





A bit of history first:
After taking the step from playing pokémon on game boys and DS's since the late nineties into online competitive emulator play, I've been totally enamoured with Trick Room offense. Enamoured to the point of playing the playstyle almost exclusively. After Pokémon Showdown was introduced I've stuck to the RU tier, and I love it. It's a fantastic, fast-paced tier, with a lot of very cool 'mons, and it suits Trick Room very well.
The metagame has gone through a lot of changes since I first started playing RU Trick Room, and I've gone through a lot of different teams, and a lot of different 'mons filling the two archetypes of Trick Room teams: Trick Room Setters, and Trick Room Abusers.
This team tries to have Trick Room setters that can pack a decent punch themselves, and abusers that are bulky enough to take some hits while dishing out incredibly hard hits themselves. I've forgone any entry hazards and/or spinners because it slows down the team a lot, and in the current metagame, I find that you can get by without hazards/spinners if you're bulky enough and hit hard enough.
I've had reasonable success with this team (with some team-changes here and there). At the moment of writing this I'm sitting inside the top 20 (~1800 rating), having peaked somewhere above 1900, somewhere around the 10th spot on the Pokémon Showdown ladder.
The Setters

Banette @ Focus Sash
Ability: Insomnia
EVs: 252 Att
IVs: 0 HP 0 Def 0 SpD 0 Spe
Nature: Brave
- Trick Room
- Destiny Bond
- Shadow Claw
- Taunt
Banette is a suicide lead. It's main job is setting up Trick Room, hopefully Destiny Bond something to death, and let a sweeper come in for free after dying. Shadow Claw packs a decent punch, and can take out opposing psychic types (or at the very least deal some damage to them) if the opponent wants to set up and stall out Trick Room turns, Taunt makes sure opposing setup-'mons don't get to set up too much. Banette isn't supposed to survive for long, and being Sashed, it gets up Trick Room reliably.

Slowking @ Leftovers
Ability: Regenerator
EVs: 248 HP 252 SpA 8 SpD
IVs: 0 Spe
Nature: Quiet
- Trick Room
- Scald
- Psyshock
- Fire Blast
Slowking is The King of RU. Period. It's the one 'mon I find it hard to look past when making Trick Room teams. Great bulk, Regenerator, and very good coverage coming off of a very respectable Special Attack stat makes Slowking the perfect Trick Room Setter/Abuser. His job is to set up Trick Room if it's not up, killing something that's in front of it if possible, or switch out to a better suited sweeper (regaining health in the process) if TR is up and the opposing mon has a favorable matchup.
What I wonder is: Would Surf be better than Scald? I don't really find myself Scalding hoping for burns very often. Generally I'd either want to do lots of damage, or switch out. Would the added power of Surf help me net many more 1HKO's or 2HKO's?

Exeggutor @ Sitrus Berry
Ability: Harvest
EVs: 252 HP 4 Def 252 SpA
IVs: 0 Spe
Nature: Quiet
- Trick Room
- Sleep Powder
- Leaf Storm
- Psychic
Exeggutor is a 'mon I've always liked, ever since playing the first Pokémon games on a huge, ancient gameboy in the back of the car on family vacations. After playing some NU Trick Room, I really fell in love with the survivability of Harvest Exeggutor combined with it's very decent special attacking prowess. It's Defense is surprisingly good, and that goes well with Slowking's more Specially Defensive bulk. When I added in Lampent I got a Fire/Water/Grass-core of Trick Room Setters, that synergize pretty well. The greatest selling point of Exeggutor is Sleep Powder, though. I try to time it so that I can cast Sleep Powder on the last turn of Trick Room, so that I'm facing a sleeping opponent to set up the next Trick Room for free next turn.
Changes/Issues: Leaf Storm vs. Giga Drain? I've generally used Giga Drain, but recently changed it to Leaf Storm for the extra power. Giga Drain has the advantages of added survivability, and I don't get the momentum-loss of having a crippled Exeggutor after killing something with Leaf Storm. I'm not sold on Leaf Storm yet, because I feel like the opponents I want to hit with a grass move generally doesn't scare me much, so a 2HKO with Giga Drain is just as good as a 1HKO with Leaf Storm, but then again - hitting something very hard on the switch with Leaf Storm before getting out of there is good.

Lampent @ Eviolite
Ability: Flash Fire
EVs: 248 HP 252 SpA 8 SpD
IVs: 0 Spe
Nature: Quiet
- Trick Room
- Pain Split
- Overheat
- Shadow Ball
Lampent is the latest addition to the team, and is another NU-'mon I played with before. This spot on the team is the one I'm least satisfied with, and I've tried several different 'mons without being really sold on any yet (more on this in "The Pretenders"-section later).
Lampent is a decently bulky Trick Room-setter with a nice typing and decentish Special Attack. The main reason I put it in the team was to attempt to make a Fire/Water/Grass-core of Trick Room Setters, and Lampent is the only option (except Litwick, of course). It works okay, and Trick Room+Pain Split helps with it's survivability, but it has some issues that I wonder whether there are good workarounds, or if it's better off being substituted for one of "The Pretenders" or even another 'mon entirely.
Cons: Not really bulky enough. Not really strong enough. No lefties-recovery. SR-weak. Should I switch out Lampent? If yes, then to which 'mon?
The Abusers

Druddigon @ Choice Band
Ability: Sheer Force
EVs: 252 HP 252 Att 4 Def
IVs: 0 Spe
Nature: Brave
- Outrage
- Fire Punch
- ThunderPunch
- Earthquake

Escavalier @ Choice Band
Ability: Swarm
EVs: 252 HP 252 Att 4 SpD
IVs: 0 Spe
Nature: Brave
- Megahorn
- Iron Head
- Pursuit
- Sleep Talk
Studdigon and Sexcavalier are beefy, super-powerful Choice Banders, with plenty of resistances and huge damage dealing potential under Trick Room. There are additional options besides the moves they have, of course, but I've chosen moves to have some extra utility and coverage. Generally, these two monsters will spam Outrage and Megahorn respectively, and the other moves are for specific threats. Sleep Talk on Escavalier is the most reliable way to deal with sleep inducers if Banette is dead (and Banette tends to be very dead). Thunder/Fire Punch on Drudd are boosted by Sheer Force, and allow me to do some predictions, and be able to switch him out again without being locked into Outrage early game with steels on the field.
Should I change up anything with these sets? Would Superpower be better than ThunderPunch on Druddigon? And would it be just as well to use Rough Skin over Sheer Force in that case? Should I fit in Return/Frustration on Escavalier for those 'mons that resist both Iron Head and Megahorn?
The Game Plan
As with most offensive Trick Room teams, the idea is to keep up Trick Room as much as possible. Banette gets it up initially, and which sweeper to go to depends on the matchup. Generally, going back and forth between Slowking, Exeggutor and Lampent to whittle down opposing walls and keeping Trick Room up until a good opportunity for Druddigon or Escavalier to kill something - rinse & repeat - is the way the team functions best. Keeping pressure on the opponent with everything being capable of putting on some hurt while completely ignoring speed tiers (and thereby being able to invest 252 EVs in health on everything) is vital. Thus, the pokémon that threaten a Trick Room team tend to be a bit different to what threaten other teams.
Issues:
- Lack of priority and/or multi-hit moves makes substitute-'mons (especially SubSeeders) a real annoyance.
- If all Trick Room setters are down Druddigon and Escavalier need to have very favorable matchups to be able to clean up.
- Very bulky walls with protect and/or good recovery can be very difficult to break down, while simultaneously wasting Trick Room turns.
There are other issues too, of course, but these are the ones that are consistently tricky (pun intended) and annoying to work around.
As said - However cool and rare it is, I'm unsure whether Lampent is the best choice for it's team slot. A consistently reliable late-game setter could maybe be a better choice - or maybe there's a better 'mon around to make a bulky setter/abuser-core with Slowking and Exeggutor. Earlier I've used Cofagrigus (doesn't hit hard enough for my tastes) and Dusknoir (same problem), but they don't really feel "right". I could of course forego a fourth Trick Room Setter, but I feel that that makes the team a bit too vulnerable and unreliable. If it's the right 'mon, though, I won't say it's completely out of the question. The two 'mons I've tested the most, and are considering to maybe replace Lampent are late game Trick Room Setters.
The Pretenders

Mesprit @ Life Orb
Ability: Levitate
EVs: 252 HP 252 SpA 4 SpD
IVs: 0 Spe
Nature: Quiet
- Trick Room
- Psychic
- Thunderbolt
- Healing Wish
Mesprit hits hard, has enough bulk to get up a Trick Room, and (most importantly) has Healing Wish to revitalize another sweeper for a last clean-up sweep. The problem is that it doesn't really add any coverage as a sweeper, and is too frail to be a part of an interchanging Setter core. Healing Wish is awesome, but I kind of feel that it is Mesprits only real selling point. It works decently well, but I'm not sure it's a better option than Lampent, or merely a different option.

Solosis @ Focus Sash
Ability: Magic Guard
LvL: 1
EVs:
IVs:
Nature:
- Trick Room
- Endeavor
- Pain Split/Toxic/Taunt/Confuse Ray
- Pain Split/Toxic/Taunt/Confuse Ray
Solosis is the left-side choice - Lategame sash with F.E.A.R.-potential. I've used it on a gimmicky team on my alt, and it is an incredibly reliable way to get up that last, vital Trick Room, or even get it up midgame against a 'mon threatening both of the other remaining setters. Unprepared (or "unexperienced" is maybe a better term) opponents will often be crippled by endeavor as well. It functions very similarly to Molk's Smeargle Trick Room lead, without Dragon Rage and Spore, unfortunately, but capable of being untouched by entry hazards, thereby allowing mid-/lategame usage.
The issue with using Solosis instead of Lampent is that it adds another suicidal 'mon to a team, and in a way making it 4 against 4-6 (depending on how successful itself and Banette is), and it is a trade of complete reliability in getting up a Trick Room against having an additional 'mon to take hits or sweep. It might work better if I replace Banette with another bulky Trick Room Setter (TrickScarf Uxie? Gallade? Maybe even ChestoRest+Recycle Defensive KlinKlang?), but I'm not really sold on giving up the reliability of a suicide lead.
Feedback!
So, what are your thoughts on these issues, and this team as a whole? I really love the Trick Room playstyle, and if you don't have any experience with it, I'd recommend it heartily. Any suggestions/critique is very welcome, and if this thread can spark some discussion around the playstyle as a whole, both in RU and other tiers - even better.