When I first used my Clamperl set (currently on Stark Mountain) I paired it with a Bronzong lead. The rest of my team were literally random pokes I thought people used in Trick Room teams. Most of them sucked.
Today I tested it again. This time I put more thought into it besides the Bronzong and Clamperl.
@ Lum Berry
Relaxed
252 HP / 252 Special Defense / 6 Defense
Trick Room
Psychic
Stealth Rock
Thunderbolt
If you read my Clamperl review, you'll see that Stealth Rocks can be the difference between a OHKO and a 2HKO on several pokes. It also turns 3HKOs into 2HKOs. Uxie sets up Trick Room early on, and Lum Berry fucks with Gengars. Thunderbolt keeps Gyarados from Taunt-raping my whole team. Psychic hits Infernape leads and Gengars if I think they'll stay in.
@ Leftovers
Relaxed
252 HP / 252 Defense / 6 Special Defense
Trick Room
Rain Dance
U-turn
Psychic / Leech Seed / Grass Knot
He can set up on bulky waters, then U-turn to whatever I want. Not very much to say about him. I'm open to replacements as long as they can Trick Room / Rain Dance on the same set. Preferably something that can take a Choice Band TTar Crunch.
@ Leftovers
Relaxed
252 HP / 252 Defense / 6 Special Defense
Trick Room
Destiny Bond
Curse
Brick Break
I made this set without thinking much, but i'm very happy with the results. After he Trick Rooms Dusknoir can easily get a surprise kill with Destiny Bond. Curse can give me a free switch to any of my sweepers, and even a kill if their HP is low enough. Brick Break hits Weavile and Tyranitar, and lulls Blissey into a false sense of security. If I need to, I can Bestiny Bond without Trick Room to give me a free switch, since they likely won't lose a poke just to kill Dusknoir. Its all prediction with this guy, and more often then not he kills himself and the opponent, leaving me with three more turns of Trick Room. Dusknoir is a great suicide bomber.
@ Damp Rock
Brave
252 HP / 252 Attack / 6 Defense
Heatproof
Rain Dance
Trick Room
Hypnosis
Explosion
Hypnosis, then Rain Dance and Trick Room. Explode when finished, then send in Clamperl. I do this late game, when my opponent has been crippled if at all possible.
@ Thick Club
Brave (+Attack / - Speed right?)
252 HP / 252 Attack / 6 Defense
Swords Dance
Fire Punch
Earthquake
Double Edge
After a Swords Dance his attack stat hits over 1,000! But by then he will only have two turns left of Trick Room. Even so, thats two potential OHKOs. The set speaks for itself, and is standard to the best of my knowledge.
Cubone / Marowak are pretty fucked up pokemon. They wear the entrails of their dead mother, who I only assume they killed.
@ DeepSeaTooth
Quiet
252 HP / 252 Special Attack / 6 Defense
Surf
Brine
Ice Beam
HP Electric
I already talked about this on Stark Mountain. I took Bologo's advice and gave him Brine. This is why I have the Rain Dancers. Clamperl and Marowak kill each others counters, however few there may be.
Today I tested it again. This time I put more thought into it besides the Bronzong and Clamperl.

Relaxed
252 HP / 252 Special Defense / 6 Defense
Trick Room
Psychic
Stealth Rock
Thunderbolt
If you read my Clamperl review, you'll see that Stealth Rocks can be the difference between a OHKO and a 2HKO on several pokes. It also turns 3HKOs into 2HKOs. Uxie sets up Trick Room early on, and Lum Berry fucks with Gengars. Thunderbolt keeps Gyarados from Taunt-raping my whole team. Psychic hits Infernape leads and Gengars if I think they'll stay in.

Relaxed
252 HP / 252 Defense / 6 Special Defense
Trick Room
Rain Dance
U-turn
Psychic / Leech Seed / Grass Knot
He can set up on bulky waters, then U-turn to whatever I want. Not very much to say about him. I'm open to replacements as long as they can Trick Room / Rain Dance on the same set. Preferably something that can take a Choice Band TTar Crunch.

Relaxed
252 HP / 252 Defense / 6 Special Defense
Trick Room
Destiny Bond
Curse
Brick Break
I made this set without thinking much, but i'm very happy with the results. After he Trick Rooms Dusknoir can easily get a surprise kill with Destiny Bond. Curse can give me a free switch to any of my sweepers, and even a kill if their HP is low enough. Brick Break hits Weavile and Tyranitar, and lulls Blissey into a false sense of security. If I need to, I can Bestiny Bond without Trick Room to give me a free switch, since they likely won't lose a poke just to kill Dusknoir. Its all prediction with this guy, and more often then not he kills himself and the opponent, leaving me with three more turns of Trick Room. Dusknoir is a great suicide bomber.

Brave
252 HP / 252 Attack / 6 Defense
Heatproof
Rain Dance
Trick Room
Hypnosis
Explosion
Hypnosis, then Rain Dance and Trick Room. Explode when finished, then send in Clamperl. I do this late game, when my opponent has been crippled if at all possible.

Brave (+Attack / - Speed right?)
252 HP / 252 Attack / 6 Defense
Swords Dance
Fire Punch
Earthquake
Double Edge
After a Swords Dance his attack stat hits over 1,000! But by then he will only have two turns left of Trick Room. Even so, thats two potential OHKOs. The set speaks for itself, and is standard to the best of my knowledge.
Cubone / Marowak are pretty fucked up pokemon. They wear the entrails of their dead mother, who I only assume they killed.

Quiet
252 HP / 252 Special Attack / 6 Defense
Surf
Brine
Ice Beam
HP Electric
I already talked about this on Stark Mountain. I took Bologo's advice and gave him Brine. This is why I have the Rain Dancers. Clamperl and Marowak kill each others counters, however few there may be.