I've been thinking about the concept of spinning lately, and thought of the anti-lead Starmie in the OU tier. So I figured, why not try it in Ubers? I'd like some feedback before testing it, though.
Starmie@Life Orb / Focus Sash
Timid / Modest; 104 HP / 252 SpA / 152 Spe
Ice Beam
Rapid Spin
Grass Knot
Hydro Pump
The idea is to take on some common leads, while retaining the ability to remove spikes / stealth rock. Here are some calcs:
vs. 0/0 Deoxys-S: 299 Atk vs 216 Def & 241 HP (120 Base Power): 232 - 274 (96.27% - 113.69%)
vs. 252 / 60 Groudon:299 Atk vs 231 Def & 404 HP (120 Base Power): 290 - 342 (71.78% - 84.65%)
while that same supporting Groudon does
vs. 104 / 0 Starmie:412 Atk vs 206 Def & 287 HP (100 Base Power): 216 - 255 (75.26% - 88.85%)
So you can handle said leads by the following:
Deoxys-S: Hydro Pump followed by Rapid Spin removes it from play while getting rid of rocks / spikes as well.
Groudon: It's Earthquake fails to OHKO even after LO recoil, allowing you to
A) 2HKO with Grass Knot or B) do significant damage with Grass Knot and then follow up with Rapid Spin, weakening it to the point where it won't be able to wall much of anything, and rocks will have been removed.
Darkrai: Switch out, you lose.
Deoxys-A: Rapid Spin first to break their sash, since Extremespeed only 2HKOs 17.03% of the time. Assuming they used extremespeed first, they must now choose between possibly killing Starmie with Extremespeed (or be killed by Hydro Pump should they fail) or set up rocks (and then be killed by Hydro Pump) and leave Starmie to potentially come back to spin later.
Kyogre: They will generally win here, though not before losing 52% min to Grass Knot. If you opt for Modest Starmie, you can muster 57% min.
Dialga: You will generally lose against the support versions.
Mew: Lead Lum Berry Mew is always 2HKOd by Hydro Pump.
Shaymin-S: Don't try it.
Mewtwo: You'll lose, but this isn't a Stealth Rock lead and will only be killed by LO recoil since Shadow Ball doesn't OHKO (I'm using Scarf Mewtwo as the lead here). Meanwhile, you deal 65.72% min with Hydro Pump.
Forretress: Won't like Hydro Pump at all, plus you can spin its hazards away.
That's with Life Orb. With a focus sash, and Modest, you can take on a few more of these threats.
Deoxys-E: You still 2HKO, but you must use 2 Hydro Pump instead of Rapid Spin. Should it set up spikes twice, though, you can spin on whatever comes in next. Should it extremespeed first to break your sash, it only gets one layer, which can be spun later.
Groudon: Still 2HKOd by Grass Knot.
Darkrai: Dark Void means you still lose.
Deoxys-A: Finds itself in the same predicament as before.
Kyogre: With Modest, Grass Knot finds itself with a slight chance to 2HKO, but the sash allows you to live through its Thunder and bring it down to where switching into Stealth Rock will kill it.
Dialga: Not a favorable matchup at all.
Mew: You no longer have a guaranteed 2HKO, but Hydro Pump still does significant damage to the lead set. You also outspeed it, and can spin away its rocks whenever it lays them.
Shaymin-S: You survive its Seed Flare with the sash and OHKO with Ice Beam.
Mewtwo: You still 2HKO with Hydro Pump, but it also 2HKOs with Shadow Ball. Get in a hit and use Starmie as death fodder, I guess.
Forretress: The most specially defensive of Forretress is 2HKOd by Hydro Pump 68.57% of the time if lefties are included.
I think it could work, but like I said I'd like some feedback first. The EVs are tailored toward Timid and yield 287 HP / 167 Atk / 206 Def / 299 SpA / 206 SpD / 334 Speed, but Modest Starmie finds its HP useful, and has enough speed to outpace Adamant Garchomp (it can be raised to outspeed positive base 90s I guess).