Noble light B-pass Devision

Hey everyone. This is a baton pass team I made and tested and I wonder what everyone else thinks of it. Note this team does consist of lowerer tier pokemon. I like to see there use in the OU in my command and these all work pretty well. Also three pokemon have been competing for the sixth slot, so please understand that there are 8 popkemon in this. It would have been six if the three weren't contributing so well. without out further delay let's get started.

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Lopbunny
ability: Limber
Item: Shell bell
Nature: Jolly
Evs: 252 atk, 4 hp, 252 spd
Moves:
Baton pass
Agility
Drainpunch
Foreseight

The speed passer of the team. This rabbit has proven to be useful in this department than ninjask for me because of the dream world ability limber. With this Lopbunny can switch in on thunder wave abusers as well as recieve defensive boost from the others. Drain punch is so that it increases its life span against walls as well as perform a limited, but reliable, sweep. Foresight is to prevent ghost types from completely walling this as the last pokemon. It's definitely not all sunshine for this one as well. With out the SD boost provided by scizor, this thing is not a big threat to dragonites that plague the OU with multiscale and can use this thing as setup fodder for there own sweeps. Ferrothorns suffucate this thing despite super effective damage. Particularly the sub seed/curse set. and Infernape can crash this things hopes of boosting if they are both pitted against each other as leads. As well as the ever spiteful whimsicot tendency to use taunts and shut down anything without priority.

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Scizor
Ability: Technician
Item: Leftovers.
Nature: Adamant
Evs: 252 hp, 252 def, 4 atk
moves:
Bullet punch
swords dance
x-scissor
baton pass

Scizor's set is pretty much look alike to other swords dance scizors. Which gives this scizor a element of surprise factor makes a great exploit for any baton pass team. The set is fairly simple. Try to get a swords dance. Then decide what to do from there. Baton pass if they didn't switch out and I don't got the advantage or if I feel they will switch. Bullet punch to pepper the opponent to see what hes got. X-scissor for anti psycic and to an extent whimsicott support. Of course fire types or pokemon that normally pack the attack type, (I'm pointing a finger at hydreigon here.) destroy scizor thanks to its times four weakness to fire. Priority abusers can take this thing out as well if timed properly. Bulky phasers can use this to stop the chain completely and utterly mess up everything.

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Musharna
Ability: Synchronize
Nature:Calm
Item: Leftovers
Evs: 252 hp, 252 spdef, 4 def
moves:
Barrier
baton pass
rest
stored power

Musharna is the main wall of the team. Naturally bulky with Pretty high hp is nothing to joke about. Synchronize will cause status inflicors to regret there choice as this musharna will also be able to rest it off to put salt in the wound. Defense is what this musharna provides and barrier is happy to oblige with that. stored power is an offensive pivot for this giant floating elephant. It can also pivot to stall at any time while it is out which is a mayjor perk for this thing as well. However, Tyrantitars make this it's chew toy and any pokemon that can over power its special defense. other than that I haven't caught anything that is worth noting from its weaknessess that haven't been said before.

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Girafarig
Ability: Early bird
Nature: timid
Item: Leftovers
Evs: 252 hp, 4 sp atk, 252 spd
moves:
Power swap
baton pass
amnesia
energy ball

Girafarig works as the pivot for musharna's special attacker weakness in a form of psycics and certain gosts that don't pack dark type attacks. A funny thing with my time with girafarig is that it gets hit with atleast one shadow ball 90% of the time and I get a free amnesia boost. energy ball is to scare those nasty donphans and there stealth rock set ups. and power swap acts as the yoink of the set. Stealing the useful attack boost from Dragon dance and calmind in particular. Naturally overpowering this thing is a pretty simple task. Just be smart and it won't die so easily. other wise it has fairly standard weaknessess for your girafarigs.

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Togekiss
Nature:Modest
Ability: Serene grace
Item: Leftovers
Evs: 252 hp, 252 spdef, 4 spatk
moves:
Nasty plot
air slash
aura sphere
baton pass

Togekiss, arguably one of the most annoying pokemon to fight. Togekiss just like scizzor bluffs it's purpose and annoys the hell out of eveything with nasty plot/air slash combo after one agility pass. The weakness with this kinda co inhand to that of the nasty plot set. Just that, again, whimsicott is a pain.

The last three again I have trouble choosing for the sixth slot. I would also like help choosing between these three as well please.

Choice 1
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Drifblim?
Nature: timid
Ability: unburden
Item: Sitrus Berry
Evs: 252 hp, 36 def, 96 spatk, 124 spef
Moves:
Clear smog
Substitute
Shadow ball
Baton pass

Drifblim serves as a chain utility against pokemon that try to boost there stats and as a limited sweeper. Drifblim substitute abuses until it unburden activates. Which then it can limitly sweep against any pokemon with shadow ball or clear smog to brevent a disaster for a lost against the booster. Drifblims weaknesses are to that of a one false move and worthless motive. Which means that if a chain messes up then drifbilm is almost dead space and would have to serve as death fodder from here on
out.

Choice 2
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Blastoise?
Nature: Impish
Ability: Torrent
Item: leftovers
Evs: 252 hp, 128 def, 128 spdef
Moves:
Dragon tail
rapid spin
Aqua ring
earthquake

A utility for to fight of rapid spinners and certain boosters with no help from substitute. This blastoise also serves as a bulky physical recipient. Not much to say on how this works as this is pretty self explanitory. The weaknessess for this is well the baton passers in physical and/or both defense passers are wiped out. Then it just tries to hurt as much as it can before dying off.

Choice 3
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Weavile?
Nature: Adamant
Abilty: Pressure
Item: Choice band
Evs: 252 atk, 252 spd, 4 hp
Moves:
Beatup
Ice punch
Ice shard
Low kick

A great lead and great physical attacks. Weavile serves as both a brute lead and a revenge killer. I know what you're thinking. Why put beat up on weavile. I'll tell you why. Weaviles powerfull attack+choice band+STAB equals an attak of atleast 90 power after stab. Add that to a attack that can hit 6 times leaves a nasty dent on every thing. Not even the mighty dragonite that beatup provides, though it is still better to use Ice punch against it. Ice shard is for priority purposes only. low kick is for ferrothorn and the likes of it. Weakness is missreads. or if locked on a move the entire team resists.
 
Ok, Decent Team? Dont have the time right now to write a full analysis, but Switch Bug bite over X-scissor on Scizor because it has more power. Take off Earthquake on Blastoise and Use Scald for a burn chance and STAB. Weavile needs night slash over Beat up because Beat up is useless after a few pokemon die. Why is there stored power on Girafarig? I don't see where it comes into play unless you want to give all your wonderous stat boosts to your opponent? It also seems as if you mindlessly through the EVS around. What does Max defense on Scizor help with? Tyranitar overpowers 5 of your 6 guys and other things can take on the rest of your team.
If you have question feel free to ask
 
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