Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Rock Slide / Stone Edge
- Close Combat
- Protect
- Quick Guard / Taunt
Life Orb to attack with a lot of power and without having to set up with Whimsicott. The crux of your team shouldn't be based around the TerraCott gimmick as at higher levels it's predictable and easily countered. Earthquake on Terrakion is redundant as the list of 'mons that Earthquake hits for Super Effective is basically the same as the coverage you get between Rock Slide / Stone Edge and Close Combat. Quick Guard can protect you from incoming Fake Outs and Prankster Status moves, though Taunt can help you out versus Trick Room teams. Another thing, Protect is arguably the best move in doubles and foregoing it for coverage is not something that should be done. 9/10 times you're better off with Protect than an attack.
Whimsicott @ Focus Sash
Ability: Prankster
EVs: 252 HP / 252 Spd / 4 Def
Timid Nature
- Tail Wind
- Beat Up / Stun Spore / Encore
- Protect
- Moonblast
I know you wanna use the TerraCott gimmick, and I'm not as down on it as some of the other people around here, so I kept that in. Though I do recommend the other two moves over it, as they can help you out against several prominent threats in the doubles environment. Stun Spore can paralyze Scarf-Landorus, which is easily amongst the most dangerous threats in the metagame (though I find it overrated). Encore can mess around with Trick Room teams and Fake Outs by locking them into it . Protect because this is doubles and Moonblast over Hurricane because it's more consistent.
Landorus - I @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Protect
- Sludge Bomb
- Psychic
- Earth Power
Beats several common redirection users; Sludge Bomb donks both Togekiss and Clefable, Psychic donks Amoonguss and Earth Power donks Jirachi. It also deals out huge damage due to the Sheer Force + LO. Protect is once again because this is doubles.
Medichame @ Medichamite
Ability: Pure Power
EVs: 148 HP / 252 Atk / 108 Spd
Adamant Nature
- Protect
- Fake Out
- Drain Punch
- Psycho Cut
EVs outrun positive natured 70's unlike the previous spread, so now you don't have to worry about Breloom putting you to sleep before you can attack. Maxed out attack to deal out huge amounts of damage. Drain Punch for healing and being a dick to Kanga, TTar and others that are weak to it. Psycho Cut for the high crit chance and a good STAB move, though feel free to throw something else instead in this slot.
Breloom @ Life Orb / Focus Sash
Ability: Technician
Jolly Nature
- Protect
- Spore
- Mach Punch
- Bullet Seed
Same as your previous set, just swapped in Protect over Focus Punch because that move is pretty terrible in this meta.
Also some suggestions for swapping out Lilligant:
- Something that can play around in rain, as Terrakion, Lando and Medicham don't appreciate rain teams. Breloom is only one mon, and he's rather fragile so you might want at least one more
- You're also pretty weak to the Twin Dragons: Latios and Latias. They donk Medicham, Breloom, Terrakion and Landorus can't do much to them. Weavile could possible help you out here. If you want to keep using Beat Up, then it also allows you to take out Whimsicott as Weavile also has access to Beat Up
- Something that can ease your time against Trick Room as your team is fast and lacks overall bulk.