https://pokepast.es/232776311981433e
Welcome to a new RMT with a team that I really like, I never really link it but now is the time. I build this around one or two month ago but it's still good in the current metagame. I did manage to go 1985 with this but I lose the screen, so I will provide the screen of when I hit 1960+. The team is around Okidoki + Ogerpon grass. The first one is a really intersting mon that is quite bulky and also has an interesting offensive potential in the metagame. The second one is the normal Ogerpon, it loses offensive power in exchange of two things, defiant, and a Teraform that give him +1 in speed and the grass boosted spam. (I hit with this like 2 weeks ago, just was to busy to write something)
Explainations

Here is the guy, despite not being the best mon in the best mon in the metagame, Okidogi has some unique tools that can make him a truly interesting mon. First is the typing, Poison + Fight is a very useful and unique type in the metagame, it gives Okidogi natural resistances against some of the best offensive mon in the metagame such as

,

or non psychic move

. 88,115,86+ also provides an impressive bulk, making him one of the best switch in against

in the tier. The special defense investment give him also a way to beat

in 1v1.
252 SpA Choice Specs Kyurem Ice Beam vs. 252 HP / 160+ SpD Okidogi: 192-226 (50.5 - 59.4%) -- 82.4% chance to 2HKO after Leftovers recovery
0 Atk Okidogi Drain Punch vs. 0 HP / 0 Def Kyurem: 218-260 (55.7 - 66.4%) -- guaranteed 2HKO
128,80 provides

very good utility and sweep potential with Bulk Up, drain punch give more staying power and a good stab, knock off punish common switch in such as

or

and as a last move I choose poison jab beating common defensive fairy mon (

,

...) and also potential hax with 30% chance of poison. Ice punch is also interesting against

or

.

provides staying power with drain punch and a way to prevent some residual dammage. Water is choose as a tera to remove Ground weakness and also a way to have a better MU against some cheasy rain or sun.

, This one has some potential here. I choose the normal form as a speed control potential and cleaner. Once Ogerpon tera, she obtains a +1 boost in speed allowing her to outspeed every mon in the tier except :energy booster:

and

. Also she can wear an item, here

and has Defiant as her ability. Defiant + encore + Teracrystalisation is a potential wincondition in some games. She can just come on

who wants to defog and

just becomes a setup fodder instead of a counter. U-turn + Koff provides utility for our team and a Voltturn core with our other teammates. koff is really important to help with hazard stacks ideas. She is the second potential sweeper for our team and a formidable tera user.

Because our team is weak to flying defensive mon, for example

or even

,

is one of the best answer to these mon. With

, he can switch into these mon really often and provides long term strategic advatages. Thunderclap give us a priotity, dragon pulse is his second STAB, which can be use against

. Because it can struggle against bulky ground type, it pairs extremely well with

and hazard stacking ideas.

being the best mon in the tier (or the best defensive one at least),

and our hazards help a lot. Once the opposing ground type of the team is KO,

become a nightmare that can just spam volt switch to gain momentum for us. Fairy as a tera type is very standard, just helps a lot against dragon and a neutrality against ground.
NB: Recently, i change to fly because it just give a straight immunity in a team that doesnt have a ground switch-in, Being able to take down the opposing ground type is always huge for us. The team will always be able to control the opposing ground mon.
Taunt is the last move, with taunt and volturn, you have a pretty decent way to beat defensive team, on a good anticipation you can provide opposing mon to heal back or set up hazards (

,

), it's a pretty good way to stallbreak with our other mon. I would say it's one of the most important move in the team with encore

because it punishes so well pokemon that wants to use their utility move.

Treads is our support, providing offensive and defensive utility. Steel + Ground is one of the reason I choose this guy over

, also he is faster (faster than :landorus-therian for example, which is really important:) and is a better user of

. It's also a better check against common special attacker

...). Stealth rock + Rapid spin give us a way to set up and has some hazard controls. And as last, I choose Eq + Ice spinner to be able to beat

and

because we dont use an ice move on

. 252, 252+ provides some offensive presence and speed control against every mon that has under 100 is speed, and even some with more like

. We can also tie

which can be a threat. Ghost as a tera give us a second immunity against rapid spin and a way to keep our hazards into the field. Ghost provides a neutrality against fire move (hello

) and a way to punish rapid spin against

for example.

, Not much to say, it pairs well with our other teammates, it's the best switch in against physical threat in the tier, 252 224+ provides the best physical defensive reparts in the tier. It provides a lot and prevents physical attacker to sweep us.

, IronDef

,

... Parting shot, foul play, and malignant chain provides a lot of utility and a way to threaten physical or non-steel/poison mon. It's just one of the best glue in the tier. Dark provides a STAB on foul play and boost his damage against physical mon after they start to set up. It's also a good way to punish and prevent

with SD to sweep us.

give us hazard immunity and a way to keep coming into the field.

At last, the best pokemon in the tier (at least the best defensive). Being able to prevent special threats, setting up hazards and also having such powerfull move and way to make progress with ruination and whirlwind. Spikes can be spam so easily. With

you have so much staying power, the mon is just insane and here, it's always a beast. As a tera, I choose poison, but you can play water, or even ice for

.
Threats :

I mean, it's just the best mon to break defensive core,

can help to 1v1 and

with tera can stop this guy to just destroy the team

,

, both are similar, you want to koff these things fast and keep them low,

can always come to beat them but it's kind of hard because they can always do damage on a long term.

+

this core is really hard to beat if Alo has wish, you cannot really break if not play well. You still have

with whirlwind and

. You want to Koff one of them and try to spam hazard until there low.

defensive one with recover are just good against this team, be careful to not waste a tera against him.
Replays :
https://replay.pokemonshowdown.com/gen9ou-2386544983-f55srkiwpmhgnppdvpj1nacmyqpdw40pw stall
https://replay.pokemonshowdown.com/gen9ou-2386777944-6kyhyqiyp1c05ax4n4afmeuj0kqpuibpw?p2 stall2
https://replay.pokemonshowdown.com/gen9ou-2386836035-baog0xhhoaeqnroc1sfo2ko4t757pjqpw Bulky BO
https://replay.pokemonshowdown.com/gen9ou-2386797224-lao2i3a61dql4wcdfkqved2w9x9ie76pw Offense
https://replay.pokemonshowdown.com/gen9ou-2386558630-1g1j3l519b7hhkp9ns3awvi8c3hcj9mpw HO