So starting off, I wanted to build a Trick Room based team. I thought about which TR oriented mega to use, and I finally settled on Camerupt. Camerupt had less weaknesses and more firepower then leading megas, as well as great bulk.
So I had my main mega. I then looked for a secondary pokemon that could work well in TR and out as well, if need be. I found that Assault Vest Clawitzer would do the job quite nicely. Clawitzer hits very hard with Mega Launcher, essentially a free +1 on most of his moves. With investment in defense and the Assault Vest, Clawitzer could tank hits out of TR as well.
I Then looked for a pokemon to cover what Camerupt and Clawitzer could not. I found that a grass type could do this well. Ferrothorn worked well with Trick Room and provided key offensive coverage and defensive resists. I now had nice Fire/Water/Grass synergy.
I had my main offensive force all set, so I decided to choose my all-important Trick Room setter. Cresselia is pretty standard support, so why mess with what works?
I wasn't really sure what to add here, but Bisharp seemed to appeal to me for whatever reason (okay, okay, I happen to have a good breeding thing going with pawniards right now).
For my final pokemon, I chose Landorus-Therian. As much as I think Landorus is overused, he seemed to fit well with team. I chose a slow Choice Banded set that would fit fairly well in or out of Trick Room.
So now that you all have seen the teambuilding process, on with the team itself!
Camerupt @ Cameruptite
Ability: Solid Rock
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: IVs: 0 Atk / 0 Spe
- Heat Wave
- Earth Power
- Ancient Power
- Protect
All is pretty self-explanatory with Camerupt. Solid Rock for less switch-in damage, Dual STAB + coverage moveset. Quiet Nature for maximum power and maximum speed under Trick Room. The EVs are pretty standard and could be tweaked if there are better options. 0 IVs in attack for less foul play and confusion damage, 0 IVs in speed for greater TR speed.
Clawitzer @ Assault Vest
Ability: Mega Launcher
Level: 50
Shiny: Yes
EVs: 4 HP / 252 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Water Pulse
- Aura Sphere
- Ice Beam
- Dark Pulse
Clawitzer takes a slight turn from the normal life orb set and gets an Assault Vest. This allows for much more bulk, making Clawitzer better out of Trick Room. Quiet Nature for max power, max TR speed. EVs allow for maximum power, as well as maximum mixed bulk with the Assault Vest. IVs allow for minimum foul play and confusion damage, as well as max TR speed. Mega Launcher gives much more power to most of Clawitzer's moves.
Ferrothorn @ Leftovers
Ability: Iron Barbs
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Knock Off
- Protect
Ferrothorn, while usually used as a defensive wall, also has fair attacking prowess. Brave Nature and 0 speed IVs allow for maximum power and TR speed. Iron Barbs is generally the better of Ferrothorn's abilities, although anticipation could be used to see if the opponent has fire coverage moves. EVs give Ferrothorn maximum attack, as well as very much bulk. These could be changed if there are better options out there. Dual STABs for attacking, Knock Off and Protect as fillers with good utility.
Cresselia @ Mental Herb
Ability: Levitate
Level: 50
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Helping Hand
- P̶r̶o̶t̶e̶c̶t̶ Ice Beam
- Psychic
Cresselia has a standard bulky Trick Room support set. Mental Herb to almost guarantee Trick Room, Helping Hand to boost ally's power. P̶r̶o̶t̶e̶c̶t̶ ̶f̶o̶r̶ ̶a̶n̶t̶i̶ ̶f̶a̶k̶e̶-̶o̶u̶t̶ ̶a̶n̶d̶ ̶l̶o̶n̶g̶e̶v̶i̶t̶y̶.̶ Ice Beam as suggested to hit the main taunter Thundurus, as well as to hit dark types like Mandibuzz. Psychic for when Cress needs to attack, as well as if the opponent gets off a Taunt. IVs are standard Trick Room, EVs give bulk + a little extra power. These could be tweaked.
Bisharp @ Life Orb
Ability: Defiant
Level: 50
EVs: 252 HP / 252 Atk / 4 Def
IVs: 0 Spe
Brave Nature
- Sucker Punch
- Iron Head
- Stone Edge
- Low Kick
Bisharp has standard Trick Room attacker IVs, EVs, Nature formula. Defiant to get a boost from Intimidate. Iron Head is the main STAB attack on this set, with Sucker Punch providing powerful STAB priority in a format with fairly few setup moves. Stone Edge and Low Kick for coverage. In a pinch, Bisharp can act out of Trick Room because of Sucker Punch. As with every other member of this team, EVs could be altered if there are better options.
Landorus-Therian (M) @ Choice Band
Ability: Intimidate
Level: 50
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Earthquake
- Rock Slide
- U-turn
- Knock Off
Landorus has a standard Choice Banded moveset, with IVs, EVs, and Nature optimized for Trick Room performance. Intimidate is nice to have in VGC, helping with Mega Genghis, Mega Mence, and other Landorus-Ts.
So, I think this is a fairly solid Trick Room based team! Tell me any opinions, changes that need to be made, etc. I'm not an expert with EV spreads, so if any of you would help me with them or tell me how to make better ones, that would be appreciated. Thanks in advance for rating!!