Hello smogon. This is a stall team that I have been using for a couple of days and I am getting the jist of how to play stall. Im sure there can be improvements and if not at than agreement on some of the stuff Im not using for what I am. I tried to make it different from other stall teams out there but some things are just staples.

Hippowdon @ leftovers
252 hp 170 def 88spD
Nature-Impish(+Def -spA)
-Earthquake
-Stealth Rock
-Roar
-Slack Off
Hippowdon starts my team off with the flow of the battle, laying down rocks and starting sandstream. If I suspect a trick lead I can bring him back in later to set up rocks because he easily has the bulk to do so but getting the rocks down early helps hinder something like a gyrados or salamence sweep.
Roar goes over ice fang so set up sweepers won't sweep. Earthquake is a great STAB and it comes off hippowdons respectable attack. Slack Off allows him to be a physical wall. 88spD gives him a decent special defense and I moved the 24 atk evs from the analysis over to defense for better physical defense.

Skarmory @ shed shell
252 hp 236 def 20 spe
Nature-Impish(+Def -spA)
-Spikes
-Roost
-whirlwind
-Brave Bird
Skarmory lays down spikes for my team and can easily wall most physical attackers and phaze others that can do more damage than he can roost off. Another physical wall for physical attackers like gyrados that hippowdon cant wall.
Shed Shell goes over leftovers because if a magnezone comes in I lose part of my defensive core and lose coverage on much of the metagames biggest threats.

tentacruel @ black sludge
252 hp 120 def 136 spD
Nature-Calm(+spD -atk)
-surf
-toxic spikes
-haze
-rapid spin
Tentacruel is my nasty plot mixape counter who could otherwise run through everything else. Not only does he counter NPmixape but he lays down toxic spikes so my opponent has less time to wall or sweep. He also absorbs toxic spikes so I dont stall myself to death and spins away other entry hazards. Haze makes sure nothing can set up on him and is the only move that will work on Baton Pass teams all the time because Ingrain and soundproof don't block it.

Blissey @ Leftovers
40hp 252 def 216 spD
Nature-Calm(+spD -atk)
-Seismic Toss
-toxic
-wish
-protect
Tentacruel and blissey make it very tough for special attackers to break through the team. Wish allows for reliable healing with protect and can be passed to other members of the team, mainly tentacruel and dusknoir who dont have reliable healing. Protect allows wish to work reliably and lets me scout choiced pokemon. Its also great when my opponent thinks they can just explode on blissey. Seismic toss goes over flamethrower, thunderblot, and ice beam because it can actually do good damage to bulky sweepers and walls along with toxic and sandstream. Another move like thunderbolt or ice beam could go over seismic toss to hit ghosts but protect, residual damage, and toxic wear most ghosts down quickly, unfortunately gengar is part posion and sometimes carries focus punch, I can usually work around those gengars though because they lack special attack.

Cresselia @ leftovers
252 hp 200 def 56 spD
Nature-Bold(+def -atk)
-ice beam
-light screen
-rest
-sleep talk
Cresselia is an amazing tank. With good defensive stats all around she can tank so much. She is my salamence check, mixmence needs a critical hit to beat her and Dragon Dancers fall to ice beam, choice banded outrages are soaked up by skarm.
Suprisingly, she can help out with tyraniboah, another nightmare to stall. With the given evs 344 atk (36 atk evs, brave nature) tyranitar crunch will never 2hko and since cresselia is faster she can stall with rest. 317 special attack dark pulse also will never 2hko.
Light Screen is over reflect and another status move because I have toxic spikes for status and dusknoir can burn fliers, lucario, and scizor, and it helps out with focus punch gengar. Not my main switch to tyraniboah but if I mispredict whether it has fireblast/icebeam/thunderbolt and lose something to it than cress is always available. Resttalk provides reliable recovery.

Dusknoir @ Leftovers
252 hp 252 def 6 spD
Nature-Impish(+Def -spA)
-will-o-wisp
-pain split
-ice punch
-trick
Dusknoir is my spin blocker and has the luxury of trick. Yes trick. Trick can ruin any defensive core and when defense is your offense you lose a way to damage your opponents team. If I suspect a trick user I go straight to dusknoir and than use an attack other than trick. Once the trick user is gone I bring dusknoir back in and trick something on my oppnents team that doesnt have trick. He loses his leftovers but if he tricks a wall he may get them back.
The choice between ice punch, fire punch, and thunderpunch was simple. Scizor is walled by skarm, gyrados is walled by skarm, and lucario can be burned and smart switching between dusknoir and cresselia will kill him eventually. Special versions are walled by blissey. Salamence though is unpredictable and if he is special than a burn doesnt help out much so ice punch went on.
Dusknoir goes over the rotoms because he has better defensive stats and his HP isnt that much worse. Their weakness's are almost identical. Spiritomb also is not as bulky and does not have ice punch but beats gengar and can wall lucario. In the end though I went with the bulk.

Hippowdon @ leftovers
252 hp 170 def 88spD
Nature-Impish(+Def -spA)
-Earthquake
-Stealth Rock
-Roar
-Slack Off
Hippowdon starts my team off with the flow of the battle, laying down rocks and starting sandstream. If I suspect a trick lead I can bring him back in later to set up rocks because he easily has the bulk to do so but getting the rocks down early helps hinder something like a gyrados or salamence sweep.
Roar goes over ice fang so set up sweepers won't sweep. Earthquake is a great STAB and it comes off hippowdons respectable attack. Slack Off allows him to be a physical wall. 88spD gives him a decent special defense and I moved the 24 atk evs from the analysis over to defense for better physical defense.

Skarmory @ shed shell
252 hp 236 def 20 spe
Nature-Impish(+Def -spA)
-Spikes
-Roost
-whirlwind
-Brave Bird
Skarmory lays down spikes for my team and can easily wall most physical attackers and phaze others that can do more damage than he can roost off. Another physical wall for physical attackers like gyrados that hippowdon cant wall.
Shed Shell goes over leftovers because if a magnezone comes in I lose part of my defensive core and lose coverage on much of the metagames biggest threats.

tentacruel @ black sludge
252 hp 120 def 136 spD
Nature-Calm(+spD -atk)
-surf
-toxic spikes
-haze
-rapid spin
Tentacruel is my nasty plot mixape counter who could otherwise run through everything else. Not only does he counter NPmixape but he lays down toxic spikes so my opponent has less time to wall or sweep. He also absorbs toxic spikes so I dont stall myself to death and spins away other entry hazards. Haze makes sure nothing can set up on him and is the only move that will work on Baton Pass teams all the time because Ingrain and soundproof don't block it.

Blissey @ Leftovers
40hp 252 def 216 spD
Nature-Calm(+spD -atk)
-Seismic Toss
-toxic
-wish
-protect
Tentacruel and blissey make it very tough for special attackers to break through the team. Wish allows for reliable healing with protect and can be passed to other members of the team, mainly tentacruel and dusknoir who dont have reliable healing. Protect allows wish to work reliably and lets me scout choiced pokemon. Its also great when my opponent thinks they can just explode on blissey. Seismic toss goes over flamethrower, thunderblot, and ice beam because it can actually do good damage to bulky sweepers and walls along with toxic and sandstream. Another move like thunderbolt or ice beam could go over seismic toss to hit ghosts but protect, residual damage, and toxic wear most ghosts down quickly, unfortunately gengar is part posion and sometimes carries focus punch, I can usually work around those gengars though because they lack special attack.

Cresselia @ leftovers
252 hp 200 def 56 spD
Nature-Bold(+def -atk)
-ice beam
-light screen
-rest
-sleep talk
Cresselia is an amazing tank. With good defensive stats all around she can tank so much. She is my salamence check, mixmence needs a critical hit to beat her and Dragon Dancers fall to ice beam, choice banded outrages are soaked up by skarm.
Suprisingly, she can help out with tyraniboah, another nightmare to stall. With the given evs 344 atk (36 atk evs, brave nature) tyranitar crunch will never 2hko and since cresselia is faster she can stall with rest. 317 special attack dark pulse also will never 2hko.
Light Screen is over reflect and another status move because I have toxic spikes for status and dusknoir can burn fliers, lucario, and scizor, and it helps out with focus punch gengar. Not my main switch to tyraniboah but if I mispredict whether it has fireblast/icebeam/thunderbolt and lose something to it than cress is always available. Resttalk provides reliable recovery.

Dusknoir @ Leftovers
252 hp 252 def 6 spD
Nature-Impish(+Def -spA)
-will-o-wisp
-pain split
-ice punch
-trick
Dusknoir is my spin blocker and has the luxury of trick. Yes trick. Trick can ruin any defensive core and when defense is your offense you lose a way to damage your opponents team. If I suspect a trick user I go straight to dusknoir and than use an attack other than trick. Once the trick user is gone I bring dusknoir back in and trick something on my oppnents team that doesnt have trick. He loses his leftovers but if he tricks a wall he may get them back.
The choice between ice punch, fire punch, and thunderpunch was simple. Scizor is walled by skarm, gyrados is walled by skarm, and lucario can be burned and smart switching between dusknoir and cresselia will kill him eventually. Special versions are walled by blissey. Salamence though is unpredictable and if he is special than a burn doesnt help out much so ice punch went on.
Dusknoir goes over the rotoms because he has better defensive stats and his HP isnt that much worse. Their weakness's are almost identical. Spiritomb also is not as bulky and does not have ice punch but beats gengar and can wall lucario. In the end though I went with the bulk.