So after chatting a lot, theorymonning a good bit, and playing a little, I've got some more sets to post. Not gonna be writing essays I hope the sets can speak for themselves mostly.
Skarmory @ Leftovers
Ability: irondefense
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Defog / Spikes / Stealth Rock / Toxic
- Roost
- Whirlwind / Toxic / Spikes
- Brave Bird
This thing has walled every physical attacker I've seen so far that hasn't carried a crit booster. It's insanely tanky, and the people I've played and talked to so far seem to like chomp and Lando-T, so it's very useful against them. EVs are just what the builder spit out, I'm sure there are better ones out there. Roost is mandatory, Whirlwind means it can't be set up on, Defog or hazards depends on what the team needs (if neither Toxic is probably your best bet).
Tyranitar @ Choice Scarf / Choice Band
Ability: screech
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature / Adamant Nature
- Pursuit
- Stone Edge
- Crunch
- Earthquake
This thing is a monster. Screech + Pursuit is an incredible combination, and while this set works best with some prediction chops (if they don't switch you might miss a kill) it can tear apart unprepared teams and is actually insanely easy to use. Highly recommended.
EDIT: Realized a version of this was already posted, but I think it bears repeating. It's good.
Alakazam-Mega @ Alakazite
Ability: psychicterrain / psychup
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psyshock / Psychic
- Focus Blast
- Shadow Ball
Generic AAA Alakazam, but it works really well here. Why? Copying Trademarks rocks. You can get a free Sub, or boosted crit rates or Swords Dance even Tail Glow. I don't recommend Psych Up as much because Scarfers usually do this job better, but Zam does have a good enough speed tier that it can work well as a revenge killer.
Magearna @ Leftovers
Ability: luckychant
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Fleur Cannon
- Heart Swap
- Pain Split
- Flash Cannon
Laser Focus Hoopa-U seems the wave (Hoopa for first suspect maybe? Too early tbh. Crit moves might be more of a problem actually) and this set is the solution. You don't get crit, and typing and bulk do the rest.
Victini @ Choice Scarf
Ability: psychup
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature / Naive Nature
- V-create
- Blue Flare / Glaciate
- Bolt Strike / Glaciate
- U-turn
This is basically the Manaphy I posted earlier but now it has higher BP moves and worse stat stealing. Switch it in on something that's SD'd and proceed to wreck face. Keep in mind that many SD TM users run scarf as well, so Chomp is likely to outspeed you.
Heatran @ Firium Z
Ability: Metal Sound
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Stealth Rock / Toxic
- Taunt
Haven't thought that much about this one but Metal Sound seems hot af. It will let Heatran force a ton of switches, although time will tell if the meta will end up being just to fast for this to work well or if it will need scarf.
And now on moves...
Substitute:
Sub seems like both the thing to beat and the way to beat many threats. It's incredibly annoying to face and a linchpin in most of my anti-sweep strategies. It's a really, really good trademark on anything wallbreaky because it lets you actually get off those attacks you direly want to that you wouldnt be able to otherwise. It can compress revenge killing, easy setup, and wallbreaking into one slot. It's really good.
Laser Focus:
This is the other wallbreakers' special. Instead of allowing wallbreakers to tank offensive threats it allows them to break through basically any defensive core. I see this as a potential problem, as it's really tough to find switchins to crit boosters without resorting to rather memey options such as the Magearna set I posted above which don't function particularly well otherwise.
Defensive Boosters / Nerfs: Criminally underrated. Remember stats besides your own attack / spa are there, and can help you outdamage or tank and they're really easy. Metal Sound and Screech are really nice with hazard support (see below) because you can force a ton of switches.
Hazards / Hazard removal: Getting hazards up and removing them are both incredibly easy here. Keeping hazards on the field is going to take good play and offensive pressure, but it's not impossible as I've seen some people suggest. It's just more dynamic than in many other metas, and also not restricted by PP.
Multi-hit moves: Not as a forte, but these seem really good because they break subs and can push sweeps through sub revenge killers, negating a common form of revenge killing.