This is a team full of basically, mini ou pokemon. Before I get some rule thumpers quoting the rule that says my team has to be competitive, it is meant for ONLY NU/UU PLAY. Therefore, none of these pokemon can be outclassed by their evolved forms. Now on to the team:
Metang @ Occa Berry
Clear Body
Nature- Adamant
EV Spread: 252 HP / 236 Atk / 20 Def
-Stealth Rock
-Bullet Punch
-Meteor Mash
-Explosion
Look Familiar? This is the Oh-So-Famous lead metagross. Just like daddy, this guy is very sturdy by UU/NU standards and can always get up rocks and then attack accordingly. Meteor mash is to just deal good, neutral damage. Bullet punch is for the priority (although sash/suicide leads aren't quite as common in the lower tiers). Explosion is ideal when metang sets up rocks, KOs the opposing lead, and then is able to take out another to go up 5-4. Overall, like Metagross, Metang is a solid lead who does exactly what a lead needs to: Set up hazards, take a few hits, and dish out some major pain.
Dragonair @ Life Orb
Shed Skin
Nature- Jolly
EV Spread: 4 HP/ 252 Atk/ 252 Spe
-Dragon Dance
-Outrage
-Waterfall
-Protect
After just one DD, Dragonair can become a surprisingly powerful sweeper with the above moveset. With a combination of dragon's ridiculous amount of resists and his shed skin trait, dragonair has many opportunities to switch in and cause some havoc. Dragon and Water combine for fantastic coverage. Outrage becomes a 180 base power move coming off of a roughly 400 attack stat and a speed stat of 393 after just one dragon dance will hurt anything that is not a steel type. Waterfall is here to fix that pesky steel problem. I know, I know, water isn't super effective against steel, but in NU/UU, every common steel is part rock or ground and there is no asshole water/steel in UU (Empoleon, that's you). Protect is mainly a filler move because dragonair doesn't get many other useful physical moves, and this lets me scout out for random ice moves. It also lets me buy another turn for shed skin to kick in if i happen to be paralyzed or burned
Dusclops @ Leftovers
Pressure
Nature- Relaxed
EV Spread: 252 HP/ 200 Def/ 58 SpD
-Night Shade
-Will O Wisp
-Protect
-Pain Split
This is my wall of sorts on this team. He is actually more of an annoyer than a wall, really. He comes in on any attack that he is immune to or one that he can take with relative ease (a large amount, actually). He functions similarly to the tank variant of Dusknoir, just without the attack investment and Night Shade to remedy that. Protect is for burn stalling when necessary or just scouting an attack. Pain split is for recovery (unreliable, but recovery nonetheless). Will O Wisp makes his physical tanking duties even easier. The icing on the cake is pressure, which makes his endless stalling potential all the more damaging the the opponent.
Machoke @ Choice Scarf
No Guard
Nature- Jolly
EV Spread: 6 HP/ 252 AtK/ 252 Spe
-Rock Slide
-Ice Punch
-Thunderpunch
-Cross Chop
This is my backup physical attacker (behind dragonair). While the scarf only nets him around 310 speed, it is enough to surprise a lot of people and it is also backed by machoke's respectable 100 base attack stat. We have decent speed, good attack, but what's missing? How about an ability that lets me abuse low accuracy stab moves! Cross chop is the move that I tend to lean towards, but close combat does have that little extra power. The reason I lean toward Cross chop is because it gets some timely crits, it only has 20 less base power, and the entire "mach" family is able to take at least a couple hits. Close combat can potentially make a hit that machoke could normally take a KO and in turn, do less damage than cross chop in the end. The punches are for type coverage and rock slide is a nice fit with no guard and choice scarf for some flinch haxin'.
Kadabra @ Choice Specs
Synchronize
Nature- Timid
EV Spread: 6 HP/ 252 SpA/ 252 Spe
-Psychic
-Signal Beam
-Shadow Ball
-Trick
This is my special powerhouse. He does everything that alakazam can do except for one HUGE thing: Outspeed the whole tier. That is why I am willing to switch to choice scarf and modest nature if you wonderful raters think that would be more viable. Psychic is the main form of destruction while shadow ball hits opposing psychics for heavy damage. Signal Beam is surprisingly useless to be honest. I really can't think of any other move to put in this slot, though. Trick is obviously for predicted switches into something like chansey or uxie, who would not like choice specs.
Pikachu@ Light Ball
Static
Nature- Hasty
EV Spread: 152 Atk / 104 SpA / 252 Spe
-Volt Tackle
-Grass Knot
-Brick Break
-Substitute
This is my mixed sweeper pikachu. He is able to hit hard from both sides of the spectrum with a light ball equiped. Volt tackle is a 120 base power STAB moves coming off of his higher attacking stat and hits surprisingly hard. Grass knot is to hurt things such as hippopotas and donphan who think they can come in and wall you completely. And of course, brick break is here to open a can on any chansey who thinks you are a completely special sweeper. Substitute is the ABSOLUTE, most important move on this set. With dugtrio in UU now, it is very importand that Pikachu has a buffer between him and anything that can revenge kill him. And just so all of you raters know, if any slot on my team needs a-fixin', this is the one that you can replace with any other helpful suggestion.
EDIT: If your suggestions could add some speed to my team, that would be greatly appreciated.
Well this is my team and I really do respect your opinions and appreciate the time you take to rate my team, so I assure you, this is not me trying to jerk your chain with a crappy, gimmick team. This is very competitive as long as it is played in the lowest of tiers such as NU. Good day.







Metang @ Occa Berry
Clear Body
Nature- Adamant
EV Spread: 252 HP / 236 Atk / 20 Def
-Stealth Rock
-Bullet Punch
-Meteor Mash
-Explosion
Look Familiar? This is the Oh-So-Famous lead metagross. Just like daddy, this guy is very sturdy by UU/NU standards and can always get up rocks and then attack accordingly. Meteor mash is to just deal good, neutral damage. Bullet punch is for the priority (although sash/suicide leads aren't quite as common in the lower tiers). Explosion is ideal when metang sets up rocks, KOs the opposing lead, and then is able to take out another to go up 5-4. Overall, like Metagross, Metang is a solid lead who does exactly what a lead needs to: Set up hazards, take a few hits, and dish out some major pain.

Dragonair @ Life Orb
Shed Skin
Nature- Jolly
EV Spread: 4 HP/ 252 Atk/ 252 Spe
-Dragon Dance
-Outrage
-Waterfall
-Protect
After just one DD, Dragonair can become a surprisingly powerful sweeper with the above moveset. With a combination of dragon's ridiculous amount of resists and his shed skin trait, dragonair has many opportunities to switch in and cause some havoc. Dragon and Water combine for fantastic coverage. Outrage becomes a 180 base power move coming off of a roughly 400 attack stat and a speed stat of 393 after just one dragon dance will hurt anything that is not a steel type. Waterfall is here to fix that pesky steel problem. I know, I know, water isn't super effective against steel, but in NU/UU, every common steel is part rock or ground and there is no asshole water/steel in UU (Empoleon, that's you). Protect is mainly a filler move because dragonair doesn't get many other useful physical moves, and this lets me scout out for random ice moves. It also lets me buy another turn for shed skin to kick in if i happen to be paralyzed or burned

Dusclops @ Leftovers
Pressure
Nature- Relaxed
EV Spread: 252 HP/ 200 Def/ 58 SpD
-Night Shade
-Will O Wisp
-Protect
-Pain Split
This is my wall of sorts on this team. He is actually more of an annoyer than a wall, really. He comes in on any attack that he is immune to or one that he can take with relative ease (a large amount, actually). He functions similarly to the tank variant of Dusknoir, just without the attack investment and Night Shade to remedy that. Protect is for burn stalling when necessary or just scouting an attack. Pain split is for recovery (unreliable, but recovery nonetheless). Will O Wisp makes his physical tanking duties even easier. The icing on the cake is pressure, which makes his endless stalling potential all the more damaging the the opponent.

Machoke @ Choice Scarf
No Guard
Nature- Jolly
EV Spread: 6 HP/ 252 AtK/ 252 Spe
-Rock Slide
-Ice Punch
-Thunderpunch
-Cross Chop
This is my backup physical attacker (behind dragonair). While the scarf only nets him around 310 speed, it is enough to surprise a lot of people and it is also backed by machoke's respectable 100 base attack stat. We have decent speed, good attack, but what's missing? How about an ability that lets me abuse low accuracy stab moves! Cross chop is the move that I tend to lean towards, but close combat does have that little extra power. The reason I lean toward Cross chop is because it gets some timely crits, it only has 20 less base power, and the entire "mach" family is able to take at least a couple hits. Close combat can potentially make a hit that machoke could normally take a KO and in turn, do less damage than cross chop in the end. The punches are for type coverage and rock slide is a nice fit with no guard and choice scarf for some flinch haxin'.

Kadabra @ Choice Specs
Synchronize
Nature- Timid
EV Spread: 6 HP/ 252 SpA/ 252 Spe
-Psychic
-Signal Beam
-Shadow Ball
-Trick
This is my special powerhouse. He does everything that alakazam can do except for one HUGE thing: Outspeed the whole tier. That is why I am willing to switch to choice scarf and modest nature if you wonderful raters think that would be more viable. Psychic is the main form of destruction while shadow ball hits opposing psychics for heavy damage. Signal Beam is surprisingly useless to be honest. I really can't think of any other move to put in this slot, though. Trick is obviously for predicted switches into something like chansey or uxie, who would not like choice specs.

Pikachu@ Light Ball
Static
Nature- Hasty
EV Spread: 152 Atk / 104 SpA / 252 Spe
-Volt Tackle
-Grass Knot
-Brick Break
-Substitute
This is my mixed sweeper pikachu. He is able to hit hard from both sides of the spectrum with a light ball equiped. Volt tackle is a 120 base power STAB moves coming off of his higher attacking stat and hits surprisingly hard. Grass knot is to hurt things such as hippopotas and donphan who think they can come in and wall you completely. And of course, brick break is here to open a can on any chansey who thinks you are a completely special sweeper. Substitute is the ABSOLUTE, most important move on this set. With dugtrio in UU now, it is very importand that Pikachu has a buffer between him and anything that can revenge kill him. And just so all of you raters know, if any slot on my team needs a-fixin', this is the one that you can replace with any other helpful suggestion.
EDIT: If your suggestions could add some speed to my team, that would be greatly appreciated.
Well this is my team and I really do respect your opinions and appreciate the time you take to rate my team, so I assure you, this is not me trying to jerk your chain with a crappy, gimmick team. This is very competitive as long as it is played in the lowest of tiers such as NU. Good day.