Monotype Bulky Balance Poison - Peak 1731, #6 on the ladder

hammy3581

mu merchant
is a Tiering Contributor
Poison often is seen as a lower tier type, however it is one of my favorites to use and I think it matches up quite well into a lot of the current meta. So I decided to capitalize off of that and make a poison team that has carried me pretty far and has been pretty fun to play with!

Team Paste:
:muk-alola: :sneasler: :slowking-galar: :clodsire: :iron moth: :weezing-galar:

Peak:
View attachment 679093

Team Overview:


slowking-galar.gif

Slowking-Galar @ Assault Vest
Ability: Regenerator
Tera Type: Poison
EVs: 252 HP / 60 SpA / 196 SpD
Sassy Nature
IVs: 0 Atk
- Future Sight
- Sludge Bomb
- Ice Beam
- Flamethrower
Glowking is the premier special defender of the team, being able to take on pretty much anything that isn't specs super effective. The moveset is pretty standard, with future sight being very useful against stall and general progress making. I did decide to run flamethrower over earthquake on the set just because of how I was seeing a lot more Corviknights than Heatrans and it benefitted from my special attack investment. I also decided to invest in my special attack a bit so that I could do some actually meaningful damage against Gliscor, and to generally not be so passive. I've also been experimenting with a Quiet nature to have a chance to OHKO more offensive sets, but I'm prtety sure the spdef drop isn't worth it.
muk-alola.gif


Muk-Alola @ Black Sludge
Ability: Poison Touch
Tera Type: Poison
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Knock Off
- Drain Punch
- Poison Jab
- Protect
Muk is the secondary special defender and the token psychic immunity. I decided to stick with a standard set that loves to spread poison around and get lots of residual damage and scout with protect. It also synergizes well with Glowking since it can take on the stronger ghost and dark types, and be able to 1v1 calm mind and quiver dance sweepers, which Glowking cannot.

weezing-galar.gif

Weezing-Galar @ Black Sludge
Ability: Levitate
Tera Type: Poison
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Strange Steam
- Defog
- Pain Split
- Will-O-Wisp
Geezing functions as the main physical defender and fills in the necessary ground immunity slot. Its goal is come on close to every non-fire type physical attacker and cripple them with a burn, letting mons like unaware Clodsire handle them afterwards if they continue to set up. It also counters close to every Gliscor set, only losing to swords dance facade, but otherwise works as a very good switchin to absorb a knock off or get rid of rocks.


sneasler.gif

Sneasler @ Air Balloon
Ability: Unburden
Tera Type: Fighting
EVs: 44 HP / 252 Atk / 4 SpD / 208 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Throat Chop
- Acrobatics
Sneasler is one of stronger and faster attackers on this team, and is the best way to overcome bad matchups. It can exploit a lot of choiced attackers, such as scarfed Iron Boulder on psychic, to set up one swords dance and run away with the game. I decided to go with an uncommon speed boosting nature (althought not with max speed since theres not a lot that you really need to outspeed thats over 360) to deal with mons like Ogerpon-Hearthflame and the Latis whose max speeds of 350 just barely beat out adamant sneasler. Ogerpon in particular can be a problem for this team, since mold breaker lets it get past Clodsires unaware, and Weezing can barely touch it. However if you are able to rocks up or pretty much any chip, close combat will be a clean ko to take away a big threat.

:sv/clodsire:
Clodsire @ Black Sludge
Ability: Unaware
Tera Type: Poison
EVs: 252 HP / 232 Def / 24 SpD
Impish Nature
- Earthquake
- Toxic
- Stealth Rock
- Recover
Clodsire is primarily used a physical defender that can beat setup fire types, however its already sizeable special defense means it can take some hits there too. My main reason for using a physically defensive Clodsire is that it is guarenteed 3hko'ed by the standard Gouging Fire dragon dance sets, and only has a 28% chance to be two shot by adamant max attack earthquake. Similarly it can take on bulky Volcarona and any Ceruledge set from full hp. As for the moveset, I decided on toxic to be able to recover stall on bulkier Volcarona and Gouging sets, as well as forcing progress vs flying types. Rocks are there to ease the burden vs Ogerpon-H and to have some kind of hazards on the team.

:sv/iron moth:
Iron Moth @ Choice Specs
Ability: Quark Drive
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flamethrower
- Sludge Wave
- Energy Ball
- U-turn
Finally Iron Moth works as a strong special wallbreaker that helps punch holes in teams with its great stab combination. Often this thing is used as your best Corviknight and Lando-I killer while having not a lot of reliable switchins against it. I wanted to forgo most coverage and overheat in favor of sludge wave and u-turn. Sludge wave just because it goes quite nice with flamethrower, and can shred through teams in the endgame once the main resists gets taken care of. And u-turn is used to lighten the Heatran matchup a little since discharge isn't doing that much, and it allows you to u-turn on the switchin into Clodsire which can get up rocks and actually threaten Heatran now that its balloon is broken.

Strengths and Weaknesses:
- You have an unloseable matchup vs fighting, an extremely good one vs fairy (as long as you don't let :azumarill: set up for free), and an average one vs steel (although you might have some issues vs hazard stack)
- :gliscor: can obviously be any issue, however ice beam on Glowking and Weezing walling it can help a bit, but it will definitely stay alive until the late game and be a general nuisance
- :heatran: is funny because half of the team easily 1v1s it, and the other half can't touch it. However its lack of healing means its getting chipped down by rocks a lot, and you can force it out with u-turns into Clodsire
- :barraskewda: I honestly haven't seen one of these for a bit, but since Weezing isn't as airtight of a physical defender as Glowking is against special attackers, a Barraskewda constantly flipturning on you in the rain can be a problem.

Replays: (I definitely played against more than these, but I don't save replays that often)
https://replay.pokemonshowdown.com/gen9monotype-2216684207-7c6842h8dq9gava5m52p5x5y6tfnubwpw (Sand Ground)
https://replay.pokemonshowdown.com/gen9monotype-2192776945-sdj3x6fzocopd52gfn26ihkuzwct2bqpw (Non-Sand Ground)
https://replay.pokemonshowdown.com/gen9monotype-2201264572-icj3vr71ho8w0yeifryy7orknw2cm18pw (Ghost)
https://replay.pokemonshowdown.com/gen9monotype-2202229216 (Dragon)
https://replay.pokemonshowdown.com/gen9monotype-2220370481-stros2k8uhl5018kphbrqeu12jlmc72pw (Fairy)
https://replay.pokemonshowdown.com/gen9monotype-2220914342 (Water Stall)
https://replay.pokemonshowdown.com/gen9monotype-2219563871-aa65el90z6o09ead4gfe7amk76vn01epw (Water Rain)
https://replay.pokemonshowdown.com/gen9monotype-2223715784-g5uq8v9qy6p9l6cckimsz4b3l0rjarrpw (Balance Water - Peak Game)
https://replay.pokemonshowdown.com/gen9monotype-2216806917-m82kt1y05pmkp2psu35wpu8iys0wtzipw (173 turn game vs Flying)
https://replay.pokemonshowdown.com/gen9monotype-2207337085 (Different Poison)
https://replay.pokemonshowdown.com/gen9monotype-2222404449?p2 (Fighting)
https://replay.pokemonshowdown.com/gen9monotype-2220496682 (Hyper Offense Fairy)
https://replay.pokemonshowdown.com/gen9monotype-2181027226?p2 (Psychic)
https://replay.pokemonshowdown.com/gen9monotype-2202266316?p2 (Rock)


Anyways, this was just a fun team and I hope other people could have some success with it!
 
Poison often is seen as a lower tier type, however it is one of my favorites to use and I think it matches up quite well into a lot of the current meta. So I decided to capitalize off of that and make a poison team that has carried me pretty far and has been pretty fun to play with!

Team Paste:
:muk-alola: :sneasler: :slowking-galar: :clodsire: :iron moth: :weezing-galar:

Peak:
View attachment 679093

Team Overview:


slowking-galar.gif

Slowking-Galar @ Assault Vest
Ability: Regenerator
Tera Type: Poison
EVs: 252 HP / 60 SpA / 196 SpD
Sassy Nature
IVs: 0 Atk
- Future Sight
- Sludge Bomb
- Ice Beam
- Flamethrower
Glowking is the premier special defender of the team, being able to take on pretty much anything that isn't specs super effective. The moveset is pretty standard, with future sight being very useful against stall and general progress making. I did decide to run flamethrower over earthquake on the set just because of how I was seeing a lot more Corviknights than Heatrans and it benefitted from my special attack investment. I also decided to invest in my special attack a bit so that I could do some actually meaningful damage against Gliscor, and to generally not be so passive. I've also been experimenting with a Quiet nature to have a chance to OHKO more offensive sets, but I'm prtety sure the spdef drop isn't worth it.
muk-alola.gif


Muk-Alola @ Black Sludge
Ability: Poison Touch
Tera Type: Poison
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Knock Off
- Drain Punch
- Poison Jab
- Protect
Muk is the secondary special defender and the token psychic immunity. I decided to stick with a standard set that loves to spread poison around and get lots of residual damage and scout with protect. It also synergizes well with Glowking since it can take on the stronger ghost and dark types, and be able to 1v1 calm mind and quiver dance sweepers, which Glowking cannot.

weezing-galar.gif

Weezing-Galar @ Black Sludge
Ability: Levitate
Tera Type: Poison
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Strange Steam
- Defog
- Pain Split
- Will-O-Wisp
Geezing functions as the main physical defender and fills in the necessary ground immunity slot. Its goal is come on close to every non-fire type physical attacker and cripple them with a burn, letting mons like unaware Clodsire handle them afterwards if they continue to set up. It also counters close to every Gliscor set, only losing to swords dance facade, but otherwise works as a very good switchin to absorb a knock off or get rid of rocks.


sneasler.gif

Sneasler @ Air Balloon
Ability: Unburden
Tera Type: Fighting
EVs: 44 HP / 252 Atk / 4 SpD / 208 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Throat Chop
- Acrobatics
Sneasler is one of stronger and faster attackers on this team, and is the best way to overcome bad matchups. It can exploit a lot of choiced attackers, such as scarfed Iron Boulder on psychic, to set up one swords dance and run away with the game. I decided to go with an uncommon speed boosting nature (althought not with max speed since theres not a lot that you really need to outspeed thats over 360) to deal with mons like Ogerpon-Hearthflame and the Latis whose max speeds of 350 just barely beat out adamant sneasler. Ogerpon in particular can be a problem for this team, since mold breaker lets it get past Clodsires unaware, and Weezing can barely touch it. However if you are able to rocks up or pretty much any chip, close combat will be a clean ko to take away a big threat.

:sv/clodsire:
Clodsire @ Black Sludge
Ability: Unaware
Tera Type: Poison
EVs: 252 HP / 232 Def / 24 SpD
Impish Nature
- Earthquake
- Toxic
- Stealth Rock
- Recover
Clodsire is primarily used a physical defender that can beat setup fire types, however its already sizeable special defense means it can take some hits there too. My main reason for using a physically defensive Clodsire is that it is guarenteed 3hko'ed by the standard Gouging Fire dragon dance sets, and only has a 28% chance to be two shot by adamant max attack earthquake. Similarly it can take on bulky Volcarona and any Ceruledge set from full hp. As for the moveset, I decided on toxic to be able to recover stall on bulkier Volcarona and Gouging sets, as well as forcing progress vs flying types. Rocks are there to ease the burden vs Ogerpon-H and to have some kind of hazards on the team.

:sv/iron moth:
Iron Moth @ Choice Specs
Ability: Quark Drive
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flamethrower
- Sludge Wave
- Energy Ball
- U-turn
Finally Iron Moth works as a strong special wallbreaker that helps punch holes in teams with its great stab combination. Often this thing is used as your best Corviknight and Lando-I killer while having not a lot of reliable switchins against it. I wanted to forgo most coverage and overheat in favor of sludge wave and u-turn. Sludge wave just because it goes quite nice with flamethrower, and can shred through teams in the endgame once the main resists gets taken care of. And u-turn is used to lighten the Heatran matchup a little since discharge isn't doing that much, and it allows you to u-turn on the switchin into Clodsire which can get up rocks and actually threaten Heatran now that its balloon is broken.

Strengths and Weaknesses:
- You have an unloseable matchup vs fighting, an extremely good one vs fairy (as long as you don't let :azumarill: set up for free), and an average one vs steel (although you might have some issues vs hazard stack)
- :gliscor: can obviously be any issue, however ice beam on Glowking and Weezing walling it can help a bit, but it will definitely stay alive until the late game and be a general nuisance
- :heatran: is funny because half of the team easily 1v1s it, and the other half can't touch it. However its lack of healing means its getting chipped down by rocks a lot, and you can force it out with u-turns into Clodsire
- :barraskewda: I honestly haven't seen one of these for a bit, but since Weezing isn't as airtight of a physical defender as Glowking is against special attackers, a Barraskewda constantly flipturning on you in the rain can be a problem.

Replays: (I definitely played against more than these, but I don't save replays that often)
https://replay.pokemonshowdown.com/gen9monotype-2216684207-7c6842h8dq9gava5m52p5x5y6tfnubwpw (Sand Ground)
https://replay.pokemonshowdown.com/gen9monotype-2192776945-sdj3x6fzocopd52gfn26ihkuzwct2bqpw (Non-Sand Ground)
https://replay.pokemonshowdown.com/gen9monotype-2201264572-icj3vr71ho8w0yeifryy7orknw2cm18pw (Ghost)
https://replay.pokemonshowdown.com/gen9monotype-2202229216 (Dragon)
https://replay.pokemonshowdown.com/gen9monotype-2220370481-stros2k8uhl5018kphbrqeu12jlmc72pw (Fairy)
https://replay.pokemonshowdown.com/gen9monotype-2220914342 (Water Stall)
https://replay.pokemonshowdown.com/gen9monotype-2219563871-aa65el90z6o09ead4gfe7amk76vn01epw (Water Rain)
https://replay.pokemonshowdown.com/gen9monotype-2223715784-g5uq8v9qy6p9l6cckimsz4b3l0rjarrpw (Balance Water - Peak Game)
https://replay.pokemonshowdown.com/gen9monotype-2216806917-m82kt1y05pmkp2psu35wpu8iys0wtzipw (173 turn game vs Flying)
https://replay.pokemonshowdown.com/gen9monotype-2207337085 (Different Poison)
https://replay.pokemonshowdown.com/gen9monotype-2222404449?p2 (Fighting)
https://replay.pokemonshowdown.com/gen9monotype-2220496682 (Hyper Offense Fairy)
https://replay.pokemonshowdown.com/gen9monotype-2181027226?p2 (Psychic)
https://replay.pokemonshowdown.com/gen9monotype-2202266316?p2 (Rock)


Anyways, this was just a fun team and I hope other people could have some success with it!
Yoooo wassup congrats on your peak especially being poison, its dope to see poison popping off to this point. Overall this team is pretty good, structure is fine and overall the synergy is nice. I actually have nothing to say regardless of changes other than (i know you explained ur reasoning behind it) considering EQ on glowking if heatran starts becoming annoying as hell, Overheat on Iron Moth to Blast away Lando and Gliscor and even in that fighting match it would of just took out gallade at that range which could of saved you a sack, and this is really just matchup depended but Water Absorb on clod and if that would to happen you'd Slap Haze on it. But even then it seems your opponents already has it glued into their head on preview that its Water Absorb so nice mind games haha. but for a rate this team is a 9/10 This looks fun/great to use.

Once again Great job and like always happy gaming! :arcanine:
 
Poison often is seen as a lower tier type, however it is one of my favorites to use and I think it matches up quite well into a lot of the current meta. So I decided to capitalize off of that and make a poison team that has carried me pretty far and has been pretty fun to play with!

Team Paste:
:muk-alola: :sneasler: :slowking-galar: :clodsire: :iron moth: :weezing-galar:

Peak:
View attachment 679093

Team Overview:


slowking-galar.gif

Slowking-Galar @ Assault Vest
Ability: Regenerator
Tera Type: Poison
EVs: 252 HP / 60 SpA / 196 SpD
Sassy Nature
IVs: 0 Atk
- Future Sight
- Sludge Bomb
- Ice Beam
- Flamethrower
Glowking is the premier special defender of the team, being able to take on pretty much anything that isn't specs super effective. The moveset is pretty standard, with future sight being very useful against stall and general progress making. I did decide to run flamethrower over earthquake on the set just because of how I was seeing a lot more Corviknights than Heatrans and it benefitted from my special attack investment. I also decided to invest in my special attack a bit so that I could do some actually meaningful damage against Gliscor, and to generally not be so passive. I've also been experimenting with a Quiet nature to have a chance to OHKO more offensive sets, but I'm prtety sure the spdef drop isn't worth it.
muk-alola.gif


Muk-Alola @ Black Sludge
Ability: Poison Touch
Tera Type: Poison
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Knock Off
- Drain Punch
- Poison Jab
- Protect
Muk is the secondary special defender and the token psychic immunity. I decided to stick with a standard set that loves to spread poison around and get lots of residual damage and scout with protect. It also synergizes well with Glowking since it can take on the stronger ghost and dark types, and be able to 1v1 calm mind and quiver dance sweepers, which Glowking cannot.

weezing-galar.gif

Weezing-Galar @ Black Sludge
Ability: Levitate
Tera Type: Poison
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Strange Steam
- Defog
- Pain Split
- Will-O-Wisp
Geezing functions as the main physical defender and fills in the necessary ground immunity slot. Its goal is come on close to every non-fire type physical attacker and cripple them with a burn, letting mons like unaware Clodsire handle them afterwards if they continue to set up. It also counters close to every Gliscor set, only losing to swords dance facade, but otherwise works as a very good switchin to absorb a knock off or get rid of rocks.


sneasler.gif

Sneasler @ Air Balloon
Ability: Unburden
Tera Type: Fighting
EVs: 44 HP / 252 Atk / 4 SpD / 208 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Throat Chop
- Acrobatics
Sneasler is one of stronger and faster attackers on this team, and is the best way to overcome bad matchups. It can exploit a lot of choiced attackers, such as scarfed Iron Boulder on psychic, to set up one swords dance and run away with the game. I decided to go with an uncommon speed boosting nature (althought not with max speed since theres not a lot that you really need to outspeed thats over 360) to deal with mons like Ogerpon-Hearthflame and the Latis whose max speeds of 350 just barely beat out adamant sneasler. Ogerpon in particular can be a problem for this team, since mold breaker lets it get past Clodsires unaware, and Weezing can barely touch it. However if you are able to rocks up or pretty much any chip, close combat will be a clean ko to take away a big threat.

:sv/clodsire:
Clodsire @ Black Sludge
Ability: Unaware
Tera Type: Poison
EVs: 252 HP / 232 Def / 24 SpD
Impish Nature
- Earthquake
- Toxic
- Stealth Rock
- Recover
Clodsire is primarily used a physical defender that can beat setup fire types, however its already sizeable special defense means it can take some hits there too. My main reason for using a physically defensive Clodsire is that it is guarenteed 3hko'ed by the standard Gouging Fire dragon dance sets, and only has a 28% chance to be two shot by adamant max attack earthquake. Similarly it can take on bulky Volcarona and any Ceruledge set from full hp. As for the moveset, I decided on toxic to be able to recover stall on bulkier Volcarona and Gouging sets, as well as forcing progress vs flying types. Rocks are there to ease the burden vs Ogerpon-H and to have some kind of hazards on the team.

:sv/iron moth:
Iron Moth @ Choice Specs
Ability: Quark Drive
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flamethrower
- Sludge Wave
- Energy Ball
- U-turn
Finally Iron Moth works as a strong special wallbreaker that helps punch holes in teams with its great stab combination. Often this thing is used as your best Corviknight and Lando-I killer while having not a lot of reliable switchins against it. I wanted to forgo most coverage and overheat in favor of sludge wave and u-turn. Sludge wave just because it goes quite nice with flamethrower, and can shred through teams in the endgame once the main resists gets taken care of. And u-turn is used to lighten the Heatran matchup a little since discharge isn't doing that much, and it allows you to u-turn on the switchin into Clodsire which can get up rocks and actually threaten Heatran now that its balloon is broken.

Strengths and Weaknesses:
- You have an unloseable matchup vs fighting, an extremely good one vs fairy (as long as you don't let :azumarill: set up for free), and an average one vs steel (although you might have some issues vs hazard stack)
- :gliscor: can obviously be any issue, however ice beam on Glowking and Weezing walling it can help a bit, but it will definitely stay alive until the late game and be a general nuisance
- :heatran: is funny because half of the team easily 1v1s it, and the other half can't touch it. However its lack of healing means its getting chipped down by rocks a lot, and you can force it out with u-turns into Clodsire
- :barraskewda: I honestly haven't seen one of these for a bit, but since Weezing isn't as airtight of a physical defender as Glowking is against special attackers, a Barraskewda constantly flipturning on you in the rain can be a problem.

Replays: (I definitely played against more than these, but I don't save replays that often)
https://replay.pokemonshowdown.com/gen9monotype-2216684207-7c6842h8dq9gava5m52p5x5y6tfnubwpw (Sand Ground)
https://replay.pokemonshowdown.com/gen9monotype-2192776945-sdj3x6fzocopd52gfn26ihkuzwct2bqpw (Non-Sand Ground)
https://replay.pokemonshowdown.com/gen9monotype-2201264572-icj3vr71ho8w0yeifryy7orknw2cm18pw (Ghost)
https://replay.pokemonshowdown.com/gen9monotype-2202229216 (Dragon)
https://replay.pokemonshowdown.com/gen9monotype-2220370481-stros2k8uhl5018kphbrqeu12jlmc72pw (Fairy)
https://replay.pokemonshowdown.com/gen9monotype-2220914342 (Water Stall)
https://replay.pokemonshowdown.com/gen9monotype-2219563871-aa65el90z6o09ead4gfe7amk76vn01epw (Water Rain)
https://replay.pokemonshowdown.com/gen9monotype-2223715784-g5uq8v9qy6p9l6cckimsz4b3l0rjarrpw (Balance Water - Peak Game)
https://replay.pokemonshowdown.com/gen9monotype-2216806917-m82kt1y05pmkp2psu35wpu8iys0wtzipw (173 turn game vs Flying)
https://replay.pokemonshowdown.com/gen9monotype-2207337085 (Different Poison)
https://replay.pokemonshowdown.com/gen9monotype-2222404449?p2 (Fighting)
https://replay.pokemonshowdown.com/gen9monotype-2220496682 (Hyper Offense Fairy)
https://replay.pokemonshowdown.com/gen9monotype-2181027226?p2 (Psychic)
https://replay.pokemonshowdown.com/gen9monotype-2202266316?p2 (Rock)


Anyways, this was just a fun team and I hope other people could have some success with it!
Damn, I've been outdone. But this team is genuinely heat and I do like it. There are a few changes I would make personally.
Notably: :Weezing Galar: should have 12 Speed EVs instead of 8 into SpD and 252 Def (248 Def), this allows you to outspeed TTar, Hisuian Goodra, and Swampert and reliably get a burn off on them instead of losing to TTar and tying the other two. (This just a personal thing I do on my own teams) You can also just run the 8 SpD evs into Speed instead to just catch Hoodra and Pert while still having a 50% chance to Burn TTar before it hits you with Heavy Slam or Knock.
:Iron Moth: Overheat > Sludge Wave, in my honest opinion the main Poison resist of most teams will end up sticking around for a long time and will just be a pain to deal with while Overheat gives that reliable anti Landorus button that Poison majorly appreciates.
I also think you should be able to get away with Quiet on Glowking, AMuk and Clodsire have enough special bulk to still back you up and +2 Shadow Ball from Gholdengo /Crit Draco Meteor from Latios still won't OHKO so its at least worth a shot.
 
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