Aron @ Berry Juice
Ability: Sturdy
Level: 1
EVs: Unnecessary
IVs: Between 0 and 31 I would hope
Any Nature
- Protect
- Endeavor
- Toxic
- Sandstorm
The star of the show. The AI is bloodthirsty for potential KOs and will almost always try to KO Aron if they don't have something else they'd rather do (like KO Aromatisse instead.) Protect turn 1 and wait for Trick Room to go up while praying for no Z-Moves to be launched through the barrier. If a turn 1 Z-Move does come out it will definitely put things on the back foot but isn't an insurmountable setback. Once in Trick Room pick something to delete each turn with Endeavor. Prioritize opponents that might try to disrupt the game plan with things like multi-hit moves, hold off on opponents that are likely to try and use status moves over attacking Aron, ones that may be holding healing Berries that would take them out of KO range for Aron's partner's follow-up, or have effects that could be problematic on contact (Rough Skin/Iron Barbs, Flame Body, Rocky Helmet, etc.) In general make sure to KO at least one opponent each turn before they have a chance to damage Aron and things will work out. Toxic and Sandstorm are almost never clicked, but do provide a way to MAYBE win a 1v1. Priority moves (besides Water Shuriken and Parental Bond Sucker Punch) are scary but can potentially be sidestepped with judicious use of Protect while Aron's partner sets up a double KO.

Paracelsus (Aromatisse) @ Lum Berry
Ability: Healer or Aroma Veil
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Odor Sleuth
- Dazzling Gleam
- Moonblast
- Trick Room
The main enabler, mostly chosen for its access to Odor Sleuth and a spread move that has no immunities. May be hard to obtain for some players as it can only be natively found in Y and requires a trade item evolution (in X it requires a Friend Safari.) MOST opponents should leave Aromatisse alone unless they are using a spread move or see a KO at her current HP, usually off the back of Steelium Z though some sets like Aurorus-4 can still see the option to nuke from full HP. Rock Slide is likely the most threatening move that doesn't outright KO Aromatisse, as the associated flinch chance can derail the plan frustratingly often. Ability is negotiable, Healer is sometimes useful for saving Aron from rolling the dice on Paralysis or from a lethal Burn. While less common Aroma Veil can stop Taunt or Encore users from disrupting the dance the team centers around. Moonblast allows for single-target damage to pick up KOs that a Dazzling Gleam might not. Odor Sleuth is a little tricky to fit into the rhythm but strips Ghost-types of their immunity to Endeavor and exposes opponents that have wasted turns on evasion-boosting moves.

Mr. Pringles (Jellicent) (M) @ Leftovers  
Ability: Water Absorb  
EVs: 252 HP / 252 Def / 6 SpA  
Relaxed Nature  
IVs: 0 Spe  
- Shadow Ball  
- Water Spout  
- Trick Room  
- Protect
The so-called "budget Aromatisse" makes a perfect backup for those times that the opponent opts to delete Aromatisse from existence rather than take the bait presented by Aron. Runs a very similar role to Aromatisse but without Odor Sleuth and with a few more weaknesses that may make the opponent think otherwise about attacking Aron. If Aromatisse is not on the team give its Lum Berry to Jellicent.

Anti-Elsa (Torkoal) @ Flame Plate
Ability: Drought
EVs 252 HP / 252 SpA / 6 SpD
Quiet Nature
IVs: 0 Spe
- Protect
- Flamethrower
- Heat Wave/Eruption
- Solar Beam
My only real innovation on this team, as the name implies this is an answer to all the Snow Warning users running around the Tree, especially prevalent on mono-Ice teams which melt in proximity to Sun-boosted STAB Flame Plate Heat Waves (Flame Plate is just easier to obtain than Charcoal in Generation VII in my opinion.) The only Snow Warning user that can contest the weather is Mega Abomasnow which is liable to Mega Evolve the turn you switch and "regain" Snow Warning immediately after Drought activates. Eruption is an Egg-exclusive move for Torkoal in this generation that provides much the same utility as Heat Wave without the miss chance. All around a strong Trick Room sweeper that addresses one of the more annoyingly prevalent threats to this strategy.