Welp, Trick Room was taken so I decided to try my hand at something like this. Hopefully I've done this right...
Tailwind is a Flying-type move that doubles the speed of all Pokemon in the user's party for four turns. As you may be thinking, this is extremely helpful for sweepers who are held back for their below-average speed stats. However, this move hardly got any usage last generation due to the fact it only lasted for three turns! At best, the most number of turns you could sweep with was two (if the setup can't sweet), which really isn't wasting a turn for. Thankfully Gen V was kind enough to give us a decent buff.
List of Pokemon that know Tailwind:
Tailwind Setup
-------------------------------------------------------------------------
Crobat@Leftovers
Nature: Jolly
252 HP / 4 Def / 252 Spe
-Taunt
-Roost
-Tailwind
-U-turn/Super Fang
Unfortunately Tornadus was banished to OU, so we'll have to make due with the ones we have. Crobat is fast, somewhat bulky and can use Taunt to stop setup sweepers and Trick Roomers dead in their tracks, use Tailwind and U-turn out into a bulky sweeper.
Sigilyph@Flame Orb
Nature: Timid
252 HP/ 200 Def / 56 Spe
-Psycho Shift
-Roost
-Psychic/Psyshock
-Tailwind
Magic Guard, anyone? Sigilyph is a pretty cool guy, he sets up Tailwind and ain't afraid of any passive damage. With Flame Orb, he can cripple physical attacks waiting to take your teammates out. Toxic Orb is an option is your team isn't physically weak. He can even heal himself too with Roost, which is also nice.
Suicune@Leftovers/Life Orb
Nature: Timid
252 SpA/ 4 Def/ 252 Spe
-Tailwind
-Surf/Hydro Pump
-Ice Beam
-Hidden Power Fighting/ Hidden Power Grass
Suicune is a beast both offensively and defensively. 100/115/115 defenses are nothing to screw around with, especially with its Water typing. He can set up Tailwind and go berserk with three attacks, or setup again with Calm Mind. In fact, you don't even need to invest any EVs in Speed, because it reaches 206 with a Speed-boosting nature and 0 EVs, which becomes 412 speed in Tailwind.
Xatu@Leftovers
Nature: Bold
252 HP/ 178 Def/ 78 SpD
-Tailwind
-Roost
-U-turn/Night Shade
-Light Screen/ Reflect/U-turn
Problem, entry hazards? Magic Mirror will reflect them right back at your opponent. That, and status moves such as Will-O-Wisp or Thunder Wave. Xatu can use Tailwind, U-turn out or Roost off any damage if necessary. Screens can also be useful. Just be careful of Stealth Rock when switching this guy in.
Other Tailwind users:
-Mew (replace one of its other moves on support with Tailwind and there you go)
-Murkrow (Mischevious Heart)
-Gligar (Bulky with Eviolite)
-Flygon (Dragon and Ground STAB, anyone)
-Aerodactyl (Roost and Tailwind + Stone Edge and Earthquake = massive damage and adequate support)
Tailwind Abusers
-------------------------------------------------------------------------
Basically, anything that has a below average speed stat can make use of Tailwind. I'll list some notable ones.
Heracross@Choice Band/Flame Orb
Nature: Adamant/ Jolly
252 HP / 4 Def/ 252 Atk
-Megahorn
-Close Combat
-Stone Edge
-Night Slash/Facade/Substitute
Heracross was always held back by its 85 base speed, but with Tailwind it can bypass that, reaching up to at least 370 Speed with hindering nature. 125 attack tears holes through teams and 80/75/95 defenses lets it take a hit or two. Do not mess around with this guy.
Kyurem@Choice Specs/Life Orb
Nature: Modest/ Timid
4 HP/ 252 SpAtk/ 252 Spe
-Blizzard/Ice Beam
-Draco Meteor
-Focus Blast
-Hidden Power Fire
Under Tailwind, Kyurem doesn't even need a Choice Scarf. With a beneficial speed nature, the ice turkey thing reaches a whopping 634 Speed alone. Slap on a Choice Specs, send it in, click Blizzard or Draco Meteor and get ready to destroy the metagame. Be vary of entry hazards though, especially Stealth Rock.
Other Tailwind abusers:
-Anything that needs a x2 Speed boosting move (Golurk, Bisharp)
-Anything held back by low Speed (Roserade, Electrivire, Scrappy Stoutland)
-Basically any sweeper can make use of Tailwind.
Alright, discuss!
Tailwind is a Flying-type move that doubles the speed of all Pokemon in the user's party for four turns. As you may be thinking, this is extremely helpful for sweepers who are held back for their below-average speed stats. However, this move hardly got any usage last generation due to the fact it only lasted for three turns! At best, the most number of turns you could sweep with was two (if the setup can't sweet), which really isn't wasting a turn for. Thankfully Gen V was kind enough to give us a decent buff.
List of Pokemon that know Tailwind:
Butterfree
Beedrill
Pidgeot
Fearow
Venomoth
Scyther
Aerodactyl
Articuno
Zapdos
Moltres
Dragonite
Mew
Noctowl
Ledian
Crobat
Xatu
Murkrow
Gligar
Scizor
Mantine
Skarmory
Suicune
Lugia
Ho-Oh
Beautifly
Dustox
Shiftry
Swellow
Pelipper
Masquerain
Volbeat
Illumise
Flygon
Altaria
Castform
Tropius
Salamence
Latias
Latios
Rayquaza
Mothim
Vespiquen
Drifblim
Honchcrow
Chatot
Lumineon
Togekiss
Yamnega
Gliscor
Giratina
Arceus
Shaymin
Unfezant
Whimsicott
Sigilyph
Swanna
Braviary
Mandibuzz
Tornadus
Beedrill
Pidgeot
Fearow
Venomoth
Scyther
Aerodactyl
Articuno
Zapdos
Moltres
Dragonite
Mew
Noctowl
Ledian
Crobat
Xatu
Murkrow
Gligar
Scizor
Mantine
Skarmory
Suicune
Lugia
Ho-Oh
Beautifly
Dustox
Shiftry
Swellow
Pelipper
Masquerain
Volbeat
Illumise
Flygon
Altaria
Castform
Tropius
Salamence
Latias
Latios
Rayquaza
Mothim
Vespiquen
Drifblim
Honchcrow
Chatot
Lumineon
Togekiss
Yamnega
Gliscor
Giratina
Arceus
Shaymin
Unfezant
Whimsicott
Sigilyph
Swanna
Braviary
Mandibuzz
Tornadus
Tailwind Setup
-------------------------------------------------------------------------

Crobat@Leftovers
Nature: Jolly
252 HP / 4 Def / 252 Spe
-Taunt
-Roost
-Tailwind
-U-turn/Super Fang
Unfortunately Tornadus was banished to OU, so we'll have to make due with the ones we have. Crobat is fast, somewhat bulky and can use Taunt to stop setup sweepers and Trick Roomers dead in their tracks, use Tailwind and U-turn out into a bulky sweeper.

Sigilyph@Flame Orb
Nature: Timid
252 HP/ 200 Def / 56 Spe
-Psycho Shift
-Roost
-Psychic/Psyshock
-Tailwind
Magic Guard, anyone? Sigilyph is a pretty cool guy, he sets up Tailwind and ain't afraid of any passive damage. With Flame Orb, he can cripple physical attacks waiting to take your teammates out. Toxic Orb is an option is your team isn't physically weak. He can even heal himself too with Roost, which is also nice.

Suicune@Leftovers/Life Orb
Nature: Timid
252 SpA/ 4 Def/ 252 Spe
-Tailwind
-Surf/Hydro Pump
-Ice Beam
-Hidden Power Fighting/ Hidden Power Grass
Suicune is a beast both offensively and defensively. 100/115/115 defenses are nothing to screw around with, especially with its Water typing. He can set up Tailwind and go berserk with three attacks, or setup again with Calm Mind. In fact, you don't even need to invest any EVs in Speed, because it reaches 206 with a Speed-boosting nature and 0 EVs, which becomes 412 speed in Tailwind.

Xatu@Leftovers
Nature: Bold
252 HP/ 178 Def/ 78 SpD
-Tailwind
-Roost
-U-turn/Night Shade
-Light Screen/ Reflect/U-turn
Problem, entry hazards? Magic Mirror will reflect them right back at your opponent. That, and status moves such as Will-O-Wisp or Thunder Wave. Xatu can use Tailwind, U-turn out or Roost off any damage if necessary. Screens can also be useful. Just be careful of Stealth Rock when switching this guy in.
Other Tailwind users:
-Mew (replace one of its other moves on support with Tailwind and there you go)
-Murkrow (Mischevious Heart)
-Gligar (Bulky with Eviolite)
-Flygon (Dragon and Ground STAB, anyone)
-Aerodactyl (Roost and Tailwind + Stone Edge and Earthquake = massive damage and adequate support)
Tailwind Abusers
-------------------------------------------------------------------------
Basically, anything that has a below average speed stat can make use of Tailwind. I'll list some notable ones.

Heracross@Choice Band/Flame Orb
Nature: Adamant/ Jolly
252 HP / 4 Def/ 252 Atk
-Megahorn
-Close Combat
-Stone Edge
-Night Slash/Facade/Substitute
Heracross was always held back by its 85 base speed, but with Tailwind it can bypass that, reaching up to at least 370 Speed with hindering nature. 125 attack tears holes through teams and 80/75/95 defenses lets it take a hit or two. Do not mess around with this guy.

Kyurem@Choice Specs/Life Orb
Nature: Modest/ Timid
4 HP/ 252 SpAtk/ 252 Spe
-Blizzard/Ice Beam
-Draco Meteor
-Focus Blast
-Hidden Power Fire
Under Tailwind, Kyurem doesn't even need a Choice Scarf. With a beneficial speed nature, the ice turkey thing reaches a whopping 634 Speed alone. Slap on a Choice Specs, send it in, click Blizzard or Draco Meteor and get ready to destroy the metagame. Be vary of entry hazards though, especially Stealth Rock.
Other Tailwind abusers:
-Anything that needs a x2 Speed boosting move (Golurk, Bisharp)
-Anything held back by low Speed (Roserade, Electrivire, Scrappy Stoutland)
-Basically any sweeper can make use of Tailwind.
Alright, discuss!