(I dont have this team.. )
Tapu Koko
Item: Choice Specs
Ability: Electric Surge
EVs: 4 HP/252 SAtk/252Spd
Timid
-Discharge
-Dazzling Gleam
-Grass Knot
-HP Water
Raichu
Item: Focus sash
Ability: Lightningrod
EVs: 4 Atk/252 SAtk/252Spd
Hasty
-Fake Out
-Helping Hand/Thunderbolt
-Discharge/Thunderbolt
-HP Ice/Thunderbolt
Landorus
Item: Life-Orb
Ability: Sheer Force
EVs: 20HP/ 4Def/ 228SAtk/ 4SDef/ 252Spd
Timid
-Earthpower
-Sludgebomb
-HP Ice
-Protect
Celesteela
Item: Leftovers
Ability: Beast Boost
EVs: 156 HP/28 Atk/212 Def/108 SDef/4Spd
_____(252 HP/28 Atk/132 Def/92 SDef/4Spd)
Impish
-Leech Seed
-Heavy Slam
-Wide Guard
-Protect
Explanation:
Discharge Spam & Boost Raichu. Terrain boosted STAB-Specs Discharge is incredibly strong. A boosted Raichu does again almost the same amount of damage.
Example: Double Discharge kills 28 Megas, including Metagross and Salamence; neutral hit Megas surviving it are only Heracross, Tyranitar, Gardevoir and Audino. The big majority of things that don't resist Electric should be dealt that way.
By the way: The chance that a Pokemon hit by two Discharges gets Paralysis is 51%, which may simplify some battles. In return this team hasn't as many status weaknesses as many other teams that don't use Tapu Fini. The leads cant sleep because of Electric Terrain, also there wont be much paralysis due to three Thunderwave Immunities and Lightningrod, Fire only decreases the power of Steela who isn't that much dependent on it and this stally thing has a Poison immunity. These things leave nothing desired except something against Ice. No protection (well, Wide Guard against Blizzard..), no defrosting, so yeah, think twice when facing ice (My rhyme book coming out soon!), but many teams have this weakness.
Some words to the electric resisting types:
Dragons: Discharge/Dazzling Gleam + Raichu support
Plants: Backrow should handle them. Sludgebomb is often OHKO.
Electric: Raichu thanks. And Lando of course.
Ground: The only real threat of the four Electric-resisting Types.
This massive weakness requires a tough backrow (more about Grounds below in the threat list).
They complement each other so well - Lando OHKOs most Electric/Fire Mons, and Celesteela may use the heaviest Heavy Slam in the Game to kill Ice Mons, while Lando protects. Even uninvested its often OHKO. Furthermore almost nothing that carries Water/Ice coverage can stand Double Discharge and therefore Lando may not have to face SE hits too often. Wide Guard of course for Spread Moves (many of them are dangerous to this pair: Blizzard, Heat Wave, Surf, Eruption, Water Spout, Explosion and not the least my own Discharge). Without bad luck involved i think Celesteela wins one vs one against 3/4+ of the tree. Without bad luck it would even win in the impossible situation of Mega Salamence AND Mega Metagross together! Yep, i was bored.
Development:
The main idea was as i mentioned earlier, an electric equivalent to R Inanimates team: Field/Weather-Support + Boosting by attacking with the corresponding spread move. For this purpose and with Fake Out beeing a necessity to me, Tapu Koko and Raichu are the only possibilities.
The backup needed to counter the huge Ground Weakness and i also wanted to exploit Discharge-spaming even more and came up with Mega Sceptile. For the fourth slot i considered Celesteela as it has Immunities to all weaknesses of my leads (well, there is only Poison and Ground..) and provides many other resistances. Its bulk, type and movepool should be perfect to counter many Earthquake-users. However Wide Guard was how i came to it: it shouldnt be screwed when paired with Discharge-locked Koko; also it is a nice (and buffed) support move that i always wanted to try out in Doubles.
While i got absolutely convinced that Celesteela would fulfill a crucial role in the team, i got doubts about Sceptile beeing that good. It is very frail and even resisted EQ may do a lot of damage. It also doesn't cover many threats it feels. And it hasnt Lightningrod when i want to switch it in Discharge. These reasons led to cast another Pokemon. Despite for it having to stand Ground and Electric attacks I dont know why i havent considered Landorus before. It needs to be a special set, for a nice STAB, since EQ wont work too well. Other moves are also chosen quickly and now its a Landorus that other people already came up with.
The last thing that "changed" was Surf from Raichu, since i noticed that it cant have Fake Out otherwise. First i thought this would lead to big problems when facing for example Camerupt or Rhyperior, but at second glance Helping Hand seems much better - more about that below.
Edit (May 18th): After DasEisenherz tried this team it appeared that Discharge on Raichu sometimes came in a bit unhandy because it made so much damage to Koko and one couldnt really bring Steela in without wasting a move if HP Ice wasnt required. These two problems have an easy solution: Play Raichu with Thunderbolt. The issue here is that all of Raichus slots are that important.. Also more below.
EVs/Nature/odd choices:
Tapu Koko: Some HP against A-Marowak. First i had HP Ground to also hit Electric Types/Lightningrod/Voltabsorb, but i think they really arent that dangerous with Lightningrod on my side. HP Water hits that meanie Camerupt, and helps against Rotom-Heat.
Raichu: With non Atk reducing nature Discharge and Fake Out kill this stupid Scarf Pinsir before it can try his Guilloutine. Timid for instance makes it survive Absols Sucker Punch after one round of Sandstorm. If this ever saves a match, i'll eat a banana.
Landorus: HP Ice KOes Scarf-Chomp, while still be able to survive Alakazams Psychic. On both cases it depends on every single point.
Celesteela: 28 Atk for OHKOing non-mega Alakazam and 2HKOing for example all Mamoswines and even 4 Lati@s sets. Surprisable amount of things that are OHKO/2HKO. 4 Speed EVs getting an empty speed-tier, as someone else using Steela pointed out. 132 or 212 Def to get one additional point from Impish nature. Survives Tyrantrum-4 Headsmash. The rest is divided in HP/SDef. The first spread is for maximized Lefties recovery, the second one for more general staying power.
Probably the first spread should be taken, because it is supposed to counter EQ-users the slow way.
Threat List:
Ground Types/Earthquake:
Most obvious threat. Fortunately some of them are two times weak to Grass/Water/Ice... From 113 Earthquake users that appear past 50, only 40 can even KO Tapu koko (25 ground types among them). Facing one EQuser i might go for Fake Out, facing two i might double switch out and let them chip themself down, facing flying partners i usually can hit them very hard and often KO them before they move; therefore combinations of such threats may not multiply the danger that much.
Also the backrow is immune to Ground, and can take some other hits as well as kill them fast (Lando) or stall them down (Steela). I think this Duo can easily take out many Mono-Type Ground teams. Actually i think Celesteela on his very own can do that ones Leech Seed is set. By the way: Only 4 nonchoiced sets that carry Earthquake also have Fire/Electric moves.
Trickroom:
Cant always prevent it, for example against Ghosts, Inner Focus and two users at the same time (altough for example all Slowbro sets are OHKOd with a single Discharge, which is very nice). Trevenant to be mentioned here, as he cant be KOed, and also has a nasty CB EQ set.
Lightningrod/Voltabsorb:
Immune to the main attacks of my leads, but they cant hurt me much, too. Steela may bait Electric attacks in presence of Raichu.
Fire Types:
This team has one Fire Weakness, but no resistance. There are some Fire Mons that dont go down quickly, but can deal huge amounts of Damage with STAB-FlareBlitz etc. My leads can do some damage of course, and Landorus (who has a really nice Speed, slightly outspeeding for instance Charizard (X/Y), Typhlosion, Entei, Ninetales, Mega-Blaziken (before Speed Boost), Volcarona) can KO many of them with Sheer Force STAB LO Earthpower. Scarf Eruption or Flareblitz in a bad time can be very troublesome. The first may be dealt with Wide Guard if Steela ist out, the second is just scary (-> Darmanitan)
Special Walls:
There are some incredibly bulky special things. Boosting Raichu or Leech Seeding may help. Snorlax makes me shiver.
Trace/Alakazam:
Foes stealing my Lightningrod arent fun. Gardevoir has big special bulk, so my leads wont do much damage.. But Celesteela can KO all sets. Alakazam however is a really risky thing: May be Mega and get Lightningrod, but may also be non-Mega and with Inner Focus, so Fake Out doesn't work. Smart play required. Landorus' EVs make him survive Psychic from any set. Together with, say, Fake Out damage Earthpower is save KO. Probably the best is to switch Raichu out for Steela and Dazzling Gleam. Whether Koko survives that round or not, in the next one Steela can KO with Heavy Slam. Here however is no dangerous 2nd foe taken under consideration yet. Luckily some of the other threats cant even appear together with Alakazam. Of those who can, Salazzle probably is the worst. I cant think of any situation that is more terrifying. iirc there are two trainers that can have both, and the chance that they lead with both is in the scale of 1/1000, so prayers of never encountering them together may be heard. Already mentioned that i was bored?
Salazzle:
Quick, Fake Out, Z-Move, Sludgewave, Sash, the pain doesnt end. Helping Hand Discharge OHKOs (the no-Sash set) and Fake Out + Discharge as well. When leading, probably go for Fake Out on him:
Case 1: He doesnt Fake Out: Perfect, Discharge takes him out then.
Case 2: Fake Out on Raichu: When Salazzle hangs on his Sash Koko will outspeed and kill him in the following turn if he survives the attacks of Salazzles partner.
Case 3: Fake Out on Koko: Raichus Fake Out will remove a Sash, so Koko can outspeed and KO in the following turn.
Fortunately you can avoid fighting Salazzle-3 and Alolan Marowak-2 when buying the right edition, because Kiawe is the only one who runs both. Salazzle-4 is outsped by Raichu and therefore a much smaller problem. Fake Out + HP Water or +0 Thunderbolt kill him fortunately.
Faster Fake Out:
In combination with other threats this may be terrifying, since my leads cant protect.
Scarf-Darmanitan:
Can OHKO my whole team, so he should be dealt with ASAP. His other set has Assault Vest, which also is not nice.
Scarf-Chomp:
Obviously one of the biggest threats to my leads. He may have Rough Skin, which destroys Raichus Sash if i go for Fake Out. When the other foes is not too dangerous i think this still is the way to go, or double switch out. However when the second foe is dangerous to the back row and front (simply: to my whole team), it gets difficult. Such Pokemon exist - i show my thoughts at the example of said Darmanitan:
One of the most dangerous situations imaginable (at the moment): Darm + Chomp, unknown if/which one is scarfed. Not possible to double switch, because Flareblitz kills anything. I think the best is to Fake Out Darmanitan and switch Koko out for Landorus. EQ brings Raichu to the Sash, but Darmanitan also gets a lot of damage. After this turn you also know which sets you face.
Case 1: Darm scarfed. This means Garchomp KOes his own mate. Lando and 1HP-Raichu both outspeed Garchomp and should be able to clear the situation.
Case 2: Chomp scarfed. Darmanitan may survive the EQ. 1HP-Raichu out for Celesteela, outspeed and kill Darmanitan with Lando. Chomp gets out in the following turn, because locked in the nondamaging EQ.
Case 3: Chomp Mega, Darmanitan Assault Vest. If Chomp EQs, he kills his mate. If he sets Sandstorm Darmanitan is KOed by Earthpower the next turn or i double on Chomp to take him out.
I think all three cases may not be too disadvantageous.
Other partners of Chomp also may be troublesome, Inner Focus Dragonite for instance, but i wont write how to react in any possible situation now.
Alolan Marowak:
Only Landorus can OHKO him, but my whole team is a OHKO to Flareblitz. Helping Hand HP Water OHKOs, but unfortunately he also has Protect... But HP Water and Flareblitz recoil also finish him.
Ferrothorn:
Only Landorus can hit it hard. One of the few bulky things Celesteela has trouble with.
Rotoms:
Wash and Fan aren't too dangerous, but the rest resists Electric and has strong STAB/Z-Moves none of my team members wants to take. As long as i can Fake Out them, they can be taken out before they attack.
Mega Gengar/Crobat:
(Helping Hand) Discharge is OHKO, but they cannot/shouldnt be Fake Outed and if they win the Speedtie Koko is gone, so better switch out.
Camerupt:
Lando, or Kokos HP Water + some other move (even Heavyslam).
Dragonite:
Though abilities, and a special defensive set that tanks my attacks and EQs back...
Nidoking/Queen:
Can OHKO my leads, one carries Protect, Fake Out may activate Poison Point and they carry SE attacks against the backline.
Mega-Tyranitar:
Destroys Raichus Sash, has tremendous bulk and hits hard as fuck. Fake Out + Grass Knot and Helping Hand + Grass Knot take him out.
Mega-Abomasnow:
Similar problems..
Muk:
Annoying Quick Claw Set, Poison Touch to break Raichus Sash, Explosion, ...
Heatran:
Annoying because only the Scarfed one is killed by two Discharges and it carries strong attacks that no team member wants to take. Also its unconvenient to Fake Out it because of Flame Body...
Blissey3:
This thing is damn hard to beat, as its hard to believe that something with Leech Seed is actually able to lose to Blissey. Its anything but safe that Celesteela can kill it, because Blissey3 knows Counter, and with the amount of damage Heavy Slam does to it, Counter is an instakill on Steela. After 11 rounds of Leech Seed its safe to KO it, however from +5 on Blissey can oneshot Steela with Thunderbolt too, so it depends on how much damage was dealt to it before, and whether one lands a lucky Heavy Slam in anything but Counter.
I guess once this team is played, some other threats will make it on that list. Notice that many threats have weaknesses to Earthquake themselfes; therefore the different threats don't stack that much when they appear combined.
Helping Hand Damage:
Helping Hand supported Koko reaches much more OHKOs in the Speed range between Raichu and himself, including 3 Latios and Thundurus sets, Azelf, Mega Houndoom, Salazzle, Alakazam, Mega Salamence, Mega Lucario, and other random Mons.
Nice Benchmarks:
Discharge + Fake Out do at least 100.7% to that Guilloutine-Pinsir.
Discharge breaks Mimikyus Disguise and +1Thunderbolt does exactly 100%.
D + Tb do 100%+ to Spiritomb.
D kills Slowbro and Jellicent (100.5%), so even some double TR leads can be dealt with.
Raichu with Thunderbolt:
As i mentioned it still may be better to play Raichu with Thunderbolt, because you dont 2HKO Koko and can bring Steela nicely in while still doing huge damage on that turn. Also it removes some Mons from the Threat List: All Dragonite sets get KOed by Discharge + Tb. Also some TR-setters can be KOed now: Cofagrigus (through Maranga Berry), Carbink and Bronzong are KOed, Dusknoir and Oranguru are in KO range with over 50%. Also top threats like Scarf-Darmanitan or Mega-Alakazam are KOed by single +1 Thunderbolt.
The only question is which move to give up: They all are crucial, Fake Out needs no words and Helping Hand is incredibly useful as it makes Koko OHKO so many dragons and other stuff. So give up Discharge with all its benefits and sheer power? Or is it worth to lose HP Ice and the capability to touch Grounds? I tend to the latter one. Against non-Electric immunities there are only Exeggutor-A, Sceptile-M, Ampharos-M and Rotom-Mow that get considerable less damage from Thunderbolt than the HP. Against Grounds that dont have a 4-times Ice weakness you still do only chip damage with HP unless boosted really high. You may want to remove Sturdy/Sash from Rhyperior, Steelix, Gliscor and Golem, and you may want to do nice 4-times damage to Gliscor, Landorus, Garchomp, Flygon and Torterra, but aside from that, you only do chip damage and rather want to switch out anyways. When this team is played it may turn out that having that HP is too life saving at times, but for now the benefits of both Thunderbolt and Discharge seem to compensate that.
Things to be desired:
A priority move.
A never missing move/Z-move.
Stopping Trickroom more effectively - Ghosts, Inner Focus Mons or two Trickroom users should get it off mostly.
About 6 additional moveslots for Raichu (Thunderbolt, Protect, Encore, Reversal, ...).
To me this team looks like a lot of fun as you have so many different things to try - boost Raichu while dealing huge spread damage, boost Raichu with absorbing Electric attacks aimed at Steela, use Wide Guard, Helping Hand, start stall wars after you got rid of Steelas last counter, manage to give Steela a kill for a Def boost to counter even more things, or just use the sheer power of Landorus...
Maybe i will add some calcs of Discharge. As i said, not many neutral hit things can stand Double Discharge.
Most battles should be won quickly.