Balance is indeed workable in this meta - I got 1st place on the Pokemoves ladder with only balance teams!
This is likely the best version of the team, but I did swap some members around on other versions of the team:
https://pokepast.es/a090d6359b31adf9
Note that I went with lopsided defensive EV spreads because Pokemoves are that much more powerful than most other moves, so mixed walls fare poorer (except for Blissey).

Blissey @ Heavy-Duty Boots
Ability: Natural Cure
Tera Type: Dark
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Persian-Alola
- Soft-Boiled
- Calm Mind
- Seismic Toss
I knew I wanted to abuse Blissey with Persian-Alola!Move, and it turns out that not only can she wall virtually every special attacker, she can also wall about a third of the physical attackers! Make sure you switch her out of Fighting-types and mons with Attack-boosting moves. She used to be the Stealth Rock setter, but Calm Mind lets her keep pace with special attackers with boosting moves and also occasionally lets her sweep. Seismic Toss is still there to deal consistent damage to physical attackers switching in as well as win Calm Mind wars in her own way. A cool thing about the Fur Coat Blissey gets with Persian-Alola!Move - it also halves Psyshock's damage.

Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Water
EVs: 244 HP / 252 Def / 12 SpD
Impish Nature
- Earthquake
- Protect
- Toxic
- Knock Off / Spikes / Ursaring
Gliscor is pretty mediocre. It has trouble walling things for long, and it gets 2HKOed by pretty much every special attacker. It's even overloaded as a Fighting resist surrounded by two Fighting-weak mons. But it's a demon at getting its own HP back with well-timed Protects and switch-ins, it can indeed tank a hit and Toxic that special attacker, and it can actually Toxic stall out guys with a little help from a friend. Earthquake is there to hit mons immune to Toxic hard such as Iron Treads, Clodsire, and the otherwise very dangerous Sneasler. I used Spikes at first, but I had a hard time noticing the chip damage compared to Toxic, and Flying-types kept pivoting around Gliscor. I thought Ursaring!Move would deal hazards-caliber damage since it's a near-Facade that grants Guts, but it turns out that a Gliscor with essentially Ground/Poison/Normal coverage is still exploitable (e.g. Gholdengo with Haunter!Move on good predictions). U-turn seemed promising at times, but I went with Knock Off in the end. Taking Leftovers off mons is hazards-caliber damage in the long run, and nothing is immune to Knock Off or Dark, so pivoting around Gliscor no longer works so well.

Zamazenta @ Leftovers
Ability: Dauntless Shield
Tera Type: Steel
EVs: 252 HP / 88 Def / 168 Spe
Jolly Nature
- Iron Defense
- Body Press
- Trevenant
- Roar / Heavy Slam
When you're building a balance or bulky offence team, you go with one of the finest blanket physical checks around. Zamazenta ends up revenging a lot of mons the rest of the defensive core has trouble against, such as Kingambit and Ogerpon-W. Trevenant!Move is a 110-BP physical Ghost move that grants Natural Cure - great coverage and a nice middle ground between power and shrugging off status. Roar is pretty good at shoving opposing boosters and defensive walls out of the way. Heavy Slam was used earlier until I realized that I rarely ran into Clefable and Zamazenta has to switch out of Iron Valiant most of the time and Enamorus every time.

Terapagos @ Heavy-Duty Boots
Ability: Tera Shift
Tera Type: Stellar
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Rapid Spin
- Toxic
- Tera Starstorm
- Hydreigon
Terapagos is fairly mediocre in this meta, but it is a decent Rapid Spinner, and it does have a bag of tricks that suits this team. Terapagos had Stealth Rock, Calm Mind, and the virtually Defense-boosting Wo-Chien!Move at points, but Terapagos struggled to deal damage that mattered often enough. Toxic dealt enough damage to make an impact, especially given the balance structure backing it up. Hydreigon!Move is simply the most powerful special Dark move Terapagos can get (granting Levitate is nice, though). I generally lead with Terapagos (except against Rain, where I lead with Raging Bolt and slam Latios!Move against Pelipper, hoping to catch the Ground-type switch-in), and Rapid Spinning is great to get Speed boosts against Screens. When Terapagos isn't leading, though, it's useful to get emergency damage in with Tera Shell protecting it for one turn. This Terapagos set is walled by Kingambit and Tyranitar (beats being walled by Garganacl), and Zamazenta handles both Dark-types. Against Archaludon, I typically leave or get Terapagos in and hit it as many times as I can with Hydreigon!Move, sacrifice Terapagos in the process, then revenge Archaludon with someone else.

Raging Bolt @ Booster Energy
Ability: Protosynthesis
Tera Type: Fairy
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Taunt
- Thunderclap
- Latios
- Thunderbolt
I like priority on all of my teams, and Raging Bolt provides useful resistances to Fire and Grass (while Kingambit adds a third weakness to Fighting). Latios!Move is typical to flip Ground-type match-ups on their head with Levitate. After finding that Calm Mind didn't do much in my games and running into too many Clodsires, I replaced Calm Mind with Taunt and never looked back. This Raging Bolt set is max. Speed with Modest to outspeed as many other Raging Bolt sets as possible without losing power. Booster Energy is part relic from the Calm Mind times, but it gets some helpful KOes:
252+ SpA Protosynthesis Raging Bolt Latios!Move (130 BP) vs. 0 HP / 4 SpD Ogerpon-Wellspring: 325-384 (107.9 - 127.5%) -- guaranteed OHKO
252+ SpA Protosynthesis Raging Bolt Latios!Move (130 BP) vs. 252 HP / 4 SpD Iron Treads: 210-247 (54.6 - 64.3%) -- guaranteed 2HKO
252+ SpA Protosynthesis Raging Bolt Latios!Move (130 BP) vs. 248 HP / 252+ SpD Clodsire: 228-268 (49.2 - 57.8%) -- 96.9% chance to 2HKO

Alomomola @ Rocky Helmet
Ability: Regenerator
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Scald
- Flip Turn
- Wish
- Protect
This is the 6th member of the team and the most often replaced, but it turns out that Water + Ground/Flying has few exploitable weaknesses. The only type combinations naturally breaking both are Ice/Grass (virtually nonexistent), Ice/Electric (found on special attackers only), Water/Electric (very rare), and Water/Grass. Yes, Alomomola and Gliscor have trouble with Ogerpon-W as a result. Scald tries to burn things but often isn't reliable enough in this fast-paced, offensive meta. It's higher-impact than stuff like Chilling Water and Okidogi!Move, though. Protect is a lot better than Wish in this team - Alomomola makes up part of the Toxic stalling core by stalling shockingly well for a mon prone to being 2-3HKOed. After finding that I didn't run into that much hazards on the ladder, Rocky Helmet became Alomomola's item to get helpful chip on attackers.
Team members that didn't make it into the best version:

Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 252 HP / 220 Def / 36 Spe
Bold Nature
- Tornadus-Therian
- Earth Power
- U-turn
- Stealth Rock / Nasty Plot
He's a very fine Pokemon using a very fine set, and he does buy a lot of time with Intimidate and pivoting, sometimes with Regenerator. He just didn't fit my style as well as Gliscor does. He does better into Archaludon but worse into Clodsire than Gliscor does.

Amoonguss @ Yache Berry
Ability: Regenerator
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Protect / Giga Drain
- Sludge Bomb
- Toxic
- Heatran
Amoonguss was my first attempt to fix the Ogerpon-W and Iron Valiant match-ups at the same time. Sadly, Amoonguss has a zillion weaknesses and opens my team up to not only Ground/Ice coverage (thus the Yache Berry to safely Toxic Great Tusk/etc. as they hit Amoonguss with an Ice move), but even Cinderace. Heatran!Move was funny the one time I ran into a Sun team that led with Torkoal, but Ogerpon-H chases the Flash Fire 'Moongs out too well.

Pecharunt @ Air Balloon
Ability: Poison Puppeteer
Tera Type: Fairy
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Malignant Chain
- Haunter
- Recover
- Parting Shot
Pecharunt was my second attempt to fix the Ogerpon-W and Iron Valiant match-ups at the same time. Its weakness array got annoying, though, not only opening me up to Ground/Ice coverage again, but also Roaring Moon. This set outspeeds all Great Tusks, so it can stay immune to Ground for as long as possible with a well-aimed Haunter!Move.

Dondozo @ Leftovers
Ability: Unaware
Tera Type: Dragon
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Liquidation
- Okidogi
- Rest
- Sleep Talk
Dondozo @ Leftovers
Ability: Unaware
Tera Type: Dragon
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Liquidation
- Cyclizar
- Rest
- Curse
Dondozo @ Leftovers
Ability: Unaware
Tera Type: Dragon
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Body Press
- Flamigo
- Rest
- Sleep Talk
I swear Dondozo has a much harder time walling anything in Pokemoves than in OU. It's like everyone surrounding it has offensively Terastallized all the time. Cyclizar!Move grants Shed Skin and tries to free up a moveslot for Curse so Dondozo can start walling things. This comes at the cost of giving up on Ogerpon-W close to completely. Okidogi!Move and Flamigo!Move are both super-effective against both Ogerpon-W and Iron Valiant. Okidogi!Move grants Toxic Chain, which ensures this Rest-Talker isn't too passive even while sleeping. Body Press snipes Kingambit, Roaring Moon, and other mons that regularly 3HKO Dondozo. The 8 Attack EVs are to get as much damage done on Ogerpon-W as possible so revenging her later is easier.
Replays:
In other news, cool sets I found on ladder! I had to reverse engineer EVs, natures, and likely items, so I may have gotten them wrong:

Deoxys-Speed @ Life Orb
Ability: Pressure
Tera Type: Fighting
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Psycho Boost
- Ice Beam
- Malamar
- Superpower
Faced this set (or something very much like it) a few times on ladder. Juked me once, and then I was determined to make sure it never jukes me ever again. Pretty scary once it gets rolling, though.

Dondozo @ Leftovers
Ability: Unaware
Tera Type: Dragon
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Gogoat
- Crunch
- Curse
- Rest
A Dondozo set that middle fingers Ogerpon-Wellspring at the cost of getting through Roaring Moon very slowly.

Zamazenta @ Leftovers
Ability: Dauntless Shield
Tera Type: Fire
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Substitute
- Protect
- Sneasler
- Crunch
This set actually Pressure stalled out my Gliscor in
https://replay.pokemonshowdown.com/gen9pokemoves-2185024931. This game and another game where Gholdengo essentially got to switch into Gliscor for free made me shy away from using Ursaring!Move as Gliscor's 4th move.