Introduction:
I've always loved rain and the boost it gave to water attacks, my favorite type! Rain Dance has always been my favorite move, so when I first got into competitive battling, a rain team seemed to be the natural choice for my team. The goal of this team is to use the rain to your advantage as much as possible, while not being completely reliant on it as to be crippled should I lose my weather. I've been working on my team since I first made it, and I've changed a lot. I'm always looking for ways to make it better.
The Stars:

Politoed @ Choice Specs
Trait: Drizzle
EVs: 252 HP / 252 SAtk / 4 Spd
Modest Nature
- Hydro Pump
- Ice Beam
- Focus Blast
- Hidden Power [Grass]
Our obvious lead, politoed. I think a lot of people brush off Politoed's offensive capabilities, and with a choice specs boost + rain, hydro pump completely wrecks anything that doesn't resist it, even 2HKOing ferrothorn. Ice Beam is for grass or dragons that try to switch into politoed, such as celebi or latias, while Focus Blast deals with steel types. Hidden Power grass is for waters that attempt to switch in, doing decent damage on jellicent and wreaking havoc on gastrodon.
252 Special Attack lets politoed hit like a tank, and 252 HP adds a much appreciated boost to Politoed's bulk. There aren't many special moves that are capable of OHKOing, aside from thunder.

Tornadus @ Life Orb
Trait: Prankster
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Hurricane
- Taunt
- Focus Blast
- Tailwind
Ah, Tornadus. Hurricane is frightening in the rain; it hits most of the metagame for neutral damage and coming from base 125 spA with a stab bonus is just plain scary. It OHKOs latios and is Tornadus's most reliable move. Taunt, paired with prankster, completely stops Ferrothorn and other pokemon that try to set up, in their tracks. Focus Blast is just there for dealing with steel types, and completely decimates T-tar, who will often try to switch into Tornadus. The last and final move, tailwind, is meant to be a backup plan for politoed should my other offenses be KO'd.

Scrafty @ Lum Berry
Trait: Moxie
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Dragon Dance
- Hi Jump Kick
- Fire Punch
- Crunch
Scrafty is the dragon dancer and also the newest member of the team. I had originally had a dragonite playing this role, but with the addition of salamence, the type coverage become redundant and brought with it a glaring ice weakness. So, I opted for Scrafty. Lum Berry is for anything that attempts to poison or paralyze Scrafty as it sets up, and Moxie raises its attack to insane levels after a dragon dance. The spread helps Scrafty hit harder and move a bit faster. Dragon Dance is the obvious buffing move, which helps to patch up Scrafty's lackluster speed. Hi Jump Kick is the obvious go-to stab move, and it hits like a truck. Fire Punch completely destroys any ferrothorn or forretress who attempt to wall Scrafty's attacks, and Crunch checks any ghost types that try to switch in. I'm not too sure about how Scrafty will work out to be honest. I think he may need to be switched out for someone else.

Rotom-Wash @ Leftovers
Trait: Levitate
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Hydro Pump
- Thunder
- Volt Switch
- Will-O-Wisp
Rotom-W is the go-to rain team pokemon, so it's no surprise It would be included in my team. I opted for leftovers over the common choice scarf to give me more bulk and versatility. The spread makes Rotom even bulkier, while increasing his special attack to insane levels. Hydro Pump is completely insane in the rain and chews through everything that doesn't resist. Thunder has perfect accuracy in the rain, and offers another STAB bonus. Volt Switch allows Rotom to scout and work as a pivot. Will-O-Wisp can cripple physical threats, like Scizor, that will attempt to switch in on it.

Forretress @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Rapid Spin
- Stealth Rock
- Spikes
- Gyro Ball
A very standard Forretress, equipped to handle entry hazards. Rapid Spin to spin opposing ones away, and stealth rock and spikes to put up our own. I opted for the obvious Gyro Ball for the offensive move, and given the right circumstances, can actually do quite a bit of damage. Forretress is able to take many outrages from the rampaging dragon, and still survives long enough to gyro ball. There really isn't much to say about Forretress beside he's a sturdy wall who does a good job at what he does.

Salamence @ Choice Scarf
Trait: Moxie
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Outrage
- Earthquake
- Dragon Claw
- Aqua Tail
The classic revenge killer, Salamence. Salamence becomes an unstoppable beast once it is able to rack up 1 KO, and most unboosted pokemon aren't able to outspeed it. Outrage is the standard hit-hard move, although I mostly use it late-game as a last resort. Earthquake hits everything that's weak to it hard, and has great accuracy to boot. Dragon Claw is meant to be a safer alternative to outrage for earlier-game sweeping. Aqua Tail gets boosted in the rain, and allows for more coverage.
...and that'd be my team!
I'd really like to know your thoughts on it, and how I can improve it. It'd be greatly appreciated. :)