Intro about myself
Got into competitive battling when I first watched an MTGXerxes video on YouTube and found the whole competitive Pokémon aspect fascinating, as I had only played the RPG back in the Red and Blue days. The first team I used was a complete copy of some Xerxes's Pokémon which I had evolved and adapted to shoddy play and it did alright, peaking at a CRE of 1550.
Until the day it got completely annihilated by my friend’s baton pass team.
Being the copycat I am, I followed suit and tried to replicate his team and use it on the OU ladder. At first, I was failing left right and centre, but after some refining and grinding the ladder, I got my BP account, RAPEFACE, at 1480 CRE.
This team is fairly gimmicky and does require a bit of surprise, prediction and luck. Also, opponents being noobs is useful. I am also not into Mathmon so my EV spreads are a bit one sided.
Let the BP BEGIN!
Ninjask @ Leftovers
Ability: Speed Boosts
EVs: 248 HP / 8 Atk / 252 Def
Impish nature (+Def, -SpA)
- Protect
- Substitute
- Baton Pass
- X-Scissor
One of, if not, the best speed passers in the game. This lead used to be a Smeargle, but as I soon found out, Smeargle leads are too easy to taunt and kill. Protect Sub is the easiest way to gain speed boosts as well as scout the opponents movesets. Sub has the added effect of reducing crithax, statuses and Trick. X-Scissor is there 2HKO Azelfs, Celebi, damage Breloom and to pick off weakened pokemon like Aerodactyl. X-Scissor also buys some time as you wait for taunt to wear off.
The max defence spread allows Ninjask to set up a sub even against an Ice Shard or CB bullet punch from Mamoswine and CB scizor respectively (assuming max HP). A good way to get additional speed is to just sub again on the same turn they break the sub with a priority move. Also Ninjask's typing should not be overlooked defensively, since he has immunity to ground and a 4x resists to grass, fighting and bug (this is useful as U-turns will not break the sub unless it’s from a CB scizor).
However going back Ninjask can be risky since, more often than not, rocks will be up and he will often find himself on 30% hp when he comes back in. However with ingrain from Smeargle and Protect+Subsitute, I have sometimes brought Ninjask back from the brink of death to above that 50% threshold.
But how does Ninjask compare to other leads? Against Azelf I protect first turn (since I'll be slower and to scout the trick), then sub. If they taunt turn two, I can 2HKO with X-scissor and hope for a 2-3 turn taunt or if they use psychic or flamethrower, then I get some speed up then BP to Mr Mime for Encore.
Machamp requires luck. Getting speed is easy against this lead but it comes down to Vaporeon in the end and not getting confuse haxed. 1 acid armor is all it takes for dynamic punch not to do more than 25% dmg. One way to get rid of confusion is BP'ing to Smeargle, but easier said than done.
Aero is one the worst lead to come up against with this team. Jolteon will be sacrificed. Pretty poor since it’s statistically the third most common, but it’s not the end of the world if they have one. It just comes down to what they bring out next. Essentially with Aeroleads it’s Protect first turn, then BP to Jolteon (who can live a rockslide). Jolteon dies leaving aero on very low hp then ninjask comes back in to protect and then x-scissor to finish off that annoying flying stone fossil. If they bring out a taunter then lucario is gonna have to sweep with just 3 speed boosts and if they carry a sd scizor/lucario then its gg.
Metagross is fairly easy to go up against as bullet punch does a max of 28%, though attack raises are annoying if they use it to break my sub since a meteor mash with a raise will break a 0 acid armor vaporeon's sub. The only problem is that 1% chance it’s a trickgross lead.
Swampert/Hippo leads are usual a free sub and 2 speed boosts at the cost of rocks. The scenario is usually they SR turn 1 when i sub, protect blocks roar turn 2, mr. mime's soundproof blocks roar turn 3, encore continues roar turn 4, they switch turn 5 when i bp to Smeargle to spore whatever comes in.
Jirachi/Uxie is the best lead to encounter since most are scarfed. Protect first turn when they either rock, u-turn or trick and then get a fee sub next turn. However leads with body slam can break the sub and gives vaporeon a 60% chance of getting paralysed when he comes in.
Most times i can get a sub up on Infernape/Heatran then BP to Smeargle to spore him. Even without a sub Vaporeon resists fire blast. Encore Infernapes are very problematic on the other hand and will force a switch with rocks up.
Against Roserade if a see Toxic Spikes I will lead to switch to Mr Mime to status him with only regular poison.
Getting speed to my team is very important since all my pokes, with the exception of Jolteon, have 0 investment in speed EV's as they usually lack defence in a particular area.
Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 Spe
Bold nature (+Def, -Atk)
- Substitute
- Acid Armor
- Baton Pass
- Roar
Substitute as I have already explained with Ninjask is a very important move in all BP teams, but with Vaporeon has the added effect of not being 1HKO'ed by Seismic Toss from Blissey. Acid Armor is the core of this build and Roar is there to force a switch on Pokémon that attempt to SD or DD on you as you AA (usually done at the last minute so I can AA without interruption). Max defence because Vaporeon will often be BP'ed into physical attackers.
Shaymin and Celebi require prediction. If its leech seed/leaf storm then sub will make it fail/reduce their Spa and if its seed flare then Ninjask quad resists (will need to be at least 25% to take it after factoring SR and hope it doesn’t drop spd) and then Mr mime to take the HP and encore it. If you can predict a perish song (more likely on stall teams) then Soundproof from Mr. Mime blocks it out and can encore it. Pokemon with electricattacks will have Jolteon to take it, though Zapdos can run Roar so there is that risk.
Vaporeon needs speed. 3 speed boosts may seem sufficient, but in a metagame filled with trick scarfers ideally that number should be 4-5. I don’t put much into speed purely because Vaporeon needs ever stat of defense she can get. Also the speed allows Vaporeon to roar out Pokémon that attempt to roar/ww it away when both pokes use the phazing move simultaneously.
Mr. Mime @ Leftovers
Ability: Soundproof
EVs: 252 HP / 4 Def / 252 Spd
Calm nature (+Spd, -Atk)
- Substitute
- Calm Mind
- Baton Pass
- Encore
The roar blocker. With such a diverse supporting movepool, he is probably the second most important Pokémon on my team. Only problem is he is weak to the fairly common ghost, dark and bug attacking types.
Many games come down to a calm mind battle but once the opponent gets 6 CM's in, they get an encore and Vaporeon comes in for the roar or acid armors then roar.
It should be noted that TTar will always break a sub with Crunch, even with +6 defence, so depending on how much HP Mr Mime is on, you may want to CM one last time before going to Lucario to sweep.
Weavile and Scizor will require me to get max defense boosts if Mr Mime wishes to CM. If they attempt to SD, encore force them on that move or a priority.
PS Soundproof blocks bugbuzz =)!!!
Smeargle @ Leftovers
Ability: Own Tempo
EVs: 252 HP / 252 Def / 4 Spe
Impish nature (+Def, -Spa)
- Spore
- Substitute
- Ingrain
- Baton Pass
Don’t underestimate the max defence lefties Smeargle. Can live all priorities (except for maybe a specs vacuum wave) so it will get a spore off. The normal typing is quite handy as Mr Mime will be attracting shadow balls. A common situation is Gengar comes in to kill Mr Mime, BP to Smeargle, if sub is up ingrain, if no sub then just sub until focus-miss misses (only a matter of when) then BP back to Mr Mime to encore the focus Blast.
Spore is self explanatory, gives smeargle a free turn to ingrain or sub. Getting quite powerful attackers is very useful like Heatran, TTar, Scizor, Magnezone, Zapdos etc as well as some taunters like Gyarados and Gliscor. Ingrain is there for added regen, which is useful in hail or sandstorm, and to block phaze and also allows for more subs, though can be a weaknesses as it means I can no longer switch if I get taunted or Leech Seeded.
Jolteon @ Zap Plate
Ability: Speed
EVs: 4 Def / 252 Spa / 252 Spe
Modest nature (+Spa, -Atk)
- Baton Pass
- Charge Beam
- Hidden Power (Ice)
- Thunderbolt
The Volt Absorber, the taunt taker and backup sweeper. The immunity of electricity of Jolteon, coupled with the immunity of ghost of Smeargle, is a very useful combo, as it deals with Rotom-A's, Jolteons, Gengars and to a very lesser extent Raikou's, who carry Thunderbolt and Shadow ball. Jolteon is also a great partner to Vaporeon, who seems to have the Lightning Rod ability in addition to Water Absorb.
Charge Beam is a good way to passively increase SpA to pass to Lucario later and Thunderbolt is there to hit extra hard. Hidden Power Ice is for the ever so common switch to a ground type to take the electric attack. Shadow Ball used to be part of the moveset with expert belt, but i realised i never really used shadow ball so this was replaced by thunderbolt zap palte, which does just as much damage to ghosts and gives charge beam more power to neutral targets. Thunderbolt also allows Jolteon to better deal with pokemon neutral to electric such as T-Tar, heatran and scizor.
Pert will force Jolt to BP to vaporeon (assuming not taunted) as it can literally do nothing to them.
Even though Jolteon is a backup, 90% of the time he will make an appearance since volt absorb and that decent special attack are quite useful.
Lucario @ Expert Belt
Ability: Inner Focus
EVs: 248 HP / 8 Def / 252 Spa
Bold nature (+Def, -Atk)
- Aura Sphere
- Dark Pulse
- Hidden Power (Rock)
- Psychic
Aura Sphere is the STAB staple of Reciever Lucario, with Fighting type hitting many things for SE dmg. Dark Pulse hits ghosts and psychics which would otherwise be immune/resist fighting and that flinch, though unreliable, can come in handy against focus sash users since I have no entry hazards up (hence why its gotten over Shadowball as Lucario with boosts does not really benefit from Spd drops). HP Rock is for flying types, namely Gyarados, Zapdos, Ninjask and Dragonite.
248 in HP purely because I don't know how much of it I should put in Defense and how much I should leave in HP. The HP also gives me more of a buffer from Special Attacks. I dont take speed cos its assumed I have speed boosts.
My receiver hasn't always been Lucario, it was first Latias back when she was OU and then PZ when i read the Baton Pass article on Smogon then realised it can't OHKO Blissey with Tri-Attack even with 6 Spa Boosts. Lucario can basically OHKO everything in OU with only 4 CM's and thanks to its steel typing it does not need lum berry and resists Bullet Punch and Ice Shard but is still weak to Vacuum Wave and Mach Punch.
BP HATERZ
Expected Taunters = Gyarados, Gliscor. Jolteon can deal with both, so long as i can outrun them and BP to jolt.
Unexpected taunters = Lum Skarm, TTar, Heatran, Gengar. These guys will break the chain. In cases like these I will be forced to switch and restart, or if im ingrained just try to wait it out. But more often than not i ragequit.
The dilemma = is it a taunt set, or a roar set, or possibly neither? Do i BP to jolteon to take the taunt, or Mr Mime to block the Roar. This is usually the case with Gyarados and Heatran. Gyarados is usually a taunter, especially if i see my opponent bring him in on a vaporeon. However on stall teams it can be roar.
Encore = Togekiss, Machamp, Infernape. Requires prediction. Basically you have to hope around and predict when they aren’t going to encore. If machamp sets up a sub, it is likely he will be encoring. Infernape is just luck based as all you can do is hope he doesn’t have it.
Explosion = Metagross, Bronzong, Forretress, Azelf, Magnezone, Heatran. Sub will limit it to 25% dmg and assuming full HP, vaporean can actually survive most explosions.
Trick Room = Bronzong, Dusknoir. Will involve me subbing down and cutting the turns then on the fifth turn go to smeargle and spore and pray they do not carry lum berry, as bronzong will sometimes and explode on the same turn.
Perish song = Celebi. Soundproof does block but if i dont have a sub and celebi comes in, I am going to sub to scout and protect against leech seed which are way more common. Otherwise im going to get perish sung and the chain is broken.
Toxic Spikes = Can put a limit on stat ups but not a hard counter. Will mean ill have to set up ingrain asap and force me to give Mr Mime regular poison.
Whirlwind = Skarmory difficult to deal with but dealable. Often comes in early against Ninjask when im building speed. Basically if I get ww'ed to Mr Mime, I encore and hope for jolt or Smeargle. Jolteon will scare it off so BP is used so i can scout the switch. Smeargle will go for a sleep sub ingrain. Vap and Lucario will force me to switch to Smeargle for a spore.
Crit/status = Some moves will just do more than 25% dmg so i will be forced to do a naked stat boosting move. Crit happens. Breloom gets a particular mention because of Spore and my defense booster is a water type. 2 acid armors are required to make that seedbomb and focuspunch meet that 25% threshold and if they predict right, vaporeon will be catching z's when she trys to acid armor.
Haze and curse on ghosts = RAPEFACE has left the room. HazeFTW wins!
Luckily Haze and Ghost Curse are rare in OU.
Conclusion:
My Lucario rarely "sweeps". Most of the time people leave before I pass to him and when i do pass to him he usually OHKOs one pokemon and they leave.
Either that or I leave cos I'm massive RQ'er.
I often find myself busting a nerdrage when a taunt just won’t wear off or shoddy bugs out on me and i find myself in the middle of a successful baton pass chain with no sub and no boosts. Or priority move crit hax.
But other times i cause nerdrage when flinch a focus sash Roserade with no sub up on my Lucario with Dark Pulse. Or when someone just cant crit me. Or when someone predicts the BP to Smeargle or Ninjask and use Focus Blast or Fire Blast/Stone Edge and miss.
But despite all this i find BP to be very entertaining to play, even though numerous people have told me to go fuck myself and make a real team as I am setting up calm minds on my Mr Mime.
Got into competitive battling when I first watched an MTGXerxes video on YouTube and found the whole competitive Pokémon aspect fascinating, as I had only played the RPG back in the Red and Blue days. The first team I used was a complete copy of some Xerxes's Pokémon which I had evolved and adapted to shoddy play and it did alright, peaking at a CRE of 1550.
Until the day it got completely annihilated by my friend’s baton pass team.
Being the copycat I am, I followed suit and tried to replicate his team and use it on the OU ladder. At first, I was failing left right and centre, but after some refining and grinding the ladder, I got my BP account, RAPEFACE, at 1480 CRE.
This team is fairly gimmicky and does require a bit of surprise, prediction and luck. Also, opponents being noobs is useful. I am also not into Mathmon so my EV spreads are a bit one sided.






Let the BP BEGIN!

Ninjask @ Leftovers
Ability: Speed Boosts
EVs: 248 HP / 8 Atk / 252 Def
Impish nature (+Def, -SpA)
- Protect
- Substitute
- Baton Pass
- X-Scissor
One of, if not, the best speed passers in the game. This lead used to be a Smeargle, but as I soon found out, Smeargle leads are too easy to taunt and kill. Protect Sub is the easiest way to gain speed boosts as well as scout the opponents movesets. Sub has the added effect of reducing crithax, statuses and Trick. X-Scissor is there 2HKO Azelfs, Celebi, damage Breloom and to pick off weakened pokemon like Aerodactyl. X-Scissor also buys some time as you wait for taunt to wear off.
The max defence spread allows Ninjask to set up a sub even against an Ice Shard or CB bullet punch from Mamoswine and CB scizor respectively (assuming max HP). A good way to get additional speed is to just sub again on the same turn they break the sub with a priority move. Also Ninjask's typing should not be overlooked defensively, since he has immunity to ground and a 4x resists to grass, fighting and bug (this is useful as U-turns will not break the sub unless it’s from a CB scizor).
However going back Ninjask can be risky since, more often than not, rocks will be up and he will often find himself on 30% hp when he comes back in. However with ingrain from Smeargle and Protect+Subsitute, I have sometimes brought Ninjask back from the brink of death to above that 50% threshold.
But how does Ninjask compare to other leads? Against Azelf I protect first turn (since I'll be slower and to scout the trick), then sub. If they taunt turn two, I can 2HKO with X-scissor and hope for a 2-3 turn taunt or if they use psychic or flamethrower, then I get some speed up then BP to Mr Mime for Encore.
Machamp requires luck. Getting speed is easy against this lead but it comes down to Vaporeon in the end and not getting confuse haxed. 1 acid armor is all it takes for dynamic punch not to do more than 25% dmg. One way to get rid of confusion is BP'ing to Smeargle, but easier said than done.
Aero is one the worst lead to come up against with this team. Jolteon will be sacrificed. Pretty poor since it’s statistically the third most common, but it’s not the end of the world if they have one. It just comes down to what they bring out next. Essentially with Aeroleads it’s Protect first turn, then BP to Jolteon (who can live a rockslide). Jolteon dies leaving aero on very low hp then ninjask comes back in to protect and then x-scissor to finish off that annoying flying stone fossil. If they bring out a taunter then lucario is gonna have to sweep with just 3 speed boosts and if they carry a sd scizor/lucario then its gg.
Metagross is fairly easy to go up against as bullet punch does a max of 28%, though attack raises are annoying if they use it to break my sub since a meteor mash with a raise will break a 0 acid armor vaporeon's sub. The only problem is that 1% chance it’s a trickgross lead.
Swampert/Hippo leads are usual a free sub and 2 speed boosts at the cost of rocks. The scenario is usually they SR turn 1 when i sub, protect blocks roar turn 2, mr. mime's soundproof blocks roar turn 3, encore continues roar turn 4, they switch turn 5 when i bp to Smeargle to spore whatever comes in.
Jirachi/Uxie is the best lead to encounter since most are scarfed. Protect first turn when they either rock, u-turn or trick and then get a fee sub next turn. However leads with body slam can break the sub and gives vaporeon a 60% chance of getting paralysed when he comes in.
Most times i can get a sub up on Infernape/Heatran then BP to Smeargle to spore him. Even without a sub Vaporeon resists fire blast. Encore Infernapes are very problematic on the other hand and will force a switch with rocks up.
Against Roserade if a see Toxic Spikes I will lead to switch to Mr Mime to status him with only regular poison.
Getting speed to my team is very important since all my pokes, with the exception of Jolteon, have 0 investment in speed EV's as they usually lack defence in a particular area.

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 Spe
Bold nature (+Def, -Atk)
- Substitute
- Acid Armor
- Baton Pass
- Roar
Substitute as I have already explained with Ninjask is a very important move in all BP teams, but with Vaporeon has the added effect of not being 1HKO'ed by Seismic Toss from Blissey. Acid Armor is the core of this build and Roar is there to force a switch on Pokémon that attempt to SD or DD on you as you AA (usually done at the last minute so I can AA without interruption). Max defence because Vaporeon will often be BP'ed into physical attackers.
Shaymin and Celebi require prediction. If its leech seed/leaf storm then sub will make it fail/reduce their Spa and if its seed flare then Ninjask quad resists (will need to be at least 25% to take it after factoring SR and hope it doesn’t drop spd) and then Mr mime to take the HP and encore it. If you can predict a perish song (more likely on stall teams) then Soundproof from Mr. Mime blocks it out and can encore it. Pokemon with electricattacks will have Jolteon to take it, though Zapdos can run Roar so there is that risk.
Vaporeon needs speed. 3 speed boosts may seem sufficient, but in a metagame filled with trick scarfers ideally that number should be 4-5. I don’t put much into speed purely because Vaporeon needs ever stat of defense she can get. Also the speed allows Vaporeon to roar out Pokémon that attempt to roar/ww it away when both pokes use the phazing move simultaneously.

Mr. Mime @ Leftovers
Ability: Soundproof
EVs: 252 HP / 4 Def / 252 Spd
Calm nature (+Spd, -Atk)
- Substitute
- Calm Mind
- Baton Pass
- Encore
The roar blocker. With such a diverse supporting movepool, he is probably the second most important Pokémon on my team. Only problem is he is weak to the fairly common ghost, dark and bug attacking types.
Many games come down to a calm mind battle but once the opponent gets 6 CM's in, they get an encore and Vaporeon comes in for the roar or acid armors then roar.
It should be noted that TTar will always break a sub with Crunch, even with +6 defence, so depending on how much HP Mr Mime is on, you may want to CM one last time before going to Lucario to sweep.
Weavile and Scizor will require me to get max defense boosts if Mr Mime wishes to CM. If they attempt to SD, encore force them on that move or a priority.
PS Soundproof blocks bugbuzz =)!!!

Smeargle @ Leftovers
Ability: Own Tempo
EVs: 252 HP / 252 Def / 4 Spe
Impish nature (+Def, -Spa)
- Spore
- Substitute
- Ingrain
- Baton Pass
Don’t underestimate the max defence lefties Smeargle. Can live all priorities (except for maybe a specs vacuum wave) so it will get a spore off. The normal typing is quite handy as Mr Mime will be attracting shadow balls. A common situation is Gengar comes in to kill Mr Mime, BP to Smeargle, if sub is up ingrain, if no sub then just sub until focus-miss misses (only a matter of when) then BP back to Mr Mime to encore the focus Blast.
Spore is self explanatory, gives smeargle a free turn to ingrain or sub. Getting quite powerful attackers is very useful like Heatran, TTar, Scizor, Magnezone, Zapdos etc as well as some taunters like Gyarados and Gliscor. Ingrain is there for added regen, which is useful in hail or sandstorm, and to block phaze and also allows for more subs, though can be a weaknesses as it means I can no longer switch if I get taunted or Leech Seeded.

Jolteon @ Zap Plate
Ability: Speed
EVs: 4 Def / 252 Spa / 252 Spe
Modest nature (+Spa, -Atk)
- Baton Pass
- Charge Beam
- Hidden Power (Ice)
- Thunderbolt
The Volt Absorber, the taunt taker and backup sweeper. The immunity of electricity of Jolteon, coupled with the immunity of ghost of Smeargle, is a very useful combo, as it deals with Rotom-A's, Jolteons, Gengars and to a very lesser extent Raikou's, who carry Thunderbolt and Shadow ball. Jolteon is also a great partner to Vaporeon, who seems to have the Lightning Rod ability in addition to Water Absorb.
Charge Beam is a good way to passively increase SpA to pass to Lucario later and Thunderbolt is there to hit extra hard. Hidden Power Ice is for the ever so common switch to a ground type to take the electric attack. Shadow Ball used to be part of the moveset with expert belt, but i realised i never really used shadow ball so this was replaced by thunderbolt zap palte, which does just as much damage to ghosts and gives charge beam more power to neutral targets. Thunderbolt also allows Jolteon to better deal with pokemon neutral to electric such as T-Tar, heatran and scizor.
Pert will force Jolt to BP to vaporeon (assuming not taunted) as it can literally do nothing to them.
Even though Jolteon is a backup, 90% of the time he will make an appearance since volt absorb and that decent special attack are quite useful.

Lucario @ Expert Belt
Ability: Inner Focus
EVs: 248 HP / 8 Def / 252 Spa
Bold nature (+Def, -Atk)
- Aura Sphere
- Dark Pulse
- Hidden Power (Rock)
- Psychic
Aura Sphere is the STAB staple of Reciever Lucario, with Fighting type hitting many things for SE dmg. Dark Pulse hits ghosts and psychics which would otherwise be immune/resist fighting and that flinch, though unreliable, can come in handy against focus sash users since I have no entry hazards up (hence why its gotten over Shadowball as Lucario with boosts does not really benefit from Spd drops). HP Rock is for flying types, namely Gyarados, Zapdos, Ninjask and Dragonite.
248 in HP purely because I don't know how much of it I should put in Defense and how much I should leave in HP. The HP also gives me more of a buffer from Special Attacks. I dont take speed cos its assumed I have speed boosts.
My receiver hasn't always been Lucario, it was first Latias back when she was OU and then PZ when i read the Baton Pass article on Smogon then realised it can't OHKO Blissey with Tri-Attack even with 6 Spa Boosts. Lucario can basically OHKO everything in OU with only 4 CM's and thanks to its steel typing it does not need lum berry and resists Bullet Punch and Ice Shard but is still weak to Vacuum Wave and Mach Punch.
BP HATERZ
Expected Taunters = Gyarados, Gliscor. Jolteon can deal with both, so long as i can outrun them and BP to jolt.
Unexpected taunters = Lum Skarm, TTar, Heatran, Gengar. These guys will break the chain. In cases like these I will be forced to switch and restart, or if im ingrained just try to wait it out. But more often than not i ragequit.
The dilemma = is it a taunt set, or a roar set, or possibly neither? Do i BP to jolteon to take the taunt, or Mr Mime to block the Roar. This is usually the case with Gyarados and Heatran. Gyarados is usually a taunter, especially if i see my opponent bring him in on a vaporeon. However on stall teams it can be roar.
Encore = Togekiss, Machamp, Infernape. Requires prediction. Basically you have to hope around and predict when they aren’t going to encore. If machamp sets up a sub, it is likely he will be encoring. Infernape is just luck based as all you can do is hope he doesn’t have it.
Explosion = Metagross, Bronzong, Forretress, Azelf, Magnezone, Heatran. Sub will limit it to 25% dmg and assuming full HP, vaporean can actually survive most explosions.
Trick Room = Bronzong, Dusknoir. Will involve me subbing down and cutting the turns then on the fifth turn go to smeargle and spore and pray they do not carry lum berry, as bronzong will sometimes and explode on the same turn.
Perish song = Celebi. Soundproof does block but if i dont have a sub and celebi comes in, I am going to sub to scout and protect against leech seed which are way more common. Otherwise im going to get perish sung and the chain is broken.
Toxic Spikes = Can put a limit on stat ups but not a hard counter. Will mean ill have to set up ingrain asap and force me to give Mr Mime regular poison.
Whirlwind = Skarmory difficult to deal with but dealable. Often comes in early against Ninjask when im building speed. Basically if I get ww'ed to Mr Mime, I encore and hope for jolt or Smeargle. Jolteon will scare it off so BP is used so i can scout the switch. Smeargle will go for a sleep sub ingrain. Vap and Lucario will force me to switch to Smeargle for a spore.
Crit/status = Some moves will just do more than 25% dmg so i will be forced to do a naked stat boosting move. Crit happens. Breloom gets a particular mention because of Spore and my defense booster is a water type. 2 acid armors are required to make that seedbomb and focuspunch meet that 25% threshold and if they predict right, vaporeon will be catching z's when she trys to acid armor.
Haze and curse on ghosts = RAPEFACE has left the room. HazeFTW wins!
Luckily Haze and Ghost Curse are rare in OU.
Conclusion:
My Lucario rarely "sweeps". Most of the time people leave before I pass to him and when i do pass to him he usually OHKOs one pokemon and they leave.
Either that or I leave cos I'm massive RQ'er.
I often find myself busting a nerdrage when a taunt just won’t wear off or shoddy bugs out on me and i find myself in the middle of a successful baton pass chain with no sub and no boosts. Or priority move crit hax.
But other times i cause nerdrage when flinch a focus sash Roserade with no sub up on my Lucario with Dark Pulse. Or when someone just cant crit me. Or when someone predicts the BP to Smeargle or Ninjask and use Focus Blast or Fire Blast/Stone Edge and miss.
But despite all this i find BP to be very entertaining to play, even though numerous people have told me to go fuck myself and make a real team as I am setting up calm minds on my Mr Mime.