I think that this is a pretty good Sunny Day/Trick Room doubles team but I just wanted some feedback so here's my team:
Dusclops @ Eviolite
Ability: Frisk
Shiny: Yes
EVs: 4 HP / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Sunny Day
- Trick Room
- Pain Split
- Shadow Ball
I lead with Dusclops. I tried to get as much Defense and Special Defense as possible. Sunny Day if I have to do it. Trick Room to set up in the beginning(duh). Pain Split for when I get low on health and Shadow Ball for taunters.
Ninetales @ Heat Rock
Ability: Drought
Shiny: Yes
EVs: 128 Def / 128 SpA / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Toxic
- Flamethrower
- Sunny Day
- Will-O-Wisp
I usually lead with this as well as Dusclops for the easy, long-lasting sunny day. I have Toxic and Will-O-Wisp to get statuses on my opponents and Flamethrower for Taunters. I have Sunny Day along with Drought just in case.
Slowking @ Leftovers
Ability: Regenerator
EVs: 128 Def / 128 SpA / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Flamethrower
- Sunny Day
- Focus Blast
My final Trick Room/Sunny Dayer. I got more Special Defense for Giga Drain and Shadow Ball and stuff like that, but I have a defensive nature. Flamethrower for Taunters + boost from Sunny Day. Focus Blast just in case.
Tropius @ Yache Berry
Ability: Harvest
EVs: 4 Def/ 252 SpA/252 SpD
Quiet Nature
IVs: 0 Spe
- Solar Beam
- Dragon Pulse
- Hidden Power [Fire]
- Roost
My first main attacker. I have Yache Berry for Ice attacks and figured that if they did have an Ice attack, it would probably be Ice Beam, but just in case I have some defense. Solar Beam because of sun, Dragon Pulse for coverage, and HP Fire for Ice types. Roost to heal(duh).
Torkoal @ Leftovers
Ability: White Smoke
Shiny: Yes
EVs: 252 Atk / 128 SpA / 128 SpD
Brave Nature
IVs: 0 Spe
- Rapid Spin
- Gyro Ball
- Flame Burst
- Earthquake
Ah, Torkoal. Very slow fire type. Perfect for Trick Room/Sunny Day. Attack EVs for all moves but Flame Burst, Special Attack EVs for Flame Burst. Gyro Ball because of speed, EQ for coverage, and Rapid Spin for stage hazards.
Machamp @ Choice Band
Ability: No Guard
EVs: 252 Atk / 128 Def / 128 SpD
Brave Nature
IVs: 0 Spe
- Dynamic Punch
- Ice Punch
- Heavy Slam
- Knock Off
Finally, Machamp. I have defensive EVs for attacks and attack EVs for more damage. Dynamic Punch + No Guard = guaranteed hit. Ice Punch for coverage, Knock Off for items, and Heavy Slam because of Machamp's massive weight.
So yeah. As you can tell, I tried for as little speed as possible because I have two trick roomers so... yeah. I also have three sunny day people so I can keep bringing it out no matter what the opponent does. I always go with either two set-uppers or one set-upper and one attacker. I personally think it works pretty well, but I just want suggestions. Thanks!