I haven't even entrenched myself in B/W's metagame yet; my AR doesn't work with the 3DS, so I can't mess with any ideas I have easily. I also haven't made a team since D/P. And then I decide to make a UU team based on beating OU. Not sure how well it works quite yet. The team itself is based on countering the weather producers, while statusing/stalling the opponent.
They cover each other's weaknesses fairly well, other than a Psychic and Flying weakness, but none of those are super prevalent.
Flygon (M) @Choice Scarf
Trait: Levitate
Adamant Nature (+Atk, -Sp.Atk)
EVs: 6 HP/ 252 Atk/ 252 Spe
-Earthquake
-Outrage
-Stone Edge
-U-Turn
Flygon is a quick and durable attacker that provides many useful resistances. He makes a great scout, due to U-Turn. U-turn is great for forcing switches, which works out great with entry hazard support. Flygon is also quick, bulky, and has enough power in EQ and Outrage to make a good cleanup
Hitmontop (M) @Leftovers
Trait: Intimidate
Impish Nature (+Def, -Sp.Atk)
EVs: 252 HP/ 252 Def/ 6 Sp.Def
-Close Combat
-Sucker Punch
-Rapid Spin
-Toxic
Hitmontop is a great Rapid Spinner, since he can switch into many physical things using Intimidate. He checks T-Tar, Terrakion, and Ferrathorn hard, and is able to spin Ferrathorn's Spikes. He also has Toxic, which adds to the team's stalling nature. Sucker Punch makes him a revenge killer of sorts, and it helps with Gengar and Jellicent switch ins.
Garbodor (M) @Black Sludge
Trait: Aftermath (if it is legal, otherwise Stench)
Impish Nature (+Def, -Sp.Atk)
EVs: 252 HP/ 178 Def/ 80 Sp. Def
-Gunk Shot
-Spikes
-Toxic Spikes
-Haze
Garbodor is a strange choice, and the bulkiest user of both Spikes and Toxic Spikes in UU. He also gets the bonus of absorbing the foe's Toxic Spikes. Unfortunately, no one other than Forretress gets Stealth Rock and Toxic Spikes in the same set, so Spikes and Toxic Spikes are the second best combination. Garbodor is only fairly bulky, but really, it's his type that works for him. Gunk Shot is the best he's got, and it has a nice Poison chance. Haze's place here is needed to stop things from setting up on Garbodor.
Milotic (F) @Leftovers
Trait: Marvel Scale
Calm Nature (+Sp.Def, -Atk)
EVs: 252 HP / 200 Def / 56 SpD
-Scald
-Dragon Tail
-Rest
-Sleep Talk
Milotic is a pivot on this team. She provides a great wall in Rest Talking with Marvel Scale, Dragon Tail to abuse entry hazards, and Scald to burn things. Milotic is great at taking the last of the opponent out whenever her counters have been dealt with. Even without entry hazards, she still makes due with Scald's burn, and Hitmontop's Toxic. Her Ice and Fire resistances are very useful, and she is a Heatran counter.
Elektross (M) @Leftovers
Trait: Levitate
Careful Nature (+Sp.Def, -Sp.Atk)
EVs: 252 HP/ 6 Atk/ 252 Sp.Def
-Wild Charge
-Dragon Tail
-Crunch
-Coil
Elektross provides much use as an unmoving powerhouse, and is able to shuffle the opponent with Dragon Tail. Having no weaknesses is a pretty good plus, as is having alright defenses. Having a 115 Atk stat is where it's at. While Wild Charge isn't really the best option for a stall team, it is his only option. Coil and Dragon Tail are useful together. It makes Elektross hard to kill, and it makes Dragon Tail hurt more and hit more. Crunch hurts Reuniclus.
Dusclops (M) @Evolite
Trait: Pressure
Calm Nature (+Sp.Def, -Atk)
252 HP / 80 Def / 176 SpD
-Night Shade
-Ice Beam
-Pain Split
-Will-O-Wisp
Dusclops has the role of a bulky spinblocker. Its defenses are through the roof with Evolite, and he can recover pretty well with Pain Split, due to craptastic HP. Ice Beam for Salamence, Gliscor, and Dragonite. Will-O-Wisp adds defense to Dusclops, and adds another status to the team. He is better than Dusknoir, since he has still reliable recovery in Pain Split, but better defenses. Dusknoir doesn't hit hard enough for me to really consider him. I hate Cofagrigus's ability, since it can really bite me in the ass with Flygon and Hitmontop.
Here's our contenders.






They cover each other's weaknesses fairly well, other than a Psychic and Flying weakness, but none of those are super prevalent.

Flygon (M) @Choice Scarf
Trait: Levitate
Adamant Nature (+Atk, -Sp.Atk)
EVs: 6 HP/ 252 Atk/ 252 Spe
-Earthquake
-Outrage
-Stone Edge
-U-Turn
Flygon is a quick and durable attacker that provides many useful resistances. He makes a great scout, due to U-Turn. U-turn is great for forcing switches, which works out great with entry hazard support. Flygon is also quick, bulky, and has enough power in EQ and Outrage to make a good cleanup

Hitmontop (M) @Leftovers
Trait: Intimidate
Impish Nature (+Def, -Sp.Atk)
EVs: 252 HP/ 252 Def/ 6 Sp.Def
-Close Combat
-Sucker Punch
-Rapid Spin
-Toxic
Hitmontop is a great Rapid Spinner, since he can switch into many physical things using Intimidate. He checks T-Tar, Terrakion, and Ferrathorn hard, and is able to spin Ferrathorn's Spikes. He also has Toxic, which adds to the team's stalling nature. Sucker Punch makes him a revenge killer of sorts, and it helps with Gengar and Jellicent switch ins.

Garbodor (M) @Black Sludge
Trait: Aftermath (if it is legal, otherwise Stench)
Impish Nature (+Def, -Sp.Atk)
EVs: 252 HP/ 178 Def/ 80 Sp. Def
-Gunk Shot
-Spikes
-Toxic Spikes
-Haze
Garbodor is a strange choice, and the bulkiest user of both Spikes and Toxic Spikes in UU. He also gets the bonus of absorbing the foe's Toxic Spikes. Unfortunately, no one other than Forretress gets Stealth Rock and Toxic Spikes in the same set, so Spikes and Toxic Spikes are the second best combination. Garbodor is only fairly bulky, but really, it's his type that works for him. Gunk Shot is the best he's got, and it has a nice Poison chance. Haze's place here is needed to stop things from setting up on Garbodor.

Milotic (F) @Leftovers
Trait: Marvel Scale
Calm Nature (+Sp.Def, -Atk)
EVs: 252 HP / 200 Def / 56 SpD
-Scald
-Dragon Tail
-Rest
-Sleep Talk
Milotic is a pivot on this team. She provides a great wall in Rest Talking with Marvel Scale, Dragon Tail to abuse entry hazards, and Scald to burn things. Milotic is great at taking the last of the opponent out whenever her counters have been dealt with. Even without entry hazards, she still makes due with Scald's burn, and Hitmontop's Toxic. Her Ice and Fire resistances are very useful, and she is a Heatran counter.

Elektross (M) @Leftovers
Trait: Levitate
Careful Nature (+Sp.Def, -Sp.Atk)
EVs: 252 HP/ 6 Atk/ 252 Sp.Def
-Wild Charge
-Dragon Tail
-Crunch
-Coil
Elektross provides much use as an unmoving powerhouse, and is able to shuffle the opponent with Dragon Tail. Having no weaknesses is a pretty good plus, as is having alright defenses. Having a 115 Atk stat is where it's at. While Wild Charge isn't really the best option for a stall team, it is his only option. Coil and Dragon Tail are useful together. It makes Elektross hard to kill, and it makes Dragon Tail hurt more and hit more. Crunch hurts Reuniclus.

Dusclops (M) @Evolite
Trait: Pressure
Calm Nature (+Sp.Def, -Atk)
252 HP / 80 Def / 176 SpD
-Night Shade
-Ice Beam
-Pain Split
-Will-O-Wisp
Dusclops has the role of a bulky spinblocker. Its defenses are through the roof with Evolite, and he can recover pretty well with Pain Split, due to craptastic HP. Ice Beam for Salamence, Gliscor, and Dragonite. Will-O-Wisp adds defense to Dusclops, and adds another status to the team. He is better than Dusknoir, since he has still reliable recovery in Pain Split, but better defenses. Dusknoir doesn't hit hard enough for me to really consider him. I hate Cofagrigus's ability, since it can really bite me in the ass with Flygon and Hitmontop.