Electrobubble
Designed for OU and made in Gen 5, I've decided to tweak this team I made a while back which proved to be quite successful for me, especially before the weather nerf, however I think with some assistance this team will still continue to be useable. Also note that all of the pokes on this team have 0 Speed IV's and a -Speed nature where applicable. Without further ado..
Politoed @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 252 SpD / 4 SpA
Nature: Sassy
~ Rain Dance
~ Surf
~ Focus Blast
~ Protect
Politoed is your generic rain setter, however because I'm running Trick Room, I've removed the standard Choice Specs and given it Protect in order to outspeed threats on the next turn after Trick Room is up. Damp Rock and Rain Dance is there due to the weather nerf in Gen 6, however Politoed will generally only be in to set up the weather and then get off the field, unless it can hit something for super-effective damage.
For Bronzong I have a bit of a dilemma, I've always run a dual-screen set on him, however I've devised a second set which is proving to be equally effective, please include which one you think is better or more useful in your rate.
~
Bronzong @ Light Clay
Ability: Levitate
EVs: 252 Def / 252 HP / 4 SpD
Nature: Relaxed
~ Trick Room
~ Light Screen
~ Reflect
~ Rock Slide
Utilizing this set, Bronzong is able to set-up the Trick Room and Reflect/Light Screen allow it to increase its tanking potential and make switch-ins easier for my team. It also grants it the ability to completely wall almost anything that was present in the BW Metagame, especially during the rain, as the rain essentially gives it its second ability, Heatproof, whilst still having levitate. Rock Slide is there as a neutral move which can flinch the opponents, this comes in handy to break sashes.
OR
Bronzong @ Leftovers
Ability: Levitate
EVs: 252 Def / 252 HP / 4 SpD
Nature: Relaxed
~ Trick Room
~ Stealth Rock
~ Toxic
~ Confuse Ray
Adding into account everything about the above set aside from the moves, this set turns Bronzong into a Stealth Rock setter. Toxic allows it to stall out the opposition and confuse ray makes it great for forcing switches and assisting allies. The difference of changing three moves really makes a phenomenal difference to the way I play Bronzong on the field.
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 252 Def / 4 SpD
Nature: Quiet
~ Thunder
~ Tri Attack
~ Flash Cannon
~ Volt Switch
Magnezone has always been a staple for this team, its fantastic typing, decent bulk and scary special attack make it a great rain sweeper or a volt switcher. A 100% accurate Thunder coming off a specs in a Trick Room is a scary thing to deal with and often leaves the opponent with few options, using a ground type or sending in Mega-Venusaur to stop Magnezone's rampage. Tri-Attack offers neutral coverage and allows it to spread status on a rare occasion, it's also here because Zone's movepool is relatively shallow. Volt Switch allows it to come in, hit hard, and get out before it gets hurt. Flash Cannon is there as a secondary STAB.
Designed for OU and made in Gen 5, I've decided to tweak this team I made a while back which proved to be quite successful for me, especially before the weather nerf, however I think with some assistance this team will still continue to be useable. Also note that all of the pokes on this team have 0 Speed IV's and a -Speed nature where applicable. Without further ado..

Politoed @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 252 SpD / 4 SpA
Nature: Sassy
~ Rain Dance
~ Surf
~ Focus Blast
~ Protect
Politoed is your generic rain setter, however because I'm running Trick Room, I've removed the standard Choice Specs and given it Protect in order to outspeed threats on the next turn after Trick Room is up. Damp Rock and Rain Dance is there due to the weather nerf in Gen 6, however Politoed will generally only be in to set up the weather and then get off the field, unless it can hit something for super-effective damage.

For Bronzong I have a bit of a dilemma, I've always run a dual-screen set on him, however I've devised a second set which is proving to be equally effective, please include which one you think is better or more useful in your rate.
~
Bronzong @ Light Clay
Ability: Levitate
EVs: 252 Def / 252 HP / 4 SpD
Nature: Relaxed
~ Trick Room
~ Light Screen
~ Reflect
~ Rock Slide
Utilizing this set, Bronzong is able to set-up the Trick Room and Reflect/Light Screen allow it to increase its tanking potential and make switch-ins easier for my team. It also grants it the ability to completely wall almost anything that was present in the BW Metagame, especially during the rain, as the rain essentially gives it its second ability, Heatproof, whilst still having levitate. Rock Slide is there as a neutral move which can flinch the opponents, this comes in handy to break sashes.
OR
Bronzong @ Leftovers
Ability: Levitate
EVs: 252 Def / 252 HP / 4 SpD
Nature: Relaxed
~ Trick Room
~ Stealth Rock
~ Toxic
~ Confuse Ray
Adding into account everything about the above set aside from the moves, this set turns Bronzong into a Stealth Rock setter. Toxic allows it to stall out the opposition and confuse ray makes it great for forcing switches and assisting allies. The difference of changing three moves really makes a phenomenal difference to the way I play Bronzong on the field.

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 252 Def / 4 SpD
Nature: Quiet
~ Thunder
~ Tri Attack
~ Flash Cannon
~ Volt Switch
Magnezone has always been a staple for this team, its fantastic typing, decent bulk and scary special attack make it a great rain sweeper or a volt switcher. A 100% accurate Thunder coming off a specs in a Trick Room is a scary thing to deal with and often leaves the opponent with few options, using a ground type or sending in Mega-Venusaur to stop Magnezone's rampage. Tri-Attack offers neutral coverage and allows it to spread status on a rare occasion, it's also here because Zone's movepool is relatively shallow. Volt Switch allows it to come in, hit hard, and get out before it gets hurt. Flash Cannon is there as a secondary STAB.

Thundurus - Therian @ Iron Ball
Ability: Volt Absorb
EVs: 252 SpA / 252 HP / 4 Atk
Nature: Quiet
~ Grass Knot
~ Thunder
~ Focus Blast
~ U-Turn
Thundurus acts as a pseudo-volt-turner and can easily 2HKO threats. Iron Ball allows it to compete inside the Trick Room and Thunder utilizes the weather. Focus Blast grants it great coverage and U-Turn allows it to escape from threats or allows it to switch to another setter.

Slowbro @ Sitrus Berry
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Nature: Relaxed
~ Toxic
~ Trick Room
~ Slack Off
~ Scald
Slowbro acts as my second Trick Room setter as its bulk is very useable and it has amazing stalling potential. Toxic allows it to stall well and deal damage to anything it can't hit for at least neutral coverage and also ruins the opponents attempts to stall it out. Slack Off is great for it to stall out the Toxic damage and then finally switch out for the Regenerator boost in order to be sent it to stall again! Sitrus Berry is great for doubles, as it allows it to live 2 attacks in one turn, also the immediate HP is very useful for Bro.

Kyurem - Black @ Power Herb
Ability: Teravolt
EVs: 252 Atk / 252 HP / 4 Def
Nature: Brave
~ Freeze Shock
~ Fusion Bolt
~ Dragon Claw
~ Roost
A Pokemon that never sees the light of day in most tiers, and to this day I'm not sure why. With the stats of a legendary and the arsenal of a Smeargle, Kyurem-B can hit hard and tank with its fantastic stats. Roost gives it recovery which is invaluable for this great beast, Power Herb allows it to easily OHKO almost anything with a Freeze Shock and hit anything that it can't hit with Fusion Bolt and Dragon Claw. Outrage is an option over Claw, however I find that the confusion always screws me over at the end of the match. Kyurem is generally able to sweep both in and out of Trick Room, as its speed stat is just low enough to outspeed most threats inside of it, and just high enough to outspeed them outside of it.
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