Guts
I love Breloom. In general, I've always had a soft spot for this fungi, and this metagame allows Breloom to become a genuine threat with the combo of Technician and Guts, sending it's attack sky-high. Poison Heal lets you stay healthy and shrug off hazards and pivot moves, and Effect Spore can provide a cheeky status against opponents at times.
Mach Punch provides valuable priority over other options like Force Palm at the expense of a bit of power. While it was weaker against Corviknight, I much preferred the priority for dealing with threats like Greninja, H-Samurott, Offensive Heatrans, and anything else that's been whiddled down due to hazards, more on those later.
Rock Tomb is great coverage for striking the flying and fire types that want to switch in on you, including Talonflame, Moltres, Iron Moth, etc., as well as slowing down offensive threats to potentially kill with Bullet Seed.
Protect is to guarantee toxic orb procs and to call out random priority or scout moves.
Bullet Seed is your other main STAB, providing, most commonly, 112 BP grass stab with Technician, sometimes higher. It demolishes problematic mons like Garchomp, Ting-lu, Clodsire (that aren't Sap Sipper), Tusk, and more.
Breloom greatly struggles against Pecharunt and Intimidate Corviknights, so pivoting around them and wearing them down over time is crucial for Breloom's success.
Vessel of Ruin
Special Defensive tank of the team! Originally had Tablets of Ruin to minimize pivot moves and stray knock-off chip, but Vessel was used to provide more safety against psy-spam teams and Deoxys-S plus other strong special attackers.
Chilly Reception, Future Sight, and Sludge Bomb are standard moves. Notably, Future Sight is helpful for eliminating Pecharunt as you can pin a mon between Future Sight and a Mach Punch or Bullet Seed from Breloom.
Thunder wave is this teams' primary speed control! It can cripple fast and frail mons like Cinderace, Meowscarada, Deoxys, and Iron Moth. All of these mons now become easy KO's for Breloom with any of its moves. A T-wave either requires a switch-in read or a sacrifice to connect on physical attackers, but it can be game winning if Breloom or Cincinno is let loose.
Regenerator
Pretty Standard physical Tank-Chomp. Double Regen between this and Glowking is crucial for keeping the bulk of this team alive.
Can very easily stack Spikes and Stealth Rock on opponents, punishing rapid spinners by taking ~25% of their HP with Rough Skin and Rocky Helmet.
Dragon Tail is here to rack up hazard chip on an opposing team and phase-out set-up sweepers. It also does a surprising amount of damage at times, but crucially can knock a Talonflame off of Gale Wings if the Talonflame decides to stay in and Defog or Roost on you.
EQ is chosen for it's power, but I have debated switching it out for Stomping Tantrum due to the rise of Rillaboom lately. Those wood hammers
h u r t.
Primordial Sea
Weather control! Beyond having an incredibly strong water-stab with the rain boost, Primordial Sea grants instant weather control over a battle, key for shutting down Desolate Land mons or denying temporary weather conditions. While it does require some pivoting to be in charge against enemy Desolate Land users, this team's tool kit can handle the most common choices very easily.
Icy Cudgel does what it says on the tin, very strong water stab boosted by the rain. The high crit chance is nice for trying to break stamina mons as a last ditch effort.
Horn Leech is the chosen grass stab to beat other Wogerpons and keep us healthy. Wogerpon's natural bulk can allow it to survive a random special attack every now and then so keeping her healthy can be very useful.
Stomping Tantrum helps against Clodsire, allowing you to hit if they are running Sap Sipper. Also can be helpful coverage for other common ground-weak mons like H-Goodra, Glowking, Heatrans with Desolate Land trying to switch in, non-fluffy Pecharunts, etc.
Encore is always a delight to have to punish hazard pokemon, slower set-up pokemon, and Trick Room + Teleport users like Porygon and Deoxys. Can easily turn a game around in a pinch.
Magic Guard
While usually a very strong revenge killer, this team utilizes Talonflame for defensive purposes. Priority defogs can be useful to clean hazards without issue, and a physically bulky Talonflame with Roost has such strong longevity that Flame Body burns are nigh-guarunteed against the enemy physical attackers.
Magic Guard is both to ignore the recoil of our moves and ignore hazards completely, ensuring easier switch-in with Talonflame regardless of Stealth Rock.
I believe some bulk could be sacrificed and the attack could be raised, making this sort of set even deadlier, but I haven't done enough testing to say for sure.
Protean
Yeesh, glad this rat is gone.
This thing hits like a monster. The combination of Protean, Technician, Skill Link, and Choice-Band makes Cincinno a monster on the field.
Teams not equipped to handle this rat, either with faster mons like Zama and Greninja, strong priority from Rillaboom or Breloom, or Stamina mons like Hatt and Corv, fold like an omlette with the combination of Bullet Seed, Rock Blast, Triple Axel, and U-turn.
Rock Blast in particular makes Cincinno a monster as it allows Cincinno to hit usual switch-ins like Heatran, Corviknight, Talonflame, Lando-Therian, etc. for at least neutral damage, and, more often than not, 2 hit KO them. Rock Blast ignores Fluffy and Flame Body, two of the normally easiest ways to check Cincinno.
While Cincinno also struggles against the same type of mons as Breloom, most notably faster threats and Pecharunt, the other tools this team has, Future-Sight, Tank Chomp, Hazards, T-Wave, and priority, can cover Cincinno's weaknesses splendidly.