CB Cincinno looks really solid. A strong U-turn goes a long way in a tier like this, as does breaking everything's subs and being fairly reliable vs. sub Haunter.
edit: might as well post the set i've been messing with, works to great effect with a bit of support.
Throh @ Leftovers
96 HP/244 SpDef/168 Spe
Careful / Guts
Substitute
Bulk Up
Protect
Circle Throw
This set is literally amazing. Trade in the ability to hit ghosts to run the Sub+Protect combo. It can set up substitutes on Vileplume's Sludge Bomb and any weaker special attack, and it can also set up on tanky Regirock, Armaldo, Garbodor, and the like. Doesn't like Haze or ghost-types for obvious reasons, but it outspeeds almost all the common users of Toxic, Roar, AND Clear Smog and sets up Substitutes on them while Protecting for recovery/toxic damage/choice scouting. The main reason this set works is because his substitute (and by extension himself as well) can survive a stupidly wide variety of attacks from bulky walls. Quagsire, unfortunately, always breaks your sub with EQ, but you can still stall for passive damage or phaze him out. The problem with this set is that it can still be worn down by powerful Choice Banders/Choice Specs pokemon if his sub gets broken, but any kind of slow bulky booster has that problem. Speed EVs put it above the base 65 walls Alomomola and Flareon, and the HP EVs let him make 101 HP Subs with 1 extra hit point. He needs very specialized pursuit support that can beat all the levitating ghosts guaranteed, as each ghost has different ways to get around Pursuit trapping, but if you can eliminate them before you put Throh on the battlefield, then you just might easily sweep through the opponent's team. The more hazards there are, the better, though SR is especially important to limit Flying-type switch-ins and Toxic Spikes let you SubTect vs. annoying things like Magmortar that will take a massive chunk of your health if they come in when you don't have a Sub up. Keeping the Sub up is most important, even more than trying to set up more (which is why some of the physical calcs assuming defense boosts are actually relevant, because they're really easy to get) because with how NU is looking today, you can set up an unbreakable Sub vs. at least two pokemon on the other team, guaranteed, and you can get your boosts at your leisure. I suppose if you really wanted to you could take some SpDef and put it in Def instead so that it you could absolutely laugh at Quagsire and physical attackers like Golem while setting up, but the special defense is much more useful imo.
Example calcs:
Physical attacks:
Offensive Tank Regirock Earthquake (+1 Def): (19.01% - 22.47%)
Garbodor Gunk Shot (+1 Def): (23.21% - 27.65%)
Miltank Body Slam: (20.25% - 23.95%)
Lickilicky Body Slam: (23.70% - 28.15%)
Lead Golem Earthquake (+2 Def): (22.96% - 26.91%)
Tank Torterra Wood Hammer (+2 Def): (20.74% - 24.69%)
Jolly LO Cinccino Tail Slap (+2 Def): (8.89% - 10.62%) per hit
Special attacks:
Tank Vileplume Sludge Bomb: (20.25% - 23.95%)
Tangela Giga Drain: (16.30% - 19.26%)
Timid Rotom-S Volt Switch: (20.00% - 23.70%)
Torrent-active Wartortle Scald (lol): (18.52% - 21.73%)
Defensive Spinner Cryogonal Ice Beam: (19.51% - 23.21%)
Attacks that you'd think would kill the bastard for sure (that don't):
Timid Specs Gardevoir's Psychic: (84.94% - 100.74%) (hello, 2% chance to 1hko)
Modest Specs Magmortar's Overheat: (72.84% - 85.93%)
Solar Power Charizard's Fire Blast (in sun): (77.28% - 91.11%)
LO Ludicolo's Hydro Pump (in rain): (64.69% - 76.30%)
+2 Timid Gorebyss Hydro Pump: (71.11% - 83.70%)