I have to include a heavy disclaimer with this team; it's mostly for kicks, so don't expect it to top the ladder or anything. I did get it to 1500s on an alt, but that probably comes as a result of Torterra and Musharna being so potent in the current meta rather than anything that Shuckle adds to the table. On with the team though!
Shuckle is cute, but oml Power Trick is terribly unviable and requires so much support to pull off. For starters, once Power Trick switches your Attack and Defense, Shuckle is running with a Defense stat of 56 / an Attack stat of 614; this basically means all priority moves are going to one shot you, ex. defensive Gurdurr's unboosted Mach Punch does a minimum of 85% to Power Tricked Shuckle, so I decided to start here with the team's building process and think about how I'd prevent Gurdurr from switching into and checking Shuckle. Future Sight Musharna immediately came to mind for this purpose.
Basically, to setup with Shuckle, Trick Room into a Future Sight, then bring in Shuckle. Following the turn you setup Power Trick, Future Sight will strike whatever's in front of you, and in Shuckle's case, that's normally a fat Rock resist, like Mudsdale, Gurdurr, Torterra, etc., and most of these really struggle in eating a fully invested Future Sight. Most of the meta is unable to handle this combination of Future Sight + Torterra's dual STABs, or Future Sight + Turtonator's dual STABs, so Musharna is really the key support for this wallbreaker duo. Psychium Z minimizes Knock Off damage and lets it check Gurdurr, and prevents you from being Taunted or Encored out of Trick Room or Healing Wish while it also lets you fire off a super powerful Shattered Psyche. Once you Future Sight, you'll often find a Psychic resist is incoming, and if that's Sableye or Spiritomb, maximum SpA invested Dazzling Gleam chunks these nicely.
If it's a Steel-type like Bronzor, specially defensive Alolan Sandslash, or Ferroseed switching into Musharna's Future Sight, simply pivot to Turtonator before Future Sight lands and fire off a Specs Fire Blast. Future Sight strategies like these are really cool in that they are multi-directional: (1) use Future Sight + Dazzling Gleam to bring in and KO Psychic resists solo with Dazzling Gleam; 2) use Future Sight to protect Shuckle by being broken by standard Rock resists as it sets up; and 3), use the combination of Turtonator or Torterra's powerful dual STABs + Musharna's Future Sight to wallbreak effectively. Healing Wish is just icing on the cake and gives CB Torterra or Specs Turtonator multiple opportunities to wallbreak. Turtonator's Flash Cannon is here as coverage for Clefairy and Carbink, and it's not running a Speed IV of 0 on purpose for potentially checking Clefairy outside of Trick Room (108 Spe to Clefairy's 106 Spe). Torterra can't quite break Tangela, so it's got Toxic to break that still in case Turtonator is already out of the picture. Torterra's EVs let it live one Freeze-Dry after SR from Cryogonal:
8 SpA Cryogonal Freeze-Dry vs. 80 HP / 176 SpD Torterra: 276-328 (78.6 - 93.4%) -- guaranteed 2HKO after Stealth Rock
Really no TR team is complete without Carbink. This is pretty standard stuff with Sturdy + Mental Herb letting you get up Trick Room and SR guaranteed, while Explosion lets you die before being hit by Defog to keep SR in play. Make sure not to explode in case you need to check something like Dodrio, Drampa, Simisear, etc. I didn't go with a Speed IV of 0 here again, just for the sake of potentially checking Gurdurr with Moonblast, as you outspeed Gurdurr even with a Sassy nature.
Lastly, TR is generally a gimmicky playstyle, and given that TR doesn't last too long, you need some kind of Speed control that is able to work outside of TR. Ditto is here as an all-purpose revenge killer for big threats like Omastar, Alolan Sandslash in hail, etc., so long as they're not behind a Substitute. Ditto doesn't need to be explained too much, but it finds a lot of utility in scouting sets early-game if you're not ready to commit to an attack just yet.