Since it has been circulating forever, and sometimes I even struggle to beat my own creation, I believe it rightfully deserves a place right here. Although it’s a common archetype now, i think it wasn’t when I originally created it months ago. It was so effective that I had multiple accounts peak at number one at various points, and decided to maintain some secrecy (in vain) around it to ensure success in PULT with a high degree of success (3/3). It was ultimately my reliable fallback whenever I lost one of the games and has since served as the basis for many other teams, especially since my time to build during the last month was limited.
Initially, not gonna lie, I designed it to punish Ho3n's HO as it was omnipresent at the time, and it performed fantastically well. Surprisingly, it proved to be very solid against almost all matchups, yielding an impressive record like 90/10. It's definitely one of my best creations, alongside perhaps my triple-normal spam in Gen 7.

As a Rocker and physical tank #1, it withstands the majority of physical attackers and gives a hard time with Stamina + Body Press, along with surprisingly strong STAB. It’s the main check to the otherwise significant threat, Skuntank. Leftovers is key there, as it frequently saves you in a pinch given Stamina.

Switch-in - tank everything - get charged - volt switch - ??? - profit. I realized along the way that I barely click on Toxic, as it loses momentum and is typically managed by the opponent. Although I used 3-attack for a while, having Toxic can turn around otherwise lost games that Parabolic Charge can’t.

the definition of glue mon, it closes many gaps and switches safely into numerous threats while regenerating as if nothing happened. Earthquake targets Tera CM Florges. The rest of its moveset is pretty self-explanatory. It has 0 spd IVs to punish Trick Room. As for the EVs, I don’t recall the exact calculation, but it was likely something related with Skuntank.

I needed: Psychic immunity, Ground immunity, Dark check and also received a bonus of priority. Basically here to close gaps. Taunt over Roost or U-turn as i want to keep a more aggressive approach.

second special tank with a bonus of hitting hard, good typing and now it's not that surprising but i find it as a very good scarfer that isn't made of glass. Synthesis for longevity after Tricking, Psychic Noise to pressure some mons by denying recovery. I normally use Tera Fairy when laddering for the extra power, and think it's arguably better, but, for tours i've found a niche on being Grass to avoid status in the long run (also, adds another soft resistance to water, which the team otherwise lacks without teras).

ultimate HO punisher, not much to say, Fake Out provides strong combo of priority + utility, has one of the best speed tiers, allowing it to avoid damage by fast pivoting. Knock Off to hit ghosts and remove items, and the star of the show, Triple Axel, which paired with Tera Ice is no joke.
Its success speaks for itself. I find it really fun to use and really solid against most of the metagame. The weird HP EVs are to maximize switch in turns into Stealth Rock, which is rare but happens in games where the opponent is under pressure and doubles frequently.