I usually battle on Pokemon Online on several servers, but not Smogon's very often. So I just have to worry about dream world UU threats.
Gardevoir (F) Foxxy Love
Item: Leftovers
Ability: Synchronize
EVs: 252 SAtk / 252 SDef / 4 Spd Modest Nature (+SAtk, -Atk)
Magic Coat
Psyshock
Hidden Power [Fire]
Thunderbolt/Signal beam
----------------------------
Gardevoir's job is to lead and deflect a hazard or two on the enemy. From past use, they usually try to switch in on something super effective, which, depending on the team, allows me to switch into something else during the same turn, or have a move ready and tank my way through it. Thanks to her recovery, she's been able to pick off a few pokemon late in the game. With reflect support from Suicune, she becomes fairly difficult to take down.
Magic Coat Deflects entry hazards as well as thing like taunt. I've used Xatu before, and he's better for switching in on things, but once the foe sees you have him, they'll know you'll just switch in on them. I chose to have Magic Coat instead, and it's served me pretty well. It's able to bring down several leads and even force switches.Psychock is for specially defensive pokemon as well as offering STAB.
HP fire deals with Steel types that try to switch in or bug pokemon, while in addition taking out grass pokemon common in sun teams. Signal beam is to deal with dark type pokemon as that might try to carry pursuit, where thunderbolt is for more type coverage against things like Xatu.
Flygon (M) Thugnificent
Item: Life Orb
Ability: Levitate
EVs: 252 Atk / 252 Spd /4 HP
Adamant Nature (+Atk, -SAtk)
Earthquake
U-turn
Stone Edge
ThunderPunch
----------------------------
Flygon is mainly the muscle of the team. He's also able To support typhlosion by coming in on Rock and ground attacks, as well as help out Suicune with his electric immunity. He's good for wallbreaking as well as taking out a few common threats.
Earthquake offers STAB. His Earthquake is also strong enough to nearly OHKO a Rest talking Milotic. Barring an ice beam (which can be dealt with by switching to Suicune), Milotic can just use dragon tail, which won't do a lot of damage despite the super effective hit. The next pokemon to come out can finish off Milotic before it tries to rest.
U-Turn is Good for risky switch ins. I can at least do some damage before switching to a safer pokemon. suicune is able to absorb ice type moves pretty well.Helps take out the major Psychic types.
Dusknoir (M) Unit Circle
Item: Leftovers
Ability: Pressure
EVs: 4 HP / 252 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
(Yes, I'm aware of evolite Dusclops)
Brick Break/Shadow Sneak
Fire Punch
ThunderPunch
Pain Split
----------------------------
Dusknoir's Job is to switch in on predicted fake out abuse, as well as strong fighting moves. He can also come in on a Scarfed staraptor in most cases thanks to his immunity to double edge and close combat. He's also able to resist U-Turns. Except for the rare sucker punch or Pursuit, Hitmonlee is brought to his knees by this. Fire punch helps take out those annoying grass support pokemon that litter sun teams. Thunderpunch is for bulky waters, and brick break is there for normal types that get STAB fake out such as Ambipom. Pain split serves as a makeshift recovery. Zen headbutt is there to deal with Hitmontop. Luckily, dusknoir can switch in on Rapid spin and mach punch. Technician can help Hitmontop do a number on him though, so pain split helps out a bit. Shadow sneak is an option for STAB as well as priority for finishing off weak foes.
Honchkrow (M) A Pimp named Slickback
Item:Choice Scarf
Trait: Super Luck
EVs: 4 HP / 252 Atk / 252 Spd
Lonely Nature (+Atk, -Def)
Brave Bird
Sucker Punch
Superpower
Night Slash
----------------------------
Honchkrow, despite his low defenses, can switch in on ghost moves for Dusknoir and gardevoir. he's basically there as a last ditch pokemon. His sucker punch is there for priority users, and a night slash can dispatch Slowbro. Superpower is there since he has to switch a lot due to the scarf, and Brave bird is a powerful STAB move. If super luck manages to power up these moves, it ends up doing a ton of damage. He's there to bring down defensive ghosts, break walls, as well as draw out pokemon that go for revenge kills. He can help check things like Mismagius.
Suicune Squeaky
Item: Shell Bell/leftovers
Trait: Water Absorb
EVs: 128 Def / 252 SAtk / 128 SDef
Modest Nature (+SAtk, -Atk)
Scald/Surf
Reflect
Ice Beam
Hidden Power [Grass]
----------------------------
Suicune's job is to help support the team defensively while hitting hard specially. He's able to switch in on bulky waters as well as physically strong pokemon. His ability lets him take water attacks that frighten Typhlosion, as well as cover the team from a few common checks. His water absorb ability proves useful to covering the team while getting his health back.
Scald is there to try and burn physical attackers and soften their hits, which help even more when used in tandem with Reflect. Ice beam covers grass pokemon as well as gets a hail boost, while HP grass covers guys like quagsire so they aren't just at a stalemate.
Suicine can also take a Flare Blitz from Arcanine, and can do so even better if he has a reflect set up before Wild charge comes up. A few STAB hits will help bring him down, while suicune recovers. He can cover ice types for flygon, while Flygon takes electric attacks for him. Reflect helps pad up defenses for the whole team, and a quick switch to Dusknoir counters the occasional brick break. Donphan is also walled out by suicune.
Typhlosion (M) Powdered Toast Man
Item:Choice Scarf
Ability: Blaze
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
Eruption
Hidden Power [Ice]/[Grass]
Flamethrower
Extrasensory/focus blast
----------------------------
Typhlosion is the fast sweeper I dish out mid to late game. After a bit of scouting, I clear the opponent's team of pokemon that try to threaten him, then go for an all out sweep. A STAB eruption can do tons of damage, even on things that resist it like Slowbro. Flamethrower is there for priority/Stealth rock when his health falls, activating blaze and making it almost as powerful. Extrasensory is a move rarely seen on typhlosion and lets him counter fighting types. Focus blast is also an option, but I'm not a big fan of the low accuracy. Hidden power is for type coverage. He's my last resort in case I face a pokemon that needs taking out.
Common team threats
Stealth rock-While magic coat does deal with it, it can still hurt my team quite a bit, namely Honchkrow and Typhlosion. I've considered a few guys for Rapid spinning, setting up the hazards of my own, and putting status on my team as well. something like heal bell could also do good since my team gets crippled pretty easily by it.
Staraptor-This bird can put huge holes in my team. Most of the ones I encounter are scarfed, so I try to send out pokemon to get it to use anything but Brave bird, so I can switch in with Dusknoir. Close combat helps weaken him a bit, but I'm pretty much screwed when it uses brave bird.
Milotic-If it has ice beam, then a lot of times, I'm screwed against it. My main sweepers are all weak to it, and my passive pokemon aren't able to wall it.
Physical fire types-I love that typhlosion got flash fire, but unfortunately, most of the fire types used in UU are physical fire types. Arcanine and Victini are the two most common candidates, while houndoom usually goes the special route. Typhlosion could easily take their STAB fire for the team if he was given flash fire, but they've got other moves to take him out with, and his fire attacks won't do any good on them. Arcanine take him out with just about any of his other moves, and Victini's STAB Zen Headbutt can take out Typhlosion if he isn't careful. Honchkrow can usually switch into it and go for the sucker punch when Victini would go for U-turn most likely.
I'd appreciate any input you might have, suggestions for improvement, or if you can think of a few other threats I should be aware of. I'm sure my team is far from the best, but Its gotten me way more victories than losses.
Gardevoir (F) Foxxy Love

Item: Leftovers
Ability: Synchronize
EVs: 252 SAtk / 252 SDef / 4 Spd Modest Nature (+SAtk, -Atk)
Magic Coat
Psyshock
Hidden Power [Fire]
Thunderbolt/Signal beam
----------------------------
Gardevoir's job is to lead and deflect a hazard or two on the enemy. From past use, they usually try to switch in on something super effective, which, depending on the team, allows me to switch into something else during the same turn, or have a move ready and tank my way through it. Thanks to her recovery, she's been able to pick off a few pokemon late in the game. With reflect support from Suicune, she becomes fairly difficult to take down.
Magic Coat Deflects entry hazards as well as thing like taunt. I've used Xatu before, and he's better for switching in on things, but once the foe sees you have him, they'll know you'll just switch in on them. I chose to have Magic Coat instead, and it's served me pretty well. It's able to bring down several leads and even force switches.Psychock is for specially defensive pokemon as well as offering STAB.
HP fire deals with Steel types that try to switch in or bug pokemon, while in addition taking out grass pokemon common in sun teams. Signal beam is to deal with dark type pokemon as that might try to carry pursuit, where thunderbolt is for more type coverage against things like Xatu.
Flygon (M) Thugnificent

Item: Life Orb
Ability: Levitate
EVs: 252 Atk / 252 Spd /4 HP
Adamant Nature (+Atk, -SAtk)
Earthquake
U-turn
Stone Edge
ThunderPunch
----------------------------
Flygon is mainly the muscle of the team. He's also able To support typhlosion by coming in on Rock and ground attacks, as well as help out Suicune with his electric immunity. He's good for wallbreaking as well as taking out a few common threats.
Earthquake offers STAB. His Earthquake is also strong enough to nearly OHKO a Rest talking Milotic. Barring an ice beam (which can be dealt with by switching to Suicune), Milotic can just use dragon tail, which won't do a lot of damage despite the super effective hit. The next pokemon to come out can finish off Milotic before it tries to rest.
U-Turn is Good for risky switch ins. I can at least do some damage before switching to a safer pokemon. suicune is able to absorb ice type moves pretty well.Helps take out the major Psychic types.
Dusknoir (M) Unit Circle

Item: Leftovers
Ability: Pressure
EVs: 4 HP / 252 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
(Yes, I'm aware of evolite Dusclops)
Brick Break/Shadow Sneak
Fire Punch
ThunderPunch
Pain Split
----------------------------
Dusknoir's Job is to switch in on predicted fake out abuse, as well as strong fighting moves. He can also come in on a Scarfed staraptor in most cases thanks to his immunity to double edge and close combat. He's also able to resist U-Turns. Except for the rare sucker punch or Pursuit, Hitmonlee is brought to his knees by this. Fire punch helps take out those annoying grass support pokemon that litter sun teams. Thunderpunch is for bulky waters, and brick break is there for normal types that get STAB fake out such as Ambipom. Pain split serves as a makeshift recovery. Zen headbutt is there to deal with Hitmontop. Luckily, dusknoir can switch in on Rapid spin and mach punch. Technician can help Hitmontop do a number on him though, so pain split helps out a bit. Shadow sneak is an option for STAB as well as priority for finishing off weak foes.
Honchkrow (M) A Pimp named Slickback

Item:Choice Scarf
Trait: Super Luck
EVs: 4 HP / 252 Atk / 252 Spd
Lonely Nature (+Atk, -Def)
Brave Bird
Sucker Punch
Superpower
Night Slash
----------------------------
Honchkrow, despite his low defenses, can switch in on ghost moves for Dusknoir and gardevoir. he's basically there as a last ditch pokemon. His sucker punch is there for priority users, and a night slash can dispatch Slowbro. Superpower is there since he has to switch a lot due to the scarf, and Brave bird is a powerful STAB move. If super luck manages to power up these moves, it ends up doing a ton of damage. He's there to bring down defensive ghosts, break walls, as well as draw out pokemon that go for revenge kills. He can help check things like Mismagius.
Suicune Squeaky

Item: Shell Bell/leftovers
Trait: Water Absorb
EVs: 128 Def / 252 SAtk / 128 SDef
Modest Nature (+SAtk, -Atk)
Scald/Surf
Reflect
Ice Beam
Hidden Power [Grass]
----------------------------
Suicune's job is to help support the team defensively while hitting hard specially. He's able to switch in on bulky waters as well as physically strong pokemon. His ability lets him take water attacks that frighten Typhlosion, as well as cover the team from a few common checks. His water absorb ability proves useful to covering the team while getting his health back.
Scald is there to try and burn physical attackers and soften their hits, which help even more when used in tandem with Reflect. Ice beam covers grass pokemon as well as gets a hail boost, while HP grass covers guys like quagsire so they aren't just at a stalemate.
Suicine can also take a Flare Blitz from Arcanine, and can do so even better if he has a reflect set up before Wild charge comes up. A few STAB hits will help bring him down, while suicune recovers. He can cover ice types for flygon, while Flygon takes electric attacks for him. Reflect helps pad up defenses for the whole team, and a quick switch to Dusknoir counters the occasional brick break. Donphan is also walled out by suicune.
Typhlosion (M) Powdered Toast Man

Item:Choice Scarf
Ability: Blaze
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
Eruption
Hidden Power [Ice]/[Grass]
Flamethrower
Extrasensory/focus blast
----------------------------
Typhlosion is the fast sweeper I dish out mid to late game. After a bit of scouting, I clear the opponent's team of pokemon that try to threaten him, then go for an all out sweep. A STAB eruption can do tons of damage, even on things that resist it like Slowbro. Flamethrower is there for priority/Stealth rock when his health falls, activating blaze and making it almost as powerful. Extrasensory is a move rarely seen on typhlosion and lets him counter fighting types. Focus blast is also an option, but I'm not a big fan of the low accuracy. Hidden power is for type coverage. He's my last resort in case I face a pokemon that needs taking out.
Common team threats
Stealth rock-While magic coat does deal with it, it can still hurt my team quite a bit, namely Honchkrow and Typhlosion. I've considered a few guys for Rapid spinning, setting up the hazards of my own, and putting status on my team as well. something like heal bell could also do good since my team gets crippled pretty easily by it.
Staraptor-This bird can put huge holes in my team. Most of the ones I encounter are scarfed, so I try to send out pokemon to get it to use anything but Brave bird, so I can switch in with Dusknoir. Close combat helps weaken him a bit, but I'm pretty much screwed when it uses brave bird.
Milotic-If it has ice beam, then a lot of times, I'm screwed against it. My main sweepers are all weak to it, and my passive pokemon aren't able to wall it.
Physical fire types-I love that typhlosion got flash fire, but unfortunately, most of the fire types used in UU are physical fire types. Arcanine and Victini are the two most common candidates, while houndoom usually goes the special route. Typhlosion could easily take their STAB fire for the team if he was given flash fire, but they've got other moves to take him out with, and his fire attacks won't do any good on them. Arcanine take him out with just about any of his other moves, and Victini's STAB Zen Headbutt can take out Typhlosion if he isn't careful. Honchkrow can usually switch into it and go for the sucker punch when Victini would go for U-turn most likely.
I'd appreciate any input you might have, suggestions for improvement, or if you can think of a few other threats I should be aware of. I'm sure my team is far from the best, but Its gotten me way more victories than losses.