This team is an attempt at exactly what the title says. I began with a core of Slowking, Amoongus, and Mienshao. The three cover each other's weaknesses well and can switch in and out freely because of Regenerator. From there, I added Rotom-H to cover the Flying weaknesses of Amoongus and Mienshao while also providing a good pivot. I added Empoleon as a special wall plus hazard setting and removing, and Mega-Absol as an offensive threat that can't get crippled by Wil-o-wisp or Thunder Wave.
Slowking @ Leftovers
Ability: Regenerator
EVs: 248 HP / 164 Def / 96 SpD
Sassy Nature
- Scald
- Slack Off
- Dragon Tail
- Calm Mind
Slowking serves as a good mixed defensive pokemon. Scald is his main attack, good for spreading burns around. Slack off for reliable recovery and Dragon Tail to phase key threats before things get out of hand. I'm torn on Calm Mind, as I have yet to run into many situations where it's useful. It can help him break walls in a pinch, but the vast majority of the time when I use Calm Mind, my opponent switches out and forces me to switch, wasting the turn anyway. Perhaps I could switch to Psychic for an extra STAB attack?
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Spore
- Giga Drain
- Sludge Bomb
- Toxic
Nothing too groundbreaking, here. I used to run Spore and Stun Spore, but Toxic is more reliable and lets me annoy Grass Types. It's also nice to use on a predicted switch after Spore. Sludge Bomb and Giga Drain for his standard STAB attacks. He covers Mienshao well, as I can switch into Fairy types most of the time and can also wall many physical threats. He also covers Slowking's water and grass weaknesses and absorbs toxic spikes. With Regen and smart switches, he can annoy the pants off my opponent all match long.
Mienshao @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Knock Off
- Stone Edge
Normally, I would pair Choice Scarf with Reckless, but I wanted Mienshao as a resilient scout and didn't mind sacrificing some offensive power. I lead with him most of the time, U-turning out to the appropriate defensive teammate, unless I can KO something or if I feel like predicting a ghost type switch using Knock Off. Overall, his moveset is standard. Because he's so fragile, I have to switch him in more carefully throughout the game. I like to keep him alive in case I need to sweep a weakened team in the late game.
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 248 HP / 124 Def / 136 Spe
Bold Nature
- Overheat
- Volt Switch
- Thunder Wave
- Pain Split
Rotom-H is my pivot, a role that takes great advantage of its many resistances and ground immunity. He works nicely as a defensive pivot for my two more fragile pokemon. More often, I just use Thunder Wave to cripple any checks or counters my opponent sends out. I opted for Thunder Wave because of its reliability and because I run two pokemon with Scald, allowing me to secure burns relatively often already. Pain Split offers extra recovery potential, especially with Blissey, a common switch-in against him.
Empoleon @ Leftovers
Ability: Torrent
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Stealth Rock
- Defog
- Scald
- Roar
So far, I lacked a dedicated special wall (with Slowking more mixed). I also needed a rocks setter, a hazard remover, and a secondary phaser. Empoleon provides all of that. In most matches, once he does his job, I don't mind losing him as he is less integral. If I need to sacrifice someone to give Abol a safe switch in, for example, I'm happy to use Empoleon after setting rocks. Scald is the obvious final move, providing damage and potentially crippling physical attackers. Fighting types (especially Chesnaught) force him out, but Amoongus deals with most of Empoleon's checks and counters.
Absol @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Play Rough
Of all my team members, I'm the least sure about Mega Absol. He is a threatening offensive presence that can sweep unprepared or weakened teams, especially after a Swords Dance. Unfortunately, he is so fragile that switching him in at all, let alone getting a swords dance. As a result, he rarely hits the battlefield until very late in the game, if at all. Thus, while he can demolish teams with the right support and after his checks have been removed or weakened, his spot on the team has no impact until then.

Slowking @ Leftovers
Ability: Regenerator
EVs: 248 HP / 164 Def / 96 SpD
Sassy Nature
- Scald
- Slack Off
- Dragon Tail
- Calm Mind
Slowking serves as a good mixed defensive pokemon. Scald is his main attack, good for spreading burns around. Slack off for reliable recovery and Dragon Tail to phase key threats before things get out of hand. I'm torn on Calm Mind, as I have yet to run into many situations where it's useful. It can help him break walls in a pinch, but the vast majority of the time when I use Calm Mind, my opponent switches out and forces me to switch, wasting the turn anyway. Perhaps I could switch to Psychic for an extra STAB attack?

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Spore
- Giga Drain
- Sludge Bomb
- Toxic
Nothing too groundbreaking, here. I used to run Spore and Stun Spore, but Toxic is more reliable and lets me annoy Grass Types. It's also nice to use on a predicted switch after Spore. Sludge Bomb and Giga Drain for his standard STAB attacks. He covers Mienshao well, as I can switch into Fairy types most of the time and can also wall many physical threats. He also covers Slowking's water and grass weaknesses and absorbs toxic spikes. With Regen and smart switches, he can annoy the pants off my opponent all match long.

Mienshao @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Knock Off
- Stone Edge
Normally, I would pair Choice Scarf with Reckless, but I wanted Mienshao as a resilient scout and didn't mind sacrificing some offensive power. I lead with him most of the time, U-turning out to the appropriate defensive teammate, unless I can KO something or if I feel like predicting a ghost type switch using Knock Off. Overall, his moveset is standard. Because he's so fragile, I have to switch him in more carefully throughout the game. I like to keep him alive in case I need to sweep a weakened team in the late game.

Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 248 HP / 124 Def / 136 Spe
Bold Nature
- Overheat
- Volt Switch
- Thunder Wave
- Pain Split
Rotom-H is my pivot, a role that takes great advantage of its many resistances and ground immunity. He works nicely as a defensive pivot for my two more fragile pokemon. More often, I just use Thunder Wave to cripple any checks or counters my opponent sends out. I opted for Thunder Wave because of its reliability and because I run two pokemon with Scald, allowing me to secure burns relatively often already. Pain Split offers extra recovery potential, especially with Blissey, a common switch-in against him.

Empoleon @ Leftovers
Ability: Torrent
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Stealth Rock
- Defog
- Scald
- Roar
So far, I lacked a dedicated special wall (with Slowking more mixed). I also needed a rocks setter, a hazard remover, and a secondary phaser. Empoleon provides all of that. In most matches, once he does his job, I don't mind losing him as he is less integral. If I need to sacrifice someone to give Abol a safe switch in, for example, I'm happy to use Empoleon after setting rocks. Scald is the obvious final move, providing damage and potentially crippling physical attackers. Fighting types (especially Chesnaught) force him out, but Amoongus deals with most of Empoleon's checks and counters.

Absol @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Play Rough
Of all my team members, I'm the least sure about Mega Absol. He is a threatening offensive presence that can sweep unprepared or weakened teams, especially after a Swords Dance. Unfortunately, he is so fragile that switching him in at all, let alone getting a swords dance. As a result, he rarely hits the battlefield until very late in the game, if at all. Thus, while he can demolish teams with the right support and after his checks have been removed or weakened, his spot on the team has no impact until then.