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Toxapex

In-battle formes

HP:50
Attack:63
Defense:152
Sp. Atk:53
Sp. Def:142
Speed:35
Min (-ve nature, 0 IVs)67
Default106
Max Neutral169
Max Positive185
Max Neutral (+1)253
Max Positive (+1)277
Max Neutral (+2)338
Max Positive (+2)370
Almost Any Ability
Prankster Wall67

Evolutions

Strategies

Written by UT

Prankster Wall

Move 1
  • Haze
    Eliminates all stat changes.
    TypeIce
Move 2
Move 3
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
  • Scald
    30% chance to burn the target. Thaws target.
    TypeWater
    CategorySpecial
    Power80 BP
    Accuracy100%
Move 4
  • Scald
    30% chance to burn the target. Thaws target.
    TypeWater
    CategorySpecial
    Power80 BP
    Accuracy100%
  • Toxic Spikes
    Poisons grounded foes on switch-in. Max 2 layers.
    TypePoison
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%

Thanks to its fantastic defensive typing and bulk, in conjunction with priority recovery and stat clearing with Haze, Prankster Toxapex is a great physical wall and setup deterrent. Its typing provides important resistances to Fire-, Fighting-, and Water-types, checking dangerous physical attackers like Cinderace, Terrakion, and Barraskewda. Toxapex's most significant role lies in deterring setup with Prankster Haze, which stops dangerous threats like Cosmic Power Mew and Quiver Dance Volcarona from making progress. It can also serve as an emergency check to threats it does not outright beat like Dragon Dance Power Construct Zygarde-10% and Swords Dance Garchomp by sacrificing itself to remove their boosts. Recover also benefits from Prankster, allowing Toxapex to switch in, sponge a hit, and heal off the damage before taking a second one. Knock Off provides utility by removing items, which can be especially useful against Choice Band users and defensive Pokemon that rely on utility items. The last move slot is more flexible; Scald threatens physical attackers that might consider staying in with a burn, Toxic Spikes help wear down offensive teams, and Toxic weakens potential sweepers. Black Sludge is the preferred item to provide extra recovery, while Rocky Helmet is an option to punish physical attackers, especially if Toxapex is the main Barraskewda switch-in. Maximum HP and Defense investment is necessary to repeatedly switch into dangerous physical attackers, while zero Speed IVs allow Toxapex to outspeed opponents in Trick Room; this is especially important to remove Marowak-Alola's Thick Club with Knock Off.

Toxapex is best utilized on balance and bulky offense teams that want to counter a wide range of opposing setup sweepers without devoting space to an elaborate defensive core. Toxapex is a great backstop when an attacker gets forced out; Prankster Haze removes the threat of the opponent using the free turn to set up, and Prankster Recover, plus Toxapex's great bulk, makes it difficult to KO. As such, Toxapex makes a great partner to Choice item wallbreakers such as Terrakion and Azelf. These wallbreakers also appreciate Toxapex's Knock Off and Toxic Spikes, as they wear down the opposing team even faster. Toxapex can also cover for other passive defensive partners like Blissey by denying sweepers that can set up on Blissey. Due to its Ground weakness, Toxapex is unable to check Garchomp, Landorus-T, or Zygarde-10%, so a secondary physically defensive switch-in like Intimidate Corviknight or Dauntless Shield Mew is appreciated. Toxapex is also a poor switch-in to Psychic- and Electric-type attacks, but these tend to be specially-oriented and should be handled by a special wall like Jirachi instead. Since Toxapex is heavily reliant on using Recover to stay healthy, it is vulnerable to entry hazards and opposing pivots. Reliable Defog support from Corviknight and the ability to punish pivots with entry hazard support&mdashwhich includes its own Toxic Spikes&mdash is strongly advised. Since Toxapex does not have access to a pivot move and can often be a momentum drain, it pairs well with other defensive pivots, such as Corvikinght and RegenVest Jirachi, which can generate momentum.

Other Options

Toxapex can run Regenerator to better handle opposing pivots, but this set is worse at checking setup sweepers. A specially defensive Volt Absorb set is an option on more defensive teams to counter Tapu Koko and Zapdos.

Checks and Counters

Ground-type Setup: Swords Dance Garchomp and Bulk Up Landorus-T are able to reliably 2HKO Toxapex with their STAB moves, preventing it from safely removing their boosts.

Electric- and Psychic-type Attackers: Toxapex is vulnerable to common offensive attackers in Azelf, Tapu Koko, and Zapdos, as they exploit its uninvested Special Defense with their powerful STAB moves.

Offensive Pivots: Pivots like Zarude and Barraskewda, especially when used in conjunction with entry hazard support, can wear down Toxapex and prevent it from recovering by pivoting to a teammate that forces it out.

Magic Guard: Toxapex relies almost exclusively on passive damage to threaten foes and its Recover can get PP stalled by Magic Guard Attackers like Talonflame. However, they dislike having their Life Orb removed.

Credits

Moves

 
Power
Accuracy
PP
15
The target makes its move right after the user.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
10
Protects from moves. Contact: poison.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
110
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Hail.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target's HP is 50% or less.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio. 10% chance to poison.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
60
Accuracy
90%
PP
10
Always results in a critical hit.
 
Power
Accuracy
100%
PP
10
Nullifies the target's Ability.
 
Power
120
Accuracy
80%
PP
5
30% chance to poison the target.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
Accuracy
PP
30
Eliminates all stat changes.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target has a status ailment.
 
Power
110
Accuracy
80%
PP
5
No additional effect.
 
Power
90
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
20
Accuracy
100%
PP
20
Traps and damages the target for 4-5 turns.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
85
Accuracy
100%
PP
10
20% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
90
Accuracy
85%
PP
10
30% chance to lower the foe(s) accuracy by 1.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
20
Shares HP of user and target equally.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
35
Accuracy
100%
PP
35
No additional effect.
 
Power
25
Accuracy
95%
PP
20
Hits 2-5 times in one turn.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
15
Accuracy
100%
PP
35
30% chance to poison the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
Heals the user by 50% of its max HP.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
80
Accuracy
100%
PP
15
30% chance to burn the target. Thaws target.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
90
Accuracy
100%
PP
10
30% chance to poison the target.
 
Power
95
Accuracy
100%
PP
10
10% chance to poison adjacent Pokemon.
 
Power
50
Accuracy
100%
PP
15
Removes the target's Ground immunity.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 4.
 
Power
Accuracy
100%
PP
10
More power with more uses of Stockpile.
 
Power
Accuracy
PP
20
Raises user's Defense, Sp. Def by 1. Max 3 uses.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
90
Accuracy
100%
PP
15
Hits adjacent Pokemon. Double damage on Dive.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
10
Heals the user based on uses of Stockpile.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
PP
20
Poisons grounded foes on switch-in. Max 2 layers.
 
Power
Accuracy
100%
PP
20
Lowers Atk/Sp. Atk/Speed of poisoned foes by 1.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target is poisoned.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
Accuracy
PP
10
Protects allies from multi-target moves this turn.
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