This is probably the best ZU team I've ever made, let me explain why it works, because I'm going to go pretty in depth.
Swalot:
The big boy himself, swalot is the physical glue of the team, with a pretty standard acidpress set to remove items, absorb knock off, stop setup sweepers with encore. tera dark allows him to encore psychic attacks and get free setup to potentially just wall out most of someone's team.
Tinkatuff:
Tuff is most typically my lead, and a powerful special wall. With rocks, encore, twave, and knock off, it has a good option for whatever situation it finds itself in, as nothing particularly likes being knocked or twaved, encore hurts setup sweepers, and getting rocks up is always a major priority in game. I used to use play rough over encore, but I never found myself ever clicking it, so I swapped it out despite also having encore on swalot. I picked tera water for ground and fire attacks, but I almost never tera tink unless its a truly horrible lead matchup
Rotom-Fan:
Ive gotten a lot of people saying that this set is trash, so im going to explain it here and why it has worked for me so far. I used to use a very similar set on rotom heat in monotype, as in an offensive metagame rotom would often survive an important hit and then cripple whatever fast, frail attacker wanted to run away with the game, and with the meta down in ZU shifting, I decided to give it another go. This mon has the unique characteristics of being ground immune, having trick, and a pivot move, something no other mon has in this meta, and it allows me to use slow volt switches to bring in dugtrio, links, or owl for free and allow them to do their thing. this can easily be achieved with eel or ampha, but rotom being ground immune means it has more options to get into battle for free to do that slow volt switch, and having trick means that it can cripple a fast attacker to be easily revenge killed. you could make an argument that boots is almost always better, but fan usually only has to come in 1-3 times each match, and I have personally found my games go quick enough that rotom can still function without being heavily crippled by rocks. The last two moves are air slash, a good stab option with flinch cheese to get undeserved kills, and willo, to cripple any physical attacker or put smthn else on a timer. Tera steel is the obvious option here, and can enable rotom to live a hit and fire off a willow or trick as needed.
Dugtrio:
Earthquake spam is honestly fantastic right now, with a lot of mons being either weak to ground or frail enough to die anyway. Mons like swalot, ston, camel, and tink all get hit like a truck, and unless you have a ground immune, there are not a lot of relevant switchins at the moment. Stone edge is there to slap flying types, and is best used against a mon that will die to it if they dont switch out, preventing you from being hard punished for not clicking eq if they dont switch. Tera fire tera blast covers the grass matchup, with sucker punch to have a little priority. I chose adamant here because very few mons outspeed adamant but are slower than jolly, and the attack boost allows you to pick up some kills you would otherwise miss.
Noctowl:
Noct is the pirmary special attacker on the team, with a nasty plot set and tinted lens its very hard to switch in to if it picks up a kill. Its very good at taking out bulky mons, with tera blast being a solid attack before and after tera due to noctowls part normal typing. Air slash is good flying coverage without hurricanes 30% miss chance and heat wave cleans up steels that resist normal and flying, as well as ice types. Not a whole lot to say, just a solid pokemon all around
Falinks:
Finally, we got falinks, in contention for a quick ban and defiantly a very strong pokemon at the moment. This is a pretty standard NR set, but I swapped out the item to hard counter other falinks sets with tera ghost to be immune to CC and not be trapped by NR. I picked poison jab over iron head because I personally prefer a 30% poison chance to a 30% flinch chance.
Weaknesses:
This team has a little less immediate speed control than others, so scarfers and mons naturally faster than adamant duggy can be fairly troublesome. Thankfully identifying the enemy scarfer is usually straight forward, often being lycan, ndd, fan, or saws. Having that info can allow you to properly manage your tera and pick off the scarfer as needed, opening the game for a quick win after.
Replays w/ elo
Vs BlueBirdtheAltaria, 1254 - horribly miss-played the first turn but dragged it back
Vs Bubsy 64, 1498 - battle revolved around positioning of dugtrio, a clean double on turn 16 gave me the momentum I needed to secure the win
Vs Paratrooper69, 1280 - got an early setup opportunity with noctowl and a few kills, was hard for them to come back after that
Vs LTfarmington, 1320 - tricking the macargo gave me the momentum to get the battle rolling and secure a win with tera dark swalot
Vs Paratrooper69, 1310 - duggy cleans
Vs Fish Anemometer, 1500+ - caught him off guard with spdf rotom to kill scovillian, cost him the game.
Will probably add more replays
I also hit my highest elo ever using this team, passing 1300.