This is my first time doing this, any criticism is accepted.
Firstly, since this is a trick room team, give all of your Pokémon 0 speed IVs
Stakataka
Iron Ball isn't good on Stakataka. Sure, it powers up Gyro Ball, but even without an Iron Ball it hits like a truck. And Stakataka is already the slowest viable Pokémon in the format. I suggest using an assault vest instead, and change the nature to Brave. Also I recommend using High Horsepower instead of Earthquake, since Earthquake hits your ally while High Horsepower doesn't. 4 EVs are missing. I suggest putting them into HP.
Grimmsnarl
Swap the Heavy-Duty Boots for Light Clay to extend the duration of the screens. And you're missing 4 EVS again, which I suggest putting into special defence. Other than that, good set.
Porygon2
Don't run 252 EVs in both defences. The EV spread Smogon recommends is 252 HP / 16 Def / 132 SpA / 108 SpD and a Quiet nature. Also use Recover instead of Teleport for longevity and more easily be able to set Trick Room multiple times throughout a match.
Hatterene
Hatterene doesn't need the Heavy-Duty Boots, as it lacks a Stealth Rock weakness and, from my experience, entry hazards aren't very common in Doubles OU (and doubles in general). Use a Life Orb instead. Also don't run 128 EVs in both defences. Use an EV spread of 252 HP / 4 Def / 252 SpA instead. Most of your offensive Pokémon are physical so run Psychic over Psyshock. Thunder Wave isn't necessary, even if your reason for using it is to make your own Pokémon slower. It's counterintuitive. Swap it for either Mystical Fire, Shadow Ball or Trick Room.
Glastrier
Close Combat > Body Press on Glastrier. Not only does it have a higher base power but also Glastrier has higher attack than defence, and run an Brave nature instead of Relaxed. Why 252 EVs in special defence? You should put those EVs into HP instead. If you decide to give Hatterene Shadow Ball, you could swap Lash Out for Protect to keep Glastrier safe for a turn.
Dusclops
You're missing 4 EVs and, again, don't run max EVs in both defences. Instead, 252 HP / 252 Def / 4 SpD. Destiny Bond is quite prediction reliant, and if it doesn't work, your opponent could just double team your ally and pay no attention to Dusclops until it's the last mon on your team alive. Swap Destiny Bond to Helping Hand to give your ally's next attack some extra oomph.
Updated team:
Stakataka @ Assault Vest
Ability: Beast Boost
EVs: 252 Atk / 252 Def / 4 SpD
Brave Nature
IVs: 0 Spe
- Body Press
- High Horsepower
- Gyro Ball
- Rock Slide
Grimmsnarl (M) @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Reflect
- Fake Tears
- Taunt
- Light Screen
Porygon2 @ Eviolite
Ability: Download
EVs: 252 HP / 16 Def / 132 SpA / 108 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Ice Beam
- Thunderbolt
- Recover
- Trick Room
Hatterene (F) @ Life Orb
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Dazzling Gleam
- Psychic
- Mystical Fire / Trick Room / Shadow Ball
- Protect
Glastrier @ Heavy-Duty Boots
Ability: Chilling Neigh
EVs: 252 Atk / 4 Def / 252 SpD
IVs: 0 Spe
Brave Nature
- Close Combat
- High Horsepower
- Lash Out / Protect
- Icicle Crash
Dusclops @ Eviolite
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
IVs: 0 Atk / 0 Spe
Relaxed Nature
- Helping Hand
- Trick Room
- Night Shade
- Protect
Hope this helped!