My Current Rain team that I have been using under the alt BEAR GRYLLS_ is:
Spike Qwil / RD Uxie / RD TAUNT Missy / SD Tops / LO Gorebyss/ LO Omastar
Reached 1504 CRE in about 45 mins and beat numerous LB's after taking all of 6 mins to build..
Somewhat ironic that teams relying on taunt missy are often fucked over by my own. The current metagame relies heavily on Milotic, Chansey (Clef), Croak, and Tangrowth to fend of 8 turns of rain mayhem.
+2 Kabutops does 83.2% - 98% to 248/252 Milotic. Now given that I nearly always get 1 layer of spikes and SR, and that many Milos now are calm, its not doing shit. Tangrowth takes 60.4% - 71.3%, rendering it incapable of walling anything else.
Slowbro is dealt 66.5% - 78.4%, can twave, and is then still outsped. lol.
Offensive teams rely on Croak to soak up water attacks, but Gorrebyss ohkos with psychic, and sucker punch is only dealing ~40%. Even if it ran Mach punch, it only deals ~60% on kabutops.
Clefable can be tricky to play around, especially if Missy and Kabutops are dead. The most problematic set i have encountered is the toxic/wish/Seismic toss/ protect set, which fails to touch taunt missy. Unfortunately i often sack it early game with memento to buy kabutops a chance to SD. This was less of an issue in previous metagames when Whorelass provided spikes, allowing Qwil to take Omastars place and sweep.
Switch stalling is suicidal against rain + spike stacking teams such as mine, as your racking up x2 STAB water attacks + approx 20% worth of damage each turn. Its as good as over once the second wave is up, which is almost inevitable as stall teams are the only teams that can viably do this. In contrast, Offensive teams take huge damage from even resisted hits, and one false prediction is fatal.
Being an anti-metagame style, Rain is very difficult to counter. You start overpreparing for special sweepers like specs Gorrebyss, i'll use SD Ludicolo. For example, Specs Gorrebyss caused absolute chaos, 2HKO'ing Chansey 100% of the time. The metagame then changed, and SD ludicolo was the number one threat for rain. Try to cover both ends of the spectrum? You're probably more likely to be swept (a la balance teams)
Ultimately, what makes rain broken is the 8 turns prolonged by damp rock. Ban damp rock, and Rain's dominance is hindered, but does not render it a useless playstyle.