I hadn't played Pokémon for quite some time, seeing as the Platinum metagame was just full of Heatran/Scizor/Zapdos/Rotom/filler/filler teams. I'd been attempting to get back into it often but could not think of any inspiration for a team, as my old team used Skymin and Deoxys-S, and as you all know, both are uber now. After much deliberation, here's what I came up with:
Opium (Breloom) (F) @ Choice Scarf
Ability: Effect Spore
EVs: 28 HP/252 Atk/228 Spd
Jolly nature (+Spd, -SAtk)
- Sky Uppercut
- Seed Bomb
- Stone Edge
- Spore
I was tired of spending hours thinking of a new anti-lead as I do with every team, so I just thought "let's get a Breloom and put a Choice Scarf on it to have a fast sleeper that has 100% accuracy". It works. The spread gives enough Speed to outrun base 125s and anything slower. This works not only as a good sleeper lead, but also midgame and lategame as a revenge killer/sleeper, since even without a boosting nature, 130 Attack hurts a lot of things with the coverage that Breloom has.
Voyager II (Starmie) @ Choice Specs
Ability: Natural Cure
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Surf
- Ice Beam
- Thunderbolt
- Trick
If you asked me why I put Starmie in, I would have to say that I honestly can't remember. You probably have a good idea of what it does - hurts pretty much everything without a good SDef stat or cripples those that might get in the way. Natural Cure is nice and handy as well.
Light and Space (Rotom-w) @ Choice Scarf
Ability: Levitate
EVs: 252 HP/56 Spd/200 SDef
Calm nature (+SDef, -Atk)
- Thunderbolt
- Will-o-wisp
- Trick
- Protect
This has got to be my favourite Rotom set, devised when I was thinking of a Rotom mindgame. "Why is it that Rotom-appliance always uses its signature move? Instead, I can change the sprite accordingly so that the opponent THINKS I use a certain move..." All that went out the window on this team and is totally irrelevant, but the set still works well. As is probably evident, it's designed to cripple the opponent in multiple ways. Protect is such a valuable move for Rotom - after losing its Scarf, it can add to Leftovers recovery, scout the newly-Choiced opponent before switching to something that can set up and also helps to combat Pursuit users.
Consume to Live (Salamence) (M) @ Leftovers
Ability: Intimidate
EVs: 120 HP/252 Atk/136 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Claw
- Earthquake
- Dragon Dance
- Roost
In my opinion, Roost needs to be used more often on DDMence. The loss of an extra move's worth of type coverage is totally outweighed by the ability to get in more boosts and sweep with the moves you do have. I'm thinking that more Speed would be useful here, as I'm often being outsped by random Scarfed Pokémon.
Pressure (Forretress) (F) @ Leftovers
Ability: Sturdy
EVs: 244 HP/48 Atk/216 Def
Relaxed nature (+Def, -Spd)
- Gyro Ball
- Revenge
- Rapid Spin
- Stealth Rock
No matter how well a team fares against entry hazards, I always feel the need to have Rapid Spin somewhere. Forretress is partly an excuse to have a Steel in the team, but it also combats quite a few threats such as the obvious Weavile, but thanks to Revenge, it stands its ground against things like Lucario and Tyranitar.
Narcissus (Snorlax) (M) @ Leftovers
Ability: Thick Fat
EVs: 204 HP/52 Def/252 SDef
Calm nature (+SDef, -Atk)
- Return
- Curse
- Rest
- Sleep Talk
As soon as the Ghosts are gone, Snorlax sets up a clean sweep. Before this opportunity, it is also useful for eating up pretty much any special attack besides Focus Blast. I am strongly leaning towards losing the Normal STAB and using Crunch because of the amount of Ghosts that are able to come in on me, most notably Gengar, who I seem to have a lot of trouble with.
The main threats that I often have trouble with are Gengar, Ghosts in general and also Celebi. Requesting help with these in particular, but of course with the team in general as well.
CHANGES:
Opium (Breloom) (F) @ Choice Scarf
Ability: Effect Spore
EVs: 28 HP/252 Atk/228 Spd
Jolly nature (+Spd, -SAtk)
- Superpower
- Seed Bomb
- Stone Edge
- Spore
Voyager II (Starmie) @ Choice Specs
Ability: Natural Cure
EVs: 36 HP / 220 Spd / 252 SAtk
Timid nature (+Spd, -Atk)
- Hydro Pump
- Ice Beam
- Thunderbolt
- Trick
Light and Space (Rotom-w) @ Choice Scarf
Ability: Levitate
EVs: 252 HP/56 Spd/200 SDef
Calm nature (+SDef, -Atk)
- Thunderbolt
- Will-o-wisp
- Trick
- Protect
Consume to Live (Salamence) (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 180 Def / 76 Spd
Jolly nature (+Spd, -SAtk)
- Dragon Claw
- Earthquake
- Dragon Dance
- Roost
Pressure (Forretress) (F) @ Leftovers
Ability: Sturdy
EVs: 244 HP/48 Atk/216 Def
Relaxed nature (+Def, -Spd)
- Gyro Ball
- Revenge Decision to use Earthquake or not pending
- Rapid Spin
- Stealth Rock
Narcissus (Snorlax) (M) @ Leftovers
Ability: Thick Fat
EVs: 204 HP/52 Def/252 SDef
Calm nature (+SDef, -Atk)
- Return
- Curse
- Rest
- Sleep Talk

Opium (Breloom) (F) @ Choice Scarf
Ability: Effect Spore
EVs: 28 HP/252 Atk/228 Spd
Jolly nature (+Spd, -SAtk)
- Sky Uppercut
- Seed Bomb
- Stone Edge
- Spore
I was tired of spending hours thinking of a new anti-lead as I do with every team, so I just thought "let's get a Breloom and put a Choice Scarf on it to have a fast sleeper that has 100% accuracy". It works. The spread gives enough Speed to outrun base 125s and anything slower. This works not only as a good sleeper lead, but also midgame and lategame as a revenge killer/sleeper, since even without a boosting nature, 130 Attack hurts a lot of things with the coverage that Breloom has.

Voyager II (Starmie) @ Choice Specs
Ability: Natural Cure
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Surf
- Ice Beam
- Thunderbolt
- Trick
If you asked me why I put Starmie in, I would have to say that I honestly can't remember. You probably have a good idea of what it does - hurts pretty much everything without a good SDef stat or cripples those that might get in the way. Natural Cure is nice and handy as well.

Light and Space (Rotom-w) @ Choice Scarf
Ability: Levitate
EVs: 252 HP/56 Spd/200 SDef
Calm nature (+SDef, -Atk)
- Thunderbolt
- Will-o-wisp
- Trick
- Protect
This has got to be my favourite Rotom set, devised when I was thinking of a Rotom mindgame. "Why is it that Rotom-appliance always uses its signature move? Instead, I can change the sprite accordingly so that the opponent THINKS I use a certain move..." All that went out the window on this team and is totally irrelevant, but the set still works well. As is probably evident, it's designed to cripple the opponent in multiple ways. Protect is such a valuable move for Rotom - after losing its Scarf, it can add to Leftovers recovery, scout the newly-Choiced opponent before switching to something that can set up and also helps to combat Pursuit users.

Consume to Live (Salamence) (M) @ Leftovers
Ability: Intimidate
EVs: 120 HP/252 Atk/136 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Claw
- Earthquake
- Dragon Dance
- Roost
In my opinion, Roost needs to be used more often on DDMence. The loss of an extra move's worth of type coverage is totally outweighed by the ability to get in more boosts and sweep with the moves you do have. I'm thinking that more Speed would be useful here, as I'm often being outsped by random Scarfed Pokémon.

Pressure (Forretress) (F) @ Leftovers
Ability: Sturdy
EVs: 244 HP/48 Atk/216 Def
Relaxed nature (+Def, -Spd)
- Gyro Ball
- Revenge
- Rapid Spin
- Stealth Rock
No matter how well a team fares against entry hazards, I always feel the need to have Rapid Spin somewhere. Forretress is partly an excuse to have a Steel in the team, but it also combats quite a few threats such as the obvious Weavile, but thanks to Revenge, it stands its ground against things like Lucario and Tyranitar.

Narcissus (Snorlax) (M) @ Leftovers
Ability: Thick Fat
EVs: 204 HP/52 Def/252 SDef
Calm nature (+SDef, -Atk)
- Return
- Curse
- Rest
- Sleep Talk
As soon as the Ghosts are gone, Snorlax sets up a clean sweep. Before this opportunity, it is also useful for eating up pretty much any special attack besides Focus Blast. I am strongly leaning towards losing the Normal STAB and using Crunch because of the amount of Ghosts that are able to come in on me, most notably Gengar, who I seem to have a lot of trouble with.
The main threats that I often have trouble with are Gengar, Ghosts in general and also Celebi. Requesting help with these in particular, but of course with the team in general as well.
CHANGES:
Opium (Breloom) (F) @ Choice Scarf
Ability: Effect Spore
EVs: 28 HP/252 Atk/228 Spd
Jolly nature (+Spd, -SAtk)
- Superpower
- Seed Bomb
- Stone Edge
- Spore
Voyager II (Starmie) @ Choice Specs
Ability: Natural Cure
EVs: 36 HP / 220 Spd / 252 SAtk
Timid nature (+Spd, -Atk)
- Hydro Pump
- Ice Beam
- Thunderbolt
- Trick
Light and Space (Rotom-w) @ Choice Scarf
Ability: Levitate
EVs: 252 HP/56 Spd/200 SDef
Calm nature (+SDef, -Atk)
- Thunderbolt
- Will-o-wisp
- Trick
- Protect
Consume to Live (Salamence) (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 180 Def / 76 Spd
Jolly nature (+Spd, -SAtk)
- Dragon Claw
- Earthquake
- Dragon Dance
- Roost
Pressure (Forretress) (F) @ Leftovers
Ability: Sturdy
EVs: 244 HP/48 Atk/216 Def
Relaxed nature (+Def, -Spd)
- Gyro Ball
- Revenge Decision to use Earthquake or not pending
- Rapid Spin
- Stealth Rock
Narcissus (Snorlax) (M) @ Leftovers
Ability: Thick Fat
EVs: 204 HP/52 Def/252 SDef
Calm nature (+SDef, -Atk)
- Return
- Curse
- Rest
- Sleep Talk