Importable for those who wants to test
Measurement of Thought
I am a guy who loves going against the flow of things. Today's metagame is all about weather and naturally, I would go with a non-weather team. I want a team which rewards me for hard work, which is fun to use. After consideration, I thought "Hey! Baton-passing looks fun! Let's try it."
The Team in Full View
Smeargle (M) @ Focus Sash
Trait: Own Tempo
EVs: 252 HP / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Ingrain
- Quiver Dance
- Spore
- Baton Pass
Leading the pack is a dog with it's own paint brush, Smeargle! It's role is to set up Ingrain, essential to any baton chaining teams. Speed is essential because it has to be as fast as possible. Ingrain to prevent any phazers and if i'm going first, Spore is there to let me set up. If the opponent is faster than me, I would quiver dance and baton pass as that's what it can only do (Hey +1 on speed, SpA and SpDef ain't that bad ya' know ;D). Once it has done its duties, it's baton-passing to the next few members of my team, depending on the situation.
WTH NO SHELL SMASH? LOUSY SMEARGLE.
Allow me to explain. Firstly, while shell smash gives an awesome +2 to 3 of, IMO, the most important stats in today's metagame, it gives a -1 to both defenses. In addition, a white herb would be necessary, which will lowers the chance for smeargle to set up against an attacker. Let's face it, Smeargle with its putrid defenses can be OHKO-ed by almost anything. I want Ingrain to be there, or at least a +1 Spd, SpA and SpDef to be baton-passed as I find that my mons are more often than not, slower than their adversaries without the boost.
Vaporeon (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Baton Pass
- Roar
- Acid Armor
- Substitute
This, or Gorebyss, are the 2 most likely recipients of Smeargle's blessings. +2 speed really helps Vap here as he can proceed to set up acid armor first before any attack takes place. Substitute is there to take advantage of its amazing bulk (116HP subs!) and baton pass safely, together with its sub to any team member.Scald is to prevent taunters from completely shutting me down. I Soon realised opponeents sets up on me when i try to set up, especially on Vaporeon O_o. So I equipped him with the all important Roar. With that I make sure opponents stay weak while I get stronger.
Weakness Check
Grass: Scizor
Electric: Gliscor
Gorebyss (F) @ White Herb
Trait: Swift Swim
EVs: 252 HP / 252 SDef / 4 Spd
Calm Nature (+SDef, -Atk)
- Substitute
- Shell Smash
- Baton Pass
- Surf
The maiden of the sea! White herb to negate -1 to both defenses. The EV spread is to provide maximum bulk to Gorebyss, blessing her with the much needed SDef points which its water counterpart, Vaporeon, do not have. This is probably as standard as it can get, shell smash and get the hell out with a quick baton pass, or not? Substitute is in favour of Aqua Ring to maintain protection and sub presence. At times I do feel the waste of a turn in Aqua Ring and it heals so little, it's minuscule. Surf is for STAB and to prevent her from getting shut down by taunters.
Weakness Check
Grass: Scizor
Electric: Gliscor
Gliscor (M) @ Toxic Orb
Trait: Poison Heal
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature (+Def, -SAtk)
- Baton Pass
- Swords Dance
- Substitute
- Stone Edge
The batman which is not black and muscular. It's EV spread and nature enables it to have a whopping 383 Defense. This, coupled with poison heal makes it an impregnable wall; None shall pass! With a +2 Speed, it can set up a sub first and proceed to swords dance it's attack to ginormous proportions. Why Stone Edge instead of EQ? EQ cannot hit flying types, which means Thundurus (He is my main concern atm, together with any priority taunters) would get a free set-up against me. IMO, Stone Edge is much more versatile, able to hit threats such as Thundurus, Salamence and Dragonite. It can proceed to baton pass any boosts it gets. Gliscor also serves as a check against electric-types, crucial to my team since i have 2 mons weak to it (Vaporeon, Gorebyss).
Weakness Check
Ice: Vaporeon, Gorebyss, Scizor
Water: Vaporeon, Gorebyss
Espeon (M) @ Leftovers
Trait: Magic Bounce
EVs: 252 HP / 4 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Stored Power
- Baton Pass
- Calm Mind
- Shadow Ball
Espeon has so much flexibility and utility, especially in a baton chain team lacking a rapid spinner. Magic bounce, we all know how broken it is. Stored power is there to abuse stat boosts by baton-passing. Calm mind if I have the opportunity to set up while Shadow Ball is there to counter ghosts and other psychic types. Baton pass so that when a dark type is going to hit him, there's always someone there to tank (Gorebyss or Scizor), without loosing any boosts!
Weakness Check
Ghost: Scizor, Smeargle
Dark: Scizor
Bug: Scizor
Scizor (M) @ Life Orb
Trait: Technician
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Bug Bite
- Baton Pass
- Bullet Punch
- Brick Break
The final piece of the puzzle! 252 atk EVs gives him 394 attack. That, added with Technician, gives bullet punch the kick it needs to just about clear the field. Scizor provides the necessary resistances my team needs. Not only that, he can operate on his own with his STAB priority, a welcome bonus to any baton chain team as a back-up. Bug Bite is for STAB and it hits dark pokemon like a truck, a well suited counter to threats such as Tyranitar or Zoroark. Brick break is there for added coverage and the occasional screen smashing. Unlike his steel counterpart, Metagross, he can baton pass. This means that he can baton pass to any water type via prediction of a fire type move, keeping all boosts intact.
Weakness Check
Fire: Gorebyss, Vaporeon
Previous Pokemon
Drifblim (M) @ Lum Berry
Trait: Unburden
EVs: 252 Def / 248 SDef / 8 Spd
Bold Nature (+Def, -Atk)
- Baton Pass
- Calm Mind
- Substitute
- Ominous Wind
Balloon of incoming doom. This mon is highly situational in its usage and will not impede my strategy in any way (Not to say it's useless, I have swept with Drifblim before). For this mon to set up, defense boosts have to be passed down and the adversary is one who uses physical moves. That being said, it also provides a myriad of resistances such as Bug and Grass. In addition, it has immunities against normal and more importantly, fighting-type moves. EV spread and nature results in 205 in both defenses and special defenses. He can set up 110 Hp subs and set up calm mind. Ominous wind is there instead of shadow ball because of its secondary effect. Being able to +1 to all stats is an added bonus to any baton-passing team as it shortens the chain down (Not to say it works every time, 10% ain't high but if it does activate, it's a huge bonus).
Metagross @ Leftovers
Trait: Clear Body
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature (+Atk, -SAtk)
- Meteor Mash
- Earthquake
- Grass Knot
- Ice Punch
Optimus Primus. This metal, heavy piece of destruction is the final piece of the puzzle. 405 attack is nothing to be messed at and with the incoming boosts from my mons, this pokemon transforms into a pokemonSTER. Meteor Mash for the STAB and the occasional +1 attack in case I fail to pass down any attack boosts. EQ to hit hard against Heatrans. Grass knot is there to pulverize any bulky waters. Ice punch is there to provide useful coverage against dragon types and THUNDURUS (gosh I wish it didn't exist).
Credits where they are due.
Main Concerns
Weaknesses are covered and I'm glad for that. I can now baton pass easily and even breathe easier, thanks to a 6-man baton pass team. However, prankster taunters still screws me over sometimes, especially on poor Vaporeon since he has no attacks at all. Another problem this team have is with trick room teams. I don't seem to yet know more about them because once trick room is set up, it's practically "game over" for me =/. I also realise I'm over reliant on Scizor on my resistances and would like to have an opinion.
Smeargle (M) @ Focus Sash Trait: Own Tempo
EVs: 252 HP / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Ingrain
- Quiver Dance
- Spore
- Baton Pass
Gliscor (M) @ Toxic Orb
Trait: Poison Heal
EVs: 252 HP / 192 SDef / 64 Spd
Jolly Nature (+Spd, -SAtk)
- Baton Pass
- Swords Dance
- Substitute
- Stone Edge
Gorebyss (M) @ White Herb
Trait: Swift Swim
EVs: 252 HP / 252 SDef / 4 Spd
Calm Nature (+SDef, -Atk)
- Substitute
- Shell Smash
- Baton Pass
- Surf
Vaporeon (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Substitute
- Acid Armor
- Roar
- Baton Pass
Espeon (M) @ Leftovers
Trait: Magic Bounce
EVs: 252 HP / 4 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Stored Power
- Baton Pass
- Calm Mind
- Hidden Power [Fire]
Scizor (M) @ Life Orb
Trait: Technician
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Bug Bite
- Baton Pass
- Bullet Punch
- Brick Break
EVs: 252 HP / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Ingrain
- Quiver Dance
- Spore
- Baton Pass
Gliscor (M) @ Toxic Orb
Trait: Poison Heal
EVs: 252 HP / 192 SDef / 64 Spd
Jolly Nature (+Spd, -SAtk)
- Baton Pass
- Swords Dance
- Substitute
- Stone Edge
Gorebyss (M) @ White Herb
Trait: Swift Swim
EVs: 252 HP / 252 SDef / 4 Spd
Calm Nature (+SDef, -Atk)
- Substitute
- Shell Smash
- Baton Pass
- Surf
Vaporeon (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Substitute
- Acid Armor
- Roar
- Baton Pass
Espeon (M) @ Leftovers
Trait: Magic Bounce
EVs: 252 HP / 4 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Stored Power
- Baton Pass
- Calm Mind
- Hidden Power [Fire]
Scizor (M) @ Life Orb
Trait: Technician
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Bug Bite
- Baton Pass
- Bullet Punch
- Brick Break
Measurement of Thought
I am a guy who loves going against the flow of things. Today's metagame is all about weather and naturally, I would go with a non-weather team. I want a team which rewards me for hard work, which is fun to use. After consideration, I thought "Hey! Baton-passing looks fun! Let's try it."
Firstly, I will want a Pokemon who can ingrain and baton pass to defend against phazers. The only choice would have to be Smeargle.
I will need somebody to set up defense and baton pass. The only pokemon bulky enough is Vaporeon.
Next, someone that can quickly set up attack and speed boosts AND baton pass. Once again I plunged into the oceans and fished out this pretty treasure.
What I'm lacking here now is SpD and SpA. I need someone who can calm mind and baton pass. He will also need to be bulky as well to set subs up and maintain sub presence.
Oh my BLEEPING god, I have 3 pokemon weak to electric types. Don't worry though! The pokemon world has blessed us with a Gliscor. He swords dances, baton passes, shakes off lightning moves. Perfect.
And finally, the convergence. This guy needs to have plenty of resistances, looks like the destroyer of the universe or something. More importantly, dent a team hard in case the chain fails. Metagross suits the description perfectly.
I soon realised the drastic weaknesses in this team and several changes has got to be made. Firstly, the team is too inflexible, meaning to say it culminates to one "ultimate" pokemon and that's that. A broken chain will spell a certain doom and hence, modified the team to suit changing needs. Smeargle, Vaporeon, Gorebyss and Gliscor stays. Both Vaporeon and Gorebyss tanks ice moves aimed at Gliscor easily while Gliscor easily shrugs off electric-type moves. Say adios to Drifblim and err... METAGROSS?! Drifblim, like I said is highly situational in usage... more of a liability than a gain! I burst the balloon in exchange for everyone's favourite, Espeon! Espeon's high Sp.Def means that it can take a thunderbolt in a switch and proceed to do whatever it can do.
Dismantling Metagross ain't easy feat due to his godlike stats, but I found no point keeping him when he cannot baton pass. I hence searched through the junkyard and recovered his steel counterpart, Scizor! Scizor can take ghost and dark type moves and provide that essential grass type resistance lacking in Gorebyss, Vaporeon and Gliscor.

I will need somebody to set up defense and baton pass. The only pokemon bulky enough is Vaporeon.


Next, someone that can quickly set up attack and speed boosts AND baton pass. Once again I plunged into the oceans and fished out this pretty treasure.



What I'm lacking here now is SpD and SpA. I need someone who can calm mind and baton pass. He will also need to be bulky as well to set subs up and maintain sub presence.




Oh my BLEEPING god, I have 3 pokemon weak to electric types. Don't worry though! The pokemon world has blessed us with a Gliscor. He swords dances, baton passes, shakes off lightning moves. Perfect.





And finally, the convergence. This guy needs to have plenty of resistances, looks like the destroyer of the universe or something. More importantly, dent a team hard in case the chain fails. Metagross suits the description perfectly.






I soon realised the drastic weaknesses in this team and several changes has got to be made. Firstly, the team is too inflexible, meaning to say it culminates to one "ultimate" pokemon and that's that. A broken chain will spell a certain doom and hence, modified the team to suit changing needs. Smeargle, Vaporeon, Gorebyss and Gliscor stays. Both Vaporeon and Gorebyss tanks ice moves aimed at Gliscor easily while Gliscor easily shrugs off electric-type moves. Say adios to Drifblim and err... METAGROSS?! Drifblim, like I said is highly situational in usage... more of a liability than a gain! I burst the balloon in exchange for everyone's favourite, Espeon! Espeon's high Sp.Def means that it can take a thunderbolt in a switch and proceed to do whatever it can do.





Dismantling Metagross ain't easy feat due to his godlike stats, but I found no point keeping him when he cannot baton pass. I hence searched through the junkyard and recovered his steel counterpart, Scizor! Scizor can take ghost and dark type moves and provide that essential grass type resistance lacking in Gorebyss, Vaporeon and Gliscor.






The Team in Full View

Smeargle (M) @ Focus Sash
Trait: Own Tempo
EVs: 252 HP / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Ingrain
- Quiver Dance
- Spore
- Baton Pass
Leading the pack is a dog with it's own paint brush, Smeargle! It's role is to set up Ingrain, essential to any baton chaining teams. Speed is essential because it has to be as fast as possible. Ingrain to prevent any phazers and if i'm going first, Spore is there to let me set up. If the opponent is faster than me, I would quiver dance and baton pass as that's what it can only do (Hey +1 on speed, SpA and SpDef ain't that bad ya' know ;D). Once it has done its duties, it's baton-passing to the next few members of my team, depending on the situation.
WTH NO SHELL SMASH? LOUSY SMEARGLE.
Allow me to explain. Firstly, while shell smash gives an awesome +2 to 3 of, IMO, the most important stats in today's metagame, it gives a -1 to both defenses. In addition, a white herb would be necessary, which will lowers the chance for smeargle to set up against an attacker. Let's face it, Smeargle with its putrid defenses can be OHKO-ed by almost anything. I want Ingrain to be there, or at least a +1 Spd, SpA and SpDef to be baton-passed as I find that my mons are more often than not, slower than their adversaries without the boost.

Vaporeon (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Baton Pass
- Roar
- Acid Armor
- Substitute
This, or Gorebyss, are the 2 most likely recipients of Smeargle's blessings. +2 speed really helps Vap here as he can proceed to set up acid armor first before any attack takes place. Substitute is there to take advantage of its amazing bulk (116HP subs!) and baton pass safely, together with its sub to any team member.
Weakness Check
Grass: Scizor
Electric: Gliscor

Gorebyss (F) @ White Herb
Trait: Swift Swim
EVs: 252 HP / 252 SDef / 4 Spd
Calm Nature (+SDef, -Atk)
- Substitute
- Shell Smash
- Baton Pass
- Surf
The maiden of the sea! White herb to negate -1 to both defenses. The EV spread is to provide maximum bulk to Gorebyss, blessing her with the much needed SDef points which its water counterpart, Vaporeon, do not have. This is probably as standard as it can get, shell smash and get the hell out with a quick baton pass, or not? Substitute is in favour of Aqua Ring to maintain protection and sub presence. At times I do feel the waste of a turn in Aqua Ring and it heals so little, it's minuscule. Surf is for STAB and to prevent her from getting shut down by taunters.
Weakness Check
Grass: Scizor
Electric: Gliscor

Gliscor (M) @ Toxic Orb
Trait: Poison Heal
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature (+Def, -SAtk)
- Baton Pass
- Swords Dance
- Substitute
- Stone Edge
The batman which is not black and muscular. It's EV spread and nature enables it to have a whopping 383 Defense. This, coupled with poison heal makes it an impregnable wall; None shall pass! With a +2 Speed, it can set up a sub first and proceed to swords dance it's attack to ginormous proportions. Why Stone Edge instead of EQ? EQ cannot hit flying types, which means Thundurus (He is my main concern atm, together with any priority taunters) would get a free set-up against me. IMO, Stone Edge is much more versatile, able to hit threats such as Thundurus, Salamence and Dragonite. It can proceed to baton pass any boosts it gets. Gliscor also serves as a check against electric-types, crucial to my team since i have 2 mons weak to it (Vaporeon, Gorebyss).
Weakness Check
Ice: Vaporeon, Gorebyss, Scizor
Water: Vaporeon, Gorebyss

Espeon (M) @ Leftovers
Trait: Magic Bounce
EVs: 252 HP / 4 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Stored Power
- Baton Pass
- Calm Mind
- Shadow Ball
Espeon has so much flexibility and utility, especially in a baton chain team lacking a rapid spinner. Magic bounce, we all know how broken it is. Stored power is there to abuse stat boosts by baton-passing. Calm mind if I have the opportunity to set up while Shadow Ball is there to counter ghosts and other psychic types. Baton pass so that when a dark type is going to hit him, there's always someone there to tank (Gorebyss or Scizor), without loosing any boosts!
Weakness Check
Ghost: Scizor, Smeargle
Dark: Scizor
Bug: Scizor

Scizor (M) @ Life Orb
Trait: Technician
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Bug Bite
- Baton Pass
- Bullet Punch
- Brick Break
The final piece of the puzzle! 252 atk EVs gives him 394 attack. That, added with Technician, gives bullet punch the kick it needs to just about clear the field. Scizor provides the necessary resistances my team needs. Not only that, he can operate on his own with his STAB priority, a welcome bonus to any baton chain team as a back-up. Bug Bite is for STAB and it hits dark pokemon like a truck, a well suited counter to threats such as Tyranitar or Zoroark. Brick break is there for added coverage and the occasional screen smashing. Unlike his steel counterpart, Metagross, he can baton pass. This means that he can baton pass to any water type via prediction of a fire type move, keeping all boosts intact.
Weakness Check
Fire: Gorebyss, Vaporeon
Previous Pokemon

Drifblim (M) @ Lum Berry
Trait: Unburden
EVs: 252 Def / 248 SDef / 8 Spd
Bold Nature (+Def, -Atk)
- Baton Pass
- Calm Mind
- Substitute
- Ominous Wind
Balloon of incoming doom. This mon is highly situational in its usage and will not impede my strategy in any way (Not to say it's useless, I have swept with Drifblim before). For this mon to set up, defense boosts have to be passed down and the adversary is one who uses physical moves. That being said, it also provides a myriad of resistances such as Bug and Grass. In addition, it has immunities against normal and more importantly, fighting-type moves. EV spread and nature results in 205 in both defenses and special defenses. He can set up 110 Hp subs and set up calm mind. Ominous wind is there instead of shadow ball because of its secondary effect. Being able to +1 to all stats is an added bonus to any baton-passing team as it shortens the chain down (Not to say it works every time, 10% ain't high but if it does activate, it's a huge bonus).

Metagross @ Leftovers
Trait: Clear Body
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature (+Atk, -SAtk)
- Meteor Mash
- Earthquake
- Grass Knot
- Ice Punch
Optimus Primus. This metal, heavy piece of destruction is the final piece of the puzzle. 405 attack is nothing to be messed at and with the incoming boosts from my mons, this pokemon transforms into a pokemonSTER. Meteor Mash for the STAB and the occasional +1 attack in case I fail to pass down any attack boosts. EQ to hit hard against Heatrans. Grass knot is there to pulverize any bulky waters. Ice punch is there to provide useful coverage against dragon types and THUNDURUS (gosh I wish it didn't exist).
Credits where they are due.
Arkeis.com for moving sprites, big Vaporeon pic, big Gliscor pic, big Metagross pic.
GargoyleDragon for big Smeargle pic.
stardroidjean for big Gorebyss pic.
schrei_photo for big Drifblim pic
GargoyleDragon for big Smeargle pic.
stardroidjean for big Gorebyss pic.
schrei_photo for big Drifblim pic
Main Concerns
Weaknesses are covered and I'm glad for that. I can now baton pass easily and even breathe easier, thanks to a 6-man baton pass team. However, prankster taunters still screws me over sometimes, especially on poor Vaporeon since he has no attacks at all. Another problem this team have is with trick room teams. I don't seem to yet know more about them because once trick room is set up, it's practically "game over" for me =/. I also realise I'm over reliant on Scizor on my resistances and would like to have an opinion.