Hey people. I'm a competitive kinda gal and I was wondering if I could get some opinions on this team. It does pretty well, but scarfed Jirachi gives me some problems. (I think Jirachi should be Uber, but that's off topic) Anyway, on to the team.
TEAM CLEAN UP:
Swampert AKA Mud Fish @ Leftovers
Relaxed
Stealth Rock/Roar/Earthquake/Ice Beam
252 HP/4 ATK/252 DEF
Swampert:
Versus top 10 leads:
Azelf: If Swampert gets taunted, I'll switch in to Rotom to take the explosion.
Swampert: Set up rocks, then roar it out.
Metagross: Earthquake till it's dead. If Swampert gets in trouble, I either roar it out or bring in Celebi.
Aerodactyl: Ice beam until it's dead.
Jirachi: Either set up SR and take the Scarf or switch to Rotom for an item swap.
Infernape: If I think it won't Close Combat, Swampert will take the Fake Out, then use Earthquake, or switch to Rotom.
Roserade: Take the sleep then switch to Celebi.
Tyranitar: SR then Earthquake or switch to Infernape.
Ninjask: Ice Beam and then SR.
Heatran: Predict the hp grass and switch to either Salamence or Infernape.
Scizor AKA Red Ninja @ Choice Band
Adamant @ Technician
U-Turn/Bullet Punch/Pursuit/Superpower
248 HP/252 ATK/8 SPEED
Pretty self explanatory. Scizor's here for muscle with it's CB Bullet Punch that can do some nice damage. It's also used to lure out things like Scarftran or other fire types (including Rotom-H), which I can U-Turn on when it switches in to bring out Swampert if I've managed to keep it alive. Or if I'm confident that a Heatran is coming in, I can Superpower for the KO. If Gyarados comes in, I'll switch to Celebi to cripple it with T-Wave and Grass Knot away. And if I happen to have Scizor out on a ghost or psychic type, I can Pursuit to do massive damage if they're trying to switch out.
Rotom-W AKA Time2Wash @ Choice Specs
Timid
Thunderbolt/Shadow Ball/Hydro Pump/Trick
252 SPATK/252 SPEED/4 DEF
It was a hard pick between Specs and Scarf, but I decided with Specs for more power. If I've managed to get rocks up, Thunderbolt is a major threat that can even take down bulky waters like Suicune and Vaporeon and 2HKO other common OUs like Metagross, Bronzong, and Zapdos. Shadow Ball is an optional Cresselia counter, and can also take care of other Rotom forms and Celebi. Hydro Pump can handle rock/ground types and fire types, and if I need to, I can trick the Specs onto something and render it useless. If Scarfrachi is out, I can switch Rotom in to snag its Scarf if it's using Trick. If Blissey comes in, I can switch to Swampert if a T-Wave is coming and to just roar it out. Swampert would also be a decent Spiritomb counter if need be. Tyranitar is a problem if I'm locked into the wrong move and it it's packing Pursuit. Raikou is another problem as I don't really have anything safe to switch to.
Infernape AKA Inferna @ Life Orb
Naive
Mach Punch/Close Combat/Grass Knot/Fire Blast
252 ATK/192 SPEED/64 SPATK
This is the physically based Mixape with Mach Punch for priority if I'm up against a Scarftran or a Lucario trying to Extremespeed. Grass Knot is for any unsuspecting Swampert that comes in or any other water type that's taken some damage if I think I can get the KO. Close Combat for some extra power if I'm desperate and Fire Blast for STAB. Dugtrio is a major problem since it traps Infernape and therefore I can't switch out. If Salamence, Moltres, or even Cresselia comes in, I bring out Swampert if it's still alive. If Azelf comes in, I can bring in Scizor if it's not packing a fire move. I'm still not sure if I like Mach Punch over Stone Edge, but it does come in handy.
Salamence AKA Draconia @ Life Orb
Naughty
Dragon Dance/Outrage/Earthquake/Fire Blast
252 SPEED/232 ATK/24 SPATK
This is DD mence. If I scare something off when this comes out, I can get a free DD up and Outrage to start 2HKOing any thing that stands in my way. Or if I want to be more conservative and save the raging for late game, I can Earthquake or Fire Blast any steel type that may try to switch in and wall and keep setting DD up at every opportunity. Scarfed pokemon like Flygon or Heatran may be a problem if I haven't gotten my DDs up. If Donphan switches in, that's when I bring Swampert back in to take the Ice Shard (hopefully). If Cresselia comes in, I can bring in Scizor or Swampert.
Celebi AKA Nymph @ Leftovers
Bold
Thunder Wave/Recover/Grass Knot/HP Fire
252 HP/220 DEF/36 SPEED
This is the defensive Celebi to give the team more bulk as it can shrug off most attacks while healing damage off. T-wave support helps this team greatly, Grass Knot for those bulky Ground/Rock types, and HP Fire for steel types that might try to wall, as well as other grass types. If I'm suspecting a U-Turn, I switch into either Scizor or Infernape to take it.
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Problems:
Scarf Moltres is a major problem and I don't really know how to handle it. Scarfrachi can be a bit of a problem as well. DDGatr can also be a major problem as it can outspeed most of my pokes after 1 DD if it's Jolly.
TEAM CLEAN UP:

Swampert AKA Mud Fish @ Leftovers
Relaxed
Stealth Rock/Roar/Earthquake/Ice Beam
252 HP/4 ATK/252 DEF
Swampert:
Versus top 10 leads:
Azelf: If Swampert gets taunted, I'll switch in to Rotom to take the explosion.
Swampert: Set up rocks, then roar it out.
Metagross: Earthquake till it's dead. If Swampert gets in trouble, I either roar it out or bring in Celebi.
Aerodactyl: Ice beam until it's dead.
Jirachi: Either set up SR and take the Scarf or switch to Rotom for an item swap.
Infernape: If I think it won't Close Combat, Swampert will take the Fake Out, then use Earthquake, or switch to Rotom.
Roserade: Take the sleep then switch to Celebi.
Tyranitar: SR then Earthquake or switch to Infernape.
Ninjask: Ice Beam and then SR.
Heatran: Predict the hp grass and switch to either Salamence or Infernape.

Scizor AKA Red Ninja @ Choice Band
Adamant @ Technician
U-Turn/Bullet Punch/Pursuit/Superpower
248 HP/252 ATK/8 SPEED
Pretty self explanatory. Scizor's here for muscle with it's CB Bullet Punch that can do some nice damage. It's also used to lure out things like Scarftran or other fire types (including Rotom-H), which I can U-Turn on when it switches in to bring out Swampert if I've managed to keep it alive. Or if I'm confident that a Heatran is coming in, I can Superpower for the KO. If Gyarados comes in, I'll switch to Celebi to cripple it with T-Wave and Grass Knot away. And if I happen to have Scizor out on a ghost or psychic type, I can Pursuit to do massive damage if they're trying to switch out.

Rotom-W AKA Time2Wash @ Choice Specs
Timid
Thunderbolt/Shadow Ball/Hydro Pump/Trick
252 SPATK/252 SPEED/4 DEF
It was a hard pick between Specs and Scarf, but I decided with Specs for more power. If I've managed to get rocks up, Thunderbolt is a major threat that can even take down bulky waters like Suicune and Vaporeon and 2HKO other common OUs like Metagross, Bronzong, and Zapdos. Shadow Ball is an optional Cresselia counter, and can also take care of other Rotom forms and Celebi. Hydro Pump can handle rock/ground types and fire types, and if I need to, I can trick the Specs onto something and render it useless. If Scarfrachi is out, I can switch Rotom in to snag its Scarf if it's using Trick. If Blissey comes in, I can switch to Swampert if a T-Wave is coming and to just roar it out. Swampert would also be a decent Spiritomb counter if need be. Tyranitar is a problem if I'm locked into the wrong move and it it's packing Pursuit. Raikou is another problem as I don't really have anything safe to switch to.

Infernape AKA Inferna @ Life Orb
Naive
Mach Punch/Close Combat/Grass Knot/Fire Blast
252 ATK/192 SPEED/64 SPATK
This is the physically based Mixape with Mach Punch for priority if I'm up against a Scarftran or a Lucario trying to Extremespeed. Grass Knot is for any unsuspecting Swampert that comes in or any other water type that's taken some damage if I think I can get the KO. Close Combat for some extra power if I'm desperate and Fire Blast for STAB. Dugtrio is a major problem since it traps Infernape and therefore I can't switch out. If Salamence, Moltres, or even Cresselia comes in, I bring out Swampert if it's still alive. If Azelf comes in, I can bring in Scizor if it's not packing a fire move. I'm still not sure if I like Mach Punch over Stone Edge, but it does come in handy.

Salamence AKA Draconia @ Life Orb
Naughty
Dragon Dance/Outrage/Earthquake/Fire Blast
252 SPEED/232 ATK/24 SPATK
This is DD mence. If I scare something off when this comes out, I can get a free DD up and Outrage to start 2HKOing any thing that stands in my way. Or if I want to be more conservative and save the raging for late game, I can Earthquake or Fire Blast any steel type that may try to switch in and wall and keep setting DD up at every opportunity. Scarfed pokemon like Flygon or Heatran may be a problem if I haven't gotten my DDs up. If Donphan switches in, that's when I bring Swampert back in to take the Ice Shard (hopefully). If Cresselia comes in, I can bring in Scizor or Swampert.

Celebi AKA Nymph @ Leftovers
Bold
Thunder Wave/Recover/Grass Knot/HP Fire
252 HP/220 DEF/36 SPEED
This is the defensive Celebi to give the team more bulk as it can shrug off most attacks while healing damage off. T-wave support helps this team greatly, Grass Knot for those bulky Ground/Rock types, and HP Fire for steel types that might try to wall, as well as other grass types. If I'm suspecting a U-Turn, I switch into either Scizor or Infernape to take it.
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Problems:
Scarf Moltres is a major problem and I don't really know how to handle it. Scarfrachi can be a bit of a problem as well. DDGatr can also be a major problem as it can outspeed most of my pokes after 1 DD if it's Jolly.