I've already RMT'd this team elsewhere, but I've been using it and would like to see what kind of feedback ya'll would provide.
Overview:
The Lead
Registeel@Leftovers
252 HP/168 Atk/90 Def
Clear Body/Careful
-Thunder Wave
-Stealth Rock
-Iron Head
-Explosion
Comments: Not many Registeel leads out there. He gives me bulk enough to set up SR, but despite his tank status, I find him better to play offensively. Twave + Iron Head is a paraflinch to be reckoned with (I paraflinched a Dunsparce lead to death for a delicious dose of irony.) On Crobat or Electrode leads, Explode right off the bat. Why, you ask? Because the rest of my team is weak to standard Crobat, and Electrode sets up Rain Dance, plus both taunt on the first turn. On Roserade leads, Swap to Honchkrow for the Sleep Powder then kill it with Drill Peck (or predict a switch and go with Pursuit for max damage). Between him and Clefable, I can (and usually do) paralyze most or all of my opponent's Pokemon giving me a marked advantage.
The Spinner
Blastoise@Leftovers
252 HP/252 Def/ 6 SpA
Torrent/Bold
-Surf
-Ice Beam
-Rapid Spin
-Toxic
Comments: Rapid Spinner to deal with stall teams. I don't particularly fear Stealth Rock, as only Honchkrow is weak to it, but it's nice to get rid of spikes and ensure krow lives longer. Toxic on the predicted Bulky water switch, Ice Beam on the (99% of the time) Shaymin switch (god I hate that thing). Blastoise's huge defense lets him switch into fighting types then come back with a rather powerful surf (especially if their second attack activates Torrent). He does a great job as both a physical wall and Poison passer, and he along with my next one can out stall most anything.
The MVP
Clefable@Toxic Orb
252 HP/154 Def/100 SpD
Calm/Magic Guard
-Encore
-Thunder Wave
-Seismic Toss
-Softboiled
Comments: This counters 80% of the UU metagame when played correctly. It absorbs status and special hits, passes around paralysis, survives nearly all non-fighting moves, and Encores the hell out of any and all setup sweepers. Clefable is the heart of the team and if she dies early (or gets paralyzed due to me switching in to stupidness) it's usually game over. With good prediction (mine's decent), Clefable is the best UU stall bar none. It can outstall Chanseys, Miltanks, and other Clefables if it needs to. On top of that, Encoring a weak special attack (like a slowbro or tank milotic Ice Beam/Surf for example) allows Espeon to come in, CM once so it doesn't break sub, then sub up and sweep everything. Encoring a water type attack or T-spikes can also allow Toxicroak to come in, NP up and sweep. With Blastoise around to take physical hits and Toxic/Surf Clefable's counters, she nearly always survives till late game to allow me to win. Team MVP, right here.
The Rain Counter
Toxicroak@Life Orb
252 SpA/252 Spe/6 HP
Timid/Dry Skin
-Vacuum Wave
-Nasty Plot
-Sludge Bomb
-Dark Pulse
Comments: Typical NP Toxicroak with 1 exception: Dark Pulse beats the hell out of Shadow Ball. Same coverage, but with a flinch chance and it hits normals, there's no reason to ever use Shadow Ball despite what the strategydex might say <_< This is my counter to Ludicolo specifically (OHKO with Sludge Bomb and survives either of his STAB attacks), but it can take out a Shaymin, Steelix (with a NP, or if he's low HP/doesn't have EQ), and several other problems as well as revenge kill low HP stuff with STAB Vacuum Wave.
The Revenge Killer
Honchkrow@Choice Scarf
252 Atk/252 Spe/6 HP
Jolly/Insomnia
-Drill Peck
-Superpower
-Night Slash
-Pursuit
Comments: Scarfkrow is a great revenge killer. Pursuit kills Ghosts and Psychics regardless, Superpower breaks normal walls, Drill Peck takes out Roserade and Shaymin (and other grass types), and Night Slash gives me a strong STAB high crit chance attack to hit things I'm neutral to with. With scarf, he outspeeds most of the non-scarfed tier. I used to have heat wave for Steels in place of pursuit, however splitting the EVs to give him enough SpA to make it useful is not worth it at the cost of OHKOing a bulky Shaymin or Hariyama, plus it seals Mismagius's fate.
The Endgame
Espeon@Leftovers
252 SpA/252 Spe/6 HP
Timid/Synchronize
-Substitute
-Calm Mind
-Psychic
-Signal Beam
Comments: Espeon has acted as the finisher for this team since its inception. Never comes out until the steels/stronger special walls are all dead. With Espeon's decent SpD without EV investment, she can easily set up against walls like Slowbro, Milotic, and Articuno and CM up to +2-3 before they wise up and switch. By then, it's too late. The only 2 pokemon I found that completely wall Espeon are Registeel and Chansey, and both can easily be Encored into a healing/stat up move to allow Espeon to get the CMs she needs to take them down. Most people don't expect the sub, allowing me to get a free turn as they try to status her. Signal Beam/Psychic gives coverage over everything but Steel. Quite the beast of the endgame.
Threats:
Resttalk Tomb walls me pretty well. Registeel can paraflinch it, Espeon can set up on it if Encored into Sleep Talk, and Clefable completely walls it.
Crobat: Registeel is the only one that can take a Brave Bird without being very, very injured. Combined with roost means I can't wear it down with Blastoise/Honchkrow, and Taunt beats Encore, so I usually blow Registeel up to take it out when it's a lead.
Scarfmonlee: Runs through the team if Blastoise is down. Limber prevents the paralysis I normally rely on for those sorts of revenge killers, and I have no ghost to force it out. Blastoise can usually damage it quite a bit with surf, then have Toxicroak revenge kill it. If it's locked into EQ, Honchkrow can take it.
Yanmega: Registeel walls and paraflinches it, Clefable can take a couple hits and paralyze it, once it's paralyzed it's dead. If he comes in after Registeel is dead and flinches Clefable to death (It's happend far more than once), I generally lose.
Sub Magneton: Hurts most of my team pretty bad. If I can get an encore on the sub or get it paralyzed it's not much of a threat.
Sub-Punch Poliwrath: This is my Achilles heel. Sets up sub on Blastoise and nothing on my team can both break it and live a Focus Punch.
Physical Blaziken: Superpower 2HKOs at best my entire team with maxed attack stat. Most people run Mixed Blaziken, so it only 3HKOs Blastoise. Honchkrow outspeeds and can kill with Drill Peck and Blastoise can OHKO with Surf, but this can come in on Clefable then wreck at least one person.
One last addendum: My team is all Female. Why? Because I've run into a couple of gimmick teams using Attract or Cute Charm in order to screw over sweepers, and some people pick Rivalry. This negates both without any negative effects.
Those are the only ones this team has trouble with, feel free to deconstruct it at your will.
Overview:






The Lead

Registeel@Leftovers
252 HP/168 Atk/90 Def
Clear Body/Careful
-Thunder Wave
-Stealth Rock
-Iron Head
-Explosion
Comments: Not many Registeel leads out there. He gives me bulk enough to set up SR, but despite his tank status, I find him better to play offensively. Twave + Iron Head is a paraflinch to be reckoned with (I paraflinched a Dunsparce lead to death for a delicious dose of irony.) On Crobat or Electrode leads, Explode right off the bat. Why, you ask? Because the rest of my team is weak to standard Crobat, and Electrode sets up Rain Dance, plus both taunt on the first turn. On Roserade leads, Swap to Honchkrow for the Sleep Powder then kill it with Drill Peck (or predict a switch and go with Pursuit for max damage). Between him and Clefable, I can (and usually do) paralyze most or all of my opponent's Pokemon giving me a marked advantage.
The Spinner

Blastoise@Leftovers
252 HP/252 Def/ 6 SpA
Torrent/Bold
-Surf
-Ice Beam
-Rapid Spin
-Toxic
Comments: Rapid Spinner to deal with stall teams. I don't particularly fear Stealth Rock, as only Honchkrow is weak to it, but it's nice to get rid of spikes and ensure krow lives longer. Toxic on the predicted Bulky water switch, Ice Beam on the (99% of the time) Shaymin switch (god I hate that thing). Blastoise's huge defense lets him switch into fighting types then come back with a rather powerful surf (especially if their second attack activates Torrent). He does a great job as both a physical wall and Poison passer, and he along with my next one can out stall most anything.
The MVP

Clefable@Toxic Orb
252 HP/154 Def/100 SpD
Calm/Magic Guard
-Encore
-Thunder Wave
-Seismic Toss
-Softboiled
Comments: This counters 80% of the UU metagame when played correctly. It absorbs status and special hits, passes around paralysis, survives nearly all non-fighting moves, and Encores the hell out of any and all setup sweepers. Clefable is the heart of the team and if she dies early (or gets paralyzed due to me switching in to stupidness) it's usually game over. With good prediction (mine's decent), Clefable is the best UU stall bar none. It can outstall Chanseys, Miltanks, and other Clefables if it needs to. On top of that, Encoring a weak special attack (like a slowbro or tank milotic Ice Beam/Surf for example) allows Espeon to come in, CM once so it doesn't break sub, then sub up and sweep everything. Encoring a water type attack or T-spikes can also allow Toxicroak to come in, NP up and sweep. With Blastoise around to take physical hits and Toxic/Surf Clefable's counters, she nearly always survives till late game to allow me to win. Team MVP, right here.
The Rain Counter

Toxicroak@Life Orb
252 SpA/252 Spe/6 HP
Timid/Dry Skin
-Vacuum Wave
-Nasty Plot
-Sludge Bomb
-Dark Pulse
Comments: Typical NP Toxicroak with 1 exception: Dark Pulse beats the hell out of Shadow Ball. Same coverage, but with a flinch chance and it hits normals, there's no reason to ever use Shadow Ball despite what the strategydex might say <_< This is my counter to Ludicolo specifically (OHKO with Sludge Bomb and survives either of his STAB attacks), but it can take out a Shaymin, Steelix (with a NP, or if he's low HP/doesn't have EQ), and several other problems as well as revenge kill low HP stuff with STAB Vacuum Wave.
The Revenge Killer

Honchkrow@Choice Scarf
252 Atk/252 Spe/6 HP
Jolly/Insomnia
-Drill Peck
-Superpower
-Night Slash
-Pursuit
Comments: Scarfkrow is a great revenge killer. Pursuit kills Ghosts and Psychics regardless, Superpower breaks normal walls, Drill Peck takes out Roserade and Shaymin (and other grass types), and Night Slash gives me a strong STAB high crit chance attack to hit things I'm neutral to with. With scarf, he outspeeds most of the non-scarfed tier. I used to have heat wave for Steels in place of pursuit, however splitting the EVs to give him enough SpA to make it useful is not worth it at the cost of OHKOing a bulky Shaymin or Hariyama, plus it seals Mismagius's fate.
The Endgame

Espeon@Leftovers
252 SpA/252 Spe/6 HP
Timid/Synchronize
-Substitute
-Calm Mind
-Psychic
-Signal Beam
Comments: Espeon has acted as the finisher for this team since its inception. Never comes out until the steels/stronger special walls are all dead. With Espeon's decent SpD without EV investment, she can easily set up against walls like Slowbro, Milotic, and Articuno and CM up to +2-3 before they wise up and switch. By then, it's too late. The only 2 pokemon I found that completely wall Espeon are Registeel and Chansey, and both can easily be Encored into a healing/stat up move to allow Espeon to get the CMs she needs to take them down. Most people don't expect the sub, allowing me to get a free turn as they try to status her. Signal Beam/Psychic gives coverage over everything but Steel. Quite the beast of the endgame.
Threats:
Resttalk Tomb walls me pretty well. Registeel can paraflinch it, Espeon can set up on it if Encored into Sleep Talk, and Clefable completely walls it.
Crobat: Registeel is the only one that can take a Brave Bird without being very, very injured. Combined with roost means I can't wear it down with Blastoise/Honchkrow, and Taunt beats Encore, so I usually blow Registeel up to take it out when it's a lead.
Scarfmonlee: Runs through the team if Blastoise is down. Limber prevents the paralysis I normally rely on for those sorts of revenge killers, and I have no ghost to force it out. Blastoise can usually damage it quite a bit with surf, then have Toxicroak revenge kill it. If it's locked into EQ, Honchkrow can take it.
Yanmega: Registeel walls and paraflinches it, Clefable can take a couple hits and paralyze it, once it's paralyzed it's dead. If he comes in after Registeel is dead and flinches Clefable to death (It's happend far more than once), I generally lose.
Sub Magneton: Hurts most of my team pretty bad. If I can get an encore on the sub or get it paralyzed it's not much of a threat.
Sub-Punch Poliwrath: This is my Achilles heel. Sets up sub on Blastoise and nothing on my team can both break it and live a Focus Punch.
Physical Blaziken: Superpower 2HKOs at best my entire team with maxed attack stat. Most people run Mixed Blaziken, so it only 3HKOs Blastoise. Honchkrow outspeeds and can kill with Drill Peck and Blastoise can OHKO with Surf, but this can come in on Clefable then wreck at least one person.
One last addendum: My team is all Female. Why? Because I've run into a couple of gimmick teams using Attract or Cute Charm in order to screw over sweepers, and some people pick Rivalry. This negates both without any negative effects.
Those are the only ones this team has trouble with, feel free to deconstruct it at your will.