I've noticed the Therian forms of Thundurus, Tornadus and Landorus are very scary for the most part. So I decided to make a team around them. Yay! As for the Zulu part, I just picked a language off of Google Translate and full credit for the idea goes to here.
Thundurus-T @ Choice Scarf - Nicknamed Ukuduma, meaning Thunder.
Ability: Volt Absorb
EVs: 252 SpAtk, 252 Spd, 4 SpDef
Nature: Modest (^SpAtk vAtk)
- Volt Switch
- Focus Blast
- Hidden Power [Ice]
- Thunderbolt
Thundurus, with its base 101 speed, basically outspeeds anything with its Choice Scarf. Volt Switch for a pseudo-Genesect type move and STAB, Focus Blast is for coverage, HP Ice is for Ground Types who predict the Volt Switch, and Thunderbolt is for some nice STAB. Volt Absorb helps cover for Tornadus quite nicely, as it heals off of its weakness.
Landorus-T @ Leftovers - Nicknamed Umhlaba, meaing Earth.
Ability: Intimidate
EVs: 252 HP, 252 Atk, 4 HP
Nature: Adamant (^Atk vSpAtk)
- Stone Edge
- U-Turn
- Earthquake
- Superpower
Intimidate is amazing, and this common Lando-T set proves to have perfect synergy with the rest of the Therian forms. Earthquake is beautiful STAB, Superpower covers Jellicent's dark weakness and provides great damage, Stone Edge is for coverage, and U-Turn forms a nice core with Volt Switch as an annoyance. It is also nice for outpredicts and still doing damage.
Tornadus-T @ Life Orb - Nicknamed Isivuthela, meaning Gust.
Ability: Regenerator
EVs: 252 SpAtk, 252 Spd, 4 Atk
Nature: Hasty (^Spd vDef)
- U-Turn
- Heat Wave
- Hurricane
- Dark Pulse
Tornadus-T has more Speed than its Incarnate counterpart, meaning it can hit hard and fast with a Life Orb without worrying about being outsped by too much. U-Turn is for switching out into Thundurus if an Electric Move comes or Landorus if a Rock Move comes. Heat Wave and Dark Pulse are various coverage moves, and Hurricane provides amazing STAB. Regenerator is its Life Orb recovery with U-Turn, not only switching out but also dealing damage and healing.
Jellicent @ Leftovers - Nicknamed Umlweli, meaning Defender.
Ability: Water Absorb
EVs: 252 SpDef, 252 HP, 4 SpAtk
Nature: Calm (^SpDef vAtk)
- Scald
- Recover
- Toxic/Confuse Ray
- Protect
Jellicent, though UU, provides great synergy with Landorus with its own Water Absorb and also makes a nice Special Wall that can stall as well. All of its weaknesses are covered by the Therians, and it covers Landorus' 4x Ice weakness. Scald is for damage (and burnhax), Recover is for healing, and Protect is for... protection. o3o. I'm not entirely sure as whether to take Toxic or Confuse Ray, but both serve a purpose quite nicely.
Skarmory @ Leftovers - Nicknamed Insimbi-Inyoni, meaning Iron Bird.
Ability: Sturdy
EVs: 252 Def, 248 HP, 8 Atk
Nature: Impish (^Def vSpAtk)
- Defog
- Spikes
- Iron Head
- Roost
Skarmory provides resistance to rocks (which wrecks this team) while clearing them out with Defog. Spikes provide hazard damage to compile on the opposing team, Roost provides recovery and Iron Head makes it have some damage and not become bait for Taunt.
Venusaur @ Venusaurite - Nicknamed Ukuqhakaza, meaning Blossom.
Ability: Thick Fat
EVs: 128 HP, 252 Def, 128 SpDef
Nature: Modest (^SpAtk vAtk)
- Giga Drain
- Synthesis
- Sleep Powder
- Roar
I thought Mega Venusaur would be a great fit for this team, as it stitches the fabric of the team that removes most of its weaknesses. Giga Drain for recovery and STAB, Synthesis for even more recovery, Sleep Powder for sleepy times for sweepers like Bisharp and other annoyances, and Roar to switch out the annoyances and make them take damage from rocks.