I must preface this RMT by saying that not only am I fresh to the NU scene as it is today, I don't have many competitative battles under my belt. That being said, I have playtested this team a few times for any obvious flaws, but I need your help in order to make it the best it can be.
Now, when I looked at the list of Pokemon used in NU, I noticed a lot of very slow and not particularly bulky Pokemon with powerful attacking stats. Immediately the not-oft used Trick Room came to mind. Thankfully the tier is as populated with those who can set up the negative space-time dimension as it is with those who can utilize it. With that in mind, I picked three Trick Room users and three Pokemon who could use their slow speed and powerful techniques to utilize it with (hopefully) some synergy in their typing and attacks. Without further ado.
AT A GLANCE
In-DepthNow, when I looked at the list of Pokemon used in NU, I noticed a lot of very slow and not particularly bulky Pokemon with powerful attacking stats. Immediately the not-oft used Trick Room came to mind. Thankfully the tier is as populated with those who can set up the negative space-time dimension as it is with those who can utilize it. With that in mind, I picked three Trick Room users and three Pokemon who could use their slow speed and powerful techniques to utilize it with (hopefully) some synergy in their typing and attacks. Without further ado.
AT A GLANCE
Bane @ Focus Sash
Ability: Insomnia
EVs: 252 ATK (0 HP, DEF, SPD, SPE IVs)
Nature: Lonely (+ATK -DEF)
Trick Room
Destiny Bond
Taunt
Shadow Claw
Banette's only use in this metagame is using Trick Room and dying spectacularly, and that's exactly what it does well. I almost always lead with it for fear of entry hazards ruining its Focus Sash. The strategy is clear from its moveset - Trick Room, take the hit, Destiny Bond and remove the foe from the game. Taunt stops foes from setting up on Banette and Shadow Claw is a decently powered move in case Banette gets taunted instead.
Kece @ Leftovers
Ability: Colour Change
EVs: 252 HP, 128 DEF, 128 SPD (0 SPE IVs)
Nature: Sassy (+SPD -SPE)
Trick Room
Recover
Return
Foul Play
Kecleon is an underrated special wall to be sure, as its useful Colour Change ability means that the foe either has to alternate moves or do resisted damage to Kecleon. Even better, its original Normal type means that Shadow Ball, the only special move of any concern that can hit its own type for super effective damage, requires three turns (coverage move, ball, ball for double damage) to hit Kecleon. With Recover in its movepool this means it won't go down easily and can use this to set up Trick Room reliably. Kecleon's attack is nothing remarkable but Return and Foul Play means that it won't be set up bait either, and quick, defensively weak sweepers will get severely injured.
Duoe @ Eviolite
Ability: Magic Guard
EVs: 252 HP, 128 DEF, 128 SPA (0 SPE IVs)
Nature: Quiet (+SPA -SPE)
Trick Room
Psychic
Hidden Power Fighting
Shadow Ball
Duosion has fairly miserable base stats (barring special attack), but with Eviolite its defenses are workable and Magic Guard means that it cannot be whittled down, either. Because it's so slow it can set up Trick Room and go before anything, and a base 125 special attack stat is nothing to scoff at, especially with Psychic/Fighting/Ghost coverage.
Gige @ Choice Band
Ability: Sturdy
EVs: 252 HP, 252 ATK, 4 SPD (0 SPE IVs)
Nature: Brave (+ATK -SPE)
Stone Edge
Earthquake
Explosion
Heavy Slam
Gigalith is an absolute monster. Its attack breaks 600 with Brave/252 EVs/Choice Band, and STAB Stone Edges deal crushing damage to anything that doesn't resist them. It's also so slow (55 speed!) that a foe would be hard pressed to outspeed it in Trick Room, allowing it to make a clean run of things regardless of their speed. An unfortunate weakness to common priority moves like Aqua Jet and Mach Punch is a bit of an issue, but its physical bulk is strong enough so that they don't do major damage.
Octe @ Life Orb
Ability: Suction Cups
EVs: 252 HP, 252 SPA, 4 DEF (0 SPD IVs)
Nature: Quiet (+SPA -SPE)
Surf
Energy Ball
Fire Blast
Ice Beam
Octillery is the special equivelent of Gigalith for this team, it being slow and powerful as well. Although 105 base special attack isn't incredible, its phenomonal coverage ensures little can safely stay in with this red-headed menace. There isn't much to do with Octillery besides pointing the correct elemental attack in the right direction. I'm contemplating using Sniper over Suction Cups - although Sniper isn't great, getting a 3x critical hit would mow down anything, and Suction Cups doesn't do much for Octillery either.
Pare @ Leftovers
Ability: Dry Skin
EVs: 252 ATK, 128 DEF, 128 SPD (0 SPE IVs)
Nature: Relaxed (+DEF -SPE)
Spore
Leech Seed
Substitute
X-Scissor
Parasect is a bit of an oddball on this very offensively paced team, with only one attacking move - however, a sleeping move that is essentially priority and has perfect accuracy is too great to pass up. Parasect can switch in surprisingly easily, as Fighting, Grass, Ground, Electric, and especially Water attacks do screw-all to it. Then as it sits comfortably behind a Substitute it can absorb life with Leech Seed and do good damage with X-Scissor. The only issue is its multitude of weaknesses, but if Fire and Flying move users are taken out (who aren't particularly common in the first place) Parasect can truly shine.
A problem I've run into with this team is that the Trick Room users always die before the sweepers. I don't know how to amend this besides that maybe I'm not playing conservatively enough, but help would be appreciated!