TwilightErik, I don't think telling the OP to simply play ZekEels (Which is essentially what you did in your post) is very helpful at all in terms of helping him build his own strategy and understand how to refine his deck building. We have an interesting concept here, but it could do with some refining/de-clunking, which is what I'm going to attempt to do here, as well as explain why I'm making changes at the same time (Not to mention I don't think 2 Zekrom EX is a good play in Zekrom/Eelektrik anyway, or Eviolite or Skyarrow Bridge for that matter, but that's another story.)
Tom, for starters, let's look at your Pokemon line. Considering you're running Raikou as a main focus of the deck, I don't really think Zapdos is a necessary inclusion. It is too easily KOed by other electric decks and doesn't do anything that Raikou can't do better, apart from possibly get some lucky KOs with Thundering Hurricane. Replacing them with two Thundurus would be much better, as he would be a brilliant starter - load him up with an electric energy turn one and use charge to get another one out your deck. If he gets KOed, brilliant, you've got your two electric energies in the discard pile and you can start volt bolting once you have your Eels set up. If not, then you can attach a third electric energy to him and start dealing some easy 80 damage, whilst also getting an electric energy in the discard pile. He's too good not to run.
Also, I think 3 Sableye is far too many, especially with 4 junk arm already in the deck. He's an easy prize for your opponent once he's on the field, and since he needs a dark energy to do his attack, that'll be one of your precious 5 gone to the discard pile. Sure, you can dark patch it back, but as I'll mention later on, I don't think Dark patch is needed in here at all. So 1 Sableye should be fine. Finally, no deck really needs two Cleffa, especially one that aims to play aggressively as quickly as possible like this one. 1 should be more than enough. The spaces would be far better taken up by 2 Tornadus EX - he's easily splashable because of his typing, resists Fighting nicely like Zapdos does, and does a decent amount of damage, being able to two hit knock out any fighting Pokemon you come across with Power blast.
As a final note, you may want to look at the two new Tynamos that came out of Dark Explorers, they offer some different options for you if you're willing to sacrifice the free retreat. With Darkrai EX on the horizon being able to snipe for 30 on any bench Pokemon, I'd say that running any 40hp Tynamo would be a better play over the 30 hp one as it stands. Maybe it'd be better to do 3 40hp and 1 30hp, just so you do have the free retreat option if it's absolutely vital.
Now, as for trainers, I don't really like the inclusion of Sage's Training in this list. in this format conserving your resources like Junk Arms and Catchers is absolutely vital in order to ensure you can get those easy prizes when you are unable to get a Raikou fully charged up, which will happen sometimes. I'd also argue that Dark Patch isn't even necessary in this list, especially with only five targets for it, because you're not trying to load up dark attackers quickly, you're just using the dark energy to give the Raikou free retreat so you can alternate between the bench one and the active one. It seems like Super Rod as a universal recovery option for getting those energies back, but also Pokemon should that be necessary, would be a better idea (Unless Darkrai is in there as a backup attacker as well, but from the way you set out the deck's objective, I don't think that's the case). I'd also bump up the number of Pokemon catchers to give you more options for stalling out your opponent when necessary, and I would also replace the energy switches with plain ol' switch, as with dark patch out of the deck you don't really need to move the dark energies over from Darkrai any more.
The low number of draw supporters and any sort of supporter search at all is worrying. If you really want to speed this deck up a lot, you could run dual ball over Collector, and then play Random Receiver in order to get a guaranteed draw supporter for the turn you play it. Take out the Sage's training and replace it with 3 N, bump up Juniper and Oak's to four, and put in 3 Random Receiver. That way, you'll almost never hit a hand drought. Finally, the lost removers seem like an unnecessary addition in a deck which doesn't aim to disrupt the opponent as a main objective. I'd advise you take them out.
The energy line seems fine as far as I can see though, no problems there. With the amount of draw support in your deck now, you can be pretty certain you'll get an energy drop every single turn, which is what you want!
Here's what my updated list idea would look like:
Pokemon (18)
2 Darkrai-EX (DE 63)
3 Raikou-EX (DE 105)
2 Tornadus-EX (ND 54)
1 Tynamo (NV 39)
3 Tynamo (DE 45)
3 Eelektrik (NV 40)
1 Sableye (DE 62)
2 Thundurus (EP 37)
1 Cleffa (HSP 12)
T+S (28)
4 Junk Arm (TR 87)
2 Switch (HGSS 91)
4 Dual Ball (UL 72)
4 Professor Oak's New Theory (HGSS 101)
3 N (DE 96)
4 Professor Juniper (DE 98)
3 Pokemon Catcher (DE 111)
3 Random Receiver (DE 99)
1 Super Rod (NV 95)
Energy (14)
5 Darkness Energy (BW 111)
9 Electric Energy (CL 91)
I hope that's helpful been helpful to you and best of luck with your deck! =D