Ok, so for Scrafty, all i recommend is changing your EV Spread to this: 252 HP / 80 Atk / 176 SDef, to take some hit with a little ease. Also, Ice Punch > Rest, to hit stuff such as Dragonite for way better damage.
Or, you can opt to go for what is known as one of the best fighting types known to OU, Conkeldurr. I will provide you with 2 sets that i have previously used, and have grown very fond of their success.
Set #1: SubBU Conkeldurr.
Conkeldurr @ Leftovers
Trait: Guts
EVs: 172 Atk / 212 HP / 124 SDef
Adamant Nature
- Bulk Up
- Drain Punch
- Ice Punch/Payback
- Substitute
A Bulk Up + Substitute is the main point of this set. This set usually works used best as a lead or a late game sweeper, when you are provided the chance to switch into something you can set up on, such as the ever-present Ferrothorn, or the fairly common Forretress. Drain Punch is not only your STAB move, but a nice and more reliable way to recover HP when Leftovers is not sufficient. Now, your choice comes in. Ice Punch will litterally KO's any Dragon that stands in your way, after a +1 or +2 from Bulk Up. It also helps when you really need to take down threats such as Landorus, or walls such as Gliscor. Whatever the case, it is a move that only bring slight disappointment, seeing that you leave yourself open to the most annoying Water types, known as Jellicent and Tentacreul. Seeing that both your attacking moves are resisted (one having an immunity to your STAB), Payback comes in and can cover as an alternative. It let's you pretty much OHKO all psychic types after one Bulk Up (though you're gonna need a Sub up to take the hit without losing Conk), which is always nice, and with this spread, Conk can take Special hits a little better. Also, the Drain Punch + Payback combo is only resisted by 2 pokes that see OU (Herracros & Toxicroak). Last thing, Guts > Iron Fist just for the reliability to still hit hard if for some reason you get crippled by status.
Set #2: SleepTalking Conkeldurr
Conkeldurr @ Leftovers
Trait: Guts
EVs: 252 Atk / 180 HP / 76 SDef
Adamant Nature
- Ice Punch/Mach Punch
- Drain Punch
- Payback
- Sleep Talk
This is more lenient to serving a very important use to your team: taking a Spore from Breloom, who threatens your team quite well. Take a Spore for the team, and switch out to a more formidable threat, such as Latios or Victini. Or, you can easily take that Breloom out with the element of surprise that Sleep Talk provides, as it's extremely uncommon (Lol, never seen anyone else use it >.>). Ice Punch OHKO's the previously mentioned threat alongside with many others, while Mach Punch allows to revenge kill things that are already weakened off from preious attacks. Also great to hit faster foes, such as Jolteon, who threatens some heavy damage from ThunderBolt/Thunder. Drain Punch serves the same use; providing reliable damage to the opponent, and reliable recovery to Conk. Payback is always a nice move, seeing that most Psychic pokes carry Psyshock > Psychic, thus meaning you'll be alive to knock them out of the park.
Mamoswine
Perfect.
I see what you are trying to do with Tentacreul, but honestly, it's not gonna go so well...
Toxic Stall Tentacreul
Tentacruel @ Black Sludge
Trait: Rain Dish
EVs: 212 Def / 252 HP / 44 SDef
Bold Nature
- Scald
- Rapid Spin
- Protect / Knock Off
- Toxic
Say hello to one of the most annoying things. Ever. This things does more than spin; it causes rage to the opponent for not sending out a formidable counter when he/she had the chance. Pretty much, the first goal for Tentacreul is to spin Hazards away. Once the hazard setter for the opposing team is KO'd, then Tenta can serve another use... Toxic stalling. Toxic is an obvious choice, seeing that it is necessary so you can toxic stall. Protect is if you need to heal up, and cause the opponent to get screwed over for a turn. However, Knock off is another great option, seeing that this rids the opponent of any Leftovers/Black Sludge recovery, thus causing even more rage. Finally, we finish of with Scald, with a nice 30% chance to burn the foe, mainly the steel types who cannot be poisoned.
Victini, nice. The set is good, but you might want to switch the nature from Naive to Jolly, seeing that all your moves are physical, thus returning a little more bulk in your Special Defense. However, i've noticed you lack some Choiced pokemons, and i suggest you run a Choice Band > Life Orb, to cause greater damage, and be able to rack up some necessary KO's. Another option is Expert Belt, though i highly insist you try out a Choice Band variant.
Eh, this Magnezone seems a bit gimmicky. Your team could use some help to rid of annoying steel types who like to set hazards, and thus making Tenta, along with your other pokemons to take more damage on switch ins.
The Trapping Magnet
Magnezone @ Life Orb / Air Balloon / Leftovers
Trait: Magnet Pull
EVs: 252 SAtk / 200 HP / 56 Spd
Modest Nature
- Flash Cannon
- Thunderbolt
- Thunder Wave
- Hidden Power [Fire]
This guy is one helluva trapper when it comes to taking out steel types. Life Orb allows you to hit hard and bring in KO's, while Leftovers let's you get a reliable form of recovery on him. Air Balloon can remain, to be able to switch in to the likes or anything locked in to EQ, thus allowing you to safely dispose of it, or paralyze it or the next member who will most likely come in. The EV spread allows you to outspeed 8 Speed Scizors, who can easily OHKO you with a mighty Superpower. HP Fire allows you to dispose of Steel types, barring Heatran. Flash Cannon and ThunderBolt round up the coverage, and help Magnezone hit various sweeper, as well as walls for some great amounts of damage. Thunder Wave can be used whenever you wish and feel that it must be used.
Ok, so LO Latios is one of my favorite things around. You can wish to keep it as a LO Latios, though i'd suggest Surf > HP Fire, for things such as Heatran. Also, Psyshock > Psychic, but this change isn't necessary, only allowing you to hit Blissey/Chansey for much more damage.
However, OU is pretty much Scarfed pokemon haven. To bring a scarfed pokemon of your own is like taking a weapon from the Stone Age and putting it up against a M.A.D (Mutually Assured Death-atomic bombs). This Latios set can help you outspeed and finish off other scary scarfed pokemons.
The All-knowing Dragon
Latios (M) @ Choice Scarf
Trait: Levitate
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature
- Draco Meteor / Dragon Pulse
- Psyshock
- Surf
- Trick / Thunderbolt / Dragon Pulse
Draco Meteor is just amazing, being backed up by a base 130 SAtk and STAB. It pretty much KO's a lot of threats who have few to no SDef bulk, or stuff that dont resist. However, if you really dont like the fact that Latios becomes set up fodder after a Draco Meteor or 2, the a steady and stable Dragon Pulse is available. While the power drop is noticeable, it provides a strong and reliable Dragon STAB. Plus, you don't risk any chance of missing. Psyshock is here to rid of things like Chansey, Blissey, Tentacreul, and such pokemons who have a higher SDef stat than a Defensive one. Surf reliable helps you take out Heatran, and bring in a KO of Scarfed Landorus-T, who has probably taken quite a bit of damage from many SR entries. Also hits Gliscor tremendously, and allows weather inducers such as Tyranitar and Hippowdon to be taken care of more easily. Finally, we have our last options. You can opt for a TrickScarf set, to ruin the likes of Ferrothorn & other neighborhood walls, or you can opt for another coverage move. If you really wanted Draco Meteor, but also wanted Dragon Pulse as a back up, this last moveslot would be the place to put it. If you didn't want a Trick or Draco Meteor for Latios, then Thunderbolt provides great coverage against water and flying types.