Welcome to Rageland! If you've never been here before I'll just lay down some ground rules: no setting up, no hazards, no recovery, and no defog. How can I enforce these crazy rules you may ask? Taunt. On half my team. It's so crazy it just might work. As always critiques are appreciated.
Terrakion
Focus Sash, Justified, Jolly
252 Atk, 252 Spe, 4 SpDef
Close Combat
Stone Edge
Stealth Rock
Taunt
While Terrakion might seem like a very obvious lead there are some matchups where it doesn't fair very well (oblivious Mamoswine for example). In situations like these it's best to use something else. It any other situation Terrakion's great speed and access to Taunt allow it is set Rocks and keep them off the field. If he survives (and he just might) he can come back as a powerful win condition using his very high power STABs, attack, and speed. His typing doesn't add much synergy to the team but he's a lead, he doesn't have to.
Mew
Leftovers, Synchronize, Calm
248 Hp, 104 SpDef, 156 Spe
U-Turn
Will-O-Wisp
Soft-Boiled
Taunt
This little asshole. The floating pink rat can switch into many things and cripple them with Taunt or Will-O-Wisp while recovering damage. It's got a great speed stat for a saboteur and not much can even 2hko it. The non-mandatory move slot can be anything and although it is usually Knock Off I feel like U-Turn gives this team a huge boost in momentum. Usually when a foe is crippled its first instinct is to switch out. I can capitalize on this by U-Turning to a counter. There certainly nothing wrong with spamming U-Turn as well as Mew forms a nice U-Turn core with Scizor and Lando.
Keldeo
Life Orb, Justified, Timid
252 SpAtk, 252 Spe, 4 SpDef
Scald
Secret Sword
Icy Wind
Hydro Pump/Taunt
A powerful win condition with an interesting STAB and type combo Keldeo is great mid or late game. Scald and Secret Sword are the main moves while Icy Wind punishes switch-ins like Lati@s. Hydro Pump is there for a little extra power but I'm I crazy enough to add Taunt instead? Hmm... Life Orb gives me the freedom to choose attacks while maintaining decent damage.
Landorus-T
Choice Scarf, Intimidate, Naive
252 Atk, 152 Spe, 4 SpAtk
Earthquake
Rock Slide
Hidden Power- Ice
U-Turn
Landorus is the most used mon and for good reason. This set is awesome for any team and fits pretty much any Volt/Turn core. This guy along with Mew and Scizor work together to give me more offensive options while messing with physical attackers. Hidden Power-Ice may seem like a strange choice but it has caught more than its fair share of other Landos and Garchomps off guard. While this doesn't OHKO it does more damage than every other move choice against those targets. Rock Slide is also more dependable than Stone Edge.
Scizor
Scizorite, Technician, Adamant
252 Hp, 44 Atk, 212 SpDef
Bullet Punch
U-Turn
Superpower
Roost
Is this the standard Roost 3 attacks Scizor spread? I don't know but this Scizor can take a surprising amount of punishment. It survives Hidden Power-Fire from both Latios and Magnezone and OHKOs the former back with U-Turn and either escapes the latter or hits it hard with Superpower. When it isn't trolling would-be checks and counters it completes the U-Turn core with Mew and Lando. The slow U-Turn helps get my other team mates safely on the field as well. It may be ugly but Scizor does its job well and provides a nice set of resistances.
Thundurus
Leftovers, Prankster, Timid
252 SpAtk, 252 Spe, 4 SpDef
Thunderbolt/Volt Switch
Hidden Power- Ice
Thunder Wave
Taunt
The mon that completes the Taunt theme. Taunt is cool but Prankster Taunt is cooler! This set forgoes the usual Life Orb for Leftovers to provide more of a support role that is able to come it more than once. Thunder Wave it very important in order to slow down fast threats like Greninja and Lati@s. I chose Taunt because of the utility it provides and because of my hatred for Focus Blast and Psychic on Thundurus. Volt switch is an option over Thunderbolt to keep the crazy Volt/Turn stuff going but I usually prefer the power of Thunderbolt. The other two moves are standard. To be honest, this was the last mon I added to the team but it has put in as much work as a Thundurus should so I'm happy with it.
As cool as this team looks it's a little prediction heavy and skill intensive. Sometimes you just lose to over thinking things. Is my opponent going to set up knowing that I might just Taunt him? Is he going to attack while I Taunt? These are the tough decisions that any Taunt user must make only this time it's spread to half the team. When this team goes it really runs smooth with flawless momentum and my opponents unable to set up in any way. However, the offensive nature of this team means that a mispredicton can be very costly. Anyway, I enjoy this team and I want to hear what you think of it.
Terrakion
Focus Sash, Justified, Jolly
252 Atk, 252 Spe, 4 SpDef
Close Combat
Stone Edge
Stealth Rock
Taunt
While Terrakion might seem like a very obvious lead there are some matchups where it doesn't fair very well (oblivious Mamoswine for example). In situations like these it's best to use something else. It any other situation Terrakion's great speed and access to Taunt allow it is set Rocks and keep them off the field. If he survives (and he just might) he can come back as a powerful win condition using his very high power STABs, attack, and speed. His typing doesn't add much synergy to the team but he's a lead, he doesn't have to.
Mew
Leftovers, Synchronize, Calm
248 Hp, 104 SpDef, 156 Spe
U-Turn
Will-O-Wisp
Soft-Boiled
Taunt
This little asshole. The floating pink rat can switch into many things and cripple them with Taunt or Will-O-Wisp while recovering damage. It's got a great speed stat for a saboteur and not much can even 2hko it. The non-mandatory move slot can be anything and although it is usually Knock Off I feel like U-Turn gives this team a huge boost in momentum. Usually when a foe is crippled its first instinct is to switch out. I can capitalize on this by U-Turning to a counter. There certainly nothing wrong with spamming U-Turn as well as Mew forms a nice U-Turn core with Scizor and Lando.
Keldeo
Life Orb, Justified, Timid
252 SpAtk, 252 Spe, 4 SpDef
Scald
Secret Sword
Icy Wind
Hydro Pump/Taunt
A powerful win condition with an interesting STAB and type combo Keldeo is great mid or late game. Scald and Secret Sword are the main moves while Icy Wind punishes switch-ins like Lati@s. Hydro Pump is there for a little extra power but I'm I crazy enough to add Taunt instead? Hmm... Life Orb gives me the freedom to choose attacks while maintaining decent damage.
Landorus-T
Choice Scarf, Intimidate, Naive
252 Atk, 152 Spe, 4 SpAtk
Earthquake
Rock Slide
Hidden Power- Ice
U-Turn
Landorus is the most used mon and for good reason. This set is awesome for any team and fits pretty much any Volt/Turn core. This guy along with Mew and Scizor work together to give me more offensive options while messing with physical attackers. Hidden Power-Ice may seem like a strange choice but it has caught more than its fair share of other Landos and Garchomps off guard. While this doesn't OHKO it does more damage than every other move choice against those targets. Rock Slide is also more dependable than Stone Edge.
Scizor
Scizorite, Technician, Adamant
252 Hp, 44 Atk, 212 SpDef
Bullet Punch
U-Turn
Superpower
Roost
Is this the standard Roost 3 attacks Scizor spread? I don't know but this Scizor can take a surprising amount of punishment. It survives Hidden Power-Fire from both Latios and Magnezone and OHKOs the former back with U-Turn and either escapes the latter or hits it hard with Superpower. When it isn't trolling would-be checks and counters it completes the U-Turn core with Mew and Lando. The slow U-Turn helps get my other team mates safely on the field as well. It may be ugly but Scizor does its job well and provides a nice set of resistances.
Thundurus
Leftovers, Prankster, Timid
252 SpAtk, 252 Spe, 4 SpDef
Thunderbolt/Volt Switch
Hidden Power- Ice
Thunder Wave
Taunt
The mon that completes the Taunt theme. Taunt is cool but Prankster Taunt is cooler! This set forgoes the usual Life Orb for Leftovers to provide more of a support role that is able to come it more than once. Thunder Wave it very important in order to slow down fast threats like Greninja and Lati@s. I chose Taunt because of the utility it provides and because of my hatred for Focus Blast and Psychic on Thundurus. Volt switch is an option over Thunderbolt to keep the crazy Volt/Turn stuff going but I usually prefer the power of Thunderbolt. The other two moves are standard. To be honest, this was the last mon I added to the team but it has put in as much work as a Thundurus should so I'm happy with it.
As cool as this team looks it's a little prediction heavy and skill intensive. Sometimes you just lose to over thinking things. Is my opponent going to set up knowing that I might just Taunt him? Is he going to attack while I Taunt? These are the tough decisions that any Taunt user must make only this time it's spread to half the team. When this team goes it really runs smooth with flawless momentum and my opponents unable to set up in any way. However, the offensive nature of this team means that a mispredicton can be very costly. Anyway, I enjoy this team and I want to hear what you think of it.