This is the 1st time I've ever seen a team like this work so well--nice job! I'm with Lavos here, though. Physically defensive Jellicent
pretty much sits there and spams Will-O-Wisp the whole battle, and there really isn't much you can do since none of your moves are boosted by CB, LO, etc. It also spinblocks Starmie perfectly, since you can only touch it with Psyshock which won't be doing much to an invested Jellicent. And when Starmie can't spin, 5 items are essentially wasted. Skarmory can be problematic since it can just keep phasing and Roosting as you set up. I suppose you could eventually muscle through it, but it would take a lot of effort.
To help with the Skarmory issue, I really think you should try out Fire Fang over Aqua Tail
on Garchomp. Since your team consists of 5 very powerful physical attackers, walls like Gliscor, Landorus-T, and Hippowdon still take considerable and workable damage from +2 (or +1 in the case of Landorus-T) Outrages. Hitting Skarmory (and Bronzong!) super effectively is definitely more important than doing a bit more damage to the aforementioned walls.
Next up, Starmie really does want Thunderbolt
(or Thunder if you want to 2HKO pretty much every variant) to better handle Jellicent. Since you have 5 Focus Sashes, Starmie's job is extremely heavy and should be able to spin reliably against the most used spinblockers--Gengar, Jellicent, Sableye, Chandelure, Golurk (in that order according to usage stats). Starmie also pressures Jellicent to switch in, and nailing it with a SE Thunderbolt will dramatically
assist the rest of your team in breaking it. Here are some calcs between Thunder and Thunderbolt so you can decide which one you prefer:
252 SpAtk Starmie Thunderbolt
vs 252 HP/0 SpDef Jellicent: 41.09% - 48.51%
to KO with Sand)
252 SpAtk Starmie Thunder
vs 252 HP/0 SpDef Jellicent: 51.98% - 61.39%
to KO with Sand)
Like Lavos said, TTar wants Pursuit
over Crunch. It traps weakened Jellicent to make sure it won't be able to spread any Burns throughout your team. It will also help your sweepers a bit as well, namely Terrakion and Garchomp. Lati@s can outspeed and OHKO both of them if they took even an iota of previous damage, so trapping those nuisances can be crucial. If you want to keep Crunch, consider dropping Icicle Crash on Mamoswine for Stealth Rock. Either that or Earthquake on Terrakion. It's a difficult choice, but if you're fine with just Pursuit on TTar, then go for it.
Lastly, if you find that you're still having trouble with Jellicent, Landorus-T, and Hippowdon, you should try out a Fight Gem SD Breloom over Scizor
. I know it's taking away from the Focus Sash theme since it doesn't resist sand, but it still patches a ton of holes in your team. It gets past pretty much every Landorus-T who's EQ/Stone Edge/U-turn combination can't really touch you and hits fight resists extremely hard for Terrakion to clean up later. It OHKOs Jellicent with Bullet Seed, and if your opponent recognizes its threat value, they'll be forced out into sleep fodder so you can grab a free SD. The offensive grass typing is super beneficial for your team since it deals with pretty much every physical wall you mentioned. I'm sure you know what it looks like, but here's the set:
(F) @ Fighting Gem
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Bullet Seed
- Mach Punch
I like to speed tie with other 252 Breloom, especially since many have been using 216 Spe lately.
And that's all I got. Great team, Novaray! Nice work~