"Donkphan" makes Ampharos sweat bullets, since it so easy for the opponent to attach a fighting energy, perhaps an expert belt, and hit Ampharos for 160. Getting out Sunyshore gym or keeping Garchomp active will be one of the few ways to protect from the donk.
Double Colorless Energy makes this deck fly, as Garchomp SV can attack T1 with it and most Ampharos have :lightning::colorless::colorless: attack requirements. I'm thinking maybe putting in 2 Ampharos Prime, 1 Ampharos (PL), and 1 Ampharos (SW) would be the best way to go, as Ampharos Prime will deal damage with energy attachments, Ampharos (PL) will cut off PokePowers to affected pokemon, and Ampharos (SW) will stirke the bench to any pokemon with energy attached, further increasing their agony.
Garchomp Lv. X would most likely deal damage to the bench with its PokePower if a full health one can be sent out with Ampharos (PL) is in play, instantly shutting off Claydol from being used.