My first RMT here. I've tried this team out for a while and it seems to work pretty well:
Pass (Scolipede) @ Leftovers
Ability: Speed Boost
Shiny: Yes
EVs: 248 HP / 176 Def / 84 SDef
Calm Nature
- Substitute
- Protect
- Iron Defense
- Baton Pass
I like to start with this in most cases. If there's a talonflame that's my only true worry because I can protect + sub + protect to get good speed while only losing 12%, then pass based off of what my opponent's next switch is. Iron defense is good for adding initial defenses, so I found it the best use of that last slot. It's also a neat bonus that you're immune to toxic and remove toxic spikes on switch in, even if you are susceptible to high stealth rock damage.
Pass (Espeon) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 SAtk / 4 Spd
Modest Nature
- Calm Mind
- Stored Power
- Protect
- Baton Pass
A good switch-in on really obvious phazers, taunt users, prankster pokemon, and blisseys/other similar pokemon. If you can get the right switch in and an iron defense or 2 from scolipede or mew, then you should be safe. Knock off can hurt, but if you set up sub you should be safe from it for at least 1 turn, and even without leftovers you can heal a lot with protect stalling from aqua ring and ingrain. Protect is also good for scouting since with magic bounce your turn is essentially never wasted.
Pass (Smeargle) @ Focus Sash
Ability: Own Tempo
Shiny: Yes
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature
- Spore
- Quiver Dance
- Ingrain
- Baton Pass
Another start that I rarely open with. I tried opening with cotton guard before but it was very risky and I found simply starting with iron defense scolipede was a lot safer, and then pass to smeargle shortly after. Ingrain is essential to this team because it protects against phazing while adding a very helpful 6% heal per turn. Quiver dance is good for adding speed if you need to outspeed on the pass while also adding some bulk and a neat damage boost. Spore obviously gives you enough time to set everything up.
Pass (Sylveon) @ Leftovers
Ability: Pixilate
Shiny: Yes
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Hyper Voice
- Substitute
- Heal Bell
- Baton Pass
Good for protecting/getting rid of stat changes. Also good for those noiverns with infiltrator. Heal bell is there just in case you get hit by twave or toxic. If scolipede dies this is also good for curing toxic spike effects on your team temporarily. Hyper voice can quickly deal with a lot of enemies even without much buffing and substitute is there to protect mainly against prankster users so you don't always have to switch to espeon.
Pass (Mew) @ Leftovers
Ability: Synchronize
Shiny: Yes
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
- Baton Pass
- Iron Defense
- Psyshock
- Toxic
I tried defog and heal bell on this before, and it actually worked pretty well. However if quagsire comes and messes everything up with haze, you can at least land a toxic to cripple it. This is also my #1 switch in on talonflame due to defense EVs, good HP bulk, and the fact that you can learn iron defense. Psyshock is there mainly because all attacks are special attacks on this team and you need to shut down a tank cleric like blissey.
BALLZ (Vaporeon) @ Leftovers
Ability: Water Absorb
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Roar
- Baton Pass
- Aqua Ring
- Scald
This is probably the pokemon that causes the most forfeits and raging in my battles. Unsuspected roar will give me a free turn to set up aqua ring on unsuspecting enemies who think they can set up against my team. Aqua ring is an amazing move on this team because, like ingrain, it gets passed and when stacked with leftovers heals 18% per turn, or 36% if you use protect stalling. I may replace scald with a higher damage alternative, but right now I find it useful for fighting aegislash before my defensive buffs get fully set up thanks to vaporeon's good bulk.
So in general this team is a bit different from normal BP teams. Instead of passing and superbuffing one pokemon, I just pass among the 6 and rotate according to the enemy switches. The main reason for this is curse, perish song, and unaware quagsire with haze will really destroy your sweeper. Taunts have been landed on my team before due to unpredicted movesets and the failure to switch to espeon, but most of my pokemon have at least one offensive move to use during the taunt, which ends up hitting a decent amount after calm mind buffs. Once ingrained, you're immune to phazes, and once aqua ring stacks with ingrain and leftovers your subs are almost free, you can heal on scolipede and espeon with protect stalling very quickly, and stealth rock/spike/burn damage does pretty much nothing to you. Perish song, curse, and unaware quagsire are all very hard to deal with (especially curse trevenant), but toxic should be able to handle quagsire. Curse is also really annoying but if the opponent does it really late then aqua ring + ingrain + leftovers makes curse feel like nothing. Barely anyone I've played against runs perish song as well, so for the most part this team isn't entirely screwed by these counters. Crits will also just destroy you because they ignore defensive buffs, but few people I've played against stack crit chance and substitutes will normally absorb the crits for you if you're careful. The hardest part about this team is getting set up at the start and not falling for taunt+phaze combos, but after you get 3x defense and some special defense with ingrain you're pretty much guaranteed a win against most teams.
Pass (Scolipede) @ Leftovers
Ability: Speed Boost
Shiny: Yes
EVs: 248 HP / 176 Def / 84 SDef
Calm Nature
- Substitute
- Protect
- Iron Defense
- Baton Pass
I like to start with this in most cases. If there's a talonflame that's my only true worry because I can protect + sub + protect to get good speed while only losing 12%, then pass based off of what my opponent's next switch is. Iron defense is good for adding initial defenses, so I found it the best use of that last slot. It's also a neat bonus that you're immune to toxic and remove toxic spikes on switch in, even if you are susceptible to high stealth rock damage.
Pass (Espeon) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 SAtk / 4 Spd
Modest Nature
- Calm Mind
- Stored Power
- Protect
- Baton Pass
A good switch-in on really obvious phazers, taunt users, prankster pokemon, and blisseys/other similar pokemon. If you can get the right switch in and an iron defense or 2 from scolipede or mew, then you should be safe. Knock off can hurt, but if you set up sub you should be safe from it for at least 1 turn, and even without leftovers you can heal a lot with protect stalling from aqua ring and ingrain. Protect is also good for scouting since with magic bounce your turn is essentially never wasted.
Pass (Smeargle) @ Focus Sash
Ability: Own Tempo
Shiny: Yes
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature
- Spore
- Quiver Dance
- Ingrain
- Baton Pass
Another start that I rarely open with. I tried opening with cotton guard before but it was very risky and I found simply starting with iron defense scolipede was a lot safer, and then pass to smeargle shortly after. Ingrain is essential to this team because it protects against phazing while adding a very helpful 6% heal per turn. Quiver dance is good for adding speed if you need to outspeed on the pass while also adding some bulk and a neat damage boost. Spore obviously gives you enough time to set everything up.
Pass (Sylveon) @ Leftovers
Ability: Pixilate
Shiny: Yes
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Hyper Voice
- Substitute
- Heal Bell
- Baton Pass
Good for protecting/getting rid of stat changes. Also good for those noiverns with infiltrator. Heal bell is there just in case you get hit by twave or toxic. If scolipede dies this is also good for curing toxic spike effects on your team temporarily. Hyper voice can quickly deal with a lot of enemies even without much buffing and substitute is there to protect mainly against prankster users so you don't always have to switch to espeon.
Pass (Mew) @ Leftovers
Ability: Synchronize
Shiny: Yes
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
- Baton Pass
- Iron Defense
- Psyshock
- Toxic
I tried defog and heal bell on this before, and it actually worked pretty well. However if quagsire comes and messes everything up with haze, you can at least land a toxic to cripple it. This is also my #1 switch in on talonflame due to defense EVs, good HP bulk, and the fact that you can learn iron defense. Psyshock is there mainly because all attacks are special attacks on this team and you need to shut down a tank cleric like blissey.
BALLZ (Vaporeon) @ Leftovers
Ability: Water Absorb
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Roar
- Baton Pass
- Aqua Ring
- Scald
This is probably the pokemon that causes the most forfeits and raging in my battles. Unsuspected roar will give me a free turn to set up aqua ring on unsuspecting enemies who think they can set up against my team. Aqua ring is an amazing move on this team because, like ingrain, it gets passed and when stacked with leftovers heals 18% per turn, or 36% if you use protect stalling. I may replace scald with a higher damage alternative, but right now I find it useful for fighting aegislash before my defensive buffs get fully set up thanks to vaporeon's good bulk.
So in general this team is a bit different from normal BP teams. Instead of passing and superbuffing one pokemon, I just pass among the 6 and rotate according to the enemy switches. The main reason for this is curse, perish song, and unaware quagsire with haze will really destroy your sweeper. Taunts have been landed on my team before due to unpredicted movesets and the failure to switch to espeon, but most of my pokemon have at least one offensive move to use during the taunt, which ends up hitting a decent amount after calm mind buffs. Once ingrained, you're immune to phazes, and once aqua ring stacks with ingrain and leftovers your subs are almost free, you can heal on scolipede and espeon with protect stalling very quickly, and stealth rock/spike/burn damage does pretty much nothing to you. Perish song, curse, and unaware quagsire are all very hard to deal with (especially curse trevenant), but toxic should be able to handle quagsire. Curse is also really annoying but if the opponent does it really late then aqua ring + ingrain + leftovers makes curse feel like nothing. Barely anyone I've played against runs perish song as well, so for the most part this team isn't entirely screwed by these counters. Crits will also just destroy you because they ignore defensive buffs, but few people I've played against stack crit chance and substitutes will normally absorb the crits for you if you're careful. The hardest part about this team is getting set up at the start and not falling for taunt+phaze combos, but after you get 3x defense and some special defense with ingrain you're pretty much guaranteed a win against most teams.