I was a little nervous posting this thread as it is my first RMT and post in general on smogon, sorry in advance for any mistakes i may or may not make. While this is my first RMT it is not my first team, I had already made sand and sun teams in the past (both of which could use rates) so I decided why not and started work on a rain team. without going into too many details on how i ended up with this team here it is a glance.
team building process
went from Toxicroak to Breloom, this allowed me to slightly change poli's set as well as give me the ability to better combat Rotom-w who had been giving my team problems. There were other slight variants before this but i don't feel like going into detail. and they only lasted a day at most x).
An in depth look of the team. You will notice that most of the items are either different or have replacements. this is due to me and friends using an item clause when we battle each other.
Politoed @ Leftovers
Ability: Drizzle
EVS: 252 Hp 200 Def 52 SpD
Nature: Calm
Toxic
Scald
Protect
Perish Song
Description: Acts as one of 3 leads the team can potentially have based on what i believe the opponent will be using. It brings out permanent rain and serves as a general nuisance. Scald is nice for burning targets, protect is there for scouting the opponents moves, Hypnosis and Perish Song are there to potentially cripple and take out certain threats and make the sweepers jobs of setting up a lot easier. Toxic is used over hypnosis to stall out some opponents as well as make the sweepers job easier. I had originally used zoom lens to buffer Hypnosis horrible accuracy, but decided to go with Mupa97 suggestion and use leftovers to further increase Poli's bulk/longevity.
Starmie @ life orb
Ability: Natural Cure
EVS: 4Hp 252 SpA 252 Spe
Nature: Timid
Thunder
Ice Beam
Rapid Spin
Hydro Pump
Description: Acts as the teams rapid spinner to make life easier for Dragonite, as well as the teams revenge killer and status absorber since natural cure cures any status upon switching out. Was chosen over Volcarona due to me being completely raped by entry hazards. It also has nice synergy with the team being able to take out any Dragon types that would otherwise be faster than Dragonite. Since i will more or less always have weather up I chose Thunder over Thunderbolt for the nice increase in damage and it compliments Ice Beam very well. Hydro Pump for STAB puts a pretty big dent in anything that doesn't resist it. I chose life orb over leftovers for the damage boost and if Starmie is low on health wish from Jirachi is always helpful.
Dragonite @ Lum Berry/Leftovers
Ability: Multiscale
Evs: 252 Hp 44 Atk 210 Spe
Nature: Jolly
Dragon Dance
Earthquake
Outrage
Roost
Description: Was a replacement for Ferrothorn as Originally half my team was/had steel typing. He also compliments Jirachi and the rest of the team quite nicely, resisting Fire moves and immune to ground type moves thanks to his typing, and he also resists grass type moves. Roost combined with Multiscale gives it amazing bulk and after a few Dragon Dances Dragonite can start to sweep Mid to Late Game. Changed Waterfall to Earthquake to provide better coverage as well as to take out steel types expecting an Outrage. I had originally had Fire Punch to take out steel types but it proved unimpressive in rain. I'm currently thinking of replacing waterfall with Brick Break as I feel Magnezone would give my team a lot of problems. Changed Dragon claw to Outrage for a stronger STAB which also enabled me to run a jolly nature. because of this move change Lum Berry is the preferred item, enabling me to potentially get off another Outrage if i don't get statused or recover from status and potentially set up another dragon dance.
Jirachi @ leftovers
Abilty: Serene Grace
Evs: 252 Hp 224 SpD 32 Spe
Nature: Careful
Stealth Rock
Body Slam
Iron Head
Wish
Description: This Little guy really should be banned into Ubers, but until this happens he fits the team perfectly. He also acts as the 2nd of the 3 possible leads for my team, being able to function perfectly outside of rain, it can set up stealth rocks and precede to spread Paralysis with Body Slam. it also serves as the teams medic thanks to Wish. Its Psychic/Steel typing allows it to resist any Psychic type moves aimed at Toxicroak as well as any Ice or Dragon moves aimed at Dragonite. Body Slam was chosen for the chance to paralyze the likes of Gliscor and any other Ground type foolish enough to switch into it expecting a Thunderwave. I'm currently thinking of switching Iron Head for Fire Punch as Iron Head sees little use and for fear that Magnezone could come in and completely ruin me with HP Fire otherwise.
Possible Changes: currently testing Thunder over Body Slam
Breloom @ Toxic Orb
Ability: Poison Heal
Evs: 236 Hp 216 SpD 60 Spe
Nature: Careful
Spore
Bulk Up
Seed Bomb
Drain Punch
Description: Replaced Toxicroak to better combat Rotom-w and other bulky waters and electric type pokemon. It still keeps the basic idea behind of What Toxicroak did, allowing it to come in on a resisted attack to activate toxic orb and do a bulk up on the switch. The EV's allow Breloom to take Special attacks more easily while still having as much bulk as possible. Drain Punch is for STAB and to get back lost health along side Poison Heal while Seed Bomb is the other STAB of choice hitting Bulky water types for super effective damage. Spore puts certain threats to sleep and allows Breloom to set up easier.
Skarmory @ Shed Shell
Ability: Sturdy
Evs: 252 Hp 232 Def 24 Spe
Nature: Impish
Roost
Spikes
Whirlwind
Brave Bird
Description: Acts as the 3rd potential lead of the team. It's really just the classic Skarmory set that will all love and hate depending on the position we're in. Sturdy ensures that you're able to get atleast one layer of Spikes set up. Whirlwind is used in conjunction with Spikes to rack up residual damage and to get rid of any Physical sweepers who try to set up on me. Shed Shell is the preferred item to get away from Magnezone who already give me enough trouble, as well as the occasional Wobbufett. Brave Bird is nice for STAB and kills off fighting types foolish enough to try to break the Iron Turkey.
Well that's the team if more descriptions are needed on how certain sets were chosen just let me know in your reply's and thank you in advance for taking the time to read my thread and rate my team.
importable






team building process






went from Toxicroak to Breloom, this allowed me to slightly change poli's set as well as give me the ability to better combat Rotom-w who had been giving my team problems. There were other slight variants before this but i don't feel like going into detail. and they only lasted a day at most x).
An in depth look of the team. You will notice that most of the items are either different or have replacements. this is due to me and friends using an item clause when we battle each other.

Politoed @ Leftovers
Ability: Drizzle
EVS: 252 Hp 200 Def 52 SpD
Nature: Calm
Toxic
Scald
Protect
Perish Song
Description: Acts as one of 3 leads the team can potentially have based on what i believe the opponent will be using. It brings out permanent rain and serves as a general nuisance. Scald is nice for burning targets, protect is there for scouting the opponents moves, Hypnosis and Perish Song are there to potentially cripple and take out certain threats and make the sweepers jobs of setting up a lot easier. Toxic is used over hypnosis to stall out some opponents as well as make the sweepers job easier. I had originally used zoom lens to buffer Hypnosis horrible accuracy, but decided to go with Mupa97 suggestion and use leftovers to further increase Poli's bulk/longevity.

Starmie @ life orb
Ability: Natural Cure
EVS: 4Hp 252 SpA 252 Spe
Nature: Timid
Thunder
Ice Beam
Rapid Spin
Hydro Pump
Description: Acts as the teams rapid spinner to make life easier for Dragonite, as well as the teams revenge killer and status absorber since natural cure cures any status upon switching out. Was chosen over Volcarona due to me being completely raped by entry hazards. It also has nice synergy with the team being able to take out any Dragon types that would otherwise be faster than Dragonite. Since i will more or less always have weather up I chose Thunder over Thunderbolt for the nice increase in damage and it compliments Ice Beam very well. Hydro Pump for STAB puts a pretty big dent in anything that doesn't resist it. I chose life orb over leftovers for the damage boost and if Starmie is low on health wish from Jirachi is always helpful.

Dragonite @ Lum Berry/Leftovers
Ability: Multiscale
Evs: 252 Hp 44 Atk 210 Spe
Nature: Jolly
Dragon Dance
Earthquake
Outrage
Roost
Description: Was a replacement for Ferrothorn as Originally half my team was/had steel typing. He also compliments Jirachi and the rest of the team quite nicely, resisting Fire moves and immune to ground type moves thanks to his typing, and he also resists grass type moves. Roost combined with Multiscale gives it amazing bulk and after a few Dragon Dances Dragonite can start to sweep Mid to Late Game. Changed Waterfall to Earthquake to provide better coverage as well as to take out steel types expecting an Outrage. I had originally had Fire Punch to take out steel types but it proved unimpressive in rain. I'm currently thinking of replacing waterfall with Brick Break as I feel Magnezone would give my team a lot of problems. Changed Dragon claw to Outrage for a stronger STAB which also enabled me to run a jolly nature. because of this move change Lum Berry is the preferred item, enabling me to potentially get off another Outrage if i don't get statused or recover from status and potentially set up another dragon dance.

Jirachi @ leftovers
Abilty: Serene Grace
Evs: 252 Hp 224 SpD 32 Spe
Nature: Careful
Stealth Rock
Body Slam
Iron Head
Wish
Description: This Little guy really should be banned into Ubers, but until this happens he fits the team perfectly. He also acts as the 2nd of the 3 possible leads for my team, being able to function perfectly outside of rain, it can set up stealth rocks and precede to spread Paralysis with Body Slam. it also serves as the teams medic thanks to Wish. Its Psychic/Steel typing allows it to resist any Psychic type moves aimed at Toxicroak as well as any Ice or Dragon moves aimed at Dragonite. Body Slam was chosen for the chance to paralyze the likes of Gliscor and any other Ground type foolish enough to switch into it expecting a Thunderwave. I'm currently thinking of switching Iron Head for Fire Punch as Iron Head sees little use and for fear that Magnezone could come in and completely ruin me with HP Fire otherwise.
Possible Changes: currently testing Thunder over Body Slam

Breloom @ Toxic Orb
Ability: Poison Heal
Evs: 236 Hp 216 SpD 60 Spe
Nature: Careful
Spore
Bulk Up
Seed Bomb
Drain Punch
Description: Replaced Toxicroak to better combat Rotom-w and other bulky waters and electric type pokemon. It still keeps the basic idea behind of What Toxicroak did, allowing it to come in on a resisted attack to activate toxic orb and do a bulk up on the switch. The EV's allow Breloom to take Special attacks more easily while still having as much bulk as possible. Drain Punch is for STAB and to get back lost health along side Poison Heal while Seed Bomb is the other STAB of choice hitting Bulky water types for super effective damage. Spore puts certain threats to sleep and allows Breloom to set up easier.

Skarmory @ Shed Shell
Ability: Sturdy
Evs: 252 Hp 232 Def 24 Spe
Nature: Impish
Roost
Spikes
Whirlwind
Brave Bird
Description: Acts as the 3rd potential lead of the team. It's really just the classic Skarmory set that will all love and hate depending on the position we're in. Sturdy ensures that you're able to get atleast one layer of Spikes set up. Whirlwind is used in conjunction with Spikes to rack up residual damage and to get rid of any Physical sweepers who try to set up on me. Shed Shell is the preferred item to get away from Magnezone who already give me enough trouble, as well as the occasional Wobbufett. Brave Bird is nice for STAB and kills off fighting types foolish enough to try to break the Iron Turkey.
Well that's the team if more descriptions are needed on how certain sets were chosen just let me know in your reply's and thank you in advance for taking the time to read my thread and rate my team.
Politoad (M) @ Leftovers
Trait: Drizzle
EVs: 252 HP / 200 Def / 52 SDef
Calm Nature (+SDef, - Atk)
-Toxic
-Scald
-Protect
-Perish Song
Starmie @ Life Orb
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
-Thunder
-Ice Beam
-Rapid Spin
-Hydro Pump
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 224 SDef / 32 Spd
Careful Nature(+SDef, -SAtk)
-Stealth Rock
-Body Slam
-Iron Head
-Wish
Dragonite (M) @ Lum Berry
Trait: Multiscale
EVs: 252 HP/ 44 Atk / 216 Spd
Jolly Nature (+Spd, -SAtk)
-Dragon Dance
-Earthquake
-Outrage
-Roost
Breloom (M) @ Toxic Orb
Trait: Poison Heal
EVs:236 HP / 212 SDef / 60 Spe
Careful Nature (+SDef, -SAtk)
-Spore
-Bulk Up
-Seed Bomb
-Drain Punch
Skarmory (M) @ Shed Shell
Trait: Sturdy
EVs: 252 HP / 232 Def /24 Spd
Impish Nature (+Def, -SAtk)
-Roost
-Spikes
-Whirlwind
-Brave Bird
Trait: Drizzle
EVs: 252 HP / 200 Def / 52 SDef
Calm Nature (+SDef, - Atk)
-Toxic
-Scald
-Protect
-Perish Song
Starmie @ Life Orb
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
-Thunder
-Ice Beam
-Rapid Spin
-Hydro Pump
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 224 SDef / 32 Spd
Careful Nature(+SDef, -SAtk)
-Stealth Rock
-Body Slam
-Iron Head
-Wish
Dragonite (M) @ Lum Berry
Trait: Multiscale
EVs: 252 HP/ 44 Atk / 216 Spd
Jolly Nature (+Spd, -SAtk)
-Dragon Dance
-Earthquake
-Outrage
-Roost
Breloom (M) @ Toxic Orb
Trait: Poison Heal
EVs:236 HP / 212 SDef / 60 Spe
Careful Nature (+SDef, -SAtk)
-Spore
-Bulk Up
-Seed Bomb
-Drain Punch
Skarmory (M) @ Shed Shell
Trait: Sturdy
EVs: 252 HP / 232 Def /24 Spd
Impish Nature (+Def, -SAtk)
-Roost
-Spikes
-Whirlwind
-Brave Bird