So, I've spent a few hours making tweaks to this team. Being new to competitive battling, I'm a little unsure of where to make changes to improve this lineup. This is a rain dance team for doubles. So please keep that in mind when you critique it.
Ludicolo - Leftovers
Modest
Swift Swim
60 HP/196 Spe/252 SpA
-Rain Dance
-Surf
-Ice Beam
-Grass Knot
Toxicroak - Black Sludge
Jolly
Dry Skin
252 Atk/100 Def/92 SpD/64 Spe
-Substitute
-Fake Out
-Poison Jab
-Focus Punch
Kingdra - Damp Rock
Modest
Swift Swim
88 Def/92 SpD/76 Spe/252 SpA
-Rain Dance
-Protect
-Surf
-Dragon Pulse
Gengar - Wise Glasses
Modest
Levitation
252 SpA/252 Spe/4 HP
-Will-O-Wisp
-Thunder
-Shadow Ball
-Focus Blast
Floatzel - Muscle Band
Jolly
Swift Swim
32 HP/48 Def/252 Atk/176 Spe
-Taunt
-Crunch
-Waterfall
-Ice Punch
Bronzong - Damp Rock
Relaxed
Levitate
252 HP/128 Atk/128 Def
-Rain Dance
-Reflect
-Stealth Rock
-Explosion
So, Ludicolo and Toxicroak lead. Originally I had Kingdra leading, but Ludicolo has better SpD, and weaknesses that are less prevalent. Leftovers over Damp Rock, because it keeps him afloat longer, and if I'm not sweeping my opponent, I usually end up switching in Bronzong or Kingdra within the first 5 turns anyway.
Toxicroak is just a beast in this setup. Fake Out first turn allows me to set up rain dance by flinching the biggest threat in my opponent's lead. Substitute + Black Sludge + Rain healing + Surf means that he has to be on the receiving end of a major beatdown, or get a solid hit from Earthquake or a Psychic attack before he goes down. Granted, it does happen, but many times he comes back from the edge of death over and over again, giving him tons of longevity to deal damage. If the opponent allows him to hide behind the substitute, he gets to go crazy with Focus Punch. My only real uncertainty with his set is Poison Jab... I was considering Gunk Shot, but I'm not a huge fan of the 70% hit chance.
I set up Bronzong as a Torrential Bronzong, except I changed his nature to Relaxed, because I noticed a significant issue with Trick Room teams, considering half my team has Swift Swim. I'm considering dropping Stealth Rock for Hypnosis because switching happens less in doubles than singles, but I'm not a huge fan of the 60% hit chance.
Obviously, Gengar is there as explosion insurance, both offensively and defensively. I like the power that the Modest nature gives him, but I'm wondering if I should switch him to Timid... the problem is, I don't know all that much about stat numbers and how he compares to other speedy threats in that area. At the very least, it would give me a chance to outspeed other non-timid Gengars. I threw Will-O-Wisp on him for lack of any ideas of what else to put on him, though it doesn't strike me as particularly necessary.
I know that Kabutops is generally preferred over Floatzel, but I've found that his 115 base speed, full speed EVs, and jolly nature, make him outspeed pretty much any major threat, even if I'm having problems keeping the rain going (which has happened a couple times, especially against Sunny Day teams). I thought the Muscle Band was useful to add more power to his attacks without leaving me locked into a single attack, a la Choice Band. And Taunt is just extremely useful to keep buffer/debuffer threats from setting up (trick room, sunny day, swords dance, etc etc). Admittedly, I'd like to set him as my lead, being my only taunter, but he works better as a late game sweeper than as a lead, with how squishy he is.
As I said, Trick Room teams pose an issue from time to time, but I find that switching in to Bronzong immediately helps, especially since he'll almost always go first, and I get him to set up Reflect immediately to try to mitigate some damage while i'm waiting for Trick Room to fall off. If I think a trick room is coming, I'll Fake Out with Toxicroak while Ludicolo switches out for Floatzel, so I can taunt it out the next turn. Though more times than not, I have to eat the first Trick Room, because it's not always easy to predict a team that uses it. And if they're running a Dusknoir lead, there's pretty much nothing I can do about it, period.
Sunny Day teams are probably the biggest pain though. Having a slow Rainy Day lead I usually get my weather to stick on the first round. But usually on round 2 or 3, I end up eating a Sunny Day + Solar Beam, which really starts to wrecks things very quickly.
Ludicolo - Leftovers
Modest
Swift Swim
60 HP/196 Spe/252 SpA
-Rain Dance
-Surf
-Ice Beam
-Grass Knot
Toxicroak - Black Sludge
Jolly
Dry Skin
252 Atk/100 Def/92 SpD/64 Spe
-Substitute
-Fake Out
-Poison Jab
-Focus Punch
Kingdra - Damp Rock
Modest
Swift Swim
88 Def/92 SpD/76 Spe/252 SpA
-Rain Dance
-Protect
-Surf
-Dragon Pulse
Gengar - Wise Glasses
Modest
Levitation
252 SpA/252 Spe/4 HP
-Will-O-Wisp
-Thunder
-Shadow Ball
-Focus Blast
Floatzel - Muscle Band
Jolly
Swift Swim
32 HP/48 Def/252 Atk/176 Spe
-Taunt
-Crunch
-Waterfall
-Ice Punch
Bronzong - Damp Rock
Relaxed
Levitate
252 HP/128 Atk/128 Def
-Rain Dance
-Reflect
-Stealth Rock
-Explosion
So, Ludicolo and Toxicroak lead. Originally I had Kingdra leading, but Ludicolo has better SpD, and weaknesses that are less prevalent. Leftovers over Damp Rock, because it keeps him afloat longer, and if I'm not sweeping my opponent, I usually end up switching in Bronzong or Kingdra within the first 5 turns anyway.
Toxicroak is just a beast in this setup. Fake Out first turn allows me to set up rain dance by flinching the biggest threat in my opponent's lead. Substitute + Black Sludge + Rain healing + Surf means that he has to be on the receiving end of a major beatdown, or get a solid hit from Earthquake or a Psychic attack before he goes down. Granted, it does happen, but many times he comes back from the edge of death over and over again, giving him tons of longevity to deal damage. If the opponent allows him to hide behind the substitute, he gets to go crazy with Focus Punch. My only real uncertainty with his set is Poison Jab... I was considering Gunk Shot, but I'm not a huge fan of the 70% hit chance.
I set up Bronzong as a Torrential Bronzong, except I changed his nature to Relaxed, because I noticed a significant issue with Trick Room teams, considering half my team has Swift Swim. I'm considering dropping Stealth Rock for Hypnosis because switching happens less in doubles than singles, but I'm not a huge fan of the 60% hit chance.
Obviously, Gengar is there as explosion insurance, both offensively and defensively. I like the power that the Modest nature gives him, but I'm wondering if I should switch him to Timid... the problem is, I don't know all that much about stat numbers and how he compares to other speedy threats in that area. At the very least, it would give me a chance to outspeed other non-timid Gengars. I threw Will-O-Wisp on him for lack of any ideas of what else to put on him, though it doesn't strike me as particularly necessary.
I know that Kabutops is generally preferred over Floatzel, but I've found that his 115 base speed, full speed EVs, and jolly nature, make him outspeed pretty much any major threat, even if I'm having problems keeping the rain going (which has happened a couple times, especially against Sunny Day teams). I thought the Muscle Band was useful to add more power to his attacks without leaving me locked into a single attack, a la Choice Band. And Taunt is just extremely useful to keep buffer/debuffer threats from setting up (trick room, sunny day, swords dance, etc etc). Admittedly, I'd like to set him as my lead, being my only taunter, but he works better as a late game sweeper than as a lead, with how squishy he is.
As I said, Trick Room teams pose an issue from time to time, but I find that switching in to Bronzong immediately helps, especially since he'll almost always go first, and I get him to set up Reflect immediately to try to mitigate some damage while i'm waiting for Trick Room to fall off. If I think a trick room is coming, I'll Fake Out with Toxicroak while Ludicolo switches out for Floatzel, so I can taunt it out the next turn. Though more times than not, I have to eat the first Trick Room, because it's not always easy to predict a team that uses it. And if they're running a Dusknoir lead, there's pretty much nothing I can do about it, period.
Sunny Day teams are probably the biggest pain though. Having a slow Rainy Day lead I usually get my weather to stick on the first round. But usually on round 2 or 3, I end up eating a Sunny Day + Solar Beam, which really starts to wrecks things very quickly.