I haven't posted any of my teams before, but I spend wayyy too much time on Shoddy so I figured that this could only help. Lanturn is the defensive core of this team and it's made to compliment him. I chose lanturn because of his incredible ability to counter the numerous bulky waters that populate UU as well as the fact that it seems like every other team is rain dance and lanturn eats those teams alive. Here it goes.
The Lead:
4 HP / 252 Atk / 252 Spe
Adamant
Focus Sash
I'm going with solrock here as my lead because I really am a firm believer in suicide leads. And in my opinion, very few do it better in UU than solrock. The moveset is very simple and straightforward. The idea is to SR first, then go to town on whatever they send out against you with a combination of rock slide and earthquake. You wouldn't believe how few people see the explosion coming and just lose a poke in vain. Conclusion: solrock is not a complicated lead by any means. His purpose is to set up the rocks and take something out on the way. That's it. And if he for whatever reason survives, he provides a solid ground immunity for Lanturn.
The Star:
40 HP / 216 SpA / 252 SpD
Calm
Damp Rock/Leftovers
I chose this really interesting rain dance set for lanturn for a few reasons. And yes, I do realize that the benefits of his rain are very few for the rest of my team. Back to the moveset. Lanturn has wonderful typing, movepool, and defensive stats but it always lacked one thing, attacking power. Rain dance looks to remedy that without losing defensive EVs. After setting up the rain, surf is essentially a 140 BP move with 100% accuracy and thunder is 100% accurate as well, giving him two very powerful STAB options to punish those looking to set up on his usually weak offensive options. Ice beam is there to take care of the grass types who resist his two STABs. The beauty of this is that he is able to come in on just about any special attacker that lacks a powerful STAB grass type move. No reliable recovery means he needs wish support to keep tanking...
Wisher:
248 HP / 44 Def / 216 Spe
Jolly
Leftovers
Physical Sweeper:
72 HP / 252 Atk / 184 Spe
Adamant
Life Orb
Wrecking Ball:
252 Atk / 4 Def / 252 Spe
Jolly
Choice Band
The Insurance:
4 HP / 252 SpA / 252 Spe
Timid
Choice Specs
As i stated in the intro, it seems like half the teams in UU are rain dance or something of the sort, gardevoir provides a good check against them. Choice specs and a high special attack make it a decent attacking force, but what gives it its spot on my team is its ability, trace. It is able to trace abilities such as swift swim in order to batter kabutops and ludicolo around with stab psychic and super effective t-bolt. It can also trace water absorb or volt absorb to gain extra healing and a free switch. Overall, gardevoir is mostly just for filler and insurance and, like xatu, is the poke that is easily replaced without changing the goal of the team.
Any suggestions would be appreciated and I am willing to make reasonable changes that keep the main idea of the team in mind. Thank you in advance.







4 HP / 252 Atk / 252 Spe
Adamant
Focus Sash
- Stealth Rock
- Rock Slide
- Earthquake
- Explosion
I'm going with solrock here as my lead because I really am a firm believer in suicide leads. And in my opinion, very few do it better in UU than solrock. The moveset is very simple and straightforward. The idea is to SR first, then go to town on whatever they send out against you with a combination of rock slide and earthquake. You wouldn't believe how few people see the explosion coming and just lose a poke in vain. Conclusion: solrock is not a complicated lead by any means. His purpose is to set up the rocks and take something out on the way. That's it. And if he for whatever reason survives, he provides a solid ground immunity for Lanturn.
The Star:

40 HP / 216 SpA / 252 SpD
Calm
Damp Rock/Leftovers
- Rain Dance
- Surf
- Thunder
- Ice Beam
I chose this really interesting rain dance set for lanturn for a few reasons. And yes, I do realize that the benefits of his rain are very few for the rest of my team. Back to the moveset. Lanturn has wonderful typing, movepool, and defensive stats but it always lacked one thing, attacking power. Rain dance looks to remedy that without losing defensive EVs. After setting up the rain, surf is essentially a 140 BP move with 100% accuracy and thunder is 100% accurate as well, giving him two very powerful STAB options to punish those looking to set up on his usually weak offensive options. Ice beam is there to take care of the grass types who resist his two STABs. The beauty of this is that he is able to come in on just about any special attacker that lacks a powerful STAB grass type move. No reliable recovery means he needs wish support to keep tanking...
Wisher:

248 HP / 44 Def / 216 Spe
Jolly
Leftovers
- Zen Headbutt
- U-Turn
- Wish
- Reflect
Physical Sweeper:

72 HP / 252 Atk / 184 Spe
Adamant
Life Orb
- Dragon Dance
- Earthquake
- Outrage
- Roost
Wrecking Ball:

252 Atk / 4 Def / 252 Spe
Jolly
Choice Band
- Brave Bird
- Return
- Pursuit
- Payback
The Insurance:

4 HP / 252 SpA / 252 Spe
Timid
Choice Specs
- Psychic
- Thunderbolt
- Focus Blast
- Trick
As i stated in the intro, it seems like half the teams in UU are rain dance or something of the sort, gardevoir provides a good check against them. Choice specs and a high special attack make it a decent attacking force, but what gives it its spot on my team is its ability, trace. It is able to trace abilities such as swift swim in order to batter kabutops and ludicolo around with stab psychic and super effective t-bolt. It can also trace water absorb or volt absorb to gain extra healing and a free switch. Overall, gardevoir is mostly just for filler and insurance and, like xatu, is the poke that is easily replaced without changing the goal of the team.
Any suggestions would be appreciated and I am willing to make reasonable changes that keep the main idea of the team in mind. Thank you in advance.