Yup, since everyone here is suddenly enamored with the possibility of a Clamperl or Marowak sweep, I thought I'd give you some general guidelines to Trick Room ab/use. Note I'm using as much restraint as I can muster to not flame everybody, so try to avoid tempting me if you can.
First and foremost, before you do anything else, you must learn the 5-turn beat. Trick Room lasts 5 turns, duh. But guess what? You only get 3 most of the time. The first turn is taken up by Trick Room itself. Second is on the switch. That leaves your switched-in buddy 3 turns to do what they want. That's very little time. So plan out in your head the next 6 or 7 turns of battle. You should be doing that already, but you really have to for Trick Room.
Let's give an example here. Everyone loves Power Trick Shuckle, so you TR and go straight for him, right? No. Since Shuckle takes an additional turn to set up after and dies to any physical attack, you have to plan for when the opportunity arises for Shuckle to be coming in on a Special sweeper or Blissey so that you can PT on the switch and not die to the switch in. You also have to of course plan baed on other factors, like weather and the opponent's team. You will NOT have time to RD after the Trick Room.
Secondly, your team must be slow. This sounds so obvious, but so many people miss it. Assuming a 0 IV and -Nature, there's a few very important details to catch. You should be at or below 150 Speed ALL THE TIME. Let me emphasize how important it is to undercut Blissey. It's important. Now, a rough approximation of who can do this is to go by the rule of 7-10. 70 Speed without a Macho Brace is the rough maximum, 100 Speed with one is the maximum. No more! On that note, that means Uxie, Celebi, Jirachi, Mr. Mime and the like all REQUIRE Macho Brace.
Keep in mind if you're not going full Trick Room (I wouldn't, but I guess Anti does), this rule doesn't apply.
Thirdly, since Trick Room is so ridiculously short, your team should have a bare minimum of 2 Trick Roomers (3-4 is ideal). This is NOT optional here. Just Bronzong, the most predictable and non-threatening TR user in the game, won't cut it. There are a lot of guys for the role, unlike Gravity (Porygon2 is my favorite; Slowbro, Dusknoir, MB Jirachi, MB Celebi, MB Uxie, Bronzong, Claydol can all do it). You'll need 3, and make sure at least one isn't pure Psychic type. I HIGHLY RECOMMEND Porygon2.
Finally, know thy Trick Room sweepers, as that's the best reason to use Trick Room. First are the pure all-out sweepers, like Clamperl, Power Trick Life Orb Shuckle (with an always-maxed Gyro Ball!), Marowak, and Rampardos. These frail-ish guys should only take up one or possibly 2 slots on your team. Other than that, there are a TON of slow Choice Banders / Attackers to abuse, my favorites being Rhyperior, Azumarill, and Machamp.
I'll update with more. Trick Room is not easy, but damn it is definitely fun to pull off.
First and foremost, before you do anything else, you must learn the 5-turn beat. Trick Room lasts 5 turns, duh. But guess what? You only get 3 most of the time. The first turn is taken up by Trick Room itself. Second is on the switch. That leaves your switched-in buddy 3 turns to do what they want. That's very little time. So plan out in your head the next 6 or 7 turns of battle. You should be doing that already, but you really have to for Trick Room.
Let's give an example here. Everyone loves Power Trick Shuckle, so you TR and go straight for him, right? No. Since Shuckle takes an additional turn to set up after and dies to any physical attack, you have to plan for when the opportunity arises for Shuckle to be coming in on a Special sweeper or Blissey so that you can PT on the switch and not die to the switch in. You also have to of course plan baed on other factors, like weather and the opponent's team. You will NOT have time to RD after the Trick Room.
Secondly, your team must be slow. This sounds so obvious, but so many people miss it. Assuming a 0 IV and -Nature, there's a few very important details to catch. You should be at or below 150 Speed ALL THE TIME. Let me emphasize how important it is to undercut Blissey. It's important. Now, a rough approximation of who can do this is to go by the rule of 7-10. 70 Speed without a Macho Brace is the rough maximum, 100 Speed with one is the maximum. No more! On that note, that means Uxie, Celebi, Jirachi, Mr. Mime and the like all REQUIRE Macho Brace.
Keep in mind if you're not going full Trick Room (I wouldn't, but I guess Anti does), this rule doesn't apply.
Thirdly, since Trick Room is so ridiculously short, your team should have a bare minimum of 2 Trick Roomers (3-4 is ideal). This is NOT optional here. Just Bronzong, the most predictable and non-threatening TR user in the game, won't cut it. There are a lot of guys for the role, unlike Gravity (Porygon2 is my favorite; Slowbro, Dusknoir, MB Jirachi, MB Celebi, MB Uxie, Bronzong, Claydol can all do it). You'll need 3, and make sure at least one isn't pure Psychic type. I HIGHLY RECOMMEND Porygon2.
Finally, know thy Trick Room sweepers, as that's the best reason to use Trick Room. First are the pure all-out sweepers, like Clamperl, Power Trick Life Orb Shuckle (with an always-maxed Gyro Ball!), Marowak, and Rampardos. These frail-ish guys should only take up one or possibly 2 slots on your team. Other than that, there are a TON of slow Choice Banders / Attackers to abuse, my favorites being Rhyperior, Azumarill, and Machamp.
I'll update with more. Trick Room is not easy, but damn it is definitely fun to pull off.