I've been playing around with a couple of different options recently, they're not amazing but just neat ideas I was throwing around.
First off, there's Alolan Persian as a pivot
Persian-Alola @ Leftovers
Ability: Fur Coat
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Fake Out
- Parting Shot
- Knock Off
- Protect
It's pretty one-dimensional, switching in, maybe using fake out to cause some confusion, protect to heal with leftovers, then parting shot to something else. It can take surprisingly strong physical hits in my experience, which gives it quite a bit of versatility. Fur Coat is a really good ability.
The on disadvantage is that special attacks absolutely destroy it.
Next, a variation on physical Tangrowth
Tangrowth @ Life Orb
Ability: Regenerator
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Grassy Terrain
- Grassy Glide
- Knock Off
- Poison Jab
This thing can surprise the heck out of anyone not expecting it. Leading with a Grassy Terrain tends to make people think of it as a passive mon, but it really isn't. Grassy Glide catches people off-guard, while knock off and poison jab can hit most other pokemon on the field at least neutrally. Probably not the most optimal set, but fun to use and can help set up other grassy terrain mons.
And third, we have one of my favourites
Eldegoss @ Heavy-Duty Boots
Ability: Cotton Down
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Rapid Spin
- Leech Seed
- Aromatherapy
- Energy Ball
Eldegoss has been talked about a few times for it's ability to run rapid spin and recovery, but running both of those cuts into its utility IMO. Leech seed helps with that problem, giving some recovery while not being entirely passive. Aromatherapy can be replaced if you aren't worried about status or have another cleric, but I find it quite useful. As well, energy ball can be replaced by another attacking move if you're worried about coverage, but it's not like Eldegoss gets much. The item can be leftovers as well, heavy duty boots just give slight longevity if you need to spin/aromatherapy multiple times in a match. Finally, the ability. Regenerator is probably the better ability overall, but Cotton Down is just so much fun, especially when you can nerf 3 people at once. Not running regenerator or a recovery move cuts into the longevity of this set, but let's face it, you aren't tanking too many hits anyways. As well, cotton down can help set up for a average-speed offensive threat to come in after Eldegoss inevitably faints. All in all, this isn't the best or most reliable hazard-remover, but it is a funny one.
First off, there's Alolan Persian as a pivot
Persian-Alola @ Leftovers
Ability: Fur Coat
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Fake Out
- Parting Shot
- Knock Off
- Protect
It's pretty one-dimensional, switching in, maybe using fake out to cause some confusion, protect to heal with leftovers, then parting shot to something else. It can take surprisingly strong physical hits in my experience, which gives it quite a bit of versatility. Fur Coat is a really good ability.
The on disadvantage is that special attacks absolutely destroy it.
Next, a variation on physical Tangrowth
Tangrowth @ Life Orb
Ability: Regenerator
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Grassy Terrain
- Grassy Glide
- Knock Off
- Poison Jab
This thing can surprise the heck out of anyone not expecting it. Leading with a Grassy Terrain tends to make people think of it as a passive mon, but it really isn't. Grassy Glide catches people off-guard, while knock off and poison jab can hit most other pokemon on the field at least neutrally. Probably not the most optimal set, but fun to use and can help set up other grassy terrain mons.
And third, we have one of my favourites
Eldegoss @ Heavy-Duty Boots
Ability: Cotton Down
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Rapid Spin
- Leech Seed
- Aromatherapy
- Energy Ball
Eldegoss has been talked about a few times for it's ability to run rapid spin and recovery, but running both of those cuts into its utility IMO. Leech seed helps with that problem, giving some recovery while not being entirely passive. Aromatherapy can be replaced if you aren't worried about status or have another cleric, but I find it quite useful. As well, energy ball can be replaced by another attacking move if you're worried about coverage, but it's not like Eldegoss gets much. The item can be leftovers as well, heavy duty boots just give slight longevity if you need to spin/aromatherapy multiple times in a match. Finally, the ability. Regenerator is probably the better ability overall, but Cotton Down is just so much fun, especially when you can nerf 3 people at once. Not running regenerator or a recovery move cuts into the longevity of this set, but let's face it, you aren't tanking too many hits anyways. As well, cotton down can help set up for a average-speed offensive threat to come in after Eldegoss inevitably faints. All in all, this isn't the best or most reliable hazard-remover, but it is a funny one.