Crobat @ Life Orb
Trait: Infiltrator
Nature: Adamant
252 Atk / 252 Spe / 4 HP
Brave Bird
Cross Poison
U-Turn
Roost
As you have probably guessed, Brave Bird is the main STAB move, coming in at a whopping base 120 power, which will deal heavy damage to a lot of the UU tier and many more in those below. Its typing allows it to safely go against Ground-types at a first glance, but many have Rock-type moves, so in that respect, and for any other threats that decide to come its way, U-Turn will be useful. Psychic-types generally think they have a good chance, and if I stayed with Crobat against them, they would. U-Turn will take care of them, and deal enough damage to allow another to come and deal with the problem. Cross Poison is generally a good offensive move and the most powerful Poison-type move it can learn. Roost is there to help replenish health after a use or two of Brave Bird, plus the damage taken from Life Orb, so the health will be needed :)
Azelf @ Choice Specs
Trait: Justified
Nature: Timid
252 SpA / 252 Spe / 4 HP
Psychic
Fire Blast
Shadow Ball
Nasty Plot
Psychic, there mainly for the STAB and the power that Azelf really needs. Fire Blast goes well against pokemon like Bronzong, who have a tendency in UU to have the ability Levitate, rather than Heatproof, which is good for me. Shadow Ball, for ghost- and psychic-type threats, which will be saying bye bye after a shadow ball. Nasty Plot, for the raising of Special Attack, and giving that lil' power boost necessary for a complete Wipeout.
Arcanine @ Life Orb
Trait: Intimidate
Nature: Adamant
252 Atk / 252 Spe / 4 HP
ExtremeSpeed
Flare Blitz
Wild Charge
Morning Sun
Going chronologically, ExtremeSpeed is for the times when enemies have miniscule health left, and I need to get rid of them ASAP. Flare Blitz is for the STAB, which comes greatly alongside its high base power and Arcanine’s good enough Attack stat. Following on, Wild Charge is for the Water-type walls that it could face, for example, Milotic. Coming to Morning Sun, it is there, like Roost on Crobat, to give some health back after the recoil from Wild Charge and/or Flare Blitz.
Flygon @ Choice Scarf
Trait: Levitate
Nature: Adamant
252 Atk / 252 Spe / 4 SpD
Earthquake
Stone Edge
Outrage
U-Turn
Earthquake, is for the STAB and will give me lots of power against pokemon I don't like. Stone Edge, is for Flying-types, and doubles up well with Earthquake. Outrage, again for STAB. Outrage can, and has done before, ensure that I gain a victory over annoying pokemon. U-Turn is when I don't feel that ScarfGon will survive against the pokemon out, or that he can't do as much damage as I would like, so I decide to switch for someone else.
Swampert @ Life Orb
Trait: Damp
Nature: Jolly
252 Spe / 4 HP / 252 Atk
Earthquake
Rock Slide
Waterfall
Ice Punch
Ok. The change in Water-type on my team will come greatly needed. There isn't as much weakness to SR as Kingdra had, and the Life Orb means i'm not locked into any move, which is also helpful. Now, onto the moves themselves. Earthquake, for lots of damage, along with STAB and the foes greatly deserve it. Rock Slide, although less powerful than Stone Edge, the accuracy is more, and I don't think I can afford any moves to miss here really, so Rock Slide wins that spot. Waterfall, also there for STAB, and will be useful because there is the chance that the foe will flinch after being hit by it. Ice Punch, for the obvious threat of Grass-types, but I wouldn't stay in unless I absolutely had to. It will also be useful when someone with sense makes the obvious choice to switch for a flying type from their Ground-weak pokemon.
Whimsicott @ Life Orb
Trait: Prankster
Nature: Timid
252 Spe / 4 HP / 252 Atk
Taunt
Toxic
Leech Seed
Energy Ball
Taunt, for the obvious use of stopping any Stealth Rocks from being set up which would hurt the team, especially Crobat and Arcanine. Toxic is to help get rid of my foes, and unless they have Natural Cure, they will still be poisoned on switching out. Hehe. Leech Seed, will stop my enemies from escaping, which will then tie in nicely to enable the Toxic poison to work its magic. Finally we come on to Energy Ball. I'm not going to lie here. It was mainly a place filler, but looking back, it was a good decision, as it is a powerful Grass-type move and will greatly help the team.
Trait: Infiltrator
Nature: Adamant
252 Atk / 252 Spe / 4 HP
Brave Bird
Cross Poison
U-Turn
Roost
As you have probably guessed, Brave Bird is the main STAB move, coming in at a whopping base 120 power, which will deal heavy damage to a lot of the UU tier and many more in those below. Its typing allows it to safely go against Ground-types at a first glance, but many have Rock-type moves, so in that respect, and for any other threats that decide to come its way, U-Turn will be useful. Psychic-types generally think they have a good chance, and if I stayed with Crobat against them, they would. U-Turn will take care of them, and deal enough damage to allow another to come and deal with the problem. Cross Poison is generally a good offensive move and the most powerful Poison-type move it can learn. Roost is there to help replenish health after a use or two of Brave Bird, plus the damage taken from Life Orb, so the health will be needed :)
Azelf @ Choice Specs
Trait: Justified
Nature: Timid
252 SpA / 252 Spe / 4 HP
Psychic
Fire Blast
Shadow Ball
Nasty Plot
Psychic, there mainly for the STAB and the power that Azelf really needs. Fire Blast goes well against pokemon like Bronzong, who have a tendency in UU to have the ability Levitate, rather than Heatproof, which is good for me. Shadow Ball, for ghost- and psychic-type threats, which will be saying bye bye after a shadow ball. Nasty Plot, for the raising of Special Attack, and giving that lil' power boost necessary for a complete Wipeout.
Arcanine @ Life Orb
Trait: Intimidate
Nature: Adamant
252 Atk / 252 Spe / 4 HP
ExtremeSpeed
Flare Blitz
Wild Charge
Morning Sun
Going chronologically, ExtremeSpeed is for the times when enemies have miniscule health left, and I need to get rid of them ASAP. Flare Blitz is for the STAB, which comes greatly alongside its high base power and Arcanine’s good enough Attack stat. Following on, Wild Charge is for the Water-type walls that it could face, for example, Milotic. Coming to Morning Sun, it is there, like Roost on Crobat, to give some health back after the recoil from Wild Charge and/or Flare Blitz.
Flygon @ Choice Scarf
Trait: Levitate
Nature: Adamant
252 Atk / 252 Spe / 4 SpD
Earthquake
Stone Edge
Outrage
U-Turn
Earthquake, is for the STAB and will give me lots of power against pokemon I don't like. Stone Edge, is for Flying-types, and doubles up well with Earthquake. Outrage, again for STAB. Outrage can, and has done before, ensure that I gain a victory over annoying pokemon. U-Turn is when I don't feel that ScarfGon will survive against the pokemon out, or that he can't do as much damage as I would like, so I decide to switch for someone else.
Swampert @ Life Orb
Trait: Damp
Nature: Jolly
252 Spe / 4 HP / 252 Atk
Earthquake
Rock Slide
Waterfall
Ice Punch
Ok. The change in Water-type on my team will come greatly needed. There isn't as much weakness to SR as Kingdra had, and the Life Orb means i'm not locked into any move, which is also helpful. Now, onto the moves themselves. Earthquake, for lots of damage, along with STAB and the foes greatly deserve it. Rock Slide, although less powerful than Stone Edge, the accuracy is more, and I don't think I can afford any moves to miss here really, so Rock Slide wins that spot. Waterfall, also there for STAB, and will be useful because there is the chance that the foe will flinch after being hit by it. Ice Punch, for the obvious threat of Grass-types, but I wouldn't stay in unless I absolutely had to. It will also be useful when someone with sense makes the obvious choice to switch for a flying type from their Ground-weak pokemon.
Whimsicott @ Life Orb
Trait: Prankster
Nature: Timid
252 Spe / 4 HP / 252 Atk
Taunt
Toxic
Leech Seed
Energy Ball
Taunt, for the obvious use of stopping any Stealth Rocks from being set up which would hurt the team, especially Crobat and Arcanine. Toxic is to help get rid of my foes, and unless they have Natural Cure, they will still be poisoned on switching out. Hehe. Leech Seed, will stop my enemies from escaping, which will then tie in nicely to enable the Toxic poison to work its magic. Finally we come on to Energy Ball. I'm not going to lie here. It was mainly a place filler, but looking back, it was a good decision, as it is a powerful Grass-type move and will greatly help the team.