I'd like to try and propose Zebstrika to be off the list.
Remember what Noobvire's main problem was in 4th gen that could very easily have made it UU, but didn't? That's right, it was a bit too slow without Motor Drive and didn't quite hit hard enough even with Expert Belt.
Zebstrika remedies this issue by being well over the base 100 speed mark (116 speed; suck it, Starmie, Gengar, Azelf and Thundurus) while still maintaining a respectable attack stat in 100. It also has very good coverage in STAB Wild Charge, 120BP Thrash/Double-Edge, Pursuit and either Flame Charge or Double Kick for more coverage. Hell, if you really wanted to you could slap on Overheat to nail Ferrothorn for a nice chunk of damage.
Other options for it include Volt Change to scout to a degree, which is actually very nice when running away from Starmie and Thundurus.
I've been running this recently and it's been pretty effective.
Zebstrika @ Choice Band / Life Orb
Trait: Motor Drive
EVs: 4Hp / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Wild bolt
- Pursuit
- Flame Charge
- Volt Change/Double Kick
Wild Bolt hurts pretty much everything it runs into, especially Starmie, who is baaarely outsped without a Scarf. Pursuit also drills into Starmie, Gengar and Chandelure (the former two of which you can capitalize on lured Thunderbolts a la GyaraStrika). Flame Charge simultaneously boosts your already great speed and hits Ferrothorn, Forretress (who?) and Scizor for 4x SE damage. Volt Change allows you to scout for other troubles just like good ol' U-Turn, letting you bring in an appropriate check.
Choice Band is the first option here, ensuring Zebstrika does as much damage as it can, however having constant versatility is the key point of considering Life Orb.
Another possible set can be this, too:
Zebstrika @ Life Orb / Choice Scarf
Trait: Lightningrod
EVs: 52 Atk / 200 SpAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- Wild bolt/ Thunderbolt/ Charge Beam
- Overheat/Flame Charge
- Hidden Power Ice/Grass
- Volt Change/Pursuit
Don't like gaining speed as you go? How about power? Lightningrod's awesome buff means immunity to Electric attacks once again, only this time you can improve Zebstrika's Special Attack instead. The first three options (Wild Bolt/T-Bolt/Charge Beam) depends on your preference: Wild Bolt runs off of Zebstrika's better Attack Stat, Thunderbolt takes advantage of any Lightningrod boosts, and Charge Beam lets you boost more as you go. Overheat should be used if Wild Bolt is your first choice, as it allows Zebstrika to blast away Ferrothorn/Scizor/Forrewhat? once again, while including Lightningrod boosts. Flame Charge on the other hand is a nice move if you want to focus more on consistent Special attacking strength, and hey, it lets you outrun Sceptile and nail it at the same time. HP Ice ensures that Mence, Chomp, Landorus and friends aren't safe, while HP Grass stops Swampert, Gastrodon, and others from ruining your fun. Volt Change is for when it's time to get outta there, while Pursuit stops your opponent's frail little Gengar and Starmie from doing the same.
Choice Scarf is another item option for this set, as it allows you to outrun so many other Choice Scarfers and already boosted Pokes. However, the constant power boost of Life Orb is more recommended.
Where it's best used:
Because Zebstrika is a fast, hard-hitting Electric Type, it provides a useful niche on Sun Teams. Hitting opposing water types hard with STAB electric moves (Drizzletoed is bye-bye) and smashing things aside with Sun-boosted Overheat, Zebstrika is much more dangerous than one may think at first glance. Not to mention that Scarf Zebstrika outspeeds swift swimming Kingdra by 4 points... oh, wait, swift swim and drizzle is banned. A useless fact for if that combo ever gets unbanned, then.
Long story short: I may not be the worlds best battler or writer, but I do think Zebstrika is much better than it's been shown to be so far.