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Posted: Sun May 16, 2010 8:31 pm
I'm preparing a Baton Passing team for the next team I wish to use for general battling. Let's say these assumptions are true: The Baton Passers, with the exception of Smeargle, type-complement each other, thus allowing, with prediction, a switch into an attack that it will be resistant to. The Baton Passers, again with the Smeargle exception, are bulky enough to take damage well in order to build up buffs. One or more of the Baton Passers is a designated Cleric with Wish, Aromatherapy, or Clear Bell.
With those assumptions in mind, it's safe to say, with a relative amount of intelligence and well-trained opponent prediction, that the trainer will be able to know when to switch and boost, switch and heal, and switch and attack. Smeargle with Ingrain should take care of any Phazers (Pokémon that utilise Whirlwind or Roar). However, this leaves these problems: The amount of switching required in a Baton Pass team makes it extremely susceptible to arena traps like Spikes, Toxic Spikes, and Stealth Rock. The Baton Passing strategy breaks with a true Hazer (a Pokémon that knows the move Haze).
There is nothing that can be done about true Hazers except for trying to kill it quickly. Thankfully, the Pokémon that learn Haze are either rather easy to beat with a super-effective or strong neutral attack, or rarely, if ever, have Haze as a move. That said, it can (though probably not safely) be assumed that you will not encounter Haze in an actual battle situation. Roar and Whirlwind work better than Haze simply because of the switching that can trigger arena traps. Spikes, Toxic Spikes, and Stealth Rock, however, are a problem that needs to be dealt with. Baton Passers necessitate switching and the traps are enough to incapacitate a team, especially if it can't heal the damage in a timely manner. What are your suggestions on tackling this weakness in a Baton Passing team?One option is to add a Rapid Spinner to the team. However, with a complicated Baton Passing chain, that leaves two Pokémon without Baton Pass, thus weakening the boosts. The other option is to make a more simplified Baton Pass strategy — that is, have one or two Pokémon that can boost only Speed and Attack, or Speed and Special Attack, for example; and don't even worry about having a full team dedicated to Baton Pass. Anyways, as I said, thoughts?
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Posted: Sun May 16, 2010 8:38 pm
Granted the only main way to deal with entry hazards IS to have rapid spin, however, regarding spikes and toxic spikes, the effects of those can be avoided by having a pokemon that can either fly, or levitates.
Stealth Rock however, would be a constant problem regardless.
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Posted: Sun May 16, 2010 8:40 pm
Mhm. There are no Baton Passing Pokémon to my knowledge that can levitate, alack; and very few good flying Baton Passers that can pass anything good. And, as you said, Stealth Rock would still be a huge problem: 25% HP = Ouch!
I'm beginning to think a simplified Baton Pass would work out better than a dedicated win strategy using Baton Pass.
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Posted: Sun May 16, 2010 8:43 pm
Yes, that Stealth Rock is a doozy, especially with a pokemon who has a 4x weakness to rock (Charizard, Ninjask etc)
Umm, You could try using pokemon that have resistances to stealth rock and an immunity to poison.
I know switching in Lucario over toxic spikes has yielded no effect, being a steel type.
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Posted: Sun May 16, 2010 8:47 pm
WRONG! there is 1 move in DPPtt that can remove Hazards AND lower the foes evasion, Defog
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Posted: Sun May 16, 2010 8:50 pm
Defog does that? really?
/Has never used it
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Posted: Sun May 16, 2010 8:53 pm
This move lowers the target's evasion one stage. Furthermore, it removes Reflect, Light Screen, Safeguard, and Mist set up by the target's team, and it removes Spikes, Stealth Rock, and Toxic Spikes on the target's side of the field (when your Pokemon uses an entry hazard, it is set on your opponent's side of the field). This means that targeting the enemy with Defog will remove any spikes laid by the user of Defog, but targeting the user's partner will remove any spikes set up by the enemy. The target's Mist prevents Defog's evasion reduction before being removed.
Removes the Fog weather condition, which in a competitive setting only ever occurs in the Courtyard Colosseum on PBR.
down side is its better used in a doubles sweatdrop
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Posted: Sun May 16, 2010 8:54 pm
Huh. I didn't realise Defog did that too.
That could work with a Ninjask Speed/Sword combination. Though... It would be very tricky: Swords Dance, Baton Pass, Defog, and Substitute.
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Posted: Sun May 16, 2010 8:57 pm
Possibly...Shoddy Battle test Linny?
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Posted: Sun May 16, 2010 8:59 pm
Mhm. I'd definitely test it out. I'm still busy with my LC team (which I'm also going to make into an actual team-team after LC is over).
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Posted: Sun May 16, 2010 9:06 pm
Sentama Lin Mhm. I'd definitely test it out. I'm still busy with my LC team (which I'm also going to make into an actual team-team after LC is over). I may make some changes to my actual team, after seeing some of the movesets that I put on my LC team ^_^
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Posted: Sun May 16, 2010 9:21 pm
I've never used Baton pass, is that skill like U-Turn? Attack-then switch out?
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Posted: Sun May 16, 2010 9:26 pm
Jerzeeboii I've never used Baton pass, is that skill like U-Turn? Attack-then switch out? Sort of, but not really... What Baton Pass does, is it switches out the pokemon, BUT it also transfers any beneficial status effects, like attack boosts and speed boosts to the pokemon switching in. A perfect example of Baton Pass usage is here.
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Posted: Sun May 16, 2010 10:04 pm
Wow the stat carry on is pretty damn good. O_O
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Posted: Sun May 16, 2010 10:07 pm
Jerzeeboii Wow the stat carry on is pretty damn good. O_O Yup. Most Baton Pass teams only have one or two sweepers, and the rest of the team is set up to strengthen the sweepers. Although, I've yet to see a proper Nasty Plot focused Baton Pass team...most Baton Pass teams have a hard-hitting physical sweeper, since Ninjask is perfect for buffing those guys up.
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