Sorry that I happened to finish this on a day when a billion other people decided to post their Rain RMTs. But hey, I have references to classic NES franchises! That's gotta count for something, right?
This team is an offensively leaning Rain team. Most of the offensive Pokemon have either good bulk or strong passive healing, while the defensive Pokemon double as decent offensive threats. The team is fairly resilient to Stealth Rock, Toxic Spikes, and status in general, but Spikes can be a problem if the foe manages to get multiple layers down.
The goal is generally to start by either setting up Rain (and possibly OHKOing their lead) with Politoed or stealing some tempo with Breloom. During the midgame, the team tries to maintain an advantage while wearing the opponent down, leading to an end game where either Starmie sweeps, Toxicroak sets up and goes to town, or Breloom comes back in to clean up.
No point wasting any more time, let's jump right in.
<Shades not included>
Rash (Politoed) (M) @ Choice Scarf
Trait: Drizzle
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Hydro Pump
- Ice Beam
- Focus Blast
- Hidden Power [Electric]
A fairly standard variation of ScarfToed. The biggest concern is that I'm making some noticeable sacrifices for damage, but I really need all that damage since I'm running Scarf over Specs. Basically, with a Modest nature, Hydro Pump is a guaranteed OHKO on Thundurus/Tornadus if it hits, while anything less won't quite make it. And since far too many people automatically lead Thundurus when they see an opposing lead-slot Politoed, being able to gain an undeniable early advantage is an amazing boon (at the cost of not being able to outspeed Base 115s and a 20% miss rate on his STAB).
I personally hate Focus Blast on this set and rarely use it. Only very rarely is Politoed the best switch-in against something weak to Fighting, and Choice Scarf means that I can't really use it very well as a dedicated coverage move. I'm seriously tempted to swap it for something like Perish Song, but I'm always afraid that once I lose Focus Blast I'll finally start needing it all the time.
HP Electric over HP Grass is mainly for Gyarados. It can't OHKO without a crit, but it puts a serious dent in him. It's not a great solution, but I'm even more Gyarados-weak without it. Pretty much anything I'd HP Grass is handled by the rest of my team well enough anyways, so it's no huge sacrifice to go Electric instead.
<Plotting to kill Player 1>
Zitz (Toxicroak) (M) @ Leftovers
Trait: Dry Skin
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Drain Punch
- Sucker Punch
- Swords Dance
- Substitute
I... don't really like this guy all that much. He fills some significant holes in the team, but he never feels like he's doing his job perfectly unless the opponent misplays and lets him walk all over them. The Bulk Up set lacks the Speed and power to really get things done, but the Swords Dance set is kinda frail. He also has pretty bad coverage, especially since Sucker Punch requires the target's cooperation to work.
Unfortunately, I can't bring myself to axe him, since he does an amazing job taking out Ferrothorn in ways that Breloom struggles with. He does have a great set of resistances and heals himself better than just about anything, so he does have his uses. I've been switching back and forth between Swords Dance and Bulk Up, but I'm currently favoring Swords Dance's raw power, since you don't get a lot of setup opportunities.

<Spams the spin kick>
Billy Lee (Starmie) @ Life Orb
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Surf
- Thunder
- Ice Beam
- Rapid Spin
Starmie is simply amazing, since it has the ability to play cleanup without setup better than just about anything. Its biggest problem is that it's somewhat frail, meaning it can't just carelessly switch in. Even if it survives the incoming attack, it will lose enough HP that Life Orb puts you on too short of a clock to make much of a difference.
The moveset is pretty vanilla, with no huge surprises for a Rain team. Surf is strong enough in the Rain to OHKO Thudurus and Tornadus (my somewhat arbitrary goal), so Hydro Pump was skipped in favor of accuracy. Thunder can become a liability (if you get caught in unfavorable weather), but the boost in damage over Thunderbolt is undeniably helpful in securing kills. I absolutely hate wasting a slot on Rapid Spin (since using it almost always results in Starmie's untimely death), but without it I have no way of dealing with teams that heavily abuse entry hazards.
<Grants wishes, eats souls>
Jimmy Lee (Jirachi) @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 224 SDef / 32 Spd
Gentle Nature (+SDef, -Def)
- Iron Head
- Body Slam
- Water Pulse
- Wish
Here's the go-to 'mon for eating Special attacks. Rain helps limit Jirachi's counters on top of making Water Pulse good, but it does fine in Sand or clear weather as well. Iron Head and Body Slam give Jirachi the usual crazy hax, but Water Pulse makes it even worse for the opponent (if all effects are in place, they have a 15% chance of landing an attack). In the Rain, Water Pulse actually does somewhat legitimate damage, giving it a solid Special attack option. With all that hax, it's not all that difficult to heal off some damage with Wish and Leftovers, either.
...Or you can die to neutral attacks while trying to get a stupid Paralysis to land. Yay, Jirachi! Besides the reliance on a friendly RNG, my only other problem with this set is that I really wish I could find room for Stealth Rock, but none of the moves are easily cut.
<Giving you the finger>
Gliscor (F) @ Toxic Orb
Trait: Poison Heal
EVs: 252 HP / 184 Def / 72 Spd
Impish Nature (+Def, -SAtk)
- Earthquake
- Ice Fang
- Swords Dance
- Taunt
Simple logic would dictate that Gliscor is terrible on Rain teams (what with it increasing the damage of something she's already weak to and all), but in practice this isn't that big of an issue. The vast majority of incoming special Water attacks would OHKO her anyways (since she has pretty weak special defenses), and most physical Water attacks can be spotted a mile off (and switched out of). There are a handful of things that unexpectedly run Aqua Tail or whatnot, but that's not a big enough concern to drop arguably the best Physical Wall/Excadrill counter in OU.
The biggest problem I have with this set is that I'm not convinced that 72 Speed EVs are actually necessary. I know the target was to outspeed Jolly Tyranitar, but does anybody actually run max speed Tyranitar these days? I'm also not entirely sold on Swords Dance. Unless your opponent doesn't have a safe switch in, Swords Dance is almost a blank moveslot since you'll get forced out as soon as you use it.
<Almost named Mama Luigi>
Breloom (F) @ Toxic Orb
Trait: Poison Heal
EVs: 12 HP / 252 Atk / 244 Spd
Jolly Nature (+Spd, -SAtk)
- Focus Punch
- Seed Bomb
- Spore
- Substitute
<3 Breloom. She's crazy good at what she does, and she's uncommon enough that some teams simply don't prepare for her properly. All she usually needs to do is successfully switch into something slower than her and she can easily take care of 1.5-2 Pokemon and come out virtually unscathed. She steals so much tempo that she's generally my lead if I expect a slower Pokemon on the other side of the field. Aside from one battle where I tried out Roserade, she's been the only constant member of the team other than Politoed (though both have tried various different sets).
The EVs make Speed the first priority, but doesn't quite max it out since the only noteworthy thing I know of that more speed helps against is neutral-natured 252 Speed Gyarados. Being faster than what you Spore makes a huge difference, since it often swings the game's tempo in your favor. Seed Bomb over Facade, Leech Seed, etc. to trivialize many obnoxious bulky Waters.
Final Thoughts:
I'm mostly happy with this team, but I do have some issues. Probably the worst matchup for me are Sun teams, since they have me at such an advantage in Sun and can switch around without any disadvantage. Even if I do find a spot for Stealth Rock, if they have a decent Spinner I would still have some issues (Tentacruel is probably the worst).
Stall teams are probably the second worst, since they require extremely good prediction to defeat if they decide to just keep switching like crazy. Rotom-W is particularly annoying, since it is obnoxiously hard to overpower, and all too often ends up Tricking a Scarf onto something that really doesn't want one (especially Breloom).
The lack of priority can also be problematic, especially against setup sweepers with Screens support and the right coverage. Ice Fang DD Gyarados and DD Haxorus can be especially bad since Jirachi has a hard time getting a Body Slam in, while Gliscor can't take the incoming damage long enough to make a difference.
Oh, and if anybody can think of good NES-related nicknames for a female Breloom and Gliscor, I'm open to suggestions.
This team is an offensively leaning Rain team. Most of the offensive Pokemon have either good bulk or strong passive healing, while the defensive Pokemon double as decent offensive threats. The team is fairly resilient to Stealth Rock, Toxic Spikes, and status in general, but Spikes can be a problem if the foe manages to get multiple layers down.
The goal is generally to start by either setting up Rain (and possibly OHKOing their lead) with Politoed or stealing some tempo with Breloom. During the midgame, the team tries to maintain an advantage while wearing the opponent down, leading to an end game where either Starmie sweeps, Toxicroak sets up and goes to town, or Breloom comes back in to clean up.
No point wasting any more time, let's jump right in.

<Shades not included>
Rash (Politoed) (M) @ Choice Scarf
Trait: Drizzle
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Hydro Pump
- Ice Beam
- Focus Blast
- Hidden Power [Electric]
A fairly standard variation of ScarfToed. The biggest concern is that I'm making some noticeable sacrifices for damage, but I really need all that damage since I'm running Scarf over Specs. Basically, with a Modest nature, Hydro Pump is a guaranteed OHKO on Thundurus/Tornadus if it hits, while anything less won't quite make it. And since far too many people automatically lead Thundurus when they see an opposing lead-slot Politoed, being able to gain an undeniable early advantage is an amazing boon (at the cost of not being able to outspeed Base 115s and a 20% miss rate on his STAB).
I personally hate Focus Blast on this set and rarely use it. Only very rarely is Politoed the best switch-in against something weak to Fighting, and Choice Scarf means that I can't really use it very well as a dedicated coverage move. I'm seriously tempted to swap it for something like Perish Song, but I'm always afraid that once I lose Focus Blast I'll finally start needing it all the time.
HP Electric over HP Grass is mainly for Gyarados. It can't OHKO without a crit, but it puts a serious dent in him. It's not a great solution, but I'm even more Gyarados-weak without it. Pretty much anything I'd HP Grass is handled by the rest of my team well enough anyways, so it's no huge sacrifice to go Electric instead.

<Plotting to kill Player 1>
Zitz (Toxicroak) (M) @ Leftovers
Trait: Dry Skin
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Drain Punch
- Sucker Punch
- Swords Dance
- Substitute
I... don't really like this guy all that much. He fills some significant holes in the team, but he never feels like he's doing his job perfectly unless the opponent misplays and lets him walk all over them. The Bulk Up set lacks the Speed and power to really get things done, but the Swords Dance set is kinda frail. He also has pretty bad coverage, especially since Sucker Punch requires the target's cooperation to work.
Unfortunately, I can't bring myself to axe him, since he does an amazing job taking out Ferrothorn in ways that Breloom struggles with. He does have a great set of resistances and heals himself better than just about anything, so he does have his uses. I've been switching back and forth between Swords Dance and Bulk Up, but I'm currently favoring Swords Dance's raw power, since you don't get a lot of setup opportunities.

<Spams the spin kick>
Billy Lee (Starmie) @ Life Orb
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Surf
- Thunder
- Ice Beam
- Rapid Spin
Starmie is simply amazing, since it has the ability to play cleanup without setup better than just about anything. Its biggest problem is that it's somewhat frail, meaning it can't just carelessly switch in. Even if it survives the incoming attack, it will lose enough HP that Life Orb puts you on too short of a clock to make much of a difference.
The moveset is pretty vanilla, with no huge surprises for a Rain team. Surf is strong enough in the Rain to OHKO Thudurus and Tornadus (my somewhat arbitrary goal), so Hydro Pump was skipped in favor of accuracy. Thunder can become a liability (if you get caught in unfavorable weather), but the boost in damage over Thunderbolt is undeniably helpful in securing kills. I absolutely hate wasting a slot on Rapid Spin (since using it almost always results in Starmie's untimely death), but without it I have no way of dealing with teams that heavily abuse entry hazards.

<Grants wishes, eats souls>
Jimmy Lee (Jirachi) @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 224 SDef / 32 Spd
Gentle Nature (+SDef, -Def)
- Iron Head
- Body Slam
- Water Pulse
- Wish
Here's the go-to 'mon for eating Special attacks. Rain helps limit Jirachi's counters on top of making Water Pulse good, but it does fine in Sand or clear weather as well. Iron Head and Body Slam give Jirachi the usual crazy hax, but Water Pulse makes it even worse for the opponent (if all effects are in place, they have a 15% chance of landing an attack). In the Rain, Water Pulse actually does somewhat legitimate damage, giving it a solid Special attack option. With all that hax, it's not all that difficult to heal off some damage with Wish and Leftovers, either.
...Or you can die to neutral attacks while trying to get a stupid Paralysis to land. Yay, Jirachi! Besides the reliance on a friendly RNG, my only other problem with this set is that I really wish I could find room for Stealth Rock, but none of the moves are easily cut.

<Giving you the finger>
Gliscor (F) @ Toxic Orb
Trait: Poison Heal
EVs: 252 HP / 184 Def / 72 Spd
Impish Nature (+Def, -SAtk)
- Earthquake
- Ice Fang
- Swords Dance
- Taunt
Simple logic would dictate that Gliscor is terrible on Rain teams (what with it increasing the damage of something she's already weak to and all), but in practice this isn't that big of an issue. The vast majority of incoming special Water attacks would OHKO her anyways (since she has pretty weak special defenses), and most physical Water attacks can be spotted a mile off (and switched out of). There are a handful of things that unexpectedly run Aqua Tail or whatnot, but that's not a big enough concern to drop arguably the best Physical Wall/Excadrill counter in OU.
The biggest problem I have with this set is that I'm not convinced that 72 Speed EVs are actually necessary. I know the target was to outspeed Jolly Tyranitar, but does anybody actually run max speed Tyranitar these days? I'm also not entirely sold on Swords Dance. Unless your opponent doesn't have a safe switch in, Swords Dance is almost a blank moveslot since you'll get forced out as soon as you use it.

<Almost named Mama Luigi>
Breloom (F) @ Toxic Orb
Trait: Poison Heal
EVs: 12 HP / 252 Atk / 244 Spd
Jolly Nature (+Spd, -SAtk)
- Focus Punch
- Seed Bomb
- Spore
- Substitute
<3 Breloom. She's crazy good at what she does, and she's uncommon enough that some teams simply don't prepare for her properly. All she usually needs to do is successfully switch into something slower than her and she can easily take care of 1.5-2 Pokemon and come out virtually unscathed. She steals so much tempo that she's generally my lead if I expect a slower Pokemon on the other side of the field. Aside from one battle where I tried out Roserade, she's been the only constant member of the team other than Politoed (though both have tried various different sets).
The EVs make Speed the first priority, but doesn't quite max it out since the only noteworthy thing I know of that more speed helps against is neutral-natured 252 Speed Gyarados. Being faster than what you Spore makes a huge difference, since it often swings the game's tempo in your favor. Seed Bomb over Facade, Leech Seed, etc. to trivialize many obnoxious bulky Waters.
Final Thoughts:
I'm mostly happy with this team, but I do have some issues. Probably the worst matchup for me are Sun teams, since they have me at such an advantage in Sun and can switch around without any disadvantage. Even if I do find a spot for Stealth Rock, if they have a decent Spinner I would still have some issues (Tentacruel is probably the worst).
Stall teams are probably the second worst, since they require extremely good prediction to defeat if they decide to just keep switching like crazy. Rotom-W is particularly annoying, since it is obnoxiously hard to overpower, and all too often ends up Tricking a Scarf onto something that really doesn't want one (especially Breloom).
The lack of priority can also be problematic, especially against setup sweepers with Screens support and the right coverage. Ice Fang DD Gyarados and DD Haxorus can be especially bad since Jirachi has a hard time getting a Body Slam in, while Gliscor can't take the incoming damage long enough to make a difference.
Oh, and if anybody can think of good NES-related nicknames for a female Breloom and Gliscor, I'm open to suggestions.