Alright let's see. Hopefully this post doesn't get taken down or else I'll look like an idiot.
No toxic stalling in vgc ever. Why? Short answer: It's bad. Long answer: You can play much more offensively in VGC due to all of the techs you can do. You could use a raichu to activate a weakness policy on Galarian Moltres and get it to +3. You could have a partner that spammed follow me while you freely set up. Sand Rush Excadrill, Swift Swim Kingdra, Chloryphyll Venasuar, Tailwind Cinderace, and Glastrier in Trick Room all become extremely viable due to how short the games end up being.
Pyukumu and Toxapex are your stallers, so I'd just straight up get rid of them as they are completely unviable. Pincurchin as well. Even at 130 base power, Venoshock isn't that good, and on Pincurchin it doesn't have STAB, plus pincurchin is likely to get KOed due to its low base speed. Again, I'd get rid of it. You don't need pincurchin as a terrain setter, and lightning rod messes with your own team as it redirects electric attacks to you. Thus, I'd get rid of it as well.
Enough criticism. The core of Regieleki + Tapu Koko is actually pretty powerful. A 140 base power transistor stab boosted electrick terrain boosted Rising Voltage kind of just makes enemies die. In series 6, if people had to explore this concept they would end up having to use Pincurchin and Raichu-Alola. Pincurchin is bad, and Raichu-Alola didn't have the damage. However, most of these sets really need a lot more protect. Protect is invaluable in VGC as you can stop your pokemon from taking damage while finishing or getting the enemy down to KO range with your partner. Thus, Protect over Grass Knot on Koko, and Protect over Ancient Power over on Regieleki. I'd also run sash on eleki-it has no defenses.
The closest thing to stall in the metagame is probably an intimidater. The job of an intimidater is to lower your enemies' attack by one stage, switch out, and rinse and repeat until they can do little damage to your partners. It is especially helpful in VGC as nobody likes switching because it's usually a waste of a turn (Same applies to your team). Your team really doesn't care about intimidaters as most of it is special. Anyways, I'd recommend Incineroar. Amazing movepool. Fake Out is also amazing, as it basically stops a pokemon from attacking in that turn. You can do this to a.) guarantee the KO on another pokemon, since they can't move they can't kill you first, or b.) if that mon is big trouble to your team, double team that mon to hopefully pick up the KO. Snarl, which lowers special attack, and parting shot, which allows you to switch out while lowering the enemies' attack and special attack by one stage. Here's the set:
Incineroar @ Figy Berry
Ability: Intimidate
EVs: 252 HP / 4 Def / 252 SpD
Relaxed Nature
- Fake Out
- Flare Blitz
- Snarl
- Parting Shot
Glastrier is a really powerful mon when utilized correctly. And the correctly in this case is under Trick Room. Thanks to Glastrier's low base speed it is super viable when utilized corrcetly. Change Avalanche to Icicle Crash as in Trick Room you'll be moving first, and Protect over Crunch, as stated above. Also, give it Weakness policy. I have two reasons for this. a.) Glastrier is really bulky, and b.) You can run a tech where you activate your own weakness policy to get to +2 and then attack.
Every Trick Room Sweeper has to have a setter, and what is arguably the best setter in the format is dusclops. Dusclops' has no offensive pressure but is a great support mon.
Dusclops @ Eviolite
Ability: Frisk
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Night Shade
- Trick Room
- Brick Break
- Helping Hand
Eviolite makes Dusclops super bulky. Helping Hand is really great for extra damage, and Brick Break is the move used to activate Glastrier's policy. Can also break screens, but those are pretty rare. Finally, Night Shade since it's really Dusclops' only means of doing damage.
I was thinking about the last mon; i wanted it to be somewhat ok in trick room, as Regieleki and Koko are far too fast for it, and I ended up with Fini. It works in and out of trick room thanks to its mediocore speed, and is a good counter for Landorus-Therian, which counters your electric terrain option hard. It also does well against Incineroar as well, which, again, is super annoying.
Tapu Fini @ Wiki Berry
Ability: Misty Surge
EVs: 252 HP / 252 SpA / 4 SpD
Serious Nature
IVs: 0 Atk
- Dazzling Gleam
- Muddy Water
- Protect
- Calm Mind
Generally, you only want to calm mind once as you really shouldn't get greedy-one mistake can cost you the game.
Your leads:
Regieleki and Koko, really anything is viable in the back, just don't bring Incineroar and Dusclops as then you lack a late game attacker
Dusclops and Glastrier, and probably Fini and Incineroar in the back
Thankfully I know VGC a lot better than battle stadium singles rn.
Here's the paste for the team:
https://pokepast.es/364cee75953755ab