The building process:
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First of all I start off with the usual Mega Sableye:
Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 116 Def / 144 SpD
Careful Nature
- Protect
- Knock Off
- Will-O-Wisp
- Recover
And of course Shedinja:
Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Sp. Atk / 156 Spe
Lonely Nature
- Baton Pass
- Protect
- Shadow Ball
- Will-O-Wisp/Toxic
Since Shedinja is so worried about hazards since it dies immediately to them further support for their removal is needed so I added Skarmory.
Skarmory @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog
- Spikes
- Counter
Shedinja also enjoys a Pokemon to absorb Status so Chansey with Natural Cure and its excellent special bulk offer an incredible addition for a Shedinja stall team:
Chansey @ Eviolite
Ability: Natural Cure
EVs: 8 HP / 252 Def / 248 SpD
Bold Nature
- Soft-Boiled
- Seismic Toss
- Stealth Rock
- Heal Bell
Since set up sweepers could have a field day Toxapex with Haze can work as something to check most of these situations:
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Scald
- Recover
- Toxic Spikes
- Haze
Dugtrio rounds off the team by being able to trap threats such as Heatran, Tyranitar, Excadrill and Kyurem-B:
Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Reversal
- Screech
- Memento
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First of all I start off with the usual Mega Sableye:
Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 116 Def / 144 SpD
Careful Nature
- Protect
- Knock Off
- Will-O-Wisp
- Recover
- Protect is used for scouting with Magic Bounce.
- Knock Off for Utility.
- Will-O-Wisp to spread Burns.
- Recover for HP restoration.
And of course Shedinja:
Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Sp. Atk / 156 Spe
Lonely Nature
- Baton Pass
- Protect
- Shadow Ball
- Will-O-Wisp/Toxic
- Focus Sash allows Shedinja to survive a single non-status inflicting attack.
- Baton Pass allows for PP Stall against Pokemon that are immune to damage from Toxic or Will-O-Wisp such as Clefable.
- Protect Allows scouting for status moves that might remove Shedinja and also helps with choice users.
- Shadow Ball is there for our damaging Stab Move and I chose it over Shadow Sneakdue to the common use of Pokemon with barb effects such as Ferrothorn, Garchomp and Landorus-T. Also considering Shedinja is mostly used as a pivot/status inflicter its damage output felt inconsequential. The above was suggested by the user FreeSymphonia.
- Will-O-Wisp helps with crippling the opposing team by spreading burns while Toxic helps with ensuring the opponents time on the field is limited and helping with removal.
- Furthermore Shedinja has nice synergy with Mega Sableye due to the latter's ability to keep hazards off the field with Magic Bounce.
- 156 speed is used to underspeed Clefable.
Since Shedinja is so worried about hazards since it dies immediately to them further support for their removal is needed so I added Skarmory.
Skarmory @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog
- Spikes
- Counter
- Shed Shell is our item of choice to avoid being trapped by Magnezone.
- Roost is there for recovery.
- Spikes allow for passive damage on the field.
- Counter lets Skarmory to net almost certain KOs in most cases against powerful physical attackers. In tandem with Sturdy it can put a haul to entire sweeps.
Shedinja also enjoys a Pokemon to absorb Status so Chansey with Natural Cure and its excellent special bulk offer an incredible addition for a Shedinja stall team:
Chansey @ Eviolite
Ability: Natural Cure
EVs: 8 HP / 252 Def / 248 SpD
Bold Nature
- Soft-Boiled
- Seismic Toss
- Stealth Rock
- Heal Bell
- Soft-Boiled offers recovery.
- Seismic Toss for damage output.
- Stealth Rock in combination with Skarmory's Spikes form a hazard stacking core.
- Heal Bell cures any status such as a Scald burn off Mega Sableye etc.
Since set up sweepers could have a field day Toxapex with Haze can work as something to check most of these situations:
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Scald
- Recover
- Toxic Spikes
- Haze
- Scald is used for the Burn chance.
- Recover is reliable Recovery.
- Toxic Spikes for our hazard stacking core with Chansey-Skarmory.
- Haze stops set up.
- I choose Black Sludge over Rocky Helmet since the passive recovery allows me to avoid a 2HKO from Adamant Buzzwole with EQ.
Dugtrio rounds off the team by being able to trap threats such as Heatran, Tyranitar, Excadrill and Kyurem-B:
Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Reversal
- Screech
- Memento
- EQ is mandatory for Dugtrio to be able to pick off the aforementioned threats with this powerful stab move.
- Reversal works with Focus Sash in order to remove Ferrothorn and Chansey.
- Screech softens up Chansey and Hippowdon.
- Memento grabs momentum while at the same time weakening up opponents when Dugtrio is of no more use.