This is the current version of the Trick Room + Rampardos Team that I posted at least half a year ago. I am liking the way it fares in battles, but it is still not solid and can sometimes be shut down. Maybe it's just my sub-par decision-making during battles that costs me the loss, but I present you this team in hopes of making this a less gimicky and a more solid, consistent team.
(M) @ Leftovers
Ability: Intimidate
EVs: 248 HP/184 Def/76 SDef
Impish nature (+Def, -SAtk)
- Avalanche
- Taunt
- Stone Edge
- Waterfall / Aqua Tail
Takes hits and dish hits. Mainly for Heracross, Heatran, Lucario, and Metagross. It's awesome defense allows it to absorb many hits for the team. Avalanche is a sweet move to retaliate against Dragons. Taunt halts set-up and recovery moves, forcing the opponent to attack, and Gyarados oftentimes score the kill, or I could just switch.
I used to have Aqua Tail to hit Lucario hard, but seeing how I haven't seen one in awhile, I'm abusing Waterfall's Flinch for now. Ironically, its unexpected bulk frequently allows it to bring down a good portion of the team, despite the lack of DD, LO, and Atk EVs.
@ Leftovers
Ability: Natural Cure
EVs: 252 HP/216 Def/40 Spd
Bold nature (+Def, -Atk)
- Psychic
- Recover
- Trick Room
- Leaf Storm
Electric resist and Water, Fighting, & Ground counter, namely Breloom, Machamp, Swampert, Vaporeon, Donphan, Hippowdon, Gyarados, and Lucario. Leaf Storm's special fall sucks, but hitting 140 against lighter pokemon like Vaporeon and Starmie is useful, and it still dents Metagross decently. Due to Heat Wave and Signal Beam, Electrics are much harder to wall, but hopefully Heatran or Trick Room can help bring them down.
With its great defensive typing, Celebi is a reliable TRer, and it can use the reversal of priority to its own advantage, too.
(F) @ Choice Scarf
Ability: Flash Fire
EVs: 252 Spd/252 SAtk/4 SDef
Timid nature (+Spd, -Atk)
- Fire Blast
- Earth Power
- Dragon Pulse
- Hidden Power [Electric]
Classic / Standard CeleTran that complements each other nicely. Here I decided to go Timid and HP Electric to deal with + 1 DD Gyarados if I have to. This thing can sweep well for the team, although Blissey and Water Pokemon must be removed, the latter Celebi and Heracross is good at.
(F) @ Flame Orb
Ability: Guts
EVs: 32 HP/252 Atk/224 Spd
Adamant nature (+Atk, -SAtk)
- Close Combat
- Megahorn
- Facade
- Sleep Talk
Flame Orb Heracross =d. At first it had Swords Dance, which would help me against stuff like Stockpile Hippowdon, but I needed something to absorb sleep, and Heracross does it well. Basically here to break annoying Ground Walls and other Walls (Blissey, Cresselia, Spiritomb, Suicune, Porygon2, sometimes Bronzong / Forretress) that hinder my other offenses. Taking out Tyranitar is a plus, too. Some of the toughest matches I experience is when I lose Heracross prematurely while my opponent has its primary defensive monsters still intact.
(M) @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk/36 Spd/220 SAtk
Naughty nature (+Atk, -SDef)
- Earthquake
- Ice Beam
- Stone Edge
- Hammer Arm
The theme of the team; to abuse Rampardos' insane power with TR. I had Head Smash over Hammer Arm to ensure secure kills, but the recoil literally killed Ram. Even though it saddens me to not to be able to spam Head Smash, Rampardos is plentifully deadly.
Hammer Arm is mainly for Tyranitar, Snorlax, Blissey, and Porygon2. Ice Beam to 2HKO Donphan / Hippowdon and shoot down Gliscor / Salamence / Flygon out of the air.
@ Leftovers
Ability: Levitate
EVs: 252 HP/52 Atk/204 SDef
Sassy nature (+SDef, -Spd)
- Gyro Ball
- Trick Room
- Stealth Rock
- Explosion
I have plenty of physical Defense through Gyarados and Celebi, so I focused on Bronzong's SpDef, especially because Gengar used to give me huge trouble.
It's mainly a set-upper of SR and TR. Ideally I would use this when the opponent has only 3 or 4 remaining Pokemon; Trick Room, Explode to clear the field and for a free switch-in to Rampardos, which hopefully would use the remaining three turns to bring down the rest of the foe's line up.
But otherwise, Explosion is good to just deal damage to annoying tanks / walls that are just not worth the rest of the team's energy.
So there's the team. The main strategy is to bring down Grounds, Waters, Bullet Punchers, and slower Pokemon before setting up TR and allow Rampardos to rampage. Ideally, the opponent would only have 3 Pokemon left when the TRer is sacrified for Rampardos' sweep; Bronzong's Explosion and the decent amount of other offenses allow this to happen most of the times. At good times, I would be able to take control of the game and utilize TR to great effects, but sometimes I am forced in the defensive and get overwhelmed quickly by tanks or heavy offense. This is the type of team that is weak to attrition and usually end battles quickly, albeit not always in my favor.
Please keep one thing in mind: the team must have atleast two Pokemon that can summon Trick Room. Just like Rain Dance teams, multiple environment-altering Pokemon would increase the exposure to Trick Room, which usually benefits me. I also don't want Rampardos to end up as dead weight when one of my TRer inevitably dies prematurely.
Any advice and suggestions greatly appreciated!

Ability: Intimidate
EVs: 248 HP/184 Def/76 SDef
Impish nature (+Def, -SAtk)
- Avalanche
- Taunt
- Stone Edge
- Waterfall / Aqua Tail
Takes hits and dish hits. Mainly for Heracross, Heatran, Lucario, and Metagross. It's awesome defense allows it to absorb many hits for the team. Avalanche is a sweet move to retaliate against Dragons. Taunt halts set-up and recovery moves, forcing the opponent to attack, and Gyarados oftentimes score the kill, or I could just switch.
I used to have Aqua Tail to hit Lucario hard, but seeing how I haven't seen one in awhile, I'm abusing Waterfall's Flinch for now. Ironically, its unexpected bulk frequently allows it to bring down a good portion of the team, despite the lack of DD, LO, and Atk EVs.

Ability: Natural Cure
EVs: 252 HP/216 Def/40 Spd
Bold nature (+Def, -Atk)
- Psychic
- Recover
- Trick Room
- Leaf Storm
Electric resist and Water, Fighting, & Ground counter, namely Breloom, Machamp, Swampert, Vaporeon, Donphan, Hippowdon, Gyarados, and Lucario. Leaf Storm's special fall sucks, but hitting 140 against lighter pokemon like Vaporeon and Starmie is useful, and it still dents Metagross decently. Due to Heat Wave and Signal Beam, Electrics are much harder to wall, but hopefully Heatran or Trick Room can help bring them down.
With its great defensive typing, Celebi is a reliable TRer, and it can use the reversal of priority to its own advantage, too.

Ability: Flash Fire
EVs: 252 Spd/252 SAtk/4 SDef
Timid nature (+Spd, -Atk)
- Fire Blast
- Earth Power
- Dragon Pulse
- Hidden Power [Electric]
Classic / Standard CeleTran that complements each other nicely. Here I decided to go Timid and HP Electric to deal with + 1 DD Gyarados if I have to. This thing can sweep well for the team, although Blissey and Water Pokemon must be removed, the latter Celebi and Heracross is good at.

Ability: Guts
EVs: 32 HP/252 Atk/224 Spd
Adamant nature (+Atk, -SAtk)
- Close Combat
- Megahorn
- Facade
- Sleep Talk
Flame Orb Heracross =d. At first it had Swords Dance, which would help me against stuff like Stockpile Hippowdon, but I needed something to absorb sleep, and Heracross does it well. Basically here to break annoying Ground Walls and other Walls (Blissey, Cresselia, Spiritomb, Suicune, Porygon2, sometimes Bronzong / Forretress) that hinder my other offenses. Taking out Tyranitar is a plus, too. Some of the toughest matches I experience is when I lose Heracross prematurely while my opponent has its primary defensive monsters still intact.

Ability: Mold Breaker
EVs: 252 Atk/36 Spd/220 SAtk
Naughty nature (+Atk, -SDef)
- Earthquake
- Ice Beam
- Stone Edge
- Hammer Arm
The theme of the team; to abuse Rampardos' insane power with TR. I had Head Smash over Hammer Arm to ensure secure kills, but the recoil literally killed Ram. Even though it saddens me to not to be able to spam Head Smash, Rampardos is plentifully deadly.
Hammer Arm is mainly for Tyranitar, Snorlax, Blissey, and Porygon2. Ice Beam to 2HKO Donphan / Hippowdon and shoot down Gliscor / Salamence / Flygon out of the air.

Ability: Levitate
EVs: 252 HP/52 Atk/204 SDef
Sassy nature (+SDef, -Spd)
- Gyro Ball
- Trick Room
- Stealth Rock
- Explosion
I have plenty of physical Defense through Gyarados and Celebi, so I focused on Bronzong's SpDef, especially because Gengar used to give me huge trouble.
It's mainly a set-upper of SR and TR. Ideally I would use this when the opponent has only 3 or 4 remaining Pokemon; Trick Room, Explode to clear the field and for a free switch-in to Rampardos, which hopefully would use the remaining three turns to bring down the rest of the foe's line up.
But otherwise, Explosion is good to just deal damage to annoying tanks / walls that are just not worth the rest of the team's energy.
So there's the team. The main strategy is to bring down Grounds, Waters, Bullet Punchers, and slower Pokemon before setting up TR and allow Rampardos to rampage. Ideally, the opponent would only have 3 Pokemon left when the TRer is sacrified for Rampardos' sweep; Bronzong's Explosion and the decent amount of other offenses allow this to happen most of the times. At good times, I would be able to take control of the game and utilize TR to great effects, but sometimes I am forced in the defensive and get overwhelmed quickly by tanks or heavy offense. This is the type of team that is weak to attrition and usually end battles quickly, albeit not always in my favor.
Please keep one thing in mind: the team must have atleast two Pokemon that can summon Trick Room. Just like Rain Dance teams, multiple environment-altering Pokemon would increase the exposure to Trick Room, which usually benefits me. I also don't want Rampardos to end up as dead weight when one of my TRer inevitably dies prematurely.
Any advice and suggestions greatly appreciated!