This is another team that I've had for a long time in a few different forms, but I just never posted because it features a threat that is often outdone by other Normal-types, Regigigas. However, with sufficient support (paralysis and hazards), it often just comes in and wins late-game, as it's much bulkier than its Normal-type compadres. Parafusion also means that its Substitutes will be less likely to be broken, which allows Regigigas to restore its HP with Drain Punch and Leftovers somewhat reliably. The spread I have here is completely custom and lets you outspeed neutral-natured base 80s (Stoutland, Arbok, Drifblim, Altaria, etc.), Monferno, 176 Spe Timid Grumpig, and Misdreavus creeping these after Slow Start has ended, but you can use the simple 248 HP / 252 Atk / 8 SpD spread if you want. I recommend at least a little bit of Speed on it though because a small amount (i.e. 16 Speed EVs) can be used to outspeed neutral-natured base 70s once its Slow Start has worn off, such as Mightyena and Luxray/Lunatone that are used by ladder heroes. 72 EVs also let it outspeed neutral-natured, uninvested base 45s before Slow Start has deactivated, like Machoke and specially defensive Golem.
With this team you are basically leading with a faster DP Machoke. Doing this against leads like Golem will eat up their WP and sometimes disallow the use of SR or EQ via confusion. You can also do this against other Machoke via a Jolly nature. I know that sounds bad, but that extra bit of Speed wins games to be honest. Here's a replay of Jolly DP Machoke winning against Teddeh:
http://replay.pokemonshowdown.com/pu-341741050. Machoke takes on Dark-types (other than Murkrow, which is handled by Stunfisk) for the team if Grumpig's Colbur Berry has been used up too, and if Machoke is down, Stunfisk can handle things like Pawniard quite easily.
Stunfisk's primary job here is to spread paralysis for the team, but you should use Toxic to wear down bulky Grass-types that will switch into Stunfisk (stuff like Gourgeist-XL, Gogoat, Tangela, etc.). It also provides the team with a stop to Volt Switch, as well as protects Quilladin against Zebstrika. I didn't find other Stealth Rockers to be successful here, as you need Stunfisk to spread paralysis, set SR, supply an electric immunity, and resist Flying-types like Dodrio for Machoke all in the same slot (no other SR setter is better than Stunfisk at this).
Quilladin can switch into Earthquakes aimed at Stunfisk, unless that thing's name is Arbok, so Shuca Arbok is a big threat here. Your goal should be to paralyze it, then check it with Grumpig if you see it. Stunfisk's SR with Quilladin's Spikes together will place Regigigas in an advantageous position late-game where it'll be prepared to clean with a combination of Drain Punch and Knock Off. Taunt + 36 Spe EVs on Quilladin is for Vullaby so that you can Taunt it out of Defog. Rock Slide looks weird, but it is actually pretty cool with Attack investment. I use it to punish Flying-type switch-ins and offensive Fire- and Ice-types like Regice that think they can switch into Quilladin for free. I used this against Megazard's Swanna here:
http://replay.pokemonshowdown.com/pu-332267532. Optimally, you could also use Spdef Bold Tangela or Gogoat over Quilladin there for better counterplay for Floatzel, but having immunities to Shadow Ball and Focus Blast with Spikes here is nice.
Grumpig is here to combat Rotom-F, Regice, Monferno (along with Stunfisk), and other Fighting- and Fire-types that may annoy Quilladin. It's also an important check to Adamant Shuca Arbok, which as I already mentioned, is a potent threat here. Spreading paralysis with Grumpig in tandem with Stunfisk's Static and Regi's own Thunder Wave will provide the speed control that Regigigas needs to be effective. There may not be a whole lot of reason to use Extrasensory over Psychic other than that Flinch chance, but it can be really annoying alongside Machoke's confusion and paralysis. Grumpig forms a really cohesive core with Stunfisk and Quilladin that not a whole lot can bypass, and you can run it more defensively by using a defensive spread on Quilladin with Synthesis and Zen Headbutt and a specially defensive spread on Grumpig with Protect; but, I think I prefer this version, as it's much more offensive and effective against increasingly common threats like Arbok.
Last, but not least, PuP Floatzel is here to clean and sometimes induces flinch with Waterfall, on top of the confusion supplied by Machoke and paralysis supplied by Stunfisk, Regigigas, and Grumpig. Using physical Floatzel with Stunfisk and Grumpig pretty much ensures Monferno will be handled for Quilladin's and Regi's sakes. Floatzel also provides the team with an important immunity to burn, which along with its ability to check Monferno, is why it was chosen over other cleaners. You can see in the replays that I experimented a lot with other slots and used substandard moves just for the flinch or confusion chance (lol Needle Arm / Dizzy Punch were used, but removed later on). The nonstandard move I kept just for the flinch was Extrasensory, and it really doesn't lose out on too many KOs. It has the same BP as Psyshock, and still gets the same OHKOes on Monferno with Eviolite and Arbok after SR, so it's pretty usable still.
Offensive threats:
CB Stoutland: without a true normal resist, this team struggles a little against Stoutland and needs a faster Grumpig + Machoke (assuming its Eviolite is still in tact) + Stunfisk to check it.
(Jolly) Shuca Arbok: keeping Grumpig healthy enough to check it after living a +1 Sucker Punch is fairly hard, and if it's Jolly, it just does too much damage. Therefore, it is possible to run Earthquake over Bullet Punch on Machoke to force it to use its Shuca Berry, or simply Zen Headbutt over Rock Slide on Quilladin to nail it on the switch (Zen Headbutt still has a flinch chance oo). If its Shuca Berry has been used, or it's using Black Sludge, Stunfisk takes it on.
Specs or LO Mr. Mime: Fairy resist where? You are pretty much relying on paralysis and Grumpig for this again, and if you replace Bullet Punch with Earthquake on Machoke, you are even weaker to it. What's more, its Healing Wish can remove paralysis from one of its buddies. Scarf and Specs are easier to handle, but its LO variant is horrible to deal with and you basically rely on Floatzel to check it with Waterfall.
Special or mixed Floatzel: This is sort of a pain, but this team is so fat that it hasn't mattered much. If it becomes a huge issue, you can fit Gogoat over Quilladin, but then you lose Spikes; you can also use SpDef Bold Tangela as I said above, but then the team becomes a bit too passive; if you wanted Roselia, then you lose your Ground resist. Water-types with Ice Beam in general can be annoying, so play carefully to ensure something like Gorebyss doesn't setup on you (though it doesn't really find any opportunities to do so with Twave everywhere, unless it is Lum SS).
Defensive threats:
Bulky Grass-types (Gourgeist-XL, Tangela, Quilladin, Gogoat): You're pretty much relying on Machoke or Regigigas removing their Eviolites via Knock Off, Stunfisk getting a Toxic off on the switch, and Grumpig checking with Shadow Ball in Gourgeist's case (T-Wave + Extrasensory for the others). If you've removed Eviolite, that's half the battle, as Floatzel can hit them with PuP on the switch and finish with a +1 LO-boosted Ice Punch.
Clefairy: CM Clefairy finds a few opportunities to setup, but becomes less troublesome after you've removed its Eviolite. It also evens the playing field by using its own Thunder Wave against you, so it can put in work against this team.