Hello Everyone! I'm trying my hand at VGC this year, and my first team is Trick Room! I've managed to pick up a number of wins on the ranked battle spot, but this team seems to be lacking a form of coverage I can't quite figure out. I'd appreciate critique/replacement options! Everyone on the team has ) speed IV.
Hatterene @ Leftovers
Ability: Magic Bounce
Quiet Nature
EVs: 252 HP/252 SpAtk/4 SpDef
Trick Room
Psychic
Dazzling Gleam
Mystical Fire
Hatterene is my first setter. A combination of Special bulk and High SpAtk allows for great damage output when the Room is up. Psychic and Dazzling Gleam are STAB with Mystical Fire for things like Ferrothorn. Nature and EV Spread are made for Maximum damage output once the Room is up, with Leftovers prolonging that.
Cofagrigus @ Rocky Helmet
Ability: Mummy
Sassy Nature
EVs: 252 HP/252 Def/4 SpDef
Trick Room
Protect
Will-O-Wisp
Shadow Ball
The second setter. Cofagrigus is meant to be a more defensive option to get the room up while also being able to cripple a handful of physical attackers. Rocky Helmet is an alternative to the leftovers which I would prefer on Hatterene. This slot was originally held by Runerigus, but I realized it and Cofagrigus have the same bulk, and I preferred having fewer weaknesses.
Copperajah @ Life Orb
Ability: Sheer Force
Brave Nature
EVs: 252 HP/ 252 Atk/4 Def
Iron Head
Play Rough
Rock Slide
Protect
Copperajah is the Physical "Tank". Defenses might not be that great, but the large HP is helpful while smashing opposing pokemon like Tyranitar/Sylveon/etc. with Sheer Force/Life Orb Iron Head. I've been forced to Dynamax this one in a majority of my battles so far, win or lose, not sure if that's a good thing or not. Play Rough is an option for Dragons and other Dark or Fighting types, and Rock Slide is a good spread move that also hits fire types that this team has issues with. EVs and Nature are meant for maximum damage output.
Vikavolt @ Throat Spray
Ability: Levitate
Quiet Nature
EVs: 252 HP/252 SpAtk/4 SpDef
Thunderbolt
Bug Buzz
Energy Ball
Protect
Vikavolt is the special sweeper(when the room is up), with Thunderbolt for rain teams' waters/Gyarados, and Energy Ball for things like Gastrodon/Seismitoad/Rotom-W and Bug Buzz as secondary STAB and a method of activating Throat Spray. Evs are meant for highest damage and at least some bulk with maximum HP.
Grimmsnarl @ Focus Sash/Light Clay
Ability: Prankster
Brave Nature
EVs: 252 HP/252 Atk/4 Def
Darkest Lariat
Play Rough
Hammer Arm
Fake Out/Light Screen
Grimmsnarl is a bit of a loose fit. I initially wanted to run Intimidate Scrafty here, but at the same time I wanted something that would hit a little harder. Dark/Fairy is pretty cool STAB coverage and good against Dragapult/etc. while room is up, while Hammer Arm is a solid coverage move that benefits Grimmsnarl in the room. EVs are meant for higher HP bulk and Damage output.
Dracovish @ Choice Band/Room Service
Ability: Strong Jaw
Brave Nature
EVs: 252 HP/252 Atk/4 Def
Fishious Rend
Outrage/Dragon Rush
Psychic Fangs
Crunch
This slot was originally for a Gigantamax Snorlax Belly Drum Figy Berry Set, but I realized I lacked a proper Fire AND Water resist despite two weaknesses to the former. Dracovish's Fishious Rend hits insanely hard with Choice Band/Strong Jaw/Moving first, so that's a given, plus Outrage for Dragon Stab, then Psychic Fangs and Crunch for extra coverage. I haven't actually tried the team with this thing added yet. Evs for Maximum HP and Damage output.
So that's the team! Like I was saying up top, I feel like the team is missing something somewhere. I think I might struggle against one or two of the Rotom forms and potentially other Trick Room Teams. Thank You much for any and all criticism!!

Hatterene @ Leftovers
Ability: Magic Bounce
Quiet Nature
EVs: 252 HP/252 SpAtk/4 SpDef
Trick Room
Psychic
Dazzling Gleam
Mystical Fire
Hatterene is my first setter. A combination of Special bulk and High SpAtk allows for great damage output when the Room is up. Psychic and Dazzling Gleam are STAB with Mystical Fire for things like Ferrothorn. Nature and EV Spread are made for Maximum damage output once the Room is up, with Leftovers prolonging that.

Cofagrigus @ Rocky Helmet
Ability: Mummy
Sassy Nature
EVs: 252 HP/252 Def/4 SpDef
Trick Room
Protect
Will-O-Wisp
Shadow Ball
The second setter. Cofagrigus is meant to be a more defensive option to get the room up while also being able to cripple a handful of physical attackers. Rocky Helmet is an alternative to the leftovers which I would prefer on Hatterene. This slot was originally held by Runerigus, but I realized it and Cofagrigus have the same bulk, and I preferred having fewer weaknesses.

Copperajah @ Life Orb
Ability: Sheer Force
Brave Nature
EVs: 252 HP/ 252 Atk/4 Def
Iron Head
Play Rough
Rock Slide
Protect
Copperajah is the Physical "Tank". Defenses might not be that great, but the large HP is helpful while smashing opposing pokemon like Tyranitar/Sylveon/etc. with Sheer Force/Life Orb Iron Head. I've been forced to Dynamax this one in a majority of my battles so far, win or lose, not sure if that's a good thing or not. Play Rough is an option for Dragons and other Dark or Fighting types, and Rock Slide is a good spread move that also hits fire types that this team has issues with. EVs and Nature are meant for maximum damage output.

Vikavolt @ Throat Spray
Ability: Levitate
Quiet Nature
EVs: 252 HP/252 SpAtk/4 SpDef
Thunderbolt
Bug Buzz
Energy Ball
Protect
Vikavolt is the special sweeper(when the room is up), with Thunderbolt for rain teams' waters/Gyarados, and Energy Ball for things like Gastrodon/Seismitoad/Rotom-W and Bug Buzz as secondary STAB and a method of activating Throat Spray. Evs are meant for highest damage and at least some bulk with maximum HP.

Grimmsnarl @ Focus Sash/Light Clay
Ability: Prankster
Brave Nature
EVs: 252 HP/252 Atk/4 Def
Darkest Lariat
Play Rough
Hammer Arm
Fake Out/Light Screen
Grimmsnarl is a bit of a loose fit. I initially wanted to run Intimidate Scrafty here, but at the same time I wanted something that would hit a little harder. Dark/Fairy is pretty cool STAB coverage and good against Dragapult/etc. while room is up, while Hammer Arm is a solid coverage move that benefits Grimmsnarl in the room. EVs are meant for higher HP bulk and Damage output.

Dracovish @ Choice Band/Room Service
Ability: Strong Jaw
Brave Nature
EVs: 252 HP/252 Atk/4 Def
Fishious Rend
Outrage/Dragon Rush
Psychic Fangs
Crunch
This slot was originally for a Gigantamax Snorlax Belly Drum Figy Berry Set, but I realized I lacked a proper Fire AND Water resist despite two weaknesses to the former. Dracovish's Fishious Rend hits insanely hard with Choice Band/Strong Jaw/Moving first, so that's a given, plus Outrage for Dragon Stab, then Psychic Fangs and Crunch for extra coverage. I haven't actually tried the team with this thing added yet. Evs for Maximum HP and Damage output.
So that's the team! Like I was saying up top, I feel like the team is missing something somewhere. I think I might struggle against one or two of the Rotom forms and potentially other Trick Room Teams. Thank You much for any and all criticism!!