i'm lucky and bad, here are the teams I used. I would only consider the gastro and meganium teams viable since they can switch into subrise or scarf magneton. Really hate that thing. Gonna start loading up RestTalk Amphy pretty soon
Week 1 vs etern (Cramrabias)






Lead Garde has some nice, flexible lead MUs, but still tinkering with it to see if its the most ideal spread of EVs/moves. Choiced Typh helps cover some of the more negative ones (primarily the uncommon sleep lead). The Float should be a water with some more heft to it, but I opted for the speed. I seldom use Shiftry, and when I do it's always mixed, so I figured a change of pace with SD would be nice. Sub + Lum is a bit redundant but Sub is mostly for punishing people trying to play around Sucker. Lum gives you the one chance to setup in front of some status, which may give you a route to then get a free sub on following attempt. Chople Regi for fighters + normal Drifblim to round out.
Week 2 vs elodin (Fossils)






Lead Regi as I was expecting something like ToxBull or a sleep lead. Lorb Shark + Ebelt Mane is an offensive pairing I've had before, as they both can be difficult to switch around with some standard cores due to raw damage output/coverage. Clops is pretty necessary as a stopgap to Tauros and Hitmonchan, as they both smoke the above pair without much effort. Meganium is by far the best Ground resist and can help eliminate Skunktank for my own Clops, aside from just being a good SD mon. Scarf Skunk is prob the best partner you can have with Meganium, at least imo.
Week 3 vs Void (Glastriers)






Lead Amphy is a similar catch all to Garde, with a lot more oomph and bs that can follow in its wake. SD Pinsir is a mon I wanted to try out, and Void typically brings teams that are slow enough for it + don't like its combination of Bug/Ground (Outside of Zard, I got p much the exact MU I was aiming for here as SD + Lum gives Dusclops some trouble). Plot Shiftry with Sucker as an option for the many revenge killers that plague this mon. Lorb Float is nice for speed control + p difficult to switch around when using non-dedicated checks to it. Similar Regi to W1, scarf Haunter to clean up.
Week 4 vs Sirwings (Krabs)






My first lead Medi and p fond of it after seeing the lines it can take at the start. Some nice info gathering with Fake Out is very nice to start a game with vs stuff like Tauros or Floatzel. Brought back special Shark, as something I haven't used in quite a long time. Mainly wanted to have that Ebelt Ice Beam to throw out on someone expecting the typical Lorb set I bring. PhysDef Plume + ChestoRegi + Gastro seems like a very sturdy core to me, can maybe tweak Gastro to have a more punishing click into stuff like Grasses, as base 92 SpA isn't bad by any means. Scarf Bull is speed control ofc, and I wanted something faster than Mane anyway as HP Grass sets could still be iffy into the team.
Week 5 vs Expulso (Fujins)






My usual lead Bull to cover most MUs as possible, as is something I try to aim for with these. Fast Queen for neutral speed 70s and overall solid Rocker. Crad + Slowking are solid defensive pieces, although the Slowking here is a bit more offensively oriented with Plot. Wacan for surprising fighters w/ Tpunch coverage and Elecs in a pinch. Despite its reputation, I don't bring Hitmonchan often. Figured now would be a good time to throw it in as Crad + Queen are fairly weak + the team lacks explosive power behind it, which Chan brings a lot of. Scarf Mane another set I don't use too much, but figured I put it back on my radar.
Week 6 vs toshimelonhead (Wochiens)






still hate Zard. Regi x Meganium x Scarf Skunk core. Used Spin Hitmon because I had to with Lorb Zard. Mwater Float is p sick and bypasses some shitty rolls, can't go wrong with it.
Week 7 vs Hubriz (Steels)






Lead Pinsir is my goat, but I will start using Scarf CC/Rock Slide at some point to dissuade stuff like Tauros or Zard from staying in. Back Glalie is a not that hard to get in early, plenty of fatter things you come in and Spike on. Lum + Taunt can mess with status guys as well, giving you more room to Spike. SubDon was for some combatting some decent Dusclops usage + benefits a lot with the extra chip for specific mons ie Slowking and Meganium w/ Megahorn. It's also my obligatory Rhydon use. Magneton and Drif are two more Subbers that are difficult to respond to with Spikes up. Float is speed control as always.
Semis vs Sirwings (Krabs)






Brought my first lead CB Bull as a surprise, with Cac Spikes to support it into Cradily/Clops. Standard Regi and Lorb Medi. Veno's above average speed + spammable Bug Buzz with Spikes + Sleep seemed like a deadly combination to play around, especially if lacking something like Zard or Drif. Scarf Skunk is great compression between Pursuit trapping Haunter, dealing with Drifblim, and being general speed control with emergency fast boom.
Finals vs Void (Glastriers)






Like above, I used SubTox Bull for the first time as well aiming to catch my opponent off guard. Thought doubling up on a Tauros lead back-to-back would also be unexpected. Lorb Shark is the only priority here but hits very hard regardless. Lum Skunk was for forcing Colbur pops on Slowking without being trashed by Twave on the way in — also helps with Wisp Clops. As I use Scarf Skunk like 90% of the time when I bring this guy, being able to boom at a moment's notice was something I figured would be great to have as well. Clops handles the usual annoyances between fighters + general status, while Cradily is the sturdy stopgap to Drifblim/Mane/waters. Both being able to deal with Tauros with much effort is nice as well, letting you fall back on one or the other. Scarf Garde can trap Magneton (assuming they're MagPull) but also packs a nice punch for a scarfer. Resisting Mach + Trick are great tools for it.
Personal VR I suppose, although frankly there's a ton of viable Mons in the tier that it's somewhat hard to be certain on some things. Stuff I ranked earlier prob would be shifted a bit higher or lower. Top 3 rows can be assorted differently depending on what's currently fucking me, so hard to nail down on my ideal rankings. That said, Skuntank only gets S because the Scarf set solves like 80% of my issues when building. I'll prob change my mind on something here by tomorrow anyway.

CB Head Smash claims lives (only a few sturdy resists + Mr base 200 def can tank a hit) and BP Float gives this thing plenty of targets to come in on. Getting into this position should be securing you a kill almost all the time or creating a massive gap in the opponent's defensive core that can be abused as the game progresses. Especially brutal early game as your opponent will have very little info on what they may need to keep for later. Rank this C or B-, idc. Its def got more of noteworthy niche than Metang or Machoke imo lol.