I use this team mostly for OU play while alos in my in-game training.
Accelgor@LifeOrb
Nature:Modest; Ability:StickyHold
4 Hp/252 Sp.Attack/252 Speed
Moveset:
-BugBuzz:A somewhat powerful attack + STAB. Occasionally lowers the opponent's Sp.Defense & makes it's attack have a higher impact the next turn.
-HiddenPower(Rock):Covers Accelgor's weakness to Flying & Fire types. Also hits opposing Bug, most notably Volcarona, and Ice types.
-FocusBlast:Allows Accelgor to cover Steel & Rock types who'd otherwise wall it's other attacks. Hits defensive Normal, Ice & Dark types hard, if it doesn't miss.
-Recover:Restores HP;Most used on a predictable setup turn.
Hydreigon@FocusSash
Nature:Timid; Ability:Levitate
4 Defense/252 Sp.Attack/252 Speed
Moveset:
-DracoMeteor: Hits nearly every type hard but Steel. This attack is mostly followed by Hydreigon's U-turn, due to it's harsh drop in Sp. Attack.
-U-turn:Mainly used to scout & to avoid ShadowTag/MeanLook PerishSong'ers such as Prankster Murkrow@Eviolite.
-DarkPulse:Used for STAB & to have a chance to make the foe flinch.
-Flamethrower:Used to rid Hydreigon's Steel type foes. Mainly for Curse Steelix, Scizor who haven't yet setup SwordsDance & BP Metagross who aren't running Occa Berry.
Alakazam@LifeOrb
Nature:Timid; Ability:MagicGuard
4 Hp/252 Sp. Attack/252 Speed
Moveset:
-Psychic: Usually used to rid the field of Fighting types who threaten Hydreigon. I mainly run Alakazam as my Sp. Sweeper/Revenge killer in UU, but in OU play, I use Alakazam as my secondary sweeper.
-ShadowBall:Used to do heavy damage to opposing Psychic & Ghost types. 252 Speed w/ Timid nature allows him to outpace Gengar & Froslass who aren't scarfed.
-CalmMind: Used as a setup when predicting a status move, barr Thunderwave. Also used to avoid predictable SuckerPunch users.
-FocusBlast:Covers Alakazam's Dark type weakness while packing major power behind it after the boost from LifeOrb.
Suicune@Leftovers
Nature: Bold; Ability:Pressure
252 Defense/252 Sp.Defense/4 Speed
Moveset:
-Scald:Used to hit the opponent's team hard after a few CalmMinds. Also allows Suicune to inflict burn status on the foe's team.
-IceBeam:Hits Dragon, Grass, & Flying types hard, also allows Grass coverage.
-CalmMind:Used mainly to allow Suicune to become more of a wall for my team. Also boosts it's Sp.Attack moves: Scald & IceBeam.
-Rest:Makes Suicune harder to take down as it erases all status inflictions & restores 100% HP.
Forrtress@RedCard
Nature: Adamant; Ability:Sturdy
252 Defense/252 Attack/4 Sp.Defense
Moveset:
-Gyroball:Mainly used to avoid Taunters who try and disable Forrtress from setting up. As such a slow team member, Gyroball is very useful as it gets STAB & gains a power boost.
-ToxicSpikes:Used to set up 2x layers, to badly poison the foe. Also useful due to the combo of Sturdy-RedCard, which foils the plans of foes who set up Swordsdance, NastyPlot, and other power boosting moves against it.
-Stealthrock:Used to set up and mainly used to target opposing Sturdy ability users.
-RapidSpin:Used to rid my side of the battle field of entry hazards.
Infernape@LifeOrb/FocusSash
Nature: Jolly; Ability: Blaze
252 Attack/252 Speed/4 Hp
Moveset:
-FakeOut:Used to scout effectively while, occasionally, suprising the foe.
-U-turn:Infernape's main move in scouting. It also gives Infernape an edge on Psychic types who don't outpace him.
-FirePunch:Infernape usually uses this to get rid of the Grass, Ice & Bug types on the foe's team. Also recieves STAB and Ability: Blaze's boost due to Sash if potentially OHKO'ed.
-CloseCombat:Mainly used when targeting Steel & Rock types who can't effectively wall the attack. Also recieves Infernapes STAB, but is followed by the use of U-turn to switch out Infernape & restore the -1 Defense & Sp.Defense due to it's use.
This team has done well in OU play so far but it needs some adjustment, in my opinion. I think I lack Physical attackers and sometimes swap Infernape for Staraptor@ChoiceScarf with Ability: Reckless when running Hydreigon; I rarely swap Hydreigon for Haxorus@Leftovers when running Infernape. I also run Dusknoir@Leftovers in place of Suicune when I feel that I need more of a walling annoyer on my team.
I'm open to opinions and/or ratings about my team.

Nature:Modest; Ability:StickyHold
4 Hp/252 Sp.Attack/252 Speed
Moveset:
-BugBuzz:A somewhat powerful attack + STAB. Occasionally lowers the opponent's Sp.Defense & makes it's attack have a higher impact the next turn.
-HiddenPower(Rock):Covers Accelgor's weakness to Flying & Fire types. Also hits opposing Bug, most notably Volcarona, and Ice types.
-FocusBlast:Allows Accelgor to cover Steel & Rock types who'd otherwise wall it's other attacks. Hits defensive Normal, Ice & Dark types hard, if it doesn't miss.
-Recover:Restores HP;Most used on a predictable setup turn.

Nature:Timid; Ability:Levitate
4 Defense/252 Sp.Attack/252 Speed
Moveset:
-DracoMeteor: Hits nearly every type hard but Steel. This attack is mostly followed by Hydreigon's U-turn, due to it's harsh drop in Sp. Attack.
-U-turn:Mainly used to scout & to avoid ShadowTag/MeanLook PerishSong'ers such as Prankster Murkrow@Eviolite.
-DarkPulse:Used for STAB & to have a chance to make the foe flinch.
-Flamethrower:Used to rid Hydreigon's Steel type foes. Mainly for Curse Steelix, Scizor who haven't yet setup SwordsDance & BP Metagross who aren't running Occa Berry.

Nature:Timid; Ability:MagicGuard
4 Hp/252 Sp. Attack/252 Speed
Moveset:
-Psychic: Usually used to rid the field of Fighting types who threaten Hydreigon. I mainly run Alakazam as my Sp. Sweeper/Revenge killer in UU, but in OU play, I use Alakazam as my secondary sweeper.
-ShadowBall:Used to do heavy damage to opposing Psychic & Ghost types. 252 Speed w/ Timid nature allows him to outpace Gengar & Froslass who aren't scarfed.
-CalmMind: Used as a setup when predicting a status move, barr Thunderwave. Also used to avoid predictable SuckerPunch users.
-FocusBlast:Covers Alakazam's Dark type weakness while packing major power behind it after the boost from LifeOrb.

Nature: Bold; Ability:Pressure
252 Defense/252 Sp.Defense/4 Speed
Moveset:
-Scald:Used to hit the opponent's team hard after a few CalmMinds. Also allows Suicune to inflict burn status on the foe's team.
-IceBeam:Hits Dragon, Grass, & Flying types hard, also allows Grass coverage.
-CalmMind:Used mainly to allow Suicune to become more of a wall for my team. Also boosts it's Sp.Attack moves: Scald & IceBeam.
-Rest:Makes Suicune harder to take down as it erases all status inflictions & restores 100% HP.

Nature: Adamant; Ability:Sturdy
252 Defense/252 Attack/4 Sp.Defense
Moveset:
-Gyroball:Mainly used to avoid Taunters who try and disable Forrtress from setting up. As such a slow team member, Gyroball is very useful as it gets STAB & gains a power boost.
-ToxicSpikes:Used to set up 2x layers, to badly poison the foe. Also useful due to the combo of Sturdy-RedCard, which foils the plans of foes who set up Swordsdance, NastyPlot, and other power boosting moves against it.
-Stealthrock:Used to set up and mainly used to target opposing Sturdy ability users.
-RapidSpin:Used to rid my side of the battle field of entry hazards.

Nature: Jolly; Ability: Blaze
252 Attack/252 Speed/4 Hp
Moveset:
-FakeOut:Used to scout effectively while, occasionally, suprising the foe.
-U-turn:Infernape's main move in scouting. It also gives Infernape an edge on Psychic types who don't outpace him.
-FirePunch:Infernape usually uses this to get rid of the Grass, Ice & Bug types on the foe's team. Also recieves STAB and Ability: Blaze's boost due to Sash if potentially OHKO'ed.
-CloseCombat:Mainly used when targeting Steel & Rock types who can't effectively wall the attack. Also recieves Infernapes STAB, but is followed by the use of U-turn to switch out Infernape & restore the -1 Defense & Sp.Defense due to it's use.
This team has done well in OU play so far but it needs some adjustment, in my opinion. I think I lack Physical attackers and sometimes swap Infernape for Staraptor@ChoiceScarf with Ability: Reckless when running Hydreigon; I rarely swap Hydreigon for Haxorus@Leftovers when running Infernape. I also run Dusknoir@Leftovers in place of Suicune when I feel that I need more of a walling annoyer on my team.
I'm open to opinions and/or ratings about my team.