I'm building an experimental team on Showdown at the moment...one which focuses on Baton Passing a couple Swords Dances (and a few speed boosts) onto a physical Greninja to sweep late-game. I've already got:
MegaGengar:
-Shadow Ball
-Sludge Wave
-Thunderbolt
-Taunt
Nature: Timid
EVs: 4 HP/252 Sp.Def/252 Spd
Item: Gengarite
Speed Boost Scolipede:
-Protect
-Substitute
-Swords Dance
-Baton Pass
Nature: Jolly
EVs: 248 HP/208 Sp.Def/52 Spd
Item: Mental Herb
Protean Greninja:
-Waterfall
-Night Slash
-Shadow Sneak
-Rock Slide
Nature: Adamant
EVs: 4 HP/252 Atk/252 Spe
Item: Life Orb
...but I need some ideas for my hazard lead and the two other slots keeping in mind I've already got a bit of a psychic weakness going
Mega Gengar is banned, more specifically, the Gengarite is banned. You'll have to make do with regular Gengar with Life Orb or Focus Sash. And I'd use Destiny Bond over Taunt so that any opponent that fails to get KOed by Gengar's attacks will be dragged down with it.
I wouldn't use physical Greninja if I were you. Its physical move pool is weaker than its special one; that, and 95 Attack isn't the best stat to be sweeping with. There are many slow/average-paced physical attackers that benefit from having Scolipede's Speed Boost Baton Passed to them, such as Mega Heracross, Mega Medicham, Breloom, (all three leave you more vulnerable to Talonflame), Bisharp, Excadrill, Azumarill and Mamoswine.
Mega Heracross:
-Pin Missile
-Close Combat
-Rock Blast
-Earthquake/Swords Dance
Nature: Adamant
EVs: 40 HP/252 Atk/216 Spe
Item: Heracronite
Ability: Guts/Moxie
Mega Medicham:
-High Jump Kick
-Zen Headbutt
-Fire Punch/Ice Punch
-Fake Out/Substitute
Nature: Jolly/Adamant
EVs: 252 Atk/4 Def/252 Spe
Item: Medichamite
Ability: Pure Power
Breloom:
-Bullet Seed
-Mach Punch
-Rock Tomb
-Spore
Nature: Adamant/Jolly
EVs: 252 Atk/4 Def/252 Spe
Item: Life Orb/Focus Sash
Ability: Technician
Bisharp:
-Sucker Punch
-Iron Head
-Knock Off
-Pursuit/Swords Dance
Nature: Adamant
EVs: 4 HP/252 Atk/252 Spe
Item: Black Glasses/Dread Plate/Life Orb
Ability: Defiant
Excadrill:
-Earthquake
-Iron Head
-Rapid Spin
-Rock Slide/Stealth Rock
Nature: Adamant
EVs: 252 Atk/4 Def/252 Spe
Item: Leftovers/Air Balloon
Ability: Mold Breaker
or
-Earthquake
-Iron Head
-Rock Slide
-Rapid Spin
Nature: Adamant/Jolly
EVs: 252 Atk/4 Def/252 Spe (Choice Scarf) or 120 HP/136 Atk/252 SDef (Assault Vest; Adamant only)
Item: Choice Scarf/Assault Vest
Ability: Mold Breaker
Azumarill:
-Waterfall
-Aqua Jet
-Play Rough
-Superpower
Nature: Adamant
EVs: 164 HP/252 Atk/92 Spe
Item: Choice Band/Splash Plate/Mystic Water
Ability: Huge Power
Mamoswine:
-Earthquake
-Icicle Crash/Icicle Spear
-Ice Shard
-Freeze-Dry/Superpower
Nature: Naive/Jolly
EVs: 244 Atk/12 SAtk/252 Spe
Item: Life Orb
Ability: Thick Fat
or
-Stealth Rock
-Earthquake
-Ice Shard
-Endeavor
Nature: Adamant/Jolly
EVs: 252 Atk/4 Def/252 Spe
Item: Focus Sash
Ability: Oblivious
An ideal hazard lead is Deoxys (Defense or Speed):
Defense:
-Stealth Rock
-Spikes
-Taunt
-Thunder Wave/Magic Coat
Nature: Timid
EVs: 252 HP/4 Def/252 Spe
Item: Red Card/Mental Herb
or
-Stealth Rock/Spikes
-Seismic Toss/Night Shade
-Taunt
-Recover
Nature: Bold
EVs: 252 HP/244 Def/12 Spe
Item: Leftovers/Rocky Helmet
Speed:
-Stealth Rock
-Spikes
-Ice Beam
-Knock Off/Superpower/Psycho Boost
Nature: Naive/Timid
EVs: 24 Atk/232 SAtk/252 Spe
Item: Focus Sash