Note that this (part of the) answer is for Generation 7.
I don't know how accurate this statement is, but I think walls that share weaknesses with their teammates are a bad idea. This is because the whole point of a wall is to take hits that its teammates don't want to take (and allow people to see and post wall posts). So here's the best wall I could come up with that doesn't share weaknesses with Tyranitar.
Zapdos @ leftovers
Ability: static
EVs: 248 HP / 240 SpD / 20 Spe
Calm nature
- discharge
- roost
- heat wave
- defog
Heat wave covers grass and steel. Static threatens physical attackers. 248 HP lets it switch into stealth rock 5 times, 20 speed lets it outspeed scarf-less Magnezone and Bisharp, and the rest is dumped into special defense. It's not immune to sandstorm damage, but leftovers and roost let it not care. If you still care, then you can use a Ferrothorn instead.
Ferrothorn @ leftovers
Ability: iron barbs
EVs: 252 HP / 92 Def / 164 SpD
Sassy nature
IVs: 0 Spe
- spikes
- leech seed
- power whip
- gyro ball
Ferrothorn is immune to sandstorm damage and resists water, grass, steel, and fairy, but it's weak to fighting. The EV spread lets it survive 2 hits from Greninja's dark pulse and Zygarde's thousand arrows. Minimum speed maximizes gyro ball's power.
If you want to continuing playing Generation 5 OU and using Tyranitar there, then you should probably use this set.
Amoongus @ black sludge
Ability: regenerator
EVs: 252 HP / 28 SpA / 228 SpD
Calm nature
- spore
- giga drain
- fire hidden power
- stun spore
Fire hidden power covers grass and steel. Stun spore can be used if you want to permanently cripple something or not activate the sleep clause. The EV spread lets it reliably one-shot Keldeo's substitutes as long as Keldeo's special defense isn't raised above +2.