Hiho everyone,
at first I came up with the idea of building a monotype team,
or to be more precise a ghost team.
I have to admit this might be a rather unusual choice for a
mono team, simply because of the small selection of ghosts
compared to other types and the relative low diversity of the
movepools among most ghost types, which could possibly lead to a
team, that severely lacks a widespread coverage.
Despite that, I tried to build such a team for the UU tier,
even if I can't play some of the most prominent ghosts such as
Gengar or Jellicent, i did not have to take care of ugly things
like autoinduced weather or dragon based teams, which would
otherwise pose a big threat to this team.
The first issue is to work out the advantages of playing a
full ghost team ? Why should I play such a thing ?
- normal / fighting immunity + resistance to bug moves on the entire
team, which is not the worst thing to have
- my opponent can't get rid of my hazards
- ghost / dark moves aren't the most common, so I surely do not have
to expect that my opponent uses them too extensively
So the idea I came up is a stallish based team around the spikethrowing
Froslass, that tries to force switches, stalls and weakens the opposing team to
a point where my offensive threats are able to sweep effectively
But now the sets :
Froslass@Focus Sash
Snow Cloak
timid nature
252 HP / 4 Def / 252 Speed
Taunt
Icebeam
Spikes
Destiny Bond
Froslass is mandatory for this team, simply said, since throwing out spikes
my opponent can't get rid of is one of the key advantages a ghost monotype team
has over other mono teams. Focus Sash and high speed ensure that Froslass stays alive
long enough to put out at least two layers of spikes - with a little timing
and good prediction possibly three. If she KOs something with Destiny Bond
after that in addition, everythings fine.
Dusclops@Evolite
Pressure
calm nature
252 HP / 80 Def / 176 SDef
Will-o-Wisp
Pain Split
Taunt
Nightshade
A big problem of this team is, that a strong and fast sweeper with
supereffective moves will tear holes into it. Dusclop's job is to take
care of that. Thanks to its natural bulk and pressure the opposing
ghost counter should run out of pp sooner or later, protect and
pain split should be used alternately to stick around as long as possible.
Nightshade is to prevent being completely useless after taunt, and
will-o-wisp to weaken physically based opponents and deal some damage
while stalling.
Well, Dusclops role in this team changed a bit to a more
universal staller. Taunt lets him prevent setup abuse and other nasty things.
Mismagius@Lifeorb
Levitate
timid nature
4 HP / 252 SpA / 252 Speed
Nasty Plot
Shadowball
Substitute
HP Fighting
Mismagius is some sort of late game sweeper that hits the remains of the
opposing team hard, after spikes und stallers did their job and the most
dangerous threats to her have been removed.
Nasty Plot is to boost SpA, Shadowball and Hp Fighting have a good coverage
together. Thunderbolt is on the set to have a strong move
vs. pokemon like Milotic or Cune, and especially flying types that
are immune to spikes and might be at 100%.
Thunderbolt was maybe a bit overdone, since it isn't really needed.
Sub provides opportunities to setup with more ease, since Shadowball and
HP Fighting together already hit most things hard enough.
Sableye@Leftovers
Prankster
bold nature
252 HP / 252 Def / 4 Spe
Will-o-Wisp
Taunt
Recover
Nightshade
Prankster Sableye is a natural choice for this team, since he fits in multiple
roles here. At first he takes care of opposing stallers like with toxic and taunt, while keep recovering away the incoming damage, no weak is more than helpful here since most defensive orientated pokemon rely on type advantage / status to deal major damage, two things that won't work on Sableye. He also is capable of forcing switches via toxic and taunt as well, which allows spikes to take effect. Toxic > standard Will-o-Wisp on this set, because the latter is run on multiple other sets in this team and he can take Chansey 1on1 with toxic.
No weak is especially useful to take care of something the other teammembers can't.
Sableye switched into a different role as well, from a kind of antistaller to someone who's job is to stop and stall out dark-based physical threats such as Bisharp with Will-O-Wisp,
which otherwise tear through the team with ease.
Cofragigus@Leftovers
Mummy
bold nature
252 HP / 129 Def / 129 SDef
Will-o-wisp
Shadowball
Haze
Rest
Cofragius is the supreme physical wall in my team, with a base of 140 and
will-o-wisp it is hard to take down by any physical sweeper.
The ability Mummy is very helpful to negate Guts, Haze is necessary to
remove opposing stat boosts, while rest is sadly the only reliable recovery
move is has, but i discovered most pokemon have problems with taking down
cofragius in two turns, and thanks to haze setting up during his rest turns
is not to easy as well.
Spiritomb@Leftovers
Pressure
calm nature
252 HP / 252 SDef / 4 Def
Calm Mind
Hypnosis
Dark Pulse
Pain Split
Golurk is gone, Spiritomb has taken its place and functions
as a special wall of some sort to handle strong special sweepers.
Zam is now OU, but Jolteon with Shadowball is still out there f.e.
so must have something to deal with such threats.
No weak paired up with respectable bulk and CM should ensure
that Spiritomb shruggs off most special moves thrown at him with
relative ease. Hypnosis is an option to gain some free boosts and
get some more out of leftovers, since Pain Split is only a semi-reliable recovery-move.
Dark Pulse is there to do some damage, as it is only resisted by fighting and steel types,
and those can in general be better handled by other team members (Cofragigus, Dusclops)
Thank you for reading, and possibly rating !
Regards, voidzone
at first I came up with the idea of building a monotype team,
or to be more precise a ghost team.
I have to admit this might be a rather unusual choice for a
mono team, simply because of the small selection of ghosts
compared to other types and the relative low diversity of the
movepools among most ghost types, which could possibly lead to a
team, that severely lacks a widespread coverage.
Despite that, I tried to build such a team for the UU tier,
even if I can't play some of the most prominent ghosts such as
Gengar or Jellicent, i did not have to take care of ugly things
like autoinduced weather or dragon based teams, which would
otherwise pose a big threat to this team.
The first issue is to work out the advantages of playing a
full ghost team ? Why should I play such a thing ?
- normal / fighting immunity + resistance to bug moves on the entire
team, which is not the worst thing to have
- my opponent can't get rid of my hazards
- ghost / dark moves aren't the most common, so I surely do not have
to expect that my opponent uses them too extensively
So the idea I came up is a stallish based team around the spikethrowing
Froslass, that tries to force switches, stalls and weakens the opposing team to
a point where my offensive threats are able to sweep effectively
But now the sets :

Froslass@Focus Sash
Snow Cloak
timid nature
252 HP / 4 Def / 252 Speed
Taunt
Icebeam
Spikes
Destiny Bond
Froslass is mandatory for this team, simply said, since throwing out spikes
my opponent can't get rid of is one of the key advantages a ghost monotype team
has over other mono teams. Focus Sash and high speed ensure that Froslass stays alive
long enough to put out at least two layers of spikes - with a little timing
and good prediction possibly three. If she KOs something with Destiny Bond
after that in addition, everythings fine.

Dusclops@Evolite
Pressure
calm nature
252 HP / 80 Def / 176 SDef
Will-o-Wisp
Pain Split
Taunt
Nightshade
A big problem of this team is, that a strong and fast sweeper with
supereffective moves will tear holes into it. Dusclop's job is to take
care of that. Thanks to its natural bulk and pressure the opposing
ghost counter should run out of pp sooner or later, protect and
pain split should be used alternately to stick around as long as possible.
Nightshade is to prevent being completely useless after taunt, and
will-o-wisp to weaken physically based opponents and deal some damage
while stalling.
Well, Dusclops role in this team changed a bit to a more
universal staller. Taunt lets him prevent setup abuse and other nasty things.

Mismagius@Lifeorb
Levitate
timid nature
4 HP / 252 SpA / 252 Speed
Nasty Plot
Shadowball
Substitute
HP Fighting
Mismagius is some sort of late game sweeper that hits the remains of the
opposing team hard, after spikes und stallers did their job and the most
dangerous threats to her have been removed.
Nasty Plot is to boost SpA, Shadowball and Hp Fighting have a good coverage
together. Thunderbolt is on the set to have a strong move
vs. pokemon like Milotic or Cune, and especially flying types that
are immune to spikes and might be at 100%.
Thunderbolt was maybe a bit overdone, since it isn't really needed.
Sub provides opportunities to setup with more ease, since Shadowball and
HP Fighting together already hit most things hard enough.

Sableye@Leftovers
Prankster
bold nature
252 HP / 252 Def / 4 Spe
Will-o-Wisp
Taunt
Recover
Nightshade
Prankster Sableye is a natural choice for this team, since he fits in multiple
roles here. At first he takes care of opposing stallers like with toxic and taunt, while keep recovering away the incoming damage, no weak is more than helpful here since most defensive orientated pokemon rely on type advantage / status to deal major damage, two things that won't work on Sableye. He also is capable of forcing switches via toxic and taunt as well, which allows spikes to take effect. Toxic > standard Will-o-Wisp on this set, because the latter is run on multiple other sets in this team and he can take Chansey 1on1 with toxic.
No weak is especially useful to take care of something the other teammembers can't.
Sableye switched into a different role as well, from a kind of antistaller to someone who's job is to stop and stall out dark-based physical threats such as Bisharp with Will-O-Wisp,
which otherwise tear through the team with ease.

Cofragigus@Leftovers
Mummy
bold nature
252 HP / 129 Def / 129 SDef
Will-o-wisp
Shadowball
Haze
Rest
Cofragius is the supreme physical wall in my team, with a base of 140 and
will-o-wisp it is hard to take down by any physical sweeper.
The ability Mummy is very helpful to negate Guts, Haze is necessary to
remove opposing stat boosts, while rest is sadly the only reliable recovery
move is has, but i discovered most pokemon have problems with taking down
cofragius in two turns, and thanks to haze setting up during his rest turns
is not to easy as well.

Spiritomb@Leftovers
Pressure
calm nature
252 HP / 252 SDef / 4 Def
Calm Mind
Hypnosis
Dark Pulse
Pain Split
Golurk is gone, Spiritomb has taken its place and functions
as a special wall of some sort to handle strong special sweepers.
Zam is now OU, but Jolteon with Shadowball is still out there f.e.
so must have something to deal with such threats.
No weak paired up with respectable bulk and CM should ensure
that Spiritomb shruggs off most special moves thrown at him with
relative ease. Hypnosis is an option to gain some free boosts and
get some more out of leftovers, since Pain Split is only a semi-reliable recovery-move.
Dark Pulse is there to do some damage, as it is only resisted by fighting and steel types,
and those can in general be better handled by other team members (Cofragigus, Dusclops)
Thank you for reading, and possibly rating !
Regards, voidzone