Teddeh's Speed pass team has some issues in that everything but buff hates frostom, common ghosts wall and beat bouf while having taunt/wisp/thunder wave for crippling. So here is my own core for beating it.
Volbeat @ Damp Rock
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Rain Dance
- U-turn
- Encore
- Thunder Wave
Volbeat is a problem for this team. The entire team is crippled by paralysis save prinplup, and prankster encore prevents ninjask from working at all, let alone letting other mons set up. It has u-turn, which helps it switch mons in. With its bulk, it can paralyze 2-3 mons without recovery. If nothing else, volbeat singlehandedly prevents ninjask from speed passing and u-turns out on the switch.
Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Blizzard
- Thunderbolt
- Trick
As pointed out before, boltbeam wrecks the team save for bouf. Volt switch helps keep momentum, keeping teddeh from successfully setting up. With a scarf on it, it can outspeed most of the team even with speed boost, and with trick it can permanently lock mons such prinplup, ninjask, servine, and swoobat, and even if the others got tricked they don't like being choichrd locked, especially when both of the remaining use earthquake and you are using rotom.
Floatzel @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Ice Punch
- Return
- Power-up Punch
Physical Swift Float is one of the few good users of power up punch. With massive speed reaching over 700 in the rain and a second stab boost to waterfall, float can take out most of the time with waterfall ice punch return. Power up punch is specifically for bouf and prinplup, as the boost is very beneficial at taking them out; it also helps float keep its power when rain ceases.
Between any combo of just 2 of them, the team looks pretty dead. With all 3, there is no chance.
Note: this core wasn't built like other cores. This core was made to display specifically how NOT broken speed pass is. A good scarfer, a prankster abuser, and a weather abuser. There are many ways to get around speed pass. I even considered using trick room carbink just to spite the team. Sticky webs, paralysis, trick room, weather, burns, speedy encores/taunts, priority moves, trick/switcheroo, hazards, slow tanks, and stall in general, not to mention the best checks to passing since the beginning: phazing and pseudophazing (like haze). Speed pass is not broken. Chain passing is broken. Shell smash pass is broken. Perhaps even dance passing is broken. But speed by itself? Seeing as how a +6 mon moves at +/-0 when paralyzed, is -6 in tick room, still loses to priority, and etc I just can't see it as broken. Broken to me is something that cannot be easily dealt with. No matter how fast you make a mon, if it isn't strong enough to bust through it can still die. A lot. It can be crippled a lot. Even with ideal +6/+6 how does it fair when it dies to the priority move coming up? Speed pass to me is simply free turns for your opponent to take advantage of predictability.
Volbeat @ Damp Rock
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Rain Dance
- U-turn
- Encore
- Thunder Wave
Volbeat is a problem for this team. The entire team is crippled by paralysis save prinplup, and prankster encore prevents ninjask from working at all, let alone letting other mons set up. It has u-turn, which helps it switch mons in. With its bulk, it can paralyze 2-3 mons without recovery. If nothing else, volbeat singlehandedly prevents ninjask from speed passing and u-turns out on the switch.
Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Blizzard
- Thunderbolt
- Trick
As pointed out before, boltbeam wrecks the team save for bouf. Volt switch helps keep momentum, keeping teddeh from successfully setting up. With a scarf on it, it can outspeed most of the team even with speed boost, and with trick it can permanently lock mons such prinplup, ninjask, servine, and swoobat, and even if the others got tricked they don't like being choichrd locked, especially when both of the remaining use earthquake and you are using rotom.
Floatzel @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Ice Punch
- Return
- Power-up Punch
Physical Swift Float is one of the few good users of power up punch. With massive speed reaching over 700 in the rain and a second stab boost to waterfall, float can take out most of the time with waterfall ice punch return. Power up punch is specifically for bouf and prinplup, as the boost is very beneficial at taking them out; it also helps float keep its power when rain ceases.
Between any combo of just 2 of them, the team looks pretty dead. With all 3, there is no chance.
Note: this core wasn't built like other cores. This core was made to display specifically how NOT broken speed pass is. A good scarfer, a prankster abuser, and a weather abuser. There are many ways to get around speed pass. I even considered using trick room carbink just to spite the team. Sticky webs, paralysis, trick room, weather, burns, speedy encores/taunts, priority moves, trick/switcheroo, hazards, slow tanks, and stall in general, not to mention the best checks to passing since the beginning: phazing and pseudophazing (like haze). Speed pass is not broken. Chain passing is broken. Shell smash pass is broken. Perhaps even dance passing is broken. But speed by itself? Seeing as how a +6 mon moves at +/-0 when paralyzed, is -6 in tick room, still loses to priority, and etc I just can't see it as broken. Broken to me is something that cannot be easily dealt with. No matter how fast you make a mon, if it isn't strong enough to bust through it can still die. A lot. It can be crippled a lot. Even with ideal +6/+6 how does it fair when it dies to the priority move coming up? Speed pass to me is simply free turns for your opponent to take advantage of predictability.