Monotype Enmity [A Monotype Poison Team] (800th Post RMT)

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Hi, I'm Dece1t, an avid long time Monotype Player and Staff Member of the Monotype room, and I decided to RMT a Poison Team of mine that's really grown onto me over the past couple months! I just realized a little while ago I was 1 measly post shy of hitting 800, so I thought an RMT would be a nice way to celebrate! It's not like this team hasn't had its fair share of glory, however. I used it almost solely to get my reqs for the Hoopa-Unbound Suspect (which resulted in a No Ban!), and it managed to peak at around the high 1600s with decent GXE. Considering this is a fairly difficult type to use, I think that's pretty good! It's also given me some modest success in tournaments, which is also a neat perk. As for the idea to build this team, I've been tinkering with Poison for a little while now, including previously RMTing a different Poison Team (which I can heartfully admit is outdated by now), but if you know me as a battler, I love playing with ideas that are out of the norm or different from what'd you'd normally see. The stipulation here, for say, was to build a team without a Dark type. Why? To be completely truthful, I wasn't crazy about using either Drapion or Skuntank just to absorb Psychic attacks; outside of that they felt almost irrelevant to me in a lot of my matches. Knowing I have both Scolipede (which has the potential to 6-0 Psychic as it is once Stealth Rocks are up) and Scarf Gengar, I felt I already had an easy enough time, and could beat most Psychic teams as it was. This freed up slot allowed me to pick Pokemon that can give me an as good enough macthup against other types as I can, which I think I did a really good job with aside from a few exceptions (which'll be explained later). So, without further talking, I would like to present, Enmity.
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Venusaur-Mega @ Venusaurite
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Ability: Chlorophyll
EVs: 200 HP / 56 Atk / 252 SpD
Careful Nature
- Petal Blizzard
- Earthquake
- Curse
- Synthesis

Curse Mega Venusaur is a set that I fell in love with ages ago, as it proves to be an invaluable wincon in many matches, most notably Ground. It has relative ease to boost and sweep late game thanks to its amazing bulk (especially after a couple Curse boosts or more), decent physical Grass STAB, and good coverage in Earthquake. There are some mons that can effectively wall this combination of attacks (Skarmory and Mega Latias being good examples), however, that's what the wallbreakers on this team are there for, so they can often pave the way for Venusaur to sweep! The given EV spread maximizes its Special Defense as high as possible, with a small benchmark in Attack to allow it to hit an even 1000 Attack Stat at +6. The rest went into HP to round out its bulk. Synthesis is used for Recovery, considerably good in situations where you're health is running low, and you need to heal in order to continue boosting/proceed with a successful sweep. In general, this Pokemon can auto win against Electric, Water (once any specific checks are out, such as Specs Volcanion and Bounce Gyarados), and Ground (once Landorus-I or Mega Camerupt are out; it's also recommended to take Hippowdon out prior as well so Synthesis's recovery isn't hindered). In turn though, it will probably not play a huge role against Psychic or Fire teams.

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Scolipede @ Choice Band
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Ability: Speed Boost
EVs: 16 HP / 252 Atk / 240 Spe
Jolly Nature
- Megahorn
- Rock Slide
- Superpower
- Aqua Tail

What frustrated me at first about using Poison was its insufficient lack of Physical Wallbreakers--Scolipede is able to fix that problem rather easily in my case. Iced with a Choice Band, Scolipede's mediocre Attack stat is now multiplied to more preferable and higher levels. Thanks to its now strong Attack, you now have the ability to 2KO Rotom-Wash, Jirachi, and Porygon2 (after SR/Toxic Damage), and get rolls to OHKO on Slowbro, Zapdos, and a lot of other common walls in the Monotype Metagame. Megahorn is your single STAB, but proves to be absurdly strong and incredibly hard to wall unresisted. Superpower is given for Fighting coverage (very handy against Steel and Rock types). Aqua Tail may seem a little odd at first, but it helps to further sweep ground teams (boasting a 2KO on Landorus-I). The reason Jolly is ran over Adamant nature is to outspeed Mega Charizard Y and Volcarona to hit them with Rock Slide, which otherwise the team would have major troubles against. It also has the nice niche of instantly being faster than base 110 Pokemon in general without needing a prior boost. The rest of the EVs is put into Attack to, as you can imply, hit as hard as possible. A very small amount is given to HP to potentially avoid 2KO's/OHKO's, but, in general I moved it there because the extra Speed wasn't necessary to outspeed anything, you might as well.

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Gengar @ Choice Scarf
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Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Shadow Ball
- Sludge Bomb
- Hidden Power [Ice]
- Focus Blast

Gengar is considered my secondary sweeper. What's really nice about it is, equipped with a Choice Scarf, it reaches one of the highest viable Speed Tiers (for reference, you're able to outspeed +2 Jolly Cloyster, this is a real testament as to how fast Gengar really is). It's meant to help assist in the Psychic macthup, clean late game when Mega Venusaur can't/land easy revenge kills, and act as a Spinblocker. Shadow Ball is your Ghost STAB, which is able to KO Victini after Stealth Rocks, Latios, and Mega Medicham most notably. Sludge Bomb is the Poison STAB given--the reason that is being used over Sludge Wave is because there are times where I want that chance to Poison something in order to facilitate certain revenge kills (Lum Berry Volcarona and Flying types would be good examples to this), which to me is a little more valuable than running only 5 extra base power. Hidden Power Ice is the best coverage option I can get to go against most Dragon types (Garchomp and Dragonite being considerable threats to this team in particular), and Focus Blast is to help hit Steel types who would otherwise wall it, and to land an OHKO on Kyurem-B after Stealth Rocks (which would be a roll otherwise).

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Nidoking @ Life Orb
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Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Sludge Wave
- Flamethrower
- Ice Beam

Nidoking is the best Special Wallbreaker to run on Poison teams, thanks to Life Orb + Sheer Force, and its incredibly wide array of coverage options! Earth Power and Sludge Wave are the main STABs being ran. Flamethrower is to hit Skarmory and other Steel types that would generally wall it if they are immune to EP. Ice Beam is used as coverage additionally to hit Bulkchomp (to hopefully stop it before it can lay Stealth Rocks) and hit bulky ground types hard. The EVs are to get it to the highest Speed Tier it possibly can, while investing to its Special Attack stat.

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Crobat @ Rocky Helmet
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Ability: Inner Focus
EVs: 192 HP / 220 Def / 96 Spe
Jolly Nature
- Brave Bird
- Defog
- Taunt
- Roost

Crobat I've noticed in my experience is seldom seen on Poison teams, as people consider it often inferior to what Tenacruel or Skuntank can offer. I can assure you, on the contrary, Crobat is no waste of a slot! This team does surprisingly have a difficult time against Fighting teams, which Crobat is the perfect answer to thanks to its great Speed Tier and Typing! With the EVs given, it has the ability to outspeed Pokemon base 110 or lower, such as Keldeo, Mega Gallade, and Hawlucha (especially this one), and have a good amount of Defensive bulk (making it an extremely reliable Defensive Pivot). Brave Bird is its singular attack on the set, to hit Fighting types super effectively for large amounts of damage. Defog makes it a dependable means of Hazard Control, Taunt shuts down opposing walls, leads, or anything that feels it can boost in front of it. Roost is to keep its health up at all times. (a cool little sidenote: With Inner Focus, it evades flinches entirely, allowing it to bypass common Fake Out users).

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Nidoqueen @ Focus Sash
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Ability: Sheer Force
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Toxic Spikes
- Earth Power
- Flamethrower

Midoqueen is the final Pokemon I decided on, as I was lacking a Hazard setter. Nidoqueen is one of the only Stealth Rock users available on Poison, but that does not mean it is a burden, its quite the opposite! As said Stealth Rocks is given to it, but it also carries Toxic Spikes to help pick some residual damage to the opposing team (which proves to be very worth while against stally teams like Normal). Earth Power is a decent STAB to chip a good amount of damage, and Flamethrower is give to help check Mega Scizor, who the team would otherwise struggle with if Nidoqueen isn't preserved after it's boosted. The EVs are given to maximize its bulk, while hitting as hard as possible.


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Dragon Teams in general are a very hard macthup, there is nothing that can absorb a STAB Outrage efficiently. Your best bet is to set up SR as early as possible, hopefully get some residual damage from Crobat's Rocky Helmet, and try you're very hardest to save Scolipede, Venusaur, and/or Gengar as late game as possible.

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Ground Teams can also prove to be quite the challenge, Sand Teams especially, however not impossible. If you can manage to take Landorus-I or Mega Camerupt out, send Venusaur in lategame when Excadrill is not in, or Mega Garchomp isn't in when sand is up, and prepare to boost. From there you should be golden!

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Hawlucha was something that severely threatened me for a while up until I finally added Crobat. You want to make sure it doesn't get an SD Boost, otherwise, if Crobat is sent in early it can shut it down.

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This Pokemon alone has the ability to break any one Pokemon on the team, which that in itself makes it a hefty threat. Either revenge kill it with Gengar, or make sure Scolipede is at least +1 by the time it comes out, depending on its set.

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Choice Scarf Togekiss can often prove to be very annoying if not checked effectively. Save Gengar to revenge kill this.

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Choice Scarf Hoopa can also be a hassle to get around, Specs not so much because Scolipede can check it unboosted. Make sure to weaken it as much as you can with hazards, and revenge kill it with Gengar, or get Scolipede to +1 prior to it coming out. It's good to note as well this team was built primarily during the Hoopa-U suspect, so that's where it was best abused where Dark teams were a little more scarce to find. Regardless of that, it still functions good even in a situation with it.

These are the biggest ones you'll have to worry about, from there the rest are pretty minor.
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This was a very fun team to use, I was super happy with my results with Laddering, and I hope you enjoy it just as much as I did! Thank you for reading!
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Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 200 HP / 56 Atk / 252 SpD
Careful Nature
- Petal Blizzard
- Earthquake
- Curse
- Synthesis

Scolipede @ Choice Band
Ability: Speed Boost
EVs: 16 HP / 252 Atk / 240 Spe
Jolly Nature
- Megahorn
- Rock Slide
- Superpower
- Aqua Tail

Gengar @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Shadow Ball
- Sludge Bomb
- Hidden Power [Ice]
- Focus Blast

Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Sludge Wave
- Flamethrower
- Ice Beam

Crobat @ Rocky Helmet
Ability: Inner Focus
EVs: 192 HP / 220 Def / 96 Spe
Jolly Nature
- Brave Bird
- Defog
- Taunt
- Roost

Nidoqueen @ Focus Sash
Ability: Sheer Force
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Toxic Spikes
- Earth Power
- Flamethrower
StarBlim you're a very close friend of mine, and you semi-convinced me to go ahead and RMT my team, thank you very much for that.

scpinion I say this countlessly, but you're an amazing RO, and we're so fortunate to have you in our community! You're also extremely personable and give me valuable advice when I need it most.

Dream Eater Gengar for being the best Catgirl lover there is! I really appreciate you helping me with BLT, and helping me test teams (you also watched me ladder with this one during the suspect).

Other general shoutouts:
6TI teacher's pet MiyoKa French Buddies iVid Paleo Acast Bondie Eien Clearly ChildOfDisorder Snowyyy BlackSchwan Former Hope Zarif Misaka Mikoto czim Monotype Staff! Wanka Awesome Residential Italian Attribute Ticktick people that are way nicer than they have to be terrors Zyo Balor 1 True Lycan teambuilders

If I forget anyone don't take it personal, I'm tired after writing all of this in 1 sitting.

 
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Hey so i dont understand the 16hp on scoli at all it doesnt tie with thindurus and can expan on what 2hkos ur avoiding lool. Also on nidoqueen if ur gonna use offensive hazard piler u should be running max speed timid on thay as well. It allows u to outspeed all base 70s iirc and since no ice beam ur not trying tank any eqs from grounds so i think max speed is beneficial here but if u need to check mega sciz u might as well run defensive with black sludge as it gets worn down way to easily for a lead. Otherwise cool team even tho i think ive seen this before
 
Hey so i dont understand the 16hp on scoli at all it doesnt tie with thindurus and can expan on what 2hkos ur avoiding lool. Also on nidoqueen if ur gonna use offensive hazard piler u should be running max speed timid on thay as well. It allows u to outspeed all base 70s iirc and since no ice beam ur not trying tank any eqs from grounds so i think max speed is beneficial here but if u need to check mega sciz u might as well run defensive with black sludge as it gets worn down way to easily for a lead. Otherwise cool team even tho i think ive seen this before
The 16 HP on Scoli is more filler if anything, it already had enough to outpace max base 110s, so I moved the unnecessary speed evs into very slight bulk instead. I also probably would not keep it on on Thundurus considering there's the potential of it getting twave anyhow. As for Nidoqueen, yea, I needed a Scizor check as the team was pretty susceptible to it w/o HP Fire Mega Venusaur. As for EVs, I do personally prefer the bulk, however I can definitely give max speed a try.

This team btw is original, im not exactly sure where else you've seen it or whose used it. Thanks for the suggestions anyways.
 
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well im p sure omni used this first but not sure. and either max speed or max def which ever helps more.
 
well im p sure omni used this first but not sure. and either max speed or max def which ever helps more.
Ummm, no, this doesn't remotely look like his team. I'm sick of people saying that, a lot of the mons can be similar, this is actually quite different if you haven't noticed, I think you're mistaken there.
 
For sure bro :][: anything i can to do help. im just here to aid the community when i can get a chance. I just wanna make sure players learning get the right info like i illustrated in my rate good luck with the team homie!!!
 
Hi, I would just like to start off by saying, great team! Just a few suggestions I would to make.
1. HP Ice --> Trick on Gengar.
Trick is just a good move to have on scarf Gengar, as it lets you disable Chansey which usually likes to switch into it. I understand that HP Ice is for Dragon teams, however it does less than 50% to Dragonite through Multiscale, and also just misses out on the OHKO against non-tank Garchomp, both of which seem to be threats to your team.
2. Superpower --> Earthquake on Scolipede
Both Superpower and Earthquake seem like good moves for Band Scolipede, but out of the two, I feel that Earthquake is a better option. There aren't many Steel and Rock types that Superpower hits that Earthquake doesn't, aside from maybe Skarmory, which Scolipede shouldn't stay in on anyway, and a few Air Balloon users like Magnezone and Heatran. Earthquake is also a very spammable move unlike Superpower, which forces you to switch out and gives the opponent a free turn. It seems like Superpower is used to deal with the Eviolite Core on Normal, however it does slightly more than 70% to defensive Chansey and 50% to defensive Porygon2, both of which can easily heal back lost health, and take less damage henceforth. Earthquake also has the bonus of OHKO'ing Mega Diancie, while Superpower only does slightly more than 70% and is a roll with Aqua Tail.
 
Hi, I would just like to start off by saying, great team! Just a few suggestions I would to make.
1. HP Ice --> Trick on Gengar.
Trick is just a good move to have on scarf Gengar, as it lets you disable Chansey which usually likes to switch into it. I understand that HP Ice is for Dragon teams, however it does less than 50% to Dragonite through Multiscale, and also just misses out on the OHKO against non-tank Garchomp, both of which seem to be threats to your team.
2. Superpower --> Earthquake on Scolipede
Both Superpower and Earthquake seem like good moves for Band Scolipede, but out of the two, I feel that Earthquake is a better option. There aren't many Steel and Rock types that Superpower hits that Earthquake doesn't, aside from maybe Skarmory, which Scolipede shouldn't stay in on anyway, and a few Air Balloon users like Magnezone and Heatran. Earthquake is also a very spammable move unlike Superpower, which forces you to switch out and gives the opponent a free turn. It seems like Superpower is used to deal with the Eviolite Core on Normal, however it does slightly more than 70% to defensive Chansey and 50% to defensive Porygon2, both of which can easily heal back lost health, and take less damage henceforth. Earthquake also has the bonus of OHKO'ing Mega Diancie, while Superpower only does slightly more than 70% and is a roll with Aqua Tail.
Hey thanks for the suggestions! I disagree with your first one primarily because Gengar is not only my best check to Dragon Teams, but it also checks Lando (both forms) and Garchomp, which otherwise this team would of struggled against. So I don't see trick being the most beneficial change.

The EQ suggestion is a good one, however I would not replace Superpower because that allows me to hit most Steel types and Chansey, if I was to choose a move id replace Aqua Tail to be truthful.

Thank you very much anyways I appreciate it! :)
 
Hey dude, just came across this team and it looks hot :). Scoliopede in general is just hot for poison being able to run through psychic teams on its own, though I understand jolly, you should give some thought over to adamant to reliably KO slowbro without rocks and with taunt mew and stuff, you could just get your wincon destroyed by random t-wave.
Another thing, you should consider ice beam on your nidoqueen or rock polish lando with psychic 1 shots each mon and 2 shots venu. It doesn't necessarily set-up easily against most stuff but if that thing leads, you're in trouble(luckily psychic is uncommon af)
Anyways, looks like a fun team. Best of Luck!!
 
Hey dude, just came across this team and it looks hot :). Scoliopede in general is just hot for poison being able to run through psychic teams on its own, though I understand jolly, you should give some thought over to adamant to reliably KO slowbro without rocks and with taunt mew and stuff, you could just get your wincon destroyed by random t-wave.
Another thing, you should consider ice beam on your nidoqueen or rock polish lando with psychic 1 shots each mon and 2 shots venu. It doesn't necessarily set-up easily against most stuff but if that thing leads, you're in trouble(luckily psychic is uncommon af)
Anyways, looks like a fun team. Best of Luck!!
Hey thanks for the rate! Adamant Scoli does make it a lot more powerful, however I am forced to run Jolly due to the fact it is my only check to Zard Y and Volcarona, which do threaten the team immensely without that. It's also able to outspeed Latios and Mega Gallade without needing to be at +1, which is another nice niche.

As for Nidoqueen, a good suggestion, but, here's why I wasn't able to fit in Ice Beam. Scizor is a huge threat, and without HP Fire Mega Venusaur, I lack a reliable check to that, so that was a necessity. Toxic Spikes, while this may seem like the candidate to get rid of, helps a lot against stally teams that are hard to break, Normal being a big culprite, adding extra residual damage (and with 2 layers, the damage as you probably know multiplies, so walls can't spam recover forever, and they can either eventually be forced out or stalled out entirely). Gengar in that case is my general Landorus check, and hence why I don't run Ice Beam on Nidoqueen.

Thank you anyways, I rly appreciate it!
 
Hey thanks for the rate! Adamant Scoli does make it a lot more powerful, however I am forced to run Jolly due to the fact it is my only check to Zard Y and Volcarona, which do threaten the team immensely without that. It's also able to outspeed Latios and Mega Gallade without needing to be at +1, which is another nice niche.

As for Nidoqueen, a good suggestion, but, here's why I wasn't able to fit in Ice Beam. Scizor is a huge threat, and without HP Fire Mega Venusaur, I lack a reliable check to that, so that was a necessity. Toxic Spikes, while this may seem like the candidate to get rid of, helps a lot against stally teams that are hard to break, Normal being a big culprite, adding extra residual damage (and with 2 layers, the damage as you probably know multiplies, so walls can't spam recover forever, and they can either eventually be forced out or stalled out entirely). Gengar in that case is my general Landorus check, and hence why I don't run Ice Beam on Nidoqueen.

Thank you anyways, I rly appreciate it!
No, actually I was asking you to try out ice beam>earth power on queen, as strong ice+ fire coverage with sash will suffice most the time for a lead vs lead battle.
Toxic Spikes are obviously pretty good for those pesky normal types.
 
No, actually I was asking you to try out ice beam>earth power on queen, as strong ice+ fire coverage with sash will suffice most the time for a lead vs lead battle.
Toxic Spikes are obviously pretty good for those pesky normal types.
Oh, I apologize xD
Tbh, that is a very valid option, but it and Nidoking do some heavy dents to Steel teams, so in a sense I feel like losing that would almost in a sense take that niche away. I'll be sure to give that a go though, for sure!
 
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