Breaker
Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- High Horsepower/Knock Off
- U-turn
I think Rillaboom won considerably from Magearna and Cinderace being banned. Grassy glide + wood hammer are more free now than ever before, and even resists have a difficult time taking either of those hits from a banded adamant set when grassy terrain is up. Rillaboom is an absolute monster rn with very few checks. High horse power is nice for toxapex, but knock-off may be the better overall option. U-turn is really nice and damn near a necessity imho on a banded set because Rillaboom forces so many Pokemon to switch out
Mid/early game set up
Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Roost
- Draco Meteor
- Flash Cannon
I personally think nasty plot + roost Hydreigon set is great. It's annoying sometimes having to pick b/w flash cannon vs flamethrower because Hydreigon really wants to have both, but I think the reliable recovery is well worth the trade-off. Hydreigon is actually pretty deceptively bulky, as all of it's base defensive stats are actually quite decent, especially for an offensive mon. As such, it really appreciate the extra longevity granted by roost, as Hydreigon's base 98 speed tier means it's still going to be outsped by a lot if mons. Roost + longevity is really what gives Hydreigon an edge over other nasty plot setters like Alakazam and Gengar, as the latter two are not nearly as naturally bulky and serve as speedy glass cannons that get destroyed by priority. I used to run flamethrower over flash cannon but I've found flash cannon to be better, as it gives you a way to touch Azumarill and other fairy types, which like to switch in on Hydreigon. I have specs Dragapult w/ fire blast anyways so thats another reason why I've found flash cannon to be better coverage than flamethrower, but it really depends on the team you're going up against of course.
late game set-up/revenge killer
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
I don't run any scarfers on this team, and thus I rely on Azu's aqua jet and Rillaboom's grassy glide for speed control/revenge options. For this reason, I actually would run double band w/ Azu and Boom, but I've found the opportunity to set up w/ Belly drum on this Azu set nice given Amoongus' spore support. Often times, I found that the mons that Amoongus can safely spore are the ones Azu can switch on afterwards and have an opportunity to set-up. Depending on the team I'm going up against, I'll either use this Azu early solely to revenge or I'll save it in the late game to set up + sweep.
Defensive pivot
Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 236 Def / 24 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Sludge Bomb
- Foul Play/Toxic
Amoongus serves as a defensive pivot and soft check for Urshifu. I like to switch into Amoongus whenever I predict a U-turn, say from Pult, Scizor, or Rillaboom, for example, all of which are among the most common u-turners in OU rn, as they get chipped down by the rocky helmet. Wicked blow from Amoongus still does quite a bit (around 66%), so what I like to do is switch into Amoongus first on the wicked blow, damage the Urshifu w/ some rocky helm chip, and then switch to Hydreigon, which will take about half from a wicked blow, and then KO w/ Draco. Either that, or I'll just let Amoongus or another mon die, and then revenge w/ Pult if it the Urshifu is banded. Foul play is nice for Dragapult, but overall I've found Toxic to be more consistent as Amoongus switches in nicely against other passive defensive sponges, like Chansey and Blissey, and toxic allows you to 1v1 whereas it's essentially a stalemate w/o it.
Either way, amoongus is really nice on this team cuz it checks opponent rillabooms which can rather problematic, provides spore support to give Hydreigon and Azu opportunities to set up, pivots into Chansey and/or Blissey + other defensive walls, and can pivot into a lot of offensive mons and chip them away w/ rocky helm. Regen + rocky helm is just an amazing combo.
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Breaker/revenger
Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- Fire Blast
- U-turn
Not much to say here, Dragapult is just always a net positive on essentially any team. Specs hits like a truck, and forces a lot of switch outs, which is where u-turn comes in handy. I've tried running both timid and modest and while I've found modest better overall w/ the priority options I have on this team, modest can be quite problematic against opponent Dragapults. Grassy glide + aqua jet doesn't quite do enough if Azu is not banded. So I'll usually switch in b/w every several games running modest and timid
Utility
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- High Horsepower
- Iron Head
- Rapid Spin
Excadrill, similarly to Dragapult, is just one of those mons that's almost always a net positive addition to any team. I figured I'd benefit greatly from entry hazard support + control and I could get both w/ Excadrill, while still having a mon that maintains offensive pressure. W/ Magearna gone now, Excadrill doesn't really need to run all that sp.def investment like it used to, and can instead just go fully into atk and speed. Also, Excadrill + rocky helm Amoonguss actually have some nice synergy together (despite the shared weakness to fire), as Amoonguss tends to be able to tank some of the moves that Excadrill fears (e.g. like CC from Crawdaunt or Zeraora), spore them, and then you can go back into Excadrill to set up rocks or spin away.
Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- High Horsepower/Knock Off
- U-turn

I think Rillaboom won considerably from Magearna and Cinderace being banned. Grassy glide + wood hammer are more free now than ever before, and even resists have a difficult time taking either of those hits from a banded adamant set when grassy terrain is up. Rillaboom is an absolute monster rn with very few checks. High horse power is nice for toxapex, but knock-off may be the better overall option. U-turn is really nice and damn near a necessity imho on a banded set because Rillaboom forces so many Pokemon to switch out

Mid/early game set up
Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Roost
- Draco Meteor
- Flash Cannon
I personally think nasty plot + roost Hydreigon set is great. It's annoying sometimes having to pick b/w flash cannon vs flamethrower because Hydreigon really wants to have both, but I think the reliable recovery is well worth the trade-off. Hydreigon is actually pretty deceptively bulky, as all of it's base defensive stats are actually quite decent, especially for an offensive mon. As such, it really appreciate the extra longevity granted by roost, as Hydreigon's base 98 speed tier means it's still going to be outsped by a lot if mons. Roost + longevity is really what gives Hydreigon an edge over other nasty plot setters like Alakazam and Gengar, as the latter two are not nearly as naturally bulky and serve as speedy glass cannons that get destroyed by priority. I used to run flamethrower over flash cannon but I've found flash cannon to be better, as it gives you a way to touch Azumarill and other fairy types, which like to switch in on Hydreigon. I have specs Dragapult w/ fire blast anyways so thats another reason why I've found flash cannon to be better coverage than flamethrower, but it really depends on the team you're going up against of course.

late game set-up/revenge killer
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
I don't run any scarfers on this team, and thus I rely on Azu's aqua jet and Rillaboom's grassy glide for speed control/revenge options. For this reason, I actually would run double band w/ Azu and Boom, but I've found the opportunity to set up w/ Belly drum on this Azu set nice given Amoongus' spore support. Often times, I found that the mons that Amoongus can safely spore are the ones Azu can switch on afterwards and have an opportunity to set-up. Depending on the team I'm going up against, I'll either use this Azu early solely to revenge or I'll save it in the late game to set up + sweep.

Defensive pivot
Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 236 Def / 24 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Sludge Bomb
- Foul Play/Toxic
Amoongus serves as a defensive pivot and soft check for Urshifu. I like to switch into Amoongus whenever I predict a U-turn, say from Pult, Scizor, or Rillaboom, for example, all of which are among the most common u-turners in OU rn, as they get chipped down by the rocky helmet. Wicked blow from Amoongus still does quite a bit (around 66%), so what I like to do is switch into Amoongus first on the wicked blow, damage the Urshifu w/ some rocky helm chip, and then switch to Hydreigon, which will take about half from a wicked blow, and then KO w/ Draco. Either that, or I'll just let Amoongus or another mon die, and then revenge w/ Pult if it the Urshifu is banded. Foul play is nice for Dragapult, but overall I've found Toxic to be more consistent as Amoongus switches in nicely against other passive defensive sponges, like Chansey and Blissey, and toxic allows you to 1v1 whereas it's essentially a stalemate w/o it.
Either way, amoongus is really nice on this team cuz it checks opponent rillabooms which can rather problematic, provides spore support to give Hydreigon and Azu opportunities to set up, pivots into Chansey and/or Blissey + other defensive walls, and can pivot into a lot of offensive mons and chip them away w/ rocky helm. Regen + rocky helm is just an amazing combo.

Breaker/revenger
Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- Fire Blast
- U-turn
Not much to say here, Dragapult is just always a net positive on essentially any team. Specs hits like a truck, and forces a lot of switch outs, which is where u-turn comes in handy. I've tried running both timid and modest and while I've found modest better overall w/ the priority options I have on this team, modest can be quite problematic against opponent Dragapults. Grassy glide + aqua jet doesn't quite do enough if Azu is not banded. So I'll usually switch in b/w every several games running modest and timid

Utility
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- High Horsepower
- Iron Head
- Rapid Spin
Excadrill, similarly to Dragapult, is just one of those mons that's almost always a net positive addition to any team. I figured I'd benefit greatly from entry hazard support + control and I could get both w/ Excadrill, while still having a mon that maintains offensive pressure. W/ Magearna gone now, Excadrill doesn't really need to run all that sp.def investment like it used to, and can instead just go fully into atk and speed. Also, Excadrill + rocky helm Amoonguss actually have some nice synergy together (despite the shared weakness to fire), as Amoonguss tends to be able to tank some of the moves that Excadrill fears (e.g. like CC from Crawdaunt or Zeraora), spore them, and then you can go back into Excadrill to set up rocks or spin away.