As I always do whenever I try out a new OM, I slammed Trick Room on CatSwap to see how it would turn out. I've had some success with it on the ladder, so I wanted to share. Click the sprites to get the team.






General
On a regular TR I probably would have added another setter at the cost of a sweeper. However, in this case, I found that two rounds of trick room throughout the game was generally enough to blow holes into the opposing team, and finish thanks to the overall high bulk of the team. Though I haven't faced many, the team struggles against stall if you don't get every prediction right. HO however can be defeated with pretty high consistency. Overall hazard stack is always a nightmare to play against, if you're up against it it's often worth it to forget SR and start attacking right away.
Carbink
Your usual TR lead. Guarantees that you'll set up rocks and TR in most cases, if possible in that order to get as many turns of TR as possible, then explodes. Not much more to it.
Rhyperior
Utilizes Rhyp's access to BoltBeam, which fired off a 140 base attack adamant and often expert belt-boosted hurts. Basically, any super effective move is a KO unless it's a wall like Pex or Hippowdon. Earth Power is only a minor downgrade from Eq, and Swords Dance lets it threaten bulkier mons or TR-stalling with protect. You could run Life Orb, but I like to take advantage of its huge physical bulk and Solid Rock in the late game to snipeNidoking Tauros and the like, as well as Lando. It's also able to bait a choice item after an Earth Power, which tends to lure Flying-types in.
Alowak
Similar to Rhyperior, but can use both stabs and fill its moveset with whatever coverage. It's mostly there to handle steel-types like Ferro which the rest of the team struggles with. I have to say though, its power is a bit underwhelming compared to the regular physical version. However, its ability to completely wall Tapu Koko is partly why I kept it in the team. And also because I didn't find any other Fire type that would fit the bill.
Araquanid
Very powerful wallbreaker. It trades the potential Def drop of Liquidation for the much more devastating Hydro Miss, which (when it lands) pounds pretty hard. You could also run Band, but switching moves allows to make sure you only take risks when necessary thanks to Surf. You can also run Giga Drain for the OS on Swampert, but you'll rarely be clicking a non-water move.
Reuniclus
The secondary TR setter for the team and a very pleaseant surprise. Magic Guard + Sash means you're nearly sure to set TR, after which you can use explosion off of a max 125 SpA mon. Probably the best special explosion user after Gengar. It also gets some fun physical moves, but you're unlikely to use them anyways.
Dragalge
Why use Naganadel when you can use his slow-ass lazy brother ? A great cleaner to finish games off on a second TR, usually once Steel/Fairy-types are dealt with. I originally had flip turn on this set, but changed it to Iron Tail for the rare Diancie or to damage Magearna. Might not be worth it now, though you rarely pivot in TR anyways.
On a regular TR I probably would have added another setter at the cost of a sweeper. However, in this case, I found that two rounds of trick room throughout the game was generally enough to blow holes into the opposing team, and finish thanks to the overall high bulk of the team. Though I haven't faced many, the team struggles against stall if you don't get every prediction right. HO however can be defeated with pretty high consistency. Overall hazard stack is always a nightmare to play against, if you're up against it it's often worth it to forget SR and start attacking right away.

Your usual TR lead. Guarantees that you'll set up rocks and TR in most cases, if possible in that order to get as many turns of TR as possible, then explodes. Not much more to it.

Utilizes Rhyp's access to BoltBeam, which fired off a 140 base attack adamant and often expert belt-boosted hurts. Basically, any super effective move is a KO unless it's a wall like Pex or Hippowdon. Earth Power is only a minor downgrade from Eq, and Swords Dance lets it threaten bulkier mons or TR-stalling with protect. You could run Life Orb, but I like to take advantage of its huge physical bulk and Solid Rock in the late game to snipe

Similar to Rhyperior, but can use both stabs and fill its moveset with whatever coverage. It's mostly there to handle steel-types like Ferro which the rest of the team struggles with. I have to say though, its power is a bit underwhelming compared to the regular physical version. However, its ability to completely wall Tapu Koko is partly why I kept it in the team. And also because I didn't find any other Fire type that would fit the bill.

Very powerful wallbreaker. It trades the potential Def drop of Liquidation for the much more devastating Hydro Miss, which (when it lands) pounds pretty hard. You could also run Band, but switching moves allows to make sure you only take risks when necessary thanks to Surf. You can also run Giga Drain for the OS on Swampert, but you'll rarely be clicking a non-water move.

The secondary TR setter for the team and a very pleaseant surprise. Magic Guard + Sash means you're nearly sure to set TR, after which you can use explosion off of a max 125 SpA mon. Probably the best special explosion user after Gengar. It also gets some fun physical moves, but you're unlikely to use them anyways.

Why use Naganadel when you can use his slow-ass lazy brother ? A great cleaner to finish games off on a second TR, usually once Steel/Fairy-types are dealt with. I originally had flip turn on this set, but changed it to Iron Tail for the rare Diancie or to damage Magearna. Might not be worth it now, though you rarely pivot in TR anyways.