Lots of sets, as I'll have significantly less time to contribute in the next few weeks:
Golem
Golem @ Lum Berry
Trait: Sturdy
IVs: 0 Spe
EVs: 252 HP / 100 Atk / 176 Def
Relaxed Nature (+Def, -Spd)
- V-Create
- Sheer Cold / Spore
- Bonemerang
- Stealth Rock / Trick Room
Solid Sturdy Pokemon that walls the likes of Machoke and Ursaring. It's not especially powerful, but it has great physical defense, great defensive typing for streetmons, and Speed low enough to tie with Machoke in Trick Room. V-Create is its most powerful move, and will let it become even slower in TR. Bonemerang is superior to Earthquake in this case because you don't want things like Jirachi and Dugtrio to set ups subs on Golem for free. It'll also OHKO Magnezone through Sturdy, which is neat. Sheer Cold/Spore is for Machoke/Machamp. Spore has more use otherwise, but Sheer Cold is more reliable, as it is not susceptible to lum berry or magic coat. As Golem isn't going to sweep with this set, it may as well support. Stealth Rock, Spikes and Toxic Spikes all work. Trick Room is obviously a good option on a dedicated team.
The spread gives Golem a little power boost, which is necessary to ward off Dugtrio, and will come in handy in general. The level of Defense is already very impressive.
Giratina
Giratina @ Leftovers / Lum Berry
Trait: Pressure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Calm Mind
- Dragon Pulse
- Substitute / Roar
- Protect / Earth Power
Stole this set from Snunch (sorry):
Giratina is viable in streetmons just because it walls so much stuff. Ursaring, Slaking, Kyogre, Groudon… the list goes on. Here I've maximised Defense, because this is what Giratina does best. You might want to consider a bit of Speed for the likes of Machamp, and other base 90s. Calm Mind provides Giratina with a way to boost its mediocre offensive stats. I've often swept a team merely with Dragon Pulse. Sub and Protect let Giratina stall out Sheer Cold from Machoke and Machamp, and then set up on them (especially if they try to use useless moves to conserve PP). Alternatively, with good support from sturdy pokemon, and a good source of residual damage, you can accept the loss to Machoke and Machamp, and run other moves, such as Roar. Earth power should provide good coverage with Dragon Pulse. Without sub and protect, you are better off with a lum berry.
Metagross
Metagross @ Lum Berry
EVs: 168 HP / 252 Atk / 88 Spd
Adamant Nature (+Atk, -SpA)
- Shell Smash
- Zen Headbutt / Meteor Mash / Iron Head
- Power Whip
- Sacred Fire / Bonemerang / Earthquake
This is one of the most fearsome sweepers in streetmons, perhaps the most fearsome. Metagross has fantastic Attack and Defense, and resistance to priority. If you let it set up, you are unlikely to survive. Zen Headbutt is there mainly for Machoke, Metagross being one of very few physical setup sweepers able to OHKO it. Iron Head and Meteor Mash are great moves, but the metagame cannot really handle Metagross even without them. Sacrificing Metagross's best STAB for coverage is IMO the best option. If you want to use Iron Head use Jirachi. Power Whip destroys Kyogre, Golem, Rhydon and Groudon. Finally, the last move covers Steels. Sacred fire provides the best coverage, and great power in the sun, but if using Metagross in rain a Ground-type move is preferred. Watch out for Skarm though.
The EV spread lets Metagross outrun base 130s after a boost, maximises attack, and then focuses on bulk. SR support is recommended, as without Meteor Mash or sun-boosted Sacred Fire you need it to KO Ursaring.
Omastar
Omastar @ Lum Berry
Trait: Swift Swim
EVs: 56 HP / 36 Def / 252 SAtk / 164 Spd
Modest Nature (+SpA, -Atk)
- Shell Smash / Tail Glow / Quiver Dance
- Weather Ball / Surf
- Grass Knot
- Ice beam / Power Gem / Blue Flare
This is probably the best rain sweeper in streetmons, with passable Speed, Swift Swim, great Defense, great Special Attack, and great typing. Omastar resists Fake Out and ExtremeSpeed, and 4x resists V-Create, so Ursaring is not touching it. Speed lets Omastar outrun Dugtrio in the rain, Special Attack is maximised, then physical bulk. After a Shell Smash, it obviously outruns everything. Weather Ball is probably the best STAB move available. It brings flexibility, letting you continue sweeping even after Groudon comes in, but is not great if Tyranitar comes in. Grass Knot hits Kyogre and Groudon, and is therefore a staple. Finally, Ice Beam hits Giratina and the rare grass-types, Power Gem hits Fire-types in the sun, and Blue Flare wrecks everything in the sun. It's illegal with Quiver Dance though, so be warned.
The choice between boosting moves can be tricky. The main advantage of Shell Smash is to avoid being revenged by Groudon – you'll outrun it in the sun. Tail Glow and Quiver Dance are obviously preferable from a defensive standpoint.
Tangrowth
Tangrowth @ Lum Berry
Trait: Chlorophyll
EVs: 4 Def / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Tail Glow
- Seed Flare / Energy Ball
- Blue Flare / Flamethrower
- Spore
Special sweeping Tangrowth. Very little is going to stand in this thing's way in the sun. Its great Defense lets it survive an assault from Ursaring, while it sweeps with its phenomenal Speed in the sun. Things tend to have low SpD in streetmons and this takes advantage. After a boost it OHKOes pretty much everything, except the rare Dragons and Fire-types. In fact, it doesn't even need its more powerful moves; these are really only there in case Tangrowth doesn't manage to set up. Obviously, Tangrowth struggles outside of the sun, where it is both slow and fairly weak. Kyogre isn't switching in directly, but may do so after a KO. Make sure to pack a good switchin.
Tangrowth @ Lum Berry
Trait: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Bulk Up / Dragon Dance / Swords Dance
- Power Whip
- V-Create
- Spore
Physical Tangrowth does pack a couple of advantages over the special version. V-Create is immensely powerful, and Tangrowth can get away with it thanks to great Speed (in sun), bulk, and boosting moves. Bulk Up offsets the defense drops, letting Tangrowth take on Ursaring, while Dragon Dance lets it negate the Speed drops, and makes it less vulnerable to the likes of Kyogre. I don't really recommend SD, but it does rip stuff up.
Heatran
Heatran@ Lum Berry / Air Balloon.
Trait: Flash Fire
EVs: 252 HP / 4 Def / 252 SAtk
Modest Nature (+SAtk, -Atk)
- Fire Blast
- Stealth Rock
- Earth Power
- Roar
Heatran is viable in streetmons despite not getting the glitch, largely due to its resistances, but it does face some competition from Chandelure. Heatran walls Ursaring completely, and will also wall some variants of Jirachi, Metagross, Slaking and Tangrowth. With Air Balloon, it can wall a lot more, but becomes very obviously vulnerable to sleep moves. In the sun, Fire Blast is the only attack worth using, ripping up almost everything in streetmons but Kyogrem, especially with a Flash Fire boost. Stealth rock provides vital support, and the remaining moves are largely filler. Roar prevents stuff like Dugtrio from setting up, and helps you to check sweepers that resist fire. Earth Power might hit another Heatran or Chandelure, but is, again, pretty much filler.
Oh, and DSM01 is absolutely right about Spikes skarm. That thing is truly scary, although I still like to run lots of Speed on it in order to get a Spore off. I think we have realised that Jirachi and Skarm play slightly different roles in a team. Skarm is more self-sufficient, but there is less that can stop jirachi by outrunning it. Jirachi is also much better alongside Toxic Spikes, due to Iron Head.
Have fun!