Okay, I'm submitting
this hard-stall team to become a sample one, I've managed to peak ladder with it.
Hyper Offense is all over the place with teams just often stacking offensive ability multipliers (say, Adaptability + Tough Claws + Hustle + No Guard) without thinking it much, mainly limiting themselves to one offensive spectrum (like, a team of only physical attackers), or not all abilities benefitting every single member of the team (except for some restricted abilities, naturally).
In more detail, this team does the typical stall stuff, walling as much as possible and slowly wearing down the opponent until they perish.

with Ice Scales walls nearly any special attacker in the tier, and there's not many sweepers that can fit both setup and recovery, so setup mons that could eventually break past the blob just die before they get the chance, with Shadow Ball ensuring it's not dead weight against stuff like Spectrier and Tera Ghost mons, bonus points on Pressure meaning that Focus Blast is easy to PP stall by its teammates or sometimes even itself.

provides good support by removing hazards and a solid typing of its own, with U-Turn easing momentum especially early-game to keep activating the abilities of its team.

with the abilities of the rest of its team becomes quite ridiculous, taking even super effective physical hits comfortably and being a wincon in itself thanks to Curse.

mainly provides Fluffy to the team, but Poltergeist can hit rather decently at times against weakened opponents, especially given it ignores opposing Fluffy as it's non-contact, and Trick is useful at times to shut down a dangerous setup sweeper.

further enhances the physical bulk of its team, granting in total a x2.5 multiplier of physical bulk alongside Fluffy, it can even live random U-Turns.

frankly would be a dead team slot if it wasn't for Ice Scales, it's usually the safest thing to sack in a match-up, but can sometimes kill weakened opponents or even more rarely setup with QD and end the game.
In general this team can struggle against the following:
-

Harvest teams: Harvest teams can legitimately PP stall you forever unless you manage to setup

so it can sweep by just OHKOing before Stuff Cheeks triggers, Knock Off from

is also an effective countermeasure as then the whole gimmick gets shut down, but teams of this sort lately run Sticky Hold to invalidate that.
-

Electric Surge teams: Those sorts of teams are frankly underrated, but regardless they can also easily threaten this team,

breaks wide open the defensive cores of the team, and

can't even use Rest out of the terrain that's extremely easy to constantly keep on by just switching.
-

Long Reach teams: Long Reach renders Fluffy irrelevant, and so it renders stuff literally twice as hard to wall,

also deserves a mention, but it's more niche and typically found in

, which can be checked by

if kept healthy.
-

Other stalls: Do I have to explain? Good luck on the PP war and predicting when to cripple something's PP with

's Trick.
Some tips:
- If

is on the other team, don't bring in

unless you really have to, the fish can legitimately overwhelm even the pink blob with its Fire moves, every other Fire-type in the meta is physical, and so doesn't make a difference as the defensive multiplier of Fluffy and its Fire weakness just cancel each other out.
- If you want to backfire physical setup mons with

, make sure to scout beforehand if it's safe for it to do so, plenty of mons run U-Turn, and some stuff can surprise you with Speed EVs, most notably

,

is a really solid check to

, and Protect is a good option not only to PP stall and raise passive recovery, it can also be used to scout stuff from choice-locked opponents, with Final Gambit being a notable one.
- Make sure to lead your most important defensive ability first, often the opponent will try to overwhelm you ASAP for the sake of having a wincon, often you can afford to lead with either Fluffy or Ice Scales then switch into Corviknight to remove the incoming hazards, remember that Defog has practically more PP than a single hazard move out of Pressure.
- As a stall team, if you feel like PP stalling, try to preserve the items of your mons as much as you can and try to switch over using a move when possible, Leftovers can provide a surprising amount of longevity long term.
- Natural Cure shuts down gimmicky teams reliant on Toxic Chain + Corrosion, so don't be shy to make

come into the early-game to preserve the health of the team.
- Be careful around opponents that can Trick a choice item,

is the most common, as said before,

is an easy sacking option, in fact a Scarf'd

can be a threat late-game by KOing weakened foes that'd otherwise KO back by being faster.
Overall, this is a quite solid team, you can swap Pressure on

to Unnerve instead to flip the match-up against Harvest teams, but there's some opportunity cost beyond that.