Balanced Monotype Poison
Intro
There hasn't been any monotype RMT in this forum for several weeks now so I thought, I should share a team which has proven itself to be decently successful, yet would certainly appreciate some improvements as certain matchups remain difficult. Although monotype as a whole is a bit underwhelming in this generation so far, I came to like poison quite a lot this time. I don't keep track of the exact peaks but the team got up to ~1680 so far, so I think it's at least somewhat competitive. Please don't be too harsh =]
The Team
Grace (Toxapex) (F) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 248 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Stockpile
- Baneful Bunker
- Recover
The idea of the team and the choice of other sets all started with this pokemon. Toxapex is a staple on both poison and water teams but we wondered, whether it wouldn't be more interesting to go for a set slightly differing from the haze tspikes standard. This is, why we tried sotckpile pex as a way to turn unfavorable 1vs1 situations around as well as to simply upset some people. The set is complemented by scald for the chance to weaken physical attackers, which are often forced to put themselves at risk of getting burnt since they need to set up to have a chance of breaking this toxapex. Baneful bunker allows to scout choice items and avoid the crippling effects of trick as employed by rotom, indeedee and others. Recover and black sludge are self-explanatory and EVs allow to challenge physical attackers as much as possible.
Charles (Weezing-Galar) (M) @ Black Sludge
Ability: Levitate
EVs: 252 HP / 180 Def / 76 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Will-O-Wisp
- Haze
- Strange Steam
Running stockpile pex has some important consequences for the team, as moves such as haze or toxic spikes need to be placed elsewhere. Galar-Weezing is a wonderful addition for mono poison, still offering the so crucial ground immunity. Weezing in fact has way more great moves than it has moveslots so finding the best combination was challenging. Haze is crucial to stop setup sweepers, most notably corviknight and kyurem-black, with especially the latter being a huge obstacle for the team. Haze allows to reset stats even if kyurem is hiding behind a sub, buying my team at least a little time to try to find other counter measures. Thanks to its physical bulk, weezing gets the chance to burn many physical threats, including +1 kyurem (if it opts for attack rather than sub/set up). 76 speed EVs ensure to outspeed most corviknight variants, thus avoiding the taunt and being able to burn corviknight or defogging away the rocks to keep salazzle in the steel matchup as healthy as possible. Alternatively, higher def and only 12 speed EVs could be chosen to only outpace tyrannitar, but being faster than corviknight has been proven to be worth the little loss in physical bulk. Strange steam allows to damage pokemon such as lead kommo-o or the aforementioned kyurem, but also nuisances such as taunt and/or encore sableye which can otherwise be troublesome to get past.
Lilly (Salazzle) (F) @ Air Balloon
Ability: Corrosion
EVs: 56 Def / 252 SpA / 200 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Overheat
- Toxic
- Disable
To stand a chance vs steel teams, using salazzle is almost inevitable. The combination of a fire type STAB and the ability corrosion is perfect to wear down a number of foes and allows salazzle to function either as poison-spreader or fast cleaner. Toxic is crucial in the mirror matchup, as it allows to break pesky mons such as opposing toxapex, skunktank and weezing but also helps vs other bulky mons such as corsola, bronzong or appletun. In conjunction with protect and disable, it allows to poison-stall for several turns as well as to simply cripple threats who only carry a single dangerous move or are choice-locked. Furthermore, the 2nd protect on this team is a great help in the psychic matchup, were scouting choice items is crucial. Overheat was chosen for highest possible damage output as any surviving foe threatens salazzle greatly due to its low defences. And unfortunately, even overheat is not able to OHKO aegislash or spd occa berry ferrothorn. 56 def EVs allow to survive 1 rockslide from jolly excadrill and allow to bait careless steel players, losing one of their greatest wincons in return. However, this only works early game as keeping salazzle healthy throughout the match is almost impossible. The sacrificed speed does not hinder salazzle in any way, as 200 speed EVs and a positive nature allow it to still reach 352 speed, outpacing all relevant pokemon such as ninetales-alola, keldeo or gavantula.
Thaniel (Gengar) (M) @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Thunderbolt
Now I've been calling this a balanced team but so far it has been rather passive. To not be totally overwhelmed by speedy attackers, I chose scarfed gengar to complement my team. Scarf shadowball outspeeds everything and inflicts strong damage on any psychic type barring indeedee. Especially in the case that drapion goes down, scarfed shadowball is crucial to keep jirachi in check. Sludgewave functions as a second STAB move and is meant to give gengar as much power as possible. As coverage, focus blast and thunderbolt have been chosen. Focus blast is a great asset against steel teams once aegislash and corviknight are down and also helps greatly against the barely touchable tyrannitar and kyurem-black. Thunderbolt was mainly chosen to quickly dispose of pelipper and pressure toxapex, but also gives me at elast a slight chance in the flying matchup.
Monty (Drapion) (M) @ Assault Vest
Ability: Battle Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Poison Jab
- Earthquake
- Leech Life
Not only a ground but also a psychic immunity is crucial for poison teams and muk-alola left large shoes to fill. With two options to choose from, I opted for drapion with its overall superior stats and attack. Here, I have chosen a speedy attacker as drapions decent speed tier allows it to threaten a number of annoying opponents. Knock off removes the opponent's item, while poison jab functions as secondary STAB. Earthquake helps especially vs fire and steel teams and leech life allows to keep drapion more healthy in the psychic matchup, allowing it to fulfil its pivotal role more faithfully. Although I do not use any bulk investments, assault vest was chosen because it can tip some matchups in its favor, surprisingly surviving hits from a number of special foes. Furthermore, max speed makes allows to bluff the scarf against some opponents, which then get surprised by a different attack, for example rotom-h on fire which might deem switching into earthquake to be safe. Alternatively, a bulky taunt and tspikes set could be run but the ability to outspeed certain pokemon such as rotom, lucario or specs chandelure has proven itself to valuable to give up. However, it should be noted that skunktank can also perform very well, offering taunt, sucker punch, defog and fireblast, all great assets in a number of matchups.
Margeret (Roserade) @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic Spikes
- Extrasensory
- Energy Ball
- Sludge Bomb
Lastly, it wouldn't be a poison team without toxic spikes, right? Originally, weezing was my hazard setter but to relieve some moveslot pressure from it, I decided to move the toxic spikes to roserade instead. Roserade faces competition from vileplume, gloom and venusaur as grass type and I have gone thorugh some testing with venusaur before settling on roserade. Apart from freeing a moveslot on weezing, it additionally offered a great spa stat and decent speed. As such roserade can fulfil a dual role on my team, acting either as hazard setter or dangerous sweeper. Toxic spikes trouble a number of types, first and foremost those that tend to forego defog or do not have access to poison types. In conjunction with stockpile pex, this forms a dangerous combination as many foes do not manage to break toxapex due to being put on a poison-timer. As such, the hazards are especially helpful vs types like ice and ghost which struggle to remove hazards effectly and do not possess the bulk to be able to waste any turns. It also poses a great threat to normal teams, which generally do not run a defogger and aside from snorlax or possibly ditto and bewear, quickly succumb to the poisoning. On the other hand, choice specs roserade offers a great tool to deal with dangerous ground and water types. Energyball OHKOs most ground types and requires only some chip damage, such as LO recoil, to also dispose of excadrill. By using it as a lead, one is also able to fool water players into thinking roserade would be a suicide lead, which generally costs them their pelipper. Toxapex cannot switch into energyball and torkoal is either 2HKOed or dies to the poisoning side effect, while roserade can survive 1 sun-boosted lavaplume. Extrasensory was mainly chosen for the mirror matchup to have a tool which can corner pokemon such as weezing or toxtricity effectively. Leaf storm could be chosen over energyball to secure KOs against all excadrill and pelipper variants but also strongly reduces general spamability in the ground and water matchup.
Closing Remarks
Thank you very much for reading up to here and I hope you enjoy this slightly tweaked taked on mono poison! Below you can find a threat list of types and pokemon I struggle against as well as the importable if you would like to give the team a try. I'm happy for any advice you have to offer but please keep in mind, that stockpile toxapex, as it was my starting idea of the entire team, should be kept.
Intro
There hasn't been any monotype RMT in this forum for several weeks now so I thought, I should share a team which has proven itself to be decently successful, yet would certainly appreciate some improvements as certain matchups remain difficult. Although monotype as a whole is a bit underwhelming in this generation so far, I came to like poison quite a lot this time. I don't keep track of the exact peaks but the team got up to ~1680 so far, so I think it's at least somewhat competitive. Please don't be too harsh =]
The Team
Grace (Toxapex) (F) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 248 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Stockpile
- Baneful Bunker
- Recover
The idea of the team and the choice of other sets all started with this pokemon. Toxapex is a staple on both poison and water teams but we wondered, whether it wouldn't be more interesting to go for a set slightly differing from the haze tspikes standard. This is, why we tried sotckpile pex as a way to turn unfavorable 1vs1 situations around as well as to simply upset some people. The set is complemented by scald for the chance to weaken physical attackers, which are often forced to put themselves at risk of getting burnt since they need to set up to have a chance of breaking this toxapex. Baneful bunker allows to scout choice items and avoid the crippling effects of trick as employed by rotom, indeedee and others. Recover and black sludge are self-explanatory and EVs allow to challenge physical attackers as much as possible.
252 Atk Mold Breaker Excadrill Earthquake vs. +1 252 HP / 252+ Def Toxapex: 120-144 (39.4 - 47.3%) -- guaranteed 3HKO after Black Sludge recovery
+6 252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. +3 252 HP / 252+ Def Toxapex: 187-222 (61.5 - 73%) -- guaranteed 2HKO
252 Atk Gorilla Tactics Darmanitan-Galar Earthquake vs. +1 252 HP / 252+ Def Toxapex: 124-146 (40.7 - 48%) -- guaranteed 3HKO after Black Sludge recovery
+6 252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. +3 252 HP / 252+ Def Toxapex: 187-222 (61.5 - 73%) -- guaranteed 2HKO
252 Atk Gorilla Tactics Darmanitan-Galar Earthquake vs. +1 252 HP / 252+ Def Toxapex: 124-146 (40.7 - 48%) -- guaranteed 3HKO after Black Sludge recovery
Charles (Weezing-Galar) (M) @ Black Sludge
Ability: Levitate
EVs: 252 HP / 180 Def / 76 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Will-O-Wisp
- Haze
- Strange Steam
Running stockpile pex has some important consequences for the team, as moves such as haze or toxic spikes need to be placed elsewhere. Galar-Weezing is a wonderful addition for mono poison, still offering the so crucial ground immunity. Weezing in fact has way more great moves than it has moveslots so finding the best combination was challenging. Haze is crucial to stop setup sweepers, most notably corviknight and kyurem-black, with especially the latter being a huge obstacle for the team. Haze allows to reset stats even if kyurem is hiding behind a sub, buying my team at least a little time to try to find other counter measures. Thanks to its physical bulk, weezing gets the chance to burn many physical threats, including +1 kyurem (if it opts for attack rather than sub/set up). 76 speed EVs ensure to outspeed most corviknight variants, thus avoiding the taunt and being able to burn corviknight or defogging away the rocks to keep salazzle in the steel matchup as healthy as possible. Alternatively, higher def and only 12 speed EVs could be chosen to only outpace tyrannitar, but being faster than corviknight has been proven to be worth the little loss in physical bulk. Strange steam allows to damage pokemon such as lead kommo-o or the aforementioned kyurem, but also nuisances such as taunt and/or encore sableye which can otherwise be troublesome to get past.
+1 252 Atk Teravolt Kyurem-Black Icicle Spear (5 hits) vs. 252 HP / 180+ Def Weezing-Galar: 255-305 (76.3 - 91.3%) -- approx. 2HKO after Black Sludge recovery
252 Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 180+ Def Weezing-Galar: 224-266 (67 - 79.6%) -- guaranteed 2HKO after Black Sludge recovery
252 Atk Jirachi Iron Head vs. 252 HP / 180+ Def Weezing-Galar: 146-174 (43.7 - 52%) -- guaranteed 3HKO after Black Sludge recovery
252 Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 180+ Def Weezing-Galar: 224-266 (67 - 79.6%) -- guaranteed 2HKO after Black Sludge recovery
252 Atk Jirachi Iron Head vs. 252 HP / 180+ Def Weezing-Galar: 146-174 (43.7 - 52%) -- guaranteed 3HKO after Black Sludge recovery
Lilly (Salazzle) (F) @ Air Balloon
Ability: Corrosion
EVs: 56 Def / 252 SpA / 200 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Overheat
- Toxic
- Disable
To stand a chance vs steel teams, using salazzle is almost inevitable. The combination of a fire type STAB and the ability corrosion is perfect to wear down a number of foes and allows salazzle to function either as poison-spreader or fast cleaner. Toxic is crucial in the mirror matchup, as it allows to break pesky mons such as opposing toxapex, skunktank and weezing but also helps vs other bulky mons such as corsola, bronzong or appletun. In conjunction with protect and disable, it allows to poison-stall for several turns as well as to simply cripple threats who only carry a single dangerous move or are choice-locked. Furthermore, the 2nd protect on this team is a great help in the psychic matchup, were scouting choice items is crucial. Overheat was chosen for highest possible damage output as any surviving foe threatens salazzle greatly due to its low defences. And unfortunately, even overheat is not able to OHKO aegislash or spd occa berry ferrothorn. 56 def EVs allow to survive 1 rockslide from jolly excadrill and allow to bait careless steel players, losing one of their greatest wincons in return. However, this only works early game as keeping salazzle healthy throughout the match is almost impossible. The sacrificed speed does not hinder salazzle in any way, as 200 speed EVs and a positive nature allow it to still reach 352 speed, outpacing all relevant pokemon such as ninetales-alola, keldeo or gavantula.
Thaniel (Gengar) (M) @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Thunderbolt
Now I've been calling this a balanced team but so far it has been rather passive. To not be totally overwhelmed by speedy attackers, I chose scarfed gengar to complement my team. Scarf shadowball outspeeds everything and inflicts strong damage on any psychic type barring indeedee. Especially in the case that drapion goes down, scarfed shadowball is crucial to keep jirachi in check. Sludgewave functions as a second STAB move and is meant to give gengar as much power as possible. As coverage, focus blast and thunderbolt have been chosen. Focus blast is a great asset against steel teams once aegislash and corviknight are down and also helps greatly against the barely touchable tyrannitar and kyurem-black. Thunderbolt was mainly chosen to quickly dispose of pelipper and pressure toxapex, but also gives me at elast a slight chance in the flying matchup.
Monty (Drapion) (M) @ Assault Vest
Ability: Battle Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Poison Jab
- Earthquake
- Leech Life
Not only a ground but also a psychic immunity is crucial for poison teams and muk-alola left large shoes to fill. With two options to choose from, I opted for drapion with its overall superior stats and attack. Here, I have chosen a speedy attacker as drapions decent speed tier allows it to threaten a number of annoying opponents. Knock off removes the opponent's item, while poison jab functions as secondary STAB. Earthquake helps especially vs fire and steel teams and leech life allows to keep drapion more healthy in the psychic matchup, allowing it to fulfil its pivotal role more faithfully. Although I do not use any bulk investments, assault vest was chosen because it can tip some matchups in its favor, surprisingly surviving hits from a number of special foes. Furthermore, max speed makes allows to bluff the scarf against some opponents, which then get surprised by a different attack, for example rotom-h on fire which might deem switching into earthquake to be safe. Alternatively, a bulky taunt and tspikes set could be run but the ability to outspeed certain pokemon such as rotom, lucario or specs chandelure has proven itself to valuable to give up. However, it should be noted that skunktank can also perform very well, offering taunt, sucker punch, defog and fireblast, all great assets in a number of matchups.
Margeret (Roserade) @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic Spikes
- Extrasensory
- Energy Ball
- Sludge Bomb
Lastly, it wouldn't be a poison team without toxic spikes, right? Originally, weezing was my hazard setter but to relieve some moveslot pressure from it, I decided to move the toxic spikes to roserade instead. Roserade faces competition from vileplume, gloom and venusaur as grass type and I have gone thorugh some testing with venusaur before settling on roserade. Apart from freeing a moveslot on weezing, it additionally offered a great spa stat and decent speed. As such roserade can fulfil a dual role on my team, acting either as hazard setter or dangerous sweeper. Toxic spikes trouble a number of types, first and foremost those that tend to forego defog or do not have access to poison types. In conjunction with stockpile pex, this forms a dangerous combination as many foes do not manage to break toxapex due to being put on a poison-timer. As such, the hazards are especially helpful vs types like ice and ghost which struggle to remove hazards effectly and do not possess the bulk to be able to waste any turns. It also poses a great threat to normal teams, which generally do not run a defogger and aside from snorlax or possibly ditto and bewear, quickly succumb to the poisoning. On the other hand, choice specs roserade offers a great tool to deal with dangerous ground and water types. Energyball OHKOs most ground types and requires only some chip damage, such as LO recoil, to also dispose of excadrill. By using it as a lead, one is also able to fool water players into thinking roserade would be a suicide lead, which generally costs them their pelipper. Toxapex cannot switch into energyball and torkoal is either 2HKOed or dies to the poisoning side effect, while roserade can survive 1 sun-boosted lavaplume. Extrasensory was mainly chosen for the mirror matchup to have a tool which can corner pokemon such as weezing or toxtricity effectively. Leaf storm could be chosen over energyball to secure KOs against all excadrill and pelipper variants but also strongly reduces general spamability in the ground and water matchup.
Closing Remarks
Thank you very much for reading up to here and I hope you enjoy this slightly tweaked taked on mono poison! Below you can find a threat list of types and pokemon I struggle against as well as the importable if you would like to give the team a try. I'm happy for any advice you have to offer but please keep in mind, that stockpile toxapex, as it was my starting idea of the entire team, should be kept.
Flying teams - To put it simply, not having access to stealth rocks sucks and greatly hampers this matchup. Although only very few pokemon on flying can break my toxapex (flinching togekiss, nasty plot rotom), flying nonetheless has some assets to be annoying such as dragon dance gyarados or taunt noivern. Winning isn't impossible but difficult. I suppose, the easiest solution would be adding toxtricity but finding space for him is tough.
Grass teams - This might sound stupid, but yes, I greatly struggle vs grass teams and lose more often than not. It might be because the matchup is rather rare and I haven't figured out how to properly play it yet but the ferrothorn-appletun core and its leech seed stall, together with venusaur to remove tspikes is problematic. Furthermore, chlorophyll pokemon can hit me surprisingly hard and as long as whimsicott and rotom aren't dead, toxapex cannot setup effectively.
Normal teams - While neither heliolisk, diggersby or indeedee cause immense trouble, beating snorlax in the end always comes down to a pp stall. At that stage, it is crucial to already have killed ditto as it otherwise only comes in on toxapex to recover its health and pp stall me instead. Getting rid of ditto usually requires the bravery to click shadowball at the right moment, eliminating it on the switch in.
Kyurem-Black - I don't think this monster needs any explanations. Haze wisp weezing and scarfed gengar are a thin line of defense which can only counter is effectly if actions are taking quickly. To be honest, I am awaiting its suspect test. Toxic spikes can help but more and more people seem to opt for heavy duty boots or lum berry instead of leftovers.
Jirachi - This one is mainly troublesome due to the many sets it can run. While scarfs can be scouted, calm mind set up is truly dangerous, especially when combined with a sub. At that stage, I can usually not beat it anymore.
Ribombee - This one requires some planning on the opponent's side but in fact, quiver dance ribombee can tear through poison if it carries psychic as coverage move. Especially on bug, heavy duty booty protect it from toxic spikes while shield dust does not allow scald burns. And thanks to its great speed tier, 1 quiver dance is already enough to outspeed and eliminate gengar. This hasn't happened to me yet but I believe if the bug players in those matchups would have played it smarter or carried psychic, it would have been game over.
Grass teams - This might sound stupid, but yes, I greatly struggle vs grass teams and lose more often than not. It might be because the matchup is rather rare and I haven't figured out how to properly play it yet but the ferrothorn-appletun core and its leech seed stall, together with venusaur to remove tspikes is problematic. Furthermore, chlorophyll pokemon can hit me surprisingly hard and as long as whimsicott and rotom aren't dead, toxapex cannot setup effectively.
Normal teams - While neither heliolisk, diggersby or indeedee cause immense trouble, beating snorlax in the end always comes down to a pp stall. At that stage, it is crucial to already have killed ditto as it otherwise only comes in on toxapex to recover its health and pp stall me instead. Getting rid of ditto usually requires the bravery to click shadowball at the right moment, eliminating it on the switch in.
Kyurem-Black - I don't think this monster needs any explanations. Haze wisp weezing and scarfed gengar are a thin line of defense which can only counter is effectly if actions are taking quickly. To be honest, I am awaiting its suspect test. Toxic spikes can help but more and more people seem to opt for heavy duty boots or lum berry instead of leftovers.
Jirachi - This one is mainly troublesome due to the many sets it can run. While scarfs can be scouted, calm mind set up is truly dangerous, especially when combined with a sub. At that stage, I can usually not beat it anymore.
Ribombee - This one requires some planning on the opponent's side but in fact, quiver dance ribombee can tear through poison if it carries psychic as coverage move. Especially on bug, heavy duty booty protect it from toxic spikes while shield dust does not allow scald burns. And thanks to its great speed tier, 1 quiver dance is already enough to outspeed and eliminate gengar. This hasn't happened to me yet but I believe if the bug players in those matchups would have played it smarter or carried psychic, it would have been game over.
Lilly (Salazzle) (F) @ Air Balloon
Ability: Corrosion
EVs: 56 Def / 252 SpA / 200 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Overheat
- Toxic
- Disable
Thaniel (Gengar) (M) @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Thunderbolt
Grace (Toxapex) (F) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 248 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Stockpile
- Baneful Bunker
- Recover
Charles (Weezing-Galar) (M) @ Black Sludge
Ability: Levitate
EVs: 252 HP / 180 Def / 76 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Will-O-Wisp
- Haze
- Strange Steam
Monty (Drapion) (M) @ Assault Vest
Ability: Battle Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Poison Jab
- Earthquake
- Leech Life
Margeret (Roserade) @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic Spikes
- Extrasensory
- Energy Ball
- Sludge Bomb
Ability: Corrosion
EVs: 56 Def / 252 SpA / 200 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Overheat
- Toxic
- Disable
Thaniel (Gengar) (M) @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Thunderbolt
Grace (Toxapex) (F) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 248 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Stockpile
- Baneful Bunker
- Recover
Charles (Weezing-Galar) (M) @ Black Sludge
Ability: Levitate
EVs: 252 HP / 180 Def / 76 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Will-O-Wisp
- Haze
- Strange Steam
Monty (Drapion) (M) @ Assault Vest
Ability: Battle Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Poison Jab
- Earthquake
- Leech Life
Margeret (Roserade) @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic Spikes
- Extrasensory
- Energy Ball
- Sludge Bomb