love this bug (Shedinja) @ Focus Sash  
Ability: Wonder Guard  
EVs: 252 Atk  
Lonely Nature  
IVs: 0 HP / 0 Def / 0 SpA / 0 SpD / 0 Spe  
- Shadow Sneak  
- Protect  
- Will-O-Wisp  
- Secret Power
Did you know that Shedinja switches into a lot of stuff? It's true. It counters shit like miscellaneous FEAR strategies, Giga Impacts and Hyper Beams (save for Flying-type), Scald, etc. Shadow Sneak lets me fast-switch, but you should scout for Rocky Helmet users if possible. Protect is a way to scout for random super-effective moves on shit like Mega Lopunny, which this is is supposed to counter. Will-O-Wisp is a great move for stall teams to be tossing out, unless the opponent has a Magic Bouncer or a Fire-type. Secret Power is not a terribly powerful move, but the paralysis is chance is nice, and more importantly, it lets you switch slowly without risking Rocky Helmet, Fake 
regen is a meme (Alomomola) @ Leftovers  
Ability: Regenerator  
EVs: 4 Atk / 252 Def / 252 SpD  
Sassy Nature  
IVs: 0 Spe  
- Wish  
- Protect  
- Scald  
- Knock Off  
I should probably adjust the EVs to hit a Leftovers number now that I'm not running Rocky Helmet any more (don't, it needs the passive recovery), but eh. Alomomola passes huge wishes to keep the rest of the team healthy, switches into a boatload of attacks repeatedly, and can be very painful to switch into with the combination of Scald and Knock off.
"stall" (Sylveon) @ Leftovers  
Ability: Pixilate
EVs: 248 HP / 252 Def / 8 SpD  
Bold Nature  
- Wish
- Heal Bell  
- Protect  
- Hyper Beam
The team's secondary wish passer, primary Dragon immunity, cleaner, and cleric. Hyper Beam's accuracy is a pain, and having 8 PP for attacking is also a pain, but the damage output can be really really nice against bulky teams, which rarely have a proper switchin for it. Still could be better -- see below.
xxXXXxXXxXxXXXxXX (Sableye) @ Sablenite  
Ability: Prankster  
EVs: 252 HP / 112 Def / 144 SpD  
Sassy Nature  
IVs: 0 Spe  
- Will-O-Wisp  
- Knock Off  
- Recover  
- Fake Out  
This thing is already so fucking good on stall, and now it gets a meta where its ability to switch very fast or very slow is appreciated. WoW and Knock Off mean that precious little can come in on it unscathed. Minimum speed is absolutely necessary to at least speed tie with other Mega Sableye, which can counter this thing. Fake Out is great for scouting out Rocky Helmets that would fuck up Shedinja, but it can be a headache constantly playing mindgames with it and Protect. Tends to get worn down very, very easily. Switches in on just about every Fake Out user not named Mega Lopunny.
not rly a meme (Slowking) @ Assault Vest  
Ability: Regenerator  
EVs: 248 HP / 124 SpA / 136 SpD  
Quiet Nature
IVs: 0 Spe
- Scald  
- Fire Blast  
- Psychic  
- Dragon Tail  
A specially defensive tank with Regenerator. I sorely need the offensive presence to actually wear some stuff down without resorting to Sylveon's limited Hyper Beams, and late-game having a second Regenerator user is great for wasting the opponent's PP and racking up burn damage. The spread was suggested by the dex, and the minimized speed minimizes the chance that I lose momentum off of it. 
BIRD MACHINE (Skarmory) @ Rocky Helmet  
Ability: Sturdy  
EVs: 248 HP / 68 Def / 192 SpD  
Careful Nature  
- Stealth Rock  
- Roost  
- Iron Head  
- Defog  
The team's defogger, rocker, tertiary Fake Out taker, and secondary physical wall. Skarm's spread doesn't do anything special, it just felt good to have vaguely specially defensive EVs. If the opponent has their own Shedinja, keep Skarm's item hidden (if possible) until you're confident that you can bait a Shadow Sneak, because this is the simplest way for the team to manage it. Mega Sableye's presence should help on that front. Iron Head is used because it's also what you use to handle Mega Diancie.
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Threatlist: Mega Pinsir, Hoopa-Unbound, Heatran, Klefki, probably others.
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Suggested changes: Sylveon => Magic Guard Clefable to give me a better matchup against status and hazards (which can be hard to keep off the field) and run Thunder Wave, which is literally the most competitive and balanced move in the game of Pokemon. Teams are getting a lot better about running Fairy resists, so Sylveon's offensive presence is just not as relevant as it might seem. Secret Power => Mud Slap on Shedinja. While Secret Power is waaaay more powerful, Mud Slap lets you switch more reliably Mega Sableye teams, because those often run a Rocky Helmet user. It also has the potential to generate free turns on account of the opponent missing or hard-switching.