Shroomisaur
Smogon's fantastical fun-guy.
Venomoth. It's an excellent lead, although there is no true "Lead" set on-site, this one is very similar to the current Toxic Spikes set. I've found it fares well against a large variety of UU leads:
Venomoth (Lead Toxic Spiker)
Item: Focus Sash
Ability: Tinted Lens
Nature: Timid
EVs: 4 Def / 252 SpAtk / 252 Speed
Moveset:
1. Sleep Powder
2. Toxic Spikes
3. Bug Buzz
4. Protect
The idea is to sleep something, then set up Toxic Spikes. With the sash attached, as well as Protect, you are guaranteed at least one layer even against Fake Out leads, and two if you manage to put an opponent to sleep without being harmed (you're faster). It often survives the first few turns on 1HP, so if you have Spin support, Venomoth can also come back later with Sleep Powder and a strong unresisted Bug Buzz. Strategies against common leads are as follows:
Ambipom: Protect to block the Fake Out, then either Sleep Powder it, or go straight for the Bug Buzz on a predicted Taunt for an easy 2HKO.
Uxie: Sleep and set up TSpikes. Alternatively, Bug Buzz is a guaranteed 2HKO on 252/4 Uxie leads (95% factoring in Lefties).
Mesprit: Sleep and TSpikes. Many are scarfed, so don't risk using Bug Buzz or you will lose. Venomoth doesn't mind a tricked Scarf either.
Alakazam: Prediction war. Bug Buzz on the predicted Taunt to burn it's sash, then again for the 2HKO, surviving Zam's Psychic with your own sash.
Omastar: Sleep, then TSpikes.
Kabutops: Same.
Moltres: You're running absolute max speed for this reason. Worst case scenario is a speed tie; use Sleep Powder for the chance to eliminate this threat immediately. Your sash guarantees you another 37.5% chance on turn 2 if Sleep Powder missed/Air Slash flinched you the first turn.
Hippopotas: Just set up TSpikes immediately.
Electrode: Bug Buzz on the predicted Taunt for a guaranteed 2HKO, your sash may even remain intact.
Cloyster: Sleep Powder; although missing means you will be OHKO'd by Rock Blast.
Hariyama: Protect first turn to scout it's set: If it tried Fake Out and activated Flame/T.Orb, then use TSpikes as it attacks, protect the next turn to stall for passive damage, then TSpikes again as it finishes you. You get 2 layers, Hariyama sits at ~2/3 HP. If it attacked first turn, simply sleep it.
Venomoth (Lead Toxic Spiker)
Item: Focus Sash
Ability: Tinted Lens
Nature: Timid
EVs: 4 Def / 252 SpAtk / 252 Speed
Moveset:
1. Sleep Powder
2. Toxic Spikes
3. Bug Buzz
4. Protect
The idea is to sleep something, then set up Toxic Spikes. With the sash attached, as well as Protect, you are guaranteed at least one layer even against Fake Out leads, and two if you manage to put an opponent to sleep without being harmed (you're faster). It often survives the first few turns on 1HP, so if you have Spin support, Venomoth can also come back later with Sleep Powder and a strong unresisted Bug Buzz. Strategies against common leads are as follows:
Ambipom: Protect to block the Fake Out, then either Sleep Powder it, or go straight for the Bug Buzz on a predicted Taunt for an easy 2HKO.
Uxie: Sleep and set up TSpikes. Alternatively, Bug Buzz is a guaranteed 2HKO on 252/4 Uxie leads (95% factoring in Lefties).
Mesprit: Sleep and TSpikes. Many are scarfed, so don't risk using Bug Buzz or you will lose. Venomoth doesn't mind a tricked Scarf either.
Alakazam: Prediction war. Bug Buzz on the predicted Taunt to burn it's sash, then again for the 2HKO, surviving Zam's Psychic with your own sash.
Omastar: Sleep, then TSpikes.
Kabutops: Same.
Moltres: You're running absolute max speed for this reason. Worst case scenario is a speed tie; use Sleep Powder for the chance to eliminate this threat immediately. Your sash guarantees you another 37.5% chance on turn 2 if Sleep Powder missed/Air Slash flinched you the first turn.
Hippopotas: Just set up TSpikes immediately.
Electrode: Bug Buzz on the predicted Taunt for a guaranteed 2HKO, your sash may even remain intact.
Cloyster: Sleep Powder; although missing means you will be OHKO'd by Rock Blast.
Hariyama: Protect first turn to scout it's set: If it tried Fake Out and activated Flame/T.Orb, then use TSpikes as it attacks, protect the next turn to stall for passive damage, then TSpikes again as it finishes you. You get 2 layers, Hariyama sits at ~2/3 HP. If it attacked first turn, simply sleep it.