This isn't actually the only team I use anymore, so I'm going to go ahead and post it so, if nothing else, we might get some discussion in this dead subforum.
Magic Stones
Item: Leftovers
EVs: 252 HP/252 Def/4 SAtk
Nature: Bold
-Flamethrower
-Luster Purge
-Sonicboom
-Recover
Magic Stones is a fairly effective anti-lead, swiftly erasing many threats that decide to stay in with the right coverage move. Luster Purge is STAB, Flamethrower hits Steels that would resist it, and Sonicboom, while not an obvious or terribly great coverage choice, shoots down Darks that would try to take advantage of the Stones' typing. Recover allows the Stones to stick around as a physically defensive pivot
Konngara
Item: Leftovers
Ability: Pressure
EVs: 252 HP/252 SDef/4 Speed
Nature: Careful
-Draw the Line
-Strength
-Toxic
-Recover
Standard Konngara. While Magic Stones walls physical threats, Konngara walls the special ones. The moveset is self-explanatory- Toxic kills most things, Strength smacks Steels trying to absorb Toxic, and Draw the Line is STAB. Recover is needed for Kon to properly wall foes. Konngara also blocks Rapid Spins, especially from Hina, who can't break through even with Flamethrower.
Advent Meiling
Item: Leftovers
EVs: 252 HP/252 SDef/4 Def
Nature: Careful
-Heal Bell
-Slack Off
-Roar
-Vital Throw
The best cleric in the game, and a second special wall- Konngara has too many weaknesses to take on every special threat. Heal Bell keeps the team free from status, especially Toxic. Slack Off is recovery, Roar forces switches and keeps Meiling from being set-up bait, and Vital Throw is a fairly reliable attacking move that can remove Leftovers from foes, causing residual damage to stack up faster. Being an Advent also allows her to come in on Sakuya's World, which is a very useful function for a stall team.
Aya
Item: Leftovers
Ability: Speed Boost
EVs: 252 HP/128 Def/128 SDef
Nature: Bold
-Spikes
-Roost
-Whirlwind
-Twister
The only reason a party of walls is able to work is Spikes, which Aya provides. Roost allows her to stay alive, which is important if the foe has a spinner, Whirlwind allows Aya to abuse her own Spikes and keep foes from setting up on her, and Twister keeps Spikes off my end of the field.
Defense Tenshi
Item: Leftovers
Ability: Hisouten
EVs: 252 HP/252 Def/4 SDef
Nature: Impish
-Earthquake
-Spikes
-Toxic
-Roar
Another physical wall, and a Twister spin-blocker. I chose not to run Rock Bullet on this as it does depressingly little damage without Attack investment and leads to Tenshi losing to Earth-weak physical threats such as Sakuya. Spikes is there in case Aya can't do her job, Toxic punishes fliers and other foes looking to avoid Earthquake, and Roar prevents Swords Dancers from setting up. I do not run Draw the Line on this set as Toxic renders it redundant for puppets not named Hina.
Speed Marisa
Item: Blazer (+Heart)
Ability: Hustle
EVs: 252 SAtk/252 Speed/4 Atk
Nature: Hasty
-Volt Tackle
-Signal Beam
-Flamethrower
-Mana Burst
The revenge killer and general-purpose panic button for use if something boosts too high. Uninvested Volt Tackle may look silly, but Hustle gives Marisa a higher Attack than Special Attack, so it is a valid option against specially bulky threats. Most of the time I just click Signal Beam or the appropriate coverage move though.
As you've probably figured out, this is a fairly simple stall team- the goal is to get Spikes down and force switches until everything is either dead or too wounded to stand up to Speed Marisa. It tends not to work very well because:
-The only way to kill Tenma is to either get a lucky Toxic off or to wait for her to be the last mon
-Youki pretty much walks all over the team
-Attack Murasa murders everything if I don't just spam recovery moves once she gets Rain up
-Hard-hitting Earths in general such as Attack Tenshi smash their way through the team
cries at the poor quality of team and clicks post anyway