What are the rules of Relay Race?
The effects of the move Baton Pass are triggered upon manually withdrawing a Pokémon from battle. This means that stat changes, Substitutes and certain status effects (Taunt, Leech Seed, Curse, Aqua Ring, etc.) will be transferred to the incoming team member.
To clarify the premise, the effects of BP do not trigger when a Pokémon faints, nor do they trigger when using pivot moves like U-Turn, Volt Switch, Flip Turn, Parting Shot, Shed Tail, Teleport and Chilly Reception, or the forced switches of Roar, Whirlwind, Dragon Tail, Circle Throw and Red Card. These moves and items function as they do in standard play and forfeit any stat increases, but may yet prove invaluable for eliminating any number of the opponent’s strategies intended to trip you up.
Can your team avoid the pitfalls laid out by the opposition and come together to achieve victory in the Relay Race?
Council Members





Clauses
Standard OMs, Terastal Clause, Sleep Moves Clause
Pokémon
Annihilape
Arceus
Archaludon
Baxcalibur
Calyrex-Ice
Calyrex-Shadow
Chien-Pao
Chi-Yu
Deoxys
Deoxys-Attack
Dialga
Dialga-Origin
Enamorus
Eternatus
Flutter Mane
Giratina
Giratina-Origin
Gouging Fire
Groudon
Ho-Oh
Iron Bundle
Koraidon
Kyogre
Kyurem-Black
Kyurem-White
Landorus
Lugia
Lunala
Magearna
Mewtwo
Miraidon
Necrozma-Dawn-Wings
Necrozma-Dusk-Mane
Ogerpon-Hearthflame
Ogerpon-Wellspring
Palafin
Palkia
Palkia-Origin
Rayquaza
Reshiram
Shaymin-Sky
Skeledirge
Sneasler
Solgaleo
Spectrier
Ursaluna-Bloodmoon
Urshifu
Urshifu-Rapid-Strike
Zacian
Zacian-Crowned
Zamazenta-Crowned
Zekrom
Arena Trap
Moody
Sand Veil
Shadow Tag
Snow Cloak
Speed Boost
Bright Powder
King's Rock
Razor Fang
Acupressure
Clangorous Soul
Last Respects
Mud-Slap
Muddy Water
Night Daze
No Retreat
Perish Song
Sand Attack
Shell Smash
Smokescreen
Victory Dance
Quiver Dance
Pokémon
Ogerpon-Cornerstone
A rundown from the Bulbapedia page states that “Baton Pass switches out the user, passing all temporary stat stage increases and decreases on to the Pokémon that replaces it in battle. Baton Pass also passes some volatile status conditions, namely confusion, getting pumped, escape prevention, Ability suppression, seeding, Curse, Substitute, Ingrain, Power Trick, Heal Block, Perish Song, Magnet Rise, and Aqua Ring.”






Baton Pass is a historically controversial move, to the point where it has been banned in standard play in every Generation since the third. The ability to transfer buffs and Substitutes between team members is understandably viewed as game breaking. However, the premise of this OM explores an environment where the effects of Baton Pass are a known constant every time a Pokemon is withdrawn from battle. These mechanics become an anticipated element of the game which can be prepared for, countered and even exploited. You may find Baton Pass a blessing or a hinderance, depending on the situation.







Offensive boosting your way to victory is certainly the most straightforward route to win the race, but will it be enough when your opponent is trying to do the same?






Defense is not to be underestimated. Consider passing some defensive boosts along to help your team, or maybe some hefty Substitutes to shield them. You can pass extra passive healing with Aqua Ring. Shell Armor can help protect you from crits. Gholdengo’s Good as Gold uniquely can help protect the team from status and phazing. You could even consider recruiting a Soundproof-mon to defend the team from sound moves like Boomburst or Roar, trying to get at you from behind your Subs.







Is Unaware ignoring any kind of opposing stat changes sufficient to defensively contain opposing stat boosts? What about phazing, in the cases of Haze, Roar, Whirlwind, Dragon Tail or Red Card? Will they make the opponent’s efforts fruitless or will they find themselves overwhelmed?





As long as you’re passing boosts along, why not go all in? Stored Power and Power Trip are powerful moves in this meta, as any accrued boost passed to their users only serves to add an additional 20 BP to the move. It all adds up, even potentially letting them bypass Unaware.






Is creating a full boost passing chain team even worth it if every member of your team becomes afflicted with Leech Seed? What if the whole team’s ability is suppressed with Gastro Acid? Or are constantly losing a quarter of their health due to Ghost-type Curse? Taunt and Confusion also become much more disruptive, as these effects cannot be shaken off by manually switching.







If stat boost passing is everywhere, why not also try debuffing the opponent? Are physical attackers doomed to impotence when Intimidate affects the whole team? Moves like Lunge, Skitter Smack, Snarl, Mystical Fire, Thunderous Kick, Triple Arrows and Acid Spray’s drops become especially potent when transferred between teammates.





With defensive boosting and stat debuffing so prevalent in the meta, critical hits become a very valuable asset for offense as a countermeasure. High crit rate moves like Ivy Cudgel, Flower Trick, Leaf Blade, Psycho Cut, and Night Slash are invaluable. Most notable of all, Focus Energy is passed along the relay as well, providing a heightened crit chance for your whole team.





With these negative statuses and stat drops in mind, pivot moves like U-Turn, Volt Switch, Flip Turn, Parting Shot, Chilly Reception and even Shed Tail gain new utility to remove such negative effects, but using them also forfeits any accrued stat raises and places the user back at square one.





What if the opponent attempts to copy or steal your boosts with Imposter, Opportunist, Heart Swap or Psych Up? How would you respond then?






In an environment where switching is especially incentivized, good old-fashioned hazards might be a solid way to restrict the opponent.






Baton Pass is a historically controversial move, to the point where it has been banned in standard play in every Generation since the third. The ability to transfer buffs and Substitutes between team members is understandably viewed as game breaking. However, the premise of this OM explores an environment where the effects of Baton Pass are a known constant every time a Pokemon is withdrawn from battle. These mechanics become an anticipated element of the game which can be prepared for, countered and even exploited. You may find Baton Pass a blessing or a hinderance, depending on the situation.







Offensive boosting your way to victory is certainly the most straightforward route to win the race, but will it be enough when your opponent is trying to do the same?






Defense is not to be underestimated. Consider passing some defensive boosts along to help your team, or maybe some hefty Substitutes to shield them. You can pass extra passive healing with Aqua Ring. Shell Armor can help protect you from crits. Gholdengo’s Good as Gold uniquely can help protect the team from status and phazing. You could even consider recruiting a Soundproof-mon to defend the team from sound moves like Boomburst or Roar, trying to get at you from behind your Subs.







Is Unaware ignoring any kind of opposing stat changes sufficient to defensively contain opposing stat boosts? What about phazing, in the cases of Haze, Roar, Whirlwind, Dragon Tail or Red Card? Will they make the opponent’s efforts fruitless or will they find themselves overwhelmed?





As long as you’re passing boosts along, why not go all in? Stored Power and Power Trip are powerful moves in this meta, as any accrued boost passed to their users only serves to add an additional 20 BP to the move. It all adds up, even potentially letting them bypass Unaware.






Is creating a full boost passing chain team even worth it if every member of your team becomes afflicted with Leech Seed? What if the whole team’s ability is suppressed with Gastro Acid? Or are constantly losing a quarter of their health due to Ghost-type Curse? Taunt and Confusion also become much more disruptive, as these effects cannot be shaken off by manually switching.







If stat boost passing is everywhere, why not also try debuffing the opponent? Are physical attackers doomed to impotence when Intimidate affects the whole team? Moves like Lunge, Skitter Smack, Snarl, Mystical Fire, Thunderous Kick, Triple Arrows and Acid Spray’s drops become especially potent when transferred between teammates.





With defensive boosting and stat debuffing so prevalent in the meta, critical hits become a very valuable asset for offense as a countermeasure. High crit rate moves like Ivy Cudgel, Flower Trick, Leaf Blade, Psycho Cut, and Night Slash are invaluable. Most notable of all, Focus Energy is passed along the relay as well, providing a heightened crit chance for your whole team.





With these negative statuses and stat drops in mind, pivot moves like U-Turn, Volt Switch, Flip Turn, Parting Shot, Chilly Reception and even Shed Tail gain new utility to remove such negative effects, but using them also forfeits any accrued stat raises and places the user back at square one.





What if the opponent attempts to copy or steal your boosts with Imposter, Opportunist, Heart Swap or Psych Up? How would you respond then?






In an environment where switching is especially incentivized, good old-fashioned hazards might be a solid way to restrict the opponent.
Q: “How do I play Relay Race?”
A: “Relay Race is the Leader’s Choice pick located under the OM of the Month tab on Showdown!”
Q: “Why is Taunt passed between Pokémon?”
A: “Taunt cannot be Baton Passed on cartridge on Gen 9 by virtue of being unable to use status moves while Taunted. However, in Gen 7, Taunt is categorized as a status move passed between teammates when using Z-Baton Pass, which bypasses Taunt. This is the precedent cited for Baton Passing the Taunt status within Relay Race, despite not being a Gen 7 OM.”
Q: “Do Eject Pack and Eject Button trigger Baton Pass?”
A: “Yes, they do. The items qualify as manual switching as they bring up the selection screen, as opposed to phazing, which does not. Here is an example in action.
This has all kinds of interesting meta ramifications, as these items can be used to grab momentum once per game, at the cost of an item slot.”
Q: “Why are the accuracy drop moves banned?”
A: “Under the OM premise, stat drops are not removed upon switch out, so accuracy dropping moves fall under the umbrella of the Evasion Clause. Thus, these moves are disallowed in order to avoid uncompetitive strategies.”
A: “Relay Race is the Leader’s Choice pick located under the OM of the Month tab on Showdown!”
Q: “Why is Taunt passed between Pokémon?”
A: “Taunt cannot be Baton Passed on cartridge on Gen 9 by virtue of being unable to use status moves while Taunted. However, in Gen 7, Taunt is categorized as a status move passed between teammates when using Z-Baton Pass, which bypasses Taunt. This is the precedent cited for Baton Passing the Taunt status within Relay Race, despite not being a Gen 7 OM.”
Q: “Do Eject Pack and Eject Button trigger Baton Pass?”
A: “Yes, they do. The items qualify as manual switching as they bring up the selection screen, as opposed to phazing, which does not. Here is an example in action.
This has all kinds of interesting meta ramifications, as these items can be used to grab momentum once per game, at the cost of an item slot.”
Q: “Why are the accuracy drop moves banned?”
A: “Under the OM premise, stat drops are not removed upon switch out, so accuracy dropping moves fall under the umbrella of the Evasion Clause. Thus, these moves are disallowed in order to avoid uncompetitive strategies.”
Tiering History
Date | Action |
---|---|
03/10/2025 | Meta created with initial banlist. |
04/05/2025 | |
04/07/2025 | Terastal, Ogerpon-Wellspring, Skeledirge and Perish Song quickbanned. |
04/19/2025 | No action on Serperior. Regieleki and Terapagos unbanned. |
Resources
> Sample Teams
> Early Viability Rankings
> OM Discord
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