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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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 first off lemme do a quick hazard ranking
1. SR, think this is pretty clear, gets chip on everything except boots mons.
2. Sticky Web, Webs is p unclear where to put bc of the shit setters, but its an amazing hazard. Immunities being levitate, boots and flying types
3. Spikes, also has a small issue with shit setters but nowhere near as badly as webs and it gets massive chip on all non immune mons.
4. Toxic Spikes, by far and away the worst hazard. The main reason is the immunities. All of the above mentioned immunities + Poison types and Steel types. Poison types are just fucking delete this shit lol.

Overall SR is by far and away the best hazard, spikes and webs are fine on most teams but not as good as SR, and tspikes is like, niche on some teams ig?
 
Maybe you, CyberRobotnix, should at least try some of the people's suggestions to see if maybe their advice is worth following? And if it isn't and you lose 100 ELO, apparently this is the best mono poison team so you should regain your ELO quick enough. Like make a new team and see how it goes.

Maybe just try something before vehemently denying it, you know?
 
Maybe you, CyberRobotnix, should at least try some of the people's suggestions to see if maybe their advice is worth following? And if it isn't and you lose 100 ELO, apparently this is the best mono poison team so you should regain your ELO quick enough. Like make a new team and see how it goes.

Maybe just try something before vehemently denying it, you know?
Agreeing with this wholeheartedly.
Check the sample teams for some advice bc that will help you out alot
 
Hey! I don't know SV Monotype too well but I just wanted to drop by and say that I think your team is pretty cool. I'm a huge fan of Overqwil myself, love the typing (been trying it in VGC with Kyogre and acid spray myself) and just wanted you to know I really like your team. Keep at it boss.
 
Maybe you, CyberRobotnix, should at least try some of the people's suggestions to see if maybe their advice is worth following? And if it isn't and you lose 100 ELO, apparently this is the best mono poison team so you should regain your ELO quick enough. Like make a new team and see how it goes.

Maybe just try something before vehemently denying it, you know?
I have a brain, it's to use it and when you suggest me "Give Spikes to Overqwil" that doesn't give me confidence you even know what you're talking about to begin with TBH.
Like if you're not going to go with the gimmick, atleast suggests something rock solid (or should I say "steel solid") or I'm not taking your advice plain and simple. You're literally wasting turns setting up tspikes, so you don't have to run toxic, so there's a purpose to the madness. On the other hand, you're literally wasting turns setting up spikes that can be removed easily, has an effect that doesn't last (esp if the opponent has regenerator or leftovers) and the only advantage I'm getting from it is slightly more damage on certain types at the cost of not even being able to damage flying types and mons with levitate. Entry hazards are only good if you fully invest in them (IE I run a Pokemon with 2 if not 3 moves that set up hazards or spread those moves across multiple pokemons like Kleavor, Samurott, Galvantula, etc).
I did take the advice that seemed sound tho (like the Clodsire set) and got up to 1380 ELO as of RN.
Hey! I don't know SV Monotype too well but I just wanted to drop by and say that I think your team is pretty cool. I'm a huge fan of Overqwil myself, love the typing (been trying it in VGC with Kyogre and acid spray myself) and just wanted you to know I really like your team. Keep at it boss.
Finally someone gets it!
 
you're literally wasting turns setting up spikes that can be removed easily,
Toxic spikes is literally easier to remove
esp if the opponent has regenerator or leftovers)
How many pokemon have those?
and the only advantage I'm getting from it is slightly more damage on certain types at the cost of not even being able to damage flying types and mons with levitate. Entry hazards are only good if you fully invest in them (
Toxic spikes can't hit flying or levitate pokemon either

You're basically just not understanding the point of entry hazards; it's not one of those things where you don't fully invest in them they suck. Hazards are meant for chip. And making it easier to take the pokemon in front of you out by slowing them down.

Almost every good team (doesnt matter what tier) that has a mon that has access to entry hazards has some sort of hazard be it SR or Spikes, or Sticky Web (toxic spikes only if one has glimmora) uses them and the hazard even if it isn't a focused hazard stack team (which in Monotype only works with like Bug or Ghost) because of the chip or the effects that the opposing team takes from them is helpful in the short and long term.
 
And making it easier to take the pokemon in front of you out by slowing them down.
Blud is describing Sticky Web (literally the only good entry hazard) right to my face.
Almost every good team (doesnt matter what tier) that has a mon that has access to entry hazards has some sort of hazard be it SR or Spikes, or Sticky Web (toxic spikes only if one has glimmora) uses them and the hazard even if it isn't a focused hazard stack team (which in Monotype only works with like Bug or Ghost) because of the chip or the effects that the opposing team takes from them is helpful in the short and long term.
I prefer longterm w/ toxic spikes and sticky web. Poison persists forever and speed loss persists until the mon switches out.

Short term sucks in the lower ladder cos nobody switches out and the upper ladder has players prepared for it (defog, rapid spin). That's what you're not understanding. Also toxic spikes benefits stall teams/walls, + hex, venoshock and poison barb users and to my knowledge hex is a fairly popular move to run due to the good offensive typing that is ghost.
 
Blud is describing Sticky Web (literally the only good entry hazard) right to my face.

I prefer longterm w/ toxic spikes and sticky web. Poison persists forever and speed loss persists until the mon switches out.

Short term sucks in the lower ladder cos nobody switches out and the upper ladder has players prepared for it (defog, rapid spin). That's what you're not understanding. Also toxic spikes benefits stall teams/walls, + hex, venoshock and poison barb users and to my knowledge hex is a fairly popular move to run due to the good offensive typing that is ghost.
You realize that Stealth Rocks and Spikes offer long term benefits, right? If anything, they do better into Stall than Toxic Spikea. Sticky Webs is also exclusively for Hyper Offensive teams across all singles tiers. Toxic Spikes AND Sticky Webs do also get removed by Rapid Spin and Defog. In any tier, setting up Stealth Rocks and Spikes even if they have removal is amazing, because you force them to go out of their way to remove the hazards. You are also supposed to play around their counterplay, i.e. switching a Ghost-type into Rapid Spin (just an example).
I have a brain, it's to use it and when you suggest me "Give Spikes to Overqwil" that doesn't give me confidence you even know what you're talking about to begin with TBH.
Like if you're not going to go with the gimmick, atleast suggests something rock solid (or should I say "steel solid") or I'm not taking your advice plain and simple. You're literally wasting turns setting up tspikes, so you don't have to run toxic, so there's a purpose to the madness. On the other hand, you're literally wasting turns setting up spikes that can be removed easily, has an effect that doesn't last (esp if the opponent has regenerator or leftovers) and the only advantage I'm getting from it is slightly more damage on certain types at the cost of not even being able to damage flying types and mons with levitate. Entry hazards are only good if you fully invest in them (IE I run a Pokemon with 2 if not 3 moves that set up hazards or spread those moves across multiple pokemons like Kleavor, Samurott, Galvantula, etc).
I did take the advice that seemed sound tho (like the Clodsire set) and got up to 1380 ELO as of RN.

Finally someone gets it!
Specifically the ending to this post, the Pokemon that set hazards are not completely dedicated to setting up hazards (unless they are a suicide lead). For example, Great Tusk often carries Stealth Rocks but isn’t just there to do that. It has a good Matchup into Kingambit and other top tier Pokemon, with the ability to set hazards as a small benefit. Suicide leads like Glimmora and Ribombee are only run on Hyper Offense teams because those teams want to sweep. These are the ONLY Pokemon that are COMPLETELY dedicated to setting hazards.

Honestly having to make posts consistently trying to tell you that a fundamental part of the game is actually good is absurd to me.
 
Blud is describing Sticky Web (literally the only good entry hazard) right to my face.

I prefer longterm w/ toxic spikes and sticky web. Poison persists forever and speed loss persists until the mon switches out.

Short term sucks in the lower ladder cos nobody switches out and the upper ladder has players prepared for it (defog, rapid spin). That's what you're not understanding. Also toxic spikes benefits stall teams/walls, + hex, venoshock and poison barb users and to my knowledge hex is a fairly popular move to run due to the good offensive typing that is ghost.
I don't understand why you're so adamant that spikes and rocks are bad. They're both amazing moves. I'm not a monotype player, but I do play quite a bit of gen 7 ph and I can say for a fact that in a metagame where anything can run 200 bp moves or +2 omniboosts at their leisure, hazards are damn near required on every team. Literally every team archetype benefits from the chip damage from spikes and rocks, with offensive teams enjoying the easier kills and bulky teams being able to force long term chip. In low ladder games, a good team should be able to break past easily anyways. Spikes and rocks easily force chip on about everything whereas tspikes can be removed on switchin and have a lot of mons immune to them, including most defoggers.

Tldr: Spikes and rocks are amazing, every archetype in every metagame can use them well.
 
You realize that Stealth Rocks and Spikes offer long term benefits, right?
No, you can heal the damage easily, so no. With toxic spikes you need something like Natural Cure or Aromatherapy to remove it.
Sticky Webs is also exclusively for Hyper Offensive teams across all singles tiers.
I run almost exclusively that kind of team, as well as the fact I'm getting wrecked by that kind of team the most often. Probs why I value it more than you because I can actually see that it works. It also completely ruins any fast sweeper that lacks any bulk.
Toxic Spikes AND Sticky Webs do also get removed by Rapid Spin and Defog.
Do you need a drawing explaining why even with these 2 moves these entry hazards are still helping while spikes and stealth rock immediately stop doing anything when they get yeeted and you have to replace them? Oh yeah sure use Rapid Spin when all your 6 pokemons are already poisoned, that'll show 'em!
You are also supposed to play around their counterplay, i.e. switching a Ghost-type into Rapid Spin (just an example).
Bro it's monotype. There are many types that don't have ghost as a secondary typing. Where's rock/ghost? it's become a meme with how many pokemons have ceramic or stone-like parts but lack the rock typing.
Also I literally don't know which pokemon run rapid spin and I suck at predicting, like literally my number 1 reason why I wanted to get rid of Sneasler was because it was a set designed to be good only if I can predict right.
Honestly having to make posts consistently trying to tell you that a fundamental part of the game is actually good is absurd to me.
And I still don't understand what's your deal with this. Like how the hell is a free toxic somehow worse than chip damage since y'all keep saying spikes > toxic spikes, it makes absolutely no sense to me, it's like saying "confusion is better than paralysis because confusion also hurts the pokemon" and I seriously hope you're not also agreeing with the quoted meme example. I literally don't have to run toxic on this team thanks to toxic spikes and if I did it would probably be used against flying types and other mons who aren't affected by it who by now make up a very small minority, might aswell just hit them hard until they faint. Anyways flying types aren't known for their good bulk other than Lugia and Corviknight (although this guy is immune to toxic either way) AFAIK.
I don't understand why you're so adamant that spikes and rocks are bad. They're both amazing moves. I'm not a monotype player, but I do play quite a bit of gen 7 ph and I can say for a fact that in a metagame where anything can run 200 bp moves or +2 omniboosts at their leisure, hazards are damn near required on every team. Literally every team archetype benefits from the chip damage from spikes and rocks, with offensive teams enjoying the easier kills and bulky teams being able to force long term chip. In low ladder games, a good team should be able to break past easily anyways. Spikes and rocks easily force chip on about everything whereas tspikes can be removed on switchin and have a lot of mons immune to them, including most defoggers.

Tldr: Spikes and rocks are amazing, every archetype in every metagame can use them well.
I think I explained clearly (multiple times!) why I don't like them in a vacuum.
Short term sucks in the lower ladder cos nobody switches out and the upper ladder has players prepared for it (defog, rapid spin). That's what you're not understanding. Also toxic spikes benefits stall teams/walls, + hex, venoshock and poison barb users and to my knowledge hex is a fairly popular move to run due to the good offensive typing that is ghost.
They are fine on hazard setting teams because you build around the gimmick like I said here:
Entry hazards are only good if you fully invest in them (IE I run a Pokemon with 2 if not 3 moves that set up hazards or spread those moves across multiple pokemons like Kleavor, Samurott, Galvantula, etc).
and I'm prolly running whirlwind or similar on a team like that. In a vacuum though, it sucks. I really don't think we are playing the same game because I don't see why you'd think an itty bitty 1/8 chip damage matters at all. I've lost more often to toxic spikes and sticky web than both spikes and stealth rock combined, they only become a problem when you run them together or with toxic spikes and sticky web or if I have a pokemon on very low health. Everytime I had someone toss 1 layer of spikes to my side I simply didn't care and made quick work of them, I only try to remove entry hazards when it's toxic spikes, sticky web or multiple layers of spikes/stealth rock because it actually ruins the team I'm running. Like it's completely irrelevant to me and only starts becoming relevant when it is used a few times, at the very least, Stealth Rock only needs to be used once.

The fact so many ppl here keep insisting spikes > toxic spikes because steel and poison are also unaffected by it when it's literally a free TOXIC on 90% of the roster when set up right is crazy I don't know how the hell you're playing on the upper ladder, but it's not like a normal person would play the game that's for sure.
 
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