I'd like to submit a set (first time ever :3):
Torment Tornadus:
Tornadus (M) @ BrightPowder
Ability: Prankster
EVs: 176 HP / 152 Def / 156 SpD / 24 Spe
Calm Nature
IVs: 0 Atk
- Toxic
- Taunt
- Protect
- Torment
So why Torment? Because Tornadus is bulky. And that implies that every mon will want (need?) to use their most efficient move to get rid of it... Except that won't be possible. Which means that Tornadus is gonna stick around for quite a while. So while he's at it, Toxic people, get a life. Now Tornadus is also one of the quickest Pranksters in the Tier (there's always Whimiscott but there isn't much to be done here), and they don't usually pack a lot of Speed EVs, so he can Taunt them before they can Taunt him (as Kyle Cole said, 24 Speed EVs outspeeds 20 Speed Thundurus and Taunt him before it can T-Wave him). BrightPowder is an item that makes Rock-typed moves really unreliable on to hit him: Stone Edge? Rock Slide? No way sir! Plus, you know, the slight chance of being missed by an Ice Beam or so. Kinda little bonus there.
The EV spread is of course optimized to bulk as much as possible, and not waste anything on unexistant-offense:
252+ SpA Teravolt Kyurem-B Ice Beam vs. 176 HP / 164+ SpD Tornadus: 278-330 (81 - 96.2%) -- guaranteed 2HKO
252+ SpA Mega Abomasnow Blizzard vs. 176 HP / 164+ SpD Tornadus: 270-320 (78.7 - 93.2%) -- guaranteed 2HKO after hail damage
252 Atk Life Orb Terrakion Rock Slide vs. 176 HP / 144 Def Tornadus: 265-315 (77.2 - 91.8%) -- guaranteed 2HKO
252 Atk Landorus-T Rock Slide vs. 176 HP / 144 Def Tornadus: 148-176 (43.1 - 51.3%) -- 5.9% chance to 2HKO
52+ SpA Thundurus Thunderbolt vs. 176 HP / 164+ SpD Tornadus: 246-290 (71.7 - 84.5%) -- guaranteed 2HKO
252 SpA Charizard Heat Wave vs. 176 HP / 164+ SpD Tornadus in Sun: 141-166 (41.1 - 48.3%) -- guaranteed 3HKO
252+ Atk Parental Bond Mega Kangaskhan Return vs. 176 HP / 144 Def Tornadus: 297-351 (86.5 - 102.3%) -- 12.5% chance to OHKO
That doesn't sound that awesome, but then again, don't forget Torment: 2HKO is worth 3HKO (with that move). And Protect saves you another turn, while Toxic is at work. OK so it doesn't practically work that way exactly, but if you can handle predictions with your other mon, you're good to go!
And one last point, it works awfully well in TR: if the Taunt wasn't enough to prevent it from setting up, prankster and stalling will ensure that it is useless.
xoxo