Hello!
I just recently got back into competitive Pokemon a couple of months ago, and am experimenting with building my own teams now. The following is something I put together that I've been laddering with in RU and have really enjoyed it.
Now for the lineup!
Peep my scarf (Accelgor) @ Focus Sash
Ability: Unburden
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
Final Gambit
Spikes
Bug Buzz
Encore
Not who the creation of this team was originally centered around (originally going to be Magneton), but Accelgor definitely has proven to be the lynchpin of this team and a super MVP so far. He reliably sets up multiple layers of spikes and works as a great anti-lead with Encore making their lead get stuck on a hazard move, or punishing something that thinks it can set up on it. Timid nature and max speed makes it outspeed basically anything, including some scarfers. Bug Buzz still hits for a decent chunk if something is weak to it, and Final Gambit can be used as a surprise if they let me set up the full layer of Spikes, or if something threatening comes in on it. Also, Final Gambit is very useful as a Spinblock, as Accelgor outspeeds all the spinners and can off itself to make the Rapid Spin fail and bring in something that threatens the spinner (Like Meloetta).
#Squad (Magneton) @ Choice Specs
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
Volt Switch
Thunderbolt
Flash Cannon
Hidden Power Grass
The original mon this team was built around. I was poking around at some of my favorite mons and found that Magneton was sitting in RU and felt like I wanted to take him for a spin. This thing hits like an absolute train, easily 2hko most resists and can easily OHKO some neutral switch ins with Tbolt and sometimes Volt Switch. Analytic is there so that when I bring Magneton in on something (usually after Accelgor or Bronzong set up hazards) it can easily spam Volt Switch on the switch in and either kill or take a huge chunk out of something. HP Grass is to smack Lanturns or Gastrodons that try and absorb the t-bolts and can hit Dugtrio coming in to try and trap me.
Ring My Bell (Bronzong) @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 SpD / 4 Atk
Sassy Nature
Gyro Ball
Earthquake
Stealth Rock
Toxic
Part two of the wear down squad. Bronzong can take a hit from most every mon in the tier and get Rocks up, Toxic them, or hit fast mons with Gyro Ball to always have a use against any team. It's an easy switch in against things such as Granbull or Ambipom and doesn't really mind switching in on waters due to the SpD investment. Bronzong provides the hazards and the utility to let some of the other mons come in late and clean house.
Behind You (Spiritomb) @ Leftovers
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 HP
Bold Nature
Dark Pulse
Rest
Sleep Talk
Calm Mind
Full disclosure: I got quick 6-0'd by this set of Spiritomb and felt like I had to try it out. Houndoom was originally in this spot, but it just consistently felt like dead weight on this team and was rarely ever able to do anything other than get off one move and then get killed. This works as an attempt to counter Hitmonlee as well, which had proven to be a big thorn in this team's side. It's incredibly bulky and can set up on some mons like Alomamola and Amoongus that are fairly popular in the tier and get out of control very fast. Also a second form of Spin Blocking! If only Sleep Talk didn't select Rest every time I used it. :(
Anita Ward (Meloetta) @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
Psychic
Dazzling Gleam
Hyper Voice
Trick
It's become a habit on every RU team I make to include Meloetta: she's just so useful, especially this set. Meloetta is super fast and with Scarf, revenge kills most anything after Spikes/Rocks with Hyper Voice or Psychic. As an unfortunate not, doesn't outpseed Unburden Hitmonlee and gets OHKO'd by Leichi Berry boosted Reversal sadly. Regardless of this, she's also got pretty decent special bulk and isn't too hard to bring in and click Hyper Voice to scare something out.
Scarface (Sharpedo) @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 12 SpA / 244 Spe
Naughty Nature
Waterfall
Ice Beam
Crunch
Protect
This thing is an absolute MONSTER. A big aspect of this team is to wear everything down with Spikes/Rocks/Pivoting with Magneton, etc to get things in range where this bad boy can come in and click Waterfall or Crunch a few times and clean house. The main focus is on those two moves, but Ice Beam can actually put a huge dent in things that are weak to it. Once you make sure things like Alomamola and anything packing Mach Punch like Hitmonlee or Medicham are out of the picture, Sharpedo snacks on about anything.
Threats:
I mentioned a few of these in the team descriptions, but I'll outline them here as well.
Hitmonlee: I've attempted to remedy this with Spiritomb, but Knock Off still hurts Spiritomb quite a bit. Most everything on this team doesn't want to be High Jump Kicked either. Medicham somewhat falls into this category as well, but it's usually been easier to deal with.
Spiritomb: Opposing Spiritombs have been a pain to deal with as well. It's super bulky and can come in on a Choiced Meloetta on Hyper Voice or Psychic and set up. Tricking Scarf on it can help, but not always an option.
Alomamola/Amoongus: Not really too threatening on their own, but combined this stall wall is a pain. Magneton can take out Amolamola pretty easily, but if he's not around this sucks. Regenerator takes out the hazard damage, and passing huge wishes undoes a lot of the wear down this team can do.
Thanks for checking this out! Any and all feedback would be greatly appreciated.
I just recently got back into competitive Pokemon a couple of months ago, and am experimenting with building my own teams now. The following is something I put together that I've been laddering with in RU and have really enjoyed it.
Now for the lineup!









Peep my scarf (Accelgor) @ Focus Sash
Ability: Unburden
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
Final Gambit
Spikes
Bug Buzz
Encore
Not who the creation of this team was originally centered around (originally going to be Magneton), but Accelgor definitely has proven to be the lynchpin of this team and a super MVP so far. He reliably sets up multiple layers of spikes and works as a great anti-lead with Encore making their lead get stuck on a hazard move, or punishing something that thinks it can set up on it. Timid nature and max speed makes it outspeed basically anything, including some scarfers. Bug Buzz still hits for a decent chunk if something is weak to it, and Final Gambit can be used as a surprise if they let me set up the full layer of Spikes, or if something threatening comes in on it. Also, Final Gambit is very useful as a Spinblock, as Accelgor outspeeds all the spinners and can off itself to make the Rapid Spin fail and bring in something that threatens the spinner (Like Meloetta).



#Squad (Magneton) @ Choice Specs
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
Volt Switch
Thunderbolt
Flash Cannon
Hidden Power Grass
The original mon this team was built around. I was poking around at some of my favorite mons and found that Magneton was sitting in RU and felt like I wanted to take him for a spin. This thing hits like an absolute train, easily 2hko most resists and can easily OHKO some neutral switch ins with Tbolt and sometimes Volt Switch. Analytic is there so that when I bring Magneton in on something (usually after Accelgor or Bronzong set up hazards) it can easily spam Volt Switch on the switch in and either kill or take a huge chunk out of something. HP Grass is to smack Lanturns or Gastrodons that try and absorb the t-bolts and can hit Dugtrio coming in to try and trap me.



Ring My Bell (Bronzong) @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 SpD / 4 Atk
Sassy Nature
Gyro Ball
Earthquake
Stealth Rock
Toxic
Part two of the wear down squad. Bronzong can take a hit from most every mon in the tier and get Rocks up, Toxic them, or hit fast mons with Gyro Ball to always have a use against any team. It's an easy switch in against things such as Granbull or Ambipom and doesn't really mind switching in on waters due to the SpD investment. Bronzong provides the hazards and the utility to let some of the other mons come in late and clean house.



Behind You (Spiritomb) @ Leftovers
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 HP
Bold Nature
Dark Pulse
Rest
Sleep Talk
Calm Mind
Full disclosure: I got quick 6-0'd by this set of Spiritomb and felt like I had to try it out. Houndoom was originally in this spot, but it just consistently felt like dead weight on this team and was rarely ever able to do anything other than get off one move and then get killed. This works as an attempt to counter Hitmonlee as well, which had proven to be a big thorn in this team's side. It's incredibly bulky and can set up on some mons like Alomamola and Amoongus that are fairly popular in the tier and get out of control very fast. Also a second form of Spin Blocking! If only Sleep Talk didn't select Rest every time I used it. :(



Anita Ward (Meloetta) @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
Psychic
Dazzling Gleam
Hyper Voice
Trick
It's become a habit on every RU team I make to include Meloetta: she's just so useful, especially this set. Meloetta is super fast and with Scarf, revenge kills most anything after Spikes/Rocks with Hyper Voice or Psychic. As an unfortunate not, doesn't outpseed Unburden Hitmonlee and gets OHKO'd by Leichi Berry boosted Reversal sadly. Regardless of this, she's also got pretty decent special bulk and isn't too hard to bring in and click Hyper Voice to scare something out.



Scarface (Sharpedo) @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 12 SpA / 244 Spe
Naughty Nature
Waterfall
Ice Beam
Crunch
Protect
This thing is an absolute MONSTER. A big aspect of this team is to wear everything down with Spikes/Rocks/Pivoting with Magneton, etc to get things in range where this bad boy can come in and click Waterfall or Crunch a few times and clean house. The main focus is on those two moves, but Ice Beam can actually put a huge dent in things that are weak to it. Once you make sure things like Alomamola and anything packing Mach Punch like Hitmonlee or Medicham are out of the picture, Sharpedo snacks on about anything.
Threats:
I mentioned a few of these in the team descriptions, but I'll outline them here as well.
Hitmonlee: I've attempted to remedy this with Spiritomb, but Knock Off still hurts Spiritomb quite a bit. Most everything on this team doesn't want to be High Jump Kicked either. Medicham somewhat falls into this category as well, but it's usually been easier to deal with.
Spiritomb: Opposing Spiritombs have been a pain to deal with as well. It's super bulky and can come in on a Choiced Meloetta on Hyper Voice or Psychic and set up. Tricking Scarf on it can help, but not always an option.
Alomamola/Amoongus: Not really too threatening on their own, but combined this stall wall is a pain. Magneton can take out Amolamola pretty easily, but if he's not around this sucks. Regenerator takes out the hazard damage, and passing huge wishes undoes a lot of the wear down this team can do.
Thanks for checking this out! Any and all feedback would be greatly appreciated.