Pros:
+Being the only steel/electric in the game ATM grants a whopping 11 resistances and an immunity, as well as being immune to sandstorm chip damage
+very broad support movepool includes fake out, spiky shield, nuzzle, zing zap, helping hand, reflect and even wish
+3 excellent abilities to choose from, with sturdy ensuring togedemaru gets to contribute something before getting KO'd, Lightning rod redirecting electric attacks from partners like Gyarados, and iron barbs chipping away targets when they touch togedemaru
Cons:
-98/40/96 offenses aren't that good , leaving it slower than a fair number of threats and hitting softer than others
-65/63/73 defenses are trash, even with 11 resistances and an immunity, meaning togedemaru needs to run either focus sash or sturdy to avoid the OHKO
-Offensive movepool is pretty shallow, limited to STABs, Poison jab, U-turn, Bounce and Zen headbutt
VGC Support
Item: Air Balloon/Focus Sash
Nature: Jolly
Ability: Sturdy/Lightning Rod
Ev's: 252 Atk/4 Def/252 Spe
Moves: -Fake Out
-Zing Zap
-Helping Hand
-Spiky Shield
With an Air balloon Togedemaru gets to dodge ground type attacks such as a teammates EQ, or switch in freely to a predicted High horsepower or Max-Quake. Spiky Shield is a neat protect variant that also damages anyone who makes contact with it, potentially popping a sturdy, focus sash, or even picking up a ko. Helping hand allows a teammate to deal a ton of damage, while Zing zap allows it to apply some pressure, and a nice 30% flinch chance is nothing to sneeze at. When choosing abilities and items, obviously don't run focus sash and sturdy, run focus sash with lightning rod to keep electric attacks away from teammates like Gyarados and Togekiss, while sturdy frees up the item slot and allows for a teammate to run focus sash instead. Iron Barbs is not a very good pick since Togedemaru is so frail, it will only get to activate once, maybe twice at best.