I decided to make my team around a Lapras build I made (it's actually not exactly original), mostly just for the lulz, but also to prove that it can work.
Lapras @ Leftovers
Shell Armor
252 HP, 6 Def, 252 SpD, Careful
Curse
Roar
Rest
Ice Shard / Avalanche
I came up with this when I was using my CMShuffle Suicune (CM/Rest/Roar/Surf) and I kept getting pelted by critical hits, which made my +6 SpD useless. So of course my main attraction to Lapras was Shell Armor. The strategy here is simple: after a few Curses Lapras should be able to take most physical hits decently enough to stall with Rest while Cursing up once in a while. When you're up to +6, you won't really have much to fear from physical attackers and you can either hit back or Roar away stuff that laughs at your pitiful +6. Entry hazards are very useful here.
This Lapras isn't that great, as it has a bunch of weaknesses, but I still want to incorporate it somehow. The first weakness is that it only has 197 Def before Cursing up. Any neutral physical hit will hurt it pretty badly. The second is even with 464 HP and 317 SpD, Thunderbolt hurts it pretty badly, especially one from a Specs Jolteon, which will 2HKO. Third, Stealth Rocks will take 25%, which is not good for a wall.
So I'm going to need something that prevents SR and/or a Spinner, entry hazards of my own, something to absorb electric attacks, and burn support.
Aerodactyl @ Focus Sash
Pressure
6 HP, 252 Att, 252 Spe, Jolly
Taunt
Stealth Rock
Earthquake
Stone Edge
The reason for Aerodactyl is simple: it's the fastest Taunt/SR lead in OU. Taunt prevents the opponent from setting up SR, which hurts Lapras, and SR is good for Shuffling with Roar.
Rotom @ Leftovers
Levitate
252 HP, 168 Def, 88 Spe, Bold
Will-O-Wisp
Discharge
Overheat
Shadow Ball
Rotom is here to take physical hits (especially Close Combat) and burn physical attackers, which can really hurt Lapras before it sets up.
Tentacruel @ Leftovers
Liquid Ooze
252 HP, 120 Def, 136 SpD, Calm
Toxic Spikes
Rapid Spin
Surf
Hidden Power Electric
This is here to spin away entry hazards. Why Tentacruel? I actually have no clue. It seemed to work, so why not? Toxic Spikes are nice, but normal Spikes would probably be better since I'm not really stalling, other than with Lapras, which can use Spikes more effectively anyway. It can absorb Toxic Spikes, but that's not too necessary since Lapras has Rest and I don't really have any other stallers.
Dugtrio @ Choice Band
Arena Trap
6 HP, 252 Att, 252 Spe, Adamant
Earthquake
Stone Edge
Sucker Punch
Shadow Claw
I decided to get a definitive counter for electric types. EQ, SE, and SP are self-explanatory, but I'm not sure about Shadow Claw, which is really just there as a filler.
Salamence @ Life Orb
Intimidate
16 Att, 252 Spe, 240 SpA, Naive
Draco Meteor
Outrage
Fire Blast
Earthquake
I needed something to fill in the gaps, and MixMence worked nicely. In fact, from testing out this team, Salamence is pretty much the star in most battles, even though its main job was to take out threats for Lapras.
One glaring problem with this team is a weakness to Rock, which is magnified tenfold by Stealth Rocks. Lapras, Aerodactyl, and Salamence are all weak to it and my only resistance is Dugtrio, which isn't going to take a Stone Edge anyway. I'm thinking about replacing Tentacruel with Hitmontop for this purpose. It would also ease the Electric weakness, although I think Rotom and Dugtrio have that covered.
Ice seems to be another weakness, with Salamence, Aerodactyl, and Dugtrio being weak to it. I guess Tentacruel can deal with most threats and weaken it enough for Dugtrio to revenge kill, but that leaves me exposed to SR.
Lapras @ Leftovers
Shell Armor
252 HP, 6 Def, 252 SpD, Careful
Curse
Roar
Rest
Ice Shard / Avalanche
I came up with this when I was using my CMShuffle Suicune (CM/Rest/Roar/Surf) and I kept getting pelted by critical hits, which made my +6 SpD useless. So of course my main attraction to Lapras was Shell Armor. The strategy here is simple: after a few Curses Lapras should be able to take most physical hits decently enough to stall with Rest while Cursing up once in a while. When you're up to +6, you won't really have much to fear from physical attackers and you can either hit back or Roar away stuff that laughs at your pitiful +6. Entry hazards are very useful here.
This Lapras isn't that great, as it has a bunch of weaknesses, but I still want to incorporate it somehow. The first weakness is that it only has 197 Def before Cursing up. Any neutral physical hit will hurt it pretty badly. The second is even with 464 HP and 317 SpD, Thunderbolt hurts it pretty badly, especially one from a Specs Jolteon, which will 2HKO. Third, Stealth Rocks will take 25%, which is not good for a wall.
So I'm going to need something that prevents SR and/or a Spinner, entry hazards of my own, something to absorb electric attacks, and burn support.
Aerodactyl @ Focus Sash
Pressure
6 HP, 252 Att, 252 Spe, Jolly
Taunt
Stealth Rock
Earthquake
Stone Edge
The reason for Aerodactyl is simple: it's the fastest Taunt/SR lead in OU. Taunt prevents the opponent from setting up SR, which hurts Lapras, and SR is good for Shuffling with Roar.
Rotom @ Leftovers
Levitate
252 HP, 168 Def, 88 Spe, Bold
Will-O-Wisp
Discharge
Overheat
Shadow Ball
Rotom is here to take physical hits (especially Close Combat) and burn physical attackers, which can really hurt Lapras before it sets up.
Tentacruel @ Leftovers
Liquid Ooze
252 HP, 120 Def, 136 SpD, Calm
Toxic Spikes
Rapid Spin
Surf
Hidden Power Electric
This is here to spin away entry hazards. Why Tentacruel? I actually have no clue. It seemed to work, so why not? Toxic Spikes are nice, but normal Spikes would probably be better since I'm not really stalling, other than with Lapras, which can use Spikes more effectively anyway. It can absorb Toxic Spikes, but that's not too necessary since Lapras has Rest and I don't really have any other stallers.
Dugtrio @ Choice Band
Arena Trap
6 HP, 252 Att, 252 Spe, Adamant
Earthquake
Stone Edge
Sucker Punch
Shadow Claw
I decided to get a definitive counter for electric types. EQ, SE, and SP are self-explanatory, but I'm not sure about Shadow Claw, which is really just there as a filler.
Salamence @ Life Orb
Intimidate
16 Att, 252 Spe, 240 SpA, Naive
Draco Meteor
Outrage
Fire Blast
Earthquake
I needed something to fill in the gaps, and MixMence worked nicely. In fact, from testing out this team, Salamence is pretty much the star in most battles, even though its main job was to take out threats for Lapras.
One glaring problem with this team is a weakness to Rock, which is magnified tenfold by Stealth Rocks. Lapras, Aerodactyl, and Salamence are all weak to it and my only resistance is Dugtrio, which isn't going to take a Stone Edge anyway. I'm thinking about replacing Tentacruel with Hitmontop for this purpose. It would also ease the Electric weakness, although I think Rotom and Dugtrio have that covered.
Ice seems to be another weakness, with Salamence, Aerodactyl, and Dugtrio being weak to it. I guess Tentacruel can deal with most threats and weaken it enough for Dugtrio to revenge kill, but that leaves me exposed to SR.