I was making a Gen 6 AG team and I found this to work quite well in gen 7 AG too
Leader (Cloyster) @ Focus Sash
Ability: Skill Link
Tera Type: Water
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Spear
- Shell Smash
- Spikes
- Rapid Spin
As the name implies this is my lead hazard setter and can be used as bulky offense as even with no def investment it has 443 at level 100, Shell smash and icicle speed for obvious reasons, Rapid spin for hazards affecting me, And spikes to set up hazards of my own
S.Pivot (Ninjask) @ Focus Sash
Ability: Speed Boost
Tera Type: Bug
EVs: 4 HP / 252 Def / 252 Spe
Jolly Nature
- Swords Dance
- Protect
- Baton Pass
- Agility
My support pivot with baton pass, Swords dance with focus sash allows a +2 attack and +1 speed boost at least, Protect can be used for a +2 speed boost, then baton pass is for switching out into an attacker, not much else to mention really
Earthy (Landorus-Therian) (M) @ Choice Scarf
Ability: Intimidate
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Explosion
- Stone Edge
- U-turn
My speed control and offense, Landorus is one potential baton pass switch from Ninjask, equipped with a +2 Attack boost, this makes Landorus a threatening sweeper and in the case of psychic types I can use U-turn to deal heavy supereffective damage, explosion is to be used ONLY as a last resort other than that Landorus is fair game
Greed (Sableye) @ Sablenite
Ability: Keen Eye
Tera Type: Dark
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Foul Play
- Will-O-Wisp
- Recover
- Shadow Ball
This set when tested actually managed to tank a rain dance boosted hydro pump from Lugia plus the +2 attack boost with foul play did half of Lugia’s massive health pool, Shadow ball is to be used if a Pokémon such as mega Lucario were to switch in to try and take advantage using its “Justfied” ability, Will O Wisp also forms a synergy with Landorus here as will o wisp halves attack combined with Landorus dropping it further using intimidate and recovery for longevity
The Mence (Salamence) @ Life Orb
Ability: Intimidate
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Earthquake
- Return
- Fly
Probably a meh set for Salamence I agree, but that doesn’t mean it’s to be underestimated, Dragon dance can be used after a Ninjask baton pass switch for some insane speed and damage, plus with Salamence not being choiced means it can constantly use its other moves to play around Pokémon that are immune to Return / Earthquake overall a great addition
Azelf @ Life Orb
Ability: Levitate
Tera Type: Psychic
EVs: 28 HP / 252 SpA / 228 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Hidden Power [Fighting]
- Psyshock
- Nasty Plot
- Flamethrower
Finally, my Stallbreaker, Timid Nature with Life orb allows for great speed and damage from its diverse moveset, this moveset allows me to counter both physical and special walls even allowing a one shot on Toxapex once I get a single nasty plot up, I may not even have to use swords dance on Ninjask, I could use agility and Nasty plot which would allow Azelf to sweep after getting one off, Flamethrower to counter bulky steel types (most are phys def) hidden power fighting to ward off dark types that threaten him and Psyshock to ward off the aforementioned phys def walls