As usual I'll start with the idea behind the team. Since Ubers have pokes with ridiculous offensive stats, since I did not know the metagame well I thought making a hyper-offensive team should be easiest to built. The strategy using this team is pretty straightforward: you get 1 poke to set up hazards (for obvious reasons) +5 offensive threats. 3 of them can serve well as late game sweepers, so you should use the other 2 to eliminate specific defensive or offensive threats. Forretress is ideal for the 1st job with sturdy and access to stealth rock and spikes (spikes>tspikes on hyper offense), mixed Deoxys-A and Specs Kyurem-W eliminate specific threats and my potentiall sweepers are scarfed Kyogre (otherwise sun and sand would run over me), Extremekiller and Cloyster.
Team up-close:
Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Stealth Rock
- Spikes
- Rapid Spin
- Volt Switch
That is definitely the poke you want to have on a hyper-offensive team. Depending on opponents team it may be a suicide lead, or can be saved for first few turns and set up hazards later (possibly on ferrothorn or similar pokes). Defensive wall, can't really take hit's on special side even with defensive investment, but it can get an extra turn to get spikes up. Most often if opponent is skillful it sets up only rocks and dies, but if used properly it can set up 1-2 layers of spikes (if you set up 3, you know your opponent is doing sth wrong). Volt switch is a filler move, but helps immensely, because on forretress calm-mind sweepers can set up (grass/water arceus variants anyone?) and they are a big problem for the team, most of the time they must be revenged with 2 combined Espeeds.
Kyurem-W @ Choice Specs
Trait: Turboblaze
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Draco Meteor
- Ice Beam
- Earth Power
- Fusion Flare
Oh, that thing is powerful... Choice specs modest draco meteor from that thing is probably the strongest move bar rain-boosted water spout from Kyogre. It can do many things, sometimes I use him as a lead, it is a great matchup against many pokes, Groudon being the best example. It is easily 1HKO'd by draco, but if he decides to switch, he must fear sun-boosted fusion flare. Ice beam is hear over ice burn since I need immediate damage. Mid-game it serves 2 purposes, either we bluff the scarf, predict switch and kill sth on the switch, or on the offchance opponent does not fall for it, tank one hit and take one other poke down with us. It is severely crippled by t-wave, but switch it in on a good poke, and nothing can wall it especially since sturdy or multiscale abilities are nullified.
Deoxys-A @ Life Orb
Trait: Pressure
EVs: 4 HP / 252 Atk / 252 Spd
Lonely Nature (+Atk, -Def)
- ExtremeSpeed
- Ice Beam
- Superpower
- Psycho Boost
The most versatile offensive threat in the game. It serves either as a lead (again countering many pokes like groudon and ferrothorn) or mid-game revenge killer. Anyway the point is to deal more damage than to receive it, so best case scenario kill one poke on 1st turn, deal massive damage on 2nd turn anf then die. Superpower counters non-sashed Darkrai leads and ferrothorn, Psycho-boost just as a last resort to deal massive damage (1HKO's groudon easily). Ice beam hits most pokes (flying and dragon are very common) and extremespeed is just necessary to revenge some pokes, most commonly opposing extremekiller (extremespeed+stealth rocks+spikes can put opposing arceus in my arceus's Espeed KO range). It always dies, hopefully does a lot of work before. Its best counter is probably Deoxys-S with sash lead, so when that happens, don't lead with it.
Arceus @ Life Orb
Trait: Multitype
EVs: 252 HP / 248 Atk / 8 Spd
Adamant Nature (+Atk, -SAtk)
- ExtremeSpeed
- Swords Dance
- Recover
- Earthquake
So, look up to the stage and see act III, late game sweepers and how can there be act II without the God himself (itself?). Arceus comes in late unless he's forced to revenge kill sth (like other arceus formes). Very nice natural bulk, he does not mind hazards or even twave that much. After 1 SD and stealth rock/spike support it can easily sweep opposing team. Recover provides sustainability and EQ for hitting Dialga or Ferrothorn. Last moveslot is debatable (Ultimate Champion recommended I switch it to Shadow Claw instead to hit Giratina-O), but work well for coverage. Anyway mid-game is focused on eliminated things that can get in the way of sweep for my last 2 guys, so if it comes in, it hardly ever has major problems.
Cloyster (M) @ White Herb
Trait: Skill Link
EVs: 4 HP / 252 Atk / 252 Spd
Naughty Nature (+Atk, -SDef)
- Icicle Spear
- Shell Smash
- Rock Blast
- Hydro Pump
What is the most broken move in the game? Yup, shell smash. Cloyster is not that easy to pull off (it never takes a special hit), but with marvelous defences and ability to go through multiscale/sturdy with multiple hits, it's definitely recommended. +Spe nature is also possible, but there is almost nothing between +2 Naughty Cloyster and +2 Naive Cloyster, so I decided to go with extra power. Obviously with Kyogre on the team mixed set with hydro pump is very powerful (hits forretress very hard) and it's hard to be stopped. You have to pick the right moment, because 1) he's weak to stealth rock 2) there are many powerful phazers (don't be greedy with shell smash when there's possible roar or dragon tail incoming) 3) special def is pathetic. White herb let's it take Espeed from Arceus and Rayquaza like a boss even after stealth rock and shell smash. That poke is probably most replacable, so if you think sth else (like Dialga, Giratina or Palkia) would fit better, please respond.
Kyogre @ Choice Scarf
Trait: Drizzle
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Water Spout
- Surf
- Ice Beam
- Thunder
Most powerful move in the game? Not quite, since it's scarfed not specs, but when I made the team looking at mediocre speed, I knew specs kyogre with water sput wouldn't do. With that set it can abuse water spout almost indefinitely. Contrary to some other teames based around rain, my team does not need it at all, so I try to conserve Kyogre as much as I can. That set stops any king of Excadrill sweep. I laughed hard when people led with Ttar, and tried to set up with Excadrill. Most of the time it ended with me locking myself into stealth rocks with Forretress waiting to die, than switching into it and spamming water spout. Since many of my teammates (like deoxys and kyurem) are expendable mid-game and going for double-down, Kyogre can remain hidden for very long and with some hazards support and opposing scarfer dead, rain water sput from modest Kyogre is enough to deal ubelievable amounts of damage. Thunder is of course for opposing Kyogres, Ice beam for revenging dragon types, surf a replacement for water spout. Also having a spinner conserves the raw power for a long time, and unless the opponent had Palkia, it is definitely the biggest threat on the team for him.
Conclusion:
I made a nice run on showdown server a few days ago (ending the day with 38-5 score or similar) and it's really fun to play with. On one hand it worked quite well for me, on the other, I got a heavy beating twice from Ultimate Champion so I know there is some room for improvement, especially considering the lack of defensive synergy he pointed out. In the testing phase probably Cloyster was most useless since I rarely had the time to set up a shell smash and it probably can be replaced (Palkia, Latias, Zekrom, Ho-Oh, Lugia?) and Kyurem could work with scarf instead and different EV spread. I'll do another round of testing in a week or so, but in the meantime I'd like to hear your thoughts on that team. Test it out and have fun :)
Importable:
Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Stealth Rock
- Spikes
- Rapid Spin
- Volt Switch
Kyogre @ Choice Scarf
Trait: Drizzle
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Water Spout
- Surf
- Ice Beam
- Thunder
Cloyster (M) @ White Herb
Trait: Skill Link
EVs: 4 HP / 252 Atk / 252 Spd
Naughty Nature (+Atk, -SDef)
- Icicle Spear
- Shell Smash
- Rock Blast
- Hydro Pump
Arceus @ Life Orb
Trait: Multitype
EVs: 252 HP / 248 Atk / 8 Spd
Adamant Nature (+Atk, -SAtk)
- ExtremeSpeed
- Swords Dance
- Recover
- Earthquake
Deoxys-A @ Life Orb
Trait: Pressure
EVs: 4 HP / 252 Atk / 252 Spd
Lonely Nature (+Atk, -Def)
- ExtremeSpeed
- Ice Beam
- Superpower
- Psycho Boost
Kyurem-W @ Choice Specs
Trait: Turboblaze
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Draco Meteor
- Ice Beam
- Earth Power
- Fusion Flare
Team up-close:

Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Stealth Rock
- Spikes
- Rapid Spin
- Volt Switch
That is definitely the poke you want to have on a hyper-offensive team. Depending on opponents team it may be a suicide lead, or can be saved for first few turns and set up hazards later (possibly on ferrothorn or similar pokes). Defensive wall, can't really take hit's on special side even with defensive investment, but it can get an extra turn to get spikes up. Most often if opponent is skillful it sets up only rocks and dies, but if used properly it can set up 1-2 layers of spikes (if you set up 3, you know your opponent is doing sth wrong). Volt switch is a filler move, but helps immensely, because on forretress calm-mind sweepers can set up (grass/water arceus variants anyone?) and they are a big problem for the team, most of the time they must be revenged with 2 combined Espeeds.

Kyurem-W @ Choice Specs
Trait: Turboblaze
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Draco Meteor
- Ice Beam
- Earth Power
- Fusion Flare
Oh, that thing is powerful... Choice specs modest draco meteor from that thing is probably the strongest move bar rain-boosted water spout from Kyogre. It can do many things, sometimes I use him as a lead, it is a great matchup against many pokes, Groudon being the best example. It is easily 1HKO'd by draco, but if he decides to switch, he must fear sun-boosted fusion flare. Ice beam is hear over ice burn since I need immediate damage. Mid-game it serves 2 purposes, either we bluff the scarf, predict switch and kill sth on the switch, or on the offchance opponent does not fall for it, tank one hit and take one other poke down with us. It is severely crippled by t-wave, but switch it in on a good poke, and nothing can wall it especially since sturdy or multiscale abilities are nullified.

Deoxys-A @ Life Orb
Trait: Pressure
EVs: 4 HP / 252 Atk / 252 Spd
Lonely Nature (+Atk, -Def)
- ExtremeSpeed
- Ice Beam
- Superpower
- Psycho Boost
The most versatile offensive threat in the game. It serves either as a lead (again countering many pokes like groudon and ferrothorn) or mid-game revenge killer. Anyway the point is to deal more damage than to receive it, so best case scenario kill one poke on 1st turn, deal massive damage on 2nd turn anf then die. Superpower counters non-sashed Darkrai leads and ferrothorn, Psycho-boost just as a last resort to deal massive damage (1HKO's groudon easily). Ice beam hits most pokes (flying and dragon are very common) and extremespeed is just necessary to revenge some pokes, most commonly opposing extremekiller (extremespeed+stealth rocks+spikes can put opposing arceus in my arceus's Espeed KO range). It always dies, hopefully does a lot of work before. Its best counter is probably Deoxys-S with sash lead, so when that happens, don't lead with it.

Arceus @ Life Orb
Trait: Multitype
EVs: 252 HP / 248 Atk / 8 Spd
Adamant Nature (+Atk, -SAtk)
- ExtremeSpeed
- Swords Dance
- Recover
- Earthquake
So, look up to the stage and see act III, late game sweepers and how can there be act II without the God himself (itself?). Arceus comes in late unless he's forced to revenge kill sth (like other arceus formes). Very nice natural bulk, he does not mind hazards or even twave that much. After 1 SD and stealth rock/spike support it can easily sweep opposing team. Recover provides sustainability and EQ for hitting Dialga or Ferrothorn. Last moveslot is debatable (Ultimate Champion recommended I switch it to Shadow Claw instead to hit Giratina-O), but work well for coverage. Anyway mid-game is focused on eliminated things that can get in the way of sweep for my last 2 guys, so if it comes in, it hardly ever has major problems.

Cloyster (M) @ White Herb
Trait: Skill Link
EVs: 4 HP / 252 Atk / 252 Spd
Naughty Nature (+Atk, -SDef)
- Icicle Spear
- Shell Smash
- Rock Blast
- Hydro Pump
What is the most broken move in the game? Yup, shell smash. Cloyster is not that easy to pull off (it never takes a special hit), but with marvelous defences and ability to go through multiscale/sturdy with multiple hits, it's definitely recommended. +Spe nature is also possible, but there is almost nothing between +2 Naughty Cloyster and +2 Naive Cloyster, so I decided to go with extra power. Obviously with Kyogre on the team mixed set with hydro pump is very powerful (hits forretress very hard) and it's hard to be stopped. You have to pick the right moment, because 1) he's weak to stealth rock 2) there are many powerful phazers (don't be greedy with shell smash when there's possible roar or dragon tail incoming) 3) special def is pathetic. White herb let's it take Espeed from Arceus and Rayquaza like a boss even after stealth rock and shell smash. That poke is probably most replacable, so if you think sth else (like Dialga, Giratina or Palkia) would fit better, please respond.

Kyogre @ Choice Scarf
Trait: Drizzle
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Water Spout
- Surf
- Ice Beam
- Thunder
Most powerful move in the game? Not quite, since it's scarfed not specs, but when I made the team looking at mediocre speed, I knew specs kyogre with water sput wouldn't do. With that set it can abuse water spout almost indefinitely. Contrary to some other teames based around rain, my team does not need it at all, so I try to conserve Kyogre as much as I can. That set stops any king of Excadrill sweep. I laughed hard when people led with Ttar, and tried to set up with Excadrill. Most of the time it ended with me locking myself into stealth rocks with Forretress waiting to die, than switching into it and spamming water spout. Since many of my teammates (like deoxys and kyurem) are expendable mid-game and going for double-down, Kyogre can remain hidden for very long and with some hazards support and opposing scarfer dead, rain water sput from modest Kyogre is enough to deal ubelievable amounts of damage. Thunder is of course for opposing Kyogres, Ice beam for revenging dragon types, surf a replacement for water spout. Also having a spinner conserves the raw power for a long time, and unless the opponent had Palkia, it is definitely the biggest threat on the team for him.
Conclusion:
I made a nice run on showdown server a few days ago (ending the day with 38-5 score or similar) and it's really fun to play with. On one hand it worked quite well for me, on the other, I got a heavy beating twice from Ultimate Champion so I know there is some room for improvement, especially considering the lack of defensive synergy he pointed out. In the testing phase probably Cloyster was most useless since I rarely had the time to set up a shell smash and it probably can be replaced (Palkia, Latias, Zekrom, Ho-Oh, Lugia?) and Kyurem could work with scarf instead and different EV spread. I'll do another round of testing in a week or so, but in the meantime I'd like to hear your thoughts on that team. Test it out and have fun :)
Importable:
Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Stealth Rock
- Spikes
- Rapid Spin
- Volt Switch
Kyogre @ Choice Scarf
Trait: Drizzle
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Water Spout
- Surf
- Ice Beam
- Thunder
Cloyster (M) @ White Herb
Trait: Skill Link
EVs: 4 HP / 252 Atk / 252 Spd
Naughty Nature (+Atk, -SDef)
- Icicle Spear
- Shell Smash
- Rock Blast
- Hydro Pump
Arceus @ Life Orb
Trait: Multitype
EVs: 252 HP / 248 Atk / 8 Spd
Adamant Nature (+Atk, -SAtk)
- ExtremeSpeed
- Swords Dance
- Recover
- Earthquake
Deoxys-A @ Life Orb
Trait: Pressure
EVs: 4 HP / 252 Atk / 252 Spd
Lonely Nature (+Atk, -Def)
- ExtremeSpeed
- Ice Beam
- Superpower
- Psycho Boost
Kyurem-W @ Choice Specs
Trait: Turboblaze
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Draco Meteor
- Ice Beam
- Earth Power
- Fusion Flare