So I've been recently using a monoclaw team (It's not been as horrible as you would think) and two mons in particular have really stood out that are not even on the VR.

Banette is a mon that is really, really good... Until they switch in skarmory in which case you have to act like they just roared you out. Of course, once skarm is out of the picture not much is switching in as really only swampert likes taking its hits, which even still is 4hit ko'd with one layer of spikes.
With quick claw specifically, it can be a surpisingly dangerous mon that can suprise kill many mons such as gengar that may think they can ko it once its taken damage. With max hp investment, banette is also quite bulky.
252+ Atk Metagross Meteor Mash vs. 252 HP / 0 Def 30 IVs Banette: 265-312 (79.8 - 93.9%) -- guaranteed 2HKO
Yeah, even metagross meteor mash isn't an ohko, which means any other weaker hit (which is most) will never be ohko'ing. Destiny bond is especially dastardly, and at some points you can get 3 ko's in one match off some lucky quick claw procs. Body slam I find is good move for banette, being a good midground click to ensure something is going to be taking good damage and potentially getting para'd (they will not be switching in gengar as it has a chance to not get the 2hit ko if they are offensive while shadow ball OHKO's them cleanly).
Outside of the quick claw shenanigans, I feel like banette is a really good mon that can put in work a lot of the time. It's a really good wallbreaker that some teams struggle to switch into.

Ursaring was something I was less sure was going to work, but it more than made up for it. Now, why ursaring over snorlax? Four reasons.
1. Swords dance allows it to make itself a lot more threatening immediately.
2. 130 attack is a lot more threatening than lax's 110 attack, which can come up short on some targets.
3. Guts can make any status users such as skarmory, swampert and zapdos regret ever clicking that status move as now ursaring is basically unwallable
4. Lax has to run rest most of the time to get multiple boosts in order to sweep properly, while ursaring doesn't need to due to the other points. This means it can slot in both e-quake and hidden power ghost to hit both steel types/ttar and gengar for big damage.
Now, what about skarmory? That walls snorlax and it also walls ursaring right?
+2 252+ Atk Ursaring Return vs. 252 HP / 0 Def Skarmory: 136-161 (40.7 - 48.2%) -- guaranteed 3HKO after Leftovers recovery
+2 252+ Atk Guts Ursaring Return vs. 252 HP / 0 Def Skarmory: 204-241 (61 - 72.1%) -- guaranteed 2HKO after Leftovers recovery
Yeah, no. If you can get statused then even skarm can't switch in consistently, and if that doesn't happen then skarmory has to protect spam in order to actually do it somewhat consistently, which can be abused with another sd to hit it harder. If you somehow get two sd's and a status condition on ursaring (though that is nearly impossible), you can do this.
+4 252+ Atk Guts Ursaring Return vs. 4 HP / 0 Def 30 IVs Tyranitar: 379-447 (110.8 - 130.7%) -- guaranteed OHKO
Yeah, a physical hit (which is resisted) OHKO'ing skarmory. Never thought that would happen. If even skarm struggles against this, not much else can take a hit. Swampert is cleanly OHKO'd by guts return, tyranitar takes 74% min, jirachi takes 62% min and I could go on and on about how nothing can take a hit from ursa, but we don't have all day. Basically, if ursa is supported right, it can be the most devestating mon in the tier. With quick claw on this team, it can stop any revenge kills from faster mons. But even without quick claw, I feel it can put in significant work on a game to game basis.
Of course, maybe my results are a bit skewed due to these mons being run with quick claw, but I feel like the contribute a lot to a team, and should be experimented with more.