I don't see many of these listed, or used in play, so I thought I'd post mine, considering it works fairly well.
Bronzong @ Focus Sash
Levitate
252 Hp/84 Atk/80 Def/92 Sp. Def (0 speed IV's)
Sassy
~ Trick Room
~ Stealth Rock
~ Shadow Ball
~ Explosion
I love leading with Bronzong, due to the very basic yet very effective approach. Bronzong can take a hit, and with Focus Sash super-effective fire attacks are no problem, so go ahead and set up trick room, or stealth rock first (I usually trick-room). When things get iffy, you've got explosion.
Hippowdon @ Leftovers
Sand Stream
252 Hp/48 Atk/32 Def/172 Sp. Def (0 speed IV'S)
Impish
~ Curse
~ Ice Fang
~ Earthquake
~ Slack-Off
Usually my initial approach upon switching in Hippowdon is simply to curse, then slack-off, if I suspect an attack. One or two curses is usually enough to set Hippowdon up for some sweepage, which is definitely a good thing since TR runs out.
Slowbro @ Leftovers
Own Tempo
212 Hp/252 Def/46 Sp. Atk
Bold
~ Hidden Power (Electric)
~ Trick Room
~ Psychic
~ Slack-Off
My second Trick Roomer. Slowbro can take a hit, and with Trick Room present using Slack-Off to recover health should be no problem. Psychic is there for STAB, and HP electric is for the occasional water type that may switch in to stump Slowbro.
Steelix @ Chesto Berry
Sturdy
252 Hp/4 Atk/252 Sp. Def (0 speed IV's)
Sassy
~ Curse
~ Rest
~ Gyro Ball
~ Earthquake
Pretty straight forward. Curse until you need to restore HP, then resto berry up. I like using Steelix in Trick Room.
Snorlax @ Leftovers
Thick Fat
168 Hp/120 Def/220 Sp. Def
Careful
~ Curse
~ Return
~ Fire Punch
~ Selfdestruct
Curselax. Again, I prefer to have a usual OHKO move like selfdestruct on just incase times get tight. Fire punch covers steel types and TTar.
Dusknoir @ Leftovers
Pressure
252 Hp/131 Atk/24 Def
Adamant
~ Substitute
~ Focus Punch
~ Fire Punch
~ Shadow Sneak
Trick-roomed Dusknoir sub-puncher? Yes please. Again, very straight forward.
Bronzong @ Focus Sash
Levitate
252 Hp/84 Atk/80 Def/92 Sp. Def (0 speed IV's)
Sassy
~ Trick Room
~ Stealth Rock
~ Shadow Ball
~ Explosion
I love leading with Bronzong, due to the very basic yet very effective approach. Bronzong can take a hit, and with Focus Sash super-effective fire attacks are no problem, so go ahead and set up trick room, or stealth rock first (I usually trick-room). When things get iffy, you've got explosion.
Hippowdon @ Leftovers
Sand Stream
252 Hp/48 Atk/32 Def/172 Sp. Def (0 speed IV'S)
Impish
~ Curse
~ Ice Fang
~ Earthquake
~ Slack-Off
Usually my initial approach upon switching in Hippowdon is simply to curse, then slack-off, if I suspect an attack. One or two curses is usually enough to set Hippowdon up for some sweepage, which is definitely a good thing since TR runs out.
Slowbro @ Leftovers
Own Tempo
212 Hp/252 Def/46 Sp. Atk
Bold
~ Hidden Power (Electric)
~ Trick Room
~ Psychic
~ Slack-Off
My second Trick Roomer. Slowbro can take a hit, and with Trick Room present using Slack-Off to recover health should be no problem. Psychic is there for STAB, and HP electric is for the occasional water type that may switch in to stump Slowbro.
Steelix @ Chesto Berry
Sturdy
252 Hp/4 Atk/252 Sp. Def (0 speed IV's)
Sassy
~ Curse
~ Rest
~ Gyro Ball
~ Earthquake
Pretty straight forward. Curse until you need to restore HP, then resto berry up. I like using Steelix in Trick Room.
Snorlax @ Leftovers
Thick Fat
168 Hp/120 Def/220 Sp. Def
Careful
~ Curse
~ Return
~ Fire Punch
~ Selfdestruct
Curselax. Again, I prefer to have a usual OHKO move like selfdestruct on just incase times get tight. Fire punch covers steel types and TTar.
Dusknoir @ Leftovers
Pressure
252 Hp/131 Atk/24 Def
Adamant
~ Substitute
~ Focus Punch
~ Fire Punch
~ Shadow Sneak
Trick-roomed Dusknoir sub-puncher? Yes please. Again, very straight forward.