(Mandatory introduction-song. Also included for maximum tilting potential. Make sure to link this to everyone trashtalking you for using Stall/Shedinja, after you beat them.)
Good morning ladies and gentlemen to a new RMT by me :)
Everyone who knows me a bit, knows that I'm an avid theorycrafter and stall player, and this is one of the teams I built for gen 7 that I am most comfortable with right now. As the title suggest, it is built around the one and only, the legendary, the omnipotent breaker of worlds, conqueror of galaxies and tilter of players:

No one stands firm under the soul-chilling gaze of its weary eyes, mighty heroes and armies alike are sent trembling with fear after it... Alright, alright, I'll stop.
Stall is in a bad spot compared to how it was in late ORAS OU (minus the short period where Zygarde-C Stall was reigning) due to the plethora of offensive powerhouses in the metagame right now, but I'm confident that Shedinja can help it become a more common and viable archetype again. Especially now, that the meta has settled a bit, we know what the most common and viable sets on the majority of threats are, hence the chance of Shedinja dying to random unexpected coverage moves is already greatly reduced, and its ability to hard wall many common threats like the ever-dreaded Pheromosa is invaluable.

I started off with Shedinja, so I knew I needed very specific teammates to support it in its quest to wall the world. Massive hazard control was needed to make sure it doesn't die right on the switch.


M-Sableye was a natural inclusion now that it is OU again, not only for its role as the prime hazard deterrent in all of Pokemon, but also for the many other things it does for Stall, like bouncing Taunt, Status conditions, being able to Knock Off items, spread Status itself, use boosting moves to become a sweeper itself, etc.pp. I already knew I wanted a defogger on top of M-Sab, but since I didn't know how my team was going to look like, I delayed that decision for later.



Dugtrio is another, almost mandatory, inclusion on Shedinja teams, and stall in general, and forms the dreaded "WonderTrio"-core (credits to Branflakes325 ). Apart from the "usual" things it does for Stall, like trapping and removing threats such as Stallbreaker Heatran, it also lets you forcefully PP-Stall Clefable in tandem with Shedinja (this is explained in detail later on).




Chansey is another stall-staple, and in a tier such as OU, where role compression is absolute king, there is no other Pokemon that can bring as much utility to a stall team like Chansey does. Apart from being a massive special wall, it can act as a rocks setter, cleric, status sponge AND spreader, wish passer and much more.





Now it was time to find my Defogger that I still had delayed... There are many great options for Defoggers right now, all with their own pros and cons. I considered Mantine, Mandibuzz, the "classic" Skarmory, and even Tapu Fini, but in the end decided on Zapdos. There were many reasons for that, mostly "I don't actually need the pro of mon X, so why use it OVER Zapdos?", but one MAJOR part was the fact that Zapdos beats about any form of Bisharp, which can be a massive threat to my team due to how often I want to Defog, and how easily it can punish me for it with Defiant. Bisharp is also a direct threat to my team in general, knocking off Eviolites, pursuit-trapping Shedinja, beating Sableye and Duggy 1v1, etc.






The last slot gave me quite a bit of headache, since there was still quite a lot I wanted to include. Alomomola was my first choice, since not only does it beat A-Marowak which can't be trapped by Duggy, but could add another status move to my team, provide Scald (which is always a good bonus), pass Wishes to teammates that were too weakened to still use their own recovery moves (or don't have any at all, like Duggy), etc. Also Regenerator is dope.






After a period of intensive testing, I decided against Alomomola though. The main reason for that was the fact that even with Shedinja, Toxic, stalling turns, etc., I was still very weak to setup sweepers and had no way of Hazing or PHazing them, so I really wanted an Unaware Wall. Quagsire was the perfect Pokemon for that, because it still beats A-Marowak (even though it takes quite a bit more damage from it than Alomomola), and could even act as a Sweeper on its own with Curse.
Now before I go into a few details of every Pokemon and its sets, I want to say several "general" things that apply to all or most of the Pokemon on this team:
- You will notice that all Pokemon that can be, are female. The reason for this is, while ScoliPass isn't too common right now, it's still a thing. Many Scolipedes use Attract to cripple Pokemon and net them extra Speed Boost turns, and since there are more auto-male pokemon in the metagame than auto-female, all of those Scolipedes are using Female themselves. And Attract doesn't work Female on Female (the LGBT community will propably disagree here, but hey, that's Gamefreak's problem, not mine...)
- All the EV spreads I use are optimized ones that don't normally follow the "standard" spreads you find on older analyses. I will try to explain each one in the Pokemon's details, but as a general guideline, you can already assume that all HP EVs are tuned in a fashion that gives them maximum recovery (Leftovers, etc.) with minimum residual damage from Hazards, Status, etc.
- The same goes for IVs. Generally, if I reduce IVs on a Pokemon, you can be sure it has a certain reason, that I'll also explain in the details. The only difference is stuff like reducing SpA on Pokemon that use only physical moves, which is just a tick of mine I guess.

Wonderwall (Shedinja) @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 156 Spe
Lonely Nature
IVs: 0 HP / 0 Def / 0 SpA / 0 SpD
- Baton Pass
- Protect
- Shadow Sneak
- Will-O-Wisp
Ability: Wonder Guard
EVs: 252 Atk / 156 Spe
Lonely Nature
IVs: 0 HP / 0 Def / 0 SpA / 0 SpD
- Baton Pass
- Protect
- Shadow Sneak
- Will-O-Wisp
a) Even with full investment, Shedinja stays at 1 HP, you can not increase its bulk.
b) With this spread you will ALWAYS win the 1v1 vs Ditto as long as your Sash is still intact.
156 Spe is to make Shedinja ONE point slower than Clefable, letting you PP-Stall it with Duggy, as mentioned above.
Since Clefable can't harm Shedinja unless it runs the really rare Flamethrower, you can Slow-BP out of Clef after it moved, switching into Dugtrio, trapping Clef, and switching back to Shedinja. This is especially painful for your opponent if he uses Calm Mind on Clef to let it act as a sweeper.

Sableye (F) @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 SpA
- Knock Off
- Protect
- Recover
- Will-O-Wisp / Toxic
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 SpA
- Knock Off
- Protect
- Recover
- Will-O-Wisp / Toxic

Dugtrio (F) @ Focus Sash
Ability: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spe
Hasty Nature
IVs: 20 HP / 0 Def / 0 SpA / 17 SpD
- Earthquake
- Reversal
- Screech
- Stone Edge
Ability: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spe
Hasty Nature
IVs: 20 HP / 0 Def / 0 SpA / 17 SpD
- Earthquake
- Reversal
- Screech
- Stone Edge

Chansey @ Eviolite
Ability: Natural Cure
EVs: 244 HP / 252 Def / 12 SpD
Bold Nature
IVs: 0 Atk
- Aromatherapy
- Seismic Toss
- Soft-Boiled
- Stealth Rock
Ability: Natural Cure
EVs: 244 HP / 252 Def / 12 SpD
Bold Nature
IVs: 0 Atk
- Aromatherapy
- Seismic Toss
- Soft-Boiled
- Stealth Rock
The difference between those 2 moves is small, and almost negligible, but for every perfectionist like me, who enjoys min/maxing their teams, there are pros and cons to both moves:
a) While this strategy is rare to the point of nonexistence, there are still Pokemon who can use Imprison to block certain moves on your mons. And while there are 6 Pokemon able to imprison Heal Bell, none of them can imprison Aromatherapy.
b) On ther other hand, Aromatherapy is illegal together with Wish, so using Heal Bell will leave your opponent guessing if you run Wish or not.
There are other things to consider, like Soundproof and Sap Sipper, but those only apply to Doubles, so I did not take those into consideration for this team. My decision was to use Aromatherapy, because Wish sets on Chansey are so rare, no one expects those anyways, and I didn't want to lose to people who know me bringing random cheese to CT me in tournaments.
a) While this strategy is rare to the point of nonexistence, there are still Pokemon who can use Imprison to block certain moves on your mons. And while there are 6 Pokemon able to imprison Heal Bell, none of them can imprison Aromatherapy.
b) On ther other hand, Aromatherapy is illegal together with Wish, so using Heal Bell will leave your opponent guessing if you run Wish or not.
There are other things to consider, like Soundproof and Sap Sipper, but those only apply to Doubles, so I did not take those into consideration for this team. My decision was to use Aromatherapy, because Wish sets on Chansey are so rare, no one expects those anyways, and I didn't want to lose to people who know me bringing random cheese to CT me in tournaments.

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Discharge
- Heat Wave
- Roost
Ability: Pressure
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Discharge
- Heat Wave
- Roost

Quagsire (F) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Earthquake
- Recover
- Scald
- Toxic / Curse
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Earthquake
- Recover
- Scald
- Toxic / Curse
=====
- Tapu Lele: That thing is a bit... *cough* It's a bit annoying. It hurts Stall a lot, and if it's Choice Specs + Psyshock you can click X on the spot.
- Threatening Setup Sweepers: Even though I have Unaware Quag, its stats aren't the best, so some setup Sweepers can muscle through it even without boosts just by sheer force (lol, Lando-I puns). You need to spot those early and start wearing them down with hazards + status or the game could take a very quick and uncomfortable ending.
- Sand and Hail: Volatile weather conditions kill Shedinja on the spot if you stay in for a turn. While this is usually not a problem, because you can play around the 5-8 turns (does anyone really run Smooth Rock anymore?), the real problem is if your opponent has both a weather condition AND a Pokemon that you can only check with Shedinja, because if he switches that one in while Sand or Hail are up, you can't use Shedinja to check it for that time.
=====
- Branflakes325 for coining the term "WonderTrio" in THIS RMT
- UltiMario for working out the optimized Chansey spread with me in my analyses thread
- ABR and Albacore for helping me when I started out playing competitive Pokemon and enduring hours of noob questions from me :P Also ABR for being a fucking god at this game.
- Isza for helping me with actual gameplay and helping me test many of my teams
- daddy's kisses for his quality content + help in many (not just my own) analysis threads
- "I liek pink mons" on PS for working out the core of this team with me.
=====
That's it, people. I hope you had as much of a blast reading as I had writing this, and now go out and spread the cancer!
Sart
Edit:
Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 156 Spe
Lonely Nature
IVs: 0 HP / 0 Def / 0 SpA / 0 SpD
- Baton Pass
- Protect
- Shadow Sneak
- Will-O-Wisp
Sableye (F) @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 SpA
- Knock Off
- Protect
- Recover
- Will-O-Wisp
Dugtrio (F) @ Focus Sash
Ability: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spe
Hasty Nature
IVs: 20 HP / 0 Def / 0 SpA / 17 SpD
- Earthquake
- Reversal
- Screech
- Stone Edge
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Discharge
- Heat Wave
- Roost
Chansey @ Eviolite
Ability: Natural Cure
EVs: 244 HP / 252 Def / 12 SpD
Bold Nature
IVs: 0 Atk
- Aromatherapy
- Seismic Toss
- Soft-Boiled
- Stealth Rock
Quagsire (F) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Earthquake
- Recover
- Scald
- Toxic
Ability: Wonder Guard
EVs: 252 Atk / 156 Spe
Lonely Nature
IVs: 0 HP / 0 Def / 0 SpA / 0 SpD
- Baton Pass
- Protect
- Shadow Sneak
- Will-O-Wisp
Sableye (F) @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 SpA
- Knock Off
- Protect
- Recover
- Will-O-Wisp
Dugtrio (F) @ Focus Sash
Ability: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spe
Hasty Nature
IVs: 20 HP / 0 Def / 0 SpA / 17 SpD
- Earthquake
- Reversal
- Screech
- Stone Edge
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Discharge
- Heat Wave
- Roost
Chansey @ Eviolite
Ability: Natural Cure
EVs: 244 HP / 252 Def / 12 SpD
Bold Nature
IVs: 0 Atk
- Aromatherapy
- Seismic Toss
- Soft-Boiled
- Stealth Rock
Quagsire (F) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Earthquake
- Recover
- Scald
- Toxic
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