Well, I see that neither of you are really getting the point, so, regarding Sweet Jesus's post, I'm going to jot down my replies on what he is saying against Baton Pass.
1. Baton pass teams are barely unexsitant, even if baton pass teams were judged too powerful, it's doesn't affect the metagame enough to make the tier boring.
1. Baton Pass teams being rare doesn't exactly present a great argument, especially considering that weather is pretty rare as well and it was up for suspect before. Also, just because it is uncommon, doesn't mean that it isn't any more or less of a threat than what it really can be.
2. Baton pass might beat a lot of teams, but crit hax can affect them much more than it would affect a balanced or offesnive team. Since the set up part can be kind of long, it gives loads of time for your opponent to get that hax.
2. Hax is not an argument for suspect testing since every team faces hax and that can never be prevented, and also because of the fact that almost every member in a Baton Pass team carries Substitute to scout for moves, get free setups, and technically scout for hax, lol.
3. A good player will usualy ravage standrad teams with pretty much any team. If you look at the ladder, people with over 15-1 of win loss ratio are actually pretty common. The questin is more can a good player always beat another good player and that I don'T think so.
3. Sure, any good player can usually win with a decent team. Often, matches are decided upon good play alone. What I'm saying is that BP teams are built so that if an opposing team doesn't have a few reliable answers to them, then even good players won't be able to stop it; in a contest between two good players, with one player having a decent non-bp team, and the other having a decent BP team, I'd bet more on the BP player.
4. Baton pass teams have some weaknesses that are nearly impossible to cover. From the moment your opponent has either priority encore, haze or whirlwind with enough talent to use it properly, there's a good chance you'll lose the game. This gives the best users about the same win loss ratio they would have if they were using another type of team.
4. Taunt isn't the best counter to BP. In fact, I'd even go as far as to say that it's rarely even a check since most chain members, if not all, carry an attacking move as well. There are even other ways, such as Mental Herb and carrying Taunt themselves. If their offenses managed to get boosted, then even taunt users will have trouble as well. Priority Encore is a threat of course, and is Priority Haze, but Prankster Pokemon aren't commonly used, and the top priority of any BP team is to take out these threats, and to be fair, that can be accomplished by good play alone, considering that they are also usually rather frail themselves and the non-Prankster users of these moves have to deal with possible Taunts as well.
5. Variety of baton passers is pretty limited making such teams pretty redundant, limited and predictable.
5. Yeah, there are a limited number of Baton Passers that are viable, but most of them are standard because they have important, often irreplaceable attributes, and the remaining slots are actually pretty variable, depending on what you need to cover your team needs of weaknesses, stat boosts, and more.
6. Baton pass is cool to use without basing your team around it and it would be boring to ban it just because some extremely rare teams completely abuse the meta (which I don't even consider to be the case).
6. WTF, that isn't even an argument, so sorry to say. It'd be boring to ban it? So, for example, if the metagame was brought to the point where Stall becomes extremely centralizing, yet often a boring play style, that would be boring to ban too? I'm sorry, but that's an invalid issue.
Now, to Swamp-Rocket. The thing that you, and many other people out there, all misunderstand is Ninjask's value. Ninjask is a Pokemon whose success depends on the quality of the team building, rather than the Pokemon itself. First of all, you mention that Rock Blast can easily take out Ninjask itself, but you don't mention what specifically counters it. There is where people often go wrong in that regard, and your point is no different here. Ninjask has no technical "counters", because it is almost guaranteed to perform its job successfully. So you switch into a Rock Blast user like Cincinno or Golem as it goes for a Substitute or whatever. You think you're going to stop it from performing it's job, well, lets see. Ninjask can simply Protect next turn, scouting what move that you will go for, and Baton Pass out to a proper recipient the very next turn. This is exactly part of what makes Ninjask capable of performing its job nigh perfectly. While you fail to "counter" it because you didn't stop its job, you have also made yourself vulnerable to the fact that it has the ability to let its teammates perform sweeps with just a single successful pass, not even mentioning the fact that a chain of boosts can make a near invincible monster. Speed Boosting can benefit just about everything, and the terms of reliability of performing such a task for its proper teammates is skewed heavily into Ninjask's favor, because of the fact that it's nearly impossible to prevent it from performing its job.