When trying to formulate a team, while scanning the various on-site analysis, I read that Salamence is/was often used in Ubers together with Rayquaza, even though they are very similar. I decided that I would similarly take a very powerful sweeper and pair it with a similar, but worse version of itself to lure out threats and promptly dispose of them.
Team building Process:
First I chose one of the most powerful sweepers in OU, Vocarona. Similar to Rayquaza, it has immense power, and a great stat boosting move in Quiver Dance. Then I added a parter for it to lure out threats and knock sizable holes into them
Yanmega may not even be UU, but its similarities to Volcarona were the important part here. Next, as both had huge SR weaknesses, I obviously needed a spinner.
Still realizing I had an immense rocks weakness, I added a magic bounce user.
Having four somewhat frail special attackers on one team wasn't the best idea, so I added something that could both deal with Blissey, and abuse Espeon's screens
Finally, I found a lot of holes on the team--I was weak to the Lati twins, I had no hazards and everyone was pretty frail. I wanted at least rocks and a strong pursuit, but I didn't want to deal with Ttar's SS, so I picked the next best available option.
Now a more in depth look
Espeon (M) @ Light Clay
Trait: Magic Bounce
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Psyshock
- Hidden Power [Fire]
- Light Screen
- Reflect
Espeon lead the team most of the time, trying to get up screens and prevent hazards too early. HP Fire deals with Scizor who often come in brandishing their U-Turns while Psyshock hits most everything else well enough. If I get both screens up and a nice opportunity presents itself, I can normal bring one of my sweepers to set up early to poke holes into my opponent's defense. If I bring Espeon back later, normally to Magic Bounce something, then screens will likely lead me to victory.
My only issue so far with Espeon is surviveability... it normally dies very early on, often before it can do much. Part of this is because of how I play it, but it is almost always the first to die. I've also found that hazards aren't that big of an issue even with just Starmie, so I will take suggestions on an upgrade here.
Metagross @ Life Orb
Trait: Clear Body
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Bullet Punch
- Pursuit
- Earthquake
This is a very peculiar set, but it gets the job done. Bullet Punch and Pursuit are the heart of the set, taking out most of everything that hurts the rest of the team. Rocks, should be fairly obvious, but I actually had difficult in finding a good user who could provide all the support the rest of my team needed. Earthquake as provided me with a useful, heavy hitting move. While I use it sparingly, it is effective in this position. I've tried Meteor Mash over Pursuit, but the shaky accuracy isn't fun nor is losing my best method for dealing with Blissey and Latios, so I kept Pursuit on.
Also, since this is such a weird set, I have no idea what item to use. I've been using LO to get more power on my Bullet Punches, but as I'm Metagross is normally used in a supporting role, I sometimes lose unnecessary amounts of health. I've tried Air Balloon, but I don't get as much power as I would like on my moves, barring EQ, they have very low powers. I also tried Iron Plate but Pursuit was still to weak, but it was better than Air Balloon. Essentially, should I use Iron Plate, Life Orb, or something else?
Starmie @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Rapid Spin
- Surf
- Thunderbolt
- Recover
Starmie provides Rapid Spin--almost required when I have two x4 Rock weaknesses. Surf and T-Bolt give me good coverage and Recover increases my lifespan. Starmie has been generally pretty useful to my team, and normally lasts until the bitter end, to make sure rocks stay off the field. Starmie is also useful in checking Terrakion, who can be a pain often. One Surf is normally enough to castrate it, but it is still a major threat to my team.
Unlike my other pokemon, Starmie, I feel isn't pulling its load offensively. Surf and T-Bolt have great coverage... just not the coverage I need. I don't use Recover all that often, though it is useful. I've been considering changing either T-Bolt or Recover to Ice Beam, but again, other opinions would help.
Lucario (M) @ Life Orb
Trait: Inner Focus
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Swords Dance
- Close Combat
- ExtremeSpeed
- Crunch
A pretty standard set that can run over teams behind screens. Close Combat provides a great STAB move and ExtremeSpeed gives my team another priority move. I've often found it instrumental in dealing with fast ugly stuff like Dragonite and other Volcarona, even when Luke isn't going to be sweeping that battle. Crunch is for ghosts and stuff I can't hurt otherwise.
As a whole, Lucario has proven more useful than expected. Not only does it sweep fairly often, but it can perform in a supporting role with ESpeed as well. Lucario also has good synergy with Espeon and Starmie, being able to set up on Choice locked Pursuits. Overall Lucario provides excellent value to this team.
Yanmega (M) @ Choice Specs
Trait: Tinted Lens
EVs: 4 Def / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Bug Buzz
- Air Slash
- U-turn
- Hidden Power [Ground]
Yanmega is, understandably a rarely seen pokemon in standard, but that doesn't mean its bad. With Tinted Lens and Choice Specs, it will often score me unexpected KO's. Often times I'll fire off a Bug Buzz, expecting to just leave a sizable dent, and it ends up dealing far more than expected. U-Turn and HP Ground are mostly filler, though U-Turn can be very useful if I know they have Blissey.
Yanmega is also bulkier than expected, at least from the physical side. Priority isn't an issue at all, unless I'm on the verge of dying, but this thing can often take large hits, sometimes even super effective Ice Punches and the like. Its main purpose is to break a hole in my opponent's team to allow Volcarona to finish him off (or vice versa) but Yanmega can stand on its own as an OU pokemon.
Volcarona (M) @ Life Orb
Trait: Flame Body
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Quiver Dance
- Bug Buzz
- Fiery Dance
- Hidden Power [Rock]
And the star of the show, Volcarona. Volcarona is quite amazing. There is little that can stop it after one Quiver Dance aside from a well timed Toxic or a Terrakion. Behind Screens it is incredibly bulky and hits like a truck. Its few counters can be lured out by Yanmega and promptly destroyed.
Generally Volcarona will down one of two things. Either, if I get a good opportunity, I'll bring it in behind screens, ASAP, assuming they have no Terrakion. Otherwise, I keep it at bay, waiting for a late game sweep. Terrakion and Heatran are essentially the only two pokemon that bother me, and only one is manageable. However, a couple of times I've seen them in pairs... which isn't really fun... But other than those two, Volcarona is pretty much the best.
All in all... yeah any suggestions?
Team building Process:

First I chose one of the most powerful sweepers in OU, Vocarona. Similar to Rayquaza, it has immense power, and a great stat boosting move in Quiver Dance. Then I added a parter for it to lure out threats and knock sizable holes into them


Yanmega may not even be UU, but its similarities to Volcarona were the important part here. Next, as both had huge SR weaknesses, I obviously needed a spinner.



Still realizing I had an immense rocks weakness, I added a magic bounce user.




Having four somewhat frail special attackers on one team wasn't the best idea, so I added something that could both deal with Blissey, and abuse Espeon's screens





Finally, I found a lot of holes on the team--I was weak to the Lati twins, I had no hazards and everyone was pretty frail. I wanted at least rocks and a strong pursuit, but I didn't want to deal with Ttar's SS, so I picked the next best available option.






Now a more in depth look

Espeon (M) @ Light Clay
Trait: Magic Bounce
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Psyshock
- Hidden Power [Fire]
- Light Screen
- Reflect
Espeon lead the team most of the time, trying to get up screens and prevent hazards too early. HP Fire deals with Scizor who often come in brandishing their U-Turns while Psyshock hits most everything else well enough. If I get both screens up and a nice opportunity presents itself, I can normal bring one of my sweepers to set up early to poke holes into my opponent's defense. If I bring Espeon back later, normally to Magic Bounce something, then screens will likely lead me to victory.
My only issue so far with Espeon is surviveability... it normally dies very early on, often before it can do much. Part of this is because of how I play it, but it is almost always the first to die. I've also found that hazards aren't that big of an issue even with just Starmie, so I will take suggestions on an upgrade here.

Metagross @ Life Orb
Trait: Clear Body
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Bullet Punch
- Pursuit
- Earthquake
This is a very peculiar set, but it gets the job done. Bullet Punch and Pursuit are the heart of the set, taking out most of everything that hurts the rest of the team. Rocks, should be fairly obvious, but I actually had difficult in finding a good user who could provide all the support the rest of my team needed. Earthquake as provided me with a useful, heavy hitting move. While I use it sparingly, it is effective in this position. I've tried Meteor Mash over Pursuit, but the shaky accuracy isn't fun nor is losing my best method for dealing with Blissey and Latios, so I kept Pursuit on.
Also, since this is such a weird set, I have no idea what item to use. I've been using LO to get more power on my Bullet Punches, but as I'm Metagross is normally used in a supporting role, I sometimes lose unnecessary amounts of health. I've tried Air Balloon, but I don't get as much power as I would like on my moves, barring EQ, they have very low powers. I also tried Iron Plate but Pursuit was still to weak, but it was better than Air Balloon. Essentially, should I use Iron Plate, Life Orb, or something else?

Starmie @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Rapid Spin
- Surf
- Thunderbolt
- Recover
Starmie provides Rapid Spin--almost required when I have two x4 Rock weaknesses. Surf and T-Bolt give me good coverage and Recover increases my lifespan. Starmie has been generally pretty useful to my team, and normally lasts until the bitter end, to make sure rocks stay off the field. Starmie is also useful in checking Terrakion, who can be a pain often. One Surf is normally enough to castrate it, but it is still a major threat to my team.
Unlike my other pokemon, Starmie, I feel isn't pulling its load offensively. Surf and T-Bolt have great coverage... just not the coverage I need. I don't use Recover all that often, though it is useful. I've been considering changing either T-Bolt or Recover to Ice Beam, but again, other opinions would help.

Lucario (M) @ Life Orb
Trait: Inner Focus
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Swords Dance
- Close Combat
- ExtremeSpeed
- Crunch
A pretty standard set that can run over teams behind screens. Close Combat provides a great STAB move and ExtremeSpeed gives my team another priority move. I've often found it instrumental in dealing with fast ugly stuff like Dragonite and other Volcarona, even when Luke isn't going to be sweeping that battle. Crunch is for ghosts and stuff I can't hurt otherwise.
As a whole, Lucario has proven more useful than expected. Not only does it sweep fairly often, but it can perform in a supporting role with ESpeed as well. Lucario also has good synergy with Espeon and Starmie, being able to set up on Choice locked Pursuits. Overall Lucario provides excellent value to this team.

Yanmega (M) @ Choice Specs
Trait: Tinted Lens
EVs: 4 Def / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Bug Buzz
- Air Slash
- U-turn
- Hidden Power [Ground]
Yanmega is, understandably a rarely seen pokemon in standard, but that doesn't mean its bad. With Tinted Lens and Choice Specs, it will often score me unexpected KO's. Often times I'll fire off a Bug Buzz, expecting to just leave a sizable dent, and it ends up dealing far more than expected. U-Turn and HP Ground are mostly filler, though U-Turn can be very useful if I know they have Blissey.
Yanmega is also bulkier than expected, at least from the physical side. Priority isn't an issue at all, unless I'm on the verge of dying, but this thing can often take large hits, sometimes even super effective Ice Punches and the like. Its main purpose is to break a hole in my opponent's team to allow Volcarona to finish him off (or vice versa) but Yanmega can stand on its own as an OU pokemon.

Volcarona (M) @ Life Orb
Trait: Flame Body
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Quiver Dance
- Bug Buzz
- Fiery Dance
- Hidden Power [Rock]
And the star of the show, Volcarona. Volcarona is quite amazing. There is little that can stop it after one Quiver Dance aside from a well timed Toxic or a Terrakion. Behind Screens it is incredibly bulky and hits like a truck. Its few counters can be lured out by Yanmega and promptly destroyed.
Generally Volcarona will down one of two things. Either, if I get a good opportunity, I'll bring it in behind screens, ASAP, assuming they have no Terrakion. Otherwise, I keep it at bay, waiting for a late game sweep. Terrakion and Heatran are essentially the only two pokemon that bother me, and only one is manageable. However, a couple of times I've seen them in pairs... which isn't really fun... But other than those two, Volcarona is pretty much the best.
All in all... yeah any suggestions?