The Team

Amnoonguss is there to handle electric, fairy and water types, but primarily spread status to opposing bulky teams. Toxic is very good especially as its almost impossible to get a simple, sub 10 turn sweep against this team, and toxic just keeps pressure on slow teams. Clear Smog is a good alternative if you're about to be swept, but I personally run Sludge Bomb/Giga Drain because the big thorn in my side :Volcaroa: can take out Amoonguss in one hit at +1 anyways.

The absolutely busted wallbreaker, Urshifu has the ability to threaten any switch-in with a potential Wicked Blow, Close Combat, or Ice Punch. Urshifu is brought in under Slowking's Teleport or a predicted switch to take as little damage as possible and deal some tremendous damage back. You'll really get use out of Urshifu if you play patiently. Urshifu is kind of the catch-all for the team. It has priority for opposing scarfers or banded pokemon (namely

) and has the ability to threaten Mandibuzz with ice punch. Urshifu pairs offensively well with Slowking specifically, which I'll go to when I get to slowking. All there is to say is: Urshifu is the pokemon that will ensure a win with tough 50/50s and virtually no counters. U-Turn is optional for a sweet boost to momentum but the prospect of dealing damage to Tomohawk and Mandibuzz is too appealing for me to not run ice punch on my team.

Necessary on every team, Equilibra takes a strange 'utility-first, ruin lives later' approach, with its main job being a spinner with plenty of resistances. Doom Desire is fun if you had to absorb an attack and don't know what to do now, and Earth Power checks steels with no fighting move. What's left is entirely up to you and your team comp. If you Tomohawk doesn't run Aura Sphere for Haze, I recommend running Aura Sphere on this Equilibra as a secondary check for other Equilibras, if not Pain Split can help it out-stall other bulky mons which can't do much to it, and Flash Cannon can help deal with weakened pokemon you don't want to have to take your doom desire. Overall Equilibra is mainly here for its multiple resistances and rapid spin utility first and foremost.

The second part of the Regen Trio, Slowking is the primary Tomohawk and Equilibra check, with its general goal to burn, teleport, and future sight. Slack off can be swapped for ice beam if grass types and Cyclohm are getting out of hand, but Slack Off can help your matchups against slower teams and outlasting them, as well as allowing you to take bigger hits knowing you can switch in later and heal up more. Slowking is an excellent way to swing momentum in your favour and is Urshifu's best friend. If the opposing team has a Tomohawk as its check to Urshifu, a common strategy is to come in with Slowking on a mon that's weak to it, future sight on the T1 switch and Teleport after the damage as Slowking is very hard to OHKO. Regenerator means that Slowking will keep its survivability, whilst Urshifu comes in for free and deals tremendous damage, but if they switch into Tomohawk, it takes the future sight damage, getting rid of Urshifu's counter. As Urshifu checks a lot of Slowking's counters, such as Electric Types (


) and Dark Types (

) and Slowking counters a lot of Urshifu's counters (


), its a very cohesive core.

Tomohawk is the catch-all physical wall. My set doesn't run intimidate because I don't mind sacrificing EVs in speed and SpDef for a fast roost or Stealth Rocks. Prankster also helps if you decide to go Haze Tomohawk over Aura Sphere, as it can stop errant setup sweepers from messing you around. If you do forgo Aura Sphere, which is there primarily for Equilibra, make sure to run Aura Sphere on Equailibra as its last move. It ensures a secondary counter to Equilibra which takes a lot of pressure off of Slowking, and allows it to switch in on more risky plays. Air Slash is recommended if that will be your only attacking move for the consistent accuracy, as it will allow you to wear down your counters easier. Tomohawk is just a good mon which can come in on a variety of situations and is very customisable to how you want to play your team.

Astrolotl does that Astrolotl thing where it just glues a team together. Spikes is SO good if you're going to be switching around a lot because your consistent regenerator healing is incredibly useful in outlasting your opponents. Lotl is an excellent check to

as well as a realy useful physical attacker, forcing a lot of its would-be counters out after they switch in on a fire lash and catch a specifically painful knock off. Knock off should be a move you use whenever a HDB user is in sight, as getting rid of boots is definitely the first step to success. Lotl's third move is really up to debate. I use heal bell to give longevity to the rest of the team, but if you don't find status an issue, wish is reliable for pivoting out, and Healing Wish can allow you to be more aggressive with Urshifu, knowing it can get recovered to full later.