After messing around with this OM, I think I finally figured out a very solid team that manages to deal with a lot of meta threats.
+
105/
162/
116/76/
112/
136
Skill Link + Scale Shot does a solid amount of damage, and generally I try to safely switch into something and threatening them with Scale Shot, Crunch, or Earthquake. If they choose to sacrifice something to try and kill Roaring Moon, they pretty much need priority because of the speed boost after using it. Very scared of most fairy types and Slither Wing, and gets walled hard by Corviknight, but can take a few hits from other threats because of the 105/116/112 bulk.
+
95/83/
135/87/
148/81
Unaware mixed wall, can take a ton of damage and is unphased by things that aren't 150+ Atk/sp. atk super effective hits. Can spread Wish healing to teammates if they run out of PP on their own healing moves, spread sleep/paralysis with T Wave/Yawn, and Protect to scout for moves. Foul Play does a ton of damage to physical attackers that don't resist it. Great Tusk, Slither Wing will either one shot or do 65%+ of it's health, and Mold Breaker is a gtfo moment unless Foul Play is unresisted.
+
87/77/
121/
165/
117/103
Surprisingly bulky switch-in to things that the rest of the team can't handle or if one of the other bulky mons dies. 168 SpA Make it Rain HURTS, and threatens many common Unaware walls, notably Scream Tail. Trick is very good for crippling tanky, somewhat passive mons like Corviknight or Clodsire, and Recover can keep it healthy enough to keep threatening big damage. Good as Gold can stop hazards and other status effects (outside of Zap Cannon), and Flash Fire can help it switch into mons that run fire coverage moves.
+
90/118/
103/
138/
108/
120
This thing is evil. I might be going to hell for using this. If the other team doesn't have a ground-type pokemon, it's just over for them. Spreads paralysis while also doing solid damage, and Hurricane and Heat Wave coverage threatens a lot of mons, such as Gholdengo, Great Tusk, Kingambit, Corviknight, and Slither Wing. Ground types that take neutral damage are still going to take big damage unless they're building Sp. Def. Teams will usually have a very good Sp. Def wall that likes to switch in on this to prevent paralysis spread, but this can be taken advantage thru predicting.
+
98/108/
130/76/
118/84
Effectively 162~ Def w/ Tablets of Ruin, it's a pretty safe switch-in to 90% of the tier's physical attackers, and is my go-to lead. Only really threatened by special attackers that have fire/electric moves, and can U-Turn out of physical attackers to regain momentum. Body Press doesn't do a lot of damage to bulky physical attackers, but can do solid damage to random mons that are weak to fighting, like Goodra-Hisui or Roaring Moon. Terrified of Zapdos and Iron Moth, but can switch into Garchomp to tank those specific counters.
+
108/
155/
115/107/
107/
132
I'm honestly very surprised that I haven't seen anybody else run Regen Garchomp, considering how good it is in AAA. 155 Atk is still a terrifying stat for a mon that invests solely in HP and Sp. Def. Regenerator makes it live a lot longer than it should, considering it has no recovery move, and can outspeed slow bulky mons with Swords Dance + Earthquake. Stealth Rock could be changed to Stone Edge to threaten Zapdos or Crunch to threaten Gholdengo, and Dragon Tail stops mons who think they can setup on it. Pairs incredibly well w/ Corviknight, gets 4HKO'd by Zapdos and 3HKO'd by Iron Moth/Gholdengo.
Replay of this team in action.
Game plan is usually to slowly chip away with Stealth Rock, pivots, and random hits and get opportunities for Zapdos, Roaring Moon, and Gholdengo to get kills, creating less opportunities for the opponent to get picks off your own mons. Cripple them with Zapdos + Umbreon, tank with Corviknight + Garchomp, and pressure with Roaring Moon + Gholdengo.
edit 1: gholdengo actually works better with heatran, + some more move options to experiment with