I've recently made this team in hopes of having near perfected it by the time my repairman fixes my WiFi here in a week or so. I know perfection won't likely ever happen, but it I can aim near it. The team is as follows:

Scrafty
Leftovers
Moxie
Jolly Nature
4 HP / 252 Atk / 252 Spe
~Dragon Dance
~Hi Jump Kick
~Crunch
~Ice Punch
I'm leading with Scrafty for only a few reasons. The first being the abundance of people who lead with a Steel type. This allows a quick and dirty setup of a Dragon Dance or two, and hell for however many turns he lives. The second reason is to clean out teams early so that the rest of the team hasn't very many troubles. After one or two Drangon Dances, and a Moxie point or two, not much will slow him down. High Jump Kick is a terror of a move, and with the Accuracy boost 5th gen gave it, a very ideal move choice. Crunch roughs up Ghosts that would dare attempt a switch-in on HJK, and really helps with Reuniclus. Ice punch deals with one of his weaknesses in Flying Types. At a high enough Speed and Attack, it OHKOs and Outspeeds newer threats like Tornadus and Thundurus, while keeping old-school favorites like Zapdos and Togekiss at bay.

Skarmory
Leftovers
Sturdy
Impish Nature
252 HP / 232 Def / 24 Spe
~Roost
~Spikes
~Whirlwind
~Brave Bird
My designated Physical wall. Designed to lay Spikes and take any Physical hit like a champ. Comes in on Tyranitar leads that would normally just OHKO Scrafty with Superpower, or come in on any Physical Threat outside Pursuit that is aimed at Celebi, Jellicent, or Blissey.
Whirlwind, along with three layers of Spikes and Blissey's Stealth Rock makes for some beautiful phazing damage, making the resulting sweeps much, much easier. Brave Bird prevents my iron clad brid from becoming Taunt Fodder, and deal with the likes of Virizion, Brellom, or other Grass or Fighting types. If it ain't broke, don't fix it.

Blissey
Leftovers
Natural Cure
Bold Nature
252 HP / 252 Def / 4 Sp.Def
~Stealth Rock
~Softboiled
~Seismic Toss
~Toxic
This.... thing thus creats the infamous SkarmBliss combonation. It's been slightly forgotten, but that doesn't make it a poor choice. Stealth Rock is used alongside Skarmory's Spikes to create an epicenter of hazards around my opponent's feet, lacking only Toxic Spikes and Leech Seed for maximum potential. Softboiled just makes for ragebait, as whatever damage was given to Blissey before, suddenly disappears. Seismic Toss does safe, standard damage to anything that isn't a Ghost Type, which gives Blissey the ability to ease the lives of my team members by 100HP towards the opponent. Toxic supports the team alongside the mass hazards in residual breakdown of an opponent. they go wing-in-hand together, and make a potent wall squad.
Leftovers
Natural Cure
Bold Nature
252 HP / 252 Def / 4 Sp.Def
~Stealth Rock
~Softboiled
~Seismic Toss
~Toxic
This.... thing thus creats the infamous SkarmBliss combonation. It's been slightly forgotten, but that doesn't make it a poor choice. Stealth Rock is used alongside Skarmory's Spikes to create an epicenter of hazards around my opponent's feet, lacking only Toxic Spikes and Leech Seed for maximum potential. Softboiled just makes for ragebait, as whatever damage was given to Blissey before, suddenly disappears. Seismic Toss does safe, standard damage to anything that isn't a Ghost Type, which gives Blissey the ability to ease the lives of my team members by 100HP towards the opponent. Toxic supports the team alongside the mass hazards in residual breakdown of an opponent. they go wing-in-hand together, and make a potent wall squad.

Jellicent
Leftovers
Water Absorb
Bold Nature
248 HP / 216 Def / 44 Spe
~Surf
~Will-O-Wisp
~Recover
~Taunt
This here Jellyfish comlpetes my defensive Triad in three ways. One, it acts as one of the best spinblockers available. Two, spreads Will-O-Wisp to physical sweepers, basically nullifying them. Three, it can come in on powerful Water moves aimed at Skarmory, Galvantula, or Scrafty, and shut bulky Waters down. Non-Choiced Rotom still give it a hard time however. I chose Surf over Sclad for one reason. Will-O-Wisp. I can get a guaranteed Burn off of it, outside of missing or Flash Fire / Fire Type switch in, and hit harder with Surf. Recover acts like Blissey's Softboiled and keeps Jellicent alive longer. Taunt can shut down Pokemon that may chose to set up on Jellicent while it recovers or spreads Burns. Now onwards to some offense, shall we?
Leftovers
Water Absorb
Bold Nature
248 HP / 216 Def / 44 Spe
~Surf
~Will-O-Wisp
~Recover
~Taunt
This here Jellyfish comlpetes my defensive Triad in three ways. One, it acts as one of the best spinblockers available. Two, spreads Will-O-Wisp to physical sweepers, basically nullifying them. Three, it can come in on powerful Water moves aimed at Skarmory, Galvantula, or Scrafty, and shut bulky Waters down. Non-Choiced Rotom still give it a hard time however. I chose Surf over Sclad for one reason. Will-O-Wisp. I can get a guaranteed Burn off of it, outside of missing or Flash Fire / Fire Type switch in, and hit harder with Surf. Recover acts like Blissey's Softboiled and keeps Jellicent alive longer. Taunt can shut down Pokemon that may chose to set up on Jellicent while it recovers or spreads Burns. Now onwards to some offense, shall we?

Celebi
Life Orb
Natural Cure
Modest Nature
220 HP / 252 Sp.Atk / 36 Spe
~Nasty Plot
~Giga Drain
~Hidden Power Fire
~Earth Power
I've changed the set at Smogon around for a few reasons. I didn't feel that Recover was necessary alongside Giga Drain. All it does is heals a set amount of HP without the Life Orb Recoil. At +2 or +4, this Recoil won't matter, as nearly everything Giga Drain hits, a large chunk of HP will be headed my way. This then made room to end the HP Fire or Earth Power Debate, amking this Celebi a much more potent sweeper, no longer having to switch out on Steels or Fires, it can just stay in and KO things headed its way. Nasty Plot is the Crux of this set, as it boosts
Celebi's already shining Special Attack, allowing for a lethal KO spree. This Pokemon namely helps out tonnes with Bulky Waters, something my team could have troubles with. Jellicent spreads Burn like a wildfire, which brings Scrafty down to a mere waste. Blissey, outside of Toxic, can't really touch it, and Skarmory's Brave Bird just isn't enough. Giga Drain covers these gaps, especially with Natural Cure, as Pokemon such as Jellicent are known to spread tonnes of status.

Galvantula
Choice Specs
Compoundeyes
Timid Nature
4 HP / 252 Sp.Atk / 252 Spe
~Thunder
~Bug Buzz
~Hidden Power Ice
~Volt Switch
The scout and revenge killer of the team. Stealth Rock and an Abundance of Fire and Ground types threw this well-designed Pokemon into Smogon's latest experiment in Rarely Used. I figure it deserves more, just with the capability it holds. Thunder and Compundeyes makes Galvantula what we all know it as today. Outside of the Rain, it has the most accurate Thunder in the Metagame. Correct me if I'm wrong. It provides some beautiful STAB too. Bug Buzz does the same pretty much, just for a different group of Pokemon, and potentially supports Celebi with a Special Defense lowering. Hidden Power Ice prevents the likes of Landorus and Gliscor from walling it to Never Used and back, while Volt Switch plays as the Special Attack version of U-Turn, allowing for team scouting.
And there you have it. It's doing fairly well during laddering on the Smogon and Pokemon Online Servers, and I haven't really noticed any true counters. Any ideas? And I appologize if the images are too big, I can change them if you'd like.