This is my first RMT, but it's a team that I'm pretty proud of. It has problems like any team does but the pokemon compliment eachother pretty well and I've been winning a good percentage of my matches. I rely mostly on good predictions and surprise movesets to give me the edge. Well hope you enjoy it.
SuperStar @ Expert Belt
Ability: Natural Cure
EVs: 252 Spe, 252 SpA, 4 HP
Nature: Timid
Hydro Pump
HP Fire
Grass Knot
Rapid Spin
Sick of all the suicide leads being used recently on the OU ladders I went out and found this beauty. The basic strategy is to hit with a super effective hit while the opponet sets up SR and then Rapid Spin to get rid of the rocks and faint the opponet, who is most likely at 1%. Works wonders on Aerodactyl.
Lightning @ Shuca Berry
Ability: Volt Absorb
EVs: 252 Spe, 252 SpA, 4 HP
Nature: Timid
Thunderbolt
HP Ice
Signal Beam
Shadow Ball
Ok many of you may be looking at this set and shaking your heads. You might be saying why isn't it Choice Speced? or where's HP Grass? Well the simple truth is that almost every other Jolteon seen on the ladder is Choice Speced, so having one that isn't helps to my advantage. For example, say I go to revenge kill a Gyardos and my opponet sends out a ground to absorb the Thunderbolt. They think that I have no choice but to switch out and try to set up for a sweep when I hit hard with HP Ice. The Shuca Berry is there to kill Dugtrio, non-choice variants can't OHKO with EQ thanks to Shuca and HP Ice 2HKOs back.
Kong @ Life Orb
Ability: Blaze
EVs: 252 Spe, 252 SpA, 4 Def.
Nature: Timid
Grass Knot
Fire Blast
Vacuum Wave
Nasty Plot
Special Infernape is another that surprises people for some reason. I bring in Ape on something that fears it, and thankfully Skarm and Bliss both run for their lives and are extremely common in the OU metagame, and Nasty Plot up. Vacuum Wave is there to take care of TTar switches, which after a Nasty Plot takes a heap of damage. With +2 or more Kong isn't walled by much, and once into Blaze range the amount of counters drops heavily.
HornOfDeath @ Choice Scarf
Ability: Guts
EVs: 252 Spe, 252 Att, 4 Def
Nature: Jolly
Close Combat
Megahorn
Nightslash
Rock Slide
It makes me sad to admit that this thing is about as standard as it gets. However that doesn't stop it from being the Horn that my team is built on. Remember how I said that not much can stop Nasty Plot Ape? Well the HornOfDeath is here to take them out. Since I started using him he has never failed to OHKO both Cress and Latias with Megahorn. His Close Combats hit most Pokemon for atleast neutral damage and pack a huge punch coming off a 349 attack stat, I just replaced Earthquake with Nightslash for when a switch to a ghost is predictable. I use Rock Slide over Stone Edge because with the scarf I am almost certainly going first and the flinch rate and better accuracy are more attracting to me.
MetalMilitia @ Leichi Berry
Ability: Clear Body
EVs: 252 Spe, 252 Att, 4 Def
Nature: Jolly
Bullet Punch
Meteor Mash
Stealth Rock
Explosion
The basic premise of this giant metalic spider of mine is to come in on something that is threatening to stall out my team, set up rocks and blow it to hell. Though getting rocks set up midgame may seem useless it actually does very well, in the late game most teams will be weakened anyway and I have scored some crucial KO's by setting up rocks late in the game after their spinner is dead. The main problem with this set is that Skarmory totally walls it and gets a free turn to lay down some spikes or whirlwind away my switch in.
DarkKnight @ Leftovers
Ability: Pressure
EVs: 252 Def, 252 HP, 4 SpD
Nature: Sassy
Will-o-Wisp
Toxic
Pain Split
Night Shade
DarkKnight is there to take hits that I'm afraid to allow on any other Pokemon. The dual status is there for those people who love to predict. I'll send him out on a Physical sweeper and when the opponet switches expected a burn I poison the switch in, and since most people don't really expect double status they bring out the sweeper again only to get burned afterall. Pain Split is there to get some recovery and Night Shade was put in because I didn't want to send EVs into Attack.

SuperStar @ Expert Belt
Ability: Natural Cure
EVs: 252 Spe, 252 SpA, 4 HP
Nature: Timid
Hydro Pump
HP Fire
Grass Knot
Rapid Spin
Sick of all the suicide leads being used recently on the OU ladders I went out and found this beauty. The basic strategy is to hit with a super effective hit while the opponet sets up SR and then Rapid Spin to get rid of the rocks and faint the opponet, who is most likely at 1%. Works wonders on Aerodactyl.

Lightning @ Shuca Berry
Ability: Volt Absorb
EVs: 252 Spe, 252 SpA, 4 HP
Nature: Timid
Thunderbolt
HP Ice
Signal Beam
Shadow Ball
Ok many of you may be looking at this set and shaking your heads. You might be saying why isn't it Choice Speced? or where's HP Grass? Well the simple truth is that almost every other Jolteon seen on the ladder is Choice Speced, so having one that isn't helps to my advantage. For example, say I go to revenge kill a Gyardos and my opponet sends out a ground to absorb the Thunderbolt. They think that I have no choice but to switch out and try to set up for a sweep when I hit hard with HP Ice. The Shuca Berry is there to kill Dugtrio, non-choice variants can't OHKO with EQ thanks to Shuca and HP Ice 2HKOs back.

Kong @ Life Orb
Ability: Blaze
EVs: 252 Spe, 252 SpA, 4 Def.
Nature: Timid
Grass Knot
Fire Blast
Vacuum Wave
Nasty Plot
Special Infernape is another that surprises people for some reason. I bring in Ape on something that fears it, and thankfully Skarm and Bliss both run for their lives and are extremely common in the OU metagame, and Nasty Plot up. Vacuum Wave is there to take care of TTar switches, which after a Nasty Plot takes a heap of damage. With +2 or more Kong isn't walled by much, and once into Blaze range the amount of counters drops heavily.

HornOfDeath @ Choice Scarf
Ability: Guts
EVs: 252 Spe, 252 Att, 4 Def
Nature: Jolly
Close Combat
Megahorn
Nightslash
Rock Slide
It makes me sad to admit that this thing is about as standard as it gets. However that doesn't stop it from being the Horn that my team is built on. Remember how I said that not much can stop Nasty Plot Ape? Well the HornOfDeath is here to take them out. Since I started using him he has never failed to OHKO both Cress and Latias with Megahorn. His Close Combats hit most Pokemon for atleast neutral damage and pack a huge punch coming off a 349 attack stat, I just replaced Earthquake with Nightslash for when a switch to a ghost is predictable. I use Rock Slide over Stone Edge because with the scarf I am almost certainly going first and the flinch rate and better accuracy are more attracting to me.

MetalMilitia @ Leichi Berry
Ability: Clear Body
EVs: 252 Spe, 252 Att, 4 Def
Nature: Jolly
Bullet Punch
Meteor Mash
Stealth Rock
Explosion
The basic premise of this giant metalic spider of mine is to come in on something that is threatening to stall out my team, set up rocks and blow it to hell. Though getting rocks set up midgame may seem useless it actually does very well, in the late game most teams will be weakened anyway and I have scored some crucial KO's by setting up rocks late in the game after their spinner is dead. The main problem with this set is that Skarmory totally walls it and gets a free turn to lay down some spikes or whirlwind away my switch in.

DarkKnight @ Leftovers
Ability: Pressure
EVs: 252 Def, 252 HP, 4 SpD
Nature: Sassy
Will-o-Wisp
Toxic
Pain Split
Night Shade
DarkKnight is there to take hits that I'm afraid to allow on any other Pokemon. The dual status is there for those people who love to predict. I'll send him out on a Physical sweeper and when the opponet switches expected a burn I poison the switch in, and since most people don't really expect double status they bring out the sweeper again only to get burned afterall. Pain Split is there to get some recovery and Night Shade was put in because I didn't want to send EVs into Attack.