This is a pretty old team of mine, and in fact I think I might have posted it pre-Garchomp and yet... it still works. Whilst not obviously stally, this team has some major defensive assets to work with, as well as some offensive prowess.
Onto the team.
Team Building Process
It may be a long time, but I still remember the basic premise on how this team came together. The first, pokemon of course, being the star of the show:
Shedinja normally buzzes around in the depths of NU. Gaining nor losing any real usability as it passes through the tiers. It's a useful, and more importantly viable pokemon to have on your team - though certainly not without it's flaws.
Now, Shedinja is a pokemon that's going to be switching in and out. A lot. It's important to have strong defensive pokemon to switch to. Ferrothorn and Jellicent are of course, the perfect combination, though leave me slightly weak to physical fire moves such as Flare Blitz.
Entry hazards are a giant pain for Shedinja, so I have to include a spinner. I chose Starmie, because Donphan, Cloyster, Claydol and Hitmontop are all slow, and that kind of hinders their ability to spin.
The Team
Landorus-T - The Lead
Intimidate
196 Health, 98 Attack, 216 Defense
Adamant
Leftovers
Moveset
Stealth Rock
U-Turn
Stone Edge
Earthquake
Landorus Therian replaces Terrakion for a couple of reason. The first is the increased bulk, which is accented by the Intimdate ability. This gives me an additional check to many physical threats, such as Conkeldurr (even if it's just through switching in on a drain punch, then u-turning back out to avoid the incoming ice punch) or Haxorus. Landorus-T also makes dealing with sun teams slightly easier, as Ninetales leads are quickly taken down, and as they see I have no weather setter, they often don't bother with trying to save it, or risk a Will-o-Wisp, after which I can easily bring in Starmie to get the rain up.
Shedinja - The um, sweeping, defensive, awesome, frail, wall, spin blocking bug
Wonder Guard
252 Attack, 252 Speed
Adamant
Focus Sash/Lum Berry
Moveset
Shadow Sneak
Sucker Punch
X-Scissor
Swords Dance
Shedinja is both a defensive pivot and a set-up sweeper, bringing a ton of immunities to the table, it switches in, then switches out on the predicted switch - showing me exactly who on my opponent's team can counter it and who cannot. Sadly, with it's inability to leave past hazards, it can be shut down with relative ease, though only until I can bring Starmie in for a spin, and with prediction and a little luck, hopefully the hazards wont go up in the first place.
The EVs are pretty self-explanitory - it's a Shedinja - where else are you going to put them? 252 HP 252 SpD Calm Sheddy? I think not. The movepool is making the most of Shedinja's fairly restricted movepool, but ample access to priority. I toyed with adding protect on their to scout out enemy attacks slightly more reliably than predicting and switching, but I think Shedinja needs what coverage it can get to make up for it's pool movepool. X-Scissor is for powerful STAB against slower foes, or foes who cannot hit Sheddy. Shadow Sneak is for primary priority, and Sucker Punch for hitting Normals with priority. I have problems with Steel types, but they also tend to have problems with me...
I've been torn about whether to use Focus Sash or Lum Berry for quite some time. It'd be nice to tank a status once in a while, but Sash has saved me time and time again...
Ferrothorn - Wall 2
Iron Spikes
252 Health, 252 Defense, 4 Speed
Bold
IVs: 0 Attack, 0 Speed
Moveset
Spikes
Power Whip
Protect
Leech Seed
Ah, how good it is to idle away time setting up stealth rocks and spikes, with the occasional protect thrown in. How nice it is to completely screw up Blisseys and Chanseys in the process of leech seed spam. It may confuse you as to why I carry Stealth Rocks though when I already have them on Terrakion, but truth be told, it's quite often Ferrothorn who ends up setting them up. Due to Terrakion's frailty and it's usefulness elsewhere, I often switch Terrakion out before it gets the chance to set up Stealth Rocks, or my opponent leaves an obvious offensive opportunity for me to snap up and knock out the pokemon on it's way in, which I take then am forced to switch. This means that having Stealth Rocks on both of them is actually really effective, especially mean as it can screw up spin-reliant teams.
Ferrothorn is my primary guy for taking attacks aimed at Shedinja, such as Stone Edge, or Brave Bird, whereas Shedinja and Jellicent take Focus Blasts, Mach Punches, and Scalds/Hydro Pumps aimed at Terrakion. I run bold, as well as 0 attack IVs to deal with confusion easier.
Jellicent - Wall 3
Cursed Body
252 HP, 252 Special Defence, 4 SpA
Calm
IVs: 0 Attack
Moveset
Scald
Taunt (Previously Giga Drain)
Recover
Will-o-Wisp
Cursed Body vs. Water Absorb. With Shedinja and Ferrothorn able to take water attacks like bosses, I figured another Water immunity wouldn't be too valuable. With an innate resistance, and high Special Defence, against this primarily special type (exception of Gyarados), I just decided that the Cursed Body ability might be more useful.
Scald is turn burn stuff, WoW is to burn stuff too, in both cases trying to cover for Jelli's bad physical defense. Recover is to, uh, recover and Taunt replaces Giga Drain in order to shut down opposing defensive threats such as Skarmory.
Latias - The Speedster, defensive, awesomeness
72 Health, 184 Special Attack, 252 Speed
Timid
Life Orb
IVs: 2 attack, 30 Special Attack, 30 Speed
Moveset
Dragon Pulse
Psyshock
Hidden Power [Fire]
Roost
When it was suggested to me to use Latias over Espeon, I didn't like the idea much. The loss of my magic bouncer would result in hazards going up a lot more easily, and that meant less Shedinja time. I decided to give it a try though, and damn has Latias been an asset to the team. Dragon Pulse and Psyshock provide powerful STAB attacks hitting on both physical and special spectrums, whilst hidden power fire hits the steels that would otherwise wall Latias. It's offensive presence is good, but so is it's defensive presence, able to take some of the more powerful fighting type attacks that're being bandied about in OU, as well as providing another fire type resistance to support Ferrothorn and Shedinja, meaning that Infernape (previously a major threat) is now dealt with fairly easily. Latias also checks many sun team pokemon, such as Venusaur which were previously a threat, as well as the sun providing a boost to it's hidden power [fire]. As now the only powerful special type attacker on the team, the steel type coverage is really appreciated when dealing with Skarmory and Forretress.
Stamie - The Spinner
252 Speed, 252 Heath, 4 Special Attack
Timid Nature
Expert Belt
IVs: 0 Attack
Move Set
Scald
Recover
Rain Dance
Rapid Spin
Rain Dance Starmie, with Recover, as well as both Speed and Health EVs. Sure, the speed EVs may not help towards the bulk side of things, but this semi-bulky Starmie is designed to get rid of weather and spin - not necessarily to tank powerful hits. The speed EVs are to make it easier to switch into fire types and get off a rain dance before my opponent can fire a solar beam, as well as to allow Starmie a little bit of revenge killing capability.
Swapping the suggested Thunder for Recover, as well as combining the ideas of Rain Dance Starmie and Bulky Starmie to get this set has taken a lot of the pressure off of Starmie that was causing it to previously fail at one job or the other.
Previous Members
Terrakion (replaced by Landorus-T)
Espeon (replaced by Latias)
Morning Sun
Onto the team.
Team Building Process
It may be a long time, but I still remember the basic premise on how this team came together. The first, pokemon of course, being the star of the show:

Shedinja normally buzzes around in the depths of NU. Gaining nor losing any real usability as it passes through the tiers. It's a useful, and more importantly viable pokemon to have on your team - though certainly not without it's flaws.
Now, Shedinja is a pokemon that's going to be switching in and out. A lot. It's important to have strong defensive pokemon to switch to. Ferrothorn and Jellicent are of course, the perfect combination, though leave me slightly weak to physical fire moves such as Flare Blitz.
Entry hazards are a giant pain for Shedinja, so I have to include a spinner. I chose Starmie, because Donphan, Cloyster, Claydol and Hitmontop are all slow, and that kind of hinders their ability to spin.
The Team
Landorus-T - The Lead
Intimidate
196 Health, 98 Attack, 216 Defense
Adamant
Leftovers
Moveset
Stealth Rock
U-Turn
Stone Edge
Earthquake
Landorus Therian replaces Terrakion for a couple of reason. The first is the increased bulk, which is accented by the Intimdate ability. This gives me an additional check to many physical threats, such as Conkeldurr (even if it's just through switching in on a drain punch, then u-turning back out to avoid the incoming ice punch) or Haxorus. Landorus-T also makes dealing with sun teams slightly easier, as Ninetales leads are quickly taken down, and as they see I have no weather setter, they often don't bother with trying to save it, or risk a Will-o-Wisp, after which I can easily bring in Starmie to get the rain up.

Shedinja - The um, sweeping, defensive, awesome, frail, wall, spin blocking bug
Wonder Guard
252 Attack, 252 Speed
Adamant
Focus Sash/Lum Berry
Moveset
Shadow Sneak
Sucker Punch
X-Scissor
Swords Dance
Shedinja is both a defensive pivot and a set-up sweeper, bringing a ton of immunities to the table, it switches in, then switches out on the predicted switch - showing me exactly who on my opponent's team can counter it and who cannot. Sadly, with it's inability to leave past hazards, it can be shut down with relative ease, though only until I can bring Starmie in for a spin, and with prediction and a little luck, hopefully the hazards wont go up in the first place.
The EVs are pretty self-explanitory - it's a Shedinja - where else are you going to put them? 252 HP 252 SpD Calm Sheddy? I think not. The movepool is making the most of Shedinja's fairly restricted movepool, but ample access to priority. I toyed with adding protect on their to scout out enemy attacks slightly more reliably than predicting and switching, but I think Shedinja needs what coverage it can get to make up for it's pool movepool. X-Scissor is for powerful STAB against slower foes, or foes who cannot hit Sheddy. Shadow Sneak is for primary priority, and Sucker Punch for hitting Normals with priority. I have problems with Steel types, but they also tend to have problems with me...
I've been torn about whether to use Focus Sash or Lum Berry for quite some time. It'd be nice to tank a status once in a while, but Sash has saved me time and time again...
Ferrothorn - Wall 2
Iron Spikes
252 Health, 252 Defense, 4 Speed
Bold
IVs: 0 Attack, 0 Speed
Moveset
Spikes
Power Whip
Protect
Leech Seed
Ah, how good it is to idle away time setting up stealth rocks and spikes, with the occasional protect thrown in. How nice it is to completely screw up Blisseys and Chanseys in the process of leech seed spam. It may confuse you as to why I carry Stealth Rocks though when I already have them on Terrakion, but truth be told, it's quite often Ferrothorn who ends up setting them up. Due to Terrakion's frailty and it's usefulness elsewhere, I often switch Terrakion out before it gets the chance to set up Stealth Rocks, or my opponent leaves an obvious offensive opportunity for me to snap up and knock out the pokemon on it's way in, which I take then am forced to switch. This means that having Stealth Rocks on both of them is actually really effective, especially mean as it can screw up spin-reliant teams.
Ferrothorn is my primary guy for taking attacks aimed at Shedinja, such as Stone Edge, or Brave Bird, whereas Shedinja and Jellicent take Focus Blasts, Mach Punches, and Scalds/Hydro Pumps aimed at Terrakion. I run bold, as well as 0 attack IVs to deal with confusion easier.

Jellicent - Wall 3
Cursed Body
252 HP, 252 Special Defence, 4 SpA
Calm
IVs: 0 Attack
Moveset
Scald
Taunt (Previously Giga Drain)
Recover
Will-o-Wisp
Cursed Body vs. Water Absorb. With Shedinja and Ferrothorn able to take water attacks like bosses, I figured another Water immunity wouldn't be too valuable. With an innate resistance, and high Special Defence, against this primarily special type (exception of Gyarados), I just decided that the Cursed Body ability might be more useful.
Scald is turn burn stuff, WoW is to burn stuff too, in both cases trying to cover for Jelli's bad physical defense. Recover is to, uh, recover and Taunt replaces Giga Drain in order to shut down opposing defensive threats such as Skarmory.
Latias - The Speedster, defensive, awesomeness
72 Health, 184 Special Attack, 252 Speed
Timid
Life Orb
IVs: 2 attack, 30 Special Attack, 30 Speed
Moveset
Dragon Pulse
Psyshock
Hidden Power [Fire]
Roost
When it was suggested to me to use Latias over Espeon, I didn't like the idea much. The loss of my magic bouncer would result in hazards going up a lot more easily, and that meant less Shedinja time. I decided to give it a try though, and damn has Latias been an asset to the team. Dragon Pulse and Psyshock provide powerful STAB attacks hitting on both physical and special spectrums, whilst hidden power fire hits the steels that would otherwise wall Latias. It's offensive presence is good, but so is it's defensive presence, able to take some of the more powerful fighting type attacks that're being bandied about in OU, as well as providing another fire type resistance to support Ferrothorn and Shedinja, meaning that Infernape (previously a major threat) is now dealt with fairly easily. Latias also checks many sun team pokemon, such as Venusaur which were previously a threat, as well as the sun providing a boost to it's hidden power [fire]. As now the only powerful special type attacker on the team, the steel type coverage is really appreciated when dealing with Skarmory and Forretress.
Stamie - The Spinner
252 Speed, 252 Heath, 4 Special Attack
Timid Nature
Expert Belt
IVs: 0 Attack
Move Set
Scald
Recover
Rain Dance
Rapid Spin
Rain Dance Starmie, with Recover, as well as both Speed and Health EVs. Sure, the speed EVs may not help towards the bulk side of things, but this semi-bulky Starmie is designed to get rid of weather and spin - not necessarily to tank powerful hits. The speed EVs are to make it easier to switch into fire types and get off a rain dance before my opponent can fire a solar beam, as well as to allow Starmie a little bit of revenge killing capability.
Swapping the suggested Thunder for Recover, as well as combining the ideas of Rain Dance Starmie and Bulky Starmie to get this set has taken a lot of the pressure off of Starmie that was causing it to previously fail at one job or the other.
Previous Members
Terrakion (replaced by Landorus-T)
Justified
252 Attack, 252 Speed, 4 HP
Jolly
Leftovers[/B]
Moveset:
Taunt
Stealth Rock
Stone Edge
Close Combat
252 Attack, 252 Speed, 4 HP
Jolly
Leftovers[/B]
Moveset:
Taunt
Stealth Rock
Stone Edge
Close Combat
Espeon (replaced by Latias)
252 Health, 252 Defense, 4 Speed
Bold Nature
IVs: 0 Attack[/B]
Move Set
Stored Power/Psychic
Calm Mind
Substitute
Bold Nature
IVs: 0 Attack[/B]
Move Set
Stored Power/Psychic
Calm Mind
Substitute