Well this is my first RMT, as well as my first trick room team with a few revisions than the original i had before this one. Sorry if I'm not detailed enough or anything, but this is my first one
TR-EGG (Exeggutor) (M) @ Leftovers
Ability: Chlorophyll
EVs: 252 HP/252 SAtk/6 SDef
IV's: 0 Speed
Quiet nature (+SAtk, -Spd)
- Trick Room
- Psychic
- Grass Knot
- Substitute
---
I liked the idea of having TR-EGG first since it can put up a sub which i could use to to set up t-room without any damage the next turn. With all of these people setting up stealth rock over trying to KO TR-EGG, leftovers gives it at least 3/16 hp back, almost enough for a sub. The main idea of TR-EGG is to set up T-Room if possible and if not too risky to bring out a sub to set t-room up, then go in for at least one or two attacks then switch out if things start to look a but ugly for him into one of my other bulkier pokemon.
Terror (Dusknoir) (M) @ Leftovers
Ability: Pressure
EVs: 4 HP/252 Def/252 SDef
IV's: 0 Speed
Sassy nature (+SDef, -Spd)
- Trick Room
- Wil-O'-Wisp
- Pain Split
- Curse
---
Yeah yeah, I know "curse sucks" blah blah blah, but this Dusknoir loves low HP along with having t-room in effect already. Wil-o-wisp is there to screw up any physically based pokemon. If my team has a problem with something, use curse to either make it switch out, or make it loose at least 50% of its HP. Whether it stays in or not, Dusknoir can reap its rewards by taking HP for itself, or switch out if its too much to handle (BEWARE BLISSY!! <.<..) other than that, its "Bulk" can stand up to to pokemon and set up t-room, and again abuse its p-split. Essentially, a wall breaker...kinda. I like it at least.
Cactroom (Cacturne) (M) @ Life Orb
Ability: Sand Veil
EVs: 80 HP/178 Atk/252 SAtk
Brave nature (+Atk, -Spd)
- Dark Pulse
- Low Kick
- Seed Bomb
- Grass Knot
---
During my battles, I had run into one major flaw: How do I take on steel types? Then it hit me when I was looking through these pokemon, Cacturne had an amazing 115 Atk and SAtk base stat, along with low kick. Most steal types are heavy as they already are, so with t-room in play, low kick can take out common threats such as heatran. The reason for Seed Bomb and Grass Knot was the simple fact that there are pokemon that are higher defense, or higher sp defense. Say someone like Vaporeon is in and everyone knows that Vaporeon has higher spdef rather than def, so in a case like that Cacturne would use seed bomb. Then there are pokemon like Gliscor who are heavily Defensive, then comes grass knot (sorry for the bad exaple, i couldn't think of another pokemon). Dark Pulse is there to cover pokemon who are 4x resistant to the other moves, like against pokemon like skarmory.
Porygon-T (Porygon2) @ Leftovers
Ability: Trace
EVs: 252 HP/90 Def/28 SAtk/140 SDef
Relaxed nature (+Def, -Spd)
- Trick Room
- Tri Attack
- Recover
- Thunderbolt
---
The main pokemon saving my ass and probably the best in this team so far. Porygon-T is more bulky than offensive for the idea of having a pokemon to be able to come in and set up trick room more often than the others. Recover will keep its HP up and Stall others if needed to, trace forces heatran to switch attacks instead of worrying of a stab f-blast or flamethrower. Trace also takes garydos' intimidate since most garydos stay at one dance, bringing it down to +0 atk +1 spd, which wont matter for speed since t-room need slower.
Clayroom (Claydol) @ Leftovers
Ability: Levitate
EVs: 254 HP/4 Atk/132 Def/120 SDef
Relaxed nature (+Def, -Spd)
- Toxic
- Trick Room
- Rapid Spin
- Explosion
---
We all hate spikes, I do too since none of my pokemon can fly. Nor are any of them poison types. Claydol gets rid of spikes and perhaps explode after setting up t-room for another pokemon to abuse, preferably Cacturne or Octillery to abuse its powers. Toxic is there to poison anything that might try to stay in for a long period of time, such as Suicune or any other buly water type that may decide its okay to show up. It's bulky, so it should be able to stay in long enough to take out any spikes/SR and also poison other pokemon that try to wall mine, asuming they aren't poison types or steel types, or heatran for that matter. A big reason for this add was because of Zapdos killing me off with its constant t-boltage. None were ready to take it unless i had a ground type to take it on and poison it.
Occtotri (Octillery) (M) @ Life Orb
Ability: Suction Cups
EVs: 42 HP/252 Atk/216 SAtk
Quiet nature (+SAtk, -Spd)
- Waterfall
- Gunk Shot
- Flamethrower
- Ice Beam
---
Occtillery is also mixed like Cacturne, but offers more variety. Also helps out if my opponent likes to make me switch out a lot, with suction cups it can stay in and perhaps take it on and KO it. Its mix tricks opponents into thinking that its single stat moves, but with a mix instead, they won't know what hit them. Gunk Shot is somewhat of a gimmick move added since i couldn't think of anything better, and its rarely seen anyway.
Battles with this team get an overall good praise for them, but it has its flaws and i would appreciate any criticism you'd give me. please note that Curse is not a bad move, I've been using it in my standard team and its actually very helpful. Just wait till your favorite youtuber uses it, then you'll love it like the new sub gengar :p
sorry for any short rants also
but i digress, please criticize as you please. :3

TR-EGG (Exeggutor) (M) @ Leftovers
Ability: Chlorophyll
EVs: 252 HP/252 SAtk/6 SDef
IV's: 0 Speed
Quiet nature (+SAtk, -Spd)
- Trick Room
- Psychic
- Grass Knot
- Substitute
---
I liked the idea of having TR-EGG first since it can put up a sub which i could use to to set up t-room without any damage the next turn. With all of these people setting up stealth rock over trying to KO TR-EGG, leftovers gives it at least 3/16 hp back, almost enough for a sub. The main idea of TR-EGG is to set up T-Room if possible and if not too risky to bring out a sub to set t-room up, then go in for at least one or two attacks then switch out if things start to look a but ugly for him into one of my other bulkier pokemon.

Terror (Dusknoir) (M) @ Leftovers
Ability: Pressure
EVs: 4 HP/252 Def/252 SDef
IV's: 0 Speed
Sassy nature (+SDef, -Spd)
- Trick Room
- Wil-O'-Wisp
- Pain Split
- Curse
---
Yeah yeah, I know "curse sucks" blah blah blah, but this Dusknoir loves low HP along with having t-room in effect already. Wil-o-wisp is there to screw up any physically based pokemon. If my team has a problem with something, use curse to either make it switch out, or make it loose at least 50% of its HP. Whether it stays in or not, Dusknoir can reap its rewards by taking HP for itself, or switch out if its too much to handle (BEWARE BLISSY!! <.<..) other than that, its "Bulk" can stand up to to pokemon and set up t-room, and again abuse its p-split. Essentially, a wall breaker...kinda. I like it at least.

Cactroom (Cacturne) (M) @ Life Orb
Ability: Sand Veil
EVs: 80 HP/178 Atk/252 SAtk
Brave nature (+Atk, -Spd)
- Dark Pulse
- Low Kick
- Seed Bomb
- Grass Knot
---
During my battles, I had run into one major flaw: How do I take on steel types? Then it hit me when I was looking through these pokemon, Cacturne had an amazing 115 Atk and SAtk base stat, along with low kick. Most steal types are heavy as they already are, so with t-room in play, low kick can take out common threats such as heatran. The reason for Seed Bomb and Grass Knot was the simple fact that there are pokemon that are higher defense, or higher sp defense. Say someone like Vaporeon is in and everyone knows that Vaporeon has higher spdef rather than def, so in a case like that Cacturne would use seed bomb. Then there are pokemon like Gliscor who are heavily Defensive, then comes grass knot (sorry for the bad exaple, i couldn't think of another pokemon). Dark Pulse is there to cover pokemon who are 4x resistant to the other moves, like against pokemon like skarmory.

Porygon-T (Porygon2) @ Leftovers
Ability: Trace
EVs: 252 HP/90 Def/28 SAtk/140 SDef
Relaxed nature (+Def, -Spd)
- Trick Room
- Tri Attack
- Recover
- Thunderbolt
---
The main pokemon saving my ass and probably the best in this team so far. Porygon-T is more bulky than offensive for the idea of having a pokemon to be able to come in and set up trick room more often than the others. Recover will keep its HP up and Stall others if needed to, trace forces heatran to switch attacks instead of worrying of a stab f-blast or flamethrower. Trace also takes garydos' intimidate since most garydos stay at one dance, bringing it down to +0 atk +1 spd, which wont matter for speed since t-room need slower.

Clayroom (Claydol) @ Leftovers
Ability: Levitate
EVs: 254 HP/4 Atk/132 Def/120 SDef
Relaxed nature (+Def, -Spd)
- Toxic
- Trick Room
- Rapid Spin
- Explosion
---
We all hate spikes, I do too since none of my pokemon can fly. Nor are any of them poison types. Claydol gets rid of spikes and perhaps explode after setting up t-room for another pokemon to abuse, preferably Cacturne or Octillery to abuse its powers. Toxic is there to poison anything that might try to stay in for a long period of time, such as Suicune or any other buly water type that may decide its okay to show up. It's bulky, so it should be able to stay in long enough to take out any spikes/SR and also poison other pokemon that try to wall mine, asuming they aren't poison types or steel types, or heatran for that matter. A big reason for this add was because of Zapdos killing me off with its constant t-boltage. None were ready to take it unless i had a ground type to take it on and poison it.

Occtotri (Octillery) (M) @ Life Orb
Ability: Suction Cups
EVs: 42 HP/252 Atk/216 SAtk
Quiet nature (+SAtk, -Spd)
- Waterfall
- Gunk Shot
- Flamethrower
- Ice Beam
---
Occtillery is also mixed like Cacturne, but offers more variety. Also helps out if my opponent likes to make me switch out a lot, with suction cups it can stay in and perhaps take it on and KO it. Its mix tricks opponents into thinking that its single stat moves, but with a mix instead, they won't know what hit them. Gunk Shot is somewhat of a gimmick move added since i couldn't think of anything better, and its rarely seen anyway.
Battles with this team get an overall good praise for them, but it has its flaws and i would appreciate any criticism you'd give me. please note that Curse is not a bad move, I've been using it in my standard team and its actually very helpful. Just wait till your favorite youtuber uses it, then you'll love it like the new sub gengar :p
sorry for any short rants also
but i digress, please criticize as you please. :3