Ok, so I had posted my old team which is quite similar but it has been refined (trial by fire) into what I think is a very strong, balanced team capable of handling anything thrown it's way. The main theme is using surprises and annoyances to either get Breloom into bunker mode (seed and sub) and begin punching my way to victory or using Salamence to break a team down. It can also have Heatran mop up anything that remains or use Jirachi for a hax win. The goal here is to keep threats from setting up and use smart pivots to get my team going and then slowly build up and eventually steam roll to victory.
Team at a glance:
In Depth:
Heatran @ Choice Scarf
Nature: Naive
Ability: Flash Fire
IVs: SpD: 28 (legal reasons)
EVs: HP 4/ Spe 252/ SpAtk 252
Moves:
Fire Blast
Stealth Rock
Earth Power
Explosion
Comment: This particular lead build does a lot for my team. First I will just say, in a clearly losing battle, I have no qualms switching to Jirachi who compliments Heatran very well. The primary goal here is clearly Stealth Rock however I find I use it less often then you'd think. Heatran is Trick Scarf immune like this and also Fake Out resistant against silly leads who try to break a Sash. He can also out speed anything (Weavile, Infernape) and destroy them (well, bring them to 1HP). I can't tell you how many Weavile leads Fake Out then try to Taunt me only to be Fire Blasted and basically dead. More importantly, I will often have him waiting for the late game. He can Fire Blast his way through remains of teams very well, the typical ScarfTran idea. Basically, I try for Stealth Rocks, if I can't but am not out matched, I put the hurt on and if Heatran has no chance, I switch in the thing that resists all the attacks I need to watch out for (Ground, Fighting, Water).
Latias @ Leftovers
Nature: Calm
Ability: Levitate
EVs: HP 252/ Def 116/ Spe 28/ SpDef 112
Moves:
Thunder Wave
Dragon Pulse
Wish
Roar
Comment: My main defensive switch in. Latias has wonderful typing and a great ability with the perfect move pool and stats to really help the team. My team loves paralysis (Breloom can SubSeed easily, Salamence gets the jump on more things, Jirachi can Flinch too). This is greatly aided by Roar, letting me scout a team and spread some paralysis. Wish passing is great to recover entry damage on my switches (such as Salamence). Dragon Pulse also lets me do some damage too, particularly to dragons paralyzed by my next team member.
Jirachi @ Light Clay
Nature: Impish
Ability: Serene Grace
EVs: HP 240/ Def 160/ Spe 32/ SpDef 76
Moves:
Reflect
Light Screen
Iron Head
Body Slam
Comment: A hybrid dual screener and para flincher. Body Slam gets whatever Thunder Wave can't and does some pretty nice damage too. Iron Head lets me have the chance to win any standoff thanks to hax. This build is especially suited to take down Tyranitar, only needing a small amount luck (which is almost a guarantee due to Serene Grace). Dual Screen is a VERY useful thing for my team. It lets Jirachi take un-STAB Earthquakes or Fire Blasts with ease. It also lets Weavile, Salamence or Breloom come in and take a hit while they get their job done.
Breloom @ Toxic Orb
Nature: Jolly
Ability: Poison Heal
EVs: HP 12/ Atk 240/ Spe 252
Moves:
Focus Punch
Substitute
Spore
Leech Seed
Comment: Max speed (while keeping HP divisible by 4) means I lose some pop but this trade off is necessary. Max speed lets me get the jump on all base 80s and also Gyarados not running max speed them self. This also means I am at worst, in a speed tie with other base 70s (I've been in some Focus Punch fights with other Brelooms, pretty intense standoffs). The speed lets me Spore a lot of key things (Skarmory, Gyarados, Scizor, Metagross, Tyranitar, Swampert...etc). Breloom is my team's anchor. He's single handedly won me fights (coming from down 4-1) and is one of the more versatile threats in OU, coming with good resists, extreme offense and excellent support while being unable to be statused and healing every turn. Paralysis support makes him able to Sub until a hax then set up even on potential OHKO pokemon, making him all the tougher to finally KO.
Weavile @ Choice Band
Nature: Jolly
Ability: Pressure
EVs: HP 40/ Atk 252/ Spe 216
Moves:
Ice Shard
Night Slash
Pursuit
Brick Break
Comment: A lovely revenge killer and check keeper. Breloom dislikes Celebi immensely (Seed immune, can heal sleep by switching, resistant to Focus Punch, STAB super effective Psychic). Weavile likes Celebi and also Salamence (another strong Breloom counter). Nothing too special to explain here, it's a Revenge Killer Weavile!
Salamence @ Life Orb
Nature: Mild
Ability: Intimidate
EVs: Atk 84/ Spe 208/ SpAtk 216
Moves:
Draco Meteor
Outrage
Earthquake
Fire Blast
Comment: With Reflect and Intimidate, Salamence has a great chance to survive a standard Revenge Killer Weavile's Ice Punch (99.6%) and can take an Ice Shard no problem, assuming no Stealth Rocks of course (obviously I'm not going to try and win a fight here, but I am showing the physical defensive prowess I can get). Salamence also can break Celebi and provides back up Fire Blast, OHKOing paralyzed Scizor while his Bullet Punch is rendered to merely a scratch. Salamence is a prime wall breaker who can still run through a team should Breloom go down.
Team Overview: So as you can see, I have a balanced team, with threats from all over the spectrum. The idea is to support, work together and slowly wear down an opponent into a place where they can either not dislodge Breloom or stop Heatran or Salamence from running through them. Care is needed with predicting since while I have excellent complimentary resists (Breloom - Heatran, Heatran - Latias/Salamence, Jirachi - Latias/Salamence), somethings, like Heatran and Salamence, cause me to have prediction problems where one wrong move breaks my team wide open. Never the less, my team is well able to handle anyteam, Stall, Sweep, Baton Pass due to the extreme support network I build (status, hax, roar, screens). Given time, I can set up something not many teams can stop and take a lot of work on the trainers part to go with the right team.
So tell me what you think! I look forward to all comments.
PS: Fun Fact, this team can operate under Item Clause and is nearly immune to Toxic Spikes
Team at a glance:






In Depth:

Heatran @ Choice Scarf
Nature: Naive
Ability: Flash Fire
IVs: SpD: 28 (legal reasons)
EVs: HP 4/ Spe 252/ SpAtk 252
Moves:
Fire Blast
Stealth Rock
Earth Power
Explosion
Comment: This particular lead build does a lot for my team. First I will just say, in a clearly losing battle, I have no qualms switching to Jirachi who compliments Heatran very well. The primary goal here is clearly Stealth Rock however I find I use it less often then you'd think. Heatran is Trick Scarf immune like this and also Fake Out resistant against silly leads who try to break a Sash. He can also out speed anything (Weavile, Infernape) and destroy them (well, bring them to 1HP). I can't tell you how many Weavile leads Fake Out then try to Taunt me only to be Fire Blasted and basically dead. More importantly, I will often have him waiting for the late game. He can Fire Blast his way through remains of teams very well, the typical ScarfTran idea. Basically, I try for Stealth Rocks, if I can't but am not out matched, I put the hurt on and if Heatran has no chance, I switch in the thing that resists all the attacks I need to watch out for (Ground, Fighting, Water).

Latias @ Leftovers
Nature: Calm
Ability: Levitate
EVs: HP 252/ Def 116/ Spe 28/ SpDef 112
Moves:
Thunder Wave
Dragon Pulse
Wish
Roar
Comment: My main defensive switch in. Latias has wonderful typing and a great ability with the perfect move pool and stats to really help the team. My team loves paralysis (Breloom can SubSeed easily, Salamence gets the jump on more things, Jirachi can Flinch too). This is greatly aided by Roar, letting me scout a team and spread some paralysis. Wish passing is great to recover entry damage on my switches (such as Salamence). Dragon Pulse also lets me do some damage too, particularly to dragons paralyzed by my next team member.

Jirachi @ Light Clay
Nature: Impish
Ability: Serene Grace
EVs: HP 240/ Def 160/ Spe 32/ SpDef 76
Moves:
Reflect
Light Screen
Iron Head
Body Slam
Comment: A hybrid dual screener and para flincher. Body Slam gets whatever Thunder Wave can't and does some pretty nice damage too. Iron Head lets me have the chance to win any standoff thanks to hax. This build is especially suited to take down Tyranitar, only needing a small amount luck (which is almost a guarantee due to Serene Grace). Dual Screen is a VERY useful thing for my team. It lets Jirachi take un-STAB Earthquakes or Fire Blasts with ease. It also lets Weavile, Salamence or Breloom come in and take a hit while they get their job done.

Breloom @ Toxic Orb
Nature: Jolly
Ability: Poison Heal
EVs: HP 12/ Atk 240/ Spe 252
Moves:
Focus Punch
Substitute
Spore
Leech Seed
Comment: Max speed (while keeping HP divisible by 4) means I lose some pop but this trade off is necessary. Max speed lets me get the jump on all base 80s and also Gyarados not running max speed them self. This also means I am at worst, in a speed tie with other base 70s (I've been in some Focus Punch fights with other Brelooms, pretty intense standoffs). The speed lets me Spore a lot of key things (Skarmory, Gyarados, Scizor, Metagross, Tyranitar, Swampert...etc). Breloom is my team's anchor. He's single handedly won me fights (coming from down 4-1) and is one of the more versatile threats in OU, coming with good resists, extreme offense and excellent support while being unable to be statused and healing every turn. Paralysis support makes him able to Sub until a hax then set up even on potential OHKO pokemon, making him all the tougher to finally KO.

Weavile @ Choice Band
Nature: Jolly
Ability: Pressure
EVs: HP 40/ Atk 252/ Spe 216
Moves:
Ice Shard
Night Slash
Pursuit
Brick Break
Comment: A lovely revenge killer and check keeper. Breloom dislikes Celebi immensely (Seed immune, can heal sleep by switching, resistant to Focus Punch, STAB super effective Psychic). Weavile likes Celebi and also Salamence (another strong Breloom counter). Nothing too special to explain here, it's a Revenge Killer Weavile!

Salamence @ Life Orb
Nature: Mild
Ability: Intimidate
EVs: Atk 84/ Spe 208/ SpAtk 216
Moves:
Draco Meteor
Outrage
Earthquake
Fire Blast
Comment: With Reflect and Intimidate, Salamence has a great chance to survive a standard Revenge Killer Weavile's Ice Punch (99.6%) and can take an Ice Shard no problem, assuming no Stealth Rocks of course (obviously I'm not going to try and win a fight here, but I am showing the physical defensive prowess I can get). Salamence also can break Celebi and provides back up Fire Blast, OHKOing paralyzed Scizor while his Bullet Punch is rendered to merely a scratch. Salamence is a prime wall breaker who can still run through a team should Breloom go down.
Team Overview: So as you can see, I have a balanced team, with threats from all over the spectrum. The idea is to support, work together and slowly wear down an opponent into a place where they can either not dislodge Breloom or stop Heatran or Salamence from running through them. Care is needed with predicting since while I have excellent complimentary resists (Breloom - Heatran, Heatran - Latias/Salamence, Jirachi - Latias/Salamence), somethings, like Heatran and Salamence, cause me to have prediction problems where one wrong move breaks my team wide open. Never the less, my team is well able to handle anyteam, Stall, Sweep, Baton Pass due to the extreme support network I build (status, hax, roar, screens). Given time, I can set up something not many teams can stop and take a lot of work on the trainers part to go with the right team.
So tell me what you think! I look forward to all comments.
PS: Fun Fact, this team can operate under Item Clause and is nearly immune to Toxic Spikes