Ok well there are lots of Weaknesses in this team.
Volcarona will be left alone. I like this set so keep that as it is.
Ok for Infernape just scap Infernape. Bring in Breloom as if you have Infernape you have a high Water weakness. With Breloom you still get the fighting side of your Infernape. Ok here is the Breloom set.
Item: Life Orb / Choice Band
Nature: Jolly / Adamant
EVs: 4 HP / 252 Atk / 252 Spe
~ Low Sweep
~ Mach Punch
~ Bullet Seed
~ Spore / Stone Edge
When you talk about terrifying physical attackers in OU, this set is one of the first that leaps to mind. The raw power of an item-boosted Low Sweep is seriously intimidating, doubly so when you consider that Low Sweep rules out a long list of would-be counters by virtue of its Speed-reducing property. Would-be counters like Latios, Tornadus-T, Starmie, and others quickly find themselves unable to do their job when crippled by Low Sweep. Mach Punch gives it a burst of immediate power against speedy threats like Terrakion and Hydreigon, while Bullet Seed gives it the potential of unparalleled power with an attack capable of reaching 187.5 Base Power. Spore caps the set off, as any Pokemon capable of sponging these attacks still has to contend with the threat of sleep, rendering it helpless against Breloom's assaults. On the flip side, if Choice-locked Spore isn't your cup of tea, Stone Edge gives it a way to threaten Tornadus-T immediately on the switch, and also provides excellent neutral coverage alongside its STABs.
Item: Life Orb / Expert Belt
Nature: Mild / Rash
EVs: 4 HP / 252 SpA / 252 Spe
~ Draco Meteor
~ Fire Blast
~ Roost / Earthquake / Dark Pulse
This set takes advantage of Hydreigon's superb offensive stats and incredible coverage to break through common walls and deal heavy damage to the opponent's team. The beauty of this set is that even if your opponent switches into a resisted attacking move, Hydreigon typically has a coverage move that is powerful enough to 2HKO said switch in. Draco Meteor is Hydreigon's strongest move, and is an incredible move when used effectively. Its effects are immediate; either the opposing Pokemon is flat out OHKOed by the sheer power of Draco Meteor, or weakened enough to break through at later points in the match. One important thing to consider is that the mere threat of Draco Meteor is an advantage, as it also allows for much more liberty in prediction. For example, your opponent isn't likely to leave a Pokemon that takes neutral damage from Draco Meteor in on Hydreigon (unless they're specially defensive), and are far more likely to switch into a Steel-type. From there, your choice of appropriate coverage move can pick them off and secure yourself an early game advantage. Fire Blast is an essential coverage move as it synergizes semi-perfectly with Draco Meteor by hitting nearly every Steel-type for super effective damage. Common Steel-types such as Jirachi, Ferrothorn, Forretress, and Skarmory are beaten with relative ease.
Item: Light Clay
Ability: Mgic Bounce
EVs: 252 HP / 4 Def / 252 Spe
~ Light Screen
~ Psychic / Psyshock
~ Baton Pass / Hidden Power Fire
When you combine Espeon's ability to reflect hazards and set up dual screens, it becomes a very good team supporter. Espeon is most effective when brought in on an entry hazard setter such as Forretress or Ferrothorn, bouncing back any hazards they attempt to set up. Espeon can then proceed to set up screens to ensure that if the foe does try attacking, it does significantly less damage. However, you should be cautious of switching Espeon in blindly, as a Gyro Ball from Forretress or Ferrothorn will put a major dent into it and greatly reduce its longevity. As such, when you do attempt to set up screens, it is recommended to set up Reflect first, as it helps to boost Espeon's poor Defense and gives it additional protection from common switch-ins such as Tyranitar and Scizor.
Espeon's often overlooked base 130 Special Attack ensures that it is not setup fodder for rampant threats such as Thundurus-T and Keldeo. Psychic is the preferred STAB over Psyshock as it is naturally stronger and allows Espeon the ability to beat Bulk Up Conkeldurr. Although Psyshock is slightly weaker, it does allow Espeon to beat Calm Mind Keldeo and Terrakion in sandstorm, as it hits their weaker Defense stat. Baton Pass might seem like an odd choice, especially when Espeon is lacking any boosting move, but it is incredibly useful. Baton Pass allows Espeon to escape the clutches of Pursuit users, as Pursuit does not hit Espeon if it uses Baton Pass beforehand. Combine this information with the fact that Espeon's main two switch-ins, Tyranitar and Scizor, are both Pursuit users, and Baton Pass can often save Espeon from death. However, if running away from your problems doesn't tickle your fancy, then Hidden Power Fire is a usable option over Baton Pass. Hidden Power Fire allows Espeon to KO Scizor before it can use U-turn or Pursuit, and with a Reflect up, Bullet Punch doesn't do nearly enough to KO Espeon. Unfortunately, Hidden Power Fire also leaves Espeon incredibly vulnerable to Tyranitar, almost always resulting in Espeon's demise.
Ok i want to switch Ninetales for Sableye because he is an imense Troll.
EVs: 252 HP / 120 Def / 136 SpD
~ Foul Play / Night Shade
This set abuses all of Sableye's unique gifts in conjuction with Prankster to become a massive headache for teams lacking the power to force it out. Recover helps Sableye to continually take hits, and due to Prankster it will move first almost all of the time, meaning the opponent must be doing more than fifty percent damage to Sableye to have a chance at beating it with power alone. Priority Will-O-Wisp cripples physical attackers, and chips away at the opponent's health. Taunt helps Sableye in a variety of ways, preventing status, opposing Taunt, stat boosting moves, and recovery moves. Foul Play or Night Shade occupies the last slot, in case Sableye is Taunted or needs to deal damage more quickly than Will-O-Wisp can provide. Foul Play gives Sableye a weapon against Victini, Darmanitan, and Chandelure looking to switch in on any of Sableye's other moves, while Night Shade is a more consistent option.
Ok so you have given Jellicent Attack EVs over SpAtk EVs which is a big No-No.
Jellicent isn't a physical attacker.
Ability: Water Absorb
EVs: 252 HP / 36 Def / 220 SpD
~ Toxic / Will-O-Wisp
~ Shadow Ball / Ice Beam
Jellicent's typing and stat distribution make it an excellent special wall. This set's niche is for a more concentrated form of stall, as this set's primary objective is to tank hits, inflict status, and slowly wear the opponent down. This set is extremely viable over other walls such as Blissey and Chansey because of Jellicent's arguably better typing, dual STAB, and the ability to spinblock against nearly every Rapid Spin user. To add to that, Jellicent has a great ability in Water Absorb, which provides it with valuable recovery whenever it is hit with a Water-type move.
Ok i have finished rating. I hope you consider my changes.