Overall thoughts:
Ribombee isn't a "bad" Pokemon by any means (and same goes with Webs as a strategy), but right off the bat one Pokemon this team sorely needs is Gholdengo, with its ability to block all forms of hazard removal (Court Change is rare in general). Other than Ghold, a lack of hazard removal on a Zard Y team is a clear issue (and you did mention it when talking about Great Tusk). Additionally, this team doesn't have a lot of "endgame" pressure. What I mean by this is that there are no Pokemon that can set up and sweep, and you generally don't need every offensive Pokemon in your team to be wallbreakers. Finally, Iron Valiant seems absolutely deadly for this team after Webs are removed. I did the calcs, and even non-Specs Iron Valiant has a 25% chance to outright OHKO Great Tusk through Assault Vest, not to mention how Zard Y and Raging Bolt get throttled by Specs Thunderbolt and Moonblast, respectively.
Alomomola: This might just be me and my general inability to play balance, but I do not think Alomomola fits on this team for several reasons, chief among them being it gives too many opportunities for the opponent to clear hazards. Even if this team had Gholdengo in the back, when Alomomola wants to Wish pass for a teammate, the Rapid Spinner or Defogger could be staring it down ready to remove Webs. From that point on, either you tank losing Webs and basically play a 5v6 from then on out, or you hard switch to Gholdengo and lose out on an opportunity to Wish pass. All of this is to say, if a Pokemon isn't immediately threatening with Webs up or can block the removal of Webs, it probably doesn't fit well on a Webs team. With that being said, your suggestion of swapping this to Gholdengo is exactly what I'm thinking.
Gholdengo @ Air Balloon / Choice Scarf
Ability: Good as Gold
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot / Trick
- Shadow Ball
- Make It Rain
- Focus Blast
Nasty Plot Gholdengo solves two of the aforementioned problems: the inability to block Webs removal and the lack of setup options. The moveset is standard, and Air Balloon is a consistent item on a game to game basis, being able to survive in the face of Landorus-T, Garchomp, and more, potentially hitting them for game winning damage while they pop the balloon. However, Choice Scarf is a great item in the case that Webs gets removed, allowing this team to still have some speed as well as allowing Gholdengo to outspeed the likes of Landorus-T and Scarf Tapu Lele even when Webs are up.
Glimmora: One thing I have to say up front: Glimmora is not a good late-game sweeper. First of all, this is Specs Glimmora, meaning if you lock yourself into Earth Power or Sludge Bomb, you are unable to damage Flying or Steel types, respectively. With Flyings like Landorus-T, Zard Y, Zapdos and more, and Steels like Kingambit, Gholdengo, Ferrothorn and more, you are bound to run into a few too many situations where you just can't KO every remaining Pokemon with one move. Steels in particular wall every single move except for Earth Power, so if the opponent has a Steel remaining plus something that can eat Earth Power, it's basically over. Glimmora is also slow, and although you do have Webs, there's always Flying types as aforementioned, Scarf Pokemon like Tapu Lele and Urshifu-Rapid, Clear Body Dragapult, and priority from the likes of Band Rillaboom and Mega Scizor. Between its low Speed and being forced to be Choice locked, Glimmora is not a good sweeper. This is why I am suggesting Kingambit, who can both function as a lategame cleaner thanks to priority and deals with a prominent issue with this team.
Kingambit @ Black Glasses / Lum Berry
Ability: Supreme Overlord
Tera Type: Dark
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Pursuit / Swords Dance
- Sucker Punch
- Knock Off
- Low Kick / Iron Head
124 Speed outspeeds 252 Speed EV Mega Scizor under Webs, which can matter since Mega Scizor can run Close Combat, so outspeeding it can allow Kingambit to potentially knock it out should it be at low enough HP. The bigger issue at hand, though, is Dragapult. Dragapult is a difficult Pokemon for Zard Y teams to answer. Clear Body prevents Sticky Web from lowering its Speed, allowing it to Dragon Dance and sweep to high heavens. Kingambit helps with that problem thanks to Pursuit, although if you feel like you can handle Dragapult with Kingambit's typing alone, Swords Dance provides another dimension of threat to Kingambit's arsenal. For the item, Black Glasses enhances Kingambit's damage output even further, while Lum Berry means that Kingambit can still hit Dragapult for good damage if it reveals to be a Will-o-Wisp + Hex set instead of Dragon Dance (although non Dragon Dance sets usually run Infiltrator, so maybe you can immediately know if it is Dragon Dance or not by seeing if it is affected by Webs.) Lastly, the choice between Low Kick and Iron Head kind of depends on the decision you make on the next Pokemon, so we'll come back to this later.
Great Tusk: Right now, the team's looking good, but I think it's a bit too slow in the case that Webs gets removed by the opponent. Tusk can actually fix that problem thanks to Protosynthesis. When Tusk only invests 4 EVs into its Attack and maximize its Speed, it can receive a Speed boost from Protosynthesis instead of an Attack boost. Couple this with maximum HP, and Tusk can turn into this fast Pokemon with great coverage that can tank a decent amount of hits.
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Rapid Spin
- Stone Edge / Close Combat
I did decide to add Rapid Spin along with Heavy-Duty Boots as a method of consistent hazard removal and Stone Edge to hit not only opposing Zard Y, but also Moltres and Volcarona, two Pokemon that especially love punishing contact moves. Close Combat still offers great coverage, notably hitting Pokemon like Terapagos; however, because Zard Y already shreds common Steel-types that Close Combat would hit, like Corviknight and Ferrothorn, dropping it for Stone Edge may be a better decision. In my opinion, you should choose Stone Edge and Low Kick for Kingambit; however, if you decide that Close Combat is better, Iron Head would suit Kingambit more.
Charizard-Mega-Y: The only suggestion I have for this set is, now that Alomomola is removed, you may want to consider Roost over Air Slash as a form of healing and potentially outplaying opposing Kingambit. However, with the advent of Pokemon like Zamazenta, I do see how Air Slash can be helpful. Just consider Roost whenever you feel like you aren't clicking Air Slash that much.
Raging Bolt: I have to ask: what is the reasoning behind that EV spread? I suppose it outspeeds -1 Great Tusk, but you can do the same with 60 Speed EVs. Anyhow, the moveset is alright, although usually Volt Switch sets are used in tandem with Assault Vest. Usually, Raging Bolt either run an Assault Vest set or a Calm Mind set, and I'm going to provide both in case you choose neither Nasty Plot Gholdengo nor Swords Dance Kingambit.
Raging Bolt @ Assault Vest / Dragonium Z
Ability: Protosynthesis
Tera Type: Electric
EVs: 124 HP / 252 SpA / 132 Spe
Modest Nature
IVs: 20 Atk
- Thunderbolt
- Volt Switch / Calm Mind
- Thunderclap
- Draco Meteor
132 Speed EVs outspeeds minimum Speed Landorus-T. If you choose Assault Vest, use Volt Switch; if you choose Dragonium Z, use Calm Mind. Assault Vest allows Raging Bolt to tank some crazy attacks, such as Iron Valiant's Moonblast, allowing it to potentially revenge kill if Gholdengo is too weak to tank a hit. This pairs great with Volt Switch, allowing Raging Bolt to reposition against bulkier Pokemon like Ferrothorn. Calm Mind, on the other hand, sets up Raging Bolt to be an absolute nuke with Z-Draco Meteor, and at +2 Special Attack, you can KO Blissey with the combination of Thunderbolt and Z-Draco Meteor. This damage is compounded with the Protosynthesis boost from sun as well.
Ribombee: Finally, the Webs setter itself. Ribombee sets usually don't have a lot of bulk investment, as their job is to set up Webs and faint so a teammate can come in safely (which is exactly why Webs is such a risky playstyle). Below is a set that is better optimized for Ribombee's task.
Ribombee @ Focus Sash
Ability: Shield Dust
Tera Type: Bug
EVs: 192 Def / 64 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Moonblast
- Skill Swap
- Stun Spore
192 Defense allows Ribombee to live a Surging Strikes from Scarf Urshifu-Rapid, one of the only Pokemon that can threaten it from setting up Webs. Skill Swap alows Ribombee to set up in the face of Hatterene, and if you predict correctly, Mega Diancie. Moonblast allows Ribombee to pose some sort of threat against the likes of Great Tusk, who may try and spin away the Webs as soon as possible, and Samurott-Hisui, who may try and set up hazards of its own.
Here's the Pokepaste: https://pokepast.es/6f25acbce3ea8228
I decided with Nasty Plot Gholdengo, Pursuit Kingambit, and Calm Mind Raging Bolt, although you are free to change the sets with my alternatives listed here.
I have some thoughts about this team:
1. Every. Single. Time. I build a team, I somehow lose to stall, so I'm putting the same warning here. Against stall, try and preserve the Pokemon with Setup, and try and use Ribombee to spread Paralysis instead of Webs. Webs does not benefit this team at all against Stall, and who knows, you might get lucky and brute force your way past certain Pokemon. Plus, the only Pokemon that can deny Stun Spore, Mega Sablye, is terrified of Moonblast, so use that to your advantage.
2. Without Scarf Gholdengo, this team does feel a bit slow save for Speed Protosynthesis Great Tusk, so if there are obvious fast threats on the other side, like Dragapult or Zamazenta, plan accordingly. Against Dragapult, Kingambit should take on every common set other than Specs Fire Blast; against Zamazenta, use Gholdengo's Ghost typing along with the fact that Great Tusk outspeeds it under Sun to try and overwhelm it. And of course, do anything and everything in your power to deny Webs removal with Gholdengo, but if you feel like it's inevitable that Webs are going to be removed, preserve Gholdengo and try taking advantage of the turn they require to remove Webs.
Hope I helped!