Hello everyone this is a Poison-type team I've been playing with for 5th Gen UU Standard play. I have no good reason for making a monotype team for a non-monotype environment. Some players will ask me why and I tell them it's a lot of fun despite a few glaring weaknesses. Once in a while, I barely stand a chance against the opponent. It's for this reason I made a UU team, OU is way more difficult and the trade-off for Poison puts me at a great disadvantage. (edit- I do have an OU Poison team but that's another story)
Preview:
To me, the epitome of Poison-type is Toxic. Ever since Day 1 on Blue, being poisoned means your guys will take damage even outside of battle. It was never a nice status and I wanted to take full advantage of it. To lessen Toxic's damage, the user would have to switch. Make them pay both for staying in and switching. This is where Stealth Rock comes in, also hitting Flying and Levitate users who avoid Toxic Spikes. Enduring after setting up hazards isn't terribly easy, so I had to balance offense with stall. It would be nice to say all of my Pokemon are Gen 1 but I don't think I can do it without Drape.
Team:
Nidoqueen (F) @ Black Sludge
Ability: Poison Point
EVs: 252 HP / 52 Def / 204 SDef
Impish Nature
- Toxic Spikes
- Stealth Rock
- Earthquake
- Dragon Tail
Being that Showdown reveals the teams prior to the start of the match, I often decide to keep NidoQ, my default lead. The goal here is to get a layer of TSpikes and Rocks up before losing her. She is my main way of spreading poison so I'll save her if things aren't looking good. If the opposing team is mostly Flying/Levitate, Steel, or Poison, I will skip the Spikes and either attack or switch out. Often out-sped by opposing leads, she can take a hit or two and do what has to be done. Also brought back out late game to DTail in desperation or simply take a hit to rack up Toxic damage.
I like Poison Point because enemy leads tend to do their job until they are wiped out, which means they may never switch back in to take TSpikes and Rocks. Inflicting poison with this ability will do that extra bit to leads and also affect Pokemon who aren't grounded.
Muk @ Black Sludge
Ability: Poison Touch
EVs: 252 HP / 6 Def / 252 SDef
Careful Nature
- Stockpile
- Poison Jab
- Ice Punch
- Pain Split
Another survivor, Muk can take plenty of hits once I'm set up. I don't think Muk gets enough credit for his bulk and attack stat. I might have to start by scaring someone off with Ice Punch, and then Stockpile until it's time to heal. A forced switch ruins things for Muk and I don't usually get another three or four turns to set up again. There are better coverage moves than Poison Jab but with Poison Touch as an ability, the odds are just in my favor that the attack will poison.
If NidoQ gets the job done, I'll switch to Muk just to scout. Muk tends to cause a few switches as I slowly pick them apart with Pain Split.
Drapion @ Black Sludge
Ability: Battle Armor
EVs: 252 HP / 112 Def / 144 SDef
Bold Nature
- Whirlwind
- Rest
- Sleep Talk
- Crunch
Drapion is the lone survivor. Sometimes I don't even do anything with him- I choose Crunch when he is asleep just to let time pass as Toxic digs in. Insta-switch if the lead may use Psychic as he's the only one who is immune. I start by Whirlwind-ing, to spread Toxic and let Rocks do some damage. If I'm lucky, someone like Moltres becomes useless as they can't even switch back in. After rotating enemy teams, their Spinner can do whatever they want. I stay defensive and Rest often to keep him in good health. I initially had Venoshock as his only attack. Between STAB and the poisoned-target boost, it seemed like a good idea but then I have no chance if he's 1-on-1 with a Steel-type. Plus Drapion is a physical attacker anyway.
Would love an offensive variant but I don't want to get carried away and lose him. Plus Whirlwind guarantees he takes a hit or two when not sleeping.
Nidoking (M) @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Thunderbolt
- Earth Power
- Ice Beam
- Flamethrower
I never gave Nidoking much credit back in the day but things have gotten much better for him. Late game sweeper, I try to save NidoK until the faster opponents have been dealt with. He's also not so frail that switching in on some random attack doesn't worry me too much. I stick with Earth Power for STAB in hopes of surprising opponents that he's not Choiced (as Life Orb doesn't give itself away). Incredible coverage and boosts on everything keeps him racking up points. He doesn't always survive as a surprise Scarf may take him out.
Haunter @ Black Sludge
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Shadow Ball
- Substitute
- Disable
- Giga Drain
As entry hazards are so important to me, a blocker is a necessity. There was no question over whether Haunter should be added to the team. Levitate gives Haunter the team's only immunity to EQ also. I don't treat him any differently than I would Gengar in OU. Typical STAB in Shadow Ball which is still pretty strong despite being NFE. Substitute helps to scout, but more importantly- stall. Then I can Giga Drain (I like this move a lot anyway) to recover some HP. He doesn't learn Focus Blast, which would be nice against Dark- and Steel-types. Disable wastes a turn for Toxic and also lets me escape Pursuit users.
Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 252 Def / 6 SDef
Bold Nature
IVs: 30 HP
- Aromatherapy
- Moonlight
- Giga Drain
- Toxic
I had some trouble figuring out what other Pokemon to use, which I will get into later on. Vileplume was the last addition to my team and helps continue to stall. Neutral to Ground, I can switch into Swampert in an attempt to save the day. Aromatherapy will wake Drapion if I need him to re-Rest all of a sudden and cure Muk of burns. Haunter doesn't usually get hit by status but just in case. If Nidoqueen is taken out early, I have Vileplume to Toxic. Since the move's power was increased, I picked Giga Drain which is maybe overkill with Moonlight to keep him kicking. As a last resort, I send Vileplume out for Effect Spore to possibly paralyze or sleep someone too strong.
Other options:
Scolipede- The kind of speed my team lacks and brings some new attacks to the table but I have a hard time getting set-up. Passing SD to Muk would be nice though.
Venomoth- Sets up ok with Sleep Powder, unless everyone is poisoned. I would try to Baton Pass some speed to NidoK but it doesn't work often. Being that I don't have a spinner, Rocks hurt this guy and limit Sub attempts before Quiver Dance. But when it does work, it's incredible.
Crobat- I feel like I can either use Crobat, or set up hazards. Having this Pokemon as a lead would probably ruin some plans but then I'm not sure what to do next. Haunter can Trick Room, however.
Items- I don't get into it much. Black Sludge for the recovery and in case they Trick. Red Card on Muk or Big Root for Vileplume?
Problems:
Most teams don't tend to use many Ground- or Psychic-type attacks. It's not an overwhelming amount like what was going on in 4th Gen where it seems like three or four guys had EQ or Earth Power. Point being that I'm not going to cover this as a team weakness.
Speed- Though my team often gets out-sped, they're not incredibly frail that they can't survive one or two hits. Haunter is both my fastest and most fragile and 95 base speed isn't some incredible deal. Drapion also has base 95 but I didn't invest any EVs into its speed. I can't paralyze everyone with Toxic Spikes out there. Flygon and Mew can really get to me with their STAB attacks. Rarely can I fool them more than once by switching.
Arcanine isn't so bad if I have hazards prepared and Crobat will need to Roost before getting with with Dragon Tail or Whirlwind. Both of them will take two of my guys at most.
Ambipom leads weren't so bad with Fake Out or Low Kick for Haunter, but sometimes I get hit with Beat Up.
Coverage- Obviously I'm not going to have a very diverse range of attacks with a monotype team but I never got into Hidden Power as I like to test teams out and them move them to the game. Never been able to get great Hidden Powers when breeding. I think Muk surprises when I can get a shot on Flygon or Gilgar with Ice Punch but that's all besides Nidoking.
Playback: (Pokemon Showdown Replays)
http://replay.pokemonshowdown.com/gen5uu-74520714 Drapion causing a quit
http://replay.pokemonshowdown.com/gen5uu-73938982 Flygon and Tokekiss kick my butt
http://replay.pokemonshowdown.com/gen5uu-73931983 Stall in action
http://replay.pokemonshowdown.com/gen5uu-739109115 Typical battle, where NidoK comes in towards the end
Any comments or tips I'd like to hear them, thanks for looking!
Preview:
To me, the epitome of Poison-type is Toxic. Ever since Day 1 on Blue, being poisoned means your guys will take damage even outside of battle. It was never a nice status and I wanted to take full advantage of it. To lessen Toxic's damage, the user would have to switch. Make them pay both for staying in and switching. This is where Stealth Rock comes in, also hitting Flying and Levitate users who avoid Toxic Spikes. Enduring after setting up hazards isn't terribly easy, so I had to balance offense with stall. It would be nice to say all of my Pokemon are Gen 1 but I don't think I can do it without Drape.
Team:
Nidoqueen (F) @ Black Sludge
Ability: Poison Point
EVs: 252 HP / 52 Def / 204 SDef
Impish Nature
- Toxic Spikes
- Stealth Rock
- Earthquake
- Dragon Tail
Being that Showdown reveals the teams prior to the start of the match, I often decide to keep NidoQ, my default lead. The goal here is to get a layer of TSpikes and Rocks up before losing her. She is my main way of spreading poison so I'll save her if things aren't looking good. If the opposing team is mostly Flying/Levitate, Steel, or Poison, I will skip the Spikes and either attack or switch out. Often out-sped by opposing leads, she can take a hit or two and do what has to be done. Also brought back out late game to DTail in desperation or simply take a hit to rack up Toxic damage.
I like Poison Point because enemy leads tend to do their job until they are wiped out, which means they may never switch back in to take TSpikes and Rocks. Inflicting poison with this ability will do that extra bit to leads and also affect Pokemon who aren't grounded.
Muk @ Black Sludge
Ability: Poison Touch
EVs: 252 HP / 6 Def / 252 SDef
Careful Nature
- Stockpile
- Poison Jab
- Ice Punch
- Pain Split
Another survivor, Muk can take plenty of hits once I'm set up. I don't think Muk gets enough credit for his bulk and attack stat. I might have to start by scaring someone off with Ice Punch, and then Stockpile until it's time to heal. A forced switch ruins things for Muk and I don't usually get another three or four turns to set up again. There are better coverage moves than Poison Jab but with Poison Touch as an ability, the odds are just in my favor that the attack will poison.
If NidoQ gets the job done, I'll switch to Muk just to scout. Muk tends to cause a few switches as I slowly pick them apart with Pain Split.
Drapion @ Black Sludge
Ability: Battle Armor
EVs: 252 HP / 112 Def / 144 SDef
Bold Nature
- Whirlwind
- Rest
- Sleep Talk
- Crunch
Drapion is the lone survivor. Sometimes I don't even do anything with him- I choose Crunch when he is asleep just to let time pass as Toxic digs in. Insta-switch if the lead may use Psychic as he's the only one who is immune. I start by Whirlwind-ing, to spread Toxic and let Rocks do some damage. If I'm lucky, someone like Moltres becomes useless as they can't even switch back in. After rotating enemy teams, their Spinner can do whatever they want. I stay defensive and Rest often to keep him in good health. I initially had Venoshock as his only attack. Between STAB and the poisoned-target boost, it seemed like a good idea but then I have no chance if he's 1-on-1 with a Steel-type. Plus Drapion is a physical attacker anyway.
Would love an offensive variant but I don't want to get carried away and lose him. Plus Whirlwind guarantees he takes a hit or two when not sleeping.
Nidoking (M) @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Thunderbolt
- Earth Power
- Ice Beam
- Flamethrower
I never gave Nidoking much credit back in the day but things have gotten much better for him. Late game sweeper, I try to save NidoK until the faster opponents have been dealt with. He's also not so frail that switching in on some random attack doesn't worry me too much. I stick with Earth Power for STAB in hopes of surprising opponents that he's not Choiced (as Life Orb doesn't give itself away). Incredible coverage and boosts on everything keeps him racking up points. He doesn't always survive as a surprise Scarf may take him out.
Haunter @ Black Sludge
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Shadow Ball
- Substitute
- Disable
- Giga Drain
As entry hazards are so important to me, a blocker is a necessity. There was no question over whether Haunter should be added to the team. Levitate gives Haunter the team's only immunity to EQ also. I don't treat him any differently than I would Gengar in OU. Typical STAB in Shadow Ball which is still pretty strong despite being NFE. Substitute helps to scout, but more importantly- stall. Then I can Giga Drain (I like this move a lot anyway) to recover some HP. He doesn't learn Focus Blast, which would be nice against Dark- and Steel-types. Disable wastes a turn for Toxic and also lets me escape Pursuit users.
Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 252 Def / 6 SDef
Bold Nature
IVs: 30 HP
- Aromatherapy
- Moonlight
- Giga Drain
- Toxic
I had some trouble figuring out what other Pokemon to use, which I will get into later on. Vileplume was the last addition to my team and helps continue to stall. Neutral to Ground, I can switch into Swampert in an attempt to save the day. Aromatherapy will wake Drapion if I need him to re-Rest all of a sudden and cure Muk of burns. Haunter doesn't usually get hit by status but just in case. If Nidoqueen is taken out early, I have Vileplume to Toxic. Since the move's power was increased, I picked Giga Drain which is maybe overkill with Moonlight to keep him kicking. As a last resort, I send Vileplume out for Effect Spore to possibly paralyze or sleep someone too strong.
Other options:
Scolipede- The kind of speed my team lacks and brings some new attacks to the table but I have a hard time getting set-up. Passing SD to Muk would be nice though.
Venomoth- Sets up ok with Sleep Powder, unless everyone is poisoned. I would try to Baton Pass some speed to NidoK but it doesn't work often. Being that I don't have a spinner, Rocks hurt this guy and limit Sub attempts before Quiver Dance. But when it does work, it's incredible.
Crobat- I feel like I can either use Crobat, or set up hazards. Having this Pokemon as a lead would probably ruin some plans but then I'm not sure what to do next. Haunter can Trick Room, however.
Items- I don't get into it much. Black Sludge for the recovery and in case they Trick. Red Card on Muk or Big Root for Vileplume?
Problems:
Most teams don't tend to use many Ground- or Psychic-type attacks. It's not an overwhelming amount like what was going on in 4th Gen where it seems like three or four guys had EQ or Earth Power. Point being that I'm not going to cover this as a team weakness.
Speed- Though my team often gets out-sped, they're not incredibly frail that they can't survive one or two hits. Haunter is both my fastest and most fragile and 95 base speed isn't some incredible deal. Drapion also has base 95 but I didn't invest any EVs into its speed. I can't paralyze everyone with Toxic Spikes out there. Flygon and Mew can really get to me with their STAB attacks. Rarely can I fool them more than once by switching.
Arcanine isn't so bad if I have hazards prepared and Crobat will need to Roost before getting with with Dragon Tail or Whirlwind. Both of them will take two of my guys at most.
Ambipom leads weren't so bad with Fake Out or Low Kick for Haunter, but sometimes I get hit with Beat Up.
Coverage- Obviously I'm not going to have a very diverse range of attacks with a monotype team but I never got into Hidden Power as I like to test teams out and them move them to the game. Never been able to get great Hidden Powers when breeding. I think Muk surprises when I can get a shot on Flygon or Gilgar with Ice Punch but that's all besides Nidoking.
Playback: (Pokemon Showdown Replays)
http://replay.pokemonshowdown.com/gen5uu-74520714 Drapion causing a quit
http://replay.pokemonshowdown.com/gen5uu-73938982 Flygon and Tokekiss kick my butt
http://replay.pokemonshowdown.com/gen5uu-73931983 Stall in action
http://replay.pokemonshowdown.com/gen5uu-739109115 Typical battle, where NidoK comes in towards the end
Any comments or tips I'd like to hear them, thanks for looking!
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