Why are we now starting every post with this title format 
it doesn't make any sense
anyway, now that tusk is gone, i'd like to talk a little about hazard removal in the new meta, since our options are possibly even fewer than last time around.

Corviknight @ Leftovers
Ability: Whatever
Tera Type: Flying
EVs: 248 HP / 8 Def / 252 SpD or 248 HP / 252 Def / 8 SpD
Sassy / Relaxed Nature
IVs: 0 Spe
- Brave Bird / Body Press
- Roost
- Defog
- U-turn / Iron Defense
defog corv is, at least in my opinion, going to almost completely monopolize hazard removal. you're already using it on the majority of teams you make and bulk up sets are niche enough to where they shouldn't be intruding on running defog. the lack of bax also helps, since you aren't forced into running ironpress or intim + idef just to handle it. this will probably be 80% of teams' removal, so good as gold will likely rise in popularity to block it.

Iron Treads @ Assault Vest
Ability: Regenerator
Tera Type: Ground
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Rapid Spin
- Earthquake
- Knock Off
- Volt Switch
probably the most reliable removal option that also doubles as a special wall, and isn't now having to compete with tusk for the regen slot. this thing's main issues are that it's a regenvest that's weak to almost all of the relevant special attackers (gren, kilo, shocks, chi-yu), and that if you don't give it regen then it has no recovery. immune abilities will probably be decently common even if they rely on mono-leftovers for healing (or you can just wait for some madman to roll up with shed skin rest maybe?).

Donphan @ Rocky Helmet / Leftovers
Ability: Regenerator
Tera Type: Ground
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Earthquake
- Knock Off
- Rapid Spin
- Ice Spinner / Poison Jab / Stealth Rock
like siamato says above, this lacks the defensive weakness of its paradox forms and so matches a bit better into the meta, however something it also lacks is BST. 500 BST is serviceable but the stat spread is almost entirely physical, with poor SpD and Spe hindering its ability to actually spin in front of stuff even if it isn't being readily blocked by gholdengo anymore. once again, like with treads, unless you fancy rest shenanigans then it's reliant on the regen slot for recovery.

Quaquaval @ Life Orb
Ability: Magic Guard
Tera Type: Water
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bulk Up
- Wave Crash
- Rapid Spin
- Roost

Brambleghast @ Heavy-Duty Boots
Ability: Well-Baked Body
Tera Type: Grass
EVs: 252 HP / 4 Def / 252 Spe
Impish Nature
- Power Whip
- Rapid Spin
- Spikes
- Strength Sap
lumping these together as they both are relatively frail spinners that make up for their frailty with instant recovery. quaquaval will probably be the main offensive spinner, although it still hates its matchup into moth so many sets with spin will only be able to spin, and bramble can spin + set spikes + wall ace but has to rely on strength sap for recovery which has varying results. i can see quaquaval getting decent use but idk about bramble.

Talonflame @ Life Orb
Ability: Magic Guard
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Brave Bird
- Defog
- Roost
mglo talonflame is unique in that it can actually threaten most things trying to block its defog through good as gold, and if it isn't defogging then it's able to function as an offensive threat. probably the biggest issue with this is that garganacl gets rocks up permanently, and that defog competes quite heavily with wisp or SD, so becoming a mainstay for removal (maybe you go 1 attack/wisp/defog/roost?) is probably unlikely.

Altaria @ Heavy-Duty Boots
Ability: Fluffy / Tablets of Ruin
Tera Type: Dragon
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Brave Bird
- Will-O-Wisp
- Defog
- Roost
FLUFFY BIRD
this can remove stuff but i think wisp is the only advantage this has over anything else in this list. fluffy provides good physical bulk but it's unclear what fluffy lets you wall which max physdef wouldn't do for you already, especially now that tusk is gone. this is probably a side/downgrade corv unless you
specifically want the fire resist, at which point vessel provides lower physdef bulk than fluffy but works on everything and presumably you 1v1 SD ace with it.

Drifblim @ Leftovers / Colbur Berry / Heavy-Duty Boots
Ability: Magic Guard / Well-Baked Body / Volt Absorb
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Will-O-Wisp / Thunder Wave
- Hex
- Defog
- Strength Sap
drifblim's high HP is both a blessing and a curse. on the one hand, it helps make up for drifblim's very poor defenses and grants it similar phys bulk to thundurus (which isn't a lot but it's something at least) / special bulk to shocks. on the other, strength sap heals for proportionally less than brambleghast gets. twave or wisp spread status and buff hex (meaning this isn't entirely passive) but can struggle to safely land and actually impact the thing you're hitting, and this mon gets ultra bullied by good as gold.

Glimmora @ Life Orb
Ability: Magic Guard
Tera Type: Rock
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Earth Power
- Stealth Rock / Sludge Wave
- Mortal Spin
mortal is not reliable but theoretically mglo gives it enough power to not be spinblocked by corv (power gem 2HKOes physdef), though the typing is riddled with weaknesses and the speed leaves something to be desired for an "offensive" mon.
tl;dr - removal is not looking good