I've been getting back into the game recently, and decided to pull up my best (or at least my favorite) UU team from the grave. Thought I might as well post it here so I wouldn't have to search so hard for it again. ._. The title is misleading, so let it be known that Lapras is not actually in this team, and has a more indirect influence: What started as an inside joke from way back spurred me to make this team on a whim when I was in a team building slump, and to my surprise it turned out to be pretty solid when I started using it. The premise is that all of the Pokemon here are blue/violet in either their regular or shiny forms. I'm pretty sure what I've pulled here was my first draft and some things might have changed during playtesting, but let me shut up. Omastar (F) @ Leftovers Trait: Swift Swim EVs: 236 HP / 132 Def / 140 Spd Bold Nature (+Def, -Atk) - Hidden Power [Grass] - Spikes / Ice Beam - Rain Dance - Surf Omastar's popular role as a Spiker means that a lot of people would end up sleeping on its flagship Rain Dance set. However, Omastar can still serve an offensive role from a defensive position, which is what I aimed for here. I originally had Ice Beam to make it even more of an offensive threat with a BP from Lunatone, but I have no *real* means (without changing certain moves) to handle Shedinja without Spikes. Muk (F) @ Leftovers Trait: Sticky Hold EVs: 200 HP / 128 Def / 180 SDef Careful Nature (+SDef, -SAtk) - Curse - Explosion - Hidden Power [Ground] - Sludge Bomb Muk's another lady that people tend to sleep on. Steel and Ground types aren't the most common in the metagame (just gotta watch out for Nidoking and Gligar), giving it a decent chance to get at least one Curse up, effectively making it a pretty decent threat. It's mostly meant to sit in as a counter to the Grass types that otherwise overrun the rest of the team, but its prowess as a special tank allows it to back up Lanturn and Quagsire as a special defensive core. Lunatone @ Leftovers Trait: Levitate EVs: 224 HP / 96 SAtk / 188 Spd Modest Nature (+SAtk, -Atk) - Calm Mind - Hidden Power [Dark] - Baton Pass / Hypnosis - Psychic While being a shoddy back up to handling Kangaskhan alongside Omastar, it's also a key component to the team in that it a)is my second way of dealing with Shedinja (provided the opponent is somehow completely unaware that I'm carrying HP Dark) and b)provides an offensive boost to to Lanturn, Omastar, and of course itself. Quagsire appreciates the increased Ice Beam damage as well, but it's not as important. HP Dark is pretty important for screwing over Hypno and Grumpig as well, without risking damage or status to Pinsir in the process. Hypnosis is an option to help against opposing CMers, like Grumpig and Slowking (watch out for Sleep Talk) to help it set up easier, but often the team is lacking too much in offense to not just pass along the boosts. Pinsir (F) @ Leftovers Trait: Hyper Cutter EVs: 68 HP / 252 Atk / 188 Spd Adamant Nature (+Atk, -SAtk) - Bulk Up / Swords Dance - Double-Edge / Rock Slide / Frustration - Earthquake - Hidden Power [Bug] One of the top threats in ADV UU, if standards have remained consistent this whole time. I'm pretty sure I switched to Swords Dance and a slightly different spread at some point, but Bulk Up works fine too, if you want to take an HP Flying from Gligar with confidence. The second slot is normally Double-Edge for me, but I've listed Rock Slide due to the aforementioned Shedinja problems, and Frustration as an alternative to Double-Edge's recoil damage. So why use a Normal type move over Rock Slide? Note that Pinsir's strongest move on neutral without D-E/Frustration/Return is Earthquake. It's far more optimal to have Double-Edge for more damage without being resisted by Fearow on a good prediction. In that, it *generally* negates have to predict it switching in at all. Aside from that, it just does a lot more to Gligar than Rock Slide, who is probably the most viable Pinsir counter. Lanturn (F) @ Leftovers Trait: Volt Absorb EVs: 100 HP / 208 SAtk / 128 SDef / 72 Spd Calm Nature (+SDef, -Atk) - Hydro Pump - Ice Beam - Thunder Wave - Thunderbolt Paralysis support, co-special tank, and another defensive-offensive threat with a CM pass or two. Quagsire (F) @ Leftovers Trait: Water Absorb EVs: 252 HP / 64 Atk / 104 Def / 88 SDef Relaxed Nature (+Def, -Spd) - Earthquake - Ice Beam - Rest - Sleep Talk Last, but not least, my Sleep Talker. With no cleric and nothing running Lum Berry/Insomnia, I felt it important for at least one member of the team to be able to take status. It's also an important go-to for Nidoking, who can Megahorn Lunatone and Earthquake everyone else except for Pinsir. It also helps out with Gligar if I need to save Pinsir's health for late game or if Lunatone runs into the rare Iron Tail Gligar. For the most part, it just sits there looking pretty until something comes in that the team can't normally handle or that Pinsir doesn't want to take damage from just yet. Aside from Shedinja (because you don't run Shedinja without a Spinner), the team suffers at the hands of Kangaskhan (but what doesn't?) without sacrificing something in the process. It also has somewhat of a reliance on Spikes and Lunatone's CM Passing to do significant damage, meaning I have to be careful on how I use their resources. Other than that, it can get bogged down by most heavy physical offenses, such as that from Granbull, but it's overall solid and can strike back with strong offenses of its own, even at the cost of one Pokemon to do the job. Yeah, that's it.