since you've obviously had your espeon evolved for a while, baton passing is out of the question, though it is one of espeon's best options. unfortunately, his moveset is limited. use what you're comfortable with, but if you have a quaker/exploder, you'll want protect on him, same with walrein.
for rhydon, give it earthquake, megahorn, double-edge and protect. rock blast is an option too. if you could imprison earthquake, you wouldn't need protect on as many pokes, but the limits of the move aren't quite clear to me, so i won't delve much deeper into that, but know it's a possibility.
and for moltres, flamethrower/fire blast, morning sun, extrasensory and some other attack, it comes out knowing will-o-wisp, may as well stick with that, if not for moltres than it will at the very least help your other teammates. if it's nature gives it a boost in physical attack, steel wing is effective against rock types, or you could give it sunny day to boost fire blast/flamethrower and hope for a quick KO that way. safeguard is another team move that helps in early rounds of the orre colosseum.
if you give moltres sunny day, exeggutor complements him well. ancient power, solar beam, sleep powder, and another move of your choice works well. otherwise go with zapdos, with metal sound, thunderbolt and extrasensory are both more effective, and for the fourth move either choose thunder wave for paralysis, substitute with leftovers for recovery (even shell bell would be an alternative), or you could use drill peck for more offense.
with two flyers and an ice type though, you have a weakness to rock that could be exploited, so be careful.
and the "legendaries" that aren't allowed include mewtwo, mew, celebi, jirachi, deoxys in any form, rayquaza, kyogre and groudon. (soul dew is not allowed on lati@s as well)... so the birds, dogs, and regis are allowed.