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Dragonite @ Leftovers / Lum Berry
EVs: 252 Spd / 252 Atk / 4> HP
- Dragon Dance
- Earthquake / Fire Punch
- Extreme Speed
Ah yes, lead D-Dance Drago. Let me walk you through it.
The point of lead drago is to abuse Multiscale with little to no risk of it being broken before it gets its chance. Unless the opponent expects Drago out first, then there is almost no way of OHKOing it, guaranteeing a free Setup. Drago's power after a D-dance is frightening, being able to OHKO pretty much anything it wants, and whiel it does fail to outspeed common scarfers such as keldo and Terrakion, its a great and annoying way to start of a game, by annihilating half an opponents team.
D-Dance is Dragos best setup option, as you are probably aware. Dragonites lackluster speed is made up for thanks to the boost, and thanks to Multiscale 2 or 3 can be accumlated, allowing domination throughout the match. Outrage is the STAB of choice, and while it has the nasty habit of locking onto soemthing, after a boost or two the whole point is for quick power, and Outrage provides it. If you are worried about a switching skarmory, dragon claw is a good alternative, but the power drop it noticeable. Coverage on Drago is exceptional, waterfall, super power, you name it, Drago has it. Ex speed is preferred just for its great finishing off power, being able to take out Weavile and mamo in a pinch, beating their Ice Shard. EQ and Fire Punch are your anti-steels. EQ hits more things for betetr damage, but Air balloons and skamorys leave it open for multisclae breaking, so Fire Punch can be used over it.
For possible teammates, anything that can act as an anti lead can help, as if you expect a dangerous scarfer or perhaps a trick user, you can avoid sending out drago until its deat with, althought this does devaule the poitn of it being a lead. Rapid spins users are credible too, in the case of phasers. Other than that Drago is pretty self sufficient.
Other comparable options include Lando, Salamence and Kyu-B. In order:
Lando does have the benefit of Stealth Rocks to its arsenal ,however, SR and boosting on the same set isn't normally advised, so you'll be missing out on early games setup sweeping. While Lando can obviously set up sweep, it doesn't have Multiscale to block that crippling Ice weakness, and takes far more damage from special attackers, who will be its main competition thanks to Intimidate. It does have good covrage, but its nothing compared to Drago, barring StoneQuake which can be n accurate and ineffective at times, nevermind being completely walled by Skarm. The only 2 real benefits it has over Drago is that Para immunity not reducing its speed and U-Turn for effective scouting.
Salamence may seem credible, having better overall attack and speed while still having decent bulk, but again its that crippling 4x Ice weakness, as well as having little defense against common scafers. It finds a much harder time to set up bar scaring out with Intimidate, but as a lead Pokemon, Intimidate can be easily avoided. Mamo and weavile rip up mence with little to go against it, and Pokemon like scarfpoli's Ice beam or Cloyster, common sweepers and leads wreck it almost instantly (thought to be fair cloyster wrecks almost everything with Icicle spear, just pray that it ets up before attacking dragonite and you an bring it to 1hp and use extreme speed :P)
Kyu-B has tremendous physical attack power. However, while its attack and bulk are excellent and its SpAtk usable, its speed is dismal, allowing many leads to get the better of this. To remedy this, it is forced a scarf, but this limits is usefulness in coverage and wall breaking terms (thought scarf and banded Kyus are one of the few things that can reliably OHKO through multiscale). Its common fighting and steel weakness dont help either, and as well as having a Sr weakness, its vulnerable to spikes and T-spikes too. Thanks to scarf it'll be switching out often.
Drago has a few common weakness that you can exploit. Sashmamo and band weavile can outspeed an unboosted drago or surive one, and OHKo back with STAB ice moves, and if lacking extreme speed, revenge kill if multiscale is broken. Phasing it out removes it's boosts and allows an opportunity for SR to be laid up, removing its scale. Faster, banded dragons do well, having a good way to remove this threat quickly, thought cannot approach safely upon 2 boosts as it will normally outspeed even scarfers then.