--> B+
In a meta dominated by offensive play styles, I find Ninjask to be very effective for its ability to outspeed and either maim or scare out frail threats slower than Ninjask, such as Zebstrika, Jumpluff, Kadabra, Simipour, Simisage, Floatzel lacking Aqua Jet, and many others. It's also able to force out some of our top threats in PU; with Infiltrator, it has the ability to Toxic Vigoroth behind a Substitute, thus putting it on a timer and eventually causing it to switch. Banded Ninjask also scares out PU mainstays such as Roselia, Exeggutor, and Grumpig, which lets it pick up momentum via its banded U-Turn every time it threatens to OHKO one of these Pokemon. Ninjask also reliably draws in Pokemon like Stunfisk, Probopass, Golem, and Relicanth, which lets you double out to powerful Grass / Water / Fighting types afterward (doubling to Specs Exeggutor on a predicted Stunfisk switch-in rather than risking the paralysis from Static, for example).
While it is a somewhat weaker alternative, Ninjask has the option of running a Jolly nature, thus outspeeding Scarf Mr. Mime (459) by +1, which can often be your opponent's fastest Pokemon (yes, there are other scarfers faster than 460, but they are limited to just Sawsbuck, Modest Raichu, Dodrio, Modest Floatzel, and the Simis - in that order). While CB Infiltrator is arguably its best set, Insect Plate and a combination of Protect + Speed Boost can be used as an alternative to allow Ninjask to more reliably revenge kill these faster scarfers, with just a small amount of prior damage (outside of Sawsbuck - Adamant Insect Plate OHKOes).
Ninjask should stay in low B+ though, especially considering how vulnerable it is to priority from CB Dodrio, Mightyena, Pawniard, Floatzel, Basculin, and Linoone; that, and the fact that it absolutely requires hazard removal in order to remain functional would keep it from rising above B+ in my opinion. You can see examples of why I think Ninjask has been underrated somewhat in my games against Tricking for PU seasonals.
--> B-
While Quilladin's defensive Spikes set works to an extent on bulkier teams, the real reason for why I'd like to see Quilladin a little higher is its offensive set with Taunt. The new drops have arguably made the metagame more offensive and therefore increased the prevalence of HO leads, which means being able to outspeed and Taunt leads like Golem (for instance) out of setting SR is an effective weapon for protecting teammates weak to SR. Roselia also loses to Quilladin with its standard Giga Drain / Sludge Bomb / Spikes / Filler set, because Sludge Bomb does not hit Quilladin thanks to Bulletproof, while Quilladin can hit Roselia on its weaker Defense stat with Zen Headbutt, prevent Spikes via Taunt, or set your own Spikes as Roselia switches out.
Our newer drops in Pawniard and Exeggutor made Quilladin's other coverage options effective as well. 252+ Drain Punch can OHKO Pawniard and puts a huge dent in Probopass, while a 3 hit Pin Missile from Quilladin OHKOes 72 HP Exeggutor after SR. Similarly, Quilladin can OHKO Kadabra through its Focus Sash with just a 2 Hit Pin Missile if using an Adamant nature. And a final option that hasn't been considered on Quilladin yet is the combination of Taunt + Toxic to beat walls, outside of things like Oblivious Lickilicky and Magic Guard Clefairy (which are rather rare in this meta atm anyway). Running Jolly with this set lets you land a Toxic on Vigoroth before it Substitutes or Taunts you (on sets creeping Pawniard's Speed tier).
Overall, Quilladin is a somewhat forgotten option for stacking Spikes, but I'd still recommend it for the amount of Pokemon it outspeeds with its Taunt set and its ability to beat some of the new drops with its x4 effective coverage options.
--> D
Emolga is something I've researched through tests on the ladder and against known PU players, so I can confirm through experience that utility Emolga deserves at least D rank thanks to its unique ability in Motor Drive which grants it a useful Electric immunity, its access to utility moves such as Encore, Taunt, and Substitute, its extremely spammable Knock Off, its ability to provide momentum via U-Turn / Volt Switch / Baton Pass, and its surprisingly hard-hitting Acrobatics (has +20 more base Attack than Jumpluff).
One could argue that using Emolga has an opportunity cost associated with it because other Electric-types such as Zebstrika, Rotom-F, and Raichu for example are either stronger or faster, while comparatively, Jumpluff functions very similarly to utility Emolga. But, Emolga can sometimes find its way onto teams where Jumpluff would be ideal for checking Pokemon like offensive Roselia, Simisage, Gogoat, or other Flying weak Pokemon, but are simultaneously hard pressed to find an Electric immunity. Unlike these aforementioned options however, Emolga also walls Stunfisk via its 2 immunities to Ground and Electric, and Probopass lacking Power Gem, so it is able to find a niche in beating these SR setters.
What's more, Emolga has actually gotten better with the recent tier shift. With Stunfisk being more popular right now, its dual immunity finds additional use. Similarly, Monferno increasing in usage thanks to its ability to beat Pawniard reliably also means Emolga finds more utility in OHKOing Eviolite Monferno with Acrobatics. Emolga also fares well against our new drops: it's able to beat Pawniard in some situations (as I show below) by taking Knock Offs given it doesn't carry an item, it resists Iron Head, and it is able to lock Pawniard into SD or Sucker Punch via Encore. Encore also beats popular options like Vigoroth or Bouffalant (SubSD here) in the same way Jumpluff does, while at the same time it is able to OHKO Exeggutor with its powerful Acrobatics after SR. Special variants of Emolga can check Gorebyss via STAB Thunderbolt, while Knock Off also removes Gothitelle's Leftovers and limits its bulk as a result.
I've both provided a set, and linked an old post I made on Emolga to expound on how it works:
http://www.smogon.com/forums/thread...-s-gabite-wailord.3541636/page-2#post-6411885
For quick reference, here is the set:
Emolga @
Ability: Motor Drive
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Knock Off
- Baton Pass / U-Turn / Volt Switch
- Encore / Taunt
And finally, here are some replays detailing its success:
http://replay.pokemonshowdown.com/customgame-291487785 - Emolga's Acro being useful against Mael in PUnger Games (hence being custom)
http://replay.pokemonshowdown.com/pu-292010415 - Emolga Encoring Electric moves, 2HKOing Armaldo after SR, and then passes out Speed boosts to Arbok
http://replay.pokemonshowdown.com/pu-221704768 - Emolga team vs Dundies a while back during Barb/Costa meta