Team archetype
Trick Room teams
The one archetype with no ability engine. You need a setter that survives long enough to use the move, and attackers slow enough to benefit from the inverted order.
Pokémon with lower Speed stats move first.
The point
Slowest hard hitters
Base 50 Speed or lower with at least 100 in an attacking stat. Under Trick Room these move first, and they hit hard enough to make the five turns count. Sorted slowest first, because slower is better here.

Mega Camerupt
Fire / Ground · 560

Avalugg
Ice · 514

Musharna
Psychic · 487

Hatterene
Psychic / Fairy · 510

Slowbro
Water / Psychic · 490

Mega Slowbro
Water / Psychic · 590

Galarian Slowbro
Poison / Psychic · 490

Snorlax
Normal · 540

Slowking
Water / Psychic · 490

Galarian Slowking
Poison / Psychic · 490

Mega Steelix
Steel / Ground · 610

Mega Abomasnow
Grass / Ice · 594

Reuniclus
Psychic · 490

Appletun
Grass / Dragon · 485

Mega Crabominable
Fighting / Ice · 578

Mudsdale
Ground · 500

Garganacl
Rock · 500

Drampa
Normal / Dragon · 485

Mega Drampa
Normal / Dragon · 585

Hisuian Avalugg
Ice / Rock · 514

Camerupt
Fire / Ground · 460

Rhyperior
Ground / Rock · 535

Crabominable
Fighting / Ice · 478

Mega Chesnaught
Grass / Fighting · 630
Backup plan
Pokemon that learn Trick Room
Trick Room has no ability that sets it, so this list is the archetype. Pick a setter that can survive a turn, since using the move costs you one.