Scyther @ Choice bandNature: Jolly
Ability: Technician
EVs: 252 spe, 252 atk, 4 hp.
Moves:
Aerial Ace
Quick Attack
X-Scissor
Brick Break
This thing can hit pretty hard if it hits the right target, and I like using a lead that has the sole purpose of doing damage quickly. It has a big physical movepool, so I'm not sure which ones I should use.
Raichu @ Choice specs
Nature: Timid
Ability: Static
EVs: 252 spe, 252 spa, 4 hp.
Moves:
Thunderbolt
Grass Knot
Surf
HP Ice
A pokemon with decent speed, but lacking a bit in the special attack department makes a good choice specs user. It has a huge special movepool, and with good prediction, can hit things pretty hard.
Camerupt @ Life orb
Nature: Mild
Ability: Solid Rock
EVs: 252 spa, 248 spe, 8 atk.
Moves:
Earth Power
Flamethrower
Rock Polish
Explosion
Rock polish cures that awful speed, and lets it make a dent with a solid special attack and two good STAB moves. Explosion is always fun, and once life orb has taken it's toll...BOOM!
Muk @ Black sludge, Careful, Sticky hold.
Nature: Careful
Ability: Sticky Hold
EVs: 252 hp, 80 def, 176 spd.
Moves:
Curse
Ice Punch
Poison Jab
Shadow sneak
Can take special hits pretty well, assuming they're not a super string psychic. The goal is to come in on a special attacker, and start cursing. Curse makes him all around bulky, and lets him dish out some damage. Poison Jab is good for STAB, but thats about it, so I was thinking about giving him rest instead. Also considering replacing shadow sneak with thunderpunch, or maybe even having all three punches and curse.
Hitmonchan @ Choice scarf, Adamant, Iron fist.
Nature: Adamant
Ability: Iron Fist
EVs: 252 atk, 252 spe, 4 hp.
Moves:
Close Combat
Icepunch
Thunderpunch
Firepunch
Revenge killer. It's very predictable, but close combat is extremely powerful, and the 3 elemental punches give good coverage. Relies a lot on prediction, which can be good or bad, depending on who you're playing.
Clefable @ Toxic orb, Adamant, Magic Guard.
Nature: Adamant
Ability Magic Guard
EVs: 252 hp, 252 atk, 4 spe.
Moves:
Facade
Meteor Mash
Protect
Softboiled
A commonly seen Clefable in UU, but useful none the less. It doesn't die easily, and once toxic orb activates, it takes status like a man. Boosted facade isn't exactly week either. Protect is good to activate the toxic orb, but I don't seem to use it very often, so I might replace it with another physical move to help coverage. Facade hurts things that aren't ghost, rock, or steel, and meteor mash hits rocks and frosslass. Fire punch might help with steel, but brick break could make all the dual rock/steel pokemon a little more nervous.
Well that's my team. It has been decently successful, and is a fun team to use, but I know there's always room for improvement.