Quick Intro:
After a few months of several "just for fun" sets and playtesting on my old account, I decided to finally settle down and ladder hard with a well thought out team. The team is incredibly fun to use and is very well balanced, built around the Slowkrowmenite Core (copyright pending). It hit top 5 and is currently resting around there on the ladder.Proof:

(I'm Rock Type btw)
I'd love some luvdiscs or some suggestions, and if you'd like to try the team out, there's a copy at the bottom. Without further ado:
Team Building Process:

In my past teams, I've consistently appreciated Mixkrow and the wallbreaking/sweeping potential it possesses. I knew I definitely wanted to create a team around him.



Mixkrow is a really hard hitter, but he needs some solid partners to deal with his counters and checks. Thus, the Slowkrowmenite core was born. Magnemite covers both Murkrow and Slowpokes weaknesses, as they do the same in return. This core is very synergistic, both offensively and defensively, and I'll go into a bit more detail on that later.




The Slowkrowmenite core functions so well because of the switches it forces, as well as its own efficient switches with Volt Switch and Regenerator. Because of this, I needed a Rapid Spinner and a hazard setter. While I liked Tentacool at first, it has redundant typing with Slowpoke and I really dislike T Spikes in general. Eventually I went with Drilbur because it can both spin away hazards and get up SR; not to mention its sufficient offensive stats and okay bulk outside of hazard work.





Every self respecting LC team runs at least one of the strong Fighting types of the tier. Since I hate Mienfoo, I decided to go with the bulky alternative of Timburr. Its Bulk Up set is really hard to take down and packs quite a punch. Haha. Get it?






The team at this point got seriously wrecked by Chinchou and other bulky Water types. Foongus definitely got the green light for this role. It functions well as a defensive pivot, can stop most sweepers before they get set-up too much, and it spreads status like wildfire. Wait. Or poison ivy? Idk [insert plant pun here].






While I loved Timburr, I desperately needed a faster alternative (despite Mach Punch). And despite how much I flipping hate Mienfoo, I have to admit he is the best Scarf Fighting type. Well I guess if you can't beat 'em...
The Team:







Mixkrow (Murkrow)@Life Orb
Ability: Super Luck
Nature: Hasty
EVs: 156 Atk, 156 SpA, 188 Spe
-Heat Wave
-Dark Pulse
-Drill Peck
-Sucker Punch
Mixkrow is one of the hardest hitting and versatile attackers in LC. It's moves provides perfect coverage, and because it is both a physical and special attacker, Mixkrow can effectively hit most Pokemon's weaknesses in the tier. Life Orb helps Mixkrow blow past a lot of the Eviolite wielders in the format and is crucial for most of its kills. For its Ability, I went with Super Luck. While some could make the argument for Insomnia on Murkrow, I think Super Luck is better because it provides me with just that. While I can’t rely on it, the extra crits are the bees' knees sometimes.
Heat Wave is for Steel-types that would otherwise wall Mixkrow. I opted for Dark Pulse over HP Grass because the latter is barely stronger against Staryu, Chinchou and other Water-types, while the former is a much more reliable option for hitting Abra, Misdreavus, and Slowpoke than Sucker Punch is. Drill Peck already hits hard enough against what I need it to that Brave Bird and its crippling recoil isn't vital. Sucker Punch is obvious for stopping faster offensive Mons.

Slowpoke@Eviolite
Ability: Regenerator
EVs: 116 HP, 156 Def, 120 SpA, 116 SpD
Nature: Bold
-Scald
-Thunder Wave
-Slack Off
-Psychic
Scald and Psychic are Slowpoke's two offensive STAB attacks. Scald is great for burns and further buffing Slowpokes physical defense, while Psychic hits the non-gangster lizard Fighting types running amuck in the tier quite hard. While it isn't winning any awards for offense, Slowpoke gets the job done against Mons weak to Water and Psychic. Thunder Wave is great for crippling fast offensive threats, even slowing them to the point where our pink friend can outspeed them. Slack Off is great for instant reliable healing and is huge in longer matches.

Magnemite@Eviolite
Ability: Magnet Pull
EVs: 76 HP, 36 Def, 240 SpA, 156 SpD
Nature: Modest
-Volt Switch
-Magnet Rise
-Flash Cannon
-HP Fire
Magnemite is the final member of the Slowkrowmenite Core. Its phenomenal typing allows it to resist all of its partners' weaknesses, making it function as the glue essentially. In return, the other two defeat common counters to it like Drilbur, Sandshrew, Croagunk, Mienfoo, Ponyta, etc. 20/21/21 defenses after Eviolite aren't too shabby either. But its no slouch on offense; its 20 SpA stat allows it to hit things pretty darn hard. Not to mention that its the best Steel-type killer in the game with Magnet Pull and HP Fire.
Flash Cannon is a pretty obvious choice as it is Magnemite's most powerful and reliable STAB option outside of Thunderbolt. Speaking of which, Volt Switch was chosen over Thunderbolt because it is really helpful at maintaining momentum on switches and weakening the likes of Misdreavus and Sash Abra on the switch for an incoming Mixkrow to handle . HP Fire lets Magnemite kill Steel-types. Magnet Rise was used over a 4th attacking option because it is just awesome to Magnet Rise on a predicted switch to a Ground-type and watch as they squirm in helplessness. Plus it prevents Bronzor from taking advantage of becoming trapped and OHKOing Magnemite with Earthquake.

Drilbur @Eviolite
Ability: Mold Breaker
EVs: 36 HP, 236 Atk, 116 Def, 76 SpD
Nature: Adamant
-Earthquake
-Rock Slide
-Rapid Spin
-Stealth Rock
Drilbur is quite the versatile little mole in Little Cup. Whether he's crushing your dreams in a Sandstorm, or Earthquaking your Gastly for a OHKO, or just setting up and removing hazards, he's doing it with style. This rendition can do hazard work, then hit some stuff hard, or vice-versa. While the EV spread doesn't help him outspeed many things, he can take hits surprisingly well. He consistently does what I need him to and thats all I could ask for.
EQ and Rock Slide combine to form a perfect coverage combo in LC with Mold Breaker. As for Rapid Spin and SR, those are for when I need 'em. Short and sweet.

Foongus @ Eviolite
Ability: Regenerator
EVs: 44 HP, 156 Def, 156 SpD, 76 SpA, 76 Spe
Nature: Bold
-Giga Drain
-Clear Smog
-Spore
-Stun Spore
Up next is the adorable little mushroom that is somehow mistaken as a Pokeball from point blank. I don't know how, but I guess that's the price you pay for skipping an educational system. Anyways, Foongus is a crucial member to the team in several ways. First of all, it halts Chinchou in its tracks, which would otherwise give the team serious issues. Secondly, it functions as a solid answer to set-up sweepers who aren't expecting the Clear Smog. Thirdly, it is a great answer to annoying Sub-Seeders. Lastly, he spreads status quite effectively. Foongus can't do a whole lot offensively, but like Slowpoke, it hits hard when it counts. (Not to mention its solid defenses)
Giga Drain is there for obvious reasons. It hits dangerous Water and Ground types hard and can keep Foongus alive for quite some time. Clear Smog is used over Sludge Bomb because Foongus isn't expected to do a whole lot offensively anyways, and being able to halt a lot of set-up sweepers or get a "free turn" on predicted set-up moves is key sometimes. Lastly is the famous Spore/Stun Spore combo. Putting dangerous threats to sleep is beyond amazing. Paralyzing a few Mons here and there is just the icing on the cake.

Mienfoo @Choice Scarf
Ability: Regenerator
EVs: 236 Atk, 36 SpD, 236 Spe
Nature: Adamant
-Drain Punch
-Hi Jump Kick
-U-Turn
-Stone Edge
*sigh* And lastly is Mienfoo. Even though I swore to never use him, I succumbed like most everybody else. In playtesting, I found a Scarf user to be essential, and I really needed a Fighting-type. Ergo, Revengefoo. Despite my dislike for the little rat made of magical healing tissue, he is quite powerful: outspeeding unsuspecting opponents and using a nice pool of moves to grab KO's. Mienfoo is also necessary for defeating other hard hitting Choice Scarfers such as Porygon, Snover, and Cranidos.
Drain Punch is Mienfoo's most reliable STAB option. A little bit of healing here and there in conjunction with Regenerator can go a long way considering it isn't very bulky. However, the real power lies behind Hi Jump Kick. Its 130 STAB power can obliterate most threats in one hit. In fact, once all the Ghosties are gone and with SR up, Mienfoo can sweep quite effectively (provided a miss not occur). U-Turn is there to keep momentum when I'm unsure of what the opponent will do or for when I can predict the obvious Misdreavus switch. Stone Edge is an okay coverage option, allowing Mienfoo to get the guaranteed OHKO against threats like Murkrow and Larvesta. It's also the hardest hitting option for Ghost-types. However, I have considered replacing it with Payback for this purpose as a more reliable option. Thoughts?
Closing Notes
I really like this team and its well balanced nature. Its strongest point is that it can handly virtually every threat LC has to offer. The Slowkrowmenite Core is great for forcing switches and letting me dictate the match. The Regenerator Core increases exponentially in strength the longer the match is. In general, I haven't noticed anything that it is particularly weak against, so feel free to let me know. Well, besides Clamperl (for obvious reasons). Again, go ahead and try it out and see for yourself!Peace, IceKold/Rock Type
Importable:
=== [lc] Slowkrowmenite ===
Murkrow @ Life Orb
Trait: Super Luck
Level: 5
EVs: 156 Atk / 156 SAtk / 188 Spd / 8 SDef
Hasty Nature
- Heat Wave
- Dark Pulse
- Drill Peck
- Sucker Punch
Slowpoke @ Eviolite
Trait: Regenerator
Level: 5
EVs: 156 Def / 116 SDef / 116 HP / 120 SAtk
Bold Nature
- Scald
- Thunder Wave
- Slack Off
- Psychic
Magnemite @ Eviolite
Trait: Magnet Pull
Level: 5
EVs: 240 SAtk / 36 Def / 156 SDef / 76 HP
Modest Nature
- Volt Switch
- Flash Cannon
- Magnet Rise
- Hidden Power [Fire]
Drilbur @ Eviolite
Trait: Mold Breaker
Level: 5
EVs: 236 Atk / 116 Def / 76 SDef / 36 HP
Adamant Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Stealth Rock
Foongus @ Eviolite
Trait: Regenerator
Level: 5
EVs: 44 HP / 156 Def / 156 SDef / 76 Spd / 76 SAtk
Bold Nature
- Clear Smog
- Giga Drain
- Spore
- Stun Spore
Mienfoo @ Choice Scarf
Trait: Regenerator
Level: 5
EVs: 236 Atk / 236 Spd / 36 SDef
Adamant Nature
- Drain Punch
- Hi Jump Kick
- U-turn
- Stone Edge
Murkrow @ Life Orb
Trait: Super Luck
Level: 5
EVs: 156 Atk / 156 SAtk / 188 Spd / 8 SDef
Hasty Nature
- Heat Wave
- Dark Pulse
- Drill Peck
- Sucker Punch
Slowpoke @ Eviolite
Trait: Regenerator
Level: 5
EVs: 156 Def / 116 SDef / 116 HP / 120 SAtk
Bold Nature
- Scald
- Thunder Wave
- Slack Off
- Psychic
Magnemite @ Eviolite
Trait: Magnet Pull
Level: 5
EVs: 240 SAtk / 36 Def / 156 SDef / 76 HP
Modest Nature
- Volt Switch
- Flash Cannon
- Magnet Rise
- Hidden Power [Fire]
Drilbur @ Eviolite
Trait: Mold Breaker
Level: 5
EVs: 236 Atk / 116 Def / 76 SDef / 36 HP
Adamant Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Stealth Rock
Foongus @ Eviolite
Trait: Regenerator
Level: 5
EVs: 44 HP / 156 Def / 156 SDef / 76 Spd / 76 SAtk
Bold Nature
- Clear Smog
- Giga Drain
- Spore
- Stun Spore
Mienfoo @ Choice Scarf
Trait: Regenerator
Level: 5
EVs: 236 Atk / 236 Spd / 36 SDef
Adamant Nature
- Drain Punch
- Hi Jump Kick
- U-turn
- Stone Edge