Wo-Chien has very good special bulk, but a terrible defensive typing, making it struggle to use it's bulk effectively. by Inheriting Bulletproof from Chesnaught, it becomes immune to many relevant moves, namely Aura Sphere, Focus Blast, Weather Ball and Sludge Bomb. I will also mention Pollen Puff (Bomb move, for some reason) since that's a 4x it blocks, but I doubt it will ever come up. Most notably, this means Wo-Chien can wall almost every Mega Launcher mon, resisting Water and Dark, and being immune to the Fighting coverage. In most matchupt tho, it's just a water resist Knocker, and Spiker, which is still good.
Physically Defensive Metagross takes on the other half of the meta, beating almost all physical mons pretty effectively. Standard Garg Naci Inheritor, but Heavy Slam is also a powerful STAB since Metagross is so heavy. Purifying Salt also negates his Ghost weakness. This also serves as the teams main Comfey Inheritor check, as Priority Draining Kiss is otherwise hard to deal with.
The team's main game-plan revolves around these two. It plays a lot on chip damage from hazards and Helmet, putting things in range of the team's Scarfer and strong priority mons to pick off weakened enemies. Get up hazards early pivot Metagross frequently on U-Turn mons. The team runs 2 Ghost-types to Spinblock, and don't be afraid to go to them on Spinners, even if it might mean sacking one. Just try to keep the one more relevant for the matchup. By nature of the team, there's a lot of pressure on the defensive core to check multiple threats in individual slots, so if you think you need to, just stay in and sack a mon to weaken an offensive threat so they can't setup and sweep safely. As long as you keep the chip going, you should be okay.
Speaking of the 2 Ghosts, in the Chi-Yu video, you talked about never seeing Gholdengo do so little damage, so now we have a strong one. Steely Spirit Flash Cannon is as strong as Make it Rain, and Steel Beam is a 210 Base Power nuke. Flash Cannon neutrally does around 80% to most offensive threats from what I've seen (252 SpA Steely Spirit Gholdengo Flash Cannon vs. 0 HP / 4 SpD Sneasler: 238-282 (79 - 93.6%) -- guaranteed 2HKO), so this is kind of the range you want things at after chip.
Finally dipping my toes into one of the meta's more popular mons, we have Zoroark. This one serves as more of a wallbreaker, with Boomburst being really strong, and Psychic Noise preventing defensive mons from healing. This is your main way of dealing with most opposing Naci Inheritors, among others. Even if you lose the 1v1 vs something like Naci Dusclops, that's fine. Again, you just want things weak for the teams other cleaners. Hex is secondary STAB, but you mainly deal with Purifying Salt mons, and the team runs no status, so this can be replaced with something like Overdrive if you feel like, or Snarl to hit opposing Zoroark, or even Encore or Nuzzle for some utility. Honestly pretty flexible slot. The 32 HP means you always live Banded Aqua Jet from Banded Adamant Adaptability Urshifu, and OHKO it with Boomburst. Minor EV change to make it slightly easier to handle, and Urshifu is a big threat to this team.
Great Tusk fills out the team in a very similar manner to what he does in OU. Hazard control, good physical bulk, and strong attacks. The team has no Ground immunity, and the only resist is Wo-Chien, so this serves as your check to things like Garchomp in a lot of scenarios. Technician Triple Axel blows up most opposing Ground types. the Speed EVs outspeed 110s after Rapid Spin, so things like Latios and Ogerpon have a harder time Checking this.
The team lacked a Fire resist up to this point, and the 2 main defensive mons are weak to it. I debated a bulky water, but to avoid the team being to passive (and to avoid doubling up on something like Quaquaval Gyarados from Ting-Lu team) I went with Banded Palafin. This is just a regular ass Palafin, as he's useless otherwise. This is the lead most games, as you want him activated ASAP, and a lot of other common leads can't really threaten him too much, meaning he can usually Flip Turn, but hard switch if necessary. Banded Jet Punch does what it always does, revenge-killing and late-game cleaning. The Ice-Punch slot is another flex slot. The 3 Water moves are most likely all you'll ever click. Do whatever you want here.