maddog
is a master debater
I went ahead and got this approved my Caelum. This is my lead for my Baton Pass team, and it differs alot from the one in the analysis. It is also made for OU mostly, so it isn't *really* affected by the BL/ UU test that's going on right now. If some people feel this is too silimar to the current Flame Orb trick set, then this will replace it. Credits to Caelum for the spread, and tacho for help with the awesome moveset.
[SET]
name: Baton Pass Lead
move 1: Baton Pass
move 2: Agility
move 3: Magic Coat
move 4: Switcheroo / Protect / Substitute
item: Flame Orb
ability: Klutz
nature: Timid
evs: 236 HP / 164 Def / 108 Spe
[SET COMMENTS]
<p>If you want to start off the game Baton Passing Agility boosts while simultaneously dealing with most other leads, Lopunny is the best for the job. This set requires a lot of prediction in order for it to work, but it has a high payoff if it is used correctly.</p>
<p>Magic Coat is a great move on a lead, and Lopunny is no exception. With it, Lopunny can bounce back predicted status attacks back at your opponent, hitting them with their own status condition. This is especially good for a Baton Passer, because it also works to stop the bane of most Baton Passers: Taunt. It also hits Encore, but in order for Magic Coat to successfully reflect an Encore, your opponent would have had to use a move before they attempted to Encore you. Lopunny is also a unique applicant for the Baton Passing role because of Klutz, which grants it virtual immunity to Trick. This has the potential to surprise your opponent, who might suspect you to have Cute Charm instead of Klutz. This "immunity" to Trick allows Lopunny to set up in the face of potential Trick users, and Baton Pass out. When combined with Lopunny's Base 105 Speed and solid defenses, this task is normally not hard to do.</p>
<p>Because Klutz makes the item you're carrying not affect you, you can Switcheroo potentially damaging items to your opponent. Flame Orb is perhaps the best choice. With the current EVs, you can Trick Flame Orb on to a dangerous physical attacker and take their item away in the process. The EVs are given to utilize Flame Orb as effectively as possible. While it may seem strange to run so much Defense when you always Burn a physical attacker, it makes Tyranitar's Stone Edge a 3HKO almost all of the time even with Sandstorm included, assuming you Switcheroo on the first turn Tyranitar is out. You still have enough bulk on the Special side to make Modest Choice Scarf Heatran's Flamethrower a 3HKO. Lopunny also reaches 300 Speed, which is fast enough to outspeed Salamence. If you have 1 Agility for every 2 Dragon Dances Salamence has, you can outspeed him and cripple him later in the match with Switcheroo. If Flame Orb isn't suited for you, you can also use Iron Ball, Lagging Tail or your own Choice Items to cripple your opponent's lead. Switcherooing a Choice Item on your opponent is effectively the same as using Encore on them, so Switcheroo should still be your primary choice even if you want to use Encore. If you don't plan on using Switcheroo at all, use Substitute or Protect to defend against potential Explosions, and ease what is otherwise a prediction based set.</p>
[SET]
name: Baton Pass Lead
move 1: Baton Pass
move 2: Agility
move 3: Magic Coat
move 4: Switcheroo / Protect / Substitute
item: Flame Orb
ability: Klutz
nature: Timid
evs: 236 HP / 164 Def / 108 Spe
[SET COMMENTS]
<p>If you want to start off the game Baton Passing Agility boosts while simultaneously dealing with most other leads, Lopunny is the best for the job. This set requires a lot of prediction in order for it to work, but it has a high payoff if it is used correctly.</p>
<p>Magic Coat is a great move on a lead, and Lopunny is no exception. With it, Lopunny can bounce back predicted status attacks back at your opponent, hitting them with their own status condition. This is especially good for a Baton Passer, because it also works to stop the bane of most Baton Passers: Taunt. It also hits Encore, but in order for Magic Coat to successfully reflect an Encore, your opponent would have had to use a move before they attempted to Encore you. Lopunny is also a unique applicant for the Baton Passing role because of Klutz, which grants it virtual immunity to Trick. This has the potential to surprise your opponent, who might suspect you to have Cute Charm instead of Klutz. This "immunity" to Trick allows Lopunny to set up in the face of potential Trick users, and Baton Pass out. When combined with Lopunny's Base 105 Speed and solid defenses, this task is normally not hard to do.</p>
<p>Because Klutz makes the item you're carrying not affect you, you can Switcheroo potentially damaging items to your opponent. Flame Orb is perhaps the best choice. With the current EVs, you can Trick Flame Orb on to a dangerous physical attacker and take their item away in the process. The EVs are given to utilize Flame Orb as effectively as possible. While it may seem strange to run so much Defense when you always Burn a physical attacker, it makes Tyranitar's Stone Edge a 3HKO almost all of the time even with Sandstorm included, assuming you Switcheroo on the first turn Tyranitar is out. You still have enough bulk on the Special side to make Modest Choice Scarf Heatran's Flamethrower a 3HKO. Lopunny also reaches 300 Speed, which is fast enough to outspeed Salamence. If you have 1 Agility for every 2 Dragon Dances Salamence has, you can outspeed him and cripple him later in the match with Switcheroo. If Flame Orb isn't suited for you, you can also use Iron Ball, Lagging Tail or your own Choice Items to cripple your opponent's lead. Switcherooing a Choice Item on your opponent is effectively the same as using Encore on them, so Switcheroo should still be your primary choice even if you want to use Encore. If you don't plan on using Switcheroo at all, use Substitute or Protect to defend against potential Explosions, and ease what is otherwise a prediction based set.</p>