Legacy OU
Created by Nymphetamine
This team runs off the back of three defensive pokemon, with two offensive pokemon and the lead acting as a third offensive pokemon as well as used to set up hazards.
Holding Focus Sash
Ability: Cursed Body
Moves: Nature: Modest
Special Attack EV: 252
Special Defense EV: 4
Speed EV: 252
The lead for my team, Lass sets up spikes and with any luck, survives to hit later on (which sadly rarely happens). Taunt is used to prevent other, slower leads from setting up. Ice Beam for STAB, and Destiny Bond to try to take the opponent down should Lass not survive
Holding Leftovers
Ability: Magic Bounce
Moves: Nature: Modest
Defense EV: 4
Special Attack EV: 252
Speed EV: 252
Attack IV: 30
Defense IV: 31
Special Attack IV: 30
Special Defense IV: 31
Speed IV: 30
HP IV: 31
My Special Attacker, Tayylor is also used to bounce back hazards and status moves, as well as the common leech seed. Psychic is the must-need STAB move. Grass Knot deals with water/rock/Ground types, while HP Fire deals with steel types, most importantly Scizor and Ferrothorn who would otherwise wall it. Calm Mind is the Set-up move of choice.
Holding Leftovers
Ability: Shed Skin
Moves: Nature: Adamant
Attack EV: 252
Speed EV: 152
HP EV: 104
Ah Pants. How I love this Scrafty. Pants is very much my Physical Attacker, and a beast once set up. Inspired partially by the Bulky DDance Dragonite I used to use, I removed some EVs from speed to bulk up it's HP, allowing it to survive most, if not all STAB attacks from neutral attackers. Leftovers is crucial for healing on this set, especially while Scrafty sets up. Drain Punch STAB is chosen over HiJumpKick, simply because the accuracy is better and it heals Scrafty, which it will probably need from being hit while setting up. Crunch is Secondary STAB and works brilliantly in tandem with Drain Punch, dealing with any psychic types stupid enough to come in, or just anything that resist fighting. Ice Punch is the final move on this set, creating perfect coverage, and allowing Scrafty to deal maximum damage to any dragon or grass types.
Holding Eviolite
Ability: Pressure
Moves: Nature: Careful
Defense EV: 80
Special Defense EV: 176
HP EV: 252
Clue is my first defensive pokemon, and Eviolite is a great item for it to work to it's full potential. Will-o-Wisp deals with almost all physical attackers. Pain Split is Clue's only form of recovery, and Disable is for choice users, or even Contrary Serperior, since it prevents it from upping it's stats any further. Final move is Night Shade to prevent Clue from becoming Taunt-bait, and to ensure decent damage.
Holding Leftovers
Ability: Iron Barbs
Moves: Nature: Relaxed
Defense EV: 48
Special Defense EV: 208
HP EV: 252
Ferrothorn is my second defensive pokemon, acting as a supporter. Thorn is used mainly for rocks support, but also uses TWave to deal with anything that Clue can't or shouldn't deal with (Sp.Attackers/fire types) Leech Seed is purely for preserving and healing while sapping the opponent of their health, while Power Whip is a great STAB move, and prevents Thorn from being Taunt-bait.
Holding Leftovers
Ability: Unaware
Moves: Nature: Sassy
Defense EV: 4
Special Defense EV: 252
HP EV: 252
Quagsire is my final defensive pokemon, and also acts a powerful tank once set up. Curse is a much needed setup move, allowing Amble to take physical hits as well as hit with STAB Waterfall and Earthquake. Amble also has recover, allowing it to take hits, heal up, and hit back even harder, while ignoring any stat up moves the opponent uses.
COMMENTS
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Fighting weak isn't of great importance unless you're facing a Scrafty. A DD Scrafty could potentially wreck your team once Quagsire is gone, so be sure to keep Quagsire healthy.
Honestly, the most concerning thing is that Frosslass isn't the greatest lead. At most, it sets up two layers of Spikes, and since you have the best Spiker in existance (Ferrothorn) on your team, you could really use a more reliable lead with SRock, and use Ferrothorn to setup layers of Spikes over time.
Don't even consider Rindo Berry for Quagsire, that's absurd. Quagsire shouldn't be taking Grass attacks, period. It does what it does best in stopping boosting sweepers, and gets the hell out when a Grass attack is coming.
Overall, this is a good OU team. Be careful of Excadrill as always. Quagsire seems to be very important to the success of this team not being swept outright by boosting sweepers, so play it carefully. It's nice and solid.
Only thing is that, like R&B said, you have Ferro, so another Lead could be used, or make Ferro your lead.
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