So, here's the team that I made, though in practice, it doesn't appear to be as good as I originally envisioned. Any advice would be appreciated.
Having said that, this team does die very quickly to Mega Kangaskhan as well as priority moves. Because once one Pokémon faints, the Baton Passed boosts are lost and the entire team falls apart.
Code:
Blaziken @ Life Orb
Ability: Speed Boost
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Swords Dance
- Baton Pass
- Flare Blitz
- High Jump Kick
Sweeper with the ability to Baton Pass its boosts, as boosts are very much needed in this meta.
Jolteon @ Flame Orb
Ability: Quick Feet
EVs: 252 Spd / 252 HP / 4 SAtk
Timid Nature
- Baton Pass
- Substitute
- Charge Beam
- Agility
Once again, Baton Passing. Quick Feet is there to remove Speed ties.
Ariados @ Black Sludge
Ability: Swarm
EVs: 252 SDef / 252 HP / 4 Spd
Careful Nature
- Sticky Web
- Toxic Spikes
- X-Scissor
- Baton Pass
Entry hazard setter. Particularly for Sticky Web.
Espeon @ Leftovers
Ability: Magic Bounce
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Baton Pass
- Calm Mind
- Stored Power
- Shadow Ball
To deal with the opponent's Sticky Web, meet Magic Bounce. Can also sweep a bunch with Stored Power once it has been Baton Passed enough boosts.
Gorebyss @ Lum Berry
Ability: Swift Swim
EVs: 252 Spd / 252 HP / 4 SAtk
Timid Nature
- Hydro Pump
- Shell Smash
- Baton Pass
- Substitute
Swift Swim is to take advantage of an opposing rain team. The rest exists for more Baton Passing. Everything on this team carries Baton Pass, as the boosts are extremely helpful in a meta where all stats are equal.
Ambipom @ Leftovers
Ability: Technician
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Fake Out
- Return
- Taunt
- Baton Pass
And Taunt is just to stop an opponent from doing any setup moves of their own, or Baton Passing themselves.
Having said that, this team does die very quickly to Mega Kangaskhan as well as priority moves. Because once one Pokémon faints, the Baton Passed boosts are lost and the entire team falls apart.