Monotype I think I found the best Poison type team for Monotype (Few losses, Elo went from 1000 to 1250 under 20 battles)

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:Overqwil: @ :Black Sludge:
Ability: Intimidate
Tera Type: Dark
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Barb Barrage
- Swords Dance
- Toxic Spikes
- Crunch

Absolute monster, the dual-typing is crazy good (immunity against psychic and prankster) and the ability is solid, it not only gives me time to set up toxic spikes or to set up with sword dance, but it it also makes earthquake less dangerous and it is so strong it one-shot a ghost type and a psychic type with crunch, no set-up needed. Barb Barrage's base power of 120 if the opponent's poisoned also guarantees it one-taps pokemons that don't resist it. It's a crime it's in NU, it should be RU or UU minimum.

:Pecharunt: @ :Black Sludge:
Ability: Poison Puppeteer
Tera Type: Poison
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Malignant Chain
- Hex
- Recover
- Nasty Plot

A tanky mon who acts as a safe switch-in thanks to its ghost typing, insane defence and decent HP compounded by the black sludge that gurantees that even if the pokemon takes 50% in damage it'll survive and even if I don't switch-in with it, I can almost always guarantee a Nasty Plot before being in any danger, recover does help a bit against chip damage or when I know I won't get attacked. Malignant Chain and Hex are self-explanatory, although on numerous occasions I used Hex against a Pokemon that wasn't poisoned and it still one-tapped it, admittedly I had used Nasty plot before, but still very powerful pokemon with decent hitting moves.

:Glimmora: @ :Red Card:
Ability: Toxic Debris
Tera Type: Rock
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Memento
- Mortal Spin
- Stealth Rock
- Power Gem

Toxic Debris + Red Card is crazy, first it triggers the ability and sets up the spikes then it forces a switch that gets the next pokemon poisoned. Like every Glimmora build I make it's fairly standard I always go for atleast 3 of the 4 moves, so it's not something i can explain well, but I'll try. Memento is used to buy me time to set up with the next pokemon i send, mortal spin removes hazards, stealth rock for flying types and power gem to have an attacking move.

:Iron Moth: @ :Assault Vest:
Ability: Quark Drive
Tera Type: Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Venoshock
- Fiery Dance
- Psychic
- Discharge

Venoshock to deal lots of damage to poisoned pokemons. Fiery dance because you know it's fiery dance, I use it more often even when I probably shouldn't because +1 to special attack is huge. Psychic and Discharge are purely for coverage's sake.

:Clodsire: @ :Black Sludge:
Ability: Water Absorb
Tera Type: Poison
EVs: 252 HP / 128 Def / 128 SpD
Sassy Nature
- Curse
- Facade
- Poison Jab
- Earthquake

This build is not that different from other Clodsire's, it's mostly keep the big guy alive by boosting its defences, except I use curse instead of stockpile to also deal damage. Facade in case he gets burned (although he barely needs it), Earthquake for the REAL damage and i guess Poison Jab is there if there's a flying type or something. Black sludge to heal because it doesn't have recover and I don't really know how to include it in the moveset.

:Sneasler: @ :Air Balloon:
Ability: Unburden
Tera Type: Fighting
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Acrobatics
- Fake Out
- Close Combat
- Endure

So first of all I use Fake Out, then I have to predict what my opponent is going to do and use either Close Combat or Endure. The reason why it has a Air Balloon is twofold, first to annoy Earthquake users of course and second to activate both the damage boost from Acrobatics and the speed boost from Unburden whenever it pops. I still don't think Sneasler is a UBER eats type of Pokemon in monotype poison, it can't even use its signature move because either the opponent is already statused by the spikes or even if he wasn't he'd be doing disservice to the 2 other pokemons running poison barbs and venoshock respectively if he gets them paralyzed or it's a steel type, so why even bother lol.



The general idea of the team is that it's proactive instead of passively waiting until every mon succomb to toxic. First the opponent gets poisoned, then they take advantage of the effect to pile up damage quickly. Barb barrage has a base power of 120 if the target is poisoned, venoshock has a base power of 130 if the opponent is poisoned and finally hex has a base power of 130 if the opponent is statused. The whole team is built around bonus damage output from poison, not from poison damage itself, so this team can also function against other Poison type teams and Steel type teams without the need of poisoning anything, this is why it's great.

possible improvements​

Iron moth is a glass cannon, stats-wise it's literally a weaker and slower flutter mane. A little bit of a sore on my side that will always go from 100% down to 0% from Earthquake, but like Flutter Mane it just does most of the work and saved my butt several times thanks to its fire typing making it a viable switch-in for mons like volcarona.

Clodsire would definitely benefit from recover, but I'm afraid I end up in an impossible scenario, all 3 of his moves get blocked by a type, facade by ghost, poison jab by steel and earthquake by flying, so I need all 3. Curse also can't be removed because the whole point of it is to buff Clodsire and make it both stronger and tankier.

I wanted to add Revavroom to my team because of the steel typing and the filter ability, but I'm not sure it's a good fit, everyone else does something so I'm not sure Revavroom has a useful niche. I can't swap Clodsire for it because I don't want to be running 2 Pokemons that are 4x weak to Earthquake and I can't swap it with Iron Moth because Iron Moth is still decent despite everything and I don't want to have 2 slow pokemons in my party.

I'm also not a big fan of Sneasler's gimmick, I have to predict what the other pokemon will do and react accordingly which is a big problem for me. The worst must be the endure strat, the idea is I will predict the opponent killing off Snealer, so I use Endure to tank the hit, pop the balloon and attack on the next turn, but if I don't predict correctly either I wasted a turn doing nothing while I could have done damage or I lose Sneasler on the spot. Fun story: I also got a ditto and it's definitely a misplay on his part, but he didn't use Fake Out while I used Endure, he used acrobatics instead. Anyways I'd like to use a different pokemon that's like easier to handle and still fits his role on the team.
 
What is facade going to do to a skarmory
You have an iron moth that takes care of that
And what if Iron Moth is dead? Better yet: What if both of us lost all our Pokemons and it was just Skarmory and Clodsire left?

I've been in situations like these before where I had to forfeit because I literally couldn't win, once I ran a pokemon with only fighting and normal type moves and couldn't hit the opposing mon that was ghost type a toxic user with no attacking moves due to steel types and poison types being immune to poison (although it was on OU, so it must feel unlucky getting to that point when any of the 6 pokemons could be any combination of types). I even managed to get softlocked in doubles once by using transform on Ferrothorn with Mew, I couldn't kill that thing, so what ended up happening is both my transformed Mew and the other Ferrothorn were left on the battlefield and I couldn't leech seed it and I had to forfeit because there was no way 5 PP on every move would last long.

Why run tspikes on overqwil when u have glimmora already?
Glimmora can die and set no spikes, only physical moves trigger the ability. Besides Overqwil had no better move to learn, maybe except Sleep Talk.
 
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Being blunt, this team is bad. Like there is stuff here that, functions, but overall its going to suffer a lot into most types, especially high on the ladder as it doesn't have the offensive, nor defensive capabilities to truly go the distance. Give me a bit gonna try and rework the sets while keeping the mons the same.
:Overqwil: @ :Black Sludge:
Ability: Intimidate
Tera Type: Dark
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Crunch
- Barb Barrage
- Spikes
- Protect

Overqwil is our only Ghost and Psychic resist so giving it as much special defense as possible (as more Psychic and Ghost mons are special) can hopefully help to off put that, Spikes is also just far better overall as they put more pressure onto more types (notably Steel and Poison) Protect also allows us to scout and gives us some added longevity.
Alolan Muk is generally better here for this role as a SpD tank for Poison that provides Knock Off.
:Pecharunt: @ :Air Balloon:
Ability: Poison Puppeteer
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Hex
- Malignant Chain
- Nasty Plot
- Recover

With no reliable Ground immune, slapping Air Balloon on stuff is going to be my main way of fixing that fault. Pecha does work incredibly well as a fat wall with Nasty Plot as it can easily setup in front of offensive threats and just beat them down. The set otherwise was fun.
Alternatively though, a set of 252 HP / 24 Def / 232 Spe Timid could be used as it allows for Runt to outspeed the base 85s while still maintaining its solid natural bulk but with the lack of physical walls, the bulkier set is required.
:Glimmora: @ :Air Balloon:
Ability: Corrosion
Tera Type: Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Toxic
- Power Gem
- Earth Power
- Mortal Spin.

Second Balloon Mon, I personally am not a fan of Glimmora and fully believe this would be off as Weezing-G to provide a crucial permanent Ground immunity, Defog and Wisp support and just be a good second physical wall. Fairly standard Glim, Corrosion Toxic helps with Pecha as it can put Toxic onto annoying Steel- and Poison-types like Goodra-H and Toxapex. Mortal Spin to provide our only forme of hazard control.
:Iron Moth: @ :Heavy-Duty Boots:
Ability: Quark Drive
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Discharge
- Energy Ball
- U-Turn

Moth wants Boots, its special bulk is fairly respectable already so taking no hazard damage is super reliable for it. U-Turn is being ran to help it pivot out against unfavourable matchups into foes such as AV Gallade, Alolan Muk, and Clodsire.
:Clodsire: @ :Black Sludge:
Ability: Unaware
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Earthquake
- Low Kick
- Curse / Stealth Rock
- Recover

The actual dedicated special wall. EQ + Low Kick helps far better into Steel, Knocing the Air Balloon off Heatran. Stealth Rock can be ran over Curse as we already have two dedicated setup threats and prevents Clodsire from being deadweight into Flying otherwise (PJab and Facade aren't helping into our bad Skarmory, Moltres, and Gliscor MU)
:Sneasler: @ :Air Balloon:
Ability: Unburden
Tera Type: Fighting
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Dire Claw
- Acrobatics
- Swords Dance
Finally Unburden Sneasler, is Unburden Sneasler. Jolly is a far better nature than Adamant as it enables Sneasler prior to having its Balloon popped to outrun and handle the likes of Iron Valiant and the Ogerpon formes which are massive issues for Poison otherwise. Swords Dance so we can actually do damage once we lose our Balloon and not struggle to dent dedicated physical walls.

https://pokepast.es/a62d476fbf7867d0. This is everything in the original team hopefully improved. Of course I made a second variant.
https://pokepast.es/c8b0d968b91c9c9f This variant includes Alolan Muk and Galarian Weezing over Overqwil and Glimmora respectivelly. I still don't think this would be great and would highly recommend checking out sample sets along with looking at approved teams: Sample Thread! The Monotype Bazaar may also be of interests as I have recently done a small dumping of my own builder's Poison helpings which includes a fair few solid teams: Bazaar!
 
I'm starting to feel like a misunderstood visionary. I'm no VGC guy I don't play Pokemon, I just look at stuff and when I see something that works I go with it. I feel like this is an underrated strategy that could work, I usually get that high on the ladder with dragon types and steel types which are both absolutely overpowered.

I have some criticism to give to your set. I'll say this though, your Clodsire and Pecharunt are better than what I had going for, although unless it's literally Heatran, giving an Air Balloon doesn't do anything because they have worse things to worry about like Shadow Ball for Pecharunt and Ice Beam for Clodsire, they both have the bulk to survive Earthquake, but not so sure for Shadow Ball and Ice Beam respectively. I've also considered other items for both of them like a life orb for Pecharunt.
:Overqwil: @ :Black Sludge:
Ability: Intimidate
Tera Type: Dark
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Crunch
- Barb Barrage
- Spikes
- Protect

Overqwil is our only Ghost and Psychic resist so giving it as much special defense as possible (as more Psychic and Ghost mons are special) can hopefully help to off put that, Spikes is also just far better overall as they put more pressure onto more types (notably Steel and Poison) Protect also allows us to scout and gives us some added longevity.
Alolan Muk is generally better here for this role as a SpD tank for Poison that provides Knock Off.
If you're going to remove toxic spikes and venoshock which was the whole point of the team, then why should anyone even bother with entry hazards? Spikes can't hurt flying types, so it'd still turn into a dead move, Stealth Rock would be better in that case, but it can't learn it and might as well swap Barb Barrage (base 60) with Poison Jab (base 80). Don't Fighting types threaten Alolan Muk anyways, it has a pitiful 75 base defence and 50 speed so that it systematically gets hit before moving. If it's going to be that slow it better be a tank. I also don't like any of its abilities, atleast you can switch in with Overqwil and mess with the opponent.

I'll also post this: https://replay.pokemonshowdown.com/gen9monotype-2339156114 skip to turn 6, no buffs Overqwil takes Latios from ~96% down to 0 in one hit, should I even be worried about ghost and psychic types or was that an outlier and that Latios set sucks for Monotype?

:Overqwil: @
:Black Sludge:

Ability: Intimidate
Tera Type: Dark
EVs: 252 HP / 252 Atk / 4 SpD
Careful Nature
- Crunch
- Poison Jab
- Swords Dance
- Protect

Would be better for your configuration TBH, again Spikes if not Toxic Spikes feel like a tossup for what your set sets out to do I feel like, Sword Dance actually does something for you and Poison Jab has a higher base power if you're not going to use the Toxic Spikes strat. At best you get 1v1 with a stall mon and the coin flip gets it poisoned, but I really don't like that it's a shitty base 60 move that only does real damage if I get lucky.

:Glimmora: @ :Air Balloon:
Ability: Corrosion
Tera Type: Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Toxic
- Power Gem
- Earth Power
- Mortal Spin.

Second Balloon Mon, I personally am not a fan of Glimmora and fully believe this would be off as Weezing-G to provide a crucial permanent Ground immunity, Defog and Wisp support and just be a good second physical wall. Fairly standard Glim, Corrosion Toxic helps with Pecha as it can put Toxic onto annoying Steel- and Poison-types like Goodra-H and Toxapex. Mortal Spin to provide our only forme of hazard control.
Yeah I agree with you, it's total garbage, don't even use it for your set I agree with ya, use Weezing instead it would probs be better there. That's why my strat took advantage of the one singular thing it was good at, being a punching bag.

At the very least it should have Stealth Rock for Sash (and no, Spikes can't work as a substitute, it doesn't reach Flying types).

Red card + Toxic debris Glimmora immediately punishes the opponent for using fling on it, gets one of his pokemons poisoned on the first turn: https://replay.pokemonshowdown.com/gen9monotype-2340024012
Memento lets me safely set up on Dragapult: https://replay.pokemonshowdown.com/gen9monotype-2336911412?p2 skip to turn 14!
^^ This is why my Glimmora set is great, you're not getting any leeway like this with your set, the Steel type probs even kills your Glimmora immediately after you've used Toxic on it, another reason why it sucks.

:Iron Moth: @ :Heavy-Duty Boots:
Ability: Quark Drive
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Discharge
- Energy Ball
- U-Turn

Moth wants Boots, its special bulk is fairly respectable already so taking no hazard damage is super reliable for it. U-Turn is being ran to help it pivot out against unfavourable matchups into foes such as AV Gallade, Alolan Muk, and Clodsire.
I was actually using an Air Balloon on it before I switched to Assault Vest. The only way the Heavy Duty Boots could help is if somehow you get stuck in a Whirlwind/Roar/Circle Throw/Dragon Tail loop. Iron Moth is absolutely not the kind of Pokemon that should waste its item slot for this garbage, if the Pokemon isn't 4x weak to Rock (like Charizard) it's not worth it.
Ok moveset I guess, but I'm sceptical of U-Turn. Psychic was used as Poison type coverage since mixed Poison opponents already resist Energy Ball and (in my case) Venoshock and the secondary typing can be even more of a problem. For example this Iron Moth can't really damage :Nidoking: :Dragalge: :Naganadel: :Eternatus: (that last one's probably banned lol) and due to its lack of bulk it's getting 1-tapped by all of them, so it needs all the coverage possible. Fiery Dance actually saved my butt once on a Volcarona that was setting up Quiver Dance, I think the random +1 to Sp Attack justifies it being there for a measly 10 point in difference on the base power.

:Iron Moth: @ :Air Balloon:
Ability: Quark Drive
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Psychic
- Energy Ball
- U-Turn / Discharge

I kept U-Turn because maybe you're right, but personally I would've manually switched out. The best U-Turn users are also the ones who do lots of damage with it. Cinderace is my fav of the bunch.

:Sneasler: @ :Air Balloon:
Ability: Unburden
Tera Type: Fighting
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Dire Claw
- Acrobatics
- Swords Dance
Finally Unburden Sneasler, is Unburden Sneasler. Jolly is a far better nature than Adamant as it enables Sneasler prior to having its Balloon popped to outrun and handle the likes of Iron Valiant and the Ogerpon formes which are massive issues for Poison otherwise. Swords Dance so we can actually do damage once we lose our Balloon and not struggle to dent dedicated physical walls.
A better set for OU than Monotype, but fine. Atleast that removes endure from the question, but I'm not sure it can make use of Unburden perfectly well esp in situations where I'd get sweeped because someone was setting up Dragon Dance or Belly Drum + Unburden Alcremie, (actually disregard that, I was misremembering it's not that guy who learns Belly Drum + Unburden) although that hasn't happened yet. Your biggest problem is you need the opponent to attack you and you need to survive the hit to make use of Acrobatics from losing the Air Balloon, otherwise it's a useless base 55 move.

:Sneasler: @ :Focus Sash: or :Sitrus Berry:
Ability: Unburden
Tera Type: Fighting
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Dire Claw
- Protect / Substitute
- Swords Dance
You still run the risk of not being able to use the Sash because you survive a hit by a mile or you get hurt by entry hazards, so Acrobatics is not worth running and Unburden might be dead weight as well. With Substitute you can set up Swords Dance and you can use a Sitrus Berry to get the speed boost from Unburden.

I've changed your suggested team based on your set, but I still want to see how far someone can bring the ToxSpikes/Poison gimmick. I'm never getting anywhere close to 2000 even if you give me the most perfect team imaginable because I'll still fumble it up, but if you guys have the right reflexes and right predictions you can absolutely bring this team up to atleast 1800, Venoshock is absolutely an underrated move that is def viable on Monotype with my set, the only thing I was considering improving was Clodsire due to its lack of Recover and that was it, I really do mean it when I say this is probably one of the best Poison type builds I've ever made and the only mons that will give trouble to it are other Poison types and Steel types as they are all naturally immune to poison, maybe flying, but Stealth Rock does the job so.
 
why should anyone even bother with entry hazards?
Spikes is also just far better overall as they put more pressure onto more types (notably Steel and Poison)
better set for OU than Monotype, but fine. Atleast that removes endure from the question, but I'm not sure it can make use of Unburden perfectly well esp in situations where I'd get sweeped because someone was setting up Dragon Dance or Belly Drum + Unburden Alcremie, (actually disregard that, I was misremembering it's not that guy who learns Belly Drum + Unburden) although that hasn't happened yet.
Sneasler is not even legal in OU.
Not being able to use Unburden on Sneasler effectively is more a skill issue instead of a fault of the pokemon or set.
For example this Iron Moth can't really damage :Nidoking: :Dragalge: :Naganadel: :Eternatus: (that last one's probably banned lol)
Nobody can/will use any of these pokemon.

I was actually using an Air Balloon on it before I switched to Assault Vest. The only way the Heavy Duty Boots could help is if somehow you get stuck in a Whirlwind/Roar/Circle Throw/Dragon Tail loop
This is more or less false. If the opponent has rocks up you're taking a decent amount of chip on a mon that's frail and can easily be taken out.
Don't Fighting types threaten Alolan Muk anyways
No.
, should I even be worried about ghost and psychic types or was that an outlier and that Latios set sucks for Monotype?
Yes
Do you expect latios to survive a super effective 80 base power move from a base 115 atk mon.
 
although unless it's literally Heatran, giving an Air Balloon doesn't do anything because they have worse things to worry about like Shadow Ball for Pecharunt and Ice Beam for Clodsire, they both have the bulk to survive Earthquake, but not so sure for Shadow Ball and Ice Beam respectively. I've also considered other items for both of them like a life orb for Pecharunt.
Air Balloon on Runt isn't for Heatran, its for Ground moves in general as without Amoonguss or Weezing-G, not having a single check into offensive threats like Choice Band Excadrill/Mamoswine or Scarf Tusk's Headlong rush can easily spell disaster. With the Heatran point, That is the main reason we run Low Kick, it also helps against Sub Hydra which is nice.
If you're going to remove toxic spikes and venoshock which was the whole point of the team, then why should anyone even bother with entry hazards? Spikes can't hurt flying types, so it'd still turn into a dead move, Stealth Rock would be better in that case, but it can't learn it and might as well swap Barb Barrage (base 60) with Poison Jab (base 80).
People bother with entry hazards for the chip damage, plain and simple. While Spikes can't hurt Flying-types that is true, it is better at pressuring Steel- and Poison-types that deny this Venoshock gimmick. Barb Barrage is good because it reliably spreads Poison and benefits from its spread which denies the need for TSpikes in the first place a lot of the time.

Don't Fighting types threaten Alolan Muk anyways, it has a pitiful 75 base defence and 50 speed so that it systematically gets hit before moving. If it's going to be that slow it better be a tank. I also don't like any of its abilities, atleast you can switch in with Overqwil and mess with the opponent.

I'll also post this: https://replay.pokemonshowdown.com/gen9monotype-2339156114 skip to turn 6, no buffs Overqwil takes Latios from ~96% down to 0 in one hit, should I even be worried about ghost and psychic types or was that an outlier and that Latios set sucks for Monotype?
They do. But you are running Mono Poison with Pecharunt, Fighting-types using their Fighting STAB are a rarity as Poison takes that super well. The only exception is into Alolan Muk. Alolan Muk is an absoutle tank specially and is THE premire special wall of Poison. Taking on Ghost- and Psychic-types that clean through you like Flutter Mane, Spectrier, Specs Dragapult, Latios, Hatterene, Galarian Slowking along with special that Clodsire cannot handle like Greninja, Ice Beam/Psychic Darkrai, Kyurem, and Primarina just to name a few.

With Latios, it threw. Presuming this is Soul Dew Latios, it had a 81.3% chance to just win the game right there if it clicked Draco Meteor as it could then easily pivot out and then come back in later and click Luster Purge for all its worth. And a majority of Latios are Specs which if they just spam Draco, they OHKO Qwil as this team has 0 reliably Draco switch-ins so its kind of free.
:Overqwil: @
:Black Sludge:

Ability: Intimidate
Tera Type: Dark
EVs: 252 HP / 252 Atk / 4 SpD
Careful Nature
- Crunch
- Poison Jab
- Swords Dance
- Protect

Would be better for your configuration TBH, again Spikes if not Toxic Spikes feel like a tossup for what your set sets out to do I feel like, Sword Dance actually does something for you and Poison Jab has a higher base power if you're not going to use the Toxic Spikes strat. At best you get 1v1 with a stall mon and the coin flip gets it poisoned, but I really don't like that it's a shitty base 60 move that only does real damage if I get lucky.
If you're going to run SD, you want a Jolly Nature with Max Speed just to be an attacker. As Qwil otherwise gets outsped and removed. Also, most Stall mons don't care about Barb anyway, some of the best physical walls in the tier are Pex, Skarm, and Great Tusk who will eat you for breakfast. And this set in general since you aren't making it through Rocky Helmet (or Tusk's Ground-STAB)


Yeah I agree with you, it's total garbage, don't even use it for your set I agree with ya, use Weezing instead it would probs be better there. That's why my strat took advantage of the one singular thing it was good at, being a punching bag.

At the very least it should have Stealth Rock for Sash (and no, Spikes can't work as a substitute, it doesn't reach Flying types).

Red card + Toxic debris Glimmora immediately punishes the opponent for using fling on it, gets one of his pokemons poisoned on the first turn: https://replay.pokemonshowdown.com/gen9monotype-2340024012
Memento lets me safely set up on Dragapult: https://replay.pokemonshowdown.com/gen9monotype-2336911412?p2 skip to turn 14!
^^ This is why my Glimmora set is great, you're not getting any leeway like this with your set, the Steel type probs even kills your Glimmora immediately after you've used Toxic on it, another reason why it sucks.
Fling is fake move only used to gimmick while the other player threw entirely. Going for Nasty plot on the Boosted Dark-type instead of sending in Skeledirge to Wisp it. The Pult would of likely swept through the team if it didn't go for Sucker Punch and went for either Phantom Force or Dragon Darts or at least dropped you low enough that Flutter Mane could of easily cleaned up. The reason I suggested the Glim set I did was solely because you lack any form of hazard removal meaning if they can spam hazards into you, you just lose through taking chip constantly and we have hazards on Overqwil and Clodsire (if you went for SR). Most Steel-types do likely OHKO you back, yes. But a majority of them are also running Air Balloon in the current Metagame so you Power Gem them and then get removed or are Hisuian Goodra and Corviknight which are SpD Walls that do not care about Earth Power/Power Gem so putting them onto timers with Corrosion Toxic does great work, meanwhile most Poison-types are terrified of Corrosion Toxic as most lack the tools to OHKO Glimmora so it can drop a Toxic onto a target like Toxapex or an opposing Pecharunt and now that is a wall that can no longer check your physical sweepers.
I was actually using an Air Balloon on it before I switched to Assault Vest. The only way the Heavy Duty Boots could help is if somehow you get stuck in a Whirlwind/Roar/Circle Throw/Dragon Tail loop. Iron Moth is absolutely not the kind of Pokemon that should waste its item slot for this garbage, if the Pokemon isn't 4x weak to Rock (like Charizard) it's not worth it.
Ok moveset I guess, but I'm sceptical of U-Turn. Psychic was used as Poison type coverage since mixed Poison opponents already resist Energy Ball and (in my case) Venoshock and the secondary typing can be even more of a problem. For example this Iron Moth can't really damage :Nidoking: :Dragalge: :Naganadel: :Eternatus: (that last one's probably banned lol) and due to its lack of bulk it's getting 1-tapped by all of them, so it needs all the coverage possible. Fiery Dance actually saved my butt once on a Volcarona that was setting up Quiver Dance, I think the random +1 to Sp Attack justifies it being there for a measly 10 point in difference on the base power.

:Iron Moth: @ :Air Balloon:
Ability: Quark Drive
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Psychic
- Energy Ball
- U-Turn / Discharge

I kept U-Turn because maybe you're right, but personally I would've manually switched out. The best U-Turn users are also the ones who do lots of damage with it. Cinderace is my fav of the bunch.
Those cycles aren't the most common thing, its more so Moth actually has a somewhat respectable bit of special bulk enabling it to come in on special attackers like Pecharunt and Gholdengo. But Moth doesn't like getting chipped down and can easily be worn down against types like Water and Bug without it which can make it less reliable at threatening those types as everytime it needs to come in, it takes 25% minimum (possibly more from the Spikes they often run as well). Speaking of Bug, Boots prevents Sticky Webs speed drop enabling Moth to reliably handle Scizor which can be scary otherwise and enables it to outspeed and remove Lokix (As unboosted Sucker Punch doesn't OHKO, but it could after Stealth Rock chip.)
Out of your targets for Psychic only Dragagle is available in Scarlet and Violet Monotype as Nidoking and Nagadel are stuck in National Dex, and Nagadel would likely be banned due to its ability to snowball if it was legal, while Eternatus is a box legendary with 690 BST and would ruin the tier. Psychic just for Dragagle is not worth it as Dragagle, is bad. Mono Dragon prefers Hisuian Goodra for its special wall which Flamethrower is better into while Glowking takes neutral from Psychic and Alolan Muk doesn't care about Psychic at all and are the two most proiment special walls of Mono Poison.
Discharge + EBall provides perfect coverage into Mono Water as Discharge easily removes Pelipper along with threatening Toxapex and Empoleon while Energy Ball smacks the Grounds like Gastrodon and Swampert. Discharge also can spread Status which helps with Pecharunt's Hex so thats some bonus team sinergy right there.
A better set for OU than Monotype, but fine. Atleast that removes endure from the question, but I'm not sure it can make use of Unburden perfectly well esp in situations where I'd get sweeped because someone was setting up Dragon Dance or Belly Drum + Unburden Alcremie, (actually disregard that, I was misremembering it's not that guy who learns Belly Drum + Unburden) although that hasn't happened yet. Your biggest problem is you need the opponent to attack you and you need to survive the hit to make use of Acrobatics from losing the Air Balloon, otherwise it's a useless base 55 move.

:Sneasler: @ :Focus Sash: or :Sitrus Berry:
Ability: Unburden
Tera Type: Fighting
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Dire Claw
- Protect / Substitute
- Swords Dance
You still run the risk of not being able to use the Sash because you survive a hit by a mile or you get hurt by entry hazards, so Acrobatics is not worth running and Unburden might be dead weight as well. With Substitute you can set up Swords Dance and you can use a Sitrus Berry to get the speed boost from Unburden.
If you're getting ran over by DDance or Belly drum sets before getting setup, Pecharunt's titanic physical bulk can help take those on while Intimidate from Overqwil can help to slow them down.

Air Balloon wasn't really a set in OU by the time Sneasler got banned, it was mainly Grassy Seed + Rillaboom. Air Balloon is the only good reliable item to activate Unburden Sneasler in mono. Focus Sash as you mention runs into the issue of needing hazards cleared which can be a struggle against most types while Sitrus berry requires you to take Spikes chip and an attack you otherwise may of lived you are now in range of being OHKOed. Air Balloon is the best item for Sneasler as it can be activated at anytime and even when its not activated it provides defensive utility to Poison by granting a Ground immunity, notably allowing Sneasler to entirely wall the main set of Hippowdon and Choice mons locked into Ground moves like Choice Band Mamoswine. If you're not wanting Acrobatics for difficultly of activation fine, Throat Chop is another good option that enables Sneasler to beat the likes of Pecharunt, Gholdengo, and Slowking-G, all of whom live +2 Acrobatics and start threatening back real quick.
I've changed your suggested team based on your set, but I still want to see how far someone can bring the ToxSpikes/Poison gimmick. I'm never getting anywhere close to 2000 even if you give me the most perfect team imaginable because I'll still fumble it up, but if you guys have the right reflexes and right predictions you can absolutely bring this team up to atleast 1800, Venoshock is absolutely an underrated move that is def viable on Monotype with my set, the only thing I was considering improving was Clodsire due to its lack of Recover and that was it, I really do mean it when I say this is probably one of the best Poison type builds I've ever made and the only mons that will give trouble to it are other Poison types and Steel types as they are all naturally immune to poison, maybe flying, but Stealth Rock does the job so.
A lot of Poison teams have ran TSpikes through the generations. From threats like Tentacruel and Drapion have seen success with it in older generations while Toxapex runs it on ocassion despite the prevelance of Heavy-Duty Boots making Toxic more appealing.

Venoshock meanwhile is not good and that is because it is a Poison-type attack. The only 5 Poison-types that run STAB on mono poison run it all for different reasons:

1. :Overqwil: Overqwil Runs Barb Barrage to spread Poison and increase its Damage output against certain targets.
2. :Pecharunt: Pecharunt runs Maligicant chain because its movepool is so sparce that it doesn't have anything else. Geniunelly, you give Pecharunt any releveant coverage move and Nasty Plot sets are becoming Shadow Ball + Coverage (Or if it gets Body Press, BPress, Foul Play, Parting Shot, Recover would likely be the new main set)
3. :Sneasler: Sneasler Runs Dire Claw because its geniunelly broken and because it deals with Iron Valiant and the Ogerpon formes which is a bonus but your running it for the status cheese mainly (otherwise we would run PJab or Gunkshot).
4. :Okidogi: Scarf Okidogi runs Gunkshot for the Valiant and Ogerpon. but doesn't mind running High Horse Power instead and would prefer a pivoting option or possibly even Earthquake over Gunk Shot.
5. :Muk-Alola: Alolan Muk runs Poison Jab because its got a good 51% chance to Poison when paired with Poison Touch and enables it to beat Primarina and Hatterene but can run alternative moves like Curse, Rest, Rock Slide, and Toxic instead of Poison Jab and often does.

Venoshock needs a prerequiest filled to be threatening, and cannot threaten Poison-types at all without Corrosion support, failing to threaten Steel at all, and still failing into resists such as Gliscor (who is always Poisoned BTW) Hippowdon, Skeledirge, Tyranitar and so many others. Its too much work for so little pay off. Hex works because Ghost-type moves are insanely strong and spreading status is really easy for Ghost as a lot get Wisp or TWave while the best users (Gholdengo, Skeledirge and Pecharunt) are bulky status spreaders.
 
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:Overqwil: @ :Black Sludge:
Ability: Intimidate
Tera Type: Dark
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Barb Barrage
- Swords Dance
- Toxic Spikes
- Crunch

Absolute monster, the dual-typing is crazy good (immunity against psychic and prankster) and the ability is solid, it not only gives me time to set up toxic spikes or to set up with sword dance, but it it also makes earthquake less dangerous and it is so strong it one-shot a ghost type and a psychic type with crunch, no set-up needed. Barb Barrage's base power of 120 if the opponent's poisoned also guarantees it one-taps pokemons that don't resist it. It's a crime it's in NU, it should be RU or UU minimum.

:Pecharunt: @ :Black Sludge:
Ability: Poison Puppeteer
Tera Type: Poison
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Malignant Chain
- Hex
- Recover
- Nasty Plot

A tanky mon who acts as a safe switch-in thanks to its ghost typing, insane defence and decent HP compounded by the black sludge that gurantees that even if the pokemon takes 50% in damage it'll survive and even if I don't switch-in with it, I can almost always guarantee a Nasty Plot before being in any danger, recover does help a bit against chip damage or when I know I won't get attacked. Malignant Chain and Hex are self-explanatory, although on numerous occasions I used Hex against a Pokemon that wasn't poisoned and it still one-tapped it, admittedly I had used Nasty plot before, but still very powerful pokemon with decent hitting moves.

:Glimmora: @ :Red Card:
Ability: Toxic Debris
Tera Type: Rock
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Memento
- Mortal Spin
- Stealth Rock
- Power Gem

Toxic Debris + Red Card is crazy, first it triggers the ability and sets up the spikes then it forces a switch that gets the next pokemon poisoned. Like every Glimmora build I make it's fairly standard I always go for atleast 3 of the 4 moves, so it's not something i can explain well, but I'll try. Memento is used to buy me time to set up with the next pokemon i send, mortal spin removes hazards, stealth rock for flying types and power gem to have an attacking move.

:Iron Moth: @ :Assault Vest:
Ability: Quark Drive
Tera Type: Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Venoshock
- Fiery Dance
- Psychic
- Discharge

Venoshock to deal lots of damage to poisoned pokemons. Fiery dance because you know it's fiery dance, I use it more often even when I probably shouldn't because +1 to special attack is huge. Psychic and Discharge are purely for coverage's sake.

:Clodsire: @ :Black Sludge:
Ability: Water Absorb
Tera Type: Poison
EVs: 252 HP / 128 Def / 128 SpD
Sassy Nature
- Curse
- Facade
- Poison Jab
- Earthquake

This build is not that different from other Clodsire's, it's mostly keep the big guy alive by boosting its defences, except I use curse instead of stockpile to also deal damage. Facade in case he gets burned (although he barely needs it), Earthquake for the REAL damage and i guess Poison Jab is there if there's a flying type or something. Black sludge to heal because it doesn't have recover and I don't really know how to include it in the moveset.

:Sneasler: @ :Air Balloon:
Ability: Unburden
Tera Type: Fighting
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Acrobatics
- Fake Out
- Close Combat
- Endure

So first of all I use Fake Out, then I have to predict what my opponent is going to do and use either Close Combat or Endure. The reason why it has a Air Balloon is twofold, first to annoy Earthquake users of course and second to activate both the damage boost from Acrobatics and the speed boost from Unburden whenever it pops. I still don't think Sneasler is a UBER eats type of Pokemon in monotype poison, it can't even use its signature move because either the opponent is already statused by the spikes or even if he wasn't he'd be doing disservice to the 2 other pokemons running poison barbs and venoshock respectively if he gets them paralyzed or it's a steel type, so why even bother lol.



The general idea of the team is that it's proactive instead of passively waiting until every mon succomb to toxic. First the opponent gets poisoned, then they take advantage of the effect to pile up damage quickly. Barb barrage has a base power of 120 if the target is poisoned, venoshock has a base power of 130 if the opponent is poisoned and finally hex has a base power of 130 if the opponent is statused. The whole team is built around bonus damage output from poison, not from poison damage itself, so this team can also function against other Poison type teams and Steel type teams without the need of poisoning anything, this is why it's great.

possible improvements​

Iron moth is a glass cannon, stats-wise it's literally a weaker and slower flutter mane. A little bit of a sore on my side that will always go from 100% down to 0% from Earthquake, but like Flutter Mane it just does most of the work and saved my butt several times thanks to its fire typing making it a viable switch-in for mons like volcarona.

Clodsire would definitely benefit from recover, but I'm afraid I end up in an impossible scenario, all 3 of his moves get blocked by a type, facade by ghost, poison jab by steel and earthquake by flying, so I need all 3. Curse also can't be removed because the whole point of it is to buff Clodsire and make it both stronger and tankier.

I wanted to add Revavroom to my team because of the steel typing and the filter ability, but I'm not sure it's a good fit, everyone else does something so I'm not sure Revavroom has a useful niche. I can't swap Clodsire for it because I don't want to be running 2 Pokemons that are 4x weak to Earthquake and I can't swap it with Iron Moth because Iron Moth is still decent despite everything and I don't want to have 2 slow pokemons in my party.

I'm also not a big fan of Sneasler's gimmick, I have to predict what the other pokemon will do and react accordingly which is a big problem for me. The worst must be the endure strat, the idea is I will predict the opponent killing off Snealer, so I use Endure to tank the hit, pop the balloon and attack on the next turn, but if I don't predict correctly either I wasted a turn doing nothing while I could have done damage or I lose Sneasler on the spot. Fun story: I also got a ditto and it's definitely a misplay on his part, but he didn't use Fake Out while I used Endure, he used acrobatics instead. Anyways I'd like to use a different pokemon that's like easier to handle and still fits his role on the team.
Please look at the vr
And compendium
Here is ALSO the link to sample teams
This is always a good base for a new and experimental team use these resources open to the public ❤️
 
Air Balloon on Runt isn't for Heatran, its for Ground moves in general as without Amoonguss or Weezing-G, not having a single check into offensive threats like Choice Band Excadrill/Mamoswine or Scarf Tusk's Headlong rush can easily spell disaster. With the Heatran point, That is the main reason we run Low Kick, it also helps against Sub Hydra which is nice.
I meant I put an Air Balloon on Heatran when I run steel monotype because it is 4x weak to ground. Reading comprehension lmao. The problem I was bringing up is that Pecharunt can tank Earthquake, so it's not something I worry about and if they band it's easy to punish, granted I had no mon immune to ground other than my Sneasler balloon set to troll and punish those guys, but I'll probably replace Sneasler with Weezing-G while keeping the gimmick- Sneasler didn't fit the gimmick anyways it just was just here for sweeping.
People bother with entry hazards for the chip damage, plain and simple. While Spikes can't hurt Flying-types that is true, it is better at pressuring Steel- and Poison-types that deny this Venoshock gimmick. Barb Barrage is good because it reliably spreads Poison and benefits from its spread which denies the need for TSpikes in the first place a lot of the time.
1 Spikes does literally nothing, you need to use that move 3 times for it to matter, unless you're building a team specifically for entry hazard there's no point running it. You're doing as much damage with Stealth Rock as Spikes 1x if the target is Steel type and Spikes 3x if it's weak to Rock, not to mention it takes out half their HP bar if it's a double weakness. The only time Stealth Rock performs worse than Spikes is when the guy has a double resistance against Rock. The only pokemons that 4x resists Rock are Lucario, Steelix and Alolan Diglett.
I'll make a simple chart:
Sticky Web > Tspikes > Stealth Rock > Spikes
Swords Dance gets shit done.
They do. But you are running Mono Poison with Pecharunt, Fighting-types using their Fighting STAB are a rarity as Poison takes that super well. The only exception is into Alolan Muk. Alolan Muk is an absoutle tank specially and is THE premire special wall of Poison. Taking on Ghost- and Psychic-types that clean through you like Flutter Mane, Spectrier, Specs Dragapult, Latios, Hatterene, Galarian Slowking along with special that Clodsire cannot handle like Greninja, Ice Beam/Psychic Darkrai, Kyurem, and Primarina just to name a few.

With Latios, it threw. Presuming this is Soul Dew Latios, it had a 81.3% chance to just win the game right there if it clicked Draco Meteor as it could then easily pivot out and then come back in later and click Luster Purge for all its worth. And a majority of Latios are Specs which if they just spam Draco, they OHKO Qwil as this team has 0 reliably Draco switch-ins so its kind of free.
Ok I get that, but then there's also Earthquake that it is worse again, if your opponent is smart he can account for Alolan Muk and bring a mon to specifically counter it or you can end up in a 1v1 with a pokemon that now only knows Earthquake, but outspeeds Muk because it's slow AF. Intimidate is literally the best ability in the game for a reason.
https://replay.pokemonshowdown.com/gen9monotype-2339156114 Skip to last turn.
Fling is fake move only used to gimmick while the other player threw entirely. Going for Nasty plot on the Boosted Dark-type instead of sending in Skeledirge to Wisp it. The Pult would of likely swept through the team if it didn't go for Sucker Punch and went for either Phantom Force or Dragon Darts or at least dropped you low enough that Flutter Mane could of easily cleaned up.
Kinda makes my point that Ghost types don't really threaten Overqwil, I also partly threw because I didn't know (or maybe I did, I just didn't think) it could use Will-o-wisp, oh trust me I would've switched if I knew, it could have gone better for me. Dragapult could've also used Dragon Dance and it would've negated the effects anyways, if Overqwil didn't faint and it did use Dragon Darts to end Glimmora, it would've negated the singular Dragon Dance with intimidate and Dragon Darts certainly doesn't do enough damage on its own to kill Overqwil. So even with your assumptions if we both played perfectly, Dragapult wouldn't sweep, at best he would've had to switch out and use a special attacker instead to kill Overqwil before getting Dragon Dance to work. Lol at the notion of a Flutter Mane sweep, dude couldn't even one-shot another ghost type that has a worse base Sp defence than regular defence. This guy would've been clocked by Clodsire even if Pecharunt was gone and AFAIK it learns only 1 good move to deal with Clodsire, it's Psyshock which it'll have to switch out just to use if it's specced.
The reason I suggested the Glim set I did was solely because you lack any form of hazard removal meaning if they can spam hazards into you, you just lose through taking chip constantly and we have hazards on Overqwil and Clodsire (if you went for SR).
>Not noticing my set runs Mortal Spin.
Either you know less than a random guy who's only knowledge of Pokemon comes from Bulba and showdown or you need to get the reading comprehension checked.
Most Steel-types do likely OHKO you back, yes. But a majority of them are also running Air Balloon in the current Metagame so you Power Gem them and then get removed or are Hisuian Goodra and Corviknight which are SpD Walls that do not care about Earth Power/Power Gem so putting them onto timers with Corrosion Toxic does great work, meanwhile most Poison-types are terrified of Corrosion Toxic as most lack the tools to OHKO Glimmora so it can drop a Toxic onto a target like Toxapex or an opposing Pecharunt and now that is a wall that can no longer check your physical sweepers.
And if I don't meet those specific mons? There's only a 1/9 chance Corrosion even becomes helpful since in most cases I can use anyone to poison the other 16 types. Toxapex literally learns no good move against Clodsire and it's def not getting that damage buff off Hex I'm telling ya. Most Corviknight builds rely on Body Press which Clodsire resists and Pecharunt is immune to and even if it runs other moves its attack is not good enough to make a difference if I've already used curse or it's the last mon and I switch in with Overqwil. 87? Lol! Even Haxorus is more of a threat. Of these I have to unwillingly agree with you on Goodra because you are right. Good Sp Attack, good both in physical defence and special defence + risk of having leftovers, but now we're putting Corrosion on a Pokemon because of 1 Pokemon. There's probably a better way to deal with 1 single solitary pokemon than Toxic. You make a good point about corrosion, despite being mostly useless, could screw my team. I'll look into ways to make it less of a problem, Rest on Clodsire and Pecharunt might be the play, okay actually no.
Those cycles aren't the most common thing, its more so Moth actually has a somewhat respectable bit of special bulk enabling it to come in on special attackers like Pecharunt and Gholdengo.
But more is better, isn't it? If Iron Moth can take a Psychic in the face it'll probably do some damage. That was the idea behind it.
But Moth doesn't like getting chipped down and can easily be worn down against types like Water and Bug without it which can make it less reliable at threatening those types as everytime it needs to come in, it takes 25% minimum (possibly more from the Spikes they often run as well). Speaking of Bug, Boots prevents Sticky Webs speed drop enabling Moth to reliably handle Scizor which can be scary otherwise and enables it to outspeed and remove Lokix (As unboosted Sucker Punch doesn't OHKO, but it could after Stealth Rock chip.)
Doesn't the Air Balloon already do that with immunity against ground? I think I'll just run Air Balloon on this guy. The only bug type that runs Stealth Rock is the rock type scizor whatever its name is oh and Forretress, but unless you go 100% on hazards and pop it off afterwards with Explosion it's not worth it (anyways it's generally better in doubles).
Out of your targets for Psychic only Dragagle is available in Scarlet and Violet Monotype as Nidoking and Nagadel are stuck in National Dex, and Nagadel would likely be banned due to its ability to snowball if it was legal, while Eternatus is a box legendary with 690 BST and would ruin the tier. Psychic just for Dragagle is not worth it as Dragagle, is bad. Mono Dragon prefers Hisuian Goodra for its special wall which Flamethrower is better into while Glowking takes neutral from Psychic and Alolan Muk doesn't care about Psychic at all and are the two most proiment special walls of Mono Poison.
Discharge + EBall provides perfect coverage into Mono Water as Discharge easily removes Pelipper along with threatening Toxapex and Empoleon while Energy Ball smacks the Grounds like Gastrodon and Swampert. Discharge also can spread Status which helps with Pecharunt's Hex so thats some bonus team sinergy right there.
Okay alright my bad, but I feel like having a move that compliments Venoshock by being supereffective against the type that can't even be poisoned and otherwise resists Venoshock makes Psychic a better move to carry than Energy Ball which also gets resisted by poison types, but I guess I'll just replace Fiery Dance instead. I don't know what's your opinion on this, but if I run a Tspikes team that gets a boosted base 130 power Venoshock (same as high jump kick and 10 points lower to boomburst BTW) wouldn't I just be able to shred mons where the other moves do lots of damage (thinking of Fiery Dance vs bug)? Discharge has a 30% chance of paralysing anything, I only have it for raw damage as far as I'm concerned. Same odds as hitting a guillotine.
Air Balloon wasn't really a set in OU by the time Sneasler got banned, it was mainly Grassy Seed + Rillaboom. Air Balloon is the only good reliable item to activate Unburden Sneasler in mono. Focus Sash as you mention runs into the issue of needing hazards cleared which can be a struggle against most types while Sitrus berry requires you to take Spikes chip and an attack you otherwise may of lived you are now in range of being OHKOed. Air Balloon is the best item for Sneasler as it can be activated at anytime and even when its not activated it provides defensive utility to Poison by granting a Ground immunity, notably allowing Sneasler to entirely wall the main set of Hippowdon and Choice mons locked into Ground moves like Choice Band Mamoswine. If you're not wanting Acrobatics for difficultly of activation fine, Throat Chop is another good option that enables Sneasler to beat the likes of Pecharunt, Gholdengo, and Slowking-G, all of whom live +2 Acrobatics and start threatening back real quick.
I don't even disagree with ya, but you removed the literal safety move Endure from Sneasler which means it's fairly unreliable to get a balloon pop and if you're already getting sweeped, you can start a reverse sweep right after using Endure.
A lot of Poison teams have ran TSpikes through the generations. From threats like Tentacruel and Drapion have seen success with it in older generations while Toxapex runs it on ocassion despite the prevelance of Heavy-Duty Boots making Toxic more appealing.
They do for chip damage, but the goal of this team is to do lots of damage on its own. The best defence is a good attack.
Venoshock meanwhile is not good and that is because it is a Poison-type attack. The only 5 Poison-types that run STAB on mono poison run it all for different reasons:
That logic extends to dragon and normal type moves like they literally don't hit anything supereffectively, yet you're telling me that because poison sucks offensively that it's impossible to run it? Come on now bruv.
1. :Overqwil: Overqwil Runs Barb Barrage to spread Poison and increase its Damage output against certain targets.
How is it any different from Venoshock apart from the 50% poison chance?
2. :Pecharunt: Pecharunt runs Maligicant chain because its movepool is so sparce that it doesn't have anything else. Geniunelly, you give Pecharunt any releveant coverage move and Nasty Plot sets are becoming Shadow Ball + Coverage (Or if it gets Body Press, BPress, Foul Play, Parting Shot, Recover would likely be the new main set)
First, *Malignant Chain, second, it has it for stab esp if the pokemon I'm fighting against isn't poisoned already (probs flying type), so I can get rid of it with Hex or if it is a normal type because they are immune to Hex. I don't think body press would do much esp since it can't run any moves that buffs its defence. If it learned Cosmic Power instead of Parting Shot I'd be willing to believe your hypothetical scenario although it would probs be banned to UBER if not AG.
3. :Sneasler: Sneasler Runs Dire Claw because its geniunelly broken and because it deals with Iron Valiant and the Ogerpon formes which is a bonus but your running it for the status cheese mainly (otherwise we would run PJab or Gunkshot).
I don't disagree, but it doesn't work if my team goes full on poison everything. The best thing about Dire Claw is the paralysis or sleep because they're devastating against any team, but it doesn't work if the pokemon's already poisoned.
4. :Okidogi: Scarf Okidogi runs Gunkshot for the Valiant and Ogerpon. but doesn't mind running High Horse Power instead and would prefer a pivoting option or possibly even Earthquake over Gunk Shot.
Gunk shot has an accuracy of 80%, nah not playing with that unless I literally have no other choice.
5. :Muk-Alola: Alolan Muk runs Poison Jab because its got a good 51% chance to Poison when paired with Poison Touch and enables it to beat Primarina and Hatterene but can run alternative moves like Curse, Rest, Rock Slide, and Toxic instead of Poison Jab and often does.
That's legit interesting, so I'll think about it. Why even use Rock Slide on Monotype? It's a doubles move. Even knock off is a better fit.
Venoshock needs a prerequiest filled to be threatening, and cannot threaten Poison-types at all without Corrosion support, failing to threaten Steel at all, and still failing into resists such as Gliscor (who is always Poisoned BTW) Hippowdon, Skeledirge, Tyranitar and so many others. Its too much work for so little pay off. Hex works because Ghost-type moves are insanely strong and spreading status is really easy for Ghost as a lot get Wisp or TWave while the best users (Gholdengo, Skeledirge and Pecharunt) are bulky status spreaders.
Isn't that literally Hex and Barb Barrage tho? Why would I even use Venoshock on poison types? They resist it! Not to mention Barb Barrage also can't poison them either. You're just throwing stuff at the wall and hope it makes your argument at this point. Gliscor literally screws everyone except Water and Ice types, at least with Steel or Poison it can't use Toxic. Even if I used your set I wouldn't be able to just get rid of Gliscor on the fly, I'd either have to setup with Swords Dance or add another pokemon that can better deal with it. Skeledirge and Tyranitar both already get clocked by half of my team and Hippodown is not much of a threat if Iron Moth runs Energy Ball and otherwise Hex is also there to help. My team isn't just 6 times Venoshock and nothing else, it primarily focuses on dissing out damage on poisoned mons and any move that can help with that will help.


Like I know you're trying to help, but I think you haven't used any other team with any other set or gimmick (viable or not), so you're afraid to lose points from losing matches which is why you're in this mindset where you don't even want to give it a chance and just say "nah it's bad, remove tspikes, remove venoshock and only use those weird disconnected sets that don't work together", the biggest giveaway is Spikes on Overqwil which I still don't understand why it even matters at all for anything. It takes 3 turns to set properly, it only takes 2 for toxic with tspikes or 1 if you're not bothered by that and just want poison and it only takes 2 turns to use Swords Dance once and then Crunch, I don't understand what you were thinking with this set.

I think theres another thing that needs to be blacklisted from poison teams…

Facade :clodsire:
Any recommendation? It has facade because of Flying/Steel, actually I was already given a better set for Clodsire earlier which runs Low kick instead of facade and poison jab, still that leaves me worried because it's still susceptible to ghost+levitate, but I think only Haunter (why use it over Gengar?) and Mismagius fit the description, so whatever for now.

Have a good night every1! :woop:
 
4. :Okidogi: Scarf Okidogi runs Gunkshot for the Valiant and Ogerpon. but doesn't mind running High Horse Power instead and would prefer a pivoting option or possibly even Earthquake over Gunk Shot.
5. :Muk-Alola: Alolan Muk runs Poison Jab because its got a good 51% chance to Poison when paired with Poison Touch and enables it to beat Primarina and Hatterene but can run alternative moves like Curse, Rest, Rock Slide, and Toxic instead of Poison Jab and often does.
Poison Jab vs Gunk Shot - I also always prefer stability, especially when it comes to light-game
 
I meant I put an Air Balloon on Heatran when I run steel monotype because it is 4x weak to ground. Reading comprehension lmao. The problem I was bringing up is that Pecharunt can tank Earthquake, so it's not something I worry about and if they band it's easy to punish, granted I had no mon immune to ground other than my Sneasler balloon set to troll and punish those guys, but I'll probably replace Sneasler with Weezing-G while keeping the gimmick- Sneasler didn't fit the gimmick anyways it just was just here for sweeping.
>Not noticing my set runs Mortal Spin.
Either you know less than a random guy who's only knowledge of Pokemon comes from Bulba and showdown or you need to get the reading comprehension checked.
Yeah, no I made a mistakes here, fair call.

That being said there is still just a lot wrong but I want to just focus in on two things.
1 Spikes does literally nothing, you need to use that move 3 times for it to matter, unless you're building a team specifically for entry hazard there's no point running it. You're doing as much damage with Stealth Rock as Spikes 1x if the target is Steel type and Spikes 3x if it's weak to Rock, not to mention it takes out half their HP bar if it's a double weakness. The only time Stealth Rock performs worse than Spikes is when the guy has a double resistance against Rock. The only pokemons that 4x resists Rock are Lucario, Steelix and Alolan Diglett.
I'll make a simple chart:
Sticky Web > Tspikes > Stealth Rock > Spikes
Swords Dance gets shit done.
the biggest giveaway is Spikes on Overqwil which I still don't understand why it even matters at all for anything. It takes 3 turns to set properly, it only takes 2 for toxic with tspikes or 1 if you're not bothered by that and just want poison and it only takes 2 turns to use Swords Dance once and then Crunch, I don't understand what you were thinking with this set.
Spikes are far better than your giving it credit for. 1 layer is equal to the damage of Stealth Rock, 12.5%. And while Spikes can't hit Flying-types, they do 12.5% against Steel-, Ground-, and Fighting-types while Rocks only do 6.25%. In general, most Stealth Rock weak targets are also running boots so they don't care about hazard damage with exceptions of Choice Scarfs like Kleavor and mons that don't have a choice such as Ogerpon-H. TSpikes just sucks. Most well built teams have a lot of ways to play around TSpikes, Dragon for example often runs the trio of Hisuian Goodra, Archaludon, and Latios which are all TSpikes immune and may also include Hydreigon and Air Balloon Raging Bolt which do not care about TSpikes either.


That logic extends to dragon and normal type moves like they literally don't hit anything supereffectively, yet you're telling me that because poison sucks offensively that it's impossible to run it? Come on now bruv.
Poison sucks offensively. Its most reliable high damage move is Sludge Wave at 95 BP, anything else is inconsistent such as Venoshock which needs the target to be Poisoned already which can often be a struggle to do. Poison Super effective coverage is also just, garbage mostly. Grass is a mostly non existant type in the metagame outside of 4 Pokemon total (Meowscarada, Sinistcha, Amoonguss, Ogerpon formes, most of which are checked better by Ice Coverage anyway) and Fairy-types which while good and is the reason Gren runs Sludge Wave is all Poison has while having 3 notable resistances (Ghost, Ground, and opposing Poison-types are everywhere) and the ever so annoying Steel immunity. Most well built teams often include multiple mons of said typings.
Both Dragon and Normal are the same where you aren't putting on their types for coverage. Dragon is only really ran on Dragon types outside of Dragon Tail on Gyarados for phazing but that doesn't matter as the main Dragon move is Draco Meteor, a 130 BP Nuke of a move ran often by Choice Specs threats like Dragapult and Latios or on Walls such as Hisuain Goodra and Archaludon that can drop a a Draco then use Heavy Slam/Body Press to continue doing work. Normal meanwhile is here for its utility. Rapid Spin is not an attack, its a hazard removal tool that can help with increasing speed while Extreme Speed is ran only on powerful choice band threats because its an easy 80 BP +2 Priority move that can be hard to switch into.

Like I know you're trying to help, but I think you haven't used any other team with any other set or gimmick (viable or not), so you're afraid to lose points from losing matches which is why you're in this mindset where you don't even want to give it a chance and just say "nah it's bad, remove tspikes, remove venoshock and only use those weird disconnected sets that don't work together"
If you looked in the bazaar post I link in my original reponse you would see one of my personal guility pleasure gimmick sets in that post. Defensive Iron Moth. Overall its a bad set but I find an enjoyment out of it. Same can be said for a few other gimmicks there from me like Delphox Psychic, Choice Scarf Toxicroak, TUPP TA (Trio of Unranked Poison Pokemon That we Adore). I don't play gimmicks too often but I do enjoy them on ocassion. Venoshock is not a unique gimmick, Its probably been ran by people on ladder for as long as Monotype has had a ladder, I've ran into myself a few times on low ladder. The issue is you never see it that high on the ladder since it requires too much effort (Poisoning targets, removing all Poison immunities + resists) for the pay off a somewhat strong move that could do something I guess. Or you could click stronger moves that are generally far more reliable and get the same, if not better, results for less effort. If you really want to prove it succesful in general your more than welcome to throw it into me. My Showdown username is Pengairxan and I can be found within the Monotype room most days from 7PM ~ 5AM GMT+10, sned me a challenge if you want to prove me wrong.
 
"Spikes can't hurt flying types, so it'd still turn into a dead move" I'm sorry, what?
Toxic Spikes can't hit flying types either, and it just disappears whenever a poison types hits the field. Saying that Toxic Spikes has a better overall effect than spikes so it's better is more or less false.

Toxic Spikes becomes a dead move against (not counting spinners or defoggers: Poison, Steel, Water (Toxapex), Psychic (Slowking-Galar), Fire (if they run Iron Moth), Fighting (Sneasler), and Dragon (hgoodra archalodon, latios, and the rare dragalge) This can also count for types that sometimes run poisons (muk for dark, ammonguss or venusaur for grass,

Spikes: Flying, Levitate Pokemon.

As mentioned already, the amount of chip that spikes can provide is more consistent that SR and Tspikes and is important when it comes to the steel and poison matchup, as well as other matchups not named flying.
The only bug type that runs Stealth Rock is the rock type scizor whatever its name is
Kleavor doesnt run SR. It runs Stone Axe.
And Stone Axe

252 Atk Sharpness Kleavor Stone Axe vs. 0 HP / 0 Def Iron Moth: 492-582 (163.4 - 193.3%) -- guaranteed OHKO

Always kills Iron Moth and unless its scarf kleavor always outspeeds as kleavor almost always has scarf. Even if it did outspend it only 2hkos with a non crit flamethrower.
Ghost types don't really threaten Overqwil
I think that's common knowledge
Any recommendation? It has facade because of Flying/Steel, actually I was already given a better set for Clodsire earlier which runs Low kick instead of facade and poison jab, still that leaves me worried because it's still susceptible to ghost+levitate, but I think only Haunter (why use it over Gengar?) and Mismagius fit the description, so whatever for now.
Facade Clodsire does absolutely nothing other than waste a moveslot. If you're worried about ghost types, you really shouldn't, because you literally have a overqwil that you even said isn't threatened by ghost types.
 
Skarmory.
Ok but like
+6 0 Atk Clodsire Facade vs. 252 HP / 160+ Def Skarmory: 48-56 (14.3 - 16.7%) -- possible 6HKO
Lets bffr a flying or steel team wont status you. Skarm also often runs rocky helm so skarm just wins this trade even w/ clodsire at +6. Also offensive clodsire is ass dont use it
 
Spikes are far better than your giving it credit for. 1 layer is equal to the damage of Stealth Rock, 12.5%. And while Spikes can't hit Flying-types, they do 12.5% against Steel-, Ground-, and Fighting-types while Rocks only do 6.25%. In general, most Stealth Rock weak targets are also running boots so they don't care about hazard damage with exceptions of Choice Scarfs like Kleavor and mons that don't have a choice such as Ogerpon-H. TSpikes just sucks.
Point being Stealth Rock is just to counter sash users, I don't care about chip damage esp when on the lower ladder nobody will ever switch out and on the higher ladder, the guy I'm fighting most likely runs rapid spin or defog, but sticky web and tspikes have the unique benefit of being both continually a problem with the opponent long after they get removed, unless you run aromatherapy those mons stay poisoned and unless you switch out, your mon has -1 speed 'til it faints.

Tspikes only suck because you don't make correct use of it. Even outside of this team, I run it to cause toxic to opponents one by one without the need of actually wasting turns or move slots with toxic, but usually it's part of an entry hazard setter like forretress, so it also runs spikes and stealth rocks simultaneously. This is the first time I run tspikes alone and venoshock + barb barrage + hex kinda just makes it work on its own based on what I've seen in battle. You need to run a mono team that makes it irrelevant before that becomes a problem, again if you actively fight against it with rapid spin or defog, the pokemon you switch in will get poisoned before it gets the chance of removing it so unless my opponent has a pokemon with a poison secondary typing which Iron moth and Clodsire kinda just already bullies with Psychic and Earthquake + since glimmora can technically run earth power (although my set lacks it as power gem is better to deal with flying types and is STAB they wouldn't know) I don't think my opponent would even dare most of the time.
Most well built teams have a lot of ways to play around TSpikes, Dragon for example often runs the trio of Hisuian Goodra, Archaludon, and Latios which are all TSpikes immune and may also include Hydreigon and Air Balloon Raging Bolt which do not care about TSpikes either.
That sounds more like they run those mons because Dragon/Steel is a good combination, I mean just look at the weakness chart. Even a kid could deduce this much. The only problem with those 2 mons is they are a bit slow, so you need to work around that. Latios is, I guess, the exception and you're probably right about it. Levitate is not a problem, if 5 of the 6 pokemons get poisoned that's a win in my book. Air Balloon literally lasts 1 hit and it's gone and TBFH Raging Bolt probably has it due to Earthquake because electric types are glass cannons who all die immediately to ground type moves.
Poison sucks offensively. Its most reliable high damage move is Sludge Wave at 95 BP, anything else is inconsistent such as Venoshock which needs the target to be Poisoned already which can often be a struggle to do. Poison Super effective coverage is also just, garbage mostly. Grass is a mostly non existant type in the metagame outside of 4 Pokemon total (Meowscarada, Sinistcha, Amoonguss, Ogerpon formes, most of which are checked better by Ice Coverage anyway) and Fairy-types which while good and is the reason Gren runs Sludge Wave is all Poison has while having 3 notable resistances (Ghost, Ground, and opposing Poison-types are everywhere) and the ever so annoying Steel immunity. Most well built teams often include multiple mons of said typings.
Same argument for the vast majority of moves in the game and yet they run them. I mean you inadvertently kinda admitted it by saying sludge wave and not gunk shot which has a solid 120 base power (no prior set up needed!), but 80 accuracy.

I see people run Focus Blast and it's down to 70 accuracy. Hell, same for Thunder and Hurricane which require rain to be consistent. Also if Draco Meteor doesn't kill on the first hit you are at a disadvantage and even if it does you'll probably have to switch out. Same for every other 1 of these moves, except Serperior's Leaf Storm and Malamar's Superpower because their ability is contrary as well as Gholdengo's Make It Rain because 1: It only lowers sp attack by 1 stage, not 2 and 2: It learns Nasty Plot.
Really the most powerful move without any caveat is Boomburst.

There is Hex for Ghost, Psychic for Poison and Air Balloons to stall Ground types. Clodsire also has Earthquake to deal with Steel types and Poison types, why else do you think it's there? People often forget it, but the whole game doesn't revolve around running 1 type of move, this is kinda why Fairy types were added to screw with Dragon types who literally used to only run Dragon type moves because other than Steel nothing resisted it. Now, they run coverage moves and I think it's more interesting that way ironically.
Both Dragon and Normal are the same where you aren't putting on their types for coverage. Dragon is only really ran on Dragon types outside of Dragon Tail on Gyarados for phazing but that doesn't matter as the main Dragon move is Draco Meteor, a 130 BP Nuke of a move ran often by Choice Specs threats like Dragapult and Latios or on Walls such as Hisuain Goodra and Archaludon that can drop a a Draco then use Heavy Slam/Body Press to continue doing work. Normal meanwhile is here for its utility. Rapid Spin is not an attack, its a hazard removal tool that can help with increasing speed while Extreme Speed is ran only on powerful choice band threats because its an easy 80 BP +2 Priority move that can be hard to switch into.
Dragapult is a physical attacker with stats benefitting more from using physical attacks. Okay sure for Latios, but I've fought one and it got cleared in one hit by Overqwil, so if draco meteor doesn't kill it's as good as gone, and yeah you kinda make my point by saying people are using Extreme Speed for the damage, literally the same reason they'd run Outrage or even why I bother running Venoshock and Hex on this team.
If you looked in the bazaar post I link in my original reponse you would see one of my personal guility pleasure gimmick sets in that post. Defensive Iron Moth. Overall its a bad set but I find an enjoyment out of it. Same can be said for a few other gimmicks there from me like Delphox Psychic, Choice Scarf Toxicroak, TUPP TA (Trio of Unranked Poison Pokemon That we Adore).
I'm glad we could have had this convo anyways, no matter what comes of it.
Venoshock is not a unique gimmick, Its probably been ran by people on ladder for as long as Monotype has had a ladder, I've ran into myself a few times on low ladder.
Has that happened recently or was it like 5 generations ago? Since then there's now Hex and Barb Barrage along with it and for some reason Venom Drench can't be learned by anything and I think mons like Toxapex would actually like running Venom Drench.
The issue is you never see it that high on the ladder since it requires too much effort (Poisoning targets, removing all Poison immunities + resists) for the pay off a somewhat strong move that could do something I guess.
That's unlikely unless the team is composed of Flying types, Poison types or Steel types, in which case I have backup strategies to deal with them. This is why in the opening I said that it was overpowered against almost everything and functional against certain types like Poison or Steel. Clodsire runs Earthquake which is supereffective against both types, Iron Moth runs Psychic which is supereffective against Poison types and Fiery Dance which is supereffective against Steel types. Close Combat is not only very good against Steel types, but deals with most of the roster, like the only pokemons that don't get threatened by it are Ghost, Psychic or Poison. There's also Crunch which is a STAB Dark type move that does lots of damage against most other types and isn't resisted by either Poison nor Steel.
Toxic Spikes can't hit flying types either, and it just disappears whenever a poison types hits the field. Saying that Toxic Spikes has a better overall effect than spikes so it's better is more or less false.

Toxic Spikes becomes a dead move against (not counting spinners or defoggers: Poison, Steel, Water (Toxapex), Psychic (Slowking-Galar), Fire (if they run Iron Moth), Fighting (Sneasler), and Dragon (hgoodra archalodon, latios, and the rare dragalge) This can also count for types that sometimes run poisons (muk for dark, ammonguss or venusaur for grass,

Spikes: Flying, Levitate Pokemon.
At the beginning of the thread someone asked why I ran both tspikes and Glimmora simultaneously, hope that answers it.

But no, when I say it's dead weight, I really do mean you can't use the move at all in battle and that'd be Spikes for Flying and Tspikes for Flying, Poison and Steel teams. Defog, abilities, Rapid Spin and Poison switch-in are not a problem, I'll just leave another layer. Difference is I get more out of tspikes than spikes in most given scenarios, it's chip damage which means once they get removed they're completely worthless meanwhile when a pokemon gets poisoned it persists until it faints or cures it and in the few scenarios where spikes actually does something over tspikes, I could be running Swords Dance instead. I was comparing Spikes vs Stealth Rock on that comment BTW, not tspikes vs spikes.
Kleavor doesnt run SR. It runs Stone Axe.
Thanks for the little tidbit, but I meant it sets Stealth rock. I don't know if it can actually learn the move itself, but it can certainly set stealth rocks.
Always kills Iron Moth and unless its scarf kleavor always outspeeds as kleavor almost always has scarf. Even if it did outspend it only 2hkos with a non crit flamethrower.
I'd switch to Overqwil or Glimmora TBFH.
Facade Clodsire does absolutely nothing other than waste a moveslot. If you're worried about ghost types, you really shouldn't, because you literally have a overqwil that you even said isn't threatened by ghost types.
What do you think happens when we both lose our 5 pokemons and it comes down to Mismagius vs Clodsire? (Although it's probs never going to happen I still want you to answer that question)
Also offensive clodsire is ass dont use it
Then suggest me something else that not only deals with the problem types, but that can also survive on its own. The best I can think RN is Earth Power on Glimmora, but I still need 6 pokemons, swapping a move w/ another move still leaves me with a hole and Glimmora really can't survive all that well because it's got an ass defence stat.

Peace! ✌️
 
What do you think happens when we both lose our 5 pokemons and it comes down to Mismagius vs Clodsire? (Although it's probs never going to happen I still want you to answer that question)
1. Never going to happen in the first place
2. Poison Jab...it? It does about 23% and a Shadow ball from it does like 20%. Also If you got recover than you can just heal it afterward. Even if it nasty plots and gets to +2 it doesnt even do half and +4 is slightly over half with shadow ball
 
1. Never going to happen in the first place
2. Poison Jab...it? It does about 23% and a Shadow ball from it does like 20%. Also If you got recover than you can just heal it afterward. Even if it nasty plots and gets to +2 it doesnt even do half and +4 is slightly over half with shadow ball
And now we're back to square one: the Skarmory problem.
fixing_problems.png
 
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Why is OP so insistent on saying that spikes are bad
They're way worse compared to other entry hazards and you must use spikes 3 times to get the most of it when you could be using the other entry hazards once and it'd be y'knoe good enough.

I think I've made that point pretty clear.
 
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They're way worse compared to other entry hazards and you must use spikes 3 times to get the most of it when you could be using the other entry hazards once and it'd be y'knoe good enough.

I think I've made that point pretty clear.
ok bro.
And now we're back to square one: the Skarmory problem.
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Clodsire just doesnt beat Skarmory. It just doesn't. That's just how it is. Theres no point in changing a set to do something it can't do
 
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