Overview
I wanted to blend the familiar power of OU with the unpredictabilty and underestimation of UU. This is what came out. Not only are these the pokemon that can work viably in a competitive scene, but they are amoung my favorites. Each has an immunity of sorts (Infernape is really stretching it, but absorbing will-o-wisps is helpful) and they work together nicely.
The Team






The Players


Ferrum [Skarmory]
Ability - Keen Eye
Nature - Impish [+Defense - Special Attack]
252 Hit Points - 164 Special Defense - 92 Speed
-Brave Bird
-Stealth Rock
-Roost
-Taunt
Swapped out ambipom for skarmory lead. Skarm is working out really well, early stealth rock is paying off nicely, plus taunting is truly crippling if I can pull it off. Matches up favorably with most leads. Azelf is the only troublesome one, switching is easy though.


Mojave [Flygon]
Ability - Levitate
Nature - Naive [+Speed -Special Deffense]
252 Attack - 252 Speed - 6 Hit Points
-Outrage
-Fire Blast
-EarthQuake
-U-Turn
My revenge killer and scout. I know he's overdone, but I really enjoy Flygon. The Triple scouting with Ambipom and Infernape works out nicely and keeps people on their toes. Naive over jolly as to not inhibit Fire Blast. Good overall synergy with the team as well.


Jabu-Jabu [Lanturn]
Ability - Volt Absorb
Nature - Bold [+Defense -Attack]
140 Special Attack - 252 Special Deffense -76 Deffense - 40 Hit Points
-Surf
-Thunder Bolt
-Ice Beam
-Thunder Wave
What lanturn lacks in great stats, he makes up for in great typing and ability. Volt absorb is good synergy with Drifblim, and his resistances cover alot of the teams weaknesses. Attacks have great coverage. Thunder wave now over heal bell, less worry over status, and it's crippling.


Sumo [Hariyama]
Ability - Thick Fat
Nature - Impish [+Defense -Special Attack]
80 Hit Points - 176 Defense - 176 Attack - 80 Special Defense
-Force Palm
-Whirlwind
-Pay Back
-Stone Edge
I was having a really hard time dealing with heatran and gengar. After contemplating some replacements, Hariyama was the best possible choice. Force plam hurts heatran, and the paralysis is a bonus. Payback is for gengar and other ghosts. Stone edge for coverage. whirlwind to phaze.


Ecto [Gengar]
Ability - Levitate
Nature - Timid [+speed -Attack]
252 Special Attack - 252 Speed - 6 Hit Points
-Shadow Ball
-Focus Blast
-Pain Split
-Substitute
As pointed out, Drifblim was adding an unneeded SR weakness. Gengar was the suggestion, and Gengar works. I haven't had a chance to use this Gengar set before but I find it very enjoyable and very potent.


Apollo [Infernape]
Ability - Blaze
Nature - Naive [+Speed -Special Defense]
252 Attack - 64 Special Attack - 192 Speed
-Over Heat
-Close Combat
-Mach Punch
-U-Turn
Wall breaker and Sweeper. Staple on all my teams. Fantastic all around. This physical set has played really well and provides further synergy with U-Turn. Mach Punch puts lucario in check as i get priority over his extreme speed.
Synergy

weakness:
Fire --> Flygon, Lanturn, Hariyama
Electric --> Flygon, Lanturn

weaknesses:
Ice --> Lanturn, Infernape
Dragon --> Skarmory

weaknesses:
Ground --> Fygon, Gengar, Skarmory
Grass --> Skarmory, Infernape, Gengar

weaknesses:
Flying --> Lanturn, Skarmory
Psychic --> Skarmory

weaknesses:
Ghost --> Ambipom, Skarmory
Dark --> Skarmory, Infernape
Psychic --> Skarmory

weaknesses:
Water --> Lanturn
Ground --> Flygon, Skarmory, Gengar
Flying --> Lanturn, Skarmory
Psychic --> Skarmory
Overall synopsis of synergy:
No pokemon has more than two weaknesses to common (I stress common, Psychic isnt seen too much, and flying is easy to predict around).
Each of these weaknesses can be distributed to at least one other team member. All have at least one immunity, barring Infernape (will-o-wisp i guess). Three immunities to ground, two to electric, one to ghost, one to fighting, one to normal, one to poison.
Five out of Six of the team are immune to at least one standard form of status (body slam would be non standard, T-wave would be standard). Infernape (burn), Flygon (para), Skarmory (Poison), Lanturn (para), Gengar (body slam, toxic).
No SR weakness, 2 resist it. Three are immune to Spikes and Toxic Spikes.