Would a Pain Split being used with Shedinja in toe work to your advantage?
I'm Thinking a Trick Room team with a low HP Pokemon, like Dusknoir:
Dusknoir: @ Leftovers
4 HP / 252 Def / 252 SpD
(+Def, - Spe)
Trick Room
Pain Split
Earthquake
Rock Slide
Shedinja: Focus Sash
252 Attack, 252 Special Attack
(+Atk, - Spe)
Protect
X-Scissor / U Turn (*This allows Shedinja to stay in long enough for Pain Split to work, but to damage and escape before its in danger)
Sucker Punch
Shadow Claw / Hidden Power Fire (*Pursuit Scizor)
By not adding HP to Dusknoir, Pain Split hurts your foes as much as possible, especially factoring in Shedinja's 1 HP, lowering the average of all 4 Pokemon's (your team and your foe's) HP even more.
Trick Room makes them both fast, allowing Shedinja to kill off your weakened opponents after Pain Split, also Shedinja works great being Immune to common attacks like Fake-out, Earthquake, Discharge, Surf, etc. Hidden Power Fire handles Scizor who may try and use Pursuit, although Dusknoir would probably need to use Earthquake just to make sure it dies. Pain Split will inevitably heal up Dusknoir alot for having such low HP compared to many other Pokemon, plus like its other 2 attacks, it hits both targets.
Shedinja supports Dusknoir by handling other Ghost types that are weak to Sucker Punch or Shadow Claw, and X-Scissor can deal with Dark types that go after Dusknoir or Shedinja. Focus Sash prevents Sucker Punch from killing Shedinja right away.
*Alternatively you can simply have Shedinja Protect turn 1, and U-turn turn 2 after DUsknoir has used Pain Split, allowing Shedinja to do damage, and switch out after Pain Split has already significantly weakened both of the foes, as you send in another Trick Room abuser to better finish off the foes. Make Shedinja faster than Dusknoir, (or slower in Trick Room), by lower Dusknoir's Speed IVs more than Shedinja.