As soon as I started building this team, I knew I wanted it to include Umbreon. Despite being solidly UU, Umbreon's ability to take hits, particularly Special ones is something that intrigued me, and Synchronize is a sting in the tail for anyone trying to inflict Status with the correct prediction.
Obviously Umbreon was never going to work as a lead, so my next task was finding a decent lead. Obviously I wanted something that could set up at least one hazard, preferably Rocks, and hopefully something that could set them up consistently, while still being able to stop other leads from doing the same. In a pinch I also needed something that might be able to do some damage in case I was being out speeded by a taunting opponent lead, probably likely to be Aerodactyl or Infernape. I eventually decided on Azelf, who has decent speed, as well as access to Psychic to deal with Infernape, Taunt for those slower leads, the all important Rocks, and Explosion to go out with a bang.
Obviously now I needed something with a little more attacking potential, as Azelf was probably not going to be around to provide any substantial damage following Setup, and Umbreon has limited attacking potential. Togekiss came to mind as something that had potential, with an amazing ability and providing a real threat with it's flinch hax, being able to completely shut down an opponent with a massive flinch percentage, as well as the potential to Paralyse, leaving the opponent with only a 30% chance of actually moving. It also covers the Bug type weakness of both Umbreon and Azelf, preventing Heracross from ripping both to shreds with 4x Air Slashes, and having the potential to eliminate Yanmega. Aura Sphere helps deal with pesky Tyranitar.
The prevalence of Dragons in the current meta-game is something that this team didn't have any chance of dealing with at the moment, so I needed to look for something that could stop Salamance and friends destroying this team. Latias was my choice. With the base speed to outspeed non-dance Salamance, as well as OHKO with Dragon Pulse it serves the purpose well. With one or two Calm Minds, it also has the potential to rip enemy teams to shreds with STAB Dragon Pulses and Surf, and in a pinch can use Recover to heal.
Thanks to the two latest additions I was now presented with two Ice weaknesses, both on my attacking Pokémon, so dealing with this was top priority. Thankfully, Ice is a terrible typing, so there are few pure Ice types in OU, and even if they do appear, a weakness to Rocks will put a serious dent in them. However, most Water types will be carrying an Ice type move to deal with pesky Dragons, so dealing with these would have to be the task of this Pokémon. Celebi seemed ideal. While it itself has an Ice weakness, it has the Speed and bulk to be able to take a hit (or outspeed), and KO with a STAB Leaf Storm. An additional bonus in the form of HP Fire allows me to deal with the ever so common Scizor, who can seriously damage a lot of this team with a STAB X-Scissor. Thankfully, Celebi outspeeds, and will OHKO. Celebi also provides an additional Paralysis to set up Togekiss if needed.
A final look shows that I really don't have any way of dealing with Steel types, whom have the potential to wall the entire team. Despite Celebi's HP Fire, without STAB it doesn't have the power to KO some of the more common Steel types. After some thought I decided to use Heatran to counter these, who with a STAB Fire Blast will be able to eliminate most, if not all of these. Not only that but with Earth Power he can hit any Electric types hard, and have an alternate way of dealing with Steels. I decided to use a SubToxic set to try and deal with some Pokémon that might cause me problems if their counters have been fainted. Toxic can cripple a Salamance, for example, and hopefully can be stalled out by switching to absorb attacks as the come.
Azelf @ Focus Sash
Naive
4 Atk / 252 SpA / 252 Spe
*Stealth Rock
*Psychic
*Explosion
*Taunt
Standard LeadElf. Sets up Rocks, and has potential to cripple other leads with STAB Psychic, and can use Taut to prevent setting up. Explosion to deal with things that are a serious threat.
Umbreon @ Left Overs
Sassy
252 HP / 200 Atk / 56 SpD
*Curse
*Wish
*Payback
*Protect
Curse ensures that the opponent won't out slow, allowing for Payback to hit with 100 base power, as well as being boosted by STAB, and +1 Attack from Curse. Curse also adds +1 to Defence, increasing Bulk. Umbreon can take Special hits well, meaning it can switch in, set up and still be able to attack, or heal with Wish. Protect ensures healing, and can be used to stall to a certain extent.
Togekiss @ Leftovers - Serene Grace
Calm
252 HP / 4 Def / 252 SpD
*Thunder Wave
*Roost
*Air Slash
*Aura Sphere
Thunderwave and Air Slash allow for serious flinch haxing, with the potential to shut down Pokemon completely. Paralysis can also help set up other team members, allowing them to outspeed. Aura Sphere gives greater coverage, allowing Togekiss to deal with Dark and Steel types, and TTar, and Roost is the obvious healing option, Healing 50% ontop of 1/16 from Leftovers.
Latias @ Life Orb
Timid
4 HP / 252 SpA / 252 Spe
*Dragon Pulse
*Calm Mind
*Surf
*Recover
Dragon counter. Hits hard after a single Clam mind with amazing base Speed and Sp. Attack. STAB Dragon Pulse is a safe option to deal with many things, hitting hard, and Surf deals with any Fires, and can also hit most Steels had. Recover allows for instant healing to shrug off Life Orb damage. Calm Mind also boosts Latias' already Sky High Special Defence, allowing it to take an Ice Beam from most waters, with the potential to hit hard in return after a boost.
Celebi @ Life Orb
Modest
232 HP / 244 SpA / 32 Spe
*Thunderwave
*HP Fire
*Leaf Storm
*Psychic
Thunderwave allows Celebi to cripple faster opponents, as well as help set up Togekiss. HP Fire deals with any Scizor's that try and spoil the party, as Leaf Storm deals with Waters trying to exploit Ice weaknesses. Psychic deals with any Fighting types, as well as proving a second STAB option to take advantage of Celebi's good Special Attacking stat.
Heatran @ Left Overs
Timid
4 HP / 252 SpA / 252 Spe
* Substitute
*Toxic
*Fire Blast
*Earth Power
Deals with any annoying Steels trying to wall. Can usually set up easily as most opponents expect a Choice variant, allowing for Toxic to hit, crippling opponents. Fire Blast and Earth Power provide good type coverage, picking on weaknesses of some counters to it's team mates. Timid allows it to outspeed many things, making setting up a lot easier.






















Azelf @ Focus Sash
Naive
4 Atk / 252 SpA / 252 Spe
*Stealth Rock
*Psychic
*Explosion
*Taunt
Standard LeadElf. Sets up Rocks, and has potential to cripple other leads with STAB Psychic, and can use Taut to prevent setting up. Explosion to deal with things that are a serious threat.

Umbreon @ Left Overs
Sassy
252 HP / 200 Atk / 56 SpD
*Curse
*Wish
*Payback
*Protect
Curse ensures that the opponent won't out slow, allowing for Payback to hit with 100 base power, as well as being boosted by STAB, and +1 Attack from Curse. Curse also adds +1 to Defence, increasing Bulk. Umbreon can take Special hits well, meaning it can switch in, set up and still be able to attack, or heal with Wish. Protect ensures healing, and can be used to stall to a certain extent.

Togekiss @ Leftovers - Serene Grace
Calm
252 HP / 4 Def / 252 SpD
*Thunder Wave
*Roost
*Air Slash
*Aura Sphere
Thunderwave and Air Slash allow for serious flinch haxing, with the potential to shut down Pokemon completely. Paralysis can also help set up other team members, allowing them to outspeed. Aura Sphere gives greater coverage, allowing Togekiss to deal with Dark and Steel types, and TTar, and Roost is the obvious healing option, Healing 50% ontop of 1/16 from Leftovers.

Latias @ Life Orb
Timid
4 HP / 252 SpA / 252 Spe
*Dragon Pulse
*Calm Mind
*Surf
*Recover
Dragon counter. Hits hard after a single Clam mind with amazing base Speed and Sp. Attack. STAB Dragon Pulse is a safe option to deal with many things, hitting hard, and Surf deals with any Fires, and can also hit most Steels had. Recover allows for instant healing to shrug off Life Orb damage. Calm Mind also boosts Latias' already Sky High Special Defence, allowing it to take an Ice Beam from most waters, with the potential to hit hard in return after a boost.

Celebi @ Life Orb
Modest
232 HP / 244 SpA / 32 Spe
*Thunderwave
*HP Fire
*Leaf Storm
*Psychic
Thunderwave allows Celebi to cripple faster opponents, as well as help set up Togekiss. HP Fire deals with any Scizor's that try and spoil the party, as Leaf Storm deals with Waters trying to exploit Ice weaknesses. Psychic deals with any Fighting types, as well as proving a second STAB option to take advantage of Celebi's good Special Attacking stat.

Heatran @ Left Overs
Timid
4 HP / 252 SpA / 252 Spe
* Substitute
*Toxic
*Fire Blast
*Earth Power
Deals with any annoying Steels trying to wall. Can usually set up easily as most opponents expect a Choice variant, allowing for Toxic to hit, crippling opponents. Fire Blast and Earth Power provide good type coverage, picking on weaknesses of some counters to it's team mates. Timid allows it to outspeed many things, making setting up a lot easier.