This is a team that relies on hazards, status, and substitutes to make my opponent rage-quit. Even when that fails, this team is more than capable of grinding out a win through incremental advantage.
The Team
Darkrai @ Leftovers
Ability: Bad Dreams
EV's: 252 Hp/4 Spd/252 Spe
Nature: Timid
Moves:
-Dark Void
-Substitute
-Thunder Wave
-Dark Pulse
This Darkrai is my favorite part about this team. 252 Hp and 4 Spd lets it survive Aura Sphere from most Mewtwo, and respond with Dark Void (Dark Pulse is only a 2hko). More importantly, Darkrai outspeeds most common leads and can send them to sleep with Dark Void. I then set up a substitute on the following turn. If they switch, I can hit whatever they switch in with a Thunder Wave. From there I can try to paraflinch with Dark Void (.8x.75 gives them only a 60% chance of doing something on their turn). If, on the other hand, they don't switch, Dark Pulse is a 2-3hko. This seems bad, but isn't when you take into account the Bad Dreams damage and the fact that I can easily sleep them again if they wake up. Finally, it's worth noting that Leftovers+Substitute makes stalling for parahax a real possibility. This is useful when I'm facing a threat that can OHKO me.
Strengths:
-Can prevent slower leads from setting up hazards
-Will almost always KO at least one pokemon OR cripple multiple pokemon with status
-Substitute allows me to punish opponents for switching
Weaknesses:
-Scarfogre can both outspeed and OHKO Darkrai
-The same applies to Deoxys Attack
Shaymin-Sky @ Leftovers
Ability: Serene Grace
EV's: 252 Hp/4 Spa/252 Spe
Nature: Timid
Moves:
-Leech Seed
-Substitute
-Seed Flare
-Air Slash
Shaymin is great at beating paralyzed pokemon. It can substall for parahax, paraflinch, and subseed. Even without paralysis on its side, Shaymin-S is still a supremely annoying pokemon. It can be very tough to beat without a pokemon that can outspeed it. Grass types, who are normally the best answers to the subseeding strategy, have a hard time taking multiple Air Slashes (especially when they have to miss 60% of their turns). 252 Hp gives me 404 Hp, the magic number when it come to absorbing Seismic Toss with Substitute. Seed Flare gives me a way to break through any special wall, and hits both Groudon and Kyogre for super effective damage.
Strengths:
-Hits all weather inducers (except Abomasnow) for super effective damage with Seed Flare
-Many stall pokemon can do nothing against it
-Once it has a Substitute up, Shaymin is almost impossible to counter completely
-Beats Darkrai One-on-One
-Great at cleaning up paralyzed pokemon and coming out of the fight with a Substitute
Weaknesses:
-In spite of its 404 Hp, it still possesses mediocre defenses
-Needs to force a switch to reach its full subseeding potential
-Has a hard time dealing with faster Pokemon (Darkrai helps mitigate this)
Forretress @ Leftovers
Ability: Sturdy
EV's: 252 Hp/176 Def/80 Spd
Nature: Bold
Moves:
-Rapid Spin
-Spikes
-Stealth Rock
-Pain Split
Forretress's job is to keep my side of the field free of hazards, and to make sure that my opponent has at least Stealth Rock to contend with. The EV's are designed to allow Forretress to tank all resisted special attacks, as well as the weaker neutral ones. Pain Split gives Forretress some extra longevity, which is important as he is my only hazard layer and spinner. I considered Volt Switch to help me maintain tempo, but decided that keeping Forretress alive was more important.
Strengths:
-Hazards are important
-So is Rapid Spin
-Solid Physical Wall
-Steel Type
Weaknesses:
-Poor Spd
-Can be set-up bait for some sweepers (Toxic might help here)
-Can't kill ANYTHING
Giratina @ Leftovers
Ability: Pressure
EV's: 252 Hp/4 Def/252 Spd
Nature: Careful
Moves:
-Rest
-Sleep Talk
-Roar
-Dragon Tail
Giratina serves three purposes on this team. First, he is an excellent special wall with solid physical bulk as well. Second, he is a Ghost-Type, preventing Forretress from just spinning away all my entry hazards. Third, he phazes. The two phazing moves give me a 67% chance of selecting one of them with Sleep Talk. Also, they ensure that I can phaze through either Taunt or Substitute. Rest allows Giratina to shrug off status and heavy damage. Giratina has enough physical bulk to tank a Shadow Claw from the Extreme Killer, and respond with Dragon Tail or Roar. Honestly, Giratina is probably the best possible partner for Forretress in Ubers. Forretress resists all of Giratina's weaknesses, and vice-versa. Forretress sets up hazards and spins, and Giratina keeps those hazards around and takes advantage of them with phazing. Dragon Tail, Stealth Rock, and one layer of Spikes lets Giratina rack up plenty of damage quickly. The two form a solid and compact defensive core.
Strengths:
-Very bulky
-Spinblocks
-Phazes for hazard damage
-Can ignore Toxic with Rest
-67% chance to phaze with Sleep Talk
-Resists Water Spout
Weaknesses:
-Overly specialized, at times (sometimes I really wish I had Will-O-Wisp)
-Weak to two common attacking types: Dragon and Ice
Kyogre @ Choice Scarf
Ability: Drizzle
EV's: 4 Hp/252 Spa/252 Spe
Nature: Modest
Moves:
-Water Spout
-Thunder
-Ice Beam
-Surf
Kyogre lets me control the weather and is also my revenge killer/late-game cleaner. Rain is an important weather for my team, since 3 of my pokemon have fire weaknesses. Also, it is important for me to be able to efficiently deal with threats that outspeed Shaymin and Darkrai. There isn't really that much else to say about Scarfogre, as I'm assuming everyone reading this has tried this exact same set on at least 1/4 of their teams. No points for originality, but hey, you do what you got to do.
Strengths:
-Fast and extremely powerful
-Rain is my team's preferred weather
-Can revenge kill any threat I otherwise couldn't handle
Weaknesses
-Water Spout is prone to being worn down by hazards
-Palkia can usually beat it one on one
(Yeah Kyogre is awesome)
Arceus @ Iron Plate
Ability: Multitype
EV's: 252 Hp/252 Def/4 Spd
Nature: Bold
Moves:
-Will-O-Wisp
-Calm Mind
-Judgment
-Recover
Arceus-Steel is my set up sweeper, endgame, and my Extreme Killer counter. Max Defensive EV's ensure that I can tank whatever the E-Killer throws at me and respond with a crippling Will-O-Wisp. Also, they mean that, after multiple Calm Mind boosts, Arceus is able to easily endure both physical and special attacks. Recover prevents me from getting worn down. Steel typing gives me crucial immunities to Toxic and Sandstorm damage. Judgment is a powerful threat after a Calm Mind or two, able to OHKO or 2HKO almost anything.
Strengths:
-Burns Extreme Arceus
-Very bulky
-Extremely powerful set-up sweeper
Weaknesses
-V-Create Rayquaza
-Kyogre
-Burns
Please let me know what you think!
The Team
Darkrai @ Leftovers
Ability: Bad Dreams
EV's: 252 Hp/4 Spd/252 Spe
Nature: Timid
Moves:
-Dark Void
-Substitute
-Thunder Wave
-Dark Pulse
This Darkrai is my favorite part about this team. 252 Hp and 4 Spd lets it survive Aura Sphere from most Mewtwo, and respond with Dark Void (Dark Pulse is only a 2hko). More importantly, Darkrai outspeeds most common leads and can send them to sleep with Dark Void. I then set up a substitute on the following turn. If they switch, I can hit whatever they switch in with a Thunder Wave. From there I can try to paraflinch with Dark Void (.8x.75 gives them only a 60% chance of doing something on their turn). If, on the other hand, they don't switch, Dark Pulse is a 2-3hko. This seems bad, but isn't when you take into account the Bad Dreams damage and the fact that I can easily sleep them again if they wake up. Finally, it's worth noting that Leftovers+Substitute makes stalling for parahax a real possibility. This is useful when I'm facing a threat that can OHKO me.
Strengths:
-Can prevent slower leads from setting up hazards
-Will almost always KO at least one pokemon OR cripple multiple pokemon with status
-Substitute allows me to punish opponents for switching
Weaknesses:
-Scarfogre can both outspeed and OHKO Darkrai
-The same applies to Deoxys Attack

Shaymin-Sky @ Leftovers
Ability: Serene Grace
EV's: 252 Hp/4 Spa/252 Spe
Nature: Timid
Moves:
-Leech Seed
-Substitute
-Seed Flare
-Air Slash
Shaymin is great at beating paralyzed pokemon. It can substall for parahax, paraflinch, and subseed. Even without paralysis on its side, Shaymin-S is still a supremely annoying pokemon. It can be very tough to beat without a pokemon that can outspeed it. Grass types, who are normally the best answers to the subseeding strategy, have a hard time taking multiple Air Slashes (especially when they have to miss 60% of their turns). 252 Hp gives me 404 Hp, the magic number when it come to absorbing Seismic Toss with Substitute. Seed Flare gives me a way to break through any special wall, and hits both Groudon and Kyogre for super effective damage.
Strengths:
-Hits all weather inducers (except Abomasnow) for super effective damage with Seed Flare
-Many stall pokemon can do nothing against it
-Once it has a Substitute up, Shaymin is almost impossible to counter completely
-Beats Darkrai One-on-One
-Great at cleaning up paralyzed pokemon and coming out of the fight with a Substitute
Weaknesses:
-In spite of its 404 Hp, it still possesses mediocre defenses
-Needs to force a switch to reach its full subseeding potential
-Has a hard time dealing with faster Pokemon (Darkrai helps mitigate this)
Forretress @ Leftovers
Ability: Sturdy
EV's: 252 Hp/176 Def/80 Spd
Nature: Bold
Moves:
-Rapid Spin
-Spikes
-Stealth Rock
-Pain Split
Forretress's job is to keep my side of the field free of hazards, and to make sure that my opponent has at least Stealth Rock to contend with. The EV's are designed to allow Forretress to tank all resisted special attacks, as well as the weaker neutral ones. Pain Split gives Forretress some extra longevity, which is important as he is my only hazard layer and spinner. I considered Volt Switch to help me maintain tempo, but decided that keeping Forretress alive was more important.
Strengths:
-Hazards are important
-So is Rapid Spin
-Solid Physical Wall
-Steel Type
Weaknesses:
-Poor Spd
-Can be set-up bait for some sweepers (Toxic might help here)
-Can't kill ANYTHING
Giratina @ Leftovers
Ability: Pressure
EV's: 252 Hp/4 Def/252 Spd
Nature: Careful
Moves:
-Rest
-Sleep Talk
-Roar
-Dragon Tail
Giratina serves three purposes on this team. First, he is an excellent special wall with solid physical bulk as well. Second, he is a Ghost-Type, preventing Forretress from just spinning away all my entry hazards. Third, he phazes. The two phazing moves give me a 67% chance of selecting one of them with Sleep Talk. Also, they ensure that I can phaze through either Taunt or Substitute. Rest allows Giratina to shrug off status and heavy damage. Giratina has enough physical bulk to tank a Shadow Claw from the Extreme Killer, and respond with Dragon Tail or Roar. Honestly, Giratina is probably the best possible partner for Forretress in Ubers. Forretress resists all of Giratina's weaknesses, and vice-versa. Forretress sets up hazards and spins, and Giratina keeps those hazards around and takes advantage of them with phazing. Dragon Tail, Stealth Rock, and one layer of Spikes lets Giratina rack up plenty of damage quickly. The two form a solid and compact defensive core.
Strengths:
-Very bulky
-Spinblocks
-Phazes for hazard damage
-Can ignore Toxic with Rest
-67% chance to phaze with Sleep Talk
-Resists Water Spout
Weaknesses:
-Overly specialized, at times (sometimes I really wish I had Will-O-Wisp)
-Weak to two common attacking types: Dragon and Ice

Kyogre @ Choice Scarf
Ability: Drizzle
EV's: 4 Hp/252 Spa/252 Spe
Nature: Modest
Moves:
-Water Spout
-Thunder
-Ice Beam
-Surf
Kyogre lets me control the weather and is also my revenge killer/late-game cleaner. Rain is an important weather for my team, since 3 of my pokemon have fire weaknesses. Also, it is important for me to be able to efficiently deal with threats that outspeed Shaymin and Darkrai. There isn't really that much else to say about Scarfogre, as I'm assuming everyone reading this has tried this exact same set on at least 1/4 of their teams. No points for originality, but hey, you do what you got to do.
Strengths:
-Fast and extremely powerful
-Rain is my team's preferred weather
-Can revenge kill any threat I otherwise couldn't handle
Weaknesses
-Water Spout is prone to being worn down by hazards
-Palkia can usually beat it one on one
(Yeah Kyogre is awesome)
Arceus @ Iron Plate
Ability: Multitype
EV's: 252 Hp/252 Def/4 Spd
Nature: Bold
Moves:
-Will-O-Wisp
-Calm Mind
-Judgment
-Recover
Arceus-Steel is my set up sweeper, endgame, and my Extreme Killer counter. Max Defensive EV's ensure that I can tank whatever the E-Killer throws at me and respond with a crippling Will-O-Wisp. Also, they mean that, after multiple Calm Mind boosts, Arceus is able to easily endure both physical and special attacks. Recover prevents me from getting worn down. Steel typing gives me crucial immunities to Toxic and Sandstorm damage. Judgment is a powerful threat after a Calm Mind or two, able to OHKO or 2HKO almost anything.
Strengths:
-Burns Extreme Arceus
-Very bulky
-Extremely powerful set-up sweeper
Weaknesses
-V-Create Rayquaza
-Kyogre
-Burns
Please let me know what you think!