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| Setting up a mon with Baton Pass | |
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| Tweet Topic Started: Jan 23 2017, 01:09 PM (972 Views) | |
| togapika | Jan 23 2017, 01:09 PM Post #1 |
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Togepi in human form
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So I'm playing an Ace Trainer/Attack Ace who will also be taking Researcher to make cheap X-items with Chemist and Apothecary. The main pokemon I want to focus on using is my Gible, and my standard battle plan would be as follows: Round 1 attack move or status move with 1 CS in Attack, which goes up to 2 CS at the end of the round, then round 2 an X-attack and Swords Dance to get to +6 CS in Attack. When thinking about this I realized that the two turns spent in prep would mean that Gible was taking 2 rounds worth of damage before he even gets to do a big attack, and I was wondering if it would be a good idea to get a mon set up with Swords Dance and Baton Pass to take the hurt for him and swap out to +6 ready to go. The mon who learns Baton Pass the soonest is Aipom at 11, but he doesn't seem to be very tanky. Is this a good idea, and if so, would Aipom be the best choice, or a different mon? |
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| Flamewolf9 | Jan 23 2017, 01:22 PM Post #2 |
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Pokémon Trainer
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Aipom (and Ambipom) with an Attack lowering Nature or attack conflict can be as tanky as you would like. If you were interested in a 4th class, check out Juggler. You can use AP to baton pass with any pokemon so you wouldn't be so limited in your selection. Also, make sure you have the medical training edge or you'll lose your pokemon's turn when you apply the x-attack. |
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| togapika | Jan 23 2017, 02:07 PM Post #3 |
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Togepi in human form
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I did take medical training, though good call on the Juggler. I didn't even think of that. How would you build a Baton Passer? Edited by togapika, Jan 23 2017, 07:21 PM.
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| Goliathus | Jan 23 2017, 09:47 PM Post #4 |
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Pokémon Trainer
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Aside from Juggler, you can also consider Dancer as your fourth class. With it, you can teach whatever tanky Pokemon with Baton Pass(since you have to give up on Juggler) all the dance moves you want and then Baton Pass those crazy C.S. into a sweeper. In wild battle, Passing Waltz allow your PC character to pass the C.S. from the Dance moves to nearby ally, so you don't need medical training and X-Attack when you can Waltz a Sword Dance to Gible. Then, the Gible would trigger its own Sword Dance to go up to +5 on its Attack C.S. at the end of turn 1. Turn 2, you can Dragon Dance to Gible and it will be at +6 Attack C.S. and +1 Speed C.S. when it attacks. Or in the case of a baton passer, passing that +6 and +1 to a sweeper. In league battle, you are guaranteed to have initiative advantage over your opponent with your dance. It is illegal to pass the Dance to your Pokemon in league battle but I don't think it is forbidden to boost your own C.S. since you can't attack anyway. However, this means you can boost your Speed C.S. to +6 if you want and no non-Dancer of same level can top your initiative. Assuming the Baton Passer is there solely to Baton Pass, I would throw everything into HP, Def and S.Def. As for which Pokemon to be the Baton Passer, I would look into Pokemon with abilities that can boost up their C.S.. For instance, the Smogon-approved Scolipede is a good choice in PTU because its Speed Boost allows it to get an extra +1 C.S. per turn and every C.S. counts on the long run. Another ability I know is Guts. Slot a Flame Orb into the Pokemon and it will pops into the fight at +3 C.S. on Attack. Instead of the normal "tank, dance and pass" routine, you can also consider an all-out Contrary Attacker plan. Use Pokemon with Contrary and go H.A.M. with attacks since round 1. After exhausting all the attacks and gaining C.S. from them, you then Baton Pass the stats to another Contrary Pokemon, uses it to attack for a few more turns and then throw that giant snowball of C.S. into your final sweeper. This is mostly a Juggler plan as the only Pokemon with both Contrary and Baton Pass is Spinda...unless you don't mind having a 5 Spinda + 1 final sweeper party, I guess. Edited by Goliathus, Jan 23 2017, 10:03 PM.
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| Zweilous | Jan 24 2017, 10:04 AM Post #5 |
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Pokémon Trainer
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Scrafty learns Swords Dance (TM), Bulk Up (TM), and Dragon Dance (Egg), and a Cuddly one has a Base Stat spread of: HP 8 Atk 7 Def 12 SpA 5 SpD 12 Spe 6 So you can invest 100% in bulk for maximum survivability and utility, and keep speed low so your Garchomp doesn't take a hit on the switch-in. It also has access to Shed Skin, Moxie, and Intimidate, possibly all at once. Other moves include: Drain Punch (Recovery if you want to maintain some Atk) Foul Play (Damage if you don't) Knock Off (Disabling) Thief (Same, but you get the item if you don't have one) Work Up (Worse than SD or DD, but I guess you get SpA if you want to run a mixed Garch?) Snatch (Stealing recovery or stat boosts) Low Sweep (Decent DB, and especially nasty if you Intimidate on the same turn) Rock Tomb (Weaker and less accurate than Low Sweep, but ranged and good vs Flying) Smack Down (Similar utility vs. Flying, but trades the stat debuff for a much lower frequency. Meh) Scary Face (Much better. EoT, Social, learned via Level-Up, and it lowers Speed by 2) Roar (Get outta town, I'm busy abusing CS) Rest (Amazing recovery with Shed Skin exactly once) Power-Up Punch (more CS for passing, but also with a little damage) Substitute (classic for high-HP Baton Passers, possibly mandatory) Snarl (Scrafty's SpA is crap but lowering SpA in a cone EoT could come in handy) Confide (Is more accurate and has better range than Snarl, and ignores Substitute/Soundproof, but does no damage and is only 1 target) Super Fang (Only Scene x1, but handy vs opposing tanks) Protect (Oh, you used up your Scene x1 move that could have gotten me? Classic.) Detect (Two Protects are better than one, but you'll probably want this slot for a different move) Sand Attack (For buying turns) Amnesia (Bulk) Fake Out (Priority chip damage and cost the opponent a turn. Playtest Flinch also lowers initiative, which is good news for a speed-passed Garchie) So basically, the strat here is: 1. Intimidate/Low Sweep or Roar 2. Substitute 3. CS abuse of your choice interspersed with disabling and recovery moves 4. Sand Attack, use Juggler's Round Trip and Tag In for 2 AP to immediately switch out Scrafty under Baton Pass as a Free Action 5. Garch is under Sub, has been passed CS, and the opponent is Blinded on their next turn 6. Win Biggest downside I can find is that you have to wait until level 20 for Intimidate and all important CS moves. Additionally, Swords Dance and Bulk Up take up two of your three TM moves, and of the listed utility moves, Scrafty learns only Scary Face by level. So you're looking at DD/SD/(Bulk Up or Utility move)/Scary Face/Utility/Attack. I haven't built Pokemon for PTU in a long time so I might be missing something. |
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| Flamewolf9 | Jan 24 2017, 11:02 AM Post #6 |
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Pokémon Trainer
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This requires TL 15 to pull off as well as Juggler and Focused Command. Turn 1. Trainer uses Focused Command and allows any frequency actions (1 AP) Send out Barbaracle1 (level 40) Barbaracle1 uses Hone Claws Triggers Vicious to gain extra standard action Barbaracle1 uses Shell Smash (with white herb) Triggers Round Trip Trainer uses Round Trip + Tag In (2 AP) to send out Barbarcle2 (level 40) Barbaracle2 uses Hone Claws Triggers Vicious to gain extra standard action Barbaracle2 uses Shell Smash (with white herb) Triggers Round Trip Trainer uses Round Trip + Tag In (2 AP) to send out Garchomp (or sweeper of choice) Triggers First Blood Garchomp uses next turn to immediately use Aerial Ace (with PP Up). Aerial Ace (with PP Up) target has really bad day. At this point, Garchomp has +6 Attack ,and +4 Sp. Attack and Speed. Everything it touches has a really bad day. Also, good luck punching through all that evasion. Turn 2 Trainer Uses Focused Command to gain second command action. Garchomp swings in again with Aerial Ace. Future Turns Repeat Turn 2, or Tag In as necessary to suitable destruction partner. At-Will No Miss moves preferred since damage is covered. Maybe bring out a partner to help support Garchomp. |
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| togapika | Jan 24 2017, 12:32 PM Post #7 |
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Togepi in human form
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So Swords Dance learned from Attack Ace still counts as a TM move? |
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| Marhatus | Jan 24 2017, 12:45 PM Post #8 |
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Avid Lurker
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I tend not to find boosting CS worth it unless you're getting around +4 stages per turn. You may want to look into getting some pokemon with Simple to get more out of your X-items. Notable Simple 'mon include Bidoof (which gets Unaware to ignore enemy CS boosts, and later gets Moody), and Carbink (which gets Clear Body to prevent CS loss, and Ancientpower). |
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| Domo | Jan 24 2017, 02:10 PM Post #9 |
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Kawaii Detective
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As fun as cheesing +6 Attack onto something is, I would recommend making sure you can do more than that. As far as one-tricks go, it's not all that powerful, and it's extremely easy for a GM to deal with: hard resets with Haze/Clear Smog, reversals with Snatch/Foul Play/Psych Up, and even just letting you waste all that time only to Topsy-Turvy it to -6 instead. While it's definitely a fun thought experiment to see how fast you can get a whole lot of Combat Stages, generally speaking it's not more effective than just using those set-up rounds to deal damage, so be careful about over-investing in what easily becomes just a cute trick. |
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| togapika | Jan 24 2017, 02:40 PM Post #10 |
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Togepi in human form
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What would you suggest instead? |
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