Hey everyone, thanks for taking the time to read my RMT. This team is one of my favorite team I've made, simply because it uses a threat that I personally haven't seen before, and I enjoy using slightly quirky ideas or movesets. That's not to say that I'm not competitive, but I just like to do it in my own slightly different way. I was just browsing the Smogon sets, trying to find something that I could tweak to use as a lure or sweeper and build a team around, when I found a certain set all the way at the bottom of the Salamence page. It was a Dragon Dancing Mence with max special attack and Draco Meteor. It sparked my interest, so I ran some calcs and found that it worked fairly well. I proceeded to build a team around it and after a fair amount of tweaking, I feel like I've gotten it as good as I can get it, so I figure it's time to let some more experience players have a look at it. So here it is!
Froslass (F) @ Focus Sash
Ability: Snow Cloak
EVs: 252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Spikes
- Taunt
- Destiny Bond
- Ice Beam
Froslass starts things out on a relatively offensive note. Spikes are very important for DD Mixmence, and if you want to use a positive-speed nature, you'll be missing out on a few important KOs by 6ish%. I hardly ever use Taunt, as many leads can kill Froslass in 2-3 hits, and it's very important that I take out the opposing lead with me, as things can get out of hand if I lose momentum. Ice Beam finishes off Gliscor leads; however, I might replace it with Ice Shard to kill focus-sashed leads. It's only important that I get one layer of spikes, as it gives Mence the KOs he needs. Froslass loses to a good variety of leads; however, Swampert can handle most of those leads, so I simply switch Swampert in. The only lead that can give me trouble are Roserade leads if Sleep Powder connects the first turn. I honestly don't like Froslass as a lead; however, I fail to see any other leads that can reliably get spikes down, as well as providing some support for the team (I don't feel that Smeargle can provide the support I need, but I haven't tested him, so I wouldn't know.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Explosion
ScarfZone obviously traps steels and removes them from Salamence's way. The set is rather self-explanatory, but with a majority of Skarms running Shed Shell, Zone is quickly becoming obsolete. He still does a fantastic job of removing opposing Scizors, who can revenge kill Salamence as well as grief the rest of my team, and countering Lucario. I hardly ever use Flash Cannon, so it's probably the most versatile slot. Magnezone can also end the game if I can remove the opposing Ground types, as not many pokemon appreciate taking TBolts from a massive special attack stat. Explosion is the standard I-can't-deal-with-this-it-needs-to-die move and has saved me from being swept many times.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin
This Starmie set is probably one of the most effective spinner I have ever used. Starmie can scare away so many pokemon with its amazing coverage, as well as being able to OHKO scarf Rotoms the come in to spin-block with Hydro Pump, as well as being able to 2HKO even the most specially bulky Rotom. Removing rocks is a fairly important task, as it allows Salamence to get a second chance at sweeping should he fail the first time. Hydro Pumps accuracy has been a problem a few times, but the ability to OHKO Rotoms, most Zapdos, and a variety of other pokemon makes up for it. I do miss not having a source of recovery, and I have used a similar Starmie set with only two attack and recovery in the past, but I feel that this teams can't afford to lose the coverage, as it is fairly offensive and doesn't like to lose momentum.
Swampert (M) @ Leftovers
Ability: Torrent
EVs: 252 HP/4 Atk/252 Def
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Earthquake
- Ice Beam
- Surf
Mixpert is the defensive backbone of my team, and if he drops too early, I'm potentially in trouble. Rocks are a great thing to have for any team, and the rest of the moves are simply to beat things that I need it to beat. Earthquake allows Swampert to take on Jirachis that Froslass can handle, as well as damaging Metagrosses; however, Meta will usually explode. I'm looking to fit Protect onto this set, but I rely on both Surf and Ice Beam to take on a lot of threats to the team. This being the case, I generally let Scizor take on Metagross leads and U-turn to Zone, who can finish it off with TBolt. Swampert doesn't really support Salamence other than the fact that it keeps the team from dying.
Scizor (M) @ Choice Band
Ability: Technician
EVs: 160 HP/176 Atk/4 Spd/168 SDef
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- U-turn
- Pursuit
- Superpower
I generally frown when I see CB Scizor in a RMT, as the case usually seems to be that the maker of the team needed a pokemon, and simply decided to use Scizor because he could. This being the case, I try to avoid using Scizor if possible, but I felt like he was the only pokemon who could do the job I needed him to do. I needed a pokemon who could revenge kill with priority, as many hyper-offense team run both DDMence and DDTar, and relying on Swampert to beat them both wasn't a smarth move; kill Celebi with ease, as it was one of the only threats that could force Salamence to prematurely Outrage that I hadn't covered; and trap and kill Scarf Latias. I originally tried a weird version of ScarfTar with Pursuit, but I found that it lacked to ability to revenge kill threats faster than it, as well compounding on my slight Ground weakness. I eventually decided to go with Scizor, although I didn't really want to. I decided to go with this specially bulky set as I had seen it in a RMT somewhere, and I thought it added a bit of spice to an otherwise boring pokemon. I also liked being able to trap and kill almost every Latias as well as the random Scarfmie.
Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 80 Atk/176 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Dragon Dance
- Draco Meteor
- Outrage
- Earthquake
And finally, the game-ending sweeper. After the battle has been raging, Magnezone has been trapping and killing steels, Scizor has been killing anyone with a scarf, Mix DD Mence emerges to end the game. Max special attack allows Draco Meteor to kill some common DDMence counters, such as Gliscor, Hippo, Vaporeon, and most Swamperts. After I've eliminated the remain DD Mence "counter", I'm free to kill the rest of the team. A positive-speed nature is extremely important, as Mence can't afford to run max speed. Earthquake spells doom for any non-Leviating steels not named Skarmory, and Outrage kills just about everything else. I have potentially been thinking about going with a Naughty nature, allowing me to potentially (I'd have to do some calcs) remove Froslass as a lead, but right now, I feel that the speed is necessary.
Please forgive any grammar errors, as my thoughts tend to get ahead of my fingers and I may skip a word or conjugate something wrong. If anything doesn't make sense, just point it out and I'd be happy to clarify.
Team at a glance:
Froslass is left out under the assumption that he will be dead quickly. Mence is also left out under the assumption that I want to keep him alive.
An in-depth look:







Froslass is left out under the assumption that he will be dead quickly. Mence is also left out under the assumption that I want to keep him alive.
An in-depth look:

Froslass (F) @ Focus Sash
Ability: Snow Cloak
EVs: 252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Spikes
- Taunt
- Destiny Bond
- Ice Beam
Froslass starts things out on a relatively offensive note. Spikes are very important for DD Mixmence, and if you want to use a positive-speed nature, you'll be missing out on a few important KOs by 6ish%. I hardly ever use Taunt, as many leads can kill Froslass in 2-3 hits, and it's very important that I take out the opposing lead with me, as things can get out of hand if I lose momentum. Ice Beam finishes off Gliscor leads; however, I might replace it with Ice Shard to kill focus-sashed leads. It's only important that I get one layer of spikes, as it gives Mence the KOs he needs. Froslass loses to a good variety of leads; however, Swampert can handle most of those leads, so I simply switch Swampert in. The only lead that can give me trouble are Roserade leads if Sleep Powder connects the first turn. I honestly don't like Froslass as a lead; however, I fail to see any other leads that can reliably get spikes down, as well as providing some support for the team (I don't feel that Smeargle can provide the support I need, but I haven't tested him, so I wouldn't know.

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Explosion
ScarfZone obviously traps steels and removes them from Salamence's way. The set is rather self-explanatory, but with a majority of Skarms running Shed Shell, Zone is quickly becoming obsolete. He still does a fantastic job of removing opposing Scizors, who can revenge kill Salamence as well as grief the rest of my team, and countering Lucario. I hardly ever use Flash Cannon, so it's probably the most versatile slot. Magnezone can also end the game if I can remove the opposing Ground types, as not many pokemon appreciate taking TBolts from a massive special attack stat. Explosion is the standard I-can't-deal-with-this-it-needs-to-die move and has saved me from being swept many times.

Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin
This Starmie set is probably one of the most effective spinner I have ever used. Starmie can scare away so many pokemon with its amazing coverage, as well as being able to OHKO scarf Rotoms the come in to spin-block with Hydro Pump, as well as being able to 2HKO even the most specially bulky Rotom. Removing rocks is a fairly important task, as it allows Salamence to get a second chance at sweeping should he fail the first time. Hydro Pumps accuracy has been a problem a few times, but the ability to OHKO Rotoms, most Zapdos, and a variety of other pokemon makes up for it. I do miss not having a source of recovery, and I have used a similar Starmie set with only two attack and recovery in the past, but I feel that this teams can't afford to lose the coverage, as it is fairly offensive and doesn't like to lose momentum.

Swampert (M) @ Leftovers
Ability: Torrent
EVs: 252 HP/4 Atk/252 Def
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Earthquake
- Ice Beam
- Surf
Mixpert is the defensive backbone of my team, and if he drops too early, I'm potentially in trouble. Rocks are a great thing to have for any team, and the rest of the moves are simply to beat things that I need it to beat. Earthquake allows Swampert to take on Jirachis that Froslass can handle, as well as damaging Metagrosses; however, Meta will usually explode. I'm looking to fit Protect onto this set, but I rely on both Surf and Ice Beam to take on a lot of threats to the team. This being the case, I generally let Scizor take on Metagross leads and U-turn to Zone, who can finish it off with TBolt. Swampert doesn't really support Salamence other than the fact that it keeps the team from dying.

Scizor (M) @ Choice Band
Ability: Technician
EVs: 160 HP/176 Atk/4 Spd/168 SDef
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- U-turn
- Pursuit
- Superpower
I generally frown when I see CB Scizor in a RMT, as the case usually seems to be that the maker of the team needed a pokemon, and simply decided to use Scizor because he could. This being the case, I try to avoid using Scizor if possible, but I felt like he was the only pokemon who could do the job I needed him to do. I needed a pokemon who could revenge kill with priority, as many hyper-offense team run both DDMence and DDTar, and relying on Swampert to beat them both wasn't a smarth move; kill Celebi with ease, as it was one of the only threats that could force Salamence to prematurely Outrage that I hadn't covered; and trap and kill Scarf Latias. I originally tried a weird version of ScarfTar with Pursuit, but I found that it lacked to ability to revenge kill threats faster than it, as well compounding on my slight Ground weakness. I eventually decided to go with Scizor, although I didn't really want to. I decided to go with this specially bulky set as I had seen it in a RMT somewhere, and I thought it added a bit of spice to an otherwise boring pokemon. I also liked being able to trap and kill almost every Latias as well as the random Scarfmie.

Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 80 Atk/176 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Dragon Dance
- Draco Meteor
- Outrage
- Earthquake
And finally, the game-ending sweeper. After the battle has been raging, Magnezone has been trapping and killing steels, Scizor has been killing anyone with a scarf, Mix DD Mence emerges to end the game. Max special attack allows Draco Meteor to kill some common DDMence counters, such as Gliscor, Hippo, Vaporeon, and most Swamperts. After I've eliminated the remain DD Mence "counter", I'm free to kill the rest of the team. A positive-speed nature is extremely important, as Mence can't afford to run max speed. Earthquake spells doom for any non-Leviating steels not named Skarmory, and Outrage kills just about everything else. I have potentially been thinking about going with a Naughty nature, allowing me to potentially (I'd have to do some calcs) remove Froslass as a lead, but right now, I feel that the speed is necessary.
Please forgive any grammar errors, as my thoughts tend to get ahead of my fingers and I may skip a word or conjugate something wrong. If anything doesn't make sense, just point it out and I'd be happy to clarify.