Changes in Bold
Team at a Glance:
Team at a Glance:






Strategy:
The point is to set up slowly but surely to give the opponent a slow death
In detail:
Zapdos @ Lum Berry
Ability: Pressure
EVs: 252HP / 140Spe / 24SpA / 92Def
Modest nature (+ SpA - Atk)
--Agility
--ThunderBolt
--Substitute
--Baton Pass
Getting an agility early in the game is extremely important for this team. Zapdos does just that it generally has been working. Substitute might seem like something ridiculous but it generally helps me against opposing Gengars that usually hypnosis this way i can beat them 1 on 1 unless they have focus sash.
Bronzong carries hypnosis as well so i usually sub wich protects zapdos from hypnosis and is still safe from explsion wich generally stops bronzong. Lum berry also helps me out against Blissey Wich may still be unclear if they will use toxic ore thunderwave in wich this case substitute protects us and i can go to vaporeon for it to make a bulky sub.
Smeargle (M) @ Shed Shell
Ability: Own Tempo
EVs: 96HP / 252Spe / 120Def / 40SpD
Jolly nature (+ Spe - SpA)
--Spore
--Ingrain
--Spider Web
--Baton Pass
Smeargle is crucial to any BP team. It's ability to set up ingrain and spore makes it unique. Jolly nature cause max speed is important. Shed shell saves me from the horrible Perish Song which would otherwise destroy my entire team. Spider Web traps sleep absorbers and hazers such as Weezing. The EVs maximize the defensive capability of Smeargle.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252HP / 154Def / 104Spe
Bold nature (+ Def - Atk)
--Shadow Ball
--Calm Mind
--Recover
--Baton Pass
Celebi's job is to raise both of the teams special stats. When someone passes a Sub to this guy he does what he is supposed to do, set up calm minds. If the team's defense has been raised it will be bulkier and hard to hit from both ends. Shadow Ball actually makes me at least be able to touch Shedninja otherwise he completly walls the team.
Scizor (M) @ Leftovers
Ability: Swarm
EVs: 184HP / 176Def / 148Spe
Impish nature (+ Def - SpA)
--X-Scissor
--Swords Dance
--Substitute
--Baton Pass
Scizor raises the teams attack. he basicly walls set's up and BP to the counter. runs well with team synergy. The reason i have swords dance is for the further medicham sweep.
Vaporeon (F) @ Leftovers
Ability: Water Absorb
EVs: 188HP / 252Def / 68SpA
Bold Nature (+ Def - Atk)
--Surf
--Substitute
--Acid Armor
--Baton Pass
Vaporeon Raises the teams defense and passes insainly bulky subs. Celebi and vaporeon make a great walling combo that furthers the defensive set up. while celebi slowly raises SpA levels so that they can slowly decimate teams.
Medicham (F) @ Muscle Band
Ability: Pure Power
EVs: 252Atk / 228Spe / 28HP
Adamant Nature (+ Atk -SpA)
--Thunder Punch
--Ice Punch
--Brick Break
--Baton Pass
If the whole team came togheter and scizor got his Swords Dance up medicham is near unstopable. Bolt-Beam punches are self explainatory and Brick Break gives it a nice STAB. BP is there if something walls it. The EVs let it outspeed Max speed + nature deoxys-s after one agility pass two and the game is over
The point is to set up slowly but surely to give the opponent a slow death
In detail:

Zapdos @ Lum Berry
Ability: Pressure
EVs: 252HP / 140Spe / 24SpA / 92Def
Modest nature (+ SpA - Atk)
--Agility
--ThunderBolt
--Substitute
--Baton Pass
Getting an agility early in the game is extremely important for this team. Zapdos does just that it generally has been working. Substitute might seem like something ridiculous but it generally helps me against opposing Gengars that usually hypnosis this way i can beat them 1 on 1 unless they have focus sash.
Bronzong carries hypnosis as well so i usually sub wich protects zapdos from hypnosis and is still safe from explsion wich generally stops bronzong. Lum berry also helps me out against Blissey Wich may still be unclear if they will use toxic ore thunderwave in wich this case substitute protects us and i can go to vaporeon for it to make a bulky sub.

Smeargle (M) @ Shed Shell
Ability: Own Tempo
EVs: 96HP / 252Spe / 120Def / 40SpD
Jolly nature (+ Spe - SpA)
--Spore
--Ingrain
--Spider Web
--Baton Pass
Smeargle is crucial to any BP team. It's ability to set up ingrain and spore makes it unique. Jolly nature cause max speed is important. Shed shell saves me from the horrible Perish Song which would otherwise destroy my entire team. Spider Web traps sleep absorbers and hazers such as Weezing. The EVs maximize the defensive capability of Smeargle.

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252HP / 154Def / 104Spe
Bold nature (+ Def - Atk)
--Shadow Ball
--Calm Mind
--Recover
--Baton Pass
Celebi's job is to raise both of the teams special stats. When someone passes a Sub to this guy he does what he is supposed to do, set up calm minds. If the team's defense has been raised it will be bulkier and hard to hit from both ends. Shadow Ball actually makes me at least be able to touch Shedninja otherwise he completly walls the team.

Scizor (M) @ Leftovers
Ability: Swarm
EVs: 184HP / 176Def / 148Spe
Impish nature (+ Def - SpA)
--X-Scissor
--Swords Dance
--Substitute
--Baton Pass
Scizor raises the teams attack. he basicly walls set's up and BP to the counter. runs well with team synergy. The reason i have swords dance is for the further medicham sweep.

Vaporeon (F) @ Leftovers
Ability: Water Absorb
EVs: 188HP / 252Def / 68SpA
Bold Nature (+ Def - Atk)
--Surf
--Substitute
--Acid Armor
--Baton Pass
Vaporeon Raises the teams defense and passes insainly bulky subs. Celebi and vaporeon make a great walling combo that furthers the defensive set up. while celebi slowly raises SpA levels so that they can slowly decimate teams.

Medicham (F) @ Muscle Band
Ability: Pure Power
EVs: 252Atk / 228Spe / 28HP
Adamant Nature (+ Atk -SpA)
--Thunder Punch
--Ice Punch
--Brick Break
--Baton Pass
If the whole team came togheter and scizor got his Swords Dance up medicham is near unstopable. Bolt-Beam punches are self explainatory and Brick Break gives it a nice STAB. BP is there if something walls it. The EVs let it outspeed Max speed + nature deoxys-s after one agility pass two and the game is over