I'm fairly new to competitive battling (this is just my second team) so any suggestions/critiques will be very welcome.
All changes in this color
Without further ado, the members:
@ Damp Rock
Bold Nature
Ability: Serene Grace
240 HP/132 Def/136 Spe
-Wish
-U-Turn
-Rain Dance
-Thunder
I've taken quite a liking to this tiny metal pixie. This is basically the standard WishTurn set with Rain Dance taking the place of Reflect and Thunder instead of Zen Headbutt to take maximum advantage of Rain and Serene Grace. Giving it a Bold nature and no Atk EVs pretty much removes U-Turn's usefulness as a weapon, so I essentially consider it to be Baton Pass with a different name. Jirachi sets up rain on the first turn and then U-Turns out to the appropriate pokemon. Rain's effects also help mitigate its Fire weakness. Damp Rock is really helpful, but I am thinking about switching it out for a Lum Berry to make sure Jirachi stays awake and can get in a Rain Dance against Gengar leads.
@ Choice Band
Adamant Nature
Ability: Huge Power
212 HP/252 Atk/44 Spe
-Waterfall
-Aqua Jet
-Brick Break
-Body Slam
The choice was between this and Gyarados, and in the end I chose Azumarill mainly because it was an off-the-beaten path sort of pokemon, and also because I didn't want to fit in a spinner to ease Gyara's entry into a battle. I changed Azumarill from a SubPuncher to a Choice Bander because my prediction skills quite frankly suck ass and I can't figure out when to sub and when to punch. I must have successfully used a SubPunch strategy exactly once in all the test battles I played, which is why I'm also using Brick Break over Focus Punch. Azumarill comes in on Water/Ice/Fire attacks and tries its best to take down a poke or two with its STABed attacks under the rain. Unfortunately I find that most of what I would want to switch Azumarill in against I'd be just as happy using Kingdra or Swampert against. It's fairly sturdy and can do some damage, but overall I've found it has problems finding a niche on the team.
@ Life Orb
Rash Nature
Ability: Swift Swim
168 Atk/252 SpA/88 Spe
-Surf
-Ice Beam
-Draco Meteor
-Waterfall
I played around with its set after I ended up never using Kingdra to Rain Dance with Gliscor and Jirachi around. Now it's a nutty version of the Mixed Rain Dance set, with enough EVs in Atk to 2HKO Blissey with Life Orb and Rash to give his special attacks more oomph. Ice Beam is to keep his SpA from falling in the crapper against most Dragons/Grass types, with Draco Meteor there to put down other Waters and as a general last-ditch attack.
@ Leftovers
Sassy Nature
Ability: Torrent
240 HP/216 Def/52 SpA
-Earthquake
-Hydro Pump
-Ice Beam
-Stealth Rock
MixPert, with the nature changed to Sassy to keep his defenses more in line. Hydro Pump was used over Surf for greater power as it lacks Kingdra's +SpA nature and EVs. It covers well for Azumarill's Electric weakness, but the 4x Grass weak is a bit of a pain. Stealth Rock is there for useful residual damage, weakening opponents for Kingdra. Overall I found him to be the most solid member of the team, tanking hits quite effectively while being able to inflict quite a bit of punishment of his own with rain boosted Hydro Pump. It's a shame that I can't get more solid recovery on him, but I don't want to mess with the moveset for SleepTalk.
@ Choice Band
Jolly Nature
Ability: Pressure
4 HP/252 Atk/252 Spe
-Pursuit
-Ice Shard
-Brick Break
-Aerial Ace
Revenge killer and an answer to pesky Psychics like Celebi and Cresselia who don't mind being parahaxed by Jirachi, as well as Ghost-types like Gengar. The moveset is fairly typical, with Ice Shard for revenge killing dragons and Pursuit for catching runners. It doesn't benefit from the rain but doesn't particularly mind it, either.
@ Damp Rock
Impish Nature
Ability: Sand Veil
252 HP/4 Atk/252 Def
-Earthquake
-Aerial Ace
-Rain Dance
-Roost
Chosen to counter Heracross and physical Tyranitar, who would otherwise be a bit hard to stop with this team. Sand Veil is there mainly to help it against T-tar, as it doesn't have any particular need for Hyper Cutter. The water-types cover nicely for its Water weakness, and Azumarill and Jirachi also resist Ice, Gliscor's biggest weakness. It carries Rain Dance (thanks for suggesting it, Venom!), which seems a bit gimmicky but actually worked well during playtesting, especially since Gliscor doesn't mind coming in on a lot that threatens Jirachi and vice versa, so I don't find it too hard to get rain up, giving me room to bring in Kingdra.
Issues:
-With Fire generally a no-no on this team, floating Steel types like Bronzong have a bit less to worry about. Magnezone with Magnet Rise and HP Ice/Grass is a bit of an issue.
-Weather changers. I'm not worried about Hippowdon with all the STAB Water moves and Ice Beams floating about, but I do worry about Tyranitar. Azumarill can KO but it's an iffy switchin, so there's a lot of reliance on Gliscor and Swampert, who are both hurt badly by Tyraniboah.
-Other Water/Ground types like Swampert. I have no Grass moves, so they get a rain boost while I'm stuck hitting them for neutral damage. I was considering using something like Energy Ball Gengar in place of Weavile for it. Opposing bulky waters in general will be a pain to deal with due to the boost they get to their attacks and the fact that many of them have great special defense.
I was originally planning on using the Gyara/Electivire combo, but I didn't want to squeeze in a Rapid Spinner, and with Swampert and Gliscor being part ground, the only remaining Electric weakness was Azumarill, reducing the usefulness of Motor Drive. I do see some problems with other bulky waters though, as only repeatedly spamming Thunder with Jirachi or a desperation Draco Meteor from Kingdra seem to be decent tactics against them.
Any suggestions are appreciated.
All changes in this color
Without further ado, the members:







Bold Nature
Ability: Serene Grace
240 HP/132 Def/136 Spe
-Wish
-U-Turn
-Rain Dance
-Thunder
I've taken quite a liking to this tiny metal pixie. This is basically the standard WishTurn set with Rain Dance taking the place of Reflect and Thunder instead of Zen Headbutt to take maximum advantage of Rain and Serene Grace. Giving it a Bold nature and no Atk EVs pretty much removes U-Turn's usefulness as a weapon, so I essentially consider it to be Baton Pass with a different name. Jirachi sets up rain on the first turn and then U-Turns out to the appropriate pokemon. Rain's effects also help mitigate its Fire weakness. Damp Rock is really helpful, but I am thinking about switching it out for a Lum Berry to make sure Jirachi stays awake and can get in a Rain Dance against Gengar leads.

Adamant Nature
Ability: Huge Power
212 HP/252 Atk/44 Spe
-Waterfall
-Aqua Jet
-Brick Break
-Body Slam
The choice was between this and Gyarados, and in the end I chose Azumarill mainly because it was an off-the-beaten path sort of pokemon, and also because I didn't want to fit in a spinner to ease Gyara's entry into a battle. I changed Azumarill from a SubPuncher to a Choice Bander because my prediction skills quite frankly suck ass and I can't figure out when to sub and when to punch. I must have successfully used a SubPunch strategy exactly once in all the test battles I played, which is why I'm also using Brick Break over Focus Punch. Azumarill comes in on Water/Ice/Fire attacks and tries its best to take down a poke or two with its STABed attacks under the rain. Unfortunately I find that most of what I would want to switch Azumarill in against I'd be just as happy using Kingdra or Swampert against. It's fairly sturdy and can do some damage, but overall I've found it has problems finding a niche on the team.

Rash Nature
Ability: Swift Swim
168 Atk/252 SpA/88 Spe
-Surf
-Ice Beam
-Draco Meteor
-Waterfall
I played around with its set after I ended up never using Kingdra to Rain Dance with Gliscor and Jirachi around. Now it's a nutty version of the Mixed Rain Dance set, with enough EVs in Atk to 2HKO Blissey with Life Orb and Rash to give his special attacks more oomph. Ice Beam is to keep his SpA from falling in the crapper against most Dragons/Grass types, with Draco Meteor there to put down other Waters and as a general last-ditch attack.

Sassy Nature
Ability: Torrent
240 HP/216 Def/52 SpA
-Earthquake
-Hydro Pump
-Ice Beam
-Stealth Rock
MixPert, with the nature changed to Sassy to keep his defenses more in line. Hydro Pump was used over Surf for greater power as it lacks Kingdra's +SpA nature and EVs. It covers well for Azumarill's Electric weakness, but the 4x Grass weak is a bit of a pain. Stealth Rock is there for useful residual damage, weakening opponents for Kingdra. Overall I found him to be the most solid member of the team, tanking hits quite effectively while being able to inflict quite a bit of punishment of his own with rain boosted Hydro Pump. It's a shame that I can't get more solid recovery on him, but I don't want to mess with the moveset for SleepTalk.

Jolly Nature
Ability: Pressure
4 HP/252 Atk/252 Spe
-Pursuit
-Ice Shard
-Brick Break
-Aerial Ace
Revenge killer and an answer to pesky Psychics like Celebi and Cresselia who don't mind being parahaxed by Jirachi, as well as Ghost-types like Gengar. The moveset is fairly typical, with Ice Shard for revenge killing dragons and Pursuit for catching runners. It doesn't benefit from the rain but doesn't particularly mind it, either.

Impish Nature
Ability: Sand Veil
252 HP/4 Atk/252 Def
-Earthquake
-Aerial Ace
-Rain Dance
-Roost
Chosen to counter Heracross and physical Tyranitar, who would otherwise be a bit hard to stop with this team. Sand Veil is there mainly to help it against T-tar, as it doesn't have any particular need for Hyper Cutter. The water-types cover nicely for its Water weakness, and Azumarill and Jirachi also resist Ice, Gliscor's biggest weakness. It carries Rain Dance (thanks for suggesting it, Venom!), which seems a bit gimmicky but actually worked well during playtesting, especially since Gliscor doesn't mind coming in on a lot that threatens Jirachi and vice versa, so I don't find it too hard to get rain up, giving me room to bring in Kingdra.
Issues:
-With Fire generally a no-no on this team, floating Steel types like Bronzong have a bit less to worry about. Magnezone with Magnet Rise and HP Ice/Grass is a bit of an issue.
-Weather changers. I'm not worried about Hippowdon with all the STAB Water moves and Ice Beams floating about, but I do worry about Tyranitar. Azumarill can KO but it's an iffy switchin, so there's a lot of reliance on Gliscor and Swampert, who are both hurt badly by Tyraniboah.
-Other Water/Ground types like Swampert. I have no Grass moves, so they get a rain boost while I'm stuck hitting them for neutral damage. I was considering using something like Energy Ball Gengar in place of Weavile for it. Opposing bulky waters in general will be a pain to deal with due to the boost they get to their attacks and the fact that many of them have great special defense.
I was originally planning on using the Gyara/Electivire combo, but I didn't want to squeeze in a Rapid Spinner, and with Swampert and Gliscor being part ground, the only remaining Electric weakness was Azumarill, reducing the usefulness of Motor Drive. I do see some problems with other bulky waters though, as only repeatedly spamming Thunder with Jirachi or a desperation Draco Meteor from Kingdra seem to be decent tactics against them.
Any suggestions are appreciated.