Hello! I'm new here although I've been playing pretty much since RBY. I just recently got interested in competitive play and would like to post the team I am currently testing. It is based on a team-of-the-week I saw a few weeks ago, but adapted to my preferences. Can't recall who posted that team, but kudos to them.
Urshifu-R
Jolly Nature, Choice Band
252 Attack, 4 Defense, 252 Speed
Rotom-H
Timid Nature, Heavy-Duty Boots
252 HP, 48 SpA, 208 Speed
Ferrothorn
Impish Nature, Leftovers
252 HP, 252 Def, 4 SpD
A pretty defensive wall and utility kit. I tried Spikes over Stealth Rock, but have found the later to be more reliable, as I don't have to lay various layers to make it more efficient and few meta- staples resist Rock. That allows me to use Leech Seed or Knock Off sooner. The first is meant to be an additional source of health and win impasses against other walls such as Toxapex. It also helps to force switch outs and stack Stealth Rock damage, helping the offensive members of the team. Knock Off is useful for coverage and to cripple all sorts of foes, from Choice sweepers to walls. It also hits Dragapult hard, provided it doesn't have Fire-type moves. Body Press is used only ocassionaly as an offensive option, but a pretty effective one.
Weezing - Galar
Bold Nature, Black Sludge
252 HP, 252 Def, 4 SpD
Neutralizing Gas
Another defensive wall, but one that covers areas where Ferrothorn faltes. First, the Poison typing is an useful resistance to Fairy type, which can seariously threaten both Urshifu-S and Hydreigon. Sludge Bomb serves the same purpose, as well as providing reliable STAB. Strange Steam is there to check Dragon, Dark and Fighting types, particularly important against sweepers such as Hydreigon and Dragapult, since Weezing is the only team member capable of resisting most of their sets. Will-O-Wisp is there to cripple physical attackers and slow down other walls. Pain Split is in the last slot to grant some longetivity, as well as the occasional chip damage when the offensive options are resisted and it is better to sacrifice Weezing than to bring in another team member.
Hydreigon
Timid Nature, Life Orb
252 SpA, 4 SpD, 252 Speed
The hydra is built to be an special wallbreaker or late game sweeper. Flamethrower and Flash Cannon are chosen for coverage and to get thorugh common threats, such as Ferrothorn and Clefable, although I try to avoid the last match-up. I have trouble choosing Draco Meteor over Dragon Pulse, and have alternated between the two. Although the former packs more punch, the later is more reliable long term. Nasty Plot is used once again to assist sweeping, either using it during a good switch in capitalizing on Hydreigon immunities or when forcing switch outs.
Excadrill
Jolly Nature, Assault Vest
252 Attack, 4 SpD, 252 Speed
Mold Breaker
I condessed various roles into Excadrill. It is both hazard cleaner, Fairy-checker and anti-Rotom utility attacker. Earthquake and Iron Head are mandatory STAB attacks, and Rapid Spin is for obvious hazard removal. Rock Slide is used rarely but helps against Volcarona and Mandibuzz. I chose Assault Vest to add some needed special bulk to the team, and found it pretty effective even with minimal SpD investment. Might switch the spread to a more defensive spread if needed, but has worked fine like this so far. That Earthquake hits like a truck.
Overall, the objective of the team is to provide chances for and protect Urshifu-R. The team also relies on opportune switch ins and prediction to capitalize and bait would-be super-effective moves into resistances or immunities. Two physical walls and a two special setup sweepers synergize well with each other. My main concern with this team has been speedy threats such as Zeraora and Dragapult, neither of which are checked reliably. Bulky Waters are another nuissance, being only moderately managed by Rotom-H and Ferrothorn, but not without risk.
Thank you very much for checking my team and I apologyze for the wall of text.

Jolly Nature, Choice Band
252 Attack, 4 Defense, 252 Speed
- Surging Strikes
- Close Combat
- Aqua Jet
- U-Turn

Timid Nature, Heavy-Duty Boots
252 HP, 48 SpA, 208 Speed
- Thunderbolt
- Volt Switch
- Overheat
- Nasty Plot

Impish Nature, Leftovers
252 HP, 252 Def, 4 SpD
- Stealth Rock
- Leech Seed
- Knock Off
- Body Press
A pretty defensive wall and utility kit. I tried Spikes over Stealth Rock, but have found the later to be more reliable, as I don't have to lay various layers to make it more efficient and few meta- staples resist Rock. That allows me to use Leech Seed or Knock Off sooner. The first is meant to be an additional source of health and win impasses against other walls such as Toxapex. It also helps to force switch outs and stack Stealth Rock damage, helping the offensive members of the team. Knock Off is useful for coverage and to cripple all sorts of foes, from Choice sweepers to walls. It also hits Dragapult hard, provided it doesn't have Fire-type moves. Body Press is used only ocassionaly as an offensive option, but a pretty effective one.

Bold Nature, Black Sludge
252 HP, 252 Def, 4 SpD
Neutralizing Gas
- Sludge Bomb
- Strange Steam
- Will-O-Wisp
- Pain Split
Another defensive wall, but one that covers areas where Ferrothorn faltes. First, the Poison typing is an useful resistance to Fairy type, which can seariously threaten both Urshifu-S and Hydreigon. Sludge Bomb serves the same purpose, as well as providing reliable STAB. Strange Steam is there to check Dragon, Dark and Fighting types, particularly important against sweepers such as Hydreigon and Dragapult, since Weezing is the only team member capable of resisting most of their sets. Will-O-Wisp is there to cripple physical attackers and slow down other walls. Pain Split is in the last slot to grant some longetivity, as well as the occasional chip damage when the offensive options are resisted and it is better to sacrifice Weezing than to bring in another team member.

Timid Nature, Life Orb
252 SpA, 4 SpD, 252 Speed
- Dragon Pulse/Draco Meteor
- Flamethrower
- Flash Cannon
- Nasty Plot
The hydra is built to be an special wallbreaker or late game sweeper. Flamethrower and Flash Cannon are chosen for coverage and to get thorugh common threats, such as Ferrothorn and Clefable, although I try to avoid the last match-up. I have trouble choosing Draco Meteor over Dragon Pulse, and have alternated between the two. Although the former packs more punch, the later is more reliable long term. Nasty Plot is used once again to assist sweeping, either using it during a good switch in capitalizing on Hydreigon immunities or when forcing switch outs.

Jolly Nature, Assault Vest
252 Attack, 4 SpD, 252 Speed
Mold Breaker
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
I condessed various roles into Excadrill. It is both hazard cleaner, Fairy-checker and anti-Rotom utility attacker. Earthquake and Iron Head are mandatory STAB attacks, and Rapid Spin is for obvious hazard removal. Rock Slide is used rarely but helps against Volcarona and Mandibuzz. I chose Assault Vest to add some needed special bulk to the team, and found it pretty effective even with minimal SpD investment. Might switch the spread to a more defensive spread if needed, but has worked fine like this so far. That Earthquake hits like a truck.
Overall, the objective of the team is to provide chances for and protect Urshifu-R. The team also relies on opportune switch ins and prediction to capitalize and bait would-be super-effective moves into resistances or immunities. Two physical walls and a two special setup sweepers synergize well with each other. My main concern with this team has been speedy threats such as Zeraora and Dragapult, neither of which are checked reliably. Bulky Waters are another nuissance, being only moderately managed by Rotom-H and Ferrothorn, but not without risk.
Thank you very much for checking my team and I apologyze for the wall of text.