Typically, in trick teams, you want to have a reliable way of setting trick room up without being too passive. One of the primary ways to do this is:
The idea should be fairly obvious: fake out + trick room - something that can guarantee you to set trick room up 75% of the time. The one thing that can deny you of setting trick room up are:
1) Rillaboom + taunt user
2) Psychic terrain + taunt user
3) Imprison trick room
4) Life orb offensive Dragapult
In typical trick room teams, there are 3 team archetypes you can opt for:
TR setter/TR Sweeper 1/TR Sweeper 2/TR Support/Fast/Fast
Fast/Fast/Fast/Support/TR setter/TR Sweeper
Heavy trick room
I typically prefer the first mode of trick room because in the case that you can't set trick room up, you at least have a second option.
I'll go through a pokepaste for each mode:
Heavy Trick Room:
This functions around the core Incineroar/Amoonguss/Dusclops/Glastrier
The team wants a water type for FWG core as well as being able to switch around/pivot so Tapu Fini was added.
The team needed an answer to Metagross so Urshifu was added as well as the fact that it can clean up very easily in the endgame.
I opted for snarl over taunt on Incineroar to be able to shut down special attackers and it doesn't have to worry about spore too much though you'll have to test it a bit. I went for 12 speed to outspeed/tie most other Incineroar.
Dusclops' spread lives Phantasm from LO Dragapult and the rest went into special defense:
252 Atk Life Orb Dragapult Max Phantasm vs. 252 HP / 96+ Def Eviolite Dusclops: 125-148 (85 - 100.6%) -- 6.3% chance to OHKO
You optimally want haze because it is a much more reliable mode of playing. People will intentionally set up calm minds on Tapu Fini or Iron Defenses whilst you are setting up trick room. It is also the one reason why Dusclops is better than Porygon 2. I understand that Will-o-wisp is a really cool tech, but Glastrier is bulky enough to withstand most super effective attacks even so I would just use pain split for longevity.
Glastrier can either go Assault Vest or Life orb but Assault Vest has risen in popularity recently so I decided to choose it instead. The set is relatively standard - you can boost defense, special defense, attack and you have your STAB. If you want to opt for life orb, I personally like Protect over close combat but you can also go protect over heavy slam.
Amoonguss should be Sassy Nature
Amoonguss + Dusclops is your secondary means of setting up trick room (Rage powder + Trick room). 95% of teams won't have an answer to BOTH Incineroar + Amoonguss + Dusclops. Sludge bomb over Pollen Puff is so that Amoonguss can win endgame 1v1 scenarios which always found myself in when using something similar to this team. I purposefully invested 4 EVs into speed to ensure that you don't speed tie with standard Glastriers. You always know that you outspeed Glastrier whilst they have to be weary of the fact that you might spore them first under trick room when it really isn't the case and you can adjust accordingly.
I'm not too sure what Tapu Fini's spread does but it's currently the most popular spread according to Pikalytics. You have the option of dynamaxing Tapu Fini against threats like Dracovish, Rotom-H, Incineroar, etc. Be aware that your Dusclops has haze.
Urshifu is simply standard Urshifu.
Team 2: TR setter/TR Sweeper 1/TR Sweeper 2/TR Support/Fast/Fast
This is something I've been using recently with great success: https://pokepast.es/62f96beb93a7e9bc
I actually never brought Landorus-T to any of my matches so that can definitely change.
Incineroar and Dusclops have already been covered.
Stakataka is purposefully IVd to outspeed Dusclops so that Dusclops goes first under trick room to haze away intimidates.
Araquanid was something fun that I recently discovered. It does get walled by Gastrodon but life orb + water bubble + max geyser in the rain does a ton of damage. I have a replay to show you what I mean.
Tapu Koko's job was mainly to pivot around and just stick around on the field to either waste the opponent's max turns or chip away damage. The spread was designed to live max quake from Life Orb Spectrier:
252 SpA Life Orb Spectrier Max Quake vs. 252 HP / 68 SpD Assault Vest Tapu Koko: 138-164 (77.9 - 92.6%) -- guaranteed 2HKO
It purposefully underspeeds Spectrier because you don't want to volt switch into Stakataka first and then take a huge max quake.
Landorus was supposed to help my Coalossal match up but in the end, Stakataka just dealt with it.
Araquanid 2HKOS Celesteela?!?
Araquanid also resists all of Glastrier's moves which is crucial.
Team 3: Trick room as a side dish:
Double Horse is something that is relatively popular and it is very hard to deal with. Glastrier + Clefairy essentially helps with Trick room and sun team match ups as well as against opposing double horse teams. The core is Clefairy + Glastrier + Spectrier and Regieleki + Rillaboom + Urshifu-R were added for late game cleaning as well as a secondary mode in Regieleki + Clefairy though I would personally use Magnet Regieleki because then you can dynamax it as well. (It's up to you whether or not you want to try rising voltage Regieleki)
Hope I helped!
Sorry this is rushed because in fact, I'm in a hurry.