Semi-Baton-Pass! Please rate and help!

Hello all! This is RS1080C! I am a new member, and i thought i would see how you all like my first team! The goal of this team is to use Mew's baton passing prowess to sweep teams. The idea is that if Mew is Ko'd early in the match, or if Mew cannot safely come in, the team can support itself. Speed is not important here, raw power and tanking hits is the name of the game. So without further ado, here is my team!

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Mew Leftovers
EVs: 252HP/252Def/4Spd
Nature: Bold
-Baton Pass
-Iron Defense
-Calm Mind
-Dazzling Gleam

Mew is our star here. He is there to bulk everyone up and give them Special Attack boosts. Dazzling Gleam is chosen as our attacking option, because it hits Sableye super effectively, and he will happily wall Mew otherwise, and it gives Mew something to do while it is inevitably taunted. Physically defensive Mew is surprisingly bulky, and against foes like Mawile, it is guaranteed to get an iron defense up before their attack does 25% damage and then heals a little. Mew loves physical attackers for that very reason.


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Ampharos @Ampharosite
Ability: Static
EVs: 252HP/252SpA/4SDef
Nature: Modest
-Heal Bell
-Thunderbolt
-Dragon Pulse
-Power Gem

Ampharos is a wonderful pokemon (for the longest time, it was my favorite). Its great bulk and high special attack is enhanced further by its Mega Evolution, whom i use as a reliable way to defeat Charizard Y and as an all around electric type. Heal Bell provides status relief for my whole team, as Toxic is no one's friend. Thunderbolt and Dragon Pulse are reliable STABs. Power Gem allows me to attack Charizard and always hit him super effectively, regardless of what mega form he uses. Mega Ampharos's bulk allows him to take hits and deal them even without a boost.

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Meloetta @Assault Vest
EVs: 252HP/4Def/252SpA
Nature: Modest
-Energy Ball
-Shadow Ball
-Psychic
-Dazzling Gleam

Meloetta is my all time favorite pokemon. She has a wonderful typing that allows her to switch into any ghost type, and proceed to KO them. Her coverage is fantastic, as with those 4 moves, she can hit anything at least neutrally. Her special bulk is also incredible. With the Assault Vest, she can survive Kyogre's Water Spout in the rain when both are at full health! (i would not recommend using her on an Uber team unless you know what you're doing) Energy Ball is there for any Gastrodon or Quagsire that feels like Stockpiling next to Mew. Psychic is obligatory STAB, although Psyshock is just as useful. Shadow Ball allows her to beat opposing Aegislash. Dazzling Gleam allows her to hit most Dark-Types super-effectively without having to rely on Focus Miss's accuracy and its low PP.


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Conkeldurr Flame Orb/Big Root
Ability: Guts
EVs: 212HP/252Atk/44Spd
Nature: Adamant
-Drain Punch
-Mach Punch
-Earthquake
-Ice Punch

Conkeldurr may look like a weird Pokemon on a specially based Baton Passing team, but hear me out. Conkeldurr's Mach Punch easily takes out Tyranitar, Bisharp and Greninja (pre-Protean type-change), all 3 of which will take out Mew before it can get any boosts. Conkeldurr's bulk is also very useful on this team, allowing it to take a few hits and have an opportunity to heal itself with Drain Punch. The speed EVs allow it to outspeed minimum speed Mawile and Azumarill, OHKOing the first with a Guts boosted Earthquake. Ice Punch is there for Dragon types. Despite not being a special attacker, Conkeldurr loves receiving defensive boosts that Mew may provide, should the opportunity and need arise.

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Aegislash WeaKness Policy
EVs: 252HP/252SpA/4SDef
Nature: Quiet (0 speed IVs)
-King's Shield
-Shadow Ball
-Flash Cannon
-Shadow Sneak

Aegislash has become a huge threat in OU, and he finds himself quite at home on this team. Aegislash with no boosts is very strong. After receiving boosts from Mew or from the Weakness Policy, Shadow Ball becomes a nuke. If Mew manages to pass attacking and defensive boosts to Aegislash, it's usually game over for the opponent, unless they manage a critical hit on something strong. Shadow Sneak is helpful priority for Aegislash, and Flash Cannon rounds off his STAB special attacks. Enough with Aegislash, you all know very well how he works.

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Sylveon @Babiri Berry
EVs: 252HP/4Def/252SpA
Nature: Modest
-Calm Mind
-Hyper Voice
-Wish
-Baton Pass

Sylveon performs a few rules here. Wish provides healing for herself and for her teammates.
Sylveon can also set up a few Calm Minds if the opponent predicts that you lead with Mew and sends out a Dark type, which could give you a great opportunity to gain momentum. The Babiri berry allows Sylveon to safely face a Bisharp from turn 1, as Iron Head will fail to KO, while Hyper Voice will OHKO non Focus Sash variants. Baton Pass is there to pass Calm Mind boosts and perhaps even a wish to a teammate without the switch in having to take a hit.



Well everybody, this is my team!

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Keep in mind the goal of this team is not to outspeed everything, but to take hits and deal even harder ones. Also remember that my team needs to be able to fully function with no boosts, completely without Mew. Thank you in advance for your help!
 
A couple of suggestions:

- Mental Herb over leftovers on Mew to prevent taunters from countering it easily.

- Softboiled or Agility over Dazzling Gleam. Dazzling doesn't hit very hard, Sabeleye shouldn't really be an issue for you because you already have Sylveon, and Softboiled allows you to abuse your boosting moves even more by bulking up on both sides, then healing off damage from the new weak attacks and boosting even further. This also more than makes up for the lack of leftovers.
 
Okay if I went with those, what if I got prankster taunted? Do I have to baton pass every time I think they will taunt me? Because say they taunted me and I selected a boosting move that turn. If they are faster than me, next turn I still have to switch out or else I will be taunted again. Am I wrong?
 
The idea is to set up on something that is slower than you or doesn't have Taunt. If they are slower and Taunt you, you can just BP out next turn with your boost. If they switch in a Prankster Taunter or something that is faster than you with Taunt as you go for the boost, the Herb will allow you to pass that boost on to something else, which is why it's good.
 
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