of the Baton Pasers and when I noticed most of them were NU I decided to do an all NU Baton Pass team and here it is:
In Depth:

Venomoth (Bugsy) @ Focus Sash
Ability: Tinted Lens
EVs: 160 HP / 96 SpA / 252 SpD
Nature: Modest
- Agility
- Sleep Powder
- Baton Pass
- Bug Buzz
Description: The first Baton Passer of the chain. Its a basic moveset described in the smogon page and I am still doubting about it perhaps it doesnt suit the team as good as it should so in the matter of EV's I am not quite sure yet. The moveset yes, I like it.
As said before it starts the chain by boosting speed and from all of the Agility Baton Passers I chose Venomoth from them all because its stats are not that bad but its Poison type, giving me the ability to absorb Toxic Spikes and essential to any Baton Pass team aswell as the sleep support it provides with Sleep Powder the best sleep inducing move (after Spore).

Lopunny (Jess Alba) @ Flame Orb
Ability: Klutz
EVs: 252 HP/ 164 Def/ 92 Spe
Nature: Impish
- Magic Coat
- Substitute
- Baton Pass
- Switcheroo
Description: Ah, Lopunny! From all Baton Passers around I chose him for one main reason: Magic Coat. With Magic Coat I can bounce my opponents moves back most importantly Taunt a sure "counter" to Baton Pass teams, and thanks god Magic Coat's effect can be BPed.
Lopunny keeps the chain alive, I chose not to give it alot of Speed EV's since it is already fast itself and it will hopefully get an speed boost from Venomoth along the rest of the team. I gave it max HP to make Substitutes as bulky as possible.

Hypno (Freud) @ Leftovers
Ability: Insomnia
EVs: 240 HP/ 98 SpA/ 172 SpD
Nature: Calm
- Calm Mind/Hypnosis
- Baton Pass
- Pyshic
- Hidden Power [Fighting]
Description: Continues with the chain (I guess I'll keep on saying that throught all the team lol after all they all do the same) what Hypno supports in the chain is the Special Attack for the receiver yet I am not sure wether to go with Calm Mind or Nasty Plot if I go witht he first not only I can become an offensive threat but the Special Def boost can aid my following Baton Pasers.
He happens to be my inmmediate switch after Lopunny's Baton Pass since they have great synergy rsisting each other's moves so sometimes I just play around with the mind of my foe specialy Ghost types.
With the boosts of Speed and Special Attack Hypno can kill some stuff in the way if needed. Else than that stat up as much as possible and then continue to further the chain which then moves to:

Drifblim (Got Pumped) @ Petaya Berry
Ability: Unburden
EVs: 80 HP/ 252 SpA/ 176 Spe
Nautre: Modest
- Substitute
- Baton Pass
- Sahdow Ball
- Hidden Power [Fighting]
Description: I loved this pokemon ever since I bought the game and I've used it before with a similar set (Calm Mind over Baton Pass). In this aprticular moveset Drifblim arrives to the chain with its bulky Substitues a.k.a. 101 Subs and if having enough stat ups Drifblim can attack with Ghost and Fighting for the unresisted damage and hitting everything around.
Reason why I chose Drifblim is not yet clear to me. It is mostly a filler but a good one, it can actually become a threat if used correctly and if not support the chain and a plus are all of his immunities making him easy to switch in.

Mawile (Croc) @ Leftovers
Ability: Intimidate
EVs: 252 HP/ 4 Def/ 252 SpD
- Iron Defense
- Taunt/Swords Dance
- Baton Pass
- Iron Head
Description: Mawile! The only steel baton passer and the only one that can afford a nice rock resistance for the team and not only that but by switching around with BP I can keep abussing Intimidate if used correctly then Iron Defense to boost the chains Defense which is vital or else the rest of the team would fall down and be torn into pieces.
I am not quite sure about Taunt and Swords Dance. The first is good in BP chains forcing the opponent to attack or switch while I take little damage, the next gives a neat offensive boost not only for Mawile but for the receiver.

Octillery (MrSpitAlot) @ Lum Berry
Ability: Suction Cups
EVs: 32 Atk/ 226 SpAtk/ 252 Spe
Nature: Modest
- Surf
- Ice Beam
- Charge Beam
- Seeb Bomb
Description: Ah! Octillery I think its the best "receiver" of a Baton Pass chain, unable to be blown out by Roar thanks to Suction Cups plus a wide movepool of great moves and average stats, amazing for a NU.
The moveset is self explanatory but Seed Bomb. Seeb Bomb is there to take Gastrodon and Quagsire down and not only that but it will help me take down Chansey hitting her in her weakest spot, this is the reason why I might give Mawile Swords Dance over Taunt.
When this guy receives as amny boosts as possible it'll do is best at destroying everything in the NU tiers just fearing few CS and Voltorb who might have exploted 10 turns ago.
So, that the team...thanks for reading so far and I hope the concept of the team was clear on all of you I tried to explain it as good as possible and I'll apreciate every single one of your rates and comments, thanks!