Introduction
I've been playing SV OU on and off since the early-ish HOME metagame, but never really clicked with the tier until recently. I'm actually starting to get somewhat invested in the tier, so i've been using sample teams to see which playstyle I like best. Long story short, Bulky Offense always stuck. After a lot of trial and error, I finally managed to make a team that at least felt functional enough to be salvagable, hence the RMT in question.
The Team

Moltres
Molcuatro (Moltres) @ Heavy Duty Boots
Ability: Flame Body
Tera Type: Water
248HP / 248 Def / 12 Speed
Bold Nature
-Flamethrower
-Will o Wisp
-U Turn
-Roost
Behold! The star of the show!...sort of. Moltres has a lot of good benefits for the team that I appreciate. It's Ground immune, punishes physical attackers, and can as a secondary Fairy resist if needed. Tera Water is just a solid defensive typing that also proves as a backup plan into Wellspring. U Turn also makes it have a decent pivoting core with Rillaboom and Slowking-G.
Slowking-Galar
Royal Pain (Slowking-Galar) @ Heavy Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252HP / 240SpDef / 16Def
Sassy Nature
-Chilly Reception
-Future Sight
-Sludge Bomb
-Thunder Wave
Stop me if you've heard this one before: "I'm using GKing for a Fairy resist and a bulky pivot". Unoriginality aside, Slowking-G is one of the most useful members of the team despite it not being all that flashy of a pokemon. It's usually my lead unless I see something that can screw it over (ex: Landorus lead, Sammurot-H lead). The moveset choices are as standard as you can get. Thunder Wave is picked over Toxic to cripple faster pokemon who get cocky and think they get a free switch on the turn I click Future Sight.

Garganacl
Salty Spitoon (Garganacl) @ Leftovers
Ability: Purifying Salt
Tera Type: Water
EVs: 252HP / 52 Def / 204 SpDef
Sassy Nature
-Stealth Rock
-Salt Cure
-Protect
-Recover
Garganacl is the premier Rock setter of the team. Find an opportunity to switch in, set up Rocks, punish things with Salt Cure, the works. Tera Water is here to not get whooped by Wellspring, as well as giving a Steel resistance. Especially relevant for endgame Kingambits. The IVs are a little odd for a specific reason. My logic is that Garganacl doesn't care to outspeed things, so I run the lowest possible speed for Trick Room teams. Mostly as a backup plan incase my priority duo faints too early.

Great Tusk
Great-Therian (Great Tusk) @ Heavy Duty Boots
Ability: Protosynthesis
Tera Type: Steel
EVs: 252HP / 4 Def / 252 Spe
Jolly Nature
-Headlong Rush
-Ice Spinner
-Knock Off
-Rapid Spin
If you think Great Tusk was thought of for hazard support, then you're correct. Everything here is as standard Offensive Utility as you can get. However, make sure to not be too wasteful of Tusk outside of hazard removal. After all, it's one of only 2 Knock Off users in the team along with Rillaboom, as well as being one of the team's best outs versus Kingambit thanks to it's Dark resistance. Tera Steel is chosen for a Fiary resistance, as well as to shed the Water and Grass weaknesses for opposing Rillaboom.

Rillaboom
Tapu Rilla (Rillaboom) @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252Atk / 4 Def / 252 Speed
Adamant Nature
-Grassy Glide
-Wood Hammer
-Knock Off
-U Turn
Rillaboom is one of 2 breakers the team has, as well as boasting useful priority with Grassy Glide. Tera Grass is here if you need some extra punch for Grassy Glide. Bonust points if you do it when the opponent is just barely out of range, thinking they're safe, only to see you get a 2nd STAB boost, losing either a needed breaker or useful defensive piece of their team. Remember that Grassy Terrain's chip heal can amplify the longevity of everyone by just that little bit. An important calc to always remember is that Wellspring's Ivy Cudgel deals around 34% maximum to Rillaboom, while Rillaboom's Grassy Glide does 72% minimum in base, and 97% with Tera Grass. It is one of the few ways to handle Wellspring reliably on the team along with Kingambit's Sucker Punch. Try and keep Stealth Rocks to amplify the chip damage switch ins take, and never forget about Future Sight pressure.

Kingambit
A Dictatorship (Kingambit) @ Leftovers
Ability: Supreme Overlord
Tera Type: Ghost
EVs: 212HP / 252 Atk / 44 Speed
Adamant Nature
-Swords Dance
-Kowtow Kleave
-Sucker Punch
-Iron Head
Our 2nd breaker and final pokemon in the RMT. Kingambit is the team's Ghost resist alongside Garganacle. It's also it's 2nd priority user, the 2nd sweeper, Glowking detterent and premier Future Sight abuser. Tera is volatile on the King. Just pick whatever you think is the most handsome. I found Tera Ghost to grant it a Fighting Immunity works best for me, especially for Body Press users. However, Tera Fairy and Fire worked as the best alternatives, so if you wanted to swap Tera Ghost, i'd suggest those first. The King does what Tusk don't: always force your opponent to respect you. It also has some smaller perks, like a Poison immunity and Future Sight absorber.
Problematic Pokemon
I'll keep this section brief as it's not hard to explain. Always respect all of Wellspring, Kyurem and Tera Fire Zamazenta. These 3 are the biggest hurdles for the team to overcome by a mile and pose massive issue in their own rights. Scout their sets, and respond accordingly. Try and keep Stealth Rocks up as long as you can to force chip damage on Wellspring, and if you can beat their teammates without much trouble, you should be able to handle their onslaught with no major trouble.
Replays
https://replay.pokemonshowdown.com/gen9ou-2148691282-6y1sihqaqxxjxednfcheupy7xngp91opw
Vs Balance
https://replay.pokemonshowdown.com/gen9ou-2151322727
Bulky Offense Duel
https://replay.pokemonshowdown.com/gen9ou-2151810457
Vs Kyurem BO
The team
https://pokepast.es/d5b7d676efdaa83f
I've been playing SV OU on and off since the early-ish HOME metagame, but never really clicked with the tier until recently. I'm actually starting to get somewhat invested in the tier, so i've been using sample teams to see which playstyle I like best. Long story short, Bulky Offense always stuck. After a lot of trial and error, I finally managed to make a team that at least felt functional enough to be salvagable, hence the RMT in question.
The Team

Moltres
Molcuatro (Moltres) @ Heavy Duty Boots
Ability: Flame Body
Tera Type: Water
248HP / 248 Def / 12 Speed
Bold Nature
-Flamethrower
-Will o Wisp
-U Turn
-Roost
Behold! The star of the show!...sort of. Moltres has a lot of good benefits for the team that I appreciate. It's Ground immune, punishes physical attackers, and can as a secondary Fairy resist if needed. Tera Water is just a solid defensive typing that also proves as a backup plan into Wellspring. U Turn also makes it have a decent pivoting core with Rillaboom and Slowking-G.
Slowking-Galar

Ability: Regenerator
Tera Type: Water
EVs: 252HP / 240SpDef / 16Def
Sassy Nature
-Chilly Reception
-Future Sight
-Sludge Bomb
-Thunder Wave
Stop me if you've heard this one before: "I'm using GKing for a Fairy resist and a bulky pivot". Unoriginality aside, Slowking-G is one of the most useful members of the team despite it not being all that flashy of a pokemon. It's usually my lead unless I see something that can screw it over (ex: Landorus lead, Sammurot-H lead). The moveset choices are as standard as you can get. Thunder Wave is picked over Toxic to cripple faster pokemon who get cocky and think they get a free switch on the turn I click Future Sight.

Garganacl
Salty Spitoon (Garganacl) @ Leftovers
Ability: Purifying Salt
Tera Type: Water
EVs: 252HP / 52 Def / 204 SpDef
Sassy Nature
-Stealth Rock
-Salt Cure
-Protect
-Recover
Garganacl is the premier Rock setter of the team. Find an opportunity to switch in, set up Rocks, punish things with Salt Cure, the works. Tera Water is here to not get whooped by Wellspring, as well as giving a Steel resistance. Especially relevant for endgame Kingambits. The IVs are a little odd for a specific reason. My logic is that Garganacl doesn't care to outspeed things, so I run the lowest possible speed for Trick Room teams. Mostly as a backup plan incase my priority duo faints too early.

Great Tusk
Great-Therian (Great Tusk) @ Heavy Duty Boots
Ability: Protosynthesis
Tera Type: Steel
EVs: 252HP / 4 Def / 252 Spe
Jolly Nature
-Headlong Rush
-Ice Spinner
-Knock Off
-Rapid Spin
If you think Great Tusk was thought of for hazard support, then you're correct. Everything here is as standard Offensive Utility as you can get. However, make sure to not be too wasteful of Tusk outside of hazard removal. After all, it's one of only 2 Knock Off users in the team along with Rillaboom, as well as being one of the team's best outs versus Kingambit thanks to it's Dark resistance. Tera Steel is chosen for a Fiary resistance, as well as to shed the Water and Grass weaknesses for opposing Rillaboom.

Rillaboom
Tapu Rilla (Rillaboom) @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252Atk / 4 Def / 252 Speed
Adamant Nature
-Grassy Glide
-Wood Hammer
-Knock Off
-U Turn
Rillaboom is one of 2 breakers the team has, as well as boasting useful priority with Grassy Glide. Tera Grass is here if you need some extra punch for Grassy Glide. Bonust points if you do it when the opponent is just barely out of range, thinking they're safe, only to see you get a 2nd STAB boost, losing either a needed breaker or useful defensive piece of their team. Remember that Grassy Terrain's chip heal can amplify the longevity of everyone by just that little bit. An important calc to always remember is that Wellspring's Ivy Cudgel deals around 34% maximum to Rillaboom, while Rillaboom's Grassy Glide does 72% minimum in base, and 97% with Tera Grass. It is one of the few ways to handle Wellspring reliably on the team along with Kingambit's Sucker Punch. Try and keep Stealth Rocks to amplify the chip damage switch ins take, and never forget about Future Sight pressure.

Kingambit
A Dictatorship (Kingambit) @ Leftovers
Ability: Supreme Overlord
Tera Type: Ghost
EVs: 212HP / 252 Atk / 44 Speed
Adamant Nature
-Swords Dance
-Kowtow Kleave
-Sucker Punch
-Iron Head
Our 2nd breaker and final pokemon in the RMT. Kingambit is the team's Ghost resist alongside Garganacle. It's also it's 2nd priority user, the 2nd sweeper, Glowking detterent and premier Future Sight abuser. Tera is volatile on the King. Just pick whatever you think is the most handsome. I found Tera Ghost to grant it a Fighting Immunity works best for me, especially for Body Press users. However, Tera Fairy and Fire worked as the best alternatives, so if you wanted to swap Tera Ghost, i'd suggest those first. The King does what Tusk don't: always force your opponent to respect you. It also has some smaller perks, like a Poison immunity and Future Sight absorber.
Problematic Pokemon
I'll keep this section brief as it's not hard to explain. Always respect all of Wellspring, Kyurem and Tera Fire Zamazenta. These 3 are the biggest hurdles for the team to overcome by a mile and pose massive issue in their own rights. Scout their sets, and respond accordingly. Try and keep Stealth Rocks up as long as you can to force chip damage on Wellspring, and if you can beat their teammates without much trouble, you should be able to handle their onslaught with no major trouble.
Replays
https://replay.pokemonshowdown.com/gen9ou-2148691282-6y1sihqaqxxjxednfcheupy7xngp91opw
Vs Balance
https://replay.pokemonshowdown.com/gen9ou-2151322727
Bulky Offense Duel
https://replay.pokemonshowdown.com/gen9ou-2151810457
Vs Kyurem BO
The team
https://pokepast.es/d5b7d676efdaa83f
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