I tried Trick Room HO so you don’t have to
So moving aside from ban discussions, I was trying to meet reqs with a Trick Room team because I hate myself, started 11-1, and then the next game I ran into Choice Specs Tera Dark Chi-Yu who just one shotted all my TR setters including flinching through my Colbur Berry Bronzong because of course it does.
Has anyone had success with Trick Room in SV? From my recent experience, we do have a number of good TR abusers, but severely lacking in the setter department at the moment. Here's a breakdown
Trick Room setters:
The structure I like to use for TR HO in NatDex is a suicide lead like Diancie, a bulky mid-game setter like Hatterene/Cress, and an third who is self-sufficient like Reuniclus or Magearna.
For the suicide lead, without Diancie, I find that TR doesn't have any good hazard setter that does not auto lose to Ghost/Dark.

I had to use SDef Colbur Berry Bronzong as a budget Diancie, but did you know Bronzong lost Explosion? Steel Beam still exists but it's way less reliable if your opponent knows what they are doing. Btw run Heatproof, so you don't lose to Chi-Yu Flamethrower. You don't care about taking Earthquakes nearly as much because you want to Steel Beam yourself out of there.

Klefki is an option that doesn't lose to Ghost/Dark, gets Spikes, and has a way to suicide with Steel Beam, but ironically feels a bit too bulky to get down to 50% on turn 3 reliably against some teams. Fairy Lock is a pretty neat tech too, which all but guarentees your sweepersa free turn to do whatever they like.

Scream Tail is pretty nice, but simillarly doesn't have a way to pivot out after TR. And the Eject Button build you can run on normal builds don't work here because you get bounced out before you get TR up. I have tried Perish Song into SR into Trick Room, which actually does give you a free turn to set up, but it feels a bit too slow to pull off at times.
For the bulky midgame setter, we are a lot more fortunate

Hatterene is obviously really solid as always, especially when she can Tera Dark in a pinch, which is something I have adapted after losing to the Chi-yu in the abstract. Definitely the premium option here. Untauntable is a neat bonus, but every other TR user can just runs Mental Herb anyway. The real cherry on the cake is actually Healing Wish, because you get to suicide, boost Kingambit to full, and give him another stack of SO on top of everything.

Slowking is kinda cool with a pivot move, but Chilly Reception's lack of negative priority kinda hurts because it turns into a fast switch under TR. Mental Herb + Regenerator unironically feels better than Oblivious even though the latter blocks Taunt. Future Sight misses timing.
Everything else just feels baaaaaad.
For the self-sufficient setter, we are again severely lacking,

Mimikyu being the only usable one who doesn't feel like I'm going through hoops, but even then it is severely lacking in terms of power. Being a physical attacker especially hurts because it overlaps with many of good TR abusers we have this gen. I've also tried using him as a suicide lead with Curse to kill himself when he's low, but Disguise kinda makes it unreliable. Overall, I don't like him that much this gen.

Not exactly what one think about when one says bulky, or slow, except it kinda works actually, either as this slot, or the previous slot. Reaches 324/251/265 bulk which can actually be respectable, hits pretty hard even uninvested and most importantly gets very powerful utility moves such as Memento and WoW.


As for special attacking TR setters, Room Service Armarouge and Iron Valiant are surprisingly viable here. Their base speed are pretty high, but that actually gives them the flexibility to attack out of TR, with Room Service fixing their high speed inside TR. They have enough firepower to function without an item, and the most important thing they offer is that they are able to take down sturdy physical walls like Dondozo.
Trick Room attackers:
We have a lot of great abusers this gen, but the unfortunate part is that the best ones are all physical attackers. Doesn't matter, because the physical attackers we have right now just break everything if you can get TR up. Kingambit and Iron Hands are the ones I used the most, and the main reason why I even consider TR to be viable at the moment.
The good:

This is the biggest auto-include as an TR abuser imo. Everyone has faced this thing outside of TR, but it's a completely different beast inside of it. SO is especially synergistic with the suicide heavy nature of the playstyle, and you just get to Kowtow Cleave through everything without worrying about Sucker Punch mindgames. The Ghost/Dark resist + Tera Flying/Water also provides extremely valuable resistance to the biggest breakers in the tier. And as usually, if you manage to weaken the opponent enough, or manage to get an SD up, you can win outside of TR with it as well.

If anyone has faced Conkeldurr or Mega Heracross under TR in past gens, Iron Hands is Conkeldurr, but with the option of Swords Dance. Basically nothing is tanking any hits from this if you manage to get an SD off, and you can Tera Flying after TR wears out to continue getting free kills as they wishfuly send in their Garchomp, hoping to nail you with EQ. Or you can just start attacking without needing SD thanks to Booster Energy because CC + EQ/Ice Punch + Thunder Punch already hits everything anyway.

Choice Specs Freeze Dry I mean

Choice Specs Hyper Voice


Tanky Belly Drum abusers with access to priority outside of TR. Cetitan feels more reliable at the moment thanks to Ice Shard being better for killing things after TR ends, but Azumarill is slightly better matched into Chi-Yu and Annihilape. If running a Belly Drummer specifically, refrain from using Slowking because as mentioned above, Chilly Reception is a fast switch under TR.

Slow enough with a Brave nature, and just hits really hard off the bat. As a Fighting type, does stack some weakness with Iron Hands as a TR sweeper. I personally find Iron Hands to be better here generally because I like having Electric type coverage, but does have the advantage of not stacking Ground weakness with Kingambit.
The bad:

Weak STAB moves, no priority, lack coverage. Just a bad Kingambit. I guess we can say that his position is very sus. (He's not Ground weak so he's good rrrrriiiiight???)

Specs Eruption sounds good until you realise it is a hazard meta. Setting up sun for Tusk feels good until you realise TR would have ended before you got to Tusk. Setting up sun is actually a detriment because it gets your entire team killed by Roaring Moon and Chi-Yu once TR ends. Don't use this in TR, this isn't VGC.

dont
The ugly:
These are pretty good ngl, but they have some weird intricacies to make them work.. Try at your own risk.

Magnezone really fell off this gen because all the best Steel types either beat him or can just switch out of him, but Analytic with Tera Steel is surprisingly good in TR. Flash Cannon outright 2HKOs 240/0 Iron Treads for switching in, and pretty much every thing else because apparently we don't have 4x resists at the moment.

Strictly worse than Iron Hands imo, but definitely viable (another Ground weakness stacked btw; why is everyone ground weak?)

I love and hate the fact that Tera Bug Flash Fire BU is a thing. But in TR, I think Tera Fighting/Fairy is better as it puts you in a better position against the usual threats to TR like Chi-Yu, Chien-Pao and Dragapult. Taunt is my favorite move in the game, which he can actually fit in a moveslot.(Oh hey, another natural Ground weakness)

Never tried him, I just put him here because he's very ugly.
Conclusion:
Trick Room is very fun, and I'm gonna try to meet reqs with it, even if the inherent problems of the strategy makes it a very big challenge. But it's fun who cares. Setters are weaker than ever because the top of the meta is dominated by powerful Ghost/Dark attackers who often just OHKO all your setters, but the abusers are also more insane than ever, especially Kingambit and Iron Hands (did I mention they are weak to Ground?). I want my last dance with TR before Tera's inevitable ban/limitations bring the stacking Ghost/Dark/Ground weakness back. Also I hate stupid fish. Give me back Diancie and Uxie.
pokepaste of current version if you hate yourself too (seek help)
Edit: I forgot to mention that the best TR abusers are weak to Ground.