Hello everyone!
I dediced to try and make a trick room team and i would like to have your opinion about it.
The team is made up by

Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
IVs: 0 Spd
Relaxed Nature (+Def, -Spd)
- Stealth Rock
- Spikes
- Rapid Spin
- Volt Switch
Forretress is generally my opener as it can set up entry hazards. I chose it even for its physical bulk and for it's rapid spin. His first move is SR as main damage output it sets up spikes on dead times and spins when necessary. A low speed volt switch is used to try and gain advantage. Because of its fire weakenees the next pokemon in the team is..
Alomomola (F) @ Leftovers
Trait: Regenerator
EVs: 120 HP / 136 Def / 252 SDef
IVs: 0 Spd
Sassy Nature (+SDef, -Spd)
- Scald
- Wish
- Toxic
- Protect
Alomomola. The fish sponge. It can absorb a great variety of attacks and answer with toxic/scald depending on the situation. Alomomola covers Forretress fire weakness and its huge hp make it a very good wish passer. This defensive core allows the team to set up the trick room when dangerous opponents are dealt off.
Reuniclus (F) @ Leftovers
Shiny: Yes
Trait: Regenerator
EVs: 252 HP / 4 Def / 252 SAtk
IVs: 0 Spd
Quiet Nature (+SAtk, -Spd)
- Trick Room
- Psyshock
- Shadow Ball
- Focus Blast
The first trick room user is reuniclus. I chose it because of its overall good defensive stats as it is 110/75/85 and for its 125 base sp.atk of course. Regenerator is really useful instead of its other two abilities as it can switch in and out with more flexibility.
Escavalier (F) @ Life Orb
Trait: Overcoat
EVs: 252 HP / 252 Atk / 4 Def
IVs: 0 Spd
Brave Nature (+Atk, -Spd)
- Drill Run
- Megahorn
- Knock Off
- Iron Head
Escavalier is the diamond point of the team. With its incredibly low speed and ridicolously high attack it can really sweep and make holes in the opponent team (ofc when the trick room has been set up). Iron head is for swarming fairy mons. Knock off is for scouting and destroying mons that rely on their item (such as toxic orb gliscors switching in and so on). I tried choice band over life orb but didn't get comfortable with it.
Porygon2 @ Eviolite
Trait: Download
EVs: 252 HP / 252 SAtk / 4 SDef
IVs: 30 Atk / 30 SAtk / 30 Spd
Quiet Nature (+SAtk, -Spd)
- Trick Room
- Ice Beam
- Hidden Power [Fire]
- Thunderbolt
Here we have the second trick room setter. It has considerably low speed to gain advantage of the trick room and can cover nearly everithing with is boltbeam+HPfire attacks. I chose HPfire over recover 'cause i didn't had too many chances of using recover succesfully so i transofrmed it in an all-out-attacker.
Conkeldurr (M) @ Flame Orb
Shiny: Yes
Trait: Guts
EVs: 252 HP / 252 Atk/ 4 SDef
IVs: 0 Spd
Brave Nature (+Atk, -Spd)
- Knock Off
- Drain Punch
- Mach Punch
- Poison Jab
Conkeldurr is here to make holes too like Escavalier. It relies on its flame orb that activates perfectly after a forretress volt switch. Poison jab is here to destroy fairies, drain punch is its only source of recovery while mach punch can close off residual mons.
So this is the team, the general aim is to set up entry hazards and sweep with mons that generally can't sweep. I tried it many times but i feel it lacks something to be well rounded. I hope you will help me find out what it needs :D
I dediced to try and make a trick room team and i would like to have your opinion about it.
The team is made up by

Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
IVs: 0 Spd
Relaxed Nature (+Def, -Spd)
- Stealth Rock
- Spikes
- Rapid Spin
- Volt Switch
Forretress is generally my opener as it can set up entry hazards. I chose it even for its physical bulk and for it's rapid spin. His first move is SR as main damage output it sets up spikes on dead times and spins when necessary. A low speed volt switch is used to try and gain advantage. Because of its fire weakenees the next pokemon in the team is..

Alomomola (F) @ Leftovers
Trait: Regenerator
EVs: 120 HP / 136 Def / 252 SDef
IVs: 0 Spd
Sassy Nature (+SDef, -Spd)
- Scald
- Wish
- Toxic
- Protect
Alomomola. The fish sponge. It can absorb a great variety of attacks and answer with toxic/scald depending on the situation. Alomomola covers Forretress fire weakness and its huge hp make it a very good wish passer. This defensive core allows the team to set up the trick room when dangerous opponents are dealt off.

Reuniclus (F) @ Leftovers
Shiny: Yes
Trait: Regenerator
EVs: 252 HP / 4 Def / 252 SAtk
IVs: 0 Spd
Quiet Nature (+SAtk, -Spd)
- Trick Room
- Psyshock
- Shadow Ball
- Focus Blast
The first trick room user is reuniclus. I chose it because of its overall good defensive stats as it is 110/75/85 and for its 125 base sp.atk of course. Regenerator is really useful instead of its other two abilities as it can switch in and out with more flexibility.

Escavalier (F) @ Life Orb
Trait: Overcoat
EVs: 252 HP / 252 Atk / 4 Def
IVs: 0 Spd
Brave Nature (+Atk, -Spd)
- Drill Run
- Megahorn
- Knock Off
- Iron Head
Escavalier is the diamond point of the team. With its incredibly low speed and ridicolously high attack it can really sweep and make holes in the opponent team (ofc when the trick room has been set up). Iron head is for swarming fairy mons. Knock off is for scouting and destroying mons that rely on their item (such as toxic orb gliscors switching in and so on). I tried choice band over life orb but didn't get comfortable with it.

Porygon2 @ Eviolite
Trait: Download
EVs: 252 HP / 252 SAtk / 4 SDef
IVs: 30 Atk / 30 SAtk / 30 Spd
Quiet Nature (+SAtk, -Spd)
- Trick Room
- Ice Beam
- Hidden Power [Fire]
- Thunderbolt
Here we have the second trick room setter. It has considerably low speed to gain advantage of the trick room and can cover nearly everithing with is boltbeam+HPfire attacks. I chose HPfire over recover 'cause i didn't had too many chances of using recover succesfully so i transofrmed it in an all-out-attacker.

Conkeldurr (M) @ Flame Orb
Shiny: Yes
Trait: Guts
EVs: 252 HP / 252 Atk/ 4 SDef
IVs: 0 Spd
Brave Nature (+Atk, -Spd)
- Knock Off
- Drain Punch
- Mach Punch
- Poison Jab
Conkeldurr is here to make holes too like Escavalier. It relies on its flame orb that activates perfectly after a forretress volt switch. Poison jab is here to destroy fairies, drain punch is its only source of recovery while mach punch can close off residual mons.
So this is the team, the general aim is to set up entry hazards and sweep with mons that generally can't sweep. I tried it many times but i feel it lacks something to be well rounded. I hope you will help me find out what it needs :D