Team Destruction
Tornadus@Flying Gem
Nature: Jolly (+Spd, -SpA)
Ability: Prankster
EV's: 252 Spd, 252 Atk, 4 Hp
Tailwind
Acrobatics
Taunt
Protect
Tornadus is one of my main starters. The Jolly nature is to make him really fast and to lower his un-used stat. The EV's are on Spd to make him faster and Atk as his attacking move is physical. Acrobatics as a STAB move will be upped by the Flying Gem and its power, which in turn makes a very deadly attack. Tailwind is to set up and make my guys strike first. Taunt is to stop other genies from Tailwind and Thunder Wave. Protect is obvious. The item, Flying Gem, is to make Acrobatics very deadly.
Landorus@Yache Berry
Nature: Jolly (+Spd, -Atk)
Ability: Sand Force
EV's: 252 Spd, 252 Atk, 4 Hp
Rock Slide
Earthquake
Swords Dance
Protect
I have here my other starter. The Jolly nature is to make him faster and to lower his un-used stat. The EV's are on Spd to make him faster and Atk as all his moves are physical. Earthquake for a multi-hitting STAB. Rock Slide for another multi-hitting move with possible flinch, and to take care of the genies. Swords Dance is for the initial Tailwind, as they will expect a Protect and focus all attacks on Tornadus. Protect is obvious. The item, Yache Berry, is to survive a HP Ice, or an Ice Beam.
Hydreigon@Chople Berry
Nature: Timid (+Spd, -Atk)
Ability: Levitate
EV's: 252 Spd, 252 SpA, 4 Hp
Dark Pulse
Dragon Pulse
Flamethrower
Protect
Here is one of my back-ups. The Timid nature is to make him faster and to lower his un-used stat. The EV's are on Spd to make him even faster and SpA as all his moves are special. Dark Pulse is for STAB and possible flinch. Dragon Pulse for STAB. Flamethrower is a great attack with possible burn. Protect is obvious. The item, Chople Berry, is to survive a 1 Hp Terrakion's Close Combat and finish the match alive.
Terrakion@Focus Sash
Nature: Jolly (+Spd, -SpA)
Ability: Justified
EV's: 252 Spd, 252 Atk, 4 Hp
Close Combat
Rock Slide
Quick Attack
Protect
Here we have my other back-up. The Jolly nature is to make him faster and to lower his un-used stat. The EV's are on Spd to make him even faster and Atk as all his moves are physical. Close Combat is here for STAB, and can kill almost anything out there. Rock Slide is for STAB and possible flinch. Quick Attack is for when I feel like I am gonna get KO'd that turn, and to make sure that I get one more attack in before he dies. Protect is to stall Tailwind teams and to refrain from damage every now and then. And the item, Focus Sash, is because he is very easy to kill with one hit, and this allows me to hit hard one turn, then get priority from Quick Attack the next turn before he bites the dust.
Meinshao@Life Orb
Nature: Jolly (+Spd, -SpA)
Ability: Regenerator
EV's: 252 Spd, 252 Atk, 4 Hp
Fake Out
U-Turn
Detect
Drain Punch
We have here one of my TR counters. The Jolly nature is to make him faster and to lower his un-used stat. The EV's are on Spd to make him even faster and Atk as all his moves are physical. The Ability, Regenerator, is to gain Hp back from when he uses U-Turn. Fake Out is for the initial flinch on their TR set-up. U-Turn is to do major damage on Psychic types such as Musharna, and to activate Regenerator. Detect instead of Protect, because it's harder to Imprision. Drain Punch is for STAB and Hp back, and hits things such as Gigalith hard. The item, Life Orb, is to up my attacks' power, and I'll get the Hp back, from Drain Punch, and from Regenerator.
Whimsicott@Leftovers
Nature: Timid (+Spd, -Atk)
Ability: Prankster
EV's: 252 Spd, 252 SpA, 4 Hp
Encore
Giga Drain
Leech Seed
Protect
Here is my other TR counter. The Timid nature is to make him faster and to lower his un-used stat. The EV's are on Spd to make him even faster and SpA to make Giga Drain do a bit more damage. Encore is here to Encore Protect and TR users. Giga Drain is to hit things such as Gigalith and Jellicent hard, and get Hp back. Leech Seed, is to obviously take Hp back from them. Protect is to refrain from taking damage. The item, Leftovers, is to get Hp back every turn.
Main Team Strategy:
Tornadus, Landorus, Terrakion, Hydreigon
I'd start out with Tornadus and Landorus. Tornadus would be using Protect, while Landorus is setting himself up with Swords Dance. (They will be expecting Tailwind and Protect, so I mix it up a little.) Then Tornadus can set up Tailwind, while Landorus is just MUTILATING them with Rock Slide and Earthquake. Then if Tornadus dies first, I'd send in Hydreigon most likely, to continue the Earthquake rampage, but it all depends on what they have out. But if Landorus goes first, then Terrakion would be the most likely to start, but once again, it depends on what they have out.
TR Counter Team Strategy:
Whimsicott, Meinshao, Hydreigon, Terrakion
I'd start out with Whimsicott and Meinshao. I'd Fake Out their TR set-up and have Whimsicott start Leech Seeding unless their TR set-up is Jellicent, or Cofagrigus, then in that case, I'd use Fake Out on their other starter and wait till next turn, and hit them with Encore from Whimsicott. Next turn, Encore on their Protect user, or their TR user, and hit their TR set up with U-Turn and switch to Hydreigon so I take no damage from the opposing Psychic, and then can kill with Dark Pulse. And Terrakion is here to be a sweeper, but only as a last resort.
Handy-Dandy Threat List:
Major:
Terrakion: It may be easy to kill, but that's if you can get a hit in. With its Spd and Atk it's hard to kill.
Whimsicott: If they are using this thing as a Sub-Seeder, it can be a pain to kill. And, it's a Tailwind Set-up.
Haxorus: If they have a Scarfed Haxorus, then I'm in for a world of hurt. If I can get a good solid hit in on it, it won't be much of a problem.
Cofagrigus: If they start with a Cofagrigus as a TR set-up, then my initial Fake Out won't work, but I can use TR from my Whimsicott to counter that.
Chandelure: These things are plain out evil when scarfed. You dont wanna be coming up against something with ~225 adjusted speed, and 200 SpA. Those two equal a very large world of pain, but I can kill it fast, then its not a problem.
Moderate:
Jellicent: Same reason for Cofagrigus, plus I don't know if it would be using TR or Ice Beam on my Whimsicott, so I guess it would all depend on what else they have out. Plus their Water Spout, is very dealy when they have full Hp.
Musharna: As a TR set-up I can get them with Fake Out first turn, then hit them with U-turn, but with their huge Hp, I am wondering if that would kill it or not.
Gigalith: As a major TRer, it would be very difficult to get in first or even second turn, because of sturdy, and a Protect the first turn.
Conkeldurr: I absolutely hate these things. Mach Punching Conkeldurrs holding a Flame Orb, is absolutely evil. A common TRer, and this can be a problem.
Carracosta: Also a common TRer, it can hit something very hard after a Shell Smash, and then an Aqua Jet. Although Grass Knot can most likely kill it in one hit, there is always the chance of Sturdy.
Amoonguss: This one is very obvious. It Spores like there is no tomorrow, as well as Rage Powder.
Minor:
Eelektross: This thing has no weaknesses and has a very wide movepool, but can be killed quickly and easily unless it's in a TR team.
Cinccino: Technician Life Orb and Rock Blast/Bullet Seed can murder my starters.
Leave any and all comments down below, such as bumps (include move-sets, EV's, etc.), any threats you can think of that I haven't noticed, move-set changes, and anything I've left out.
Thanks!