So heres my first team on smogon. I was looking around at some leads, and someone gave me the idea of lead dragonite. So I looked it up, and it looked pretty cool. And so I built a team with it. Its been doing pretty well, but I know it could be doing alot better. So here it is:
Dragonite (M) @ Life Orb
Ability: Inner Focus
EVs: 244 Atk/14 Spd/252 SAtk
Quiet nature (+SAtk, -Spd)
- Extremespeed
- Fire Blast
- Earthquake
- Draco Meteor
The reason for this team, lead dragonite. With it, I can stop alot of common leads from setting rocks up, or at least kill them off quickly. Extremespeed hits down any sashes, or 2HKOs any frail pokes. Fire Blast will 2HKO occa metagross, or OHKO it if its not occa. And with the extra 8 speed investment, I can outspeed standard lead gross. Fire Blast also OHKOs bronzong with little sp def investment. EQ for heatran and any steels that would take it worse than a fire blast, oh and rocks dont like it. Draco Meteor provides a powerful STAB and helps to take out physical bulky leads.
Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 252 Atk/252 Spd/6 SAtk
Naive nature (+Spd, -SDef)
- Grass Knot
- Ice Punch
- Iron Head
- Fire Punch
One of the starts of this team. I was looking at what lead that dragonite wouldn't be able to handle. One that came to mind was swampert. I started looking at some stuff, then I thought about a jirachi. An expert belt grass knot can almost OHKO standard swampert, and since most of them would want rocks thinking I would switch, its a solid kill. Plus if they try to EQ, they normally wont kill. So GK hits pert and other bulky grounds and waters, Ice Punch for dragons, especially those mence's who fall for the expert belt bluff, Iron Head for obvious flinch and STAB, and Fire Punch for steels, mainly scizor. The expert belt provides the perfect bluff, an unexpecting opponent often finds themselves losing at least 2 pokes.
Swampert (M) @ Leftovers
Ability: Torrent
EVs: 252 HP/6 Atk/252 Def
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Earthquake
- Ice Beam
- Roar
So I knew I would need something to lay up some rocks, but I didn't know what. Swampert popped up, and it seemed like a good option. It helps with the tran problem I got, so I do need it, or another good bulky water that lays rocks. So SR for rocks, EQ for STAB, Ice Beam for dragons and the stray grass's, roar for some phazing.
Rotom-h @ Choice Scarf
Ability: Levitate
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Trick
- Shadow Ball
- Overheat
Next, I saw a gyara problem. The obvious choice to me, as I had no revenge killers up to this point, was using a rotom. I have had much success with scarf rotom, so using it was no problem. Plus there is also a lucario problem I saw, so rotom helps there. So T-Bolt for STAB and waters, Shadow Ball for ghosts and STAB, Trick to cripple walls, overheat for steels.
Metagross @ Choice Band
Ability: Clear Body
EVs: 252 HP/236 Atk/12 Def/8 Spd
Adamant nature (+Atk, -SAtk)
- Explosion
- Bullet Punch
- Earthquake
- Meteor Mash
So looking back, I had nothing with much physical power, so any special wall could destroy me. A latias check was also needed. I was testing T-Tar at first, but it seemed like dead weight. I wanted to continue to use a CB poke, but who that could help check latias. Metagross came to mind, and it seemed to fit in well, so I threw it in, and has done a nicer job than T-Tar. So Explosion for when I need a quick kill, or gross is about to die, BP for some nice priority, EQ for steels, and Mash for STAB.
Togekiss (M) @ Leftovers
Ability: Serene Grace
EVs: 228 HP/204 Spd/76 SDef
Calm nature (+SDef, -Atk)
- Air Slash
- Heal Bell
- Roost
- Nasty Plot
Now here was where I was stuck. There wasn't much that wasn't covered, but I still wanted some kind of special wall here. So I was looking for something that could take some hits, not add too many weakness's, and possibly help with sweeping. Then I thought of using a standard wall paraflinch togekiss. Someone then pointed me to YTP's Kiss of Death. It looked really cool, so I thought why not try it. It was been doing a pretty good job, so yea. Air slash for flinching, Heal Bell deals with status on my other guys, plus breaks stall for this, Roost for healing, and Nasty Plot makes it so I can break through most stall with air slash and heal bell.
So thats it, thanks for taking the time to read, and give a good rate.

Dragonite (M) @ Life Orb
Ability: Inner Focus
EVs: 244 Atk/14 Spd/252 SAtk
Quiet nature (+SAtk, -Spd)
- Extremespeed
- Fire Blast
- Earthquake
- Draco Meteor
The reason for this team, lead dragonite. With it, I can stop alot of common leads from setting rocks up, or at least kill them off quickly. Extremespeed hits down any sashes, or 2HKOs any frail pokes. Fire Blast will 2HKO occa metagross, or OHKO it if its not occa. And with the extra 8 speed investment, I can outspeed standard lead gross. Fire Blast also OHKOs bronzong with little sp def investment. EQ for heatran and any steels that would take it worse than a fire blast, oh and rocks dont like it. Draco Meteor provides a powerful STAB and helps to take out physical bulky leads.

Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 252 Atk/252 Spd/6 SAtk
Naive nature (+Spd, -SDef)
- Grass Knot
- Ice Punch
- Iron Head
- Fire Punch
One of the starts of this team. I was looking at what lead that dragonite wouldn't be able to handle. One that came to mind was swampert. I started looking at some stuff, then I thought about a jirachi. An expert belt grass knot can almost OHKO standard swampert, and since most of them would want rocks thinking I would switch, its a solid kill. Plus if they try to EQ, they normally wont kill. So GK hits pert and other bulky grounds and waters, Ice Punch for dragons, especially those mence's who fall for the expert belt bluff, Iron Head for obvious flinch and STAB, and Fire Punch for steels, mainly scizor. The expert belt provides the perfect bluff, an unexpecting opponent often finds themselves losing at least 2 pokes.

Swampert (M) @ Leftovers
Ability: Torrent
EVs: 252 HP/6 Atk/252 Def
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Earthquake
- Ice Beam
- Roar
So I knew I would need something to lay up some rocks, but I didn't know what. Swampert popped up, and it seemed like a good option. It helps with the tran problem I got, so I do need it, or another good bulky water that lays rocks. So SR for rocks, EQ for STAB, Ice Beam for dragons and the stray grass's, roar for some phazing.

Rotom-h @ Choice Scarf
Ability: Levitate
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Trick
- Shadow Ball
- Overheat
Next, I saw a gyara problem. The obvious choice to me, as I had no revenge killers up to this point, was using a rotom. I have had much success with scarf rotom, so using it was no problem. Plus there is also a lucario problem I saw, so rotom helps there. So T-Bolt for STAB and waters, Shadow Ball for ghosts and STAB, Trick to cripple walls, overheat for steels.

Metagross @ Choice Band
Ability: Clear Body
EVs: 252 HP/236 Atk/12 Def/8 Spd
Adamant nature (+Atk, -SAtk)
- Explosion
- Bullet Punch
- Earthquake
- Meteor Mash
So looking back, I had nothing with much physical power, so any special wall could destroy me. A latias check was also needed. I was testing T-Tar at first, but it seemed like dead weight. I wanted to continue to use a CB poke, but who that could help check latias. Metagross came to mind, and it seemed to fit in well, so I threw it in, and has done a nicer job than T-Tar. So Explosion for when I need a quick kill, or gross is about to die, BP for some nice priority, EQ for steels, and Mash for STAB.

Togekiss (M) @ Leftovers
Ability: Serene Grace
EVs: 228 HP/204 Spd/76 SDef
Calm nature (+SDef, -Atk)
- Air Slash
- Heal Bell
- Roost
- Nasty Plot
Now here was where I was stuck. There wasn't much that wasn't covered, but I still wanted some kind of special wall here. So I was looking for something that could take some hits, not add too many weakness's, and possibly help with sweeping. Then I thought of using a standard wall paraflinch togekiss. Someone then pointed me to YTP's Kiss of Death. It looked really cool, so I thought why not try it. It was been doing a pretty good job, so yea. Air slash for flinching, Heal Bell deals with status on my other guys, plus breaks stall for this, Roost for healing, and Nasty Plot makes it so I can break through most stall with air slash and heal bell.
So thats it, thanks for taking the time to read, and give a good rate.