It's just a standard stall set. I didn't put a WORLD of thought into it even; I just picked two defensive cores that could cover most threats and carried two damage causing moves (along with having a spinblocker), put a bulky mixed wall that can do damage and a toxic spikes user / Rapid spinner. I was surprised when this team did quite a bit better than my standard set (a crummy drizzle hyper offensive baton pass team that had issues actually getting a pass). It has issues with typing (3 weaknesses to electric with only one resistance? 3 weaknesses to fighting? NO WAI!) and doesn't have anyone using toxic (only one phazer too) but does moderately well.
Here's the team:
Yuka (Ferrothorn) (F) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Impish Nature (+Def, -SAtk)
- Spikes
- Leech Seed
- Thunder Wave
- Power Whip
Yeah. Ferrothorn. It's really a standard set, designed to set up spikes and wall things... but I think I may be doing it wrong. For starters, it often dies before it can set up spikes because fire attacks are on everything (let's face it, when you're the most used pokemon people are going to put moves to counter it on others) and it also has trouble with fighting types. I think the issue is that I'm expecting to keep it in long enough to lay 3 layers of spikes. Maybe I should switch it with stealth rock, and leave spikes laying to Skarmory? There's honestly too many counters running around the metagame for me to expect my opponent to not switch to one.
Murasa (Jellicent) (F) @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature (+Def, -Atk)
- Scald
- Will-O-Wisp
- Recover
- Taunt
Jellicent; the other member of the Ferrothorn-Jellicent core. Serves well as a spinblocker, and also (obviously) a wall to fighting types. It's great, BUT it can't block Starmie and I'm often afraid to switch to it in fear of losing it. Losing a spinblocker on a stall team is bad news.
Rinnosuke (Porygon2) @ Eviolite
Trait: Trace
EVs: 212 HP / 120 Def / 176 SDef
Bold Nature (+Def, -Atk)
- Discharge
- Ice Beam
- Magic Coat
- Recover
This thing tanks like a boss. It'll take hits from pretty much anything, and can paralyze offensive threats (which often makes them manageable for the rest of my team) with discharge in addition to doing decent damage. It's extremely vital as a Gliscor counter, in addition to countering Sigilyph. It can manage against Trick Room Reuniclus, but will not against other varieties.
Aya (Skarmory) (F) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 228 Def / 28 Spd
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Roost
- Brave Bird
- Whirlwind
Skarmory is my stealth rock layer, and my phazer. It gets sent out against threats that I know are physical and don't typically carry fire or electric moves. It does well enough at its job, and usually stays alive for a while. The only thing I don't know is if I should put spikes on it instead, as it tends to live longer than Ferrothorn (although that may just be misuse of the former).
Eirin (Chansey) (F) @ Eviolite
Trait: Natural Cure
EVs: 248 HP / 252 Def / 8 SDef
Hardy Nature
- Wish
- Heal Bell
- Seismic Toss
- Protect
Shuts down special attackers, all but forcing them to switch. Also acts as a cleric (which it does well) and a wish passer (which it would do well if I passed wishes when the recipient wouldn't get KO'd before getting them :/). I'm not sure whether to replace it with Blissey, but I like the extra defense in case the opponent has a physical attack in store.
Nitori (Tentacruel) (F) @ Leftovers
Trait: Liquid Ooze
EVs: 252 HP / 240 Def / 16 Spd
Bold Nature (+Def, -Atk)
- Toxic Spikes
- Rapid Spin
- Scald
- Ice Beam
A standard rapid spinner and toxic spikes user. Gets the job done, but... well, it often lays spikes and then gets killed, causing me to have no rapid spinner. There's also the fact that two members of my team use paralyzing attacks, and one uses will-o-wisp (not to mention this one using scald). The burning isn't usually a problem, as it causes damage and shuts down physical threats. BUT it becomes a problem when I paralyze a threat only to not be able to wear it down with toxic. I'm not sure whether I should remove the paralysis moves, remove Tentacruel, or do nothing and just not be stupid about who I paralyze.
Threats:
MAJOR WEAKNESSES
(They get their own image and bolded text because I like those things and to punctuate their trickiness)
None I can remember for now! But that's definitely a fault of my memory :p
EVERYTHING ELSE:
Infernape - Well, it hits Ferrothorn and Skarmory for super effective damage, wrecks Chansey and Porygon2 with super effective STAB, and (if it carries grass knot) hits Jellicent super effectively. This is a rather widespread weakness, although if it doesn't carry grass knot Tentacruel and Jellicent can wall it well enough.
Starmie - It'll kill my only spinblocker with thunder bolt if it doesn't switch, and it'll just Rapid Spin in Chansey's face. Not good, although it's not like I CAN'T kill it (Hello Porygon2). It's the getting it out in order to kill it that's the problem.
Rotom-w - It isn't affected by spikes, isn't too concerned about SR and carries thunder to wreck Jellicent, Tentacruel and Skarmory. Chansey can wall it though, now that I think about it ^.^;
Conkeldurr - Kind of like Rotom-w in that Skarmory can wall it, but it really messes up the rest of the team.
I THINK that's all the threats... I can't remember though, and I probably am missing quite a few.
If anyone can make Shuckle fit well on this set they are a god
Here's the team:

Yuka (Ferrothorn) (F) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Impish Nature (+Def, -SAtk)
- Spikes
- Leech Seed
- Thunder Wave
- Power Whip
Yeah. Ferrothorn. It's really a standard set, designed to set up spikes and wall things... but I think I may be doing it wrong. For starters, it often dies before it can set up spikes because fire attacks are on everything (let's face it, when you're the most used pokemon people are going to put moves to counter it on others) and it also has trouble with fighting types. I think the issue is that I'm expecting to keep it in long enough to lay 3 layers of spikes. Maybe I should switch it with stealth rock, and leave spikes laying to Skarmory? There's honestly too many counters running around the metagame for me to expect my opponent to not switch to one.

Murasa (Jellicent) (F) @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature (+Def, -Atk)
- Scald
- Will-O-Wisp
- Recover
- Taunt
Jellicent; the other member of the Ferrothorn-Jellicent core. Serves well as a spinblocker, and also (obviously) a wall to fighting types. It's great, BUT it can't block Starmie and I'm often afraid to switch to it in fear of losing it. Losing a spinblocker on a stall team is bad news.
Rinnosuke (Porygon2) @ Eviolite
Trait: Trace
EVs: 212 HP / 120 Def / 176 SDef
Bold Nature (+Def, -Atk)
- Discharge
- Ice Beam
- Magic Coat
- Recover
This thing tanks like a boss. It'll take hits from pretty much anything, and can paralyze offensive threats (which often makes them manageable for the rest of my team) with discharge in addition to doing decent damage. It's extremely vital as a Gliscor counter, in addition to countering Sigilyph. It can manage against Trick Room Reuniclus, but will not against other varieties.

Aya (Skarmory) (F) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 228 Def / 28 Spd
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Roost
- Brave Bird
- Whirlwind
Skarmory is my stealth rock layer, and my phazer. It gets sent out against threats that I know are physical and don't typically carry fire or electric moves. It does well enough at its job, and usually stays alive for a while. The only thing I don't know is if I should put spikes on it instead, as it tends to live longer than Ferrothorn (although that may just be misuse of the former).

Eirin (Chansey) (F) @ Eviolite
Trait: Natural Cure
EVs: 248 HP / 252 Def / 8 SDef
Hardy Nature
- Wish
- Heal Bell
- Seismic Toss
- Protect
Shuts down special attackers, all but forcing them to switch. Also acts as a cleric (which it does well) and a wish passer (which it would do well if I passed wishes when the recipient wouldn't get KO'd before getting them :/). I'm not sure whether to replace it with Blissey, but I like the extra defense in case the opponent has a physical attack in store.

Nitori (Tentacruel) (F) @ Leftovers
Trait: Liquid Ooze
EVs: 252 HP / 240 Def / 16 Spd
Bold Nature (+Def, -Atk)
- Toxic Spikes
- Rapid Spin
- Scald
- Ice Beam
A standard rapid spinner and toxic spikes user. Gets the job done, but... well, it often lays spikes and then gets killed, causing me to have no rapid spinner. There's also the fact that two members of my team use paralyzing attacks, and one uses will-o-wisp (not to mention this one using scald). The burning isn't usually a problem, as it causes damage and shuts down physical threats. BUT it becomes a problem when I paralyze a threat only to not be able to wear it down with toxic. I'm not sure whether I should remove the paralysis moves, remove Tentacruel, or do nothing and just not be stupid about who I paralyze.
Threats:
MAJOR WEAKNESSES
(They get their own image and bolded text because I like those things and to punctuate their trickiness)
None I can remember for now! But that's definitely a fault of my memory :p
EVERYTHING ELSE:
Infernape - Well, it hits Ferrothorn and Skarmory for super effective damage, wrecks Chansey and Porygon2 with super effective STAB, and (if it carries grass knot) hits Jellicent super effectively. This is a rather widespread weakness, although if it doesn't carry grass knot Tentacruel and Jellicent can wall it well enough.
Starmie - It'll kill my only spinblocker with thunder bolt if it doesn't switch, and it'll just Rapid Spin in Chansey's face. Not good, although it's not like I CAN'T kill it (Hello Porygon2). It's the getting it out in order to kill it that's the problem.
Rotom-w - It isn't affected by spikes, isn't too concerned about SR and carries thunder to wreck Jellicent, Tentacruel and Skarmory. Chansey can wall it though, now that I think about it ^.^;
Conkeldurr - Kind of like Rotom-w in that Skarmory can wall it, but it really messes up the rest of the team.
I THINK that's all the threats... I can't remember though, and I probably am missing quite a few.
If anyone can make Shuckle fit well on this set they are a god