I'm working on a team idea that will abuse sun in 2v2. I at the moment have none of these pokemon, and should I decide to make the team will have a lot of breeding and trading to do. So far I have one draft. Changes are in Bold
Lead 1:
Rhyperior @ Leftovers/Expert Belt
Lightning Rod
Brave 252Atk 252 SDef 4 HP
Earthquake
Stone Edge
Sunny Day
Avalanche
Rhyperior can take a good deal of physical abuse, and lighting rod serves to draw electric attacks harmlessly away from my other lead. Brave over Adamant as Rhy is stupid slow anyways and being even slower could serve to counter trick room. In addition, a slow sunny day will be up at the begining of the next turn to help out the other lead, should it be needed to counter rain dance. Special defense EVs help him take random special attacks and sun weakened watter attacks.
Lead 2:
Moltres @ Heat Rock
Timid 252 SAtk 252 Speed 4HP
Heatwave
Solar Beam
Sunny Day
Protect
The primary source of sun. Standard sun boosted attacks, plus protect for random exploding pokemon and things with stone edge rhyperior needs to take care of. Why two sunny days you may ask? Well, having the option of when to put up sunny day is important. Most the time I want sun up as soon as possible, so turn one Motres will put up sun while rhyperior attacks. However, against rain I want the sun up at end of turn to give me a sun boosted attack at the begining of next turn. Against obvious rain leads I may even put sun up twice, once to possibly weaken a surf, and the other to clear rain for next turn.
Heatran @ Life Orb/Choice Scarf
20 HP / 252 SpA / 236 Spe
Modest
Fire Blast
Earth Power
HP Ice
Explosion
Standard scarftran. Scarftran over other heatran builds as Explosion is my secondary garchomp counter, should Rhyperior fall
Drifblim @ Petaya Berry
Unburden
Modest 144 Def / 252 SpA / 60 SpD / 52 Spe
Substitute
Shadow Ball
Thunderbolt
Calm Mind
Sub + unburden + petaya can give the blimp a monstrous boost in stats. Alternately, if Driflblim is being ignored for being not a threat I can start CMing up to draw fire away from my other attackers.
Cherrim @ Lum Berry
Timid 252HP 252Speed 4 SAtk
Sunny Day
Solar Beam
Aromatherapy
Protect
This guy buffs up the team quite well, provides an extra sunny day, and heals status. He'll inevitably draw atacks, but with protect and max HP he'll hopefully last long enough to do his job
Salamence @ Leftovers
Bold 216 HP / 252 Def / 40 Spe
Protect
Draco Meteor
Flamethrower
Earthquake/Dragon Claw/HP ground
Fatmence, intimidate is goodness in doubles. Earthquake hits both opponents, but has a bad habit of being SE against my other guys. Dragon Claw gets STAB and isn't hurt by Draco Meteors SAtk drop, and HP ground hits selectively against the targets EQ would hit super.
Well, thats my rough idea, probably needs alot of work. Like the glaring ice and electric weekness.
Looking to replace Salamence, because I am so entirely weak to ice. So far I'm looking at Bulkydos (changes my ice weakness to electric), Hitmontop (generally weak), Luxray (poor movepool but does get a fast icefang. However is EQ weak), and Tauros (poor movepool). Mence both intimidates to mess up opponents and counters dragons with draco meteor. Mence is staying for now, as its 5AM and I'm about dead, but will more than likely change. Also thinking about Articuno using the moveset Icebeam/Ice Shard/Roost(Protect)/(protect)(roar)(screen move)(tailwind) if only because I like 'Cuno and already have a decent one.
Lead 1:

Rhyperior @ Leftovers/Expert Belt
Lightning Rod
Brave 252Atk 252 SDef 4 HP
Earthquake
Stone Edge
Sunny Day
Avalanche
Rhyperior can take a good deal of physical abuse, and lighting rod serves to draw electric attacks harmlessly away from my other lead. Brave over Adamant as Rhy is stupid slow anyways and being even slower could serve to counter trick room. In addition, a slow sunny day will be up at the begining of the next turn to help out the other lead, should it be needed to counter rain dance. Special defense EVs help him take random special attacks and sun weakened watter attacks.
Lead 2:

Moltres @ Heat Rock
Timid 252 SAtk 252 Speed 4HP
Heatwave
Solar Beam
Sunny Day
Protect
The primary source of sun. Standard sun boosted attacks, plus protect for random exploding pokemon and things with stone edge rhyperior needs to take care of. Why two sunny days you may ask? Well, having the option of when to put up sunny day is important. Most the time I want sun up as soon as possible, so turn one Motres will put up sun while rhyperior attacks. However, against rain I want the sun up at end of turn to give me a sun boosted attack at the begining of next turn. Against obvious rain leads I may even put sun up twice, once to possibly weaken a surf, and the other to clear rain for next turn.

Heatran @ Life Orb/Choice Scarf
20 HP / 252 SpA / 236 Spe
Modest
Fire Blast
Earth Power
HP Ice
Explosion
Standard scarftran. Scarftran over other heatran builds as Explosion is my secondary garchomp counter, should Rhyperior fall

Drifblim @ Petaya Berry
Unburden
Modest 144 Def / 252 SpA / 60 SpD / 52 Spe
Substitute
Shadow Ball
Thunderbolt
Calm Mind
Sub + unburden + petaya can give the blimp a monstrous boost in stats. Alternately, if Driflblim is being ignored for being not a threat I can start CMing up to draw fire away from my other attackers.

Cherrim @ Lum Berry
Timid 252HP 252Speed 4 SAtk
Sunny Day
Solar Beam
Aromatherapy
Protect
This guy buffs up the team quite well, provides an extra sunny day, and heals status. He'll inevitably draw atacks, but with protect and max HP he'll hopefully last long enough to do his job

Salamence @ Leftovers
Bold 216 HP / 252 Def / 40 Spe
Protect
Draco Meteor
Flamethrower
Earthquake/Dragon Claw/HP ground
Fatmence, intimidate is goodness in doubles. Earthquake hits both opponents, but has a bad habit of being SE against my other guys. Dragon Claw gets STAB and isn't hurt by Draco Meteors SAtk drop, and HP ground hits selectively against the targets EQ would hit super.
Well, thats my rough idea, probably needs alot of work. Like the glaring ice and electric weekness.
Looking to replace Salamence, because I am so entirely weak to ice. So far I'm looking at Bulkydos (changes my ice weakness to electric), Hitmontop (generally weak), Luxray (poor movepool but does get a fast icefang. However is EQ weak), and Tauros (poor movepool). Mence both intimidates to mess up opponents and counters dragons with draco meteor. Mence is staying for now, as its 5AM and I'm about dead, but will more than likely change. Also thinking about Articuno using the moveset Icebeam/Ice Shard/Roost(Protect)/(protect)(roar)(screen move)(tailwind) if only because I like 'Cuno and already have a decent one.