I beg to digress. In VGC, Follow me support was almost a requirement for me to set up a trick room. Here, it was useless to the point where people originally targeted my FM user instead of reuniclus.Trick Room, in my experience, is actually a pretty effective strategy. One of the MOST ANNOYING THINGS about Trick Room is that unlike the other weathers or Tailwind, its nearly impossible to stop (aside Protect / Detect spam but that stops everything) once it gets setup. Trick Room isn't like other weathers where by switching in a Drought user you get rid of an enemy's rain, it distorts the battlefield for 5 turns and there's nothing you can do about it (except maybe go last one turn and leave one mon vulnerable to two mons and use TR to restore the dimensions, but that just sounds bad unless your desperate).
However, what's most annoying about Trick Room is getting it up in the first place X_X. Anyone that's used a Trick Room team pretty much uses a preset plan to prepare to lead it off when going against another team (if I go against sand team I has my Bronzong + Condellekur lead to stop threats), I can't recall who said it earlier, but this is their bane. Its extremely easy to predict what mons are to be used to stop TR prematurely, either by killing the user of TR, Imprison + TR (this quite literally is impossible to stop since it bypasses Mental Herb), Fake Out in the case where Dusclops and Dusknoir and Jellicent are not present, or Taunt (Whimsicott in particular thanks to being able to Encore Trick Room after its been used). Generally speaking, by stopping the two leads, its generally easy to stop the rest of the team, this is the case most of the time in the matches I've had against TR at least (except 1 against exeggutor which managed to do quite well without TR for a while and then he reset it later and things got messy (with and without hax)).
My point is Trick Room teams tends to have their plans planned out beginning from team preview, if they can get away with it they can send the battle into chaos for 4 turns, but this can backfire. Thus, semi-Trick Room teams are the best (at least in my opinion).
Speaking of Semi-Trick Room teams, there's a type of team called an anti-trick room team if I remember correctly, which relies on setting up Trick Room against faster teams and using Imprison to stop enemy trick room teams, I haven't used any so I can't attest very well to their effectiveness but I have seen them used before. If anyone here has used it well I'd think it'd be something to hear :P.
As for prominent users of Trick Room, I've used Musharna and Porygon 2 quite effectively. Musharna really in my opinion shines on Rain teams, since it can sit there and set up Trick Room while boosting the power of Surfs by avoiding damage thanks to telepathy. It can also setup screens or wither the opposition away with Psychics. Its ability to use Imprison to stop Protect and Trick Room is fun too :P. Porygon 2 is one of the most bulkiest Trick Room users around. Its extremely hard to OHKO it, and unlike Cresselia, it gets Recover. To show how bulky it is, this is how much Fighting Gem Terrakion's Close Combat does to it: (85.56 - 101.6%) -- 12.5% chance to OHKO. The only problem is relying on Eviolite which makes it fall to Taunt users, and unlike Dusclops, it has no Fake Out immunity. Tracing abilities like Prankster to get priority Recover is hilarious though.
For anyone interested, this is my team:
=== Untitled 1 ===
Protoplasm (Reuniclus) @ Sitrus Berry
Trait: Overcoat
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Spd
- Trick Room
- Shadow Ball
- Psychic
- Focus Blast
Chimahiko (Infernape) @ Choice Specs
Trait: Blaze
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Fire Blast
- Grass Knot
- Vacuum Wave
- Focus Blast
Vito (Honchkrow) (M) @ Flying Gem
Trait: Moxie
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Brave Bird
- Sucker Punch
- Superpower
- Roost
Bill (Porygon2) @ Eviolite
Trait: Download
Shiny: Yes
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Spd
- Recover
- Tri Attack
- Ice Beam
- Thunderbolt
Fluffy (Shaymin-Sky) @ Life Orb
Trait: Serene Grace
EVs: 252 SAtk / 4 HP / 252 Spd
Timid Nature
- Seed Flare
- Air Slash
- Earth Power
- Protect
Alpha (Nidoking) (M) @ Life Orb
Trait: Sheer Force
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Spd
- Earth Power
- Sludge Bomb
- Ice Beam
- Protect
Nidoking, Infernape, and Porygon 2 are very recent additions to my team, and they should do well theoretically. However, theoretically, communism works, so I don't really know how well they'll do. Originally, this team was designed for VGC, but I lost all respect for that metagame when I learned evasion was allowed there.