Well last theorymon slate so i might as well comment on it.
Fighting/Flying Staraptor: Seems like a double edged sword. It trades its Reckless Boosted Double Edge for a STAB Close Combat And final gambit. Now it does loose its niche as a bird spammer that could deter electric switch in due to Reckless DE destroying any electric type switch in, but it does gain amazing Dual STAB coverage, and the drops from close combat dont matter because Staraptor was never taking a hit anyway. Arguably, it gains a better defensive typing, with a quad resist to bug (yay?), a dark resist that may be utilized for switch in opportunities, and a neutrality to rock, namely stealth rocks, as well as a new nifty fighting resist . A fairy, flying and psychic weakness does suck, but nothing comes to mind that staraptor would outspeed and want to stay in against anyway. I see choice band/scarf working well, but i think an expert belt would do it great, due to it having the ability to hit most things super effectively, but maybe thats just me. Move sets i would go with would be CC, BB, U-Turn, and a toss up between Quick Attack (no stab anymore :[) and i personally like Roost as i think part of the reason Raptor never used roost was because of its terrible defensive typing, but i would look foward to playing around with the birds new defensive typing.
Plus anything that shits on Chansey is always welcome.
Drizzle + Wish Lanturn: The main reason i like this one is because not only does it enhance Lanturns original role, but creates a completely new role for it. Lanturns niche was sharing Rotom-W typing, but trading a ground immunity for and electric immunity. Lanturns main drawback is the lack of recovery, but with wish and a nice fat 125 Base HP, not only can it heal itself, but it can also heal its teammates. Volt Switch only helps as it can slowly pivot out to the designated mon for healing, or it can simply stay in and protect and receive its own wish. This helps it wall the electric types it would want to with volt absorb or if you really hate scald, run water absorb. Even though electric types are really bad in this meta, having a nice counter to them is always welcome that can wish pass as well. Now for the new role, Drizzle lets it not give rain teams another automatic rain setter, it also can slow pivot out and get the swift swimmers in safely and unharmed so they can wreck havoc. Rain also boosts scalds power so Lanturn is not as passive as it usually is. Overall i like this one alot, and who doesn't love something with scald.
Desolate Land + Fire/Ground Torkoal: Basically a balanced Primal Groudon. With only one weakness and unless your name is golduck, water moves aren't touching this guy. With 70/140/70 defenses, this guy is taking plenty of physical hits and a couple weaker special hits. The thing i like about this is while Primal Don has WAY better stats, it has zero recovery, Torkoal at least has lefties to get some passive recovery back. Torkoal also sports a decent support move pool with rapid spin, SR and yawn. The newly added ground typing not only gives it STAB earth power, which with fire typing gives it decent neutral coverage, but makes it neutral to stealth rocks so spinning is much easier to pull off. Part of Torkals problem was it was slow and lost a quarter of its health coming in to spin the rocks, but now it has a much easier time switching it. Desolate land also gives torkoal a boost to its fire moves, so it is even more annoying to switch into lava plumes because now you risk a burn as well as a sun boosted attack. Also, when looking for a defensive fire type, you are pretty much stuck with Heatran (who is no means terrible) Zard X, who is a mega, and bulky Nape, so a new defensive fire type is always welcome. Overall this fixed Torkoals issues alot and made it able to do the job it was intended to do.
Head Smash + Regenerator Armaldo: The post before me basically covered what Armaldo should be doing, being a bulky spinner with offensive presence. I am actually suprised how bulky Armaldo is with AV, but i would like to try a more offensive tank set with Armaldo vs a full spdef set. Im not sure how well it would work, but maybe a set of Max HP, Max Atk and Stone Plate with Head Smash/Rapid Spin/X-Scissor or EQ/Knock Off would work well considering 125 Attack isn't too bad, especially with Head Smashes huge base power. Regenerator also helps with the head smash recoil Armaldo will be taking, but if you use Armaldo as your spinner, between Head Smash and potential rocks, plus being slow so youll take a hit, regenerator can only heal so much until Armaldo eventually goes down quicker than he can heal. In a way it suffers from how Torn-T does in that its AV set can only really check alot of Special Attackers without rocks because rocks off set regenerator, and having to take an attack means that Tornadus can no longer switch in or risk the 2HKO. The fully Spdef set is probably better than the one i have thought of, and i will try it out, but i just wanna experiment cause this is a Pokemon i personally like design wise, and i find the typing unique.
This is a great slate to go out on before Sun and Moon comes out and im pretty deadlocked on which one i will vote for.