And this is my first RMT. Extremely imaginative name, don't you think?
The team:






Teambuilding Process:
Every rain team needs a rain inducer, so of course, I chosePolitoed Kyogre.

Since this is a rain stall team, Ferrothorn came naturally, having good synergy, providing hazards and walling a lot of threats.


Tentacruel was also a must, with nice special bulk, Rapid Spin and Toxic Spikes.



I now needed a reliable Spout absorber, so I chose Palkia, as it benefited from rain, and could also revenge kill.




I needed a ground type to take Thunders, and my team was looking weak to ground, so I chose Gliscor.





And finally I chose Arceus-Steel as a secondary dragon resist, and sweeper, that could still support the team.






I realised I needed a Spinblocker, so I removed Palkia for Giratina as it could take Spouts as well as spinblock.






I attempted to make a few changes to this team- Skarmory over Ferrothorn, Arceus Ground over Gliscor and Jirachi over Arceus-Steel.






I didn't really like the new team, as I liked Ferrothorn and Gliscor's security against non-choice Thunder users, so I made some more changes:






Ferrothorn was back, and so was Gliscor. Arceus-Ghost was now my Spinblocker over Giratina.
In depth:


Ability: Drizzle
EVs: 248 HP 252 SDef 8 Def
Sassy Nature
0 Spd IVs
-Scald
-Roar
-Rest
-Sleep Talk
Specially defensive Kyogre is my weather inducer of choice. Scald gives me a nice attack boosted by STAB and rain, and has a nice 30% burn chance. Roar phazes out Set-up sweepers and racks up hazard damage. Rest keeps it healthy and Sleep Talk lets it attack while sleeping. Sleep Talk can also sometimes let me phaze out slower foes before they get a chance to attack.
248 HP instead of 252 so that it takes less residual damage. Max special defence, and the rest in defence. Minimum speed to get weather up against most Groudon. If I see an opposing Kyogre in the opponents' team, this is normally my lead as they will lead with their Kyogre, and this Kyogre will bait a Thunder for Gliscor to switch into.


Ability: Iron Barbs
EVs: 252 HP 252 SDef
Sassy Nature
0 Spd IVs
-Spikes
-Gyro Ball
-Leech Seed
-Protect
Ferrothorn is here to provide Spikes. I use Rocky Helmet over leftovers because there's nothing more satisfying than switching into an outrage with this.... Because I don't have leftovers, Leech seed and Protect are for recovery and stalling. Gyro ball is for damage.
The EVs, IVs and nature are to maximise Special bulk and minimise speed while still retaining physical bulk.


Ability: Rain Dish
EVs: 252 HP 32 Def 224 SpD
Calm Nature
-Toxic Spikes
-Rapid Spin
-Scald
-Protect
Tentacruel is here for Toxic Spikes and Rapid Spin, 2 essential things in a stall team. It can heal 12.5% per turn with a combination go Black Sludge and Rain Dish, which is further boosted by Protect. Scald is to deal damage, and possibly burn.
The EVs and nature let Tentacruel survive 2 unboosted Thunders off 150 base SAtk with Protect, while also giving it a bit of physical bulk.


Ability: Poison Heal
EVs: 252 HP 40 Def 216 Spd
Jolly Nature
-Substitute
-Protect
-Toxic
-Earthquake
Gliscor is in this team for it's immunities to electric and ground. I suppose I could put in Landorus-T as a bulky pivot instead, but I like Gliscor's 12.5% healing every turn, allowing it to spam Substitute and Protect with no HP lost. Toxic is for those Pokémon that refuse to be poisoned by Toxic Spikes, and Earthquake gives Gliscor an attacking option that helps wear down foes faster and hit steel types Super-effectively.
216 Speed EVs and a Jolly nature let Gliscor outspend max speed base 90s, which is handy when facing Kyogre and you're not sure if it's a Specs variant. Max HP for bulk, and the rest is dumped inot Defense.

Ability: Serene Grace
EVs: 252 HP 252 SDef 4 Spd
Careful Nature
-Wish
-Iron Head
-Stealth Rock
-Thunder
Jirachi is in this team to pass Wishes to heal teammates that have no instant reliable recovery. Jirachi walls Mewtwo under rain, allowing it set up Rocks, use Wish and attack without taking too much damage. Stealth Rock is here as Ferrothorn really needs at least 1 attack, and Thunder is 100% accurate in rain, does damage and has a 60% chance to paralyse, creating the annoying perfusion strategy.
EVs and nature are simple, maxing out HP and Special Defense, with a bit of Speed Creep.

Ability: Multitype
EVs: 136 HP 248 Def 124 Spd
Bold Nature
-Calm Mind
-Recover
-Judgement
-Focus Blast
Ghost Arceus is my Spinblocker of choice, as well as a sweeper. Calm Mind is to set up for a sweep, Recover increases longevity by healing itself, Judgement is for STAB and Focus Blast is for coverage.
The EVs look complicated and are probably really bad, but anyway, I'll explain them. 124 Speed lets it outspeed Max speed Base 90s. 136 HP gives a remainder of 15 when divided by 16, allowing it to take minimum residual damage. 248 Defense with a Bold nature increases it's physical bulk, seeing as it has Calm Mind to boost it's special bulk.
So yeah... this is my team. I'm open to suggestions and changes...yeah. :) :P
The team:






Teambuilding Process:
Every rain team needs a rain inducer, so of course, I chose

Since this is a rain stall team, Ferrothorn came naturally, having good synergy, providing hazards and walling a lot of threats.


Tentacruel was also a must, with nice special bulk, Rapid Spin and Toxic Spikes.



I now needed a reliable Spout absorber, so I chose Palkia, as it benefited from rain, and could also revenge kill.




I needed a ground type to take Thunders, and my team was looking weak to ground, so I chose Gliscor.





And finally I chose Arceus-Steel as a secondary dragon resist, and sweeper, that could still support the team.






I realised I needed a Spinblocker, so I removed Palkia for Giratina as it could take Spouts as well as spinblock.






I attempted to make a few changes to this team- Skarmory over Ferrothorn, Arceus Ground over Gliscor and Jirachi over Arceus-Steel.






I didn't really like the new team, as I liked Ferrothorn and Gliscor's security against non-choice Thunder users, so I made some more changes:






Ferrothorn was back, and so was Gliscor. Arceus-Ghost was now my Spinblocker over Giratina.
In depth:


Ability: Drizzle
EVs: 248 HP 252 SDef 8 Def
Sassy Nature
0 Spd IVs
-Scald
-Roar
-Rest
-Sleep Talk
Specially defensive Kyogre is my weather inducer of choice. Scald gives me a nice attack boosted by STAB and rain, and has a nice 30% burn chance. Roar phazes out Set-up sweepers and racks up hazard damage. Rest keeps it healthy and Sleep Talk lets it attack while sleeping. Sleep Talk can also sometimes let me phaze out slower foes before they get a chance to attack.
248 HP instead of 252 so that it takes less residual damage. Max special defence, and the rest in defence. Minimum speed to get weather up against most Groudon. If I see an opposing Kyogre in the opponents' team, this is normally my lead as they will lead with their Kyogre, and this Kyogre will bait a Thunder for Gliscor to switch into.


Ability: Iron Barbs
EVs: 252 HP 252 SDef
Sassy Nature
0 Spd IVs
-Spikes
-Gyro Ball
-Leech Seed
-Protect
Ferrothorn is here to provide Spikes. I use Rocky Helmet over leftovers because there's nothing more satisfying than switching into an outrage with this.... Because I don't have leftovers, Leech seed and Protect are for recovery and stalling. Gyro ball is for damage.
The EVs, IVs and nature are to maximise Special bulk and minimise speed while still retaining physical bulk.


Ability: Rain Dish
EVs: 252 HP 32 Def 224 SpD
Calm Nature
-Toxic Spikes
-Rapid Spin
-Scald
-Protect
Tentacruel is here for Toxic Spikes and Rapid Spin, 2 essential things in a stall team. It can heal 12.5% per turn with a combination go Black Sludge and Rain Dish, which is further boosted by Protect. Scald is to deal damage, and possibly burn.
The EVs and nature let Tentacruel survive 2 unboosted Thunders off 150 base SAtk with Protect, while also giving it a bit of physical bulk.


Ability: Poison Heal
EVs: 252 HP 40 Def 216 Spd
Jolly Nature
-Substitute
-Protect
-Toxic
-Earthquake
Gliscor is in this team for it's immunities to electric and ground. I suppose I could put in Landorus-T as a bulky pivot instead, but I like Gliscor's 12.5% healing every turn, allowing it to spam Substitute and Protect with no HP lost. Toxic is for those Pokémon that refuse to be poisoned by Toxic Spikes, and Earthquake gives Gliscor an attacking option that helps wear down foes faster and hit steel types Super-effectively.
216 Speed EVs and a Jolly nature let Gliscor outspend max speed base 90s, which is handy when facing Kyogre and you're not sure if it's a Specs variant. Max HP for bulk, and the rest is dumped inot Defense.


Ability: Serene Grace
EVs: 252 HP 252 SDef 4 Spd
Careful Nature
-Wish
-Iron Head
-Stealth Rock
-Thunder
Jirachi is in this team to pass Wishes to heal teammates that have no instant reliable recovery. Jirachi walls Mewtwo under rain, allowing it set up Rocks, use Wish and attack without taking too much damage. Stealth Rock is here as Ferrothorn really needs at least 1 attack, and Thunder is 100% accurate in rain, does damage and has a 60% chance to paralyse, creating the annoying perfusion strategy.
EVs and nature are simple, maxing out HP and Special Defense, with a bit of Speed Creep.


Ability: Multitype
EVs: 136 HP 248 Def 124 Spd
Bold Nature
-Calm Mind
-Recover
-Judgement
-Focus Blast
Ghost Arceus is my Spinblocker of choice, as well as a sweeper. Calm Mind is to set up for a sweep, Recover increases longevity by healing itself, Judgement is for STAB and Focus Blast is for coverage.
The EVs look complicated and are probably really bad, but anyway, I'll explain them. 124 Speed lets it outspeed Max speed Base 90s. 136 HP gives a remainder of 15 when divided by 16, allowing it to take minimum residual damage. 248 Defense with a Bold nature increases it's physical bulk, seeing as it has Calm Mind to boost it's special bulk.
So yeah... this is my team. I'm open to suggestions and changes...yeah. :) :P