https://pokepast.es/56fdebe02e93fbf3
Missy not being ranked is shocking to me, its definitely better than regice and victrebell. The idea with this team is spikes are really good, so why not keep them up with multiple spinners? Special offense seemed like the best direction to take this build with. These kinds of teams without breloom really struggle into clefable, so I attempted to make missy being as close to a clefable answer as possible. The bulk lives 2 of any of clef's moves and with lum + sub, can reliably get 2 NP boosts aganist non encore clef, even in sand. The idea was to lure clef, but in practice this thing is pretty reliable into ttar as well. Bulkless tars (scarf, dd) almost always die to hp fight after rocks, and bulky sets cant do better aganist +4. Additionally, this set lives 2 surfs from defensive starmie after rocks, or no rocks + 2 hits of sand. Lives any offensive star hit after rocks + sand, and has a low chance of living specs hydro pump from full.
Heatran is an amazing partner for missy, because steels are a big issue for non-wisp missy even at +2. rachi/gross/zong all live 2 shadow balls at +2, and opposing heatran reliably lives +2 hp fight. Even skarm is a problem MU for missy, and heatran helps immensely with all these. The hp + leftovers pretty much never gets flinched out from bulky jirachi, and offensive ones cant KO with hp ground from full. With will-o-wisp, non-cm defensive latias have to have eq/surf/tbolt without sand to stand a chance. Even specs lati taking a burn is a good trade if at least 1 steel is down.
Swampert is a great spikes abuser, and on this team its the main check to all the DD threats. Protect lets this pert act like a tank pert without having to fully invest in defense, so its not a complete momentum sink into defense. DD tar is trivial unless crunch def drops. DD nite is sketchy without sand since I drop ice punch. Here are relevant calcs for this MU:
+1 252+ Atk Dragonite Outrage vs. 192 HP / 180 Def Swampert: 298-352 (76.6 - 90.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+1 252+ Atk Dragonite Earthquake vs. 192 HP / 180 Def Swampert: 166-196 (42.6 - 50.3%) -- 1.2% chance to 2HKO after Stealth Rock and Leftovers recovery
136+ Atk Swampert Stone Edge vs. 0 HP / 4 Def Dragonite: 204-240 (63.1 - 74.3%) -- 43.8% chance to OHKO after Stealth Rock and sandstorm damage
136+ Atk Swampert Stone Edge vs. 0 HP / 4 Def Dragonite: 204-240 (63.1 - 74.3%) -- guaranteed 2HKO after Stealth Rock
DD gyra is why I have stone edge over ice punch. With the bulk + protect, this flips the MU into perts favor. Here is the +1 waterfall from gyra:
+1 252+ Atk Gyarados Waterfall vs. 192 HP / 180 Def Swampert: 188-222 (48.3 - 57%) -- 92.6% chance to 2HKO after Stealth Rock and Leftovers recovery
Possible damage amounts: (188, 192, 192, 196, 198, 200, 202, 204, 206, 210, 210, 214, 216, 218, 220, 222)
I put possible rolls because its actually a 25% to kill with the second hit, assuming the first hit max rolls after a protect. After taking the 222 roll, you heal 2 rounds of leftovers which puts you at 215 health where 4 rolls kill. This gets muddled with crits and flinches, but also the ko without nonsense is unlikely. Here is the stone edge roll:
-1 136+ Atk Swampert Stone Edge vs. 72 HP / 4 Def Gyarados: 158-186 (45.2 - 53.2%) -- guaranteed 2HKO after sandstorm damage
-1 136+ Atk Swampert Stone Edge vs. 0 HP / 4 Def Gyarados: 158-186 (47.7 - 56.1%) -- 79.3% chance to 2HKO
-2 136+ Atk Swampert Stone Edge vs. 72 HP / 4 Def Gyarados: 118-140 (33.8 - 40.1%) -- guaranteed 2HKO after Stealth Rock and sandstorm damage
-2 136+ Atk Swampert Stone Edge vs. 0 HP / 4 Def Gyarados: 118-140 (35.6 - 42.2%) -- 80.1% chance to 2HKO after Stealth Rock
I include -2 stone edge rolls because gyra without rocks likes pivoting aganist pert, but the important part is that stone edge kills bulkier gyra's even without rocks as long as they set sand.
Not much to explain with the rest of the team, lati with specs is good and is way better if ttar/clef/steels get taken care of by heatran/missy. That last slot is variable, it could be tbolt or trick and probably be as effective. Dragon pulse could probably be replaced, but with spikes down I think its a good midground click into offensive teams with good water resists (mainly opposing latis).
Roserade is the spiker of choice here partially because breloom is a nightmare without this thing, but also because poison point is great for punishing various u-turns, waterfalls, rapid spins, etc. This set is known, and is really good into loom if there arent spikes on your side. Sleep talk is guranteed to roll something good into loom, and it outspeeds most looms. Sludge bomb/hp fire is good into everything in the tier except clef/tran/various water grounds. I tried worry seed over sleep talk before running bulk on missy as a means to do something to clef, but i found that clicking spikes into clef was better.
Scarf tom adds a little bit of much needed speed control to the team, and a second spinblocker. The spread isnt anything unique, simply outspeeds all suicunes after tricking away the scarf, and slight bulk to larp as secondary metagross answer. While I have pert as a decently reliable DD check, rotom fills in the gaps for revenging those threats. With spikes + the structure of the team, this thing is meant to be the cleaner once lati and missy take out rotom's checks. However, this thing can also be used to revenge threats for a lati clean instead, taking out sd luc and the aformentioned DDers.
Here is a list of common lead MU's, since leads are very important for offensive teams. For leads that can DD always switch to pert. Suicune and starmie leads switch to lati. Lati lead is a toss up between rock or go into your own lati. Flygon lead switch to pert, but missy switch can also be considered. Pert lead switch to lati, empoleon/breloom lead switch to rose. Any ground lead not mentioned switch to pert. Roserade lead seems great to stay in, but those teams usually have a couple steels heatran is needed for so switching lati is best. Aero lead switch to pert. Raikou lead switch to lati. Opposing heatran switch to lati. Jirachi i find its best to trade rocks, while skarm and meta should be flamed. Zapdos rock aganist, then switch to pert if it doesnt look to be hp grass. Azelf shouldnt taunt but they often do, so flame if they taunt then either wisp or switch to missy turn 2. If they rock, then go missy turn 2. Uxie just trade rocks with.