As others have noted, Gliscor and Mollux make a neat little core and can together cause some serious damage in this metagame. I won't pretend like I'm the first person to think of this pair, but I thought I might as well post my version of the duo, as I've found some success with it:
Mollux @ Leftovers
Ability: Dry Skin
EVs: 252 HP / 24 SpA / 232 Spe
Nature: Modest
Flamethrower
Rapid Spin
Toxic
Protect
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 44 Def / 212 Spe
Nature: Impish
Earthquake
Substitute
Toxic
Protect
I use the duo for Toxic stalling and general mayhem because they each have access to increased, continuous healing (stalling) and STAB attacks that can eliminate foes that can't be stalled. Only Balloon Heatran can boast an immunity to both movesets, and that sort of thing can't last too long. When Mollux or Gliscor get in safely on an immunity or weak/resisted attack (of which there are plenty in OU), it's off to the races and Toxic stalling is a go. When it comes to the Steel-types that cannot be Toxic-stalled, Mollux can handle Skarm/Scizor/Ferro/Forry/Zong, as well as Breloom, if Gliscor can handle Balloon-less Heatran and opposing Mollux. Gliscor is also the "main" staller of the pair by virtue of Speed, Poison Heal, and Substitute, which is why it has less offensive responsibility to Steel-type threats (both can hit Metagross, Magnezone, Jirachi, and Lucario, so they are less of a concern).
The pair boasts immunities to the common Water, Electric, and Ground-type attacks, and they are also both immune to all forms of damaging status (Gliscor is immune to all status), which will play severe mindgames with opponents. Mollux completely compensates for Gliscor's common Water-type weak spot and creates a lot of anxiety for opponents by actually healing itself when switching into such attacks. Mollux also resists incoming Ice attacks (mostly weaker and without STAB), has generally superior Special bulk, and can take advantage of opposing Rain teams. In return, Gliscor is immune to Mollux's glaring Ground weakness, is a better response to physical threats, and can also check plenty of common Sandmons that would threaten Mollux. Gliscor can also take quite a few Rock-type attacks (49.7% - 58.8% from Jolly CB Terrakion Stone Edge, stallable) from the Fighting types that may be trying to lure Mollux in.
Magnezone support doubles up on Ground weaknesses, however it gives the core some leeway against Lati@s while doing its normal Steel-trapping thing and allowing the pair to focus on the Toxic strategy. Blissey is a good team member as well for soaking up the powerful Special attacks that this duo struggles with, making SkarmBliss or Blissey+[Steel-type] a good combination for defensive teammates. Finally, the VoltTurn core of Scizor and Rotom-W can really frustrate opponents trying to avoid the safe re-entry of these terrible Toxicmons, and the type synergy amongst the four is phenomenal. Rotom-W also crucially helps with opposing Gliscor (watch out for Toxic Staller Gliscor though!).
Specifically:
Mollux:
The EVs are designed to allow Mollux to outrun 36 Spe Celebi, which is a little arbitrary, I'll admit, but Mollux can cleanly 2HKO the little pixie and outrun some other fun things along the way, including Adamant Breloom (OHKO), Timid Magnezone (OHKO), 72 Spe Gliscor (52% - 61.3%, reliable chance of 2HKO factoring in SR, Poison Heal, and one use of Protect), and SpD Jirachi (2HKO w/SR). It also lets Mollux get more crucial Rapid Spins off before I sack it to tankier opponents. Speaking of Rapid Spin, Mollux learns Rapid Spin! It sacrifices longevity in the Toxic wars in exchange for a neat little utility move a la Tentacruel (Tenta can indeed run a similar set to great effect in conjunction with Gliscor, but the Fire STAB is really actually what sets Mollux apart here). This helps tremendously with team support and allows Mollux to fully stand in the way of OU's most common layer stackers: Skarmory, Ferrothorn, and Forretress. While it can only wear down Jellicent with Toxic, Jellicent can't do much back to it. So, while Mollux heals off its hazard wounds, Jellicent has to sit on its poison timer and Taunt on a non-Protecting turn and switch out or just switch out.
Offensively, Mollux can OHKO or 2HKO every non-Heatran Steel-type outside of Rain. In Rain, it can still OHKO CB Scizor and Forretress (81.4% - 96% to SpD Forry), and it can 2HKO standard Ferrothorn (54.5% - 64.8% to 252/252+ Ferro) and Skarmory (58.1% - 68.9%, 39.5% - 46.7% to SpD Skarm). This of course means Mollux can still abuse Dry Skin in the Rain and pose a threat to the same Steel types that stand in the way of Toxic stalling, which is a huge success, considering the ~19% healing per turn that comes along with it (more than Gliscor!). The power boost of Flamethrower is needed here, since nets more KOs, so I opted out of Lava Plume.
Gliscor:
Gliscor has to take down Heatran, and so I've given it enough Speed to do just that (outrunning Lucario is so gen. IV), with the rest going into Defenses. I don't have to do a lot of explaining here to justify Gliscor's
#1 set, but let's just all agree that it's a monster and is one of the coolest toys in the metagame right now.