Magearna @ Electrium Z / Anything
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fleur Cannon
- Shift Gear
- Thunderbolt
- Focus Blast / Anything
It's just Magearna... a top threat in OU that appreciates the boost in Fleur Cannon's consistency in this meta. You can just click it quite freely so running Fairium is less necessary.
Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Drain Punch / Zen Headbutt
- Gunk Shot
- Fire Punch
A tremendous wallbreaker. Switching in on Hoopa's Hyperspace Fury is a tall order as anything slower than it will be hit with another, even stronger one right after. In fact Hoopa is so strong that it can always 2HKO CB Tyranitar with Hyperspace Fury after rocks damage which is.... concerning.
Pangoro @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Superpower
- Gunk Shot
- Knock Off
- Parting Shot / Ice Punch
Another great wallbreaker: thanks to Scrappy you can just click Superpower without a care. Be careful with Parting Shot as it can backfire on you in certain situations. You are weak to Fighting though which leaves you vulnerable to opposing Superpowers.
Hariyama @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Fake Out
- Superpower
- Knock Off
- Ice Punch / Bullet Punch
You may wonder, why use Hariyama over Conkeldurr? The reason is cause you can use Fake Out to basically burn your opponent for free before they can move. Conkeldurr can use Mach Punch but it's often less risk-free as you'll be vulnerable for that turn. Besides that Hariyama gets mostly similar moves and stats, no Drain Punch or Mach Punch but can use Bullet Punch for a one-two priority combo.
Omari L (Crustle) @ Rockium Z
Ability: Weak Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Rock Blast / Stone Edge
- Earthquake
- X-Scissor
Shell Smash was already mentioned and I think it can be quite strong here, especially if multi-hit moves (like Rock Blast) allow the pokemon's secondary hits to take advantage of the defense drops. But Weak Armor has not yet been mentioned as another means to pass off defense debuffs onto the opponent.
Milotic @ Leftovers / Flame Orb / Toxic Orb
Ability: Marvel Scale / Competitive
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Rest / Recover
- Sleep Talk / Anything
- Scald
- Ice Beam / Whatever
Milotic is cool and has a lot of potential utility. First off, Marvel Scale is a useful ability to deal with status spreading, buffing Defense if you are inflicted with status. You can also run Flame Orb or Toxic Orb to get the defense boost while also passing status to your foes. Rest is also great because it counts for Marvel Scale and you can pass it to your foes. A more classic Recover set is possible too for reliable and instant recovery in one moveslot. Milotic's other potential ability is Competitive which is excellent for dealing with stat debuffing moves, counteracting the effects of moves like Draco Meteor and actually turning the tables on the opponent when hit by moves like Superpower. Overall there is a lot you can do with this mon.
edit: according to the dragonheaven code passed stat reductions don't trigger competitive (
https://replay.pokemonshowdown.com/dragonheaven-gen7hotpotato-6234)