I'll start off with Scolipede since it's the one of the main Pokemon. With Hyper Offense dropping down thanks to the Defog buff, lead Spike setters have definetely fallen off the market however, Scolipede is one of the few lead hazard setters that still work in the current Ubers metagame, thanks to its Speed Boost ability it is able to do the job in a much easier way as it can beat other leads like Deoxys-S/A. The reason why Scolipede is good overall in a Defog metagame is because it learns Endeavor, which allow him to do massive damage to a Defog Arceus after its Focus Sash has been wasted, meaning that the hazards are here to stay thanks to the poison damage they would receive from Toxic Spikes. The EV spread is pretty straightforward, 252 with a Jolly nature allows me to outspeed Deoxys-S after one turn of Speed Boost and I need 252 Attack EVs just so I can 2HKO said pokemon with Pin Missile. As for the moves, Spikes are a common hazard that almost every Scolipede has and they are really useful on this team especially since I have massive threats like Mega Mawile and Arceus-Ghost. Toxic Spikes as I mentioned were the main idea for the team as they help Skymin a lot when I'm locked into Air Slash with it, as the poison damage combined with the Air Slash damage and the advantage of having a 60% chance to flinch the opponent are factors that make Toxic Spikes really good on this team. Endeavor allows me wear down any pokemon that I consider a threat to my team when my Focus Sash is broken, mainly Defog Arceus and Ho-Oh. Pin Missile allows me to 2HKO Deoxys-A/S, which is something a lead definetely needs.
Skymin has always been one of those underrated mons, but I personally have always been a fan of it, it is extremely fast and tear down a lot of teams just by clicking Air Slash. As I mentioned when I described Scolipede, Skymin with the help of Toxic Spikes is deadly, it makes the opponent feel powerless when receiving a lot of damage from Air Slash and poison damage while he/she might not be able to do anything thanks to Air Slash's high chances of flinching, thanks to its Serene Grace ability. I chose to use Choice Scarf because it was a set I used in BW2 Ubers a lot and I really enjoyed using it. Being a really fast pokemon allows you to run Modest nature on it and even with that, it is able to outspeed the standard Geomancy Xerneas after it sets up with that nature and EV spread. The moveset is pretty standard on Skymin, Seed Flare is its signature move, 80% chance of giving your opponent a -2 on its Special Defense stat, that's just brutal, it is useful for taking out pokemon like Arceus Rock, Groudon and Specially Defensive Kyogre. Air Slash is the move I lock myself into 99% of the times as it is incredibly useful to take out stuff like Mewtwo (X/Y), which would normally stay in against Skymin because it is normally faster than it and I can just flinch them to death with it lol. Hidden Power Rock is only used for checking Ho-Oh after Stealth Rocks. Healing Wish is godly on Skymin as it can heal what I would consider my consider my win condition at the end of the game, this becomes very useful whenever Mawile has to check a pokemon aside from Xerneas in a battle as even if it gets worn down during the battle I can heal it up with Skymin, which is still faster than a +2 Xerneas and then be able to check said pokemon.
Probably my favorite pokemon on the team, Mega Mawile has always been a powerful, being the pokemon with the most attack in the whole game. A few months ago, I was trying to make a Specially Defensive Mawile as at that time no one was using an "offensive" Xerneas check. That in mind, I locked my sight into mawile into Mega Mawile as it had in my opinion, the best typing in the game at the moment, Steel/Fairy, which would allow it to switch into another big threat in the game: Yveltal. I also figured this could be achieved since Mega Mawile's offensive stats are already really good with no investment. With all this said, the EV spread allows me to take one Focus Blast from a +2 Sp.Atk Xerneas and then retaliate back with an Iron Head and potentially OHKO or put Xerneas in Sucker Punch range. With that much Special Defense, I would be able to live two Dark Pulses from Life Orb Yveltal and OHKO back with Play Rough. The EVs also allow me to OHKO Kyogre and Palkia with Sucker Punch at +2 Attack. The moveset is pretty similar to the one Mega Mawile uses in OU, the only thing that may be different is Iron Head over Knock Off. I'll just say that Sucker Punch is really helpful when I need to check stuff like Mewtwo as it catches a lot of people off guard. Iron Head and Play Rough are just common STAB moves that, with the help of its Huge Power ability hit like a truck.
Landorus-T is a great pokemon on this team, being my ground and electric immunity, while being able to set up Stealth Rocks and checking Ho-Oh, Extremekiller Arceus (with the help of Arceus-Ghost), Blaziken, and Zekrom, which all of them would be big threats without him. I chose defensive Landorus-T over the Earth Plate set because I figured that a pivot switch-in with Leftovers recovery was needed and not only that, the extra bulk is needed just to be able to switch into mayor threats like Extremekiler Arceus, although something that I like to do is not going to Landorus directly, but going to unevolved Mawile instead (when I can afford it) and therefor bait Arceus into using Earthquake while being -2 Attack when I decide to go to Landorus or Arceus in some cases. About the EV spread, I run a lot of speed because just to make sure I outspeed any Substitute Ho-Oh with Speed investment. The moveset is also pretty standard, Earthquake is a really powerful STAB move and Stone Edge hits Ho-Oh really hard (even if burned). Stealth Rock is a mandatory hazard for every team that helps wear down my opponent's pokemon. Unlike most of Landorus-Ts, I run Knock Off over Toxic since I asume Toxic Spikes are up and Toxic would seem like a waste, Knock Off is also good for any Geomancy Xerneas that would like to switch in and set up on me, as I would Knock Off the Power Herb on the switch-in. Arceus also doesn't appreciate the Life Orb or Silk Scarf to be Knocked Off, which makes the move on Landorus totally worth it however, sometimes I wish I had Toxic so you can definetely change that if you want when using this team.
As the 5th member I decided to use Specially Defensive Kyogre as it would fit on my team really well. Being able to switch into Palkia and opposing Kyogre pretty well, not to mention that it is also useful as a side Yveltal and Xerneas check. Kyogre also allows me to abuse hazards as it has a phazing move in the form of Roar, that allows me to check Calm Mind Arceus formes to an extent as well. As you can see a lot of the movesets on my pokemon are fairly common, Kyogre is not the exception, ResTalk is pretty common (from my own experience in the Ubers ladder while getting requirements for the Gengarite suspect test). Scald is such a deadly move, hits really hard due to Kyogre's massive Sp.Atk and can also lay a burn on the opponent's Ferrothorn pokemon as they switch it in. Roar is for phazing pokemon like Xerneas and Calm Mind Arceus that would like to set up in front of Kyogre. Rest is a common recovery move and Sleep Talk allows me to not be completely powerless while I'm asleep.
Arceus-Ghost has always been one of my favorite pokemon to use, although some people might argue that it is bad in this generation, I think it's great, taking care of Mewtwo, burning pokemon with Will-o-Wisp like Arceus or Yveltal is also really nice since it enables me to check those pokemon in a much easier way. It is also one of my win conditions on this team. Arceus-Ghost also has really good synergy with Mega Mawile since they take out each other's checks. The EVs allow me to outspeed Jolly Garchomp and I added some Defense for general bulk that is need to take Psystrikes from Mewtwo. As for moves, Judgment is a great and powerful STAB move that hits everything that is not a resist really hard. Will-O-Wisp allows me to handle physical attackers better in general, it may seem weird that I'm using Will-O-Wisp on a Toxic Spike abuse team but sometimes my opponent manages to Defog or they have a Steel type that I really need to burn, Will-O-Wisp is also good in case I find Lum Berry Arceus, which is annoying for this team. Calm Mind is an end game strategy of my choice after I get rid of the checks with Mawile. Although Calm Mind is good, if you have a lot of trouble with hazard stack teams you can run Defog over Calm Mind, Arceus-Ghost is also one (if not the most) of the most reliable Defog users in the tier. Recover is just a standard recovery move that every Arceus needs.