Hi everyone, first time posting here. I have been working on a balance team for a few weeks, and after several iterations, I decided to post it here, as I would like to hear any suggestions or details I may be missing out. Originally, the gist of the team was to keep hazards off the field while pivoting into mons that can slowly force progress into the enemy team. I've since modified it a bit, but the concept remains somewhat the same.
Firstly, we have Slowking-G as a special damage sponge. Between Regenerator, Chilly Reception, and Slack Off, his primary function is to soak up special hits and pivot, while setting up Future Sight when possible. It's not exactly a wall, as it is still threatened by Gholdengo and Dragapult, but more often than not it's able to absorb lots of damage while creating openings for teammates to come in. Nothing out of the ordinary, it's what you would expect from it at first glance.
Originally a Corviknight with Iron Defense/Body Press to check Gambit, I decided to change it to a Mandibuzz, as I was fairly weak to fire with Corviknight (previous versions of the team were even weaker to Ceruledge). With Buzz as a physically defensive mon, you can check Ceruledge, Ogerpon-Wellspring, and Kingambit to an extent, while already being immune to ground and providing Knock Off support. I used to have Iron Defense instead of Defog, but I changed it due to...
This. I first had Cinderace here, to Court Change hazards off the field and pivot into other mons. However, I did not find much success with it as I found most of the time it proved very frail and not threatening enough. I decided to switch Hatterene in, in a way that could maintain hazards away while offering a somewhat mixed defensive mon that could work as a secondary win condition. Calm Mind + Stored Power (or Psyshock) can get out of control real quick if left unchecked. Also, this is when I added Defog on Mandibuzz, for good measure against hazards.
Starting with our offensive core we have Choice Band Great Tusk. I used to have a more utility-focused set with Leftovers and Rapid Spin, but after all the trouble we've already taken to avoid hazards, I decided to switch to a fully offensive CB set. Needless to say, works wonders with Slowking-G and Future Sight, as if a Dark-type ever dares to come in to take FS, you can always have Tusk in for a free Close Combat. Knock Off and Ice Spinner are there to predict incoming Gholdengo and Tornadus/Thundurus/Zapdos respectively. Pretty straightforward.
By this point, we seriously needed some speed control and a dedicated special attacker. Dragpult fulfills this role just fine, with a standard Choice Specs set. Shadow Ball is very spammable, and barring the occasional miss, Draco Meteor is sure to force some progress. U-turn allows you to pivot to safety from an incoming Kingambit and Ting Lu. Last slot is for coverage, Surf or Flamethrower, whichever you like better.
Finally, we have Gambit. Not much we can say about this mon at this point of the meta. It comes in, it does Gambit things. This is a bulky variation with some HP investment and Leftovers, so you can afford to switch into Shadow Ball to threaten Gholdengo and Pult. Low Kick is to be able to hit Great Tusk and opposing Kingambit, and Tera Flying is a personal preference. Tera Fighting also works fine in my experience.
So this is the team. I'm very well aware it's far from perfect, which is why I would gladly take any advice you guys may have. Maybe there's a common threat I haven't noticed, or some ways I could improve on it. Off the top of my head, I would like to add Stealth Rock but I don't want to sacrifice CB Tusk just for it. With enough prediction and Hatterene, you can manage to get hazards on the opposing side to take care of that. Here is the pokepaste: https://pokepast.es/e72831c385e404ff
Also, If I broke any rules or missed some forum etiquette, please let me know. As I mention, it's my first time posting here. Cheers.