
Introduction:
Team Building Process:
Initial Team: Electivire, Haunter, Weezing, Regirock, Pawniard, Executor






Revision:
Electivire, Mismagius, Weezing, Golem, Exexutor, Accelgor
- I replaced Pawniard and Regirock and combined their roles into that of Golem which could set up rock and still retained the priority SP as well as providing a bit more offensive power in form of EQ and Rock Blast which also helps for Ninjask and other setup bug Pokemon. I switched out Haunter and put in Mismagius to give more offensive pressure in form of Taunt and Destiny Bond which would atleast give a one for one trade, additional it had a strong life orb shadow ball that it could use after taunting common daul screening psychic types. I debated between another coverage move or perish song and ended up going with PS to force switches and have some for of insurance in case a let a poke set up to much. After combining the roles of Regirock and Pawniard into Golem I had an extra space in which I used to add Accelgor. Previously I lacked speed on my team so I added Accelgor for a fast revenge killer.





In-Depth:

Mismagius @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Taunt
- Perish Song
- Destiny Bond
I commonly end up using Mismagius as an anti-lead to prevent anything from trying to set up hazards or screens first turn. With its speed Mismagius outspeeds most common leads that want to set up rocks/spikes/sticky web or screens, the only thing that outspeeds is archeops and spikes accelgor. In the case of an Archeops lead going for rocks I immediately go for Shadow Ball to knock it down into defeatist range. Most leads end up being a slower poke with rocks such as Camerupt or Carracost which just get taunted and waste their first turn. Mismagius is not a suicide lead and I usually wait to trade it later in the battle so after first turn I switch into somthing else to take a hit. Mismagius also doubles for a spin blocker or forces things like Zangose or Ursing to go for Crunch/Knock Off on Golem or Weezing by bluffing the switch in. Additionaly Mismagius is a decent check for belly drum Linoone being able to take it out with Destiny Bond by still outspending and being immune to its priority e-speed. Mismagius also completely shuts down walls such as Licklickiy, Audino, and Miltank without scrappy and can either take out or force late game switches with Perish Song allowing Electivire to come in and take out weakened Pokemon and start setting up or allow Accelgor to come in and outspeed faster pokes.

Golem (M) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 116 Atk / 136 Def / 8 Spe
Adamant Nature
- Rock Blast
- Sucker Punch
- Earthquake
- Stealth Rock
Ability: Sturdy
EVs: 248 HP / 116 Atk / 136 Def / 8 Spe
Adamant Nature
- Rock Blast
- Sucker Punch
- Earthquake
- Stealth Rock
Golem usually comes in second or third turn to set up rocks after lead pokes have been taunted and forced to switch or attack. I lead with Golem on Ninjask teams and get up rocks then kill with Rock Blast before it gets the chance to set up. Unlike most Golem that set up and then go for Explosion, I try to keep Golem around for later in the battle beacuse it is my only priority user in the form of SP. Golem also works amazingly as a defensive core along with Weezing and Executor, soaking up the normal hits and forcing the offensive poke to go for EQ or a fighting move which Weezing and Executor both take well. Earthquake and Rock Blast are also effective against other walls such as Camerupt or Torkal and can get Carracosta to low HP if it tries to Shell Smash instead of going for the water move. Golem usually ends up being thought of as set up bait for Carracosta but Executor is a perfect switch in to combat that weakness.

Weezing @ Black Sludge
Ability: Levitate
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
- Sludge Bomb
- Will-O-Wisp
- Flamethrower
- Pain Split
Weezing is another part of the Weezing/Golem/Executor core. Weezing comes in on the hits Golem does not want to take such as EQ or CC and can proceed to burn them with Will-O-Wisp. Weezing also is good against other wall and defensive pokes because there are a lot of bulky grass types in NU. Sludge Bomb hits the bulky grass and occasional fairy type and is decent damage. Flamethrower is for coverage against other poison types that come in to set up on Weezing such as coil Arbok. Additionally flamethrower makes it so Weezing is not set up bait for Klingklang and can break its sub or try to burn it while it wants to set up. Pain Split gives Weezing survivability and allows it to be able to outstall other walls such as Lickilickiy or Miltank thanks to its toxic immunity and ability to heal itself it the other walls go for recovery moves. Haze could be a good alternative to Flamethrower because it is more of a coverage move, additional Weezing usually loses to to CM unburdened Slurpuff if it gets a chance to set up, haze might be a better option because it could potential prevent a sweep

Exeggutor @ Sitrus Berry
Ability: Harvest
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
- Giga Drain
- Hidden Power [Ice]
- Psychic
- Leech Seed

Accelgor @ Expert Belt
Ability: Sticky Hold
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Bug Buzz
- Focus Blast
- Giga Drain
- Hidden Power [Rock]
Accelgor acts as the fastest poke on the team and deal fast massive damage, covering the rest of the teams weak spots. A major weakness in my team is that most of the pokes are slow and have to take a hit before getting off any damage. Accelgor has enough speed to outspeed base 95 scarfers such as Primeape or Haunter, can outspeed +1 Vivillon, and outspeeds Specs Typhlosion and Pyroar. Most fast pokes can't take to many hits, and faster taking a few hits on switch in and rocks damage, most fast pokes in low enough range to be taken out by Accelgor. Accelgor has good covereage between Bug Buzz for good STAB damage and against bulky psychic types as well as OHKOing other Executors and Malmar. Focus Blast hits Bulky normal walls and Accelgor is fast enough to out speed Zangoos and Ursing. Giga Drain is good for Golem, Carracost, Rhydorn, and Barbarcle, aswell as providing some recovery. And HP Rock completes the set allowing it to come and outspeed and kill +1 Vivillon and Specs Typholsion and Pyroar after rocks.

Electivire (M) @ Focus Sash/Air Ballon
Ability: Motor Drive
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power-Up Punch
- Wild Charge
- Earthquake
- Ice Punch
The finial member and member that the whole team is based around it Electivire. After the other team has been wakened down enough Elective can come in either on a free switch or expected electric move to get the +1 Speed. When Electivire comes in, it can start setting up using Power-Up Punch to get attack up. A typical switch in to Electivire is a bulky grass or ground/rock type Power-Up Punch gets Electivre to +1 Attack onto of its already high base 123 attack stat. After +1 Electivire can usually kill the incoming poke with either EQ or Ice Punch. +1 STAB Wild Charge does massive damage to anything that is not resisted or immune. Even if Electivire ends up taking a hit, it is guaranteed to live atleast one with Focus sash and it is usually can take at least one hit from a bulkier wall type poke. The only thing that stops this set is priority which I make sure to take care of before bringing Electivire in to sweep.
Threats:
Typlosion
- Typlosion is very common on NU teams and it is bulky enough to take some hit. As mentioned earlier, my team lacks speed, and only two pokes can out speed Typlosion if it is not scarfed, Mismagius, and Accelgor. At full heath, Eruption and tear through most of my team. If I have a free switch, I can live and Eruption with sturdy on Golem and get off an EQ. If I already have Mismagius in, shadow ball cannot kill from full health so I have to trade Mismagius for Typlsion with Destiny Bond. Accelgor cannot kill Typlosion from high health even with HP Rock (252+ SpA Expert Belt Accelgor Hidden Power Rock vs. 4 HP / 0 SpD Typhlosion: 166-197 (55.7 - 66.1%) -- guaranteed 2HKO). If I am in a bad spot against Typlosion, it can sometimes out rite take out 2 or 3 pokes while trying to deal with it. 
Musharna/Other Bulky Set-Ups
-Other than Mismagius, I have no way to deal with bulky set up pokes. If I lost Mismahius earlier in the battle, there is no way for me to deal with bulky set up pokes that have recovery. Bulk pokes without recovery can eventually be worn down, but Musharna causes lots of trouble if it can get set up. The only form of status I have is Wil-O-Wisp on Weezing, which is a bad match against the bulky physic poke. Musharna often carries signal beam which destroys Exeggutor. Accelgor is my best bet against Mushara but even expert belt Bug Buzz is a 2HKO if not set up and no recovery (252+ SpA Expert Belt Accelgor Bug Buzz vs. 252 HP / 252+ SpD Musharna: 245-288 (56.1 - 66%) -- guaranteed 2HKO after Leftovers recovery) 





Kangaskhan/Shiftry/Cacturn/Hariyama/Other Strong Priority Users
-A big problem for my team is Priority. I cannot set-up/get stopped by priority with Electivire. After a SD a sucker punch from Shiftry or Cacturn will hurt and I cannot survive the hit and kill with Accelgor (+2 252 Atk Life Orb Shiftry Sucker Punch vs. 4 HP / 0 Def Accelgor: 575-678 (190.3 - 224.5%) -- guaranteed OHKO) Kangaskhan has scrappy and can hit Mismagius and can deal Supper Effective damage with SP or Drain Punch to Golem or Executor, while doing strong return/double edge damage to Weezing. My best bet against these pokes is to burn them, but even burned the can deal decent damage. Hariyama is a big threat. Assult Vest Hariyama with Fake Out/BP/Knock off/Close Combat can hit everything pretty hard, Weezing is the best bet against it, but it still is going to lose its black sludge recovery and not deal to much damage because of the high HP and AV boost. Additionally Weezing can't try to burn it because its guts boost (252+ Atk Guts Hariyama Knock Off (97.5 BP) vs. 252 HP / 252+ Def Weezing: 105-124 (31.4 - 37.1%) -- guaranteed 4HKO after Black Sludge recovery) AND (4 SpA Weezing Sludge Bomb vs. 252 HP / 4 SpD Assault Vest Hariyama: 85-102 (17.2 - 20.7%) -- guaranteed 4HKO after burn damage). I can't bring in Exeggutor or Mismagius because it can't take a knock off. 




Conclusion:
I have tested my team a lot and have had a good amount of wins with it. Assuming I don't play bad, I usually end up winning the battle if I can get around the few threats mentioned above. Feel free to use this team if you like and any advise/improvements would be appreciated. TEAM:
Electivire (M) @ Expert Belt
Ability: Motor Drive
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power-Up Punch
- Wild Charge
- Earthquake
- Ice Punch
Golem (M) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 116 Atk / 136 Def / 8 Spe
Adamant Nature
- Rock Blast
- Sucker Punch
- Earthquake
- Stealth Rock
Accelgor @ Expert Belt
Ability: Sticky Hold
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Bug Buzz
- Focus Blast
- Giga Drain
- Hidden Power [Rock]
Weezing @ Black Sludge
Ability: Levitate
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
- Sludge Bomb
- Will-O-Wisp
- Flamethrower
- Pain Split
Mismagius @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Taunt
- Perish Song
- Destiny Bond
Exeggutor @ Sitrus Berry
Ability: Harvest
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
- Giga Drain
- Hidden Power [Ice]
- Psychic
- Leech Seed