Well, I can't say I have been using this team consistently throughout testing, but I can say it has been one of my most successful. I actually retired this team and began to experiment, but today, I decided to comeback to it and see how it faired. I made a few tweaks to it and they seem to have helped, but it's current success rate can be due to me not getting haxed as much. =/ Also, for all of you who were wondering, this is the team that got me to #5 on leaderboard. ^_^ I'd thought I'd share my success with the rest of you UUers out there. In a few days, or less, this team will probably need a major revamp or become completely obsolete, so here it is for your reading pleasure!

Moltres @ Life Orb
Ability: Pressure
EVs: 60 HP/196 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Fire Blast
- Roost
- Hidden Power [Grass]
- Air Slash
Ability: Pressure
EVs: 60 HP/196 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Fire Blast
- Roost
- Hidden Power [Grass]
- Air Slash
Description: Ahhh, the good ol' bird. I have used this lead variant before (created by LonelyNess) and I still love it. When I first started with this team, her nature was Timid, but I really did notice the loss in power, especially on things like milotic, who are, yes, still pretty common. I do however, have to watch out for positive base 80s (speed); things like venusaur with sleep powder because she doesn't outspeed them, and that can hurt sometimes.
Evs: I wanted to keep her semi-bulky, so she could take a few hits and be able to roost off the damage with little worry, hence the HP evs. Max SAtk is a given because I wanted her to hit as hard as possible, and I gave her a few extra speed Evs in order to outspeed other LN lead variants (not too common these days =/). The spped Evs also allow her to outrun neutral base 80s; things like bulky venusaur and (sometimes) arcanine.
Moveset: Air Slash and Fire Blast for obvious reasons. Roost is for that instant recovery, and to keep her alive if stealth rock is on the field. Hp grass is to hit those bulky waters and rock/ground types for heavy damage. Suprisingly, a lot of rhyperior like to stay in on her, only to receive a swift KO.
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Evs: I wanted to keep her semi-bulky, so she could take a few hits and be able to roost off the damage with little worry, hence the HP evs. Max SAtk is a given because I wanted her to hit as hard as possible, and I gave her a few extra speed Evs in order to outspeed other LN lead variants (not too common these days =/). The spped Evs also allow her to outrun neutral base 80s; things like bulky venusaur and (sometimes) arcanine.
Moveset: Air Slash and Fire Blast for obvious reasons. Roost is for that instant recovery, and to keep her alive if stealth rock is on the field. Hp grass is to hit those bulky waters and rock/ground types for heavy damage. Suprisingly, a lot of rhyperior like to stay in on her, only to receive a swift KO.
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Honchkrow (M) @ Life Orb
Ability: Insomnia
EVs: 252 Atk/252 Spd/4 SDef
Adamant nature (+Atk, -SAtk)
- Brave Bird
- Superpower
- Sucker Punch
- Roost
Ability: Insomnia
EVs: 252 Atk/252 Spd/4 SDef
Adamant nature (+Atk, -SAtk)
- Brave Bird
- Superpower
- Sucker Punch
- Roost
Description: Yet another powerful birdy. Three words: this thing rapes. On the old version of this team, this slot used to be held by spiritomb, but I haven't seen much gallde, and tomb just doesn't do much outside of that. =/ Now, honchy works as my main wall breaker, and a good one at that. She gives me a vital answer to sleep inducing moves, and attacking prowess that spiritomb could never offer. Before the addition of honchy, I had a little trouble with stall, something I never like to have; it was not unbeatable, but was significantly harder to beat. There isn't much more I can say that you don't already know, so why continue?
Evs: Standard evs in order to maximize her damage output and sweeping/wall breaking potential.
Moveset: Sucker punch is a staple on any non-choiced honchy. Superpower rounds out the set annd gives it an answer to pesky rocks and steels, whilst providing near perfect coverage alongside sucker punch. Brave Bird is what makes honchkrow so effective these days, imo. When she had drill peck, she was great, but now she's just plain awesome. Roost got the nod over pursuit or night slash, because I want to keep her a live as long as possible, she forces enough switches to use it effectively, and I lack a spinner. I'd also rather hit something (not steel or rock) hard on the switch in, rather than on the way out, and BB gives me the immidiate damage night slash provides, only with a higher base power.
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Evs: Standard evs in order to maximize her damage output and sweeping/wall breaking potential.
Moveset: Sucker punch is a staple on any non-choiced honchy. Superpower rounds out the set annd gives it an answer to pesky rocks and steels, whilst providing near perfect coverage alongside sucker punch. Brave Bird is what makes honchkrow so effective these days, imo. When she had drill peck, she was great, but now she's just plain awesome. Roost got the nod over pursuit or night slash, because I want to keep her a live as long as possible, she forces enough switches to use it effectively, and I lack a spinner. I'd also rather hit something (not steel or rock) hard on the switch in, rather than on the way out, and BB gives me the immidiate damage night slash provides, only with a higher base power.
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Milotic (F) @ Leftovers
Ability: Marvel Scale
EVs: 252 HP/242 Def/16 Spd
Bold nature (+Def, -Atk)
- Hidden Power [Grass]
- Recover
- Surf
- Haze/ Ice Beam
Ability: Marvel Scale
EVs: 252 HP/242 Def/16 Spd
Bold nature (+Def, -Atk)
- Hidden Power [Grass]
- Recover
- Surf
- Haze/ Ice Beam
Description: I have never really been a fan of milotic, and it's pretty ironic that I would use her over azumarill (my fav) in a metagame where she recieves so much criticism. She is what keeps pesky water rats (azumarill) and various (non-toxic wielding) fire types at bay. She is my main answer to things like blaziken and (sometimes) arcanine, if I know it doesn't carry toxic. She is just one hell of a tank, and is damn hard to take down, even these days.
Evs: I just used Evs that were popular in the past and they've been working fine. The 56 evs in speed outspeed adamant torterra and Heysup's original MixBlaziken,(16 spd ev) IIRC.
Moveset: Obviously all the standard moves milotic typically carries. I have recently been testing Ice beam over haze, since grass types just love to switch in on her, but things like venusaur only take about 20-30% from it, so I'm not gaining too much benefit from it. Haze is what keeps things like SD Feraligatr and CM Slowbro from doing heavy damage, it can also, if needed, wipe away some curses from curse umbreon, especially if I can't phaze it out.
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Evs: I just used Evs that were popular in the past and they've been working fine. The 56 evs in speed outspeed adamant torterra and Heysup's original MixBlaziken,(16 spd ev) IIRC.
Moveset: Obviously all the standard moves milotic typically carries. I have recently been testing Ice beam over haze, since grass types just love to switch in on her, but things like venusaur only take about 20-30% from it, so I'm not gaining too much benefit from it. Haze is what keeps things like SD Feraligatr and CM Slowbro from doing heavy damage, it can also, if needed, wipe away some curses from curse umbreon, especially if I can't phaze it out.
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Rhyperior (F) @ Leftovers
Ability: Solid Rock
EVs: 252 HP/16 Atk/242 Def
Impish nature (+Def, -SAtk)
- Earthquake
- Stone Edge
- Stealth Rock
- Roar
Ability: Solid Rock
EVs: 252 HP/16 Atk/242 Def
Impish nature (+Def, -SAtk)
- Earthquake
- Stone Edge
- Stealth Rock
- Roar
Description: Possibly one of the most underused suspects; Rhyperior is just one hell of a tank. This beast can take some hits even with his plethora of weaknesses. She's my phazer, and what keeps me safe from some stat uppers. She scouts through the opponents team with roar and can often help me keep the advantage. She's won me games just by phazing my opponent's remaining pokes out of health. Even with such a defensive spread, it still has the power to 2HKO the likes of Steelix and Registeel.
Evs: She is packed full of Hp so she can take numerous hits while phazing or just killing a key threat. I just added the 16 attack evs to round off her Atk stat to 320 (nothing special xD...that I know of). She can take a +2 CC from a Max attack adamant gallade, with HP to spare! If that's not impressive, idk what is.
Moveset: She was given the obvious QuakeEdge, so her attacks still hit relatively hard. SR was a given, because I needed someone to set it up and she wouldn't be bulky if she wasn't for support. Roar was added for phazing and scouting, although I have used sub, but I didn't recieve anything spectacular by using it, so it was dropped.
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Evs: She is packed full of Hp so she can take numerous hits while phazing or just killing a key threat. I just added the 16 attack evs to round off her Atk stat to 320 (nothing special xD...that I know of). She can take a +2 CC from a Max attack adamant gallade, with HP to spare! If that's not impressive, idk what is.
Moveset: She was given the obvious QuakeEdge, so her attacks still hit relatively hard. SR was a given, because I needed someone to set it up and she wouldn't be bulky if she wasn't for support. Roar was added for phazing and scouting, although I have used sub, but I didn't recieve anything spectacular by using it, so it was dropped.
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Venusaur (F) @ Life Orb
Ability: Overgrow
EVs: 68 HP/160 Atk/188 Spd/94 SAtk
Mild nature (+SAtk, -Def)
- Sludge Bomb
- Synthesis
- Sleep Powder
- Power Whip
Ability: Overgrow
EVs: 68 HP/160 Atk/188 Spd/94 SAtk
Mild nature (+SAtk, -Def)
- Sludge Bomb
- Synthesis
- Sleep Powder
- Power Whip
Description: Venusaur is just the replacement everyone has been using in order to fill the void Roserade left behind. She may not have as much damage output as rosey, she is bulkier. She is just one part of the infamous Grass/Water/Fire combo that is so popular in the UU metagame. When milotic is down, she is my answer to bulky waters and ground/rock types, although she can't always directly switch in. She also checks things like Mixtile, leafeon, and tangrowth.
All I have to say is wow. I made this set based off of my semi-bulky, yet offensive venusaur and Bluewind's defensive set in his RMT. I honetly didn't expect it to do much, but when played right, this set rapes.
Evs/Moveset: Ok, I know the evs look odd, but I can explain them better atm with this quote:
Hp: For a little bulk...duh.
Atk: IIRC, the give a clean 2HKO on chansey and slowbro.
SAtk: Just to give it a little oomph and so I can hit pure grassers expecting to wall me. Oh, and I believe slude bomb finishes Slowbro off after a power whip. (I just don't want to risk a power whip miss)
Spd: Just enough to outrun adamant Honchkrow. Although the LO might give them the hint that I may be faster, I just like the extra insurance. Witht the mild nature, her physical defense is dropped which makes me want to drop the speed because it just makes too many mind games when playing against honchy, but IIRC, honchy kills with sucker punch on neutral defense anyway.
I couldn't have said it better myself. 
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Arcanine (F) @ Leftovers
Ability: Intimidate
EVs: 120 HP/252 Atk/136 Spd
Jolly nature (+Atk, -SAtk)
- Extremespeed
- Flare Blitz
- Morning Sun
- Toxic
Ability: Intimidate
EVs: 120 HP/252 Atk/136 Spd
Jolly nature (+Atk, -SAtk)
- Extremespeed
- Flare Blitz
- Morning Sun
- Toxic
Description: Last but not least, here comes the other legendary fire dog...duh duh duh duh!--it's Arcanine! Arc completes my Grass/water/fire core that just works so well. I guess it could be Grass/water/fire/fire, but that's besides the point. Tbh, I'm not sure why I added an extra fire type, but he just works well, so I kept him. He helps me take out unsuspecting venusaur and other positive base 80s who think I am bulkier and slower. I originally did have a bulkier set that held a lum berry, because I had no safe switch in to sleep inducing moves, so I guess I could actually go bulky again, but this set has been working just fine, and has a little surprise factor. he also helps me with various fire types and strong attackers. I chose intimidate over flash fire, because I have milotic and moltres for fire type attacks arc and the others can't take and he checks things like honchkrow and gallade better with it. I guess he's a 2nd check to them if rhyperior can no longer take them on.
Evs: I gave her max attack because I actually want her to hurt things. I also gave her enough speed to outrun positive base 80s, so I can hopefully gain the upper hand by outspeeding them. The remaining evs went into HP to just give her that little extra bulk; it makes you feel secure, but probably does nothing significant xD.
Moveset: Flare Blitz let's her actually damage things, while Extremespeed helps to finish things off. I used to have thunderfang over toxic, but it does absoulutely nothing, unless arc holds a life orb, but she's obviously not. Toxic allows her to actually do something to the bulky waters that like to switch in eg. slowbro and milotic, so it effectively wears them down so they are substantially easier to take down. Morning sun is the new HG/SS addition that has given her such a large rise in usage, and for good reason; it keeps her alive much longer. In case you haven't noticed by now, 5/6 ok my pokemon carry a recovery move. I like to keep my pokemon as heatlhy as possible for as long as I can. So, while I am doing damge to the opposing team, I am keeping my health high, which makes it that much harder for me to lose or my opponent to win.
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Well that's the team! Rate/Hate/Steal! Please forgive me for any grammatical or spelling errors I have made beacuse: 1. I don't feel like spell cheacking, and 2. It's pretty late. I actually have a habit of writing these late xD. Thanks for reading, and I hope you enjoyed it! I couldn't find Rhyperior's picture, so if someone could help me with that, that would be nice. Hence, the picture of rhydon.Thanks in advance!