VGC Experienced Help Needed

This is a VGC 2017 Team I'm trying out on Showdown. I've been slowly equipping it to handle common threats that each member struggles with (direct counters w/ STAB where possible) and I think it's gotten as far as it can go with my limited experience. At the moment I'm hoping for reviews on these Pokémon as they are, rather than suggestions for alternative members. Item suggestions would be most appreciated as currently all excluding Garchomp are holding healing items.

(I didn't plan it this way, but each member has an immunity to one type; Comfey/Dragon, Muk-Alola/Psychic, Garchomp/Electric, Arcanine/Fire, Vikavolt/Ground, Lapras/Water.)

Overall this team is made to be relatively flexible; it's meant to provide wide coverage and a playstyle that can function well in any weather or terrain. Against other Trick Room users Comfey is even effective at stalling the move's use by cancelling it out repeatedly, given proper predictions.

Please do point out any obvious flaws if you find them; I've had both good and bad days with this team. Tried to work around any holes that popped up between battles, but assumed most losses are due to my inexperience.

comfey.gif

Comfey @ Aguav Berry
Ability: Triage
Level: 50
EVs: 244 HP / 204 Def / 60 SpD
Bold Nature
- Floral Healing
- Trick Room
- Dazzling Gleam
- Protect

Description: Comfey is what the team was built around, though it is no longer the crutch it was. Its teammates can function well without it (exchanging longevity in Comfey with firepower from other members), but when used it both sets Trick Room (an important step for Vikavolt and Lapras) and effectively provides healing support to its partners. Surprisingly tanky, in my experience it lives most moves short of STAB poison well enough to justify its use over Oranguru—not to mention its middling speed with no investment allows it to barely outspeed a good number of slower Gen 7 Pokémon while not becoming complete dead weight under Trick Room due to Triage. Dazzling Gleam is a nice STAB move for chip damage, especially against dragon and fighting walls or sweepers. Protect is needed to scout, prolong Comfey's life-span, and avoid damage from Garchomp's Earthquake. The Aguav Berry is really just for an extra health boost when needed since Comfey's Floral Healing can't work on itself.

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Muk-Alola @ Black Sludge
Ability: Power of Alchemy
Level: 50
EVs: 252 HP / 44 Atk / 108 Def / 104 SpD
Adamant Nature
- Gunk Shot
- Knock Off
- Shadow Sneak
- Protect

Description: Alolan Muk is an extremely versitle Pokémon, and a very effective counter to the Tapus so far (protecting Garchomp from unwanted Moonblasts). I've been using Gunk Shot over Poison Jab to guarantee OHKOs, but I'm considering trading to Poison Jab due to Shadow Sneak's priority being able to pick off weakened Tapus. Knock Off is just a good check for items and to remove Eviolite from Porygon2; not to mention, it does a nice chunk to neutral types. Protect is vital for scouting and protection from Earthquake. On the team it takes on the role of Tapu counter while handling Sun Team Liligant and Oranguru. In concert with Comfey's Triage it becomes even bulkier. I have Power of Alchemy on it as opposed to Gluttony or Poison Touch because all of its teammates abilities (save Triage) are extremely useful; Rough Skin can do chip damage, and the other three provide immunity to one type. Black Sludge helps recoup damage from Fake Out on Alolan Persian and Hariyama.
(EV spread credit @ Wolfey Glick)

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Garchomp @ Dragonium Z
Ability: Rough Skin
Level: 50
EVs: 108 Atk / 148 SpD / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Fire Fang
- Rock Slide

Description: Pretty much the main counter for other dragons considering Comfey's support role. Its speed investment manages to just pass up max investment + beneficial nature Salamence (assuming it's not scarfed) and Dragonium Z is used over Groundium Z for a guaranteed OHKO on any dragon it outspeeds. I believe this is overkill though, and I am open to arguments for another item (I was considering an assault vest due to the moveset); its main purpose is to hit protected dragons hard enough that they can be picked off by priority moves from Alolan Muk or Arcanine. Fire Fang allows it to hit Kartana and Celesteela harder than a Rock Slide. Earthquake is standard ground STAB for taking care of everything from Eruption Torkoal to Arcanine and any strong rock-users (due to the prevalent weakness). Rock Slide provides clean-up support for team members whose attacks fall a bit short (used over Stone Edge for accuracy, flinch, and two-target damage). Its SpD investment is to increase survivability against the Tapus.

arcanine.gif

Arcanine @ Sitrus Berry
Ability: Flash Fire
Level: 50
EVs: 240 HP / 16 Def / 252 SpD
Careful Nature
- Close Combat
- Flare Blitz
- Extreme Speed
- Protect

Description: The Pokémon of choice to deal with ice (Ninetales-Alola in particular) as well as a protected swap into any fire-type attack. Its lack of speed investment means Arcanine fares better than Garchomp under Trick Room, and carrying Extreme Speed allows it to still pick up KOs. Close Combat is mostly for dealing with rock and normal-types, with Flare Blitz providing STAB coverage against anything that fears fire. Protect keeps it compatible with Garchomp while allowing for safe switches and a generally longer life. I'm running Flash Fire over Intimidate for a couple reasons: one is that my team is pretty bulky as it stands, and two (more importantly) it creates a free switch from Vikavolt and Comfey (who both lure fire; the latter as neutral STAB-boosted damage from other Arcanine). The Sitrus Berry is just an item thrown on for extra bulk.

vikavolt.gif

Vikavolt @ Wiki Berry
Ability: Levitate
Level: 50
EVs: 252 HP / 216 SpA / 40 SpD
Modest Nature
- Thunderbolt
- Hidden Power [Ground]
- Bug Buzz
- Protect

Description: Vikavolt is a staple for the team's Trick Room speed, but alternatively works just as well with a little Triage support. It hits hard with just enough bulk to avoid being OHKO'd by a neutral Psychic from Tapu Lele. HP Ground acts as a fun lure and a safe switch into other electric Pokémon, while Bug Buzz's STAB can deal with grass, psychic and dark-type threats. Its Wiki Berry allows for last-minute healing, even when Comfey isn't available.

lapras.gif

Lapras @ Leftovers
Ability: Water Absorb
Level: 50
EVs: 228 HP / 200 Def / 80 SpA
Bold Nature
- Thunderbolt
- Freeze-Dry
- Psychic
- Protect

Description: Lapras rounds out all the rough edges on the team. Water Absorb creates a perfect opportunity switch from Arcanine, especially into Gastrodon or Araquanid. The only Pokémon able to stall near-on-par with Celesteela, its thunderbolt gives it an edge and a paralyze-chance. Freeze-dry is essential for taking out anything water-type, especially on rain teams. Psychic has yet to prove itself in battle, however it theoretically shuts down fighting types that Lapras can outspeed or outlive. Protect keeps it in the game longer to rack up Leftovers healing.

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I've found a lot of difficulty in rock type moves so I've switched out Vikavolt for the much faster Tapu Koko to see how that works. It's working effectively at the moment, despite being a special variant (due to filling Vikavolt's role).

Tapu Koko @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ground]
- Dazzling Gleam
- Protect
 
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Why run flash fire on are Arcanine? Intimidate has given my team (currently in the 1300s on showdown) a mountain of trouble by crippling physical threats. It would still work as a fire switch in due to its heavy bulk, and possibly allow your other current Pokémon to survive a physical hit. For an item, you may want to test out eject button, allowing more effective use of intimidate.
 
Why run flash fire on are Arcanine? Intimidate has given my team (currently in the 1300s on showdown) a mountain of trouble by crippling physical threats. It would still work as a fire switch in due to its heavy bulk, and possibly allow your other current Pokémon to survive a physical hit. For an item, you may want to test out eject button, allowing more effective use of intimidate.

Tried out Intimidate; can't say I see a difference yet, but I haven't been encountering enough physical threats to get a good comparison. I'll keep at it though. As for the eject button, it more messed my plays up than helped when I used it. So thanks for suggesting it, but it's just not for me!
 
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