Fake Out: The threat of Fake Out is almost better than Fake Out itself. In game you can force your opponent to waste a turn by Protecting, and out of game you force Covert Cloak, Tera Ghost and multiple Protects onto the opponent's team. The aforementioned Covert Cloak and Terastallization nullify it, but at a significant opportunity cost to your opponent. It's also not terribly difficult to force a position in which you can Fake Out risk-free between Open Tera, Item Clause, and Best of 3. Gen 9's not Fake Out's best generation, but it's still great. PS: Fake Out in SS is also strong; your opponent only gets one Dynamax.
Tailwind: Speed is everything in Competitive Pokemon. Rampardos may have more base Attack than Rayquaza but it doesn't matter when nearly every Pokemon in the game can outspeed and OHKO it. Now imagine a world where Rampardos was faster than Dragapult. That world exists, it's created the instant your Tornadus clicked Tailwind. Gen 8 changed the way speed works, instead of being calculated at the beginning of every turn it is now recalculated with every change. This principle is called Dynamic Speed, and it's made Prankster Tailwind everyone VGC player's favorite button. However, in VGC draft only a few get to click Prankster Tailwind. Prankster Tailwind Drafts are usually very offensive with many mons that make use of Tailwind but pack enough bulk to live through a Trick Room or two. Slow Tailwind is also a viable strategy but not as reliable, you won't rely on it every game the way you would with a Prankster Tailwinder.
Trick Room: Tailwind's archnemesis, Trick Room lets you use your opponent's speed against them. If it looks like you'll be making every move second, either because your opponent has Tailwind or because their team is naturally faster than yours than yours, twist the dimensions on your adversary and watch them squirm. It's not all sunshine and rainbows; Trick Room's -6 priority means that it'll be the last move of the turn and a clever opponent can reverse it by clicking Trick Room themselves. Trick Room also has the unique drawback of requiring Pokemon that are disadvantaged outside of it to be useful, forcing you to constantly maintain Trick Room.
How the turntables...
Coaching/Helping Hand/Pollen Puff/Heal Pulse: I call these the raid boss moves because they're all about making a partner Pokemon, usually one of your higher priced Pokemon, as strong as possible. They're at their strongest in SWSH VGC drafts, but they're quite potent in SV as well.
Follow Me/Rage Powder: The best of the raid boss moves, Follow Me is best accompanied by set-up both of the boosting (ex: Nasty Plot Gholdengo) and field effect variety (ex: Trick Room Bronzong). Boosting isn't mandatory though, being able to keep a partner safe for a turn is extremely valuable in fast paced games (that's all of them). It's important to choose a redirector with strong defensive type synergy with your high tier Pokemon to keep your opponent guessing.
Do you Iron Head predicting the Togekiss to Follow Me or Hi Jump Kick predicting the Togekiss to Protect?
Rage Powder is largely the same as Follow Me, but less reliable because it can be circumvented by Tera Grass or Safety Goggles.