How else to begin a hyper-stalling team, but with Blissey?
<-- Rob Reiner
Every Stall team needs some form of status absorption, and what better way than to use an aromatherapy Blissey. I prefer to use seismic toss on Blissey, because it has more reliable damage than flamethrower/thunderbolt/ice beam. It is also packing toxic to deal with other walls and, of course, this Blissey carries softboiled.
Besides something to take physical hits, Blissey needs entry hazards to discourage the opponent's physical sweepers from repeatedly switching into Blissey. Forretress anyone?
Forretress's job in life is to lay entry hazards and lay them well. Pop an entry hazard, rapid spin, and some attacks on it and you have the classic Forretress set. Stealth Rock fits quite well on this set as well as gyro ball and earthquake. Earthquake is chosen over explosion, because this set will not run shed shell, so any damage to Magnezone can help. Unfortunately, it will have to catch Magnezone on the switch to deal damage.
The next entry hazard to cross off the list is Spikes. Roserade? False. Skarmory? I'll let the picture answer that one.
This set will be running the typical spiking set. Spikes/ Drill Peck/ Roost/ Whirlwind. Drill Peck is a necessary addition over brave bird, because Skarmory will be running shed shell to avoid a Magnezone, so it will have to use roost to heal, and the extra damage from brave bird will not be appreciated.
And the final entry hazard, toxic spikes, will be covered by none other than Tentacruel, who can simultaneously remove them from the field.
Tentacruel will be carrying toxic spikes of course and rapid spin to cover for forretress if it gets caught by magnezone. HP electric will catch empoleon and gyarados that try to set up on what usually is setup fodder. Surf provides consistent STAB that gets good coverage.
With all of these entry hazards out on the field, we would not want anyone coming in and rapidly spinning them away. What better spin blocker than Giratina? Well, since that is not allowed, we'll have to fall back on Rotom-A, as always.
Although Blissey can heal anyone's status, having one pokemon that can take the sleep and use it is a great addition to a stall team. Rest + Sleep Talk is an absolute necessity. Discharge is chosen over T-bolt for the additional hax, and that pairs very nicely with will-o-wisp to completely spread around status.
NO stall team can go far if it doesn't have at least one pokemon that can use damaging attacks while also being defensive. The first thought that comes to mind is a calm-minder to be both offensive and defensive. Who else but Latias?
Latias's excellent typing and access to calm mind and recover allow it to be quite the defensive specimen. Stick dragon pulse and HP Fire on that tank and your opponent will be running (more like switching). While it could take and offensive standpoint, this Latias takes a defensive approach to sweeping so one misplay will not cost a Latias.
Physical Lead:
Forretress @ Leftovers
Nature: Relaxed
EVs: 252 HP, 112 Atk, 144 Def (0 Spe IV) Moves:
-Stealth Rock
-Rapid Spin
-Gyro Ball
-Earthquake
Spiker/Physical Wall:
Skarmory @ Shed Shell
Nature: Impish
EVs: 252 HP, 64 Atk, 176 Def, 16 Spe
Moves:
-Spikes
-Brave Bird
-Roost
-Whirlwind
Spinner/Toxic Spiker:
Tentacruel @ Leftovers
Nature: Calm
EVs: 252 HP, 120 Def, 136 SpD
Moves:
-Toxic Spikes
-Rapid Spin
-Surf
-Hidden Power[Electric]
This team is supposed to be ridiculously defensive with a slight hint of offense in it. Please don't give suggestions that don't reflect this theme.

Every Stall team needs some form of status absorption, and what better way than to use an aromatherapy Blissey. I prefer to use seismic toss on Blissey, because it has more reliable damage than flamethrower/thunderbolt/ice beam. It is also packing toxic to deal with other walls and, of course, this Blissey carries softboiled.
Besides something to take physical hits, Blissey needs entry hazards to discourage the opponent's physical sweepers from repeatedly switching into Blissey. Forretress anyone?

Forretress's job in life is to lay entry hazards and lay them well. Pop an entry hazard, rapid spin, and some attacks on it and you have the classic Forretress set. Stealth Rock fits quite well on this set as well as gyro ball and earthquake. Earthquake is chosen over explosion, because this set will not run shed shell, so any damage to Magnezone can help. Unfortunately, it will have to catch Magnezone on the switch to deal damage.
The next entry hazard to cross off the list is Spikes. Roserade? False. Skarmory? I'll let the picture answer that one.

This set will be running the typical spiking set. Spikes/ Drill Peck/ Roost/ Whirlwind. Drill Peck is a necessary addition over brave bird, because Skarmory will be running shed shell to avoid a Magnezone, so it will have to use roost to heal, and the extra damage from brave bird will not be appreciated.
And the final entry hazard, toxic spikes, will be covered by none other than Tentacruel, who can simultaneously remove them from the field.

Tentacruel will be carrying toxic spikes of course and rapid spin to cover for forretress if it gets caught by magnezone. HP electric will catch empoleon and gyarados that try to set up on what usually is setup fodder. Surf provides consistent STAB that gets good coverage.
With all of these entry hazards out on the field, we would not want anyone coming in and rapidly spinning them away. What better spin blocker than Giratina? Well, since that is not allowed, we'll have to fall back on Rotom-A, as always.

Although Blissey can heal anyone's status, having one pokemon that can take the sleep and use it is a great addition to a stall team. Rest + Sleep Talk is an absolute necessity. Discharge is chosen over T-bolt for the additional hax, and that pairs very nicely with will-o-wisp to completely spread around status.
NO stall team can go far if it doesn't have at least one pokemon that can use damaging attacks while also being defensive. The first thought that comes to mind is a calm-minder to be both offensive and defensive. Who else but Latias?

Latias's excellent typing and access to calm mind and recover allow it to be quite the defensive specimen. Stick dragon pulse and HP Fire on that tank and your opponent will be running (more like switching). While it could take and offensive standpoint, this Latias takes a defensive approach to sweeping so one misplay will not cost a Latias.
Physical Lead:

Forretress @ Leftovers
Nature: Relaxed
EVs: 252 HP, 112 Atk, 144 Def (0 Spe IV) Moves:
-Stealth Rock
-Rapid Spin
-Gyro Ball
-Earthquake
Main Special Wall:
Blissey @ Leftovers
Nature: Calm
EVs: 24 HP, 252 Def, 232 SpD
Moves:
-Aromatherapy
-Softboiled
-Seismic Toss
-Toxic

Blissey @ Leftovers
Nature: Calm
EVs: 24 HP, 252 Def, 232 SpD
Moves:
-Aromatherapy
-Softboiled
-Seismic Toss
-Toxic
Spiker/Physical Wall:

Skarmory @ Shed Shell
Nature: Impish
EVs: 252 HP, 64 Atk, 176 Def, 16 Spe
Moves:
-Spikes
-Brave Bird
-Roost
-Whirlwind
Spin Blocker/Sleep Absorber:
Rotom-H @ Leftovers
Nature: Bold
EVs: 252 HP, 120 Def, 136 SpD
Moves:
-Rest
-Sleep Talk
-Discharge
-Will-o-Wisp

Rotom-H @ Leftovers
Nature: Bold
EVs: 252 HP, 120 Def, 136 SpD
Moves:
-Rest
-Sleep Talk
-Discharge
-Will-o-Wisp
Spinner/Toxic Spiker:

Tentacruel @ Leftovers
Nature: Calm
EVs: 252 HP, 120 Def, 136 SpD
Moves:
-Toxic Spikes
-Rapid Spin
-Surf
-Hidden Power[Electric]
Special Tank:
Latias @ Leftovers
Nature: Timid
EVs: 128 HP, 128 SpA, 252 Spe
Moves:
-Calm Mind
-Recover
-Dragon Pulse
-Hidden Power[Fire]

Latias @ Leftovers
Nature: Timid
EVs: 128 HP, 128 SpA, 252 Spe
Moves:
-Calm Mind
-Recover
-Dragon Pulse
-Hidden Power[Fire]
This team is supposed to be ridiculously defensive with a slight hint of offense in it. Please don't give suggestions that don't reflect this theme.