TJ
Banned deucer.
QC: 3/3
GP: 2/2
[OVERVIEW]
Hypno is outclassed as a Wish passer by Audino due to the latter's access to Regenerator and as an offensive Pokemon by other Psychic-types like Mr. Mime and Grumpig because of their higher Speed and Special Attack stats. However, Hypno is able to find a niche in the PU metagame as a Nasty Plot passer; compared to other users of this strategy, Hypno is the most reliable, given that it is much bulkier than Mr. Mime, Girafarig, and Volbeat. Additionally, its low Speed often causes Hypno to take a foe's hit on the turn it uses Baton Pass, thus allowing the recipient of the Nasty Plot boost to come in safely. This lends to its ability to support fast, yet frail offensive teammates like Choice Scarf Chatot and Floatzel. While its low Speed in conjunction with its access to Baton Pass can be an asset, this also leaves Hypno vulnerable to faster Taunt users like Misdreavus and Grumpig, as well as physical wallbreakers and Dark-types that are able to take advantage of its lower Defense stat, like Leafeon and Pawniard. Lastly, Insomnia provides Hypno a niche way to deal with sleep moves from Jumpluff, Smeargle, and Roselia.
[SET]
name: NastyPass
move 1: Nasty Plot
move 2: Baton Pass
move 3: Substitute
move 4: Psychic
item: Leftovers / Colbur Berry
ability: Insomnia
nature: Calm
evs: 252 HP / 252 Def / 4 SpD
[SET COMMENTS]
Moves
========
Nasty Plot is a potent boosting move that allows Hypno to increase its Special Attack by two levels. In addition to passing Special Attack boosts or Substitutes to its teammates, Baton Pass can be used by itself to switch out to another Pokemon in order to gain momentum. Substitute blocks status moves while allowing Hypno to set up Nasty Plot on weaker attackers that may struggle to break its Substitutes. Psychic is Hypno's preferred attack given it receives STAB and lets Hypno take advantage of any Nasty Plot boosts it has acquired, should it need to go on the offensive.
Set Details
========
Maximum HP and Defense allow Hypno to tank many neutral physical hits, as well as a Knock Off from Choice Band Leafeon from full health, and two Flare Blitzes from Adamant Eviolite Monferno. A Calm nature lets Hypno tank special attacks like Floatzel's Life Orb-boosted Hydro Pump, Lapras's Choice Specs-boosted Hydro Pump, and Chatot's Boomburst after Stealth Rock damage. Alternatively, using a Sassy nature and reduced Speed IVs can bolster its ability to gain momentum by making it slower than opposing pivots like Probopass and defensive Mawile, allowing Hypno to bring its selected teammates in for free at a more consistent rate. Insomnia prevents sleep-inflicting moves from Pokemon such as Roselia, Smeargle, and Jumpluff from crippling Hypno. Leftovers is the preferred item for passive recovery. Lastly, a Colbur Berry is a secondary option that can be used to endure a Dark-type attack from Pokemon such as Mightyena, Pawniard, and Cacturne.
Usage Tips
========
Hypno should be used to pass Nasty Plot boosts and Substitutes and in general to gain momentum with its slow Baton Pass. It can use both special attackers and passive Pokemon that are unable to break its Substitutes, like Prinplup, Pelipper, and defensive Mawile, as setup fodder in order to support its teammates. If it is obvious that a Dark-type like Pawniard may be coming in, Hypno should use that opportunity to Baton Pass into a counter immediately rather than attempting to set up a sweep for one of its teammates. While Hypno can be used to pivot into attacks it resists, such as Monferno's Close Combat, it should be kept healthy by avoiding wallbreakers like Stoutland and Leafeon, as well as unnecessary damage from entry hazards, so that it can continue to pass Nasty Plot boosts to its teammates throughout the match.
Team Options
========
Hypno's lack of immediate offensive pressure means that it will often fit better on balance or bulky offensive team archetypes. Given Hypno's lack of recovery, it appreciates teammates with the ability to remove entry hazards, such as Lumineon, Prinplup, Vibrava, and Vullaby; a clear field allows Hypno to pass Nasty Plot boosts out to its teammates more consistently. Special attackers such as Electrode, Regice, Zebstrika, Electabuzz, Chatot, Floatzel, Rotom-F, Rotom-S, Simipour, and Ninetales can all take advantage of a Nasty Plot from Hypno. Dusknoir also synergizes well with Hypno because it can weaken or remove Taunt users like Grumpig and Misdreavus with either Pursuit or STAB Shadow Sneak so that Hypno can successfully use Baton Pass. Lastly, Monferno and Combusken are good partners because they can check Dark- and Steel-types for Hypno.
[STRATEGY COMMENTS]
Other Options
=============
Wish and Protect allow Hypno to act as a Cleric to support its teammates, despite being outclassed by Audino. Belly Drum with Sitrus Berry or Salac Berry can be utilized to break slow balance; however, Hypno does not have the Speed or the priority to utilize it effectively without the proper support. Trick Room is another option that provides Hypno and its slower teammates the opportunity to move faster; however, Audino does this better too due to having access to Healing Wish in addition to Trick Room. Hypno can use Substitute and Calm Mind to take advantage of passive Pokemon by shielding itself from status, making it harder to break its Substitutes, and increasing its Special Attack all at the same time; however, Grumpig does this better as well due to its higher Speed stat. Maximum Special Defense along with a Calm nature lets Hypno tank most special attacks with ease. Thunder Wave can be used to incapacitate Hypno's foes as well as provide it with more opportunities to pass Nasty Plot boosts. Hypnosis's abysmal accuracy makes it a less reliable option for spreading status, but it can turn the tides in a dire situation. Focus Blast is another option that allows Hypno to take advantage of Dark-types that may hard-switch into Hypno, like Cacturne and Pawniard. Additionally, this allows Hypno to beat Steel-types like Probopass and Normal-types like Audino after a Nasty Plot boost, which it wouldn't be able to otherwise. A combination of Taunt and Toxic can be used to wear down slower walls such as Audino, as well as prevent slower entry hazard setters like Camerupt and Prinplup from setting up Stealth Rock. Foul Play can be used on a utility set and would disallow wallbreakers, especially those with access to Pursuit, such as Stoutland and Dodrio coming in for free against Hypno. A combination of Skill Swap and Insomnia can be used to prevent RestTalk users like Muk, Chinchou, and Trapinch from regaining health, as well as steal useful abilities like Lapras's Water Absorb. In addition, Magic Coat is an option that reflects Taunt, allowing Hypno to pass Nasty Plot to its partners more reliably. Lastly, while unorthodox, Psych Up can be used together with Baton Pass in order to copy a foe's boosts and then pass them to a teammate. However, Hypno already struggles to find room for it, given that Psych Up's use is very situational and Substitute or Thunder Wave allows Hypno to pass Nasty Plot or Calm Mind boosts more consistently.
Checks and Counters
===================
**Dark-types:**: Dark-types such as Pawniard can switch in on Hypno for free, as they're immune to Psychic. Pawniard can heavily pressure it with Knock Off, as it is able to deal severe damage.
**Steel-types**: Steel-types such as Metang can freely switch in on Hypno and proceed to wall it and pressure Hypno with Pursuit. Probopass can similarly come in for free and opt to either Taunt or set up Stealth Rock.
**Ghost-types**: Ghost-types are a hindrance to Hypno, as they have reliable ways to limit its utility while also being able to pressure it with their great offensive presence. Misdreavus can take advantage of Hypno by Taunting it or by using it as setup fodder. Drifblim can just set up a free Substitute. Dusknoir also pressures Hypno by Pursuit trapping it.
**Fast and Strong Physical Attackers**: Strong physical attackers such as Stoutland, Dodrio, Leafeon, and Ursaring can outspeed and 2HKO Hypno due to its mediocre bulk and Speed.
**Residual Damage**: Hypno doesn't appreciate residual damage; Toxic and entry hazards can cripple it during the process of switching in and switching out.
**Taunt**: Taunt stops Hypno from setting up Nasty Plots and prevents it from passing boosts to its teammates, forcing it to switch out.
Last edited: