I've just created a new team from scratch and I've been testing and tweaking my team for a week or so and this is what I came to. I only tested it a through a few runs and so I'm posting my team here to see if anyone can pick out any holes or flaws on it.
1. Espeon @ Light Clay
Nature: Timid
EVs: 252 HP/ 4 SpA/ 252 Spd
Ability: Magic Mirror
Light Screen
Reflect
Psychic
Hidden Power Fire
It seems that everyone runs this Espeon these days. Anyway, the standard Espeon and straightforward. Set up screens and attack/get out. Most leads like to get up Stealth Rock and/or Taunt. With Magic Mirror, doing that would only reflect to the themselves and their team. If Espeon stays intact later in the game, then it can be used to reflected predicted Thunder Waves, Toxic, etc. Psychic is STAB and HP Fire is for Scizor who'd otherwise troll it with Bullet Punch or Pursuit.
2. Arcanine @ Life Orb
Nature: Jolly
EVs 4 HP/ 252 Atk/ 252 Spd
Ability: Intimidate
Flare Blitz
Wild Bolt
Extremespeed
Close Combat
Since I took off Magnezone from my team, I thought it would help to add a Fire type like Arcanine. Flare Blitz is STAB, Wild Bolt is for bulky waters not named Swampert or Quagsire. Extremespeed is to pick off frail and fast Pokemon as well as priority abusers. Close Combat hits Rock types who would come in on Flare Blitz like Ttar. Unfortunately with this set, Arcanine won't last too long with Flare Blitz and Wild Bolt recoil damage on top of Life Orb while Close Combat lowers Arcanine's defenses. Intimidate helps cushion attacks against Arcanine and since there are so many rain and sand teams trouncing about, Morning Sun is practically useless.
3. Quagsire @ Leftovers
Nature: Relaxed
EVs: 252 HP/ 252 Def/ 4 SpD
Ability: Unaware
Scald
Toxic
Earthquake
Recover
After a couple of tests I found my team completely dominated by set up sweeper so insert Unaware Quagsire and now most of them get outstalled with Recover/Toxic or burned by Scald or just as good, switch. SD Garchomp Earthquake will do 43.4%-51.3% and hopefully with luck, you can stall off with Life Orb damage or hit a burn. Outrage hurts Quagsire more but its predictable and causes confusion after 2-3 turns.
4. Ferrothorn @ Leftovers
Nature: Relaxed
EVs: 252 HP/ 4 Def/ 252 SpD
Gyro Ball
Leech Seed
Stealth Rock
Toxic
Invested so it can take hits from both sides. STAB Gyro Ball and low speed (btw Ferrothorn is 0 Spd IVs) complement each other. Stealth Rock is a good entry hazard while Leech Seed encourages switch or reduces enemy health while recovering Ferrothorn's which works great with Toxic, ensuring the opponent doesn't overstay its welcome.
5. Conkeldurr @ Leftovers
Nature: Adamant
EVs: 120 HP/ 252 Atk/ 136 SpD
Ability: Guts
Bulk Up
Drain Punch
Mach Punch
Payback
Can take a few hits and set up Bulk Up. Mach Punch picks off fast and weak sweepers that try to dent Conkeldurr like Weavile. Drain Punch is the main offensive and defensive move. Ripping holes through teams while recovering health is the Conkeldurr way. Payback is the only way Conkeldurr can hurt ghosts and psychics. The bonus is since most ghosts have Will-o-Wisp, Conkeldurr can just switch in and get the Guts boost and finish the job with Payback. Better than beating Zapdos I think.
6. Cofagrigus @ Leftovers
Nature: Modest
EVs: 252 HP/ 4 Def/ 252 SpA
Ability: Mummy
Nasty Plot
Shadow Ball
Hidden Power Fighting
Energy Ball
Cofagrigus is somewhat bulky and can easily setup NP. The letdown is its terrible speed. Too bad, at least it can take hits. Anyways how it works is switch on a resisted move and setup NP then attack with one of the 3 attacks. Shadow Ball makes great STAB, HP Fighting gives steel and dark coverage both which resist ghosts and finally as filler to Cofagrigus' bad movepool is Energy Ball Though does quite the numbers on bulky waters easily decimating the Quagsire eager to switch in. Will-o-Wisp was considered. Actually I was surprised at how easy to use Cofagrigus was. I actually could decimate teams that weren't ready for this thing. Mummy has its perks but overall useless.
Please give any advice you can, that would be great. ;)
1. Espeon @ Light Clay
Nature: Timid
EVs: 252 HP/ 4 SpA/ 252 Spd
Ability: Magic Mirror

Light Screen
Reflect
Psychic
Hidden Power Fire
It seems that everyone runs this Espeon these days. Anyway, the standard Espeon and straightforward. Set up screens and attack/get out. Most leads like to get up Stealth Rock and/or Taunt. With Magic Mirror, doing that would only reflect to the themselves and their team. If Espeon stays intact later in the game, then it can be used to reflected predicted Thunder Waves, Toxic, etc. Psychic is STAB and HP Fire is for Scizor who'd otherwise troll it with Bullet Punch or Pursuit.
2. Arcanine @ Life Orb
Nature: Jolly
EVs 4 HP/ 252 Atk/ 252 Spd
Ability: Intimidate

Flare Blitz
Wild Bolt
Extremespeed
Close Combat
Since I took off Magnezone from my team, I thought it would help to add a Fire type like Arcanine. Flare Blitz is STAB, Wild Bolt is for bulky waters not named Swampert or Quagsire. Extremespeed is to pick off frail and fast Pokemon as well as priority abusers. Close Combat hits Rock types who would come in on Flare Blitz like Ttar. Unfortunately with this set, Arcanine won't last too long with Flare Blitz and Wild Bolt recoil damage on top of Life Orb while Close Combat lowers Arcanine's defenses. Intimidate helps cushion attacks against Arcanine and since there are so many rain and sand teams trouncing about, Morning Sun is practically useless.
3. Quagsire @ Leftovers
Nature: Relaxed
EVs: 252 HP/ 252 Def/ 4 SpD
Ability: Unaware

Scald
Toxic
Earthquake
Recover
After a couple of tests I found my team completely dominated by set up sweeper so insert Unaware Quagsire and now most of them get outstalled with Recover/Toxic or burned by Scald or just as good, switch. SD Garchomp Earthquake will do 43.4%-51.3% and hopefully with luck, you can stall off with Life Orb damage or hit a burn. Outrage hurts Quagsire more but its predictable and causes confusion after 2-3 turns.
4. Ferrothorn @ Leftovers
Nature: Relaxed
EVs: 252 HP/ 4 Def/ 252 SpD

Gyro Ball
Leech Seed
Stealth Rock
Toxic
Invested so it can take hits from both sides. STAB Gyro Ball and low speed (btw Ferrothorn is 0 Spd IVs) complement each other. Stealth Rock is a good entry hazard while Leech Seed encourages switch or reduces enemy health while recovering Ferrothorn's which works great with Toxic, ensuring the opponent doesn't overstay its welcome.
5. Conkeldurr @ Leftovers
Nature: Adamant
EVs: 120 HP/ 252 Atk/ 136 SpD
Ability: Guts

Bulk Up
Drain Punch
Mach Punch
Payback
Can take a few hits and set up Bulk Up. Mach Punch picks off fast and weak sweepers that try to dent Conkeldurr like Weavile. Drain Punch is the main offensive and defensive move. Ripping holes through teams while recovering health is the Conkeldurr way. Payback is the only way Conkeldurr can hurt ghosts and psychics. The bonus is since most ghosts have Will-o-Wisp, Conkeldurr can just switch in and get the Guts boost and finish the job with Payback. Better than beating Zapdos I think.
6. Cofagrigus @ Leftovers
Nature: Modest
EVs: 252 HP/ 4 Def/ 252 SpA
Ability: Mummy

Nasty Plot
Shadow Ball
Hidden Power Fighting
Energy Ball
Cofagrigus is somewhat bulky and can easily setup NP. The letdown is its terrible speed. Too bad, at least it can take hits. Anyways how it works is switch on a resisted move and setup NP then attack with one of the 3 attacks. Shadow Ball makes great STAB, HP Fighting gives steel and dark coverage both which resist ghosts and finally as filler to Cofagrigus' bad movepool is Energy Ball Though does quite the numbers on bulky waters easily decimating the Quagsire eager to switch in. Will-o-Wisp was considered. Actually I was surprised at how easy to use Cofagrigus was. I actually could decimate teams that weren't ready for this thing. Mummy has its perks but overall useless.
Please give any advice you can, that would be great. ;)