Quote Originally Posted by GreatGonzales View Post
I'm sorry if this comes out rude, but this set is terrible. While baton-passing ninjask is okay, it's become much worse after SD and speed boost together was banned, which was quite some time ago. All you are passing in this set is speed boosts, and with ninjask's fragility, even when using protect, you'll get very few boosts as almost everything OHKOs ninjask. (Which makes your EVs absolutely asinine, but I won't get into that.)

To make matters worse, substitute drains a quarter of your maximum HP, and you'll need 4 leftovers boosts to get the HP back. How is ninjask going to survive 4 turns without taking a single ounce of damage? Yeah, you'll get 2 protects, but even the most simple minded individual will be able to predict the protect pattern.

This is all not even considering that if you're hit with taunt you can't do anything at all. I don't know what you're talking about in your other post, taunt is very common.
The only move to ever be banned alongside Baton Pass is Shell Smash. SDPassing was never banned. Besides, the set posted is pretty much the standard set, just with some EV changes and Toxic > X-Scissor. The goal is just to spam Sub and Protect to accumulate enough speed to pass to an offensive receiver, not to stall. Ninjask doesn't need to worry about running out of HP with Sub, since it can stall for 13 turns (maybe 15 with proper HP investment, I can't remember) to get more than enough speed just by hitting Protect -> Sub -> Protect -> Sub over and over. Being Taunt bait kinda sucks, but it's not that bad considering Toxic is probably going to do a lot more damage in the log run than X-Scissor. Taunt is even less of a problem when you realize that Ninjask is so ridiculously fast, it can just BP away before the Taunt even hits.

EDIT: Wow, ninja'd twice. Why did those posts not show up when I previewed this post? 0.o

Oh yeah, and let me just say that this core is pretty incredible in NU. Kind of an offensive core with a little defensive backbone.

Musharna @ Leftovers
Trait: Synchronize
EVs: 240 HP / 252 Def / 16 SDef
Bold Nature
- Calm Mind
- Psychic
- Moonlight
- Baton Pass

Combusken @ Life Orb
Trait: Speed Boost
EVs: 4 HP / 252 Atk / 252 Spd
Modest Nature
- Fire Blast
- Focus Blast
- Substitute
- Protect

Skuntank @ Life Orb
Trait: Aftermath
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Sucker Punch
- Pursuit
- Taunt
- Poison Jab

Musharna naturally lures in Dark and Bug type attacks, especially Pursuit trappers like Absol and Skuntank. Once it has a CM or two set up, it can BP the boosts to Combusken, who eats Bug attacks and (most) Dark attacks for breakfast. Even without a boost, Combusken naturally 2HKOs most of the tier with either Fire Blast or Focus Blast, so it has the potential to do even more damage when you give it a boost or two. Most of the Pokemon in NU that Combusken really has trouble with are bulky Psychic types like opposing Musharna, which Skuntank takes care of. Kind of a twist on the classic Psychic/Fighting/Dark cores.