Hello everybody! As I have been experimenting with unusual stuff for the metagame, I have consistently gotten success for the most part with the team I've experimented with for months, without further to add, let's begin.
This team may seem unusual as half of its members aren't even tiered as Ubers, but that's because it is! Sometimes just what a team may lack resides outside what someone may be customized to.
The basic idea of using Chien-Pao even if there used to be a time where it was compared to

Flutter Mane of all things in viability was thanks to no one else than
adem, and from there I have experimented a lot with it. You may wonder why the Pokepaste names it as "Chien-Pao Balance
5", and that's because previously I made 4 previous variations of this team regarding the team slots that have

Ditto and

Blissey in the overall best version, namely combinations of

Ditto (which stayed in the final version),

Primal Groudon,

Mega Venusaur,

Garganacl,

Arceus-Ground, and

Arceus-Fairy.
All of these were decent to cover some flaws of the team, but were overall a bit more inconsistent, now, with the introduction done, I'd like to explain the role of each team member in the seemingly conclusive version:

Giratina-O:
Standard moveset that lets it act as a sturdy check to common metagame threats such as

Primal Groudon,

Arceus-Ground, and

Arceus. Phazing with Dragon Tail lets it disrupt common setup sweepers such as

Zygarde, and with prediction some stuff that would normally force it out such as

Necrozma-DM and

Mega Salamence, as well as further spreading status with

Eternatus's Toxic Spikes and limit the reliability of opposing

Alomomola's Wish passing. Shadow Sneak provides a safety net to safely dispatch

Deoxys-A and worn down stuff such as

Marshadow,

Ultra Necrozma, and more rarely

Zacian-C. Tera Poison grants a far more neutral defensive typing to more easily remove entry hazards on stuff that would apply offensive pressure otherwise such as

Eternatus and

Yveltal.

Alomomola:
Thanks to the combined research of
bumboclaat and
R8, Alomomola's surprisingly high physical bulk combined with its longevity with Regenerator and pivoting let it providea rather unusual role in the metagame as a defensive pivot that can also double as a cleric with Wish. While it may do little on its own, Tera Grass does let it wall

Zygarde without Dragon STAB even at +6 Atk, in fact it's a surprisingly good check to it regardless as it's often easy to get statused by opposing spreaders such as

Ho-Oh and defensive

Arceus-Dark, Regenerator makes most chip damage from bad poisoning or burns nearly irrelevant, with the status also making it immune to Glare to remain as a status absorber and a consistent pivot for the rest of the game.

Rocky Helmet may also seem a bit unusual, but it lets

Alomomola minimize its passivity by punishing physical attackers almost for free as Regenerator mitigates potential chip damage taken, sometimes KOing a worn down sweeper, plus it's funny to see Triple Axel

Pheromosa just lose half of its health when trying to hit

Eternatus or

Giratina-O.

Ditto:
The most standard Ditto set, while I don't have much to explain on the set as Tera Ghost allows it to minimize mindgames regarding Extreme Speed from

Arceus and

Deoxys-A, with Hidden Power Ice being a very situational thing to make use of it when copied from a

Marshadow to hit common Dragon-types in the tier, I can comment on *why* it's on the team, and the answer is mainly to have an extremely consistent

Zacian-C answer, namely as

Alomomola nearly always can safely pivot it in while also wearing it down to put it in KO range even if

Zacian-C Terastallizes, plus with the high variety the ladder gives, the scouting utility

Ditto gives is appreciated. It also actively discourages setup sweepers such as

Ultra Necrozma,

Primal Groudon,

Arceus, and

Eternatus from getting greedy as I play safe by pivoting on them with either

Alomomola or

Blissey, and eases the stall matchup by having practically infinite PP thanks to Imposter.

Blissey:
First things first, I'm often asked on why this is on the team instead of

Chansey, and why I'm using a pink blob outside of hard stall. The answer lies in Teleport +

Heavy-Duty Boots being a good way to gain momentum, it's nearly impossible to break past the pink blob as is on the special side as is, in fact it often gets worn down more from entry hazards from foes such as

Ferrothorn and support

Arceus formes, which is why

Heavy-Duty Boots shine more here. In any case, Seismic Toss lets Blissey wear down stuff in general even if it gets Taunt'd, and Toxic puts special setup sweepers such as

Primal Kyogre and Terastallized

Eternatus on a timer, limiting their capability to setup, and easing the way for

Chien-Pao to wallbreak.

Blissey and

Alomomola make a rather potent pivoting core, the few Pokemon that can consistently break it (

Mega Mewtwo Y,

Yveltal,

Deoxys-A,

Rayquaza, and the random Solar Beam

Primal Groudon counterteams are handled well by the rest of the team for the most part. Tera Dark lets Blissey be immune to Psystrike and Psyshock from

Mega Mewtwo Y and

Lunala, proving crucial when soft-checking Psyspam teams.

Eternatus:
While this is a standard set (in fact developed by me), here it compresses as a backup check to

Primal Kyogre,

Ho-Oh, most Calm Mind Arceus formes, and

Marshadow, and more relevantly checks

Yveltal with Knock Off and base/Tera Fairy'd

Zygarde. Toxic Spikes is relevant utility as against hyper offense the chances to more directly spread poisoning to support

Chien-Pao to potentially sweep are limited, add to that some teams in the tier skipping the act of running hazard control in a team and the offensive pressure it gives to opposing Eternatus (the only viable Poison-type in the tier (excluding Tera'd stuff)) as Dragon is weak to itself, and you have a formidable partner that rounds up the defensive infrastructure of the team. Tera Fairy lets it ocassionally better check

Primal Kyogre and

Yveltal.

Chien-Pao:
Finally, here we have the star of the team, thanks to Sword of Ruin,

Chien-Pao hits about as hard as

Marshadow, except it's way faster and doesn't have to worry about accuracy issues, letting it act as a rather scary wallbreaker/stallbreaker:
252 Atk Choice Band Tera Ghost Marshadow Poltergeist vs. 248 HP / 252+ Def Dondozo: 228-270 (45.3 - 53.6%) -- 37.9% chance to 2HKO
252 Atk Choice Band Sword of Ruin Tera Dark Chien-Pao Crunch vs. 248 HP / 252+ Def Dondozo: 214-254 (42.5 - 50.4%) -- 1.2% chance to 2HKO
252 Atk Choice Band Tera Ghost Marshadow Poltergeist vs. 248 HP / 204+ Def Ho-Oh: 282-332 (67.9 - 80%) -- guaranteed 2HKO
252 Atk Choice Band Sword of Ruin Tera Dark Chien-Pao Crunch vs. 248 HP / 204+ Def Ho-Oh: 266-314 (64 - 75.6%) -- guaranteed 2HKO
252 Atk Choice Band Marshadow Poltergeist vs. 248 HP / 136+ Def Arceus-Fairy: 181-214 (40.8 - 48.3%) -- guaranteed 3HKO
252 Atk Choice Band Sword of Ruin Chien-Pao Ice Spinner vs. 248 HP / 136+ Def Arceus-Fairy: 171-202 (38.6 - 45.5%) -- guaranteed 3HKO
Similarly to

Marshadow, no singular type combination resists both of its STAB options, which is relevant as this means that Terastallizing isn't going to save anything long term from the cat. As its allies don't often desire particularly to Terastallize, but more notably no type is immune to Dark or Ice, letting it make progress regardless of the attack chosen, and the secondary effect of Crunch has shown to be useful to overwhelm checks such as

Arceus-Fairy and

Dondozo.

Chien-Pao can often rely on having Tera Dark up its deck to remove its weakness to Stealth Rock and perform nuclear levels of damage without requiring setup, allowing it to abuse the pivoting

Alomomola or

Blissey provide to blow holes on the opposing team. Even as is, its typing also lets it actually come into Psychic-types with some prediction, something

Marshadow can't do either, and resists Sucker Punch from

Yveltal and itself, as well as Shadow Sneak from

Marshadow and

Giratina-O.

Chien-Pao is also a good way to lure a wasted Terastallizing from the other team in hopes of removing it, so sometimes I make mind-games in terms of having

Chien-Pao in a favorable position, then switch to an ally that should wall what the opponent may plan to use, expecting them to Terastallize, this works surprisingly often, and when it doesn't work I still get momentum to either hinder the opposing Pokemon with a status condition to let

Chien-Pao potentially brute force past it regardless late-game, or bring in another Pokemon depending on the context.
Checks
No team is invulnerable, and so I'm going to list what the team can often struggle with:

Zygarde:
Variants of this Pokemon with Substitute, Coil, and Dragon STAB can be difficult for the team to handle as there's nothing to properly answer it, while Tera Fairy

Eternatus can check base and Tera Fairy Zygarde, the team has no proper way to play around specially defensive Tera Water variants, Leftovers also offset the chip damage laid by a Substitute, and the best bet is to try to overwhelm it with

Chien-Pao, although that only works if I manage to scout it beforehand with

Ditto, which isn't something I do often in fear of Glare. On retrospective this kind of sets are probably a counterteam to some degree as the combination of traits is rather specific and non-standard.

Ferrothorn:
The team lacks a way to safely dispatch it, especially not without being hindered from stuff like Thunder Wave, Knock Off or Leech Seed,

Ditto does act as a sort of soft-check by being immune to Leech Seed upon copying the foe and provides Spikes to discourage the opposing team from switching as well, and

Giratina-O can literally force it out of the field with Dragon Tail at the cost of a ton of chip, but it's still rather dire. I'm aware that this could be mitigated by either fitting Fire coverage on

Eternatus, or replacing Sucker Punch with Sacred Sword on

Chien-Pao, but doing that comes with the opportunity cost of

Eternatus no longer pressuring itself to ease preserving Toxic Spikes, or

Chien-Pao being unable to OHKO

Necrozma-DM after a Dragon Dance (Ditto discourages it from just using Dragon Dance further).

Garganacl:
Similar to

Ferrothorn,

Garganacl is annoying with Salt Cure, and as it's slower than

Alomomola, it's difficult for me to safely bring in something without being potetially constantly worn down by that move, it also counters my

Giratina-O, and checks

Chien-Pao if it reveals Tera Fairy. While

Eternatus does give a chance against it, I'm still obligated to deal with the Stealth Rock and Salt Cure laid by it, and the incoming momentum sink as it switches out to something that can potentially overwhelm the team if played right.

Smeargle:
This one may be weird to mention, but as nothing in the team is immune to Nuzzle or carries Substitute, Smeargle can consistently hinder something then lay Sticky Web to hinder

Chien-Pao from sweeping past the usually frail teams that rely on it, especially teams that also carry

Gholdengo to prevent

Giratina-O from removing it with Defog.

Kingambit:

Kingambit resists both of

Chien-Pao's STAB options and overall walls the entire team, except Ditto if it carries Fighting coverage, the lack of reliable recovery does make the matchup possible to play around, but on teams that support it with

Alomomola, it can be rather difficult to make progress. Refer back to the last bit of

Ferrothorn for the opportunity costs to minimize the negatives to play against it.

Kingambit is a very niche option in the metagame regardless, so it shouldn't be usually a concern.
It sure was nice to see what the metagame has to offer with this rather thought-out team, thanks for reading and I appreciate any comments.