Quote:
Originally Posted by tehgolem
Hey all, Im little new at the metagame,and am not totally familiar with what is ou, uu etc. Also, i dont have D/P yet, so all teh pokes im using for this team are 3rd gen :-D.
So i was thinking about baton pass. The problem about it is that if ur opponent has a pokemon that is resistant to the guy you want to baton pass too you have wasted two pokemon, your baton passer and ur pass to guy, while ur opponent only needs to use one.
example. You have a ninjask that you want to baton pass toa metagross. But alas! Your oponent is using a charzard. So by having a charziard your opponent has wasted not only ur ninjask but ur metagross because of its fire weakness.
So here is my solution. Use two baton passers and have four "Toolbox" pokes that one could switch in and out with added stats due to baton pass in order to trump the pokes ur opponent has.
now the question is, what pokes to use? My build uses two ninjassks, but i could defiantly see using two absols or a ninjask and an absol.
Also, what toolbox guys to use?
Heres my build.
[email protected] Liechi Berry/Leftovers
Adamant Nature
Doubleteam Substitute
Furycutter Silver Wind
Batonpass
Swords Dance
A Ninjask without Substitute (unless it's CBJask) is a sad Ninjask indeed. This pokémon abuses Sub so much it's not even funny. Since it's faster than anything else out there (Yes, it can accomplish this even without a +Spd nature) Substitute lets it block any incoming attack except Roar or Whirlwind (or first-strike moves before the sub is up), buying time for Speed Boost to work, after which you can pass on to a heavy sweeper. If your opponent switched or used a status move then that means you can also get a free Swords Dance to pass along (or just send the substitute, whichever is more beneficial). As for the items...why Sitrus? That measly HP recovery is just enough for one additional sub at most (and does absolutely nothing for you if you don't use sub since basically any hit on Ninjask is bound to be an OHKO)
[email protected] berry
timid
Doubleteam
Furycutter
Batonpass
Swords Dance
Two Ninjasks on the same team is just plain pointless and a serious liability, as tends to be the case with doubling up on pokes. You should replace this with something that contributes something new to the pass chain. Umbreon comes to mind.
MetaGross- Leftovers
bold Brave Nature (+Atk, -Spd)
Pursuit Earthquake
Metal CLaw Meteor Mash
Psychic Thunderpunch/Ice Punch
Arial Ace Explosion
Okay...care to explain why you would want an Attack-reducing nature on a physical sweeper? Also, what's with the Sitrus? Leftovers will let you recover a lot more, is more than a one-shot, and will heal regardless of how little damage you have taken. It's simply better every day and in every way. Also, your damaging moves need a lot to be desired. First off; Pursuit. What's that for, precisely? For DP that would be a great choice since Pursuit is physical there, but in advance that's just a weak special move that will be wasting space best left for other moves. The same goes for Psychic, really. Although a STAB move might look like a good idea at first glance, there really isn't anything it will hurt that much since it gets so few super effective hits. :\ Thunderpunch or Ice Punch is more like it since each of them can hurt a major physical threat to your team: Gyarados and Salamence respectively. Also, Tootache already covered the Meteor Mash versus Metal Claw thing. Meteor Mash is just better in every way. Also, Earthquake is a keeper here, especially since it complements Meteor Mash quite nicely in terms of type coverage. Finally, Explosion is just a very nice way to show your love when good old Metagross has served out its usefulness. You can easily afford Brave nature on this since you'll get all the speed you need and more from Ninjask, anyway.
Swampert- Leftovers
calm Relaxed Nature (+Def, -Spd)
Earthquake
Surf /Hydro Pump
Double team Rest
Brick Break Ice Beam/Rock Slide
Brick Break is serving absolutely no purpose here. Fighting and Ground moves essentialy cover the same type, and since Earthquake gets STAB it means that it will have the same power on a normal effective hit as Brick Break would on a single weak, and all double fighting weaks also have a double ground weak, so Brick Break is doing nothing for you whatsoever. You should learn to appreciate the beauty of Ice Beam as it lets you handle Salamence and other pesky ground-immunes with relative ease, although if you're hell-bent on exploiting SD passes with a pokémon that just doesn't fit the job at all, then Rock Slide is the way to go. See my earlier comments on Double Team, Rest to let it do what it's good at: taking hits. Also, Hydro Pump is preferable to Surf if you want to hit hard and fast. Also, just learn to say no to the '+10% to one attack type'
Charizard-Leftovers /Liechi Berry
calm Adamant Nature (+Atk, -SAtk)
Flamethrower Fire Blast/Overheat
Smokscreen Substitute/Rock Slide
Dragon Rage Earthquake
Arial Ace
Why oh why? Why Calm nature on a pokémon whose best stat is Attack? Why a set damage move if you're planning to pass Swords Dance to it? Why that sucky luck move (Smokescreen)? Your choice of moves and pokémon just doesn't match your claimed aims at all. :\ Earthquake is a no-brainer since it's the toughest physical move available, Fire Blast or Overheat are usually better than Flamethrower since when you hit with Zard you really want your opponent to go down with that hit. Finally, you can use Rock Slide for greater type coverage or susbtitute so you can whittle down Zard's HP in a controlled manner to trigger Blaze and/or a Liechi Berry, although for the latter you'll want to have a speed pass from Jask so you can outrun stuff.
Magneton/Ampharos/Jolteon
(Some set with thunderbolt or thunder)
Alright, i dont have items hashed out yet, and some of the movesets are a little wonkey, but i would really like feedback on the overall idea of the team.
Thanks for ur feed back :-D
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For being a toolbox (Very TCG-style term, by the way) this team sure is...eww...defficient. I mean, the only proper B-Pass target here is Metagross. Also, wonky is - I'm sorry to say - a severe understatement about the movesets. I'd really suggest reading the guides here, as you seem to have some nasty gaps in your basic knowledge of the game. .___.
Anyway, I'm not into Baton Pass teams myself. They're lame and have a tendency to backfire since there will always be a critical hit somewhere that will just punch right through your defenses and break the chain. That are or a phazer. xP Anyway, if I wanted to have a B-Pass team for some bizarre reason then I'd not even consider Absol; it's far too frail for the job. xP I tolerate that from Smeargle since it has an unique contribution to the chain, but Absol just doesn't so don't even go there. Anyway, I'd run Smeargle (With the set Tootache posted) and also use something like;
Umbreon @ Leftovers
Impish Nature (+Def, -SAtk)
Baton Pass
Mean Look
Taunt
Wish
Traps stuff that looks suitably harmless not to disrupt the chain but is also capable of keeping Roar and Whirlwind away until Smeargle gets all nice and ingrained. This one also restores HP for the team, which is never wrong. Also, another one to consider:
Vaporeon @ Leftovers
Bold Nature (+Def, -Atk)
Surf/Ice Beam
Acid Armor/Substitute
Baton Pass
Wish/Acid Armor
Can be used to create Seismic Toss-proof substitutes because of its high HP and boost Defense which it can pass down the team (not nice for your opponent at all if you've already trapped a physical attacker with Umbreon). It also sports a decent SAtk so it can hurt things with Ice Beam or Surf and - like Umbreon - it can heal team members with Wish. As for the pass targets:
Zapdos @ Leftovers
Trait: Pressure
Mild Nature (+SAtk, -Def)
Thunderbolt/Thunder
Drill Peck
Substitute
Baton Pass
Drill Peck works well on it because of the SD pass, and it's cool because it can pass the boosts on if something unsuitable comes around.
Overall, I still maintain that Baton Pass teams are lame and tedious. BPass is at its coolest for Wishpassing imo.