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  1. Hi all! I have been reading the forums on Project Pokemon for a while, but just now have finally decided to sign up after perfecting my battle tower team in the Emerald Battle Frontier. Its gimmicky, but very fun. Ive found my favorite way to play with baton pass. There is guides to this, I already know. However, I feel as if I put a spin on this that makes it much more reliable, and my combo is structured and linear, rather than the many ways to possibly build this. As of March 2011, Ingrain is illegal on Smeargle in Smogon Tours, which makes some of its main sets obsolete. As of August 2019, Baton Pass is illegal on Smeargle, which makes some of its main sets obsolete. I included Smeargle in the team, as this is for the Battle Frontier. Not intended to be used in Smogon Tours. Now to get into the Team: Smeargle ( Quick Claw ) Jolly Nature IVS: (31,31,31,31,31,31) EVS: (68, 1, 0, 1, 188, 252) Spore, Ingrain, Substitute, Baton Pass The biggest difference of my team is that I lead with Smeargle. Immediately start with Spore to render them useless between 1-6 turns. Smeargle has max iv/ev for speed (+ a quick claw), which makes it likely that Smeargle will move first in the Battle Tower. Then use Ingrain, to secure not being forced to switch via an opponents moves throughout the battle. It will also give Leftover like effects which is great! After that, set up the substitute on the 3rd turn, and then the 4th turn, baton pass to Ninjask. By the time Ninjask comes in, the opponent may be asleep, your substitute should be active, and Ingrain should be active. Ninjask ( Shell Bell ) Jolly Nature IVS: (31,31,31,31,31,31) EVS: (0,255,0,0,0,255) Substitute, Harden, Shadow Ball, Baton Pass When Ninjask comes in, the enemy Pokemon may wake up somewhere around this point and break the 1st substitute. Anytime a substitute is broken, replace it to secure the chain doesn't go into jeopardy. The point is to stall turns because of Ninjask's speed boost ability. The shell bell is life gain to support the Ninjask during its mission to get to Mr. Mime (who holds the admittedly superior leftovers). I also put Shadow Ball on Ninjask because it is a powerful and accurate move that potentially can lower SpD (helpful as well). Shadow Ball is for a pesky Shedninja also, as you never know when you will run into wonder guard. When Ninjask is not behind a Substitute, put a substitute up, then Ninjask obtains 1 speed boost passively. When the substitute is up the next turn, use harden to raise the defense by 1, then the Sub will probably be broken (repeat this six times to max the speed and defense buffs on battlefield) Then baton pass to Mr. Mime (with a sub up) . You should have all speed boosts, all defense boosts, ingrained in the chain, and a sub up on Mr. mimes entry. Mr. Mime (Leftovers) Calm Nature IVs: (31,31,31,31,31,31) EVs: (252,1,1,60,196,0) Calm Mind, Psychic, Thunderbolt, Baton Pass This is the big hitter of the combo. This Mr. Mime will come out, and then use Calm Mind to buff up the SpA and SpD 6 times. It should be able to do that no problem, as it has ingrain and leftovers together which regenerates a ton of HP! It also has been hardened 6 times at this point, and has a high base SpD. After Calm Mind (6 times), Mr. Mime on the Battlefield should be ingrained, maxed Speed, Defense, SpA, & SpD. It has soundproof, so it isn't getting forced off the battlefield. It has Raikou-like stats before stacking boosts. Mr. Mime has 2 Attacking moves that use the SpA stat we just boosted. (Psychic & Thunderbolt) Baton Pass is the 4th move on Mr.Mime just in case we need to roll the ball of stats back over to Smeargle or Ninjask. Both are very powerful and accurate moves that are special attacks (utilizing the stat we maxed). As two moves is vital on a hard hitter because of type effectiveness. Both moves SHOULD 1HKO any Pokemon if you reached the end of the 3 poke BP chain with no issues. Let me know what you think! Ill also share the Pokemon PK3s if you want to try it, I put quite a bit of effort into creating this, and then sharing my information. I personally use a R4 and NDS to backup and restore my .sav and use PKhex to modify the .sav file. 235 ★ - SMEARGLE - 89047878CB05.pk3 291 ★ - NINJASK - D09E2A50992B.pk3 122 ★ - MR. MIME - 92AF08CEBBB3.pk3
  2. RANDOMSPOT555 EDIT: To stop the random complaining, while at the same time able to maintain some humor in here, all gimmick teams can go in here. As in, teams that would in no way function outside of being complete jokes. Sound good? Okay. Introduction So are you tired of fighting those ugly uber teams unprepared? Well, I devised a team that's foolproof and will ALWAYS defeat. Ready? The Roster [sprite]129[/sprite] Magikarp@Focus Sash Flail Sweeper 6 HP/252 Atk/252 Speed Jolly Nature - Splash - Tackle - Flail - Bounce With Magikarp you're going have a blast! So here is the idea. Since it rains in ubers thanks to the abundance of Kyogre, Magikarp's speed will double. Then Magikarp will get hit by Thunder, and Focus Sash kicks in, absorbing everything. That Kyogre will laugh so hard he will begin setting up, while Magikarp proceeds to Flail the fish, becoming a 5-4HKO to a max HP Kyogre with 1 HP while Calm Mind does 0 damage to the Red fishy! Take that! It's also 25.73% - 30.12% against a minimum HP Kyogre... so it's a guaranteed 4HKO! Also, a max HP Arceus is 6HKOd while the Extremekiller's Swords Dance will do ZERO damage against the fishy! This wonderful fish is gonna own people tonight! [sprite]011[/sprite] Metapod@Leftovers Physical Wall 252 HP/252 Def/6 SpD Impish Nature - Bug Bite - Iron Defense - String Shot - Tackle The premier physical wall of this team. With + 6 defense, he can take an unboosted Arceus's Extremespeed for a total of 12.17% - 14.47%! And he can take him down with a 63HKO Bug Bite while Arceus can only manage 0 damage with Swords Dance! That Bug Bite can also eat off a Pinch Berry... so if Metapod gets Salac or Liechi Berry... they're in for it! [sprite]014[/sprite] Kakuna@Choice Band Choice Bander 6 HP/252 Atk/252 Speed Adamant Nature - Poison Sting - Bug Bite With Choice Band, expect things to die horribly. Max HP Steel-type Arceus is a 25 HKO with a Choice Banded Bug Bite! In an environment where Psychics are prevalent, a Kakuna can easily switch into a Swords Dance or Calm Mind and kill off stuff with Bug Bite. To give you a perspective Deoxys-A can be 2HKOd if its negative natured. This Kakuna will NEVER get walled, EVER! [sprite]266[/sprite] Silcoon@Leftovers Physical Special Wall 252 HP/6 Def/252 SpD Careful Nature - Iron Defense - String Shot - Poison Sting - Bug Bite A backup bug... walls stuff like NOBODY else can do! [sprite]268[/sprite] Cascoon@Choice Band The Tanky Sweeper 252 HP/252 Atk/6 SpD Adamant Nature - Bug Bite - Poison Sting - Tackle Walls stuff AND kills stuff! This thing kills stuff like NOBODY has ever done before! If you are unfortunate to meet up with this member of this team, just hope his awesomeness Cascoon will spare you from the wrath of his evil eye! [sprite]349[/sprite] Feebas@Focus Sash Magikarp's Ugly Stepsister 252 HP/6 Attack/252 Speed Jolly Nature - Mirror Coat/Hypnosis - Protect - Waterfall - Flail You thought Magikarp was awesome? Just wait until you see the ugly stepsister! With Focus Sash, she is not OHKOd by the likes of Kyogre and WILL reflect it back with her UGLY stare (Mirror Coat), frying that poor killer whale into dust. If you opt for Hypnosis, the opponent WILL be outsped by the ugly stepsister in the rain and will be hypnotized into sleeping thanks to her UGLY stare and continue to Flail them and STAB Waterfall in the rain. This one's SURE to cause stuff to die horribly! FEAR the UGLY STARE! Any comments? Please rate!
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