Hi Smogon, I am from HK :) This is my first RMT here. Please excuse for my clumsy English as it is not my mother language.
I've been a huge fan of double and triple battles since I watched some VGC09 battles randomly on Youtube. During the DPPt era (iirc), I start building doubles teams for both VGC and non-VGC rules, although I still prefer non-VGC rules that allows 6 pokemons. I played horribly at that time with over-idealistic strageties, until I read the double battle guide on this site. That guide deeply influence my basic playstyle. After the introduction of triple battles (and some new game mechanics as well) in Gen V, some of my old teams are adjusted to play in both doubles and triples. Goodstuff is my teams' style which focused more on synergy than stragety.
This team was built in late BW (I guess mid-May) and began play-testing on Beta Server. I would say this is the most sucessful team I've ever built. This weatherless bulky trick room offense team really suits my playstyle. Unfortunately, the OU doubles tier is extremely quiet, I mean 1 battle in several hours of finding... Don't even know if the metagame does exist. As you will see in the following, the team was slightly adjusted during the transition to BW2 and still functioned well. Hope you enjoy this RMT :)
Team Building Process
Chandelure is the first Trick Roomer in my mind. Being immune to Normal, Fighting and Fire type attacks, most notably Fake Out, he can set up TR reliably and immediately unleashes powerful STABed attacks. I could have used bulkier ghosts such as Eviolite Dusclops to tank more hits, but Chandelure's 145 SpA base stat is too good to give in, and I don't need to switch out for a hard hitter and waste a precious turn of TR.
Having a Fake Out lead can aid setting up TR reliably. Both Hitmontop and Hariyama are suitable choices due to their decent bulk and access to Wide Guard, which protects Chandelure from Surfs, Rock Slides and Earthquakes. In terms of offensive power, Hitmontop is inferior even for Technician variants. And I choose Hariyama as my another lead eventually.
After choosing the Fake Out-TR leads, I began to search for powerful attackers with their own unique niches. From the experiences from VGC and BW(2) doubles metagames, I notice I need something to take hits from the Tornadus-Thunderus-Landorus trio, as well as the old Metagross Rotom-Appliance combos, and retaliate. This levitating electric eel can do this job quite well. It boasts the lack of any type weakness which his Electric fellows has been coveted for long and has some unusual Special coverage to dent some aforementioned threats.
Golurk is the perfect complement to my Eelektross in my opinion. I love how No Guard Machamp holding Iron Ball spamming Dynamicpunches in TR during the Gen IV era. Aside from confusing everything not naming Ghosts Pokemons, Golurk can fire off Earthquakes while it is immune to Eelektross's Discharge. The duo works in a way similar to Garchomp-Rotom combo.
Until now, I have nothing to tank powerful hits from Drizzle-boosted water type attacks and I need additional TR setup after Chandelure dies. Porygon 2 with Eviolite can complete this job, only if it successfully traces opponents' Water Absorb or Storm Drain, which is highly situational. Yes, Slowking is weak to the coverage moves Surf-spamming Pokemon usually have, but his special bulk and natural Water resistance is crucial to this team.
Lastly, my team has no Dragon resist, which means Moxie Salamence can easily rampage through my team once TR is gone. After consideration I came up with Bronzong with TR/Zen Headbutt/Hypnosis/Protect. It acts as a universial switch-in when I want to perserve some hard hitter. With Lum Berry equipped, Bronzong can also check ordinary Amoonguss. At this point, I am satisfied with the team until I face Cresselia.
Scizor replaces Bronzong in the last spot. Not only he can beat most Cresselia variants 1 on 1, but also provide the useful priority my team desperately needs. And that's the team I use until now.
Under the Microscope
The Offensive Lead Duo
Hariyama (F) @ Flame Orb
Trait: Guts
EVs: 252 Atk / 128 Def / 128 SDef
IVs: 0 Spd
Brave Nature (+Atk, -Spd)
- Fake Out
- Rock Slide
- Close Combat
- Wide Guard
Chandelure (M) @ Focus Sash
Trait: Flash Fire
EVs: 248 HP / 252 SAtk / 8 Spd
IVs: 0 Atk
Modest Nature (+SAtk, -Atk)
- Fire Blast
- Shadow Ball
- Trick Room
- Protect
Hariyama and Chandelure accomplish multiple jobs here. If I can predict correctly, TR can be set up most of the time. Fake Out and Wide Guard are the greatest assets to Hariyama. Fake Out can immediately stop a non-Ghost type opponent who tries to threaten Chandelure's setup, so that Chandelure can have his Focus Sash activated and set up TR safely at 1HP at worst. Simultaneously, Flame Orb can activate Hariyama's Guts, turning him into a monstrous physical attacker. Wide Guard is to shield Chandelure from being murdered by spread attack, especially Surf, Rock Slide and Earthquake. 8 Spe EVs and neutral nature on Chandelure is to outspeed opposing Chandelure who may try to take mine down to 1HP. I tend to play with the duo offensively after setting up TR despite they have decent bulk. Utilizing their over-400 attack stats (factoring in Guts boost), they can smash both opponents at the same turn, not to mention the duo possesses the pseudo unresisted Fighting/Ghost combo.
Slowking (F) @ Sitrus Berry
Trait: Own Tempo
EVs: 252 HP / 4 Def / 252 SAtk
IVs: 0 Atk, 0 Spd
Quiet Nature (+SAtk, -Spd)
- Nasty Plot
- Trick Room
- Surf
- Psyshock
My only TR backup. Nasty Plot boosts her already decent SpA. Surf and Psychock are the STAB attacks. It's a pity Slowking doesn't learn Hydro Pump and suffer from 4-slot syndrome. I need Grass Knot to deal with opposing water types more easily and I cannot afford to lose any of the current moves. Sitrus Berry is to improve Slowking's longevity which helps counter water types.
Scizor (M) @ Lum Berry
Trait: Technician
EVs: 248 HP / 112 Atk / 148 SDef
IVs: 0 Spd
Brave Nature (+Atk, -Spd)
- Swords Dance
- Bullet Punch
- Bug Bite
- Acrobatics
Miss you Bronzong :( Instead of the Protect/3 attack sets, I stick with this atypical SD/3 attack set. This Scizor is tailored to handle some problematic status spreader and bulky Psychic types, to be more specific, Amoonguss, Breloom, Machamp (also for opposing Golurk) and Cresselia. Acrobatics and Lum Berry is the crux of this set. Spore will not only consume my Lum Berry, but also double the base power of Acrobatics, which Amoonguss, Breloom and Parasect are weak to. No Guard Machamp and Golurk also take a big hit from Arobatics after Dynamicpunching Scizor. Bullet Punch is the only priority move (excluding Fake Out) I have on this team, which allows Scizor to strike first (most of the time) outside of TR and pick off weakened mons. Bug Bite is the mandatory move against Psychic types. I use Sword Dance over Protect (or Roost or other coverage moves) because I have to win the set-up war against CM Reuniculus and CM Cresselia. The EVs are distributed to improve special bulk while retaining offensive power. Scizor is definitely the glue of this team as he could remove some of the biggest counters to TR teams.
Golurk @ Iron Ball
Trait: No Guard
EVs: 252 HP / 252 Atk / 4 Def
IVs: 0 Spd
Brave Nature (+Atk, -Spd)
- DynamicPunch
- Ice Punch
- Earthquake
- Protect
A weaker Machamp with more useful resistances and immunities. Golurk can troll opposing No Guard Machamp very well thanks to its Fighting immunity. The confusion support helps allies set up TR and also completes the Parafusion combo with Discharge Eelektross. The bad thing of Golurk is its mediocre bulk even with full HP EV investment, and it has to rely on Iron Ball to achieve such low speed (so there is no Lefties or Sitrus Berry). However, Golurk synergizes with Eelektross pretty well and benfits mutually. Ice Punch and Earthquake gives Golurk a decent coverage. The bad thing about No Guard is that Hypnosis is as dangerous as Spore.
Eelektross (M) @ Expert Belt
Trait: Levitate
EVs: 252 HP / 252 SAtk / 4 SDef
IVs: 3 Atk, 0 Spd
Quiet Nature (+SAtk, -Spd)
- Discharge
- Flamethrower
- Giga Drain
- Hidden Power [Ice]
An underrated TR attacker yet effective. I don't know if this eel is anti-metagame (even if it really exists lol); there is very few mons that is not weak to any of his coverage moves, namely Heatran, Camperupt and perhaps Rotom-H. Tornadus(-T), Politoed, Staraptor and Jellicent will take tons of damage from Discharge and won't enjoy paralysis if they survive. Gastrodon, Swampert, Hippowodon, Marowak, Rhyperior ,Terakion and Rotom-W dislike Giga Drain. Flamethrower burns opposing Scizor, Abomasnow, Ferrothorn and Metagross. Salamence, Dragonite, Garchomp, Landourus(-T), Thunderus(-T) and Gliscor will fall prey to a surprised HP Ice. Expert Belt is used over Life Orb as it would die too fast with LO when taking hits in sandstorm or hail. I could have used Rotom-W over Eelektross but the eel has lower speed and better coverage.
Against other playstyle
Rain
For Swift Swim offense (with or without Tailwind), set up TR asap even if Chandelure has to sacrifice in early game. Under TR, all my mons should 'outspeed' all Swift Swimmers and land hits before opponents do so. Slowking can tank Surfs while setting up TR again should TR ends. Rain in Trick Room is quite problematic, since almost every mon of TR rain has the bulk to tank super effective moves from Eelektross, let alone they could have Water Absorb to heal through friendly Surfs. At all circumstances, don't let Toxicroak have chance to Sword Dance.
Sun
My main weapon against sun is Chandelure, who resists Grass and Fire moves and sets up TR with impunity to reverse speed. Some frail Fire types even have trouble taking sun-boosted Fire Blast from Chandelure. I have not encountered a specially built Trick Room Sun team, but I know Sunflora and Camerupt can strike first and KO Chandelure with Eath Power and Earthquake respectively. If I suspect TR style in a sun team, I would try to reverse TR and hope to take out main abusers.
Sandstorm
Excadrill and Sandslash are susceptible to fake out easily while Chandelure and Slowking can TR. Focus Sash is now useless but moves are executed before sandstorm damages - this allow to send out another attacker safely though. Sand Veil is nullfied by No Guard Golurk. Scizor and Hariyama can wreck Rock types that receive SpD boost from sandstorm.
Hail
Slowking and Scizor can take Blizzards and retaliate regardless of TR. Again Golurk can smash through Snow Cloak abusers bar Froslass. Too bad all my mons receive Hail damage which is quite annoying. Most problematic Hail abusers are Ice Body Walrein and Regice who both utilize Sub/Protect cycles to completely stall my whole team. Otherwise, dealing with Hail is easy.
(Weatherless) Tailwind
TR is the biggest enemy to Tailwind. I just have to watch out for fast Taunter and TR/Imprisoner (latter usually destroyed by Chandelure). Smart players will know Tailwind is unnecessary when his/her team can completely outspeed mine without TR so sometimes I play agianst Tailwind teams in a manner similar to goodstuff teams.
Trick Room
Chandelure is the biggest enemy to every TR inducer bar Jellicent, Porygon2 (which can be beaten by Hariyama), Slowking and Dusclops (both with heavy EV investment in special bulk, while the latter has poor offensive powerfire), and maybe Girafarig lol. My plan is to take advantage of opponents from the very beginning of the match, depending on our relative speeds. Against 2 very slow leads (let's say both outsped by Chandelure), I will play in a manner similar to the Jellicent/Amoonguss lead match-up and hopefully the opposing TR inducer is KOed without setting up TR while another lead is immobilized by fake out. Then I instantly get the adavntage for outspeeding their TR attackers. On the other hand, if another lead is faster than Chandelure, I proceed to KO (down to 1HP if Focus Sash equipped) the faster lead and let his/her TR to be induced. Then again I can begin the match with 6-5 virtually. Since my team is a full TR one, TR teams usually doesn't trouble me much.
Goodstuff
These teams do not have particular stragety or rely on synergy more than stragety. Most mons in goodstuff are quite fast so I set up TR asap to take initiative. Eelektross, Golurk and Scizor can deal with goodstuff reasonably well with their own unique advantages, as mentioned in their individual description.
Threats
Moxie Honchkrow
Its dual STAB moves are super effective against two third of my team. Difficult to counter since this behemoth has enough bulk to take hits, can outspeed my whole team, has access to STAB priority AND gets an Atk boost when it kills mon. Scizor can take an unboosted Brave Bird and retaliate with Bug Bite. Then, it can be finished off by Bullet Punch. Scizor loses if it has Heat Wave though. Eelektross can paralyze it with Discharge but this eel hates being Sucker Punched. Hariyama can land a powerful Close Combat or Rock Slide on it when TR is still in effect, but when it isn't KOed it can get a clean KO in return and gain a +1 Atk boost. Luckily I have not encountered this behemoth.
Moxie Scrafty
Less threatening than Honchkrow due to lack of a powerful priority. Becomes very deadly when screens are up and/or has Dragon Dance/Bulk Up. Guts-boosted Close Combat can dent this thing and probably my best bet.
Hydration Lapras
Slowking can't take a Thunder very well under rain, while Lapras gains a very reliable recovery from Rest. Hariyama can hit it hard but again she can heal back to full HP to stall him with burn damage. Unfortunately, I have no slots for a Tyranitar/Abomasnow/Ninetales/Hippowodon.
Closing
Sorry for this lengthy RMT. I just lay down all my observations and thoughts about this team. Any constructive criticisms are appreciated. I sincerely thank anyone who read this whole RMT until this line :)
I've been a huge fan of double and triple battles since I watched some VGC09 battles randomly on Youtube. During the DPPt era (iirc), I start building doubles teams for both VGC and non-VGC rules, although I still prefer non-VGC rules that allows 6 pokemons. I played horribly at that time with over-idealistic strageties, until I read the double battle guide on this site. That guide deeply influence my basic playstyle. After the introduction of triple battles (and some new game mechanics as well) in Gen V, some of my old teams are adjusted to play in both doubles and triples. Goodstuff is my teams' style which focused more on synergy than stragety.
This team was built in late BW (I guess mid-May) and began play-testing on Beta Server. I would say this is the most sucessful team I've ever built. This weatherless bulky trick room offense team really suits my playstyle. Unfortunately, the OU doubles tier is extremely quiet, I mean 1 battle in several hours of finding... Don't even know if the metagame does exist. As you will see in the following, the team was slightly adjusted during the transition to BW2 and still functioned well. Hope you enjoy this RMT :)






Team Building Process

Chandelure is the first Trick Roomer in my mind. Being immune to Normal, Fighting and Fire type attacks, most notably Fake Out, he can set up TR reliably and immediately unleashes powerful STABed attacks. I could have used bulkier ghosts such as Eviolite Dusclops to tank more hits, but Chandelure's 145 SpA base stat is too good to give in, and I don't need to switch out for a hard hitter and waste a precious turn of TR.


Having a Fake Out lead can aid setting up TR reliably. Both Hitmontop and Hariyama are suitable choices due to their decent bulk and access to Wide Guard, which protects Chandelure from Surfs, Rock Slides and Earthquakes. In terms of offensive power, Hitmontop is inferior even for Technician variants. And I choose Hariyama as my another lead eventually.



After choosing the Fake Out-TR leads, I began to search for powerful attackers with their own unique niches. From the experiences from VGC and BW(2) doubles metagames, I notice I need something to take hits from the Tornadus-Thunderus-Landorus trio, as well as the old Metagross Rotom-Appliance combos, and retaliate. This levitating electric eel can do this job quite well. It boasts the lack of any type weakness which his Electric fellows has been coveted for long and has some unusual Special coverage to dent some aforementioned threats.




Golurk is the perfect complement to my Eelektross in my opinion. I love how No Guard Machamp holding Iron Ball spamming Dynamicpunches in TR during the Gen IV era. Aside from confusing everything not naming Ghosts Pokemons, Golurk can fire off Earthquakes while it is immune to Eelektross's Discharge. The duo works in a way similar to Garchomp-Rotom combo.





Until now, I have nothing to tank powerful hits from Drizzle-boosted water type attacks and I need additional TR setup after Chandelure dies. Porygon 2 with Eviolite can complete this job, only if it successfully traces opponents' Water Absorb or Storm Drain, which is highly situational. Yes, Slowking is weak to the coverage moves Surf-spamming Pokemon usually have, but his special bulk and natural Water resistance is crucial to this team.






Lastly, my team has no Dragon resist, which means Moxie Salamence can easily rampage through my team once TR is gone. After consideration I came up with Bronzong with TR/Zen Headbutt/Hypnosis/Protect. It acts as a universial switch-in when I want to perserve some hard hitter. With Lum Berry equipped, Bronzong can also check ordinary Amoonguss. At this point, I am satisfied with the team until I face Cresselia.






Scizor replaces Bronzong in the last spot. Not only he can beat most Cresselia variants 1 on 1, but also provide the useful priority my team desperately needs. And that's the team I use until now.
Under the Microscope
The Offensive Lead Duo

Hariyama (F) @ Flame Orb
Trait: Guts
EVs: 252 Atk / 128 Def / 128 SDef
IVs: 0 Spd
Brave Nature (+Atk, -Spd)
- Fake Out
- Rock Slide
- Close Combat
- Wide Guard

Chandelure (M) @ Focus Sash
Trait: Flash Fire
EVs: 248 HP / 252 SAtk / 8 Spd
IVs: 0 Atk
Modest Nature (+SAtk, -Atk)
- Fire Blast
- Shadow Ball
- Trick Room
- Protect
Hariyama and Chandelure accomplish multiple jobs here. If I can predict correctly, TR can be set up most of the time. Fake Out and Wide Guard are the greatest assets to Hariyama. Fake Out can immediately stop a non-Ghost type opponent who tries to threaten Chandelure's setup, so that Chandelure can have his Focus Sash activated and set up TR safely at 1HP at worst. Simultaneously, Flame Orb can activate Hariyama's Guts, turning him into a monstrous physical attacker. Wide Guard is to shield Chandelure from being murdered by spread attack, especially Surf, Rock Slide and Earthquake. 8 Spe EVs and neutral nature on Chandelure is to outspeed opposing Chandelure who may try to take mine down to 1HP. I tend to play with the duo offensively after setting up TR despite they have decent bulk. Utilizing their over-400 attack stats (factoring in Guts boost), they can smash both opponents at the same turn, not to mention the duo possesses the pseudo unresisted Fighting/Ghost combo.
The TR CoreAgainst common lead combos
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I hate the Beat Up-Justified combo the most. First fake out Whimscott, Chandelure sets up TR and hope that Rock Slide does not flinch Chandelure. If this really happens, I must click Wide Guard and TR in order to 'outspeed' them. All I need to be wary of is Encore and Taunt, although encoring Chandelure after unleashing Trick Room means free switch-in (Terrakion dies or protects against Close Combat).
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Basically I employ similar stragety as above. Hariyama must fake out Weavile or Chandelure will be KOed by Beat Up before TR, but this means that Chandelure really have to avoid the flinch hax from Rock Slide. Flinching means Terrakion can comfortably get a +6 Atk and I can no longer set up TR for the rest of the game.
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This is easier to face than expected. Even Swift Swim Ludicolo has the fastest Fake Out in rain, if it fakes out Hariyama, Chandelure will at least stay at 1HP should Politoed launches an attack on him. I hate rain powering down my Fire Blast though.
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Use fake out on Whimscott to prevent Chandelure from being Swaggered (or Hitmonlee from getting +2 Atk and activating unburden). Again, I need to watch out the possible encore and taunt.
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Have the Fake Out war with Scrafty and see who is faster. For Imprison/TR variants of Chandelure, Shadow Ball from my own Chandelure can slaughter it, rendering its Imprison useless. If Hariyama is faster, at turn #2 I can KO Scrafty with Close Combat and set up TR accordingly. In short, I have to eliminate Scrafty before TR. Hitmontop is easier to deal with than Scrafty since Chandelure can evade Sucker Punch through setting up TR.
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Easy. Fake Out is safer if the opponent is smart enough and does not spam spread moves or if opposing Thunderus(-T) is leading.
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Fake out the Amoonguss who may induce sleep on my Chandelure. Most likely Jellicent set up TR but my own Chandelure should have KOed him beforehand. Then, Chandelure will outspeed Amoonguss and roast it with Fire Blast.

Slowking (F) @ Sitrus Berry
Trait: Own Tempo
EVs: 252 HP / 4 Def / 252 SAtk
IVs: 0 Atk, 0 Spd
Quiet Nature (+SAtk, -Spd)
- Nasty Plot
- Trick Room
- Surf
- Psyshock
My only TR backup. Nasty Plot boosts her already decent SpA. Surf and Psychock are the STAB attacks. It's a pity Slowking doesn't learn Hydro Pump and suffer from 4-slot syndrome. I need Grass Knot to deal with opposing water types more easily and I cannot afford to lose any of the current moves. Sitrus Berry is to improve Slowking's longevity which helps counter water types.

Scizor (M) @ Lum Berry
Trait: Technician
EVs: 248 HP / 112 Atk / 148 SDef
IVs: 0 Spd
Brave Nature (+Atk, -Spd)
- Swords Dance
- Bullet Punch
- Bug Bite
- Acrobatics
Miss you Bronzong :( Instead of the Protect/3 attack sets, I stick with this atypical SD/3 attack set. This Scizor is tailored to handle some problematic status spreader and bulky Psychic types, to be more specific, Amoonguss, Breloom, Machamp (also for opposing Golurk) and Cresselia. Acrobatics and Lum Berry is the crux of this set. Spore will not only consume my Lum Berry, but also double the base power of Acrobatics, which Amoonguss, Breloom and Parasect are weak to. No Guard Machamp and Golurk also take a big hit from Arobatics after Dynamicpunching Scizor. Bullet Punch is the only priority move (excluding Fake Out) I have on this team, which allows Scizor to strike first (most of the time) outside of TR and pick off weakened mons. Bug Bite is the mandatory move against Psychic types. I use Sword Dance over Protect (or Roost or other coverage moves) because I have to win the set-up war against CM Reuniculus and CM Cresselia. The EVs are distributed to improve special bulk while retaining offensive power. Scizor is definitely the glue of this team as he could remove some of the biggest counters to TR teams.

Golurk @ Iron Ball
Trait: No Guard
EVs: 252 HP / 252 Atk / 4 Def
IVs: 0 Spd
Brave Nature (+Atk, -Spd)
- DynamicPunch
- Ice Punch
- Earthquake
- Protect
A weaker Machamp with more useful resistances and immunities. Golurk can troll opposing No Guard Machamp very well thanks to its Fighting immunity. The confusion support helps allies set up TR and also completes the Parafusion combo with Discharge Eelektross. The bad thing of Golurk is its mediocre bulk even with full HP EV investment, and it has to rely on Iron Ball to achieve such low speed (so there is no Lefties or Sitrus Berry). However, Golurk synergizes with Eelektross pretty well and benfits mutually. Ice Punch and Earthquake gives Golurk a decent coverage. The bad thing about No Guard is that Hypnosis is as dangerous as Spore.

Eelektross (M) @ Expert Belt
Trait: Levitate
EVs: 252 HP / 252 SAtk / 4 SDef
IVs: 3 Atk, 0 Spd
Quiet Nature (+SAtk, -Spd)
- Discharge
- Flamethrower
- Giga Drain
- Hidden Power [Ice]
An underrated TR attacker yet effective. I don't know if this eel is anti-metagame (even if it really exists lol); there is very few mons that is not weak to any of his coverage moves, namely Heatran, Camperupt and perhaps Rotom-H. Tornadus(-T), Politoed, Staraptor and Jellicent will take tons of damage from Discharge and won't enjoy paralysis if they survive. Gastrodon, Swampert, Hippowodon, Marowak, Rhyperior ,Terakion and Rotom-W dislike Giga Drain. Flamethrower burns opposing Scizor, Abomasnow, Ferrothorn and Metagross. Salamence, Dragonite, Garchomp, Landourus(-T), Thunderus(-T) and Gliscor will fall prey to a surprised HP Ice. Expert Belt is used over Life Orb as it would die too fast with LO when taking hits in sandstorm or hail. I could have used Rotom-W over Eelektross but the eel has lower speed and better coverage.
Against other playstyle
Rain
For Swift Swim offense (with or without Tailwind), set up TR asap even if Chandelure has to sacrifice in early game. Under TR, all my mons should 'outspeed' all Swift Swimmers and land hits before opponents do so. Slowking can tank Surfs while setting up TR again should TR ends. Rain in Trick Room is quite problematic, since almost every mon of TR rain has the bulk to tank super effective moves from Eelektross, let alone they could have Water Absorb to heal through friendly Surfs. At all circumstances, don't let Toxicroak have chance to Sword Dance.
Sun
My main weapon against sun is Chandelure, who resists Grass and Fire moves and sets up TR with impunity to reverse speed. Some frail Fire types even have trouble taking sun-boosted Fire Blast from Chandelure. I have not encountered a specially built Trick Room Sun team, but I know Sunflora and Camerupt can strike first and KO Chandelure with Eath Power and Earthquake respectively. If I suspect TR style in a sun team, I would try to reverse TR and hope to take out main abusers.
Sandstorm
Excadrill and Sandslash are susceptible to fake out easily while Chandelure and Slowking can TR. Focus Sash is now useless but moves are executed before sandstorm damages - this allow to send out another attacker safely though. Sand Veil is nullfied by No Guard Golurk. Scizor and Hariyama can wreck Rock types that receive SpD boost from sandstorm.
Hail
Slowking and Scizor can take Blizzards and retaliate regardless of TR. Again Golurk can smash through Snow Cloak abusers bar Froslass. Too bad all my mons receive Hail damage which is quite annoying. Most problematic Hail abusers are Ice Body Walrein and Regice who both utilize Sub/Protect cycles to completely stall my whole team. Otherwise, dealing with Hail is easy.
(Weatherless) Tailwind
TR is the biggest enemy to Tailwind. I just have to watch out for fast Taunter and TR/Imprisoner (latter usually destroyed by Chandelure). Smart players will know Tailwind is unnecessary when his/her team can completely outspeed mine without TR so sometimes I play agianst Tailwind teams in a manner similar to goodstuff teams.
Trick Room
Chandelure is the biggest enemy to every TR inducer bar Jellicent, Porygon2 (which can be beaten by Hariyama), Slowking and Dusclops (both with heavy EV investment in special bulk, while the latter has poor offensive powerfire), and maybe Girafarig lol. My plan is to take advantage of opponents from the very beginning of the match, depending on our relative speeds. Against 2 very slow leads (let's say both outsped by Chandelure), I will play in a manner similar to the Jellicent/Amoonguss lead match-up and hopefully the opposing TR inducer is KOed without setting up TR while another lead is immobilized by fake out. Then I instantly get the adavntage for outspeeding their TR attackers. On the other hand, if another lead is faster than Chandelure, I proceed to KO (down to 1HP if Focus Sash equipped) the faster lead and let his/her TR to be induced. Then again I can begin the match with 6-5 virtually. Since my team is a full TR one, TR teams usually doesn't trouble me much.
Goodstuff
These teams do not have particular stragety or rely on synergy more than stragety. Most mons in goodstuff are quite fast so I set up TR asap to take initiative. Eelektross, Golurk and Scizor can deal with goodstuff reasonably well with their own unique advantages, as mentioned in their individual description.
Threats

Moxie Honchkrow
Its dual STAB moves are super effective against two third of my team. Difficult to counter since this behemoth has enough bulk to take hits, can outspeed my whole team, has access to STAB priority AND gets an Atk boost when it kills mon. Scizor can take an unboosted Brave Bird and retaliate with Bug Bite. Then, it can be finished off by Bullet Punch. Scizor loses if it has Heat Wave though. Eelektross can paralyze it with Discharge but this eel hates being Sucker Punched. Hariyama can land a powerful Close Combat or Rock Slide on it when TR is still in effect, but when it isn't KOed it can get a clean KO in return and gain a +1 Atk boost. Luckily I have not encountered this behemoth.

Moxie Scrafty
Less threatening than Honchkrow due to lack of a powerful priority. Becomes very deadly when screens are up and/or has Dragon Dance/Bulk Up. Guts-boosted Close Combat can dent this thing and probably my best bet.

Hydration Lapras
Slowking can't take a Thunder very well under rain, while Lapras gains a very reliable recovery from Rest. Hariyama can hit it hard but again she can heal back to full HP to stall him with burn damage. Unfortunately, I have no slots for a Tyranitar/Abomasnow/Ninetales/Hippowodon.
Past member(s)
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Bronzong @ Lum Berry
Trait: Levitate
EVs: 252 HP / 252 Atk / 4 SDef
IVs: 0 Spd
Brave Nature (+Atk, -Spd)
- Trick Room
- Zen Headbutt
- Protect
- Hypnosis
Closing
Sorry for this lengthy RMT. I just lay down all my observations and thoughts about this team. Any constructive criticisms are appreciated. I sincerely thank anyone who read this whole RMT until this line :)