Sample team time while I work on my vr in between posts!
It was found last gen that for Toxtricity, Technician activates before Punk Rock when using Snarl. Then with the recently discovered terastalization mechanic that boosts all sub 60 BP moves of your tera type up to 60 BP once you've used your tera, it gives quite a nice boost to Tox once you take stab into account. 60x1.5=90x1.3=117x1.5=175.5 rounded down to 175 BP Snarl. Seemed fun to use, so I decided to build around it.
https://pokepast.es/71d56ff3fad01714
First, Tox itself. I could've made it a Throat Spray+Shift Gear set, but I decided Scarf to patch up its speed without being forced to take a turn to do so. Psychic Noise is a neat option, but either Boomburst or Sludge Bomb hit everything that Psychic Noise would at least neutrally. You could also use Overdrive for strong stab, but Boomburst is stronger even then and hits ground types.
Gambit is an obvious mon on most teams. Win con, comeback mon, cleaner, sweeper, resist to many common attacks, it just does so much and when you also get boosted by mons such as Landorus Therian, Krookodile, Salamance, Gyarados, Tauros forms, and Arcanine forms, and that's not even including things like Sticky Web or random drops from moves such as Shadow Ball. It gets scarier and harder to deal with as the game goes on and appreciates the chip the other teammates apply. Tera flying for the ground immunity and fighting resist
Azumarill is basically the Great Tusk if this meta. It does so much, all amazing, and there's a damn good reason it's on so many teams. I went with AV because while it doesn't hit as hard, it's an incredible check to so many pokemon already, and this just adds many special attackers to the list. It can clean up with Aqua Jet or get rid of a scary mon in range, remove items to make progress with Knock, and just generally hits really hard with its stabs
Speaking of Great Tusk, still chose to add one to the team. You need hazards and hazard removal and Tusk does both great. It's a basic utility set for hazard setting, hazard removal, and item removal while still hitting hard when it attacks. It may not have a second ability, but it's still amazing nonetheless.
I wanted a backup rocker that wasn't a suicide rocker like Skarm nor a rocker that is incredibly passive like Clod, so I decided to go with Clef. A third Knock user makes it to where item reliant pokemon and teams get really screwed over. Clef also just provides me with a great special wall that doesn't need Boots to not get worn down by hazards. You could very easily go with Thunder Wave over Knock Off to support Azumarill and Gambit, letting them outspeed more, and just be a general nuisance.
After all this, my team was fairly weak to ground and fairy (Tox is too frail to be used as a resist), so I needed a flying type/Levitate mon that resisted fairy, and I chose Geezing over Corviknight and Bronzong because Geezing is a great check to offensive Tusk, Moon, Valiant, and Meowscarada. It doesn't shut down Proto or Quark, but it does resist their dual stab, and while getting Knocked will always suck, that doesn't impede its ability to check these threats, even if not a bonified counter. Just an incredibly solid glue on many teams
Edit: If you want to change the team or give any advice/constructive criticism, feel free! The big thing I didn't like was the lack of momentum making it hard to get Tox out, but the rest of the team just works so well with it on paper, which is really all we have to go off of for pokebilities at the moment