Before going with the discussion, I'd like to underline some things:
- Obviously, there is no surefire counter to Colossoil. Its movepool allow it to check/kill everything in the game, given the right move. But, as we all know, you can run only 4 moves. For the sake of this analysis, I will assume the following set:
Colossoil @ Life Orb
Guts - Adamant/Jolly
EVs: 4 HP/252 Atk/252 Spe
- Earthquake
- Pursuit
- Sucker Punch
- Stone Edge/Selfdestruct/Crunch (maybe Fire Blast too, but I'm skeptical about it)
- If the Colossoil user predicts correctly, it is going to mess you up badly most times
Now, you could say "WHAT. Are you gonna say that the only way to deal with Colossoil is prediction? This thing is overpowered". That's not the case, for several reasons. First of all, there is the risk/reward ratio. Sure, if the Colossoil user predicts well, something is probably going down on your side. But if you outpredict, chances are that you end up with a dead Colossoil, or you gave to Gyarados/Salamence/Skarmory a free turn to set up (especially when you play SP/Pursuit mindgames against Latias, Celebi and friends). Sure, there is something wrong with a Pokémon when it ensures you one or more kills per match no matter what the opponent does (assuming decent play on both sides), but in Colossoil's case, you can't really say it
ensures you the kill/kills. You need to play it correctly, and predict, otherwise it is gonna get killed.
But I'm not going to stop here. Contrary to popular belief, Colossoil has checks. Not only some Pokémon resist the Dark/Ground combo (I'll come back to this point later), people often forget that, most times, Colossoil's Dark moves are Sucker Punch and Pursuit. As long as you don't attack it or switch out, and you are immune/resistant to Ground, the best you can expect (I repeat, most times) from Colossoil is a neutral Pursuit, or a resisted Earthquake (or, when it comes to worst, a neutral Stone Edge). A Pokémon like BulkyMence (who laughes at Earthquake and Pursuit, can easily avoid Sucker Punch and can even recover from Stone Edge, assuming Mence came into Colossoil and not viceversa), for example, can easily set up on Colossoil, or at least force it to switch out (which is not a bad thing, considering Colossoil's little survavibility - I'll cover this later).
But let's say Colossoil has Crunch, shall we? As I noted before, there exist some Pokémon which resist both of the narwhal's STABs, and some of them actually make interesting choices:
Breloom: you may hate the punching mushroom as much as you want, but Breloom makes a surprisingly good check to Colossoil for several reasons. Not only it resists Colo's STABs, it takes half damage even from Stone Edge. From there, it can threaten to either set up a Substitute (if Colossoil flees) or revenge kill with Mach Punch (if Colossoil dares to use Fire Blast/Selfdestruct/Taunt). Of course, Breloom will need a bulky spread to take on Colossoil, Mach Punch doesn't OHKO (it still does roughly 70% with 394 Atk, so most times it will suffice), and Fidgit, Syclant and Kitsunoh are huge obstacles to Breloom's viability in CAP. But when you remember that the mushroom also checks Stratagem and Arghonaut quite well, you'll see that Breloom is a better choice than it looks.
Heracross: Not as viable as Breloom or Skarmory, but still more than decent. It has good STABs, Stone Edge for coverage, and although some CAPs really screw him over (like Kitsunoh, Revenankh and, to a lesser extent, Arghonaut and Pyroak), it can hold its own like he does in standard (i.e., with low-OU performances)
Skarmory: Those who think Fire Blast will seal Skarm's days of Colossoil's ownage are wrong. With fearsome sweepers like Salamence and Gyarados which can happily set up on variants without Stone Edge or Selfdestruct, Colossoil will almost always lack Fire Blast. From there, you can exploit these free switch-ins to lay down Spikes (unless they want to eat a BRave Bird to the face and dare to Taunt you). Not much else to explain here, Skarmory is by far the most common answer to Colossoil, and players are very familiar with its strengths by now.
Now, combine the list of checks (let's recap: Breloom, Heracross, Skarmory, Salamence, Gyarados... we may add even Scizor if we are ballin' enough to rely on Bullet Punch, but since lots of people do it with Salamence in Standard anyway, why not? There are a lot others anyway), with the fact that Colossoil is INCREDIBLY frail (don't let that gargantuan 133 base HP - even with SR resistance, you won't survive for long with all the passive damage which you are going to take every turn, especially if you get statused. Keep also in mind Spikes, because Skarm will set up them right into your face), and you'll see that, while Colossoil is incredibly powerful, is nowhere near the Uber status (or, I would dare, even the suspect aura held by Salamence, Latias and Manaphy in Standard). Hell, if I needed a reliable Pursuit, Scizor and Tyranitar would make much better choices, especially against Celebi, Blissey and Latias (Rotom is another story). The only reason Colossoil is so powerful is that it doesn't slow the pace of offensive teams and can do more than simply Pursuiting.
Tl;dr: you can deal with Colossoil - you just have to prepare for it. The answers are there, are viable in CAP and won't let you down.