Well CAPers, cyberzero here with a team that's gotten me to 5th on the CAP leaderboard (easier said than done, there are a whole lot of people trying). I call it team SUPERCYBERSCOUTS, as it contains three Pokemon which are generally considered very good scouts. Scouting was definitely not the plan when developing this team, but I noticed that U-Turn was a move I was using very often and adapted it to fit with that revelation.
Changes in BOLD.
Team at a Glance:Changes in BOLD.






Away for the moment:

General Strategy: The scouts do what they do best, chip away at HP and leave Pokemon weak enough for Infernape or possibly Starmie to pick off, or they can revenge kill themselves.

Lead: Swampert (M) @ Leftovers
Ability: Torrent
EVs: 240 HP/52 Atk/216 Def
Impish nature (+Def, -SAtk)
- Stealth Rock
- Earthquake
- Avalanche
- Protect
Generic Swampert lead. I usually use Stealth Rock first, or protect if I'm predicting a Choice user. Earthquake is for STAB and Avalanche is to hammer things down because it's slow either way and the 120 base power potential is worth it. A basic good tank, nice resists and can come in on a lot of things later on.

Scout: Kitsunoh (M) @ Choice Band
Ability: Limber
EVs: 80 HP/252 Atk/176 Spd
Jolly nature (+Spd, -SAtk)
- ShadowStrike
- Earthquake
- Ice Punch
- U-turn
The scouts have unintentionally managed to find their ways into three different categories: one for speed, one for power, and one for a balance of both. This is definitely the balanced one. CAP7's product, Kitsunoh, is said to be bad at scouting, but it does it's job extremely well. Puts a massive dent in many things with U-Turn, as well as scouts. ShadowStrike is an amazing revenge killing move. EQ is rarely used, so it might be replaceable, but Ice Punch has been valuable, hitting evasive Fliers and Dragons. The Choice Band sacrifices versatility for pure power, but the power has proven to be worth it. I went with Limber over Frisk because I had some problems predicting against Thunderwave earlier.

Scout: Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP/220 Def/36 Spd
Bold nature (+Def, -Atk)
- U-turn
- Grass Knot
- Perish Song
- Recover
Still being tested, will update later. Celebi might be replaced with Flygon again if it does not work out.

Spinner: Starmie @ Leftovers
Ability: Natural Cure
EVs: 148 HP/252 Spd/108 SAtk
Timid nature (+Spd, -Atk)
- Rapid Spin
- Surf
- Thunderbolt
- Recover
Rapid Spin is usually considered gimmicky because the Pokemon that have it are liabilities. On a fast special attacker with decent defenses and great typing, it's something else entirely. Stealth Rock and spikes greatly takes away from the ability to continuously switch in, something that the scouts really depend on, and once the opponents primary SR'er or spiker is gone, I can spin away and I'm home free. Surf is basic STAB and Thunderbolt is for good coverage. Everyone loves a recovery move too!

Scout: Scizor (M) @ Choice Band
Ability: Technician
EVs: 252 HP/252 Atk/4 SDef (was 4 HP/252 Atk/252 Spd)
Adamant nature (+Atk, -SAtk)
- U-turn
- Bullet Punch
- Superpower (was Brick Break)
- Pursuit
STAB Choice Banded U-Turn coming off of Max Attack Scizor (who has 130 base attack) hurts. It hurts a lot. The scout of power, this can hammer things. U-Turn is for scouting, as we all know by now, as well as STAB. Bullet Punch singlehandedly made Scizor one of the most used Pokemon since Platinum. The other two moves basically never see use, but both can be useful situationally.

Sweeper: Infernape (M) @ Leftovers
Ability: Blaze
EVs: 64 Atk/192 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Nasty Plot
- Close Combat
- Flamethrower
- Vacuum Wave
NP Mixape with priority. Infernape is infamous for it's wall breaking capabilities, and it's pretty damn useful because my team has problems with a large number of walls. Skarmory, Blissey, Bronzong, Snorlax, Forretress, and others fall to its amazing versatility. Flamethrower and Close Combat are for good STABs that hit on both sides of the spectrum. Vacuum Wave over Grass Knot is sure to bring up some controversy, but Grass Knot fails to OHKO many important bulky Waters. Those usually come out much earlier than Infernape and get a lot of HP picked off from continuous U-Turns or Stamie's Thunderbolt. Infernape can handily kill many with Flamethrower or Close Combat after they've been worn down. Vacuum Wave picks off out-of-control sweepers that have too much speed or have little HP left, as well as gaining from STAB and Nasty Plot.
There it is, team SUPERCYBERSCOUTS. It has been dependable, showing very few problems that I can't play around, but I feel there is always room for improvement.
Removed for the time being:

Scout: Flygon (M) @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Thunderpunch
- U-turn
- Outrage
- Earthquake
Look at those eyes, man! This guy can see through your guise with ease. This is the speedy scout, this can come in on most Pokemon with those great defenses and hit back. One of the best scouts there is, and it does it's job well. Outrage is a great STAB move, along with Earthquake. Both hammer things lategame, but U-Turn is what I find myself using the majority of the time, as scouting is extremely valuable for this team. Thunderpunch is the most expendable and extremely situational, but killing that boosted Gyarados has proven to be quite satisfying. I went with Jolly over Adamant because it outspeeds Metagross with an Agility under it's belt.