
Baton Pass is one of the most polarizing strategies in competitive Pokemon — beloved by the players who run it, dreaded by the players who face it. The mechanic is simple: one Pokemon sets up a stat boost, then uses Baton Pass to hand those boosts to the next Pokemon on the team. Chain enough passes together and the final receiver lands in play with stats that cannot be matched through normal play. In Pokemon Champions (as of June 2026), Baton Pass follows the same core mechanics from mainline competitive Pokemon — and based on early community reports, it functions as a viable ladder strategy, though the meta is still forming. This guide covers how to build a functional BP team, which moves and abilities matter most, and how to shut the strategy down when you face it.
What Is Baton Pass?
Baton Pass is a Normal-type status move that does three things simultaneously:
- Switches the current Pokemon out without ending the turn
- Passes all current in-battle stat-stage changes to the incoming Pokemon
- Also passes a Substitute if one is active
Every temporary stat modification transfers: Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, and Evasion. A Pokemon that used Swords Dance twice and has +4 Attack, then uses Baton Pass, sends in a teammate that immediately fires from +4 Attack without spending a single turn setting up.
That is the core appeal. Baton Pass converts turns spent on setup into a Pokemon that is ready to attack from the moment it arrives, bypassing the window where a normal setup sweeper is most vulnerable.
The Three-Role Structure of a BP Team
Every Baton Pass team — regardless of size or style — organizes itself around three functions.
The Passer sets up and hands off boosts. It needs a strong setup move, Baton Pass in its moveset, enough Speed to avoid being Taunted first, and enough bulk to take a hit if the opponent attacks rather than Taunts. Offensive stats do not matter on the passer — it is not there to deal damage.
The Chain Passer (optional but powerful) is a second passer that receives a Speed or defensive boost from the first and then adds its own offensive boost before passing again. A common sequence: Passer 1 sends +2 Speed, Chain Passer arrives already fast, uses Swords Dance, passes +2 Attack and +2 Speed to the receiver. The receiver enters with both boosts without spending a single turn.
The Receiver is the Pokemon the chain exists to empower. It needs high offensive stats, broad type coverage, and no dependency on its own setup. Life Orb is typically the best item — Choice items lock the move, which limits flexibility after the chain delivers the boosts.
Best Setup Moves to Pass
Not all setup moves are equally worth the turn investment. The strongest options:
| Move | Boost | Why It Works |
|---|---|---|
| Swords Dance | +2 Attack | Doubles physical damage in one turn |
| Nasty Plot | +2 Special Attack | Same payoff for special attackers |
| Agility / Rock Polish | +2 Speed | Receiver outspeeds a wide range of opponents |
| Calm Mind | +1 SpA and SpD | Two-for-one: offense and special bulk |
| Iron Defense | +2 Defense | Useful before a Stored Power chain or against physical threats |
| Substitute | Defensive buffer | Passed via SubPass; blocks status and priority |
The most efficient two-passer investment is Agility + Swords Dance (or Agility + Nasty Plot) split across the chain, giving the receiver both Speed and an offensive doubler before it ever attacks.
Building a Strong Passer
A good passer needs four things: a setup move, Baton Pass, enough Speed to move before Taunt or Roar, and enough bulk to absorb one hit if the opponent attacks rather than Taunts. Offensive stats are irrelevant.
Two ability interactions stand out:
- Speed Boost — raises Speed by one stage each turn automatically. A Speed Boost passer uses Swords Dance on turn one while gaining +1 Speed passively, then passes both boosts before the opponent can respond. Which Pokemon carry this ability in Champions is still being confirmed by the community, but historically it has made certain passers dominant.
- Ingrain — roots the passer in place and restores HP each turn, normally preventing switches. Baton Pass overrides this restriction: an Ingrain user can still pass, and the receiver inherits Ingrain (gaining passive healing while also being unable to switch normally). A niche interaction, but functional in longer chains.
The key question when evaluating a passer is simple: can it set up at least one boost and use Baton Pass before it gets Taunted or KO’d by common opposing leads? If yes, it qualifies.
The Receiver: Where the Chain Pays Off
The receiver is where BP investment converts into actual wins. Picking the wrong receiver — often a personal favorite rather than the best fit — is the most common mistake on BP teams.
A strong receiver has a high offensive stat matching the boost type (physical attack for Swords Dance, special attack for Nasty Plot), at least two coverage moves to avoid being walled by a single typing, and no reliance on setting up itself. Natural Speed matters less than usual since you are typically passing a Speed boost anyway, but having at least average Speed prevents surprises during the transition turn.
For context on which offensive Pokemon are performing best on the early Champions ladder, the tier list guide is the current reference.
SubPass: Why Substitute Changes Everything
A standard chain passing only stat boosts has one obvious weak point: the receiver can be Taunted, Roared out, or hit by a priority move the moment it arrives. SubPass solves this by transferring the Substitute alongside the boosts.
When the receiver arrives behind a Substitute:
- Status moves (Taunt, Will-O-Wisp, Thunder Wave, Toxic) bounce off the Substitute
- Priority moves must break the Substitute before reaching the receiver
- Roar and Whirlwind still work through a Substitute — this has been the primary counter to SubPass since Generation 2
SubPass sequence:
- Passer uses Substitute (costs 25% max HP)
- Passer uses Swords Dance or another boost
- Passer uses Baton Pass — receiver arrives with both Substitute and stat boost intact
The tradeoff is HP. Substitutes cost 25% max HP to create. If the opponent breaks the Sub before the pass happens, the passer is often in KO range. Most SubPass passers are built with enough bulk for one cycle: set Sub, boost once, pass. Missing that window usually means the passer is gone.
For how Substitute interacts with entry hazards and other field effects, the entry hazards guide covers the key interactions.
Speed and Timing
Baton Pass is a standard-priority status move, so faster Pokemon use it first. This creates a timing problem: if a faster opponent uses Taunt or Roar before your passer moves, the chain breaks before it starts.
Run a fast passer. A passer with 90+ base Speed moves before a wide range of Taunters. Speed Boost users become extremely difficult to stop after even one turn of passive Speed gain.
Use a protective lead. A lead that can threaten or Taunt the opponent’s Taunt user buys the passer setup time. The common three-slot BP structure is: lead buys a turn, passer sets up and passes, receiver finishes.
Pass Speed first. Chain designs that pass a Speed boost from the first passer to a chain passer solve the timing problem at the root — the chain passer is now fast enough to safely set up offensive boosts before the second pass.
For Speed tier benchmarks in Pokemon Champions, the speed tiers guide is the reference for choosing EV spreads on your passer.
How to Counter Baton Pass Teams
Understanding BP counters is essential whether you are building or facing the strategy.
Haze resets all stat changes on both sides of the field with no protection against it — even a receiver behind a Substitute loses its boosts, because Haze is a field effect, not a targeted status move. It is the single cleanest counter available.
Roar and Whirlwind force the active Pokemon out and bring in a random team member, dropping all boosts. Roar has -6 priority so the receiver attacks first in the turn it gets Roared out, but then it is gone. These moves fail against the last Pokemon on the team and against Pokemon with Suction Cups.
Perish Song sets a three-turn countdown on both active Pokemon. After three turns, both faint. This forces the chain to constantly rotate out, making it nearly impossible to accumulate boosts in the first place.
Taunt stops setup moves and Baton Pass itself, since it is a status move. A timely Taunt on the passer before it sets up completely dismantles the chain. The catch is Speed: if your Taunter is slower than the passer, the passer gets one boost before Taunt lands and may still pass something useful.
Unaware (ability) ignores the opponent’s stat changes when calculating damage and survivability. A defensive Pokemon with Unaware is not threatened by a +6 Attack receiver — its Defense calculation treats those boosts as nonexistent. Unaware does not stop the chain; it just prevents the boosts from mattering against that specific Pokemon.
For more on high-impact abilities in the current environment, the best abilities guide covers what is performing on the early ladder.
Baton Pass as a Pivot Move
Baton Pass does not have to anchor your entire team. A single Baton Pass user in a standard offense or balance team — sometimes called a pivot passer — adds momentum without committing to a full chain.
The pivot passer sits in the middle of the team and holds Baton Pass as an escape tool. If it faces a losing matchup, it uses Baton Pass to bring in a better Pokemon without the opponent getting a free switch. Even without any stat boosts transferred, Baton Pass denies the opponent the turn they would have gained from a forced switch. Think of it as a hybrid between Volt Switch (momentum) and a direct switch (no turn cost) — though unlike Volt Switch, it cannot damage the opponent or be blocked by Ground-type immunity.
If you are still working out the fundamentals of role assignment before adding BP to your team, the team builder guide is the right starting point.
Stored Power Synergy
One of the highest-ceiling payoffs of stacking multiple stat stages through a chain is Stored Power. This Psychic-type special move starts at 20 base power and gains +20 for each positive stat stage the user has. A receiver at +2 Attack, +2 Special Attack, +2 Speed, and +2 Defense has eight positive stages — Stored Power hits at 180 base power, stronger than Hyper Beam with no recharge.
BP chains built around Stored Power assign different boost types to each passer: one passes Speed, another passes Defense, a third passes Special Attack. The receiver arrives with six or more stage advantages and a move that hits harder than almost anything in the game.
The obvious weakness is setup time. Multiple passers mean multiple turns of exposure, and any successful Haze, Roar, or Taunt at any point in the chain sends the receiver in with 20-power Stored Power and no other advantage. Stored Power chains are a late-meta play — they thrive before opponents know to pack specific counters.
Practical Checklist Before You Ladder
Before taking a BP team into ranked Pokemon Champions, run through these questions:
- Lead protection: does your lead buy the passer setup time, or is your passer also the lead?
- Speed on the passer: does it move before the fastest Taunt users on the current ladder?
- SubPass or pure pass: SubPass is stronger in most cases; have a specific reason if you skip it
- Receiver coverage: can your receiver hit Fairy, Steel, and Water types, historically dominant defensive typings?
- Haze/Roar plan: do you have Taunt or enough offensive pressure to prevent the opponent from setting these up?
- Priority vulnerability: if your receiver gets KO’d by Bullet Punch or Extreme Speed before it attacks, does the chain have a backup?
For a broader look at how BP fits relative to stall, offense, and balance in the current metagame, the team archetypes guide puts the strategy in context.
FAQ
What is Baton Pass in Pokemon Champions?
Baton Pass is a Normal-type move that switches your active Pokemon out and passes all of its current stat boosts (and certain other effects like Substitute) to the incoming Pokemon. Those boosts stay active for as long as the receiver remains in battle.
Which stat boosts transfer with Baton Pass?
All temporary stat-stage changes transfer: Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, and Evasion. A Substitute also passes to the receiver. Permanent changes from items like Power Herb do not pass — only in-battle stage modifications.
Can you chain multiple Baton Passes in a row?
Yes. You can pass from Pokemon A to Pokemon B, and if Pokemon B also knows Baton Pass, it can pass its accumulated boosts plus new ones it set up to Pokemon C. Two- or three-passer chains are the most common competitive structures.
What moves are best to set up before using Baton Pass?
Swords Dance (+2 Attack), Nasty Plot (+2 Special Attack), Agility or Rock Polish (+2 Speed), Calm Mind (+1 SpA and SpD), and Iron Defense (+2 Defense) are the most efficient options. Setting Substitute before passing is also very strong since the receiver gains a free damage buffer.
What is the best receiver for a Baton Pass chain?
The ideal receiver has high offensive stats matching the boost type, broad coverage moves, and no need for its own setup turn. A Pokemon that hits neutral or better against the opponent’s remaining team turns a single Swords Dance pass into a sweep.
How do I counter Baton Pass teams in Pokemon Champions?
Haze resets all stat changes on both sides. Perish Song forces the receiver out within three turns. Roar and Whirlwind shuffle the receiver out and strip boosts. Unaware ignores stat changes when calculating damage. Taunt stops the passer from setting up or using Baton Pass at all.
Does Taunt stop Baton Pass?
Yes. Baton Pass is a status move, so Taunt blocks it directly — the passer cannot pass or set up while Taunted. This makes a fast Taunter one of the cleanest single-move counters to the strategy.
What role does Speed play in a Baton Pass chain?
Speed matters twice: the passer needs to move before the opponent can Taunt it or Roar it out, and passing Speed boosts to the receiver makes it very hard to outspeed and revenge-kill. Most BP chains include at least one Speed pass.
Is Baton Pass a high-risk or low-risk strategy?
Medium-to-high risk. The chain can end games very quickly when it works, but a single well-timed Roar, Haze, Taunt, or priority KO on the passer before the pass breaks the entire sequence. It rewards careful team preview reading and punishes misreads more than most archetypes.
What is a Substitute + Baton Pass (SubPass) team?
SubPass is a variant where the passer sets up Substitute before using Baton Pass. The receiver inherits the Substitute alongside the stat boosts, arriving behind a damage buffer that must be broken before it takes direct damage. SubPass is generally stronger than pure stat passing because the Substitute blocks status moves, priority hits, and chip damage that would otherwise immediately threaten the receiver.

