Hi Smogon!
Ever since the emergence of some new ORAS mega evolutions, the meta-game has experienced drastic changes, forcing competitors to make adjustments in their current or previous teams one way or another. In the defensive end of the meta-game, one pokemon that stood out among the others was Mega-Sableye, which led people to come to a realization that, certain pokemons that their potential had come up short due to the hazard game, are now a much more viable option such as Shedinja.
The team
It seems to me there haven't been more competitors intending to run Hitmontop as a defensive viability. Although hitmontop can rarely been seen in the low tier, specially for being an offensive spinner, but because of Hitmontop is overshadowed by faster spinners such as excadrill(Sand rush) and starmie, it is the reason why Hitmontop is considered to be way less functional in the "Spinner Slot". Thus, Hitmontop is portrayed as a liability. This team is too good at "PP Stalling" Stall teams by combining 62 PP Rapid Spin from Hitmontop and 62 PP Baton pass from Shedinja. Rain teams can't do much thing against this team neither, because Shedinja handles Kingdra, plus sash can be used for burning both Kabutops as Mega-Swampert, and zapdos is a "Tornadus-T stopper". Regular HO Teams are handled pretty much by Mega-Sableye *if used without misplays, zapdos prevent Mega-Pinsir from unleashing its offensive potential. Hazards can be removed by Hitmontop, Zapdos or by not Mega evolving Sableye when facing Azelf.
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Team In-depth Analysis
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Shedinja
Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
- Shadow Sneak
- Will-O-Wisp
- Protect
- Baton Pass
Even though the team was made to conserve Shedinja, the team takes advantage of Shedinja's capabilities as well. As you can see, the team would have been relatively vulnerable to Manaphy, *if it wasn't for Shedinja. So when facing an opposing team that runs a Manaphy, *And there is hazard set up it is pretty recommended that you get to be alert every single time opponent's Manaphy is about to use 2.5 SpA Tailglow, you've got to quickly switch into Hitmontop ever since it is invested to wall 2.5 SpA Tailglow Manaphy Scald (82.2 - 97%) and 2 scald with burn-hax included (33.5 - 39.4%). Other common threats that shedinja usually checks are Mega Metagross, Mega "unresisted stab" Lopunny, Latios and NP Thundurus, banded diggersby, Mega-Gardevoir, Stealth rock & SD Garchomp, Keldeo, etc. I chose Focus sash because Shedinja appreciates more longevity, from preventing pursuit to 1 hit KO to(which is normally run by Banded Weavile, Banded Tyranitar and Mega-Metagross) to burn-hax by spaming Will-o-wisp over physical offensive attackers. If there is no pokemon that runs pursuit, Focus sash is allowed to get loosed in order to will-o-wisp an offensive threat. Baton Pass avoids switch ins with pokemons that run Pursuit and unables damaging weather conditions and status that reduces HP in the end of a turn. Protect scouts super effective moves, status and 1 move items users.
EV/IV Spread - 252 Atk is needed for increasing the damage on Shadow Sneak, which is suppose to be weak for being a priotity move. The 252 HP and 4 Def bulk is surplus due to 1/1 HP. Brave nature for making Shedinja even slower than Amoongus, but remains still faster than Mega-Sableye.

Sableye
Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Toxic
- Recover
- Will-O-Wisp
- Knock Off
Mega-Sableye provides the control of hazard game, which enables Shedinja to have further longevity and prevent zapdos from having its HP reduced due to its typing. It exerts pressure to physical hazard setters such as Garchomp, Landorus, Hippowdon and Skarmory. Mega-Sableye also cripples Physical Offensive threats, and with addition of Toxic over Fake out it is now capable of crippling pokemons that are not affected by will-o'-wisp, most likely Talonflame and Charizard X&Y. Furthermore, by spaming toxic, it forces the opponent to have a major usage ratio of healing moves. Knock off over foul play, because offensive pokemons can now be toxic-hax while being handled by unaware Quagsire, Bulky zapdos, or Intimidate Hitmontop. It also functions for wearing down Clefable and Heatran Items and punishing a little bit Heatran HP.
EV/IV Spread - It is mandatory for Mega-Sableye to be fully invested in HP & DEF ever since most of hazard setters are physical, except for Heatran. It signifies that magic bounce will remain intact much longer, providing more longevity to Shedinja and Zapdos defogger.

Zapdos
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Defog
- Heat Wave
Zapdos is meant to occupy the defogger slot in the team, even though it is not consider the best defogger in the meta-game, at least for this team, it is pretty valuable. When Hitmontop is unable to Rapid Spin due to ghost types are not affected by Normal type moves, then it is when Zapdos comes down to action. It is Hitmontop helping hand when hazard are needed to be removed. Zapdos functions as a counter for Tornadus-T, Mega-Scizor and Mega-Pinsir. It also excels at crippling Fat mons such as Mega-Sableye and Clefable. Heat Wave is pretty useful against bulky Steel type Pokemons such as ferrothorn, jirachi and Skarmory. Discharge para-haxes and punish decently fat Mons such as Heatran, Clefable and Mega-Sableye. Defog Spam is gonna be needed against Hazard setters such as Garchomp and Lando that don't run boosting moves. Take care of the flying type loose by roosting, good plays is suggested.
EV/IV Spread - This set can be found with ease in the Smogon Strategy PokeDex. The 100 EVs average gives Zapdos a very decent bulk, considerable speed and substantial offense.

Quagsire
Quagsire @ Leftovers
Ability: Unaware
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Scald
- Recover
- Curse
- Earthquake
It is not a surprise for anybody the fact that Quagsire has been qualified as OU Competitive Pokemon. In fact, it is well deserved, getting to have the ability of not checking boost and on top of that, the Water/Ground type advantage, makes Quagsire a Defensive force to be reckoned with. Curse is run over Toxic because it allows Quagsire to wall even Banded Pokemons like Azumaril, and mega evolutions which offensive potential could be reduced such as Mega Pinsir, Mega Metagross and Mega Medicham. It is recommended to Scald Spam for causing burn-hax. Earthquake is mostly used for Heatran. It is suggested to let the opponent know you're not running EQ so that Heatran can be put away easier. Heatran would most likely try to toxic or set up Hazard. I urge you to prevent Quagsire from being affected by status, since it screws its already set up boosting with Curse.
EV/IV Spread - It is mandatory to run Quagsire 252 HP / 252 Def / 4 SpD for handling better the likes of Bisharp, scizor, diggersby, azumaril, Landorus, Charizard X, etc.

Hitmontop
Hitmontop @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 Atk
- Toxic
- Rapid Spin
- Rest
- Sleep Talk
The reason of why I made this team was because of Hitmontop. Hitmontop functions as an excellent Rapid Spinner despite its 70 Speed. It is known that majority of Hazard setters are Physical, so that It is suggested to punish with Intimidate, enabling to become a decent defensive pokemon, and Rest & Sleep Talk pretty nicelt as well. Toxic is run over ROLE PLAY because Toxic cripples Hazard setters and having to have hazard setters HP reduced is sometinhg that you want in order to prevent hazards to be set up. Rapid Spin is not surplus as some may think there is already a defogger in Zapdos. Having 3 options to prevent hazard to be set up is overly essential when running a frail pokemon in Shedinja. Even though Ghost-type pokemons are inmune to Rapid Spin, there are more facts that makes it very efficient. For example: It will only remove Hazard that are set up in your side, It can quickly remove Hazard even when Manaphy is boosted to 2.5 SpA Tailglow due to its investment. Rapid Spin & Sac Hitmontop *if the presence of Shedinja is crucial. To cripple Landorus, Garchomp and other Hazard setters is going to be decisive. Get the Rest & Sleep talk plays right! Rest functions as recovery move that can be back up by Sleep talk. Against Mega-Sableye I urge you to Rapid spin Spam and PP stall without diminishing your PP amount.
EV/IV Spread - Hitmontop is more appreciated to be 248 HP / 252 Def / 8 SpD because It is not meant to be a bulky pokemon. Regardless of Intimidate providing physical bulk, Hitmontop still needs to wall Hard hitting moves like EQ and Meteor mash, and in order to get the rest & sleep talk right, the defensive end gotta respond.

Chansey
Chansey @ Eviolite
Ability: Serene Grace
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Body Slam
- Soft-Boiled
- Heal Bell
- Stealth Rock
Chansey is noticeable to have a good performance by running Serene grace ability as opposed to Natural cure, by Body Slam Spaming one can get convinient results, from para-haxing incoming tyranitar to para-haxing ground type common pokemons such as landorus, garchomp and excadrill. Chansey functions as the healer and Hazard setter of this stall team. Set up hazard as soon as possible. It is not convinient to let Chansey loose its Eviolite Item, only when trying to PP stall another Stall team or getting to protect from Tornadus-T. As this chansey is no longer Natural cure, it is suggested to overpredict when status is gonna be used, although is not a big deal because it runs heal bell, but make sure you don't waste your 8 PP Heal Bell. Chansey is the only check against Charizard Y, so not allowing Tyranitar to cripple you with the pursuit game is going to be appreciated. This Chansey is excellent against Dugtrio Trapper. Conserve well against Mega-Diancie, Charizard Y, Volcanion, etc.
EV/IV Spread - This Chansey can be found with ease on Smogon Strategy PokeDex.
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Threats
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Manaphy Shadow Ball/Hidden power fire: IN THIS SCENARIO, IT IS RECOMMENDED TO CRIPPLE Manaphy by using Knock Off with Sableye, or Discharge all the way with Zapdos, or Quagsire unaware and count on luck to help you. Intend to diminish Manaphy HP as much as you can.
Mega-Heracross: Mega heracross can be handled by punishing with Intimidate from Hitmontop, or getting to attack with Heat Wave from Zapdos or Quagsire Curse. Try to reduce Mega Heracross HP as much as you can. Intend to make overpredictions. Body slam heracross during a prediction, 60% para-hax(Serene Grace).
Charizard Y + Tyranitar: Conserve Chansey and allow her to have more longevity than in normal battles. Try to win the Pursuit game mind games. Intend to over predict. Don't permit shedinja to be buffeted by the sandstorm. Play the Baton pass game properly. If tyranitar is launching hard hitting moves at Chansey, see if you can get the burn on it by sacraficing Shedinja or Mega-Sableye. Don't allow Charizard Y to fire Blast you all the way. This particular Stall team itself is pretty vulnerable to Charizard Y except for Chansey.
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