This is my first RMT so any and all help with lay outs would be greatly appreciated as well as the actual rating of the team. With that said, why don't we jump in?
Gyarados: Gyaradosite
Intimidate
Adamant 252atk, 252spe, 4S.def
Crunch
Waterfall
Ice Fang
Dragon Dance
Gyarados tends to be used as either a late game sweeper or as a lead to get some early KO's and gain early momentum if I think I can take the game relatively easily. Dragon dance too boost stats is almost a certainty on every mega gyarados set and it just boosts the attack stat to stupidly high levels. Crunch at +2 takes out the troublesome Rotom-w. Ice fang for the abundance of dragons that seem to plague OU almost as much as Ubers as well as taking out Landorus-T which had been an issue in early testing. Waterfall for the STAB but the flinch chance is always an added bonus.
Hawlucha: Power Herb
Unburden
Jolly 252atk, 252spe, 4s.def
Sky Attack
High Jump Kick
Roost/Acrobatics
Hone Claws/Swords Dance
Hawlucha is used as a wallbreaker, however with the alternate moveset it can also sweep on its own, the only downside is that it's very frail and tends to have trouble getting a hone claws or swords dance off. Hone claws was chosen to boost the chances of HJK hitting because the crash has cost me games before. Sky attack was chosen to use the power herb and activate unburden but after this is done it is all but a useless move slot so I am thinking of replacing it. HJK is the most powerful STAB Hawlucha has access to and is used to get past dark and steel types that otherwise have to be dealt with by other members of the team with a bit more difficulty. Roost is used to recover any lost health from a HJK missing or just to increase longevity in the unlikely event Hawlucha takes a hit.
Klefki: Light Clay
Prankster
Bold 252def 248hp 8S.def
Reflect
Light Screen
Foul Play
Thunder Wave
Klefki is an invaluable member of the team, and I never thought I'd say that when I first tried running it, but Prankster screens make it a useful supporter for my otherwise rather frail Hawlucha and Volcarona. Foul Play tends to be extremely useful late game when something like a Landorus-T or Garchomp is running around trying to take chunks out of my team and Thunder Wave allows for Hawlucha after Unburden to Outspeed most of the tier.
Volcarona: Leftovers
Flame Body
Modest 252S.atk, 252spe, 4def
Quiver Dance
Bug Buzz
Flamethrower
Giga Drain
The afore mentioned Volcarona is the powerhouse on the special side of things, Quiver Dance allows for Volcarona's already high special attack to get boosted along with it's speed increasing the ability to sweep, the special defence rise is always handy for water types that try to scald,surf or hydro pump you away. Bug Buzz is STAB and allows to hit through Substitutes which is always handy, it also provides coverage on the psychic, dark and grass types for the rest of the team. Flamethrower is secondary STAB and hits steel,grass,bug and ice types incredibly hard. Giga Drain is there for when a water type switches in thinking you won't be able to touch it, the recovery also allows to increase the longevity and likelihood of a sweep.
Skarmory: Brightpowder
Sturdy
Impish 252def 252hp 4spe
Brave Bird
Stealth Rock
Spikes
Defog
Skarmory is the physical wall of the team and the hazard setter as well as defogger. While it is risky using one pokemon for all these roles, it tends to work rather well. Brightpowder may be an uncommon choice of item however it has come in useful alot making opponents wonder why their flamethrowers or thunderbolts are missing when they are meant to have 100% accuracy. Brave Bird stops it becoming taunt bait, but the primary role is to set up hazards and survive to wall later. Stealth rock and spikes don't need much explanation but they are necessary for some threats such as Megazard-Y. Defog is there to get rid of hazards on my side of the field if need be as well as allowing a clean slate if I have just taken out their setter or spinner.
Snorlax: Assault Vest
Thick Fat
Careful 252hp, 252s.def, 4atk
Power Up Punch
Earthquake
Body Slam
Iron Head
Snorlax is undoubtedly the special wall of the team with already high hp and special defence, assault vest just adds to the bulk, Power Up Punch is there for the type coverage it provides allowing snorlax to hit steel,ice,dark and rock types as well as boosting the attack stat and making it an offensive beast. Body Slam is STAB and the paralysis has come in handy a few times as well. Iron Head is coverage for fairies as well as rock and ice types, add the flinch chance on top of the paralysis that Body Slam allows and you can get a ParaFlinch strategy set up. Earthquake is there as it hits a vast amount of types for neutral damage at least as well as being more powerful hitting the pesky rock and steel types that resist Body Slam.
That's the team in a nutshell, I find it fun to play with and it tends to hold its own against most opponents I've come up against so far. Thanks in advance for any and all rates.

Gyarados: Gyaradosite
Intimidate
Adamant 252atk, 252spe, 4S.def
Crunch
Waterfall
Ice Fang
Dragon Dance
Gyarados tends to be used as either a late game sweeper or as a lead to get some early KO's and gain early momentum if I think I can take the game relatively easily. Dragon dance too boost stats is almost a certainty on every mega gyarados set and it just boosts the attack stat to stupidly high levels. Crunch at +2 takes out the troublesome Rotom-w. Ice fang for the abundance of dragons that seem to plague OU almost as much as Ubers as well as taking out Landorus-T which had been an issue in early testing. Waterfall for the STAB but the flinch chance is always an added bonus.

Hawlucha: Power Herb
Unburden
Jolly 252atk, 252spe, 4s.def
Sky Attack
High Jump Kick
Roost/Acrobatics
Hone Claws/Swords Dance
Hawlucha is used as a wallbreaker, however with the alternate moveset it can also sweep on its own, the only downside is that it's very frail and tends to have trouble getting a hone claws or swords dance off. Hone claws was chosen to boost the chances of HJK hitting because the crash has cost me games before. Sky attack was chosen to use the power herb and activate unburden but after this is done it is all but a useless move slot so I am thinking of replacing it. HJK is the most powerful STAB Hawlucha has access to and is used to get past dark and steel types that otherwise have to be dealt with by other members of the team with a bit more difficulty. Roost is used to recover any lost health from a HJK missing or just to increase longevity in the unlikely event Hawlucha takes a hit.

Klefki: Light Clay
Prankster
Bold 252def 248hp 8S.def
Reflect
Light Screen
Foul Play
Thunder Wave
Klefki is an invaluable member of the team, and I never thought I'd say that when I first tried running it, but Prankster screens make it a useful supporter for my otherwise rather frail Hawlucha and Volcarona. Foul Play tends to be extremely useful late game when something like a Landorus-T or Garchomp is running around trying to take chunks out of my team and Thunder Wave allows for Hawlucha after Unburden to Outspeed most of the tier.

Volcarona: Leftovers
Flame Body
Modest 252S.atk, 252spe, 4def
Quiver Dance
Bug Buzz
Flamethrower
Giga Drain
The afore mentioned Volcarona is the powerhouse on the special side of things, Quiver Dance allows for Volcarona's already high special attack to get boosted along with it's speed increasing the ability to sweep, the special defence rise is always handy for water types that try to scald,surf or hydro pump you away. Bug Buzz is STAB and allows to hit through Substitutes which is always handy, it also provides coverage on the psychic, dark and grass types for the rest of the team. Flamethrower is secondary STAB and hits steel,grass,bug and ice types incredibly hard. Giga Drain is there for when a water type switches in thinking you won't be able to touch it, the recovery also allows to increase the longevity and likelihood of a sweep.

Skarmory: Brightpowder
Sturdy
Impish 252def 252hp 4spe
Brave Bird
Stealth Rock
Spikes
Defog
Skarmory is the physical wall of the team and the hazard setter as well as defogger. While it is risky using one pokemon for all these roles, it tends to work rather well. Brightpowder may be an uncommon choice of item however it has come in useful alot making opponents wonder why their flamethrowers or thunderbolts are missing when they are meant to have 100% accuracy. Brave Bird stops it becoming taunt bait, but the primary role is to set up hazards and survive to wall later. Stealth rock and spikes don't need much explanation but they are necessary for some threats such as Megazard-Y. Defog is there to get rid of hazards on my side of the field if need be as well as allowing a clean slate if I have just taken out their setter or spinner.

Snorlax: Assault Vest
Thick Fat
Careful 252hp, 252s.def, 4atk
Power Up Punch
Earthquake
Body Slam
Iron Head
Snorlax is undoubtedly the special wall of the team with already high hp and special defence, assault vest just adds to the bulk, Power Up Punch is there for the type coverage it provides allowing snorlax to hit steel,ice,dark and rock types as well as boosting the attack stat and making it an offensive beast. Body Slam is STAB and the paralysis has come in handy a few times as well. Iron Head is coverage for fairies as well as rock and ice types, add the flinch chance on top of the paralysis that Body Slam allows and you can get a ParaFlinch strategy set up. Earthquake is there as it hits a vast amount of types for neutral damage at least as well as being more powerful hitting the pesky rock and steel types that resist Body Slam.
That's the team in a nutshell, I find it fun to play with and it tends to hold its own against most opponents I've come up against so far. Thanks in advance for any and all rates.