Hi everyone! This is my first post and RMT. I have played on Showdown for about 3 years and have only recently officially joined the Smogon Community. There are some aspects of the meta that I don't FULLY understand but have an idea of how they work (speed creeping is the main one I have trouble with). This team has made it to a rating of over 1400 and I am pretty proud of it as I had no one else helping me build it. I would like to improve upon this team with others' suggestions and I just like to see what others have to say about this team. The team consists of the following:
Entei @ Assault Vest
Ability: Pressure
EV's: 96 HP, 252 ATK, 160 SPD
Nature: Adamant
Shiny: Yes
Moveset: Sacred Fire, Extreme Speed, Iron Head, Stone Edge
Description: Entei is the team's tank and is more or less the team's focal point. Sacred Fire's insane 50% burn rate in tandem with the Assault Vest adds to Entei's already descent 115/85/75 bulk. Iron Head is used to smash the Fairy-Types the rest of the team has trouble with and Stone Edge maims other Fire-Types. Extreme Speed is a must as priority is scarce in the UU tier (Sucker Punch and Extreme Speed being the only things that come to mind).
Chenaught @ Leftovers
Ability: Bulletproof
EV's: 252 HP, 252 Def, 4 ATK
Nature: Impish
Moveset: Spiky Shield, Spikes, Leech Seed, Hammer Arm
Description: Chesnaught is my main line of defense and hazard setter. Chesnaught was chosen as my defensive wall because it resists all 3 of Entei's weaknesses (Rock, Ground, and Water) and Entei can switch in on Chesnaught's most common weaknesses (Fire, Ice, and Fairy). Chesnaught hard walls Roserade, Amoongus, and Mega Blastoise (If it lacks Ice Beam) and it soft walls Choiced Chandelure. As much as I would prefer to run Stealth Rocks, Chesnaught is probably the best Spike Stacker in the UU tier because of its resistances and Bulletproof immunities. It can also Leech Seed an incoming Scarfed Fire-Type (Victini or Darmanitan) and Spiky Shield to scout its next move. I prefer to use Hammer Arm as Chesnaught's attacking move as its downside is irrelevant and the move itself hits very hard.
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EV's: 252 HP, 240 DEF, 16 SPD
Nature: Bold
Moveset: Rapid Spin, Toxic, Scald, Protect
Description: The team's hazard remover is also the team's weakest link. I find that Tentacruel is rarely used at all and when it is, it usually dies before or after a successful Rapid Spin. Scald is Tentacruel's main attack and Toxic is the only status move on the team. Scald and Toxic may seem redundant on paper, but is actually not so in practice. Protect is just to stall for recovery and residual damage.
Flygon @ Choice Scarf
Ability: Levitate
EV's: 252 ATK, 252 SPD, 4 SpDEF
Nature: Jolly
Moveset: U-Turn, Earthquake, Dragon Claw, Outrage
Description: The team's Choice Scarfer and main revenge killer. I usually lead with Flygon for the fast U-Turn to scout my opponent's lead and switch to an appropriate counter/check. Earthquake is the main attack and used to weaken or outright kill other potential leads (Looking at you Scarf Darmanitan). Dragon Claw is the weaker but easier to use alternative to Outrage and Outrage is the main late game option that is used for pure damage.
Honchkrow @ Life Orb
Ability: Moxie
EV's: 252 ATK, 252 SPD, 4 SpDEF
Nature: Adamant
Moveset: Substitute, Roost, Brave Bird, Sucker Punch
Description: The clean up killer and main bad ass. Honchkrow can sweep late game with little-to-no effort or can potentially do absolutely nothing if not played correctly or recklessly. Substitutes are very easy to set up with Honchkrow as most players don't want to give it a Moxie boost and don't want to lose a Pokemon to it for free. Roost is used to recover the massive amount of recoil Honchkrow may suffer over the course of a sweep. Sucker Punch is Honchkrow's priority attack and main way of preserving a substitute. Brave Bird is Honchkrow's main form of STAB and it hits like a semi after a Moxie boost.
Manectric @ Manectite
Ability: Lightning Rod => Intimidate
EV's: 252 SpATK, 252 SPD, 4 SpDef
Nature: Timid
Moveset: Volt Switch, Thunderbolt, Flamethrower/Overheat, Hidden Power (Ice/Grass)
Description: The team's main pivot and Mega Evolution. Mega Mane is incredibly fast, hits very hard, and can switch in on a fair amount of physical threats. Volt Switch is to gain momentum (which this team is very good at doing) and Thunderbolt is Mega Mane's main STAB. Flamethrower is used for coverage against Grass-Types that would normally wall an Electric-Type; however I sometimes use Overheat to wall-break and immediately pivot out into something else. The Hidden Power used is subject to the same mentality, HP Ice is used to Dragon Slay and HP Grass is to break down bulky Ground-Types like Swampert, Hippowdon, Quagsire, and Gastrodon.

Entei @ Assault Vest
Ability: Pressure
EV's: 96 HP, 252 ATK, 160 SPD
Nature: Adamant
Shiny: Yes
Moveset: Sacred Fire, Extreme Speed, Iron Head, Stone Edge
Description: Entei is the team's tank and is more or less the team's focal point. Sacred Fire's insane 50% burn rate in tandem with the Assault Vest adds to Entei's already descent 115/85/75 bulk. Iron Head is used to smash the Fairy-Types the rest of the team has trouble with and Stone Edge maims other Fire-Types. Extreme Speed is a must as priority is scarce in the UU tier (Sucker Punch and Extreme Speed being the only things that come to mind).

Chenaught @ Leftovers
Ability: Bulletproof
EV's: 252 HP, 252 Def, 4 ATK
Nature: Impish
Moveset: Spiky Shield, Spikes, Leech Seed, Hammer Arm
Description: Chesnaught is my main line of defense and hazard setter. Chesnaught was chosen as my defensive wall because it resists all 3 of Entei's weaknesses (Rock, Ground, and Water) and Entei can switch in on Chesnaught's most common weaknesses (Fire, Ice, and Fairy). Chesnaught hard walls Roserade, Amoongus, and Mega Blastoise (If it lacks Ice Beam) and it soft walls Choiced Chandelure. As much as I would prefer to run Stealth Rocks, Chesnaught is probably the best Spike Stacker in the UU tier because of its resistances and Bulletproof immunities. It can also Leech Seed an incoming Scarfed Fire-Type (Victini or Darmanitan) and Spiky Shield to scout its next move. I prefer to use Hammer Arm as Chesnaught's attacking move as its downside is irrelevant and the move itself hits very hard.

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EV's: 252 HP, 240 DEF, 16 SPD
Nature: Bold
Moveset: Rapid Spin, Toxic, Scald, Protect
Description: The team's hazard remover is also the team's weakest link. I find that Tentacruel is rarely used at all and when it is, it usually dies before or after a successful Rapid Spin. Scald is Tentacruel's main attack and Toxic is the only status move on the team. Scald and Toxic may seem redundant on paper, but is actually not so in practice. Protect is just to stall for recovery and residual damage.

Flygon @ Choice Scarf
Ability: Levitate
EV's: 252 ATK, 252 SPD, 4 SpDEF
Nature: Jolly
Moveset: U-Turn, Earthquake, Dragon Claw, Outrage
Description: The team's Choice Scarfer and main revenge killer. I usually lead with Flygon for the fast U-Turn to scout my opponent's lead and switch to an appropriate counter/check. Earthquake is the main attack and used to weaken or outright kill other potential leads (Looking at you Scarf Darmanitan). Dragon Claw is the weaker but easier to use alternative to Outrage and Outrage is the main late game option that is used for pure damage.

Honchkrow @ Life Orb
Ability: Moxie
EV's: 252 ATK, 252 SPD, 4 SpDEF
Nature: Adamant
Moveset: Substitute, Roost, Brave Bird, Sucker Punch
Description: The clean up killer and main bad ass. Honchkrow can sweep late game with little-to-no effort or can potentially do absolutely nothing if not played correctly or recklessly. Substitutes are very easy to set up with Honchkrow as most players don't want to give it a Moxie boost and don't want to lose a Pokemon to it for free. Roost is used to recover the massive amount of recoil Honchkrow may suffer over the course of a sweep. Sucker Punch is Honchkrow's priority attack and main way of preserving a substitute. Brave Bird is Honchkrow's main form of STAB and it hits like a semi after a Moxie boost.

Manectric @ Manectite
Ability: Lightning Rod => Intimidate
EV's: 252 SpATK, 252 SPD, 4 SpDef
Nature: Timid
Moveset: Volt Switch, Thunderbolt, Flamethrower/Overheat, Hidden Power (Ice/Grass)
Description: The team's main pivot and Mega Evolution. Mega Mane is incredibly fast, hits very hard, and can switch in on a fair amount of physical threats. Volt Switch is to gain momentum (which this team is very good at doing) and Thunderbolt is Mega Mane's main STAB. Flamethrower is used for coverage against Grass-Types that would normally wall an Electric-Type; however I sometimes use Overheat to wall-break and immediately pivot out into something else. The Hidden Power used is subject to the same mentality, HP Ice is used to Dragon Slay and HP Grass is to break down bulky Ground-Types like Swampert, Hippowdon, Quagsire, and Gastrodon.
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