This is my first time posting a RMT here, so let me know if I missed one of the rules or something. I've played with this team for a couple weeks, and it works decently most of the time, then there are times I get completely blown away. I think it could use some improvement, but I'm not sure on what. This team is designed for Shoddy, but I added a note near the end about using it on Wi-fi.
Changes are in Bold
Lead:
Ninjask (M) @ Leftovers
Ability: Speed Boost
EVs: 248 HP/52 Atk/184 Def/24 Spd
Jolly nature (+Spd, -SAtk)
- Baton Pass
- Protect
- Substitute
- X-Scissor
---
Ninjask is my lead, and he primarily acts as a speed passer. I'm using the standard Dedicated Speed Passer set. The speed EV's allow Ninjask to outspeed most scarfers after a protect, and the HP and defense EV's let me survive some priority attacks. X-scissor to do a little damage when I get the chance.
I typically alternate between protect and substitute to get speed boosts in, then baton pass out, usually to Vaporeon or Celebi, but I can pass to Smeargle too if I can keep a Sub up while I pass.
The Passers:
Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP/200 Def/6 Spd/52 SDef
Calm nature (+SDef, -Atk)
- Baton Pass
- Acid Armor
- Aqua Ring
- Ice Beam
---
Unless my opponents pokemon is known to use grass or electric attacks, Vaporeon is usually my first switch-in after ninjask.
Vaporeon is here to provide primary healing support, and baton pass Acid Armor boosts. I've opted to use a more specially defensive EV spread than the standard set, because Vaporeon is enduring hits more than switching in to them. I don't know of a damage calc. to use, but I think that the Sp. Defense EV's and nature have turned some 2HKO's into 3HKO's (with Thunderbolt/Grass Knot). Also, Vaporeon's defense is already
being boosted by Acid Armor.
I'm currently trying out Aqua Ring over Wish, it doesn't give me as much healing immediately, but I don't have to keep passing wish back and forth.
I don't know exactly how to even out defenses and stuff to be most effective, so let me know if there's a better EV spread for my purpose.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 180 HP/252 Def/26 Spd/52 SDef
Bold nature (+Def, -Atk)
- Baton Pass
- Calm Mind
- Recover
- Grass Knot
---
Celebi is my other main boost passer, and usually only has problems with Heatran (met by a pass to Vaporeon) and Blissey (who I stall with recover until I get Calm Mind boosts.)
Celebi passes Calm Mind boosts, and can semi-sweep with Grass Knot. Recover let's it stay alive and stuff. Also, thanks to natural cure, it can take statuses for the team, barring sleep, but it can survive those too if it gets some Calm Mind / Acid Armor boosts, contributing to Celebi's natural bulkiness.
Scizor@Life Orb
Adamant
Technician
252 HP, 84 Atk, 172 Def.
-Swords Dance
-Bullet Punch
-Baton Pass
-Roost
---
I've replaced Umbreon with Scizor to pass Sword Dances, and get another priority move on my team. With the Ev's, he can take physical hits decently too, and roost off the damage.
Smeargle (M) @ Shed Shell
Ability: Own Tempo
EVs: 96 HP / 120 Def / 40 SpD / 252 Sp
Jolly nature (+Spd, -SAtk)
- Baton Pass
- Ingrain
- Spore
- Substitute
---
Smeargle being defensively weak as he is, he usually only comes in after a roar, if ninjask can keep a Sub. up for a turn, or after I've passed a few (Sp.) Defense boosts.
Smeargle sets up ingrain to prevent phazing, spores foes, and can set up subsitute, usually when he first comes in. I used the EV spread recommended for maximum defenses, but is there one particular side of attacks it would be best to "wall" to help smeargle survive longer? Because sometimes he has to set up ingrain before getting passed speed or defence boosts.
The Receiver:
Lucario (M) @ Lum Berry
Ability: Inner Focus
EVs: 188 Atk/196 Spd/126 SAtk
Naughty nature (+Atk, -SDef)
- Close Combat
- Extremespeed
- Shadow Ball
- Hidden Power [Ice]
---
I chose lucario for my receiver because he can go mixed rather easily, and has a decent movepool to go with it. I based the EV spread on the agility set, because it's similar (they both use mixed attacking). Lucario is also immune to toxic spikes.
Close combat is mainly for Blissey, and a strong Stab in general. Extremespeed to avoid scarfers if I fail to get speed boosts, and outrun some priority moves as well. Shadow ball to hit ghosts, and HP [Ice] to take down dragons and gliscor.
I use Lum berry to avoid being ruined by a late-game sleeper or paralysis.
If I were to take this team to Wi-fi, what changes would you recommend if I were to replace HP [Ice] with Ice punch? Aside from possibly adding Sword dance in the team somewhere.
------------------
Particular threats for my team include taunt, roar/whirlwind, entry hazards, and Trick.
Taunt: I try to keep at least one attack on each member in case of taunt, but sometimes I still get forced out. Anything I can do about this, besides predicting and going to someone who can hurt/wall the taunter?
Roar: Usually I wait it out until smeargle gets roared in, the only time I was really destroyed by this so far was when SR was down and Ninjask was brought in 3 times in a row.
Entry hazards: There's no rapid spinner that also learns baton pass (outside of smeargle), so I made sure I could recover or wish off damage easily enough. Ninjask is the only member of my team that's weak to Stealth Rock. Toxic spikes can still hurt half my team pretty bad, though. (Celebi has natural cure, so it's not too bad for it.)
Trick: Not much I can do about this, unless Umbreon is in + Speed boosts. Trick has become pretty common, but if I can predict when the trick is coming, I can just immediately baton pass (if tricker is faster) or baton pass out, then baton pass again after the trick (if tricker is slower). I can usually deal with sacrificing a member or two that way, as long as lucario isn't one of them.
A new threat I have realized is sweeper Zapdos, it now hits every pokemon on my team, barring Smeargle (who isn't meant to be taking hits anyway), for super effective damage.
Changes are in Bold
Lead:

Ninjask (M) @ Leftovers
Ability: Speed Boost
EVs: 248 HP/52 Atk/184 Def/24 Spd
Jolly nature (+Spd, -SAtk)
- Baton Pass
- Protect
- Substitute
- X-Scissor
---
Ninjask is my lead, and he primarily acts as a speed passer. I'm using the standard Dedicated Speed Passer set. The speed EV's allow Ninjask to outspeed most scarfers after a protect, and the HP and defense EV's let me survive some priority attacks. X-scissor to do a little damage when I get the chance.
I typically alternate between protect and substitute to get speed boosts in, then baton pass out, usually to Vaporeon or Celebi, but I can pass to Smeargle too if I can keep a Sub up while I pass.
The Passers:

Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP/200 Def/6 Spd/52 SDef
Calm nature (+SDef, -Atk)
- Baton Pass
- Acid Armor
- Aqua Ring
- Ice Beam
---
Unless my opponents pokemon is known to use grass or electric attacks, Vaporeon is usually my first switch-in after ninjask.
Vaporeon is here to provide primary healing support, and baton pass Acid Armor boosts. I've opted to use a more specially defensive EV spread than the standard set, because Vaporeon is enduring hits more than switching in to them. I don't know of a damage calc. to use, but I think that the Sp. Defense EV's and nature have turned some 2HKO's into 3HKO's (with Thunderbolt/Grass Knot). Also, Vaporeon's defense is already
being boosted by Acid Armor.
I'm currently trying out Aqua Ring over Wish, it doesn't give me as much healing immediately, but I don't have to keep passing wish back and forth.
I don't know exactly how to even out defenses and stuff to be most effective, so let me know if there's a better EV spread for my purpose.

Celebi @ Leftovers
Ability: Natural Cure
EVs: 180 HP/252 Def/26 Spd/52 SDef
Bold nature (+Def, -Atk)
- Baton Pass
- Calm Mind
- Recover
- Grass Knot
---
Celebi is my other main boost passer, and usually only has problems with Heatran (met by a pass to Vaporeon) and Blissey (who I stall with recover until I get Calm Mind boosts.)
Celebi passes Calm Mind boosts, and can semi-sweep with Grass Knot. Recover let's it stay alive and stuff. Also, thanks to natural cure, it can take statuses for the team, barring sleep, but it can survive those too if it gets some Calm Mind / Acid Armor boosts, contributing to Celebi's natural bulkiness.

Scizor@Life Orb
Adamant
Technician
252 HP, 84 Atk, 172 Def.
-Swords Dance
-Bullet Punch
-Baton Pass
-Roost
---
I've replaced Umbreon with Scizor to pass Sword Dances, and get another priority move on my team. With the Ev's, he can take physical hits decently too, and roost off the damage.

Smeargle (M) @ Shed Shell
Ability: Own Tempo
EVs: 96 HP / 120 Def / 40 SpD / 252 Sp
Jolly nature (+Spd, -SAtk)
- Baton Pass
- Ingrain
- Spore
- Substitute
---
Smeargle being defensively weak as he is, he usually only comes in after a roar, if ninjask can keep a Sub. up for a turn, or after I've passed a few (Sp.) Defense boosts.
Smeargle sets up ingrain to prevent phazing, spores foes, and can set up subsitute, usually when he first comes in. I used the EV spread recommended for maximum defenses, but is there one particular side of attacks it would be best to "wall" to help smeargle survive longer? Because sometimes he has to set up ingrain before getting passed speed or defence boosts.
The Receiver:

Lucario (M) @ Lum Berry
Ability: Inner Focus
EVs: 188 Atk/196 Spd/126 SAtk
Naughty nature (+Atk, -SDef)
- Close Combat
- Extremespeed
- Shadow Ball
- Hidden Power [Ice]
---
I chose lucario for my receiver because he can go mixed rather easily, and has a decent movepool to go with it. I based the EV spread on the agility set, because it's similar (they both use mixed attacking). Lucario is also immune to toxic spikes.
Close combat is mainly for Blissey, and a strong Stab in general. Extremespeed to avoid scarfers if I fail to get speed boosts, and outrun some priority moves as well. Shadow ball to hit ghosts, and HP [Ice] to take down dragons and gliscor.
I use Lum berry to avoid being ruined by a late-game sleeper or paralysis.
If I were to take this team to Wi-fi, what changes would you recommend if I were to replace HP [Ice] with Ice punch? Aside from possibly adding Sword dance in the team somewhere.
------------------
Particular threats for my team include taunt, roar/whirlwind, entry hazards, and Trick.
Taunt: I try to keep at least one attack on each member in case of taunt, but sometimes I still get forced out. Anything I can do about this, besides predicting and going to someone who can hurt/wall the taunter?
Roar: Usually I wait it out until smeargle gets roared in, the only time I was really destroyed by this so far was when SR was down and Ninjask was brought in 3 times in a row.
Entry hazards: There's no rapid spinner that also learns baton pass (outside of smeargle), so I made sure I could recover or wish off damage easily enough. Ninjask is the only member of my team that's weak to Stealth Rock. Toxic spikes can still hurt half my team pretty bad, though. (Celebi has natural cure, so it's not too bad for it.)
Trick: Not much I can do about this, unless Umbreon is in + Speed boosts. Trick has become pretty common, but if I can predict when the trick is coming, I can just immediately baton pass (if tricker is faster) or baton pass out, then baton pass again after the trick (if tricker is slower). I can usually deal with sacrificing a member or two that way, as long as lucario isn't one of them.
A new threat I have realized is sweeper Zapdos, it now hits every pokemon on my team, barring Smeargle (who isn't meant to be taking hits anyway), for super effective damage.