Thanks in advance for looking this over. I'm completely new to VGC (and very new to competitive Pokemon too).
Archeops @ Flight Gem (leads with Musharna)
Ability: Defeatist
252 Att / 252 Speed / 4 HP
Nature: Jolly (-SpA +Spe)
~Acrobatics
~Rock Slide
~Earthquake
~Protect
Archeops is my specific answer to Whimsicott + Terrakion leads, as it threatens them both with OHKOs. If Archeops will be slower than one or both opponents, it can Protect on the first turn while Musharna uses Trick Room. Thundurus makes it cry, so I wouldn't lead with Archeops against a Thundurus.
Musharna @ Mental Herb
Ability: Telepathy
252 HP / 100 SpD / 156 Def
Nature: Sassy
~Shadow Ball
~Trick Room
~Psychic
~Moonlight
With a Mental Herb, Musharna can set up Trick Room without worrying about Encore and Taunt. Helping Hand allows Musharna to boost Archeops's attacks for a quick punch, and Telepathy prevents it from taking damage from Earthquake. If Archeops is outspeeding an opposing Trick Room team, Musharna can reverse the dimensions back to normal.
Conkeldurr @ Flame Orb
Ability: Guts
Att 252 / HP 252 / SpD 4
Nature: Brave
~Hammer Arm
~Rock Slide
~Payback
~Mach Punch
Trick Room sweeper. Conkeldurr gets sent in if Musharna's partner dies and the dimensions are still twisted. Payback helps Conkeldurr dole out major damage to Jellicent, while Hammer Arm is the STAB.
Darmanitan @ Choice Scarf
Ability: Sheer Force
Speed 252 / Att 252 / HP 4
Nature: Adamant
~U-Turn
~Rock Slide
~Flare Blitz
~Superpower
Darmanitan is Conkeldurr's counterpart, there to sweep in normal conditions. With a Choice Scarf it out paces anything that isn't scarfed, but it faces threats in the form of Water and Dragon Pokemon that Flare Blitz doesn't scare.
Jellicent @ Water Gem
Ability: Cursed Body
SpA 252 / HP 252 / SpD 4
IVs: Spe 0
Nature: Quiet
~Water Spout
~Shadow Ball
~Trick Room
~Ice Beam
Jellicent can come in under Trick Room, absorb blows, and pose an instant threat. In addition to being another Pokemon able to set up/reverse Trick Room, Jellicent stops the annoying Heat Wave + Water Spout spam cold. Thanks to Shadow Ball, this Jellicent should be able to handle other Jellicent. Ice Beam provides super effective coverage on genies, but I'm also considering Protect for stalling purposes. Overall, Jellicent is a good contingency if Darmanitan might struggle.
Terrakion @ Lum Berry
Ability: Justified
Spe 252 / Att 252 / HP 4
Nature: Jolly
~Close Combat
~Protect
~Rock Slide
~Safeguard
Terrakion is my secret weapon, specifically my anti-Thundurus plan. Safeguard is used immediately to protect from Prankster paralysis (as well as potential Spore from Amoongus), and then Musharna's Trick Room allows Terrakion to attack before its foes. The purpose of Terrakion is two-fold, however: During team preview I can lead the opponent to think that I'm using a Whimsicott + Terrakion + Beat Up lead.
My goal has shifted to being one big anti-team. With this I hope to counter Trick Room and Tailwind, as well as Beat Up Terrakion leads. I'm sad to say my team feels somewhat aimless, but I think solid nonetheless, and able to surprise the conventional strategies.
June 18 EDIT: Swapped in what I actually used at VGC today. Lost 1st Round to a Trick Room team.
I feel strongly about keeping Terrakion the way he is--he's there specifically to deal with Thundurus, otherwise he won't lead. Many Thundurus leads try to paralyze Terrakion, then the Lum Berry protects it, and then Terrakion uses Safeguard and my team is immune to such shenanigans for effectively the rest of the game. Generally I don't put Terrakion in anyway.
July 6 EDIT: Replaced Whimsicott with Jellicent. Fixed Terrakion.
Archeops @ Flight Gem (leads with Musharna)
Ability: Defeatist
252 Att / 252 Speed / 4 HP
Nature: Jolly (-SpA +Spe)
~Acrobatics
~Rock Slide
~Earthquake
~Protect
Archeops is my specific answer to Whimsicott + Terrakion leads, as it threatens them both with OHKOs. If Archeops will be slower than one or both opponents, it can Protect on the first turn while Musharna uses Trick Room. Thundurus makes it cry, so I wouldn't lead with Archeops against a Thundurus.
Musharna @ Mental Herb
Ability: Telepathy
252 HP / 100 SpD / 156 Def
Nature: Sassy
~Shadow Ball
~Trick Room
~Psychic
~Moonlight
With a Mental Herb, Musharna can set up Trick Room without worrying about Encore and Taunt. Helping Hand allows Musharna to boost Archeops's attacks for a quick punch, and Telepathy prevents it from taking damage from Earthquake. If Archeops is outspeeding an opposing Trick Room team, Musharna can reverse the dimensions back to normal.
Conkeldurr @ Flame Orb
Ability: Guts
Att 252 / HP 252 / SpD 4
Nature: Brave
~Hammer Arm
~Rock Slide
~Payback
~Mach Punch
Trick Room sweeper. Conkeldurr gets sent in if Musharna's partner dies and the dimensions are still twisted. Payback helps Conkeldurr dole out major damage to Jellicent, while Hammer Arm is the STAB.
Darmanitan @ Choice Scarf
Ability: Sheer Force
Speed 252 / Att 252 / HP 4
Nature: Adamant
~U-Turn
~Rock Slide
~Flare Blitz
~Superpower
Darmanitan is Conkeldurr's counterpart, there to sweep in normal conditions. With a Choice Scarf it out paces anything that isn't scarfed, but it faces threats in the form of Water and Dragon Pokemon that Flare Blitz doesn't scare.
Jellicent @ Water Gem
Ability: Cursed Body
SpA 252 / HP 252 / SpD 4
IVs: Spe 0
Nature: Quiet
~Water Spout
~Shadow Ball
~Trick Room
~Ice Beam
Jellicent can come in under Trick Room, absorb blows, and pose an instant threat. In addition to being another Pokemon able to set up/reverse Trick Room, Jellicent stops the annoying Heat Wave + Water Spout spam cold. Thanks to Shadow Ball, this Jellicent should be able to handle other Jellicent. Ice Beam provides super effective coverage on genies, but I'm also considering Protect for stalling purposes. Overall, Jellicent is a good contingency if Darmanitan might struggle.
Terrakion @ Lum Berry
Ability: Justified
Spe 252 / Att 252 / HP 4
Nature: Jolly
~Close Combat
~Protect
~Rock Slide
~Safeguard
Terrakion is my secret weapon, specifically my anti-Thundurus plan. Safeguard is used immediately to protect from Prankster paralysis (as well as potential Spore from Amoongus), and then Musharna's Trick Room allows Terrakion to attack before its foes. The purpose of Terrakion is two-fold, however: During team preview I can lead the opponent to think that I'm using a Whimsicott + Terrakion + Beat Up lead.
My goal has shifted to being one big anti-team. With this I hope to counter Trick Room and Tailwind, as well as Beat Up Terrakion leads. I'm sad to say my team feels somewhat aimless, but I think solid nonetheless, and able to surprise the conventional strategies.
June 18 EDIT: Swapped in what I actually used at VGC today. Lost 1st Round to a Trick Room team.
I feel strongly about keeping Terrakion the way he is--he's there specifically to deal with Thundurus, otherwise he won't lead. Many Thundurus leads try to paralyze Terrakion, then the Lum Berry protects it, and then Terrakion uses Safeguard and my team is immune to such shenanigans for effectively the rest of the game. Generally I don't put Terrakion in anyway.
July 6 EDIT: Replaced Whimsicott with Jellicent. Fixed Terrakion.