Hi everyone! Just wanted to share my OU team that I've made! I've went through a lot of changes before with past drafts so I hope this team can have some improvements! Without further ado, let's get started!
Metagross @ Metagrossite
Clear Body/Tough Claws
Jolly
252 Attack/252 Speed/4 Def
Zen Headbutt
Meteor Mash
Hammer Arm
Ice Punch
Megagross is the star of my team. I've wanted to try to have a "bulky offense" team and I felt Metagross fit the bill well. His huge attack power, offensive presence, great coverage, and his ability to be able to take a hit if he has too helps me deal with threats like Fairies and I've often found Ice Punch to catch a lot of people off guard. Overall he's just a fun 'mon to use. I went with Zen Headbutt and Meteor Mash for STAB, Hammer Arm for coverage, and Ice Punch is for coverage against Dragons and the like. A Jolly nature is used with max Speed to be as fast as possible, and I also invested in max Attack and a bit of Defense.
Entei @ Choice Band
Pressure
Adamant
252 Attack/252 Speed/4 Def
Sacred Fire
Stone Edge
Extreme Speed
Bulldoze
To go with another bulky attacker, I decided to use Entei. He can take a hit or too and he provides Fire coverage for the team. He can also priority kill with Extreme Speed, which helps since a fair number of my team is slow. Sacred Fire is for very strong Fire STAB, Stone Edge is for coverage against threats such as Talonflame, Extreme Speed is for priority kills, and Bulldoze is Entei's only way of dealing with threats like Heatran. I had to do an Adamant nature since I have Extreme Speed and I maxed Attack with a Choice Band for full offensive force. Speed was also maxed out to outspeed a fair number of threats and I also invested a bit of Defense.
Mandibuzz @ Leftovers
Overcoat
248 HP / 136 Def / 108 SpD / 16 Spe
Impish
- Foul Play
- Roost
- Toxic
- Defog
Here's the next member, Mandibuzz. I choose her since I wanted Dark coverage and a hazard remover, and a Ground immunity all in one 'mon. Mandibuzz is great at taking hits both physically and specially and is great at staying in the field. Foul Play is for a great Dark STAB move and I can get around her weaker Attack stat. Roost is used with Leftovers for recovery, Defog is to remove hazards, and Toxic is to cripple walls and to provide another form of damage output for Mandibuzz.
Rotom-Wash @ Leftovers
Levitate
248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Rotom Wash I felt was a good pick for my team. It provides Water and Electric coverage that is needed and it is another great status inflicter as wall as another wall, on top of being immune to Electric. The Volt Switch pivotness can also be really useful too. Hydro Pump is for strong STAB, Will-O-Wisp is for crippling attacks, Pain Split is used with Leftovers for recovery, and Volt Switch is to provide a pivot for the team to safely switch in without worry. I gave almost full HP with max Defense and a Bold nature to best tank physical hits. The remaining Speed was put in to outspeed certain threats.
Garchomp @ Rocky Helmet
Rough Skin
240 HP / 176 Def / 92 Spe
Impish
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
Next here is Garchomp. I chose Garchomp as my Stealth Rock setter and for my go-to lead for my team. The "TankChomp" set is nice to set up Stealth Rocks and use Dragon Tail to stack up residual damage. Rough Skin with a Rocky Helmet causes a lot of contact damage that is also always nice. I went with an Impish nature and almost max HP and high invested Defense with some Speed to outspeed certain threats. Stealth Rock is for entry hazards, Earthquake is for STAB, Dragon Tail is for the aforementioned residual damage stacking, and Fire Blast is for coverage against threats like Ferrothorn.
Klefki @ Sitrus Berry
Prankster
252 HP/252 SpD/4 Def
Careful
-Spikes
-Thunder Wave
-Play Rough
-Magnet Rise
And last but not least, we have Klefki here. I needed a Special wall and I wanted Fairy coverage and a full on status inflicter that is aided by Prankster, and Klefki can also set up Spikes which can really stack with Stealth Rock to provide even more switch in damage. He can also use Magnet Rise to circumvent what would otherwise be a Ground weakness throughout half of the team. Max HP with a Sitrus Berry and Max SpD with a Careful nature is to give him maximum special tanking ability. I also invested a bit of Defense to make Klefki stand up to physical hits a bit as well. Spikes is for the before mentioned hazards, Thunder Wave is for priority paralyze, Play Rough is for STAB and coverage against Dragons and other threats like that, and Magnet Rise is to eliminate his Ground weakness.
Aaaaand that's about all I got for the team members. Trying this team out, I have noticed that I struggle a lot against bulky Water types, such as Suicune for example, as Rotom's Volt Switch just doesn't do the job well enough and it also forces Rotom to switch out. I would appreciate help in that area. Thanks a ton! :D

Metagross @ Metagrossite
Clear Body/Tough Claws
Jolly
252 Attack/252 Speed/4 Def
Zen Headbutt
Meteor Mash
Hammer Arm
Ice Punch
Megagross is the star of my team. I've wanted to try to have a "bulky offense" team and I felt Metagross fit the bill well. His huge attack power, offensive presence, great coverage, and his ability to be able to take a hit if he has too helps me deal with threats like Fairies and I've often found Ice Punch to catch a lot of people off guard. Overall he's just a fun 'mon to use. I went with Zen Headbutt and Meteor Mash for STAB, Hammer Arm for coverage, and Ice Punch is for coverage against Dragons and the like. A Jolly nature is used with max Speed to be as fast as possible, and I also invested in max Attack and a bit of Defense.

Entei @ Choice Band
Pressure
Adamant
252 Attack/252 Speed/4 Def
Sacred Fire
Stone Edge
Extreme Speed
Bulldoze
To go with another bulky attacker, I decided to use Entei. He can take a hit or too and he provides Fire coverage for the team. He can also priority kill with Extreme Speed, which helps since a fair number of my team is slow. Sacred Fire is for very strong Fire STAB, Stone Edge is for coverage against threats such as Talonflame, Extreme Speed is for priority kills, and Bulldoze is Entei's only way of dealing with threats like Heatran. I had to do an Adamant nature since I have Extreme Speed and I maxed Attack with a Choice Band for full offensive force. Speed was also maxed out to outspeed a fair number of threats and I also invested a bit of Defense.

Mandibuzz @ Leftovers
Overcoat
248 HP / 136 Def / 108 SpD / 16 Spe
Impish
- Foul Play
- Roost
- Toxic
- Defog
Here's the next member, Mandibuzz. I choose her since I wanted Dark coverage and a hazard remover, and a Ground immunity all in one 'mon. Mandibuzz is great at taking hits both physically and specially and is great at staying in the field. Foul Play is for a great Dark STAB move and I can get around her weaker Attack stat. Roost is used with Leftovers for recovery, Defog is to remove hazards, and Toxic is to cripple walls and to provide another form of damage output for Mandibuzz.

Rotom-Wash @ Leftovers
Levitate
248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Rotom Wash I felt was a good pick for my team. It provides Water and Electric coverage that is needed and it is another great status inflicter as wall as another wall, on top of being immune to Electric. The Volt Switch pivotness can also be really useful too. Hydro Pump is for strong STAB, Will-O-Wisp is for crippling attacks, Pain Split is used with Leftovers for recovery, and Volt Switch is to provide a pivot for the team to safely switch in without worry. I gave almost full HP with max Defense and a Bold nature to best tank physical hits. The remaining Speed was put in to outspeed certain threats.

Garchomp @ Rocky Helmet
Rough Skin
240 HP / 176 Def / 92 Spe
Impish
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
Next here is Garchomp. I chose Garchomp as my Stealth Rock setter and for my go-to lead for my team. The "TankChomp" set is nice to set up Stealth Rocks and use Dragon Tail to stack up residual damage. Rough Skin with a Rocky Helmet causes a lot of contact damage that is also always nice. I went with an Impish nature and almost max HP and high invested Defense with some Speed to outspeed certain threats. Stealth Rock is for entry hazards, Earthquake is for STAB, Dragon Tail is for the aforementioned residual damage stacking, and Fire Blast is for coverage against threats like Ferrothorn.

Klefki @ Sitrus Berry
Prankster
252 HP/252 SpD/4 Def
Careful
-Spikes
-Thunder Wave
-Play Rough
-Magnet Rise
And last but not least, we have Klefki here. I needed a Special wall and I wanted Fairy coverage and a full on status inflicter that is aided by Prankster, and Klefki can also set up Spikes which can really stack with Stealth Rock to provide even more switch in damage. He can also use Magnet Rise to circumvent what would otherwise be a Ground weakness throughout half of the team. Max HP with a Sitrus Berry and Max SpD with a Careful nature is to give him maximum special tanking ability. I also invested a bit of Defense to make Klefki stand up to physical hits a bit as well. Spikes is for the before mentioned hazards, Thunder Wave is for priority paralyze, Play Rough is for STAB and coverage against Dragons and other threats like that, and Magnet Rise is to eliminate his Ground weakness.
Aaaaand that's about all I got for the team members. Trying this team out, I have noticed that I struggle a lot against bulky Water types, such as Suicune for example, as Rotom's Volt Switch just doesn't do the job well enough and it also forces Rotom to switch out. I would appreciate help in that area. Thanks a ton! :D