Posting my sorta iconic (not really) Garganacl team.
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This was legitimately the very first team I've built for post-DLC, during Round 2 of OSDT against Spurrific. I haven't actually played any post-DLC SV at that point, so much of what went into this team was theory and a metagame read from what I saw after watching a lot of the R1 replays.
The thesis of this team being built was: Garganacl seemed really well-positioned into the metagame at the moment! At the time, of course, Basculegion was legal, and Garganacl was a wincon that Basculegion just couldn't remove not only because of the massive Defense it can accumulate, but also because of how its ability Purifying Salt effectively makes it resistant to Last Respects. At the time, IDBP Goodra-H + Screens + Cresselia was also popular, and in these compositions Goodra-H was also often Tera Water; Garganacl has these matchups dead to rights as Salt Cure is a really powerful tool in these bulky, defensive match-ups as it lets me play a winning game through value as the constant chip damage forces a lot of recovery out of them, which costs tempo and PP. Garganacl was just a really strong option into the slow, value-oriented Cresselia comps of the time. Salt Cure even outright punishes Tera Water, as 25% chip damage every turn was just not playable for opponents, and it also even punishes Palafin as well. With Garganacl, Palafin users weren't allowed to play the game.
Even without Basculegion, this team is kinda fine? The match-up against Iron Hands can be somewhat weird, but I digress. Still, this team is good against Kingamit as well because Garg beats that. If I were to describe what this team somewhat struggles with, it's Tera Grass AV Heatran; it's a bit hard to remove, and it pressures Garganacl quite well. What this team isn't weak to is Rillaboom; with one Iron Defense, Rillaboom shouldn't beat Garganacl and at most you only have to respect Taunt, so trying to force one safe Iron Defense in Rillaboom match-ups is often what you're looking for.
Trivia: Team naming is themed around Yu-Gi-Oh!'s Tearlaments Spells and Traps

METANOISE (Flutter Mane) @ Booster Energy
Ability: Protosynthesis
Tera Type: Fairy
EVs: 152 HP / 252 Def / 104 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Moonblast
- Trick Room / Taunt
- Protect
Every good team starts with Flutter Mane, and this team is no exception. It just fulfills a really valuable role at being a threatening fast attacker that pins everything else in the metagame, with the high Speed really valuable for applying pressure and relieving opposing pressure from teammates. It's just a really great breaker in general, too!
I chose to run a REALLY bulky Flutter Mane because, with a Special Attack boost from Booster Energy, I feel like I could just... not run Special Attack? lol, it's still really strong anyway and the damage is enough for what I want it to do. The massive Defense lets me play VERY disrespectfully against a good number of physical attackers, and this particular set was noted to actually live a Wood Hammer from Rillaboom in a real game. Trick Room is there to occasionally reverse TR, but also as a valuable tool in Tailwind matchups for just outright winning the game. The team is also slow enough (Amoong, fat CB DNite, Volcanion, Garganacl) that I can situationally just TR for self-gain, but I don't usually need to do that. I've used Taunt once or twice, to outright stop setup like SD and TR, but it's only valuable because I revealed TR and it's unexpected.
The EV spread itself is just maximum Defense and as much HP I can have while having enough Speed for Landorus-I. I was confident I wasn't gonna run into anything faster that mattered (I didn't). I lose the tie into Chien-Pao, but they're often Sash or LO Sucker anyway so I was fine just not trying to beat that. Modest with that much Speed still allows me the Special Attack boost from Booster Energy.

GRIEF (Chien-Pao) @ Focus Sash
Ability: Sword of Ruin
Tera Type: Dark / Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Spinner
- Sucker Punch
- Sacred Sword
- Protect
HEARTBEAT (Dragonite) @ Choice Band
Ability: Multiscale
Tera Type: Normal
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Dragon Claw
- Fire Punch
Grouping these two together because they work together to form the core of the team that's about forcing a hole through the opponent's team. While the main idea of the team was a stally wincon, it's still valuable for me to have good breakers because: 1) I can't exactly win every game through Garganacl; and 2) having good breakers means I can force trades which would give Garganacl space to operate. These two are basically the default for Sash and CB; the Dragonite was speed creeped for qsns's Rillaboom lol. They do the normal PaoNite things, not much else to say.
Chien-Pao used to be Tera Ghost for Fake Out, but at some point I decided to just make it Tera Dark for the occasional strong Sucker. It only matters for extreme situations, anyway; this team is often better served saving Tera for other Pokemon.

SCREAM (Amoonguss) @ Rocky Helmet
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Spore
- Rage Powder
- Clear Smog
- Pollen Puff
Amoonguss is here because it's just kinda strong as Pokemon. Spore is obviously great. Rage Powder is also great, as it gives space for FM, Pao, Nite, and Garg to do Good Things™. The real important part of it, though, is Pollen Puff; this lets me play aggressively with Garganacl in more positions. Also, more health for Volcanion is also nice as well! Clear Smog for Palafin, Iron Hands, those kinda stuff. Amoonguss does Amoonguss things, basically.

SULLIEK (Volcanion) @ Assault Vest
Ability: Water Absorb
Tera Type: Fairy
EVs: 252 HP / 164 SpD / 92 Spe
Modest Nature
- Heat Wave
- Steam Eruption
- Earth Power
- Heavy Slam
AV Volcanion, so I could show off my roots as an XY DOU player! For real though, this guy is also just generically good even then, because it's an AV Heatran sidegrade that doesn't need Tera and has Water Absorb. Heavy Slam is there for Flutter Mane, and in general AV Volcanion is just here to win damage trades against generically strong Special Attackers (such as the aforementioned FM, and Gholdhengo), which is valuable for a team built around Garganacl. This used to be Tera Normal, I kid you not, and it probably still could be with Basc-F running around, but Fairy seems more generically useful nowadays I think.

CRYME (Garganacl) @ Leftovers
Ability: Purifying Salt
Tera Type: Water / Dragon
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Salt Cure
- Body Press
- Recover
- Iron Defense
The star of the show! Garganacl is the wincon the team was based around. While the rest of the team actually passes for a decent offense, Garganacl is the one Pokemon that takes it over the top in bulky, value-oriented matchups as the combination of Iron Defense, heavy Special Defense investement, and Salt Cure makes it a really great value engine that can be hard to out. Iron Defense + Body Press is also valuable in forcing checkmates against offensive matchups, as the massive Defense + the right Tera type can let it play aggressively with Body Press to let it remove key threats itself.
A lot of the team's unique lines revolve around trying to find Garganacl good timing to Iron D, and without Fake Out or pivot moves it does seem kinda hard. This is where experience with the teammatters the most; having the foresight to envision the right sacks at the right positions can decisively win games, as with with Garganacl almost always involves an Iron Defense that your opponent is not in a position to properly punish. With a +2 Defense boost, even Rillaboom Wood Hammer can be taken with relative comfort, and you can basically snowball from there.
Tera typing feels more like a matter of feeling than anything. Tera Water feels generically good, but it makes me lose into Tera Grass Heatran. Tera Dragon, meanwhile, makes me resistant to FWG, but it does give me a weakness to Fairy from Flutter Mane. I'd say it's more of a pick-your-poison kinda deal, just pick one and play accordingly.
Replays
https://replay.pokemonshowdown.com/smogtours-gen9doublesou-699092- Debut game vs Spurrific. I got the exact Goodra-H matchup I wanted, and the Garganacl team convincinly 6-0'd (granted, I got a burn on Goodra-H that they couldn't Lunar Blessing away)
https://replay.pokemonshowdown.com/smogtours-gen9doublesou-700574 - R3 vs Givrix, Garganacl wins an endgame 1v3 vs 3 Iron Hands, Palafin, and Rillaboom that I knew didn't have Taunt.
https://replay.pokemonshowdown.com/smogtours-gen9doublesou-703520 - vs Smudge. A loss, but it does show the kind of knowing when you can force an Iron D to play for a win.
https://replay.pokemonshowdown.com/smogtours-gen9doublesou-704274 - vs xHys. I Trick Room their Tailwind twice for a decisive win.