Well, after posting for a bit here, I decided to post one of my own teams. Keep in mind that I'm not the best battler, so suggestions would be greatly appreciated. Enjoy!
Groudon @ Choice Band
252HP/252 Atk/4 Def
Nature: Adamant
Trait: Drought
Stone Edge
Earthquake
Fire Punch
Dragon Claw
This is an Uber sun team, so why not have this guy as my lead? Stone Edge and Earthquake make a strong combo that decimates all that don't resist it. Fire Punch gets the sun boost and is mostly for destroying Forretress and Ferrothorn. Dragon Claw is there for neutral coverage...I guess
Reshiram @ Choice Specs
Nature: Timid
4HP/252 SpAtk/252 Spd
Trait Turbo Blaze
Blue Flare
Fusion Flare
Focus Blast
Draco Meteor
This is my special sweeper, and he's the one that often wins me games. Once he's under the sun, he's almost unstoppable. Blue Flare is just awesome, nukes all that don't resist it and leaves burns on those that do most of the time. Fusion Flare combos very well with Blue Flare, though it's not as powerful. Focus Blast is there for coverage, and Draco Meteor annihilates anything that the other attacks didn't kill, though I usually have to switch out after using it for obvious reasons
Blaziken @ Life Orb
Nature: Adamant
252 Atk/4 Def/252 Spe
Trait: Speed Boost
Hi Jump Kick
Flare Blitz
Brave Bird/Protect?
Swords Dance
This is a newcomer to my Uber party, replacing Victini as my primary physical attacker(who wasn't working out). Provided that he isn't KOed, he becomes hard to stop after a few Speed boosts. Hi Jump Kick gets STAB and hits most that don't resist it pretty hard. Flare Blitz is for stuff that resist the first attack (Giratina, I'm looking at you >_>) and deals heavy damage. I admit I threw Brave Bird up on an whim and I'm considring replacing it with Protect (hence why it's up there).
Ho-oh @ Life Orb
Nature: Adamant
248HP/252 Attack/28 Speed
Trait: Pressure
Sacred Fire
Brave Bird
Roost
Whirlwind
This here is my phazer/secondary physical attacker. Sacred Fire is the main STAB and does massive damage to quite a few of the common Ubers, barring a few exceptions. Brave Bird is there for neutral coverage to stuff that resist Sacred Fire. Roost heals off the Brave Bird recoil and regular damage, and Whirlwind blows away any threats that switch in
Volcarona @ Leftovers
Nature: Modest
252 HP/252 SpAtk/4 Spe
Trait: Flame Body
Quiver Dance
Fiery Dance
Bug Buzz
Morning Sun
This may come as a surprise to some, but Volcarona actually works well in Ubers, even with all the entry hazards afoot (which I can fix, just keep reading). Quiver Dance is my set up move of course, boosting all the Special stats and Speed. Fiery Dance and Bug Buzz form the attacking core here. (notably, I can get an OHKO on Darkrai with Bug Buzz after Quiver Dance and SR damage) Morning Sun keeps him healthy and is boosted by the sun
Forretress @ Leftovers
Nature: Impish
252 HP/252 Defense/4 Spe
Trait: Sturdy
Stealth Rock
Spikes
Toxic Spikes
Rapid Spin
Since most of my team are vulnerable to the ever popular Stealth Rock, I of course need a good spinner plus something to lay my own entry hazards. Stealth Rock, Spikes and Toxic Spikes are your garden variety entry hazards and can wreak hell on high water with repeated switch ins, and Rapid Spin is to blow away opposing entry hazards.
Well, that's my team. Suggestions would be appreciated.
Groudon @ Choice Band
252HP/252 Atk/4 Def
Nature: Adamant
Trait: Drought
Stone Edge
Earthquake
Fire Punch
Dragon Claw
This is an Uber sun team, so why not have this guy as my lead? Stone Edge and Earthquake make a strong combo that decimates all that don't resist it. Fire Punch gets the sun boost and is mostly for destroying Forretress and Ferrothorn. Dragon Claw is there for neutral coverage...I guess
Reshiram @ Choice Specs
Nature: Timid
4HP/252 SpAtk/252 Spd
Trait Turbo Blaze
Blue Flare
Fusion Flare
Focus Blast
Draco Meteor
This is my special sweeper, and he's the one that often wins me games. Once he's under the sun, he's almost unstoppable. Blue Flare is just awesome, nukes all that don't resist it and leaves burns on those that do most of the time. Fusion Flare combos very well with Blue Flare, though it's not as powerful. Focus Blast is there for coverage, and Draco Meteor annihilates anything that the other attacks didn't kill, though I usually have to switch out after using it for obvious reasons
Blaziken @ Life Orb
Nature: Adamant
252 Atk/4 Def/252 Spe
Trait: Speed Boost
Hi Jump Kick
Flare Blitz
Brave Bird/Protect?
Swords Dance
This is a newcomer to my Uber party, replacing Victini as my primary physical attacker(who wasn't working out). Provided that he isn't KOed, he becomes hard to stop after a few Speed boosts. Hi Jump Kick gets STAB and hits most that don't resist it pretty hard. Flare Blitz is for stuff that resist the first attack (Giratina, I'm looking at you >_>) and deals heavy damage. I admit I threw Brave Bird up on an whim and I'm considring replacing it with Protect (hence why it's up there).
Ho-oh @ Life Orb
Nature: Adamant
248HP/252 Attack/28 Speed
Trait: Pressure
Sacred Fire
Brave Bird
Roost
Whirlwind
This here is my phazer/secondary physical attacker. Sacred Fire is the main STAB and does massive damage to quite a few of the common Ubers, barring a few exceptions. Brave Bird is there for neutral coverage to stuff that resist Sacred Fire. Roost heals off the Brave Bird recoil and regular damage, and Whirlwind blows away any threats that switch in
Volcarona @ Leftovers
Nature: Modest
252 HP/252 SpAtk/4 Spe
Trait: Flame Body
Quiver Dance
Fiery Dance
Bug Buzz
Morning Sun
This may come as a surprise to some, but Volcarona actually works well in Ubers, even with all the entry hazards afoot (which I can fix, just keep reading). Quiver Dance is my set up move of course, boosting all the Special stats and Speed. Fiery Dance and Bug Buzz form the attacking core here. (notably, I can get an OHKO on Darkrai with Bug Buzz after Quiver Dance and SR damage) Morning Sun keeps him healthy and is boosted by the sun
Forretress @ Leftovers
Nature: Impish
252 HP/252 Defense/4 Spe
Trait: Sturdy
Stealth Rock
Spikes
Toxic Spikes
Rapid Spin
Since most of my team are vulnerable to the ever popular Stealth Rock, I of course need a good spinner plus something to lay my own entry hazards. Stealth Rock, Spikes and Toxic Spikes are your garden variety entry hazards and can wreak hell on high water with repeated switch ins, and Rapid Spin is to blow away opposing entry hazards.
Well, that's my team. Suggestions would be appreciated.