Monotype Mono Poison Stall Team

Howdy! This is a team that I have been working on for a while. The goal of the team is to set up hazards, use a double regenerator core, and attempt to stall. While I think I could have done something similar with Water, I chose Poison due to the option of Amoonguss. I truly enjoy the stall playstyle because it's a mix between boring, relaxing, and fun. Please let me know any feedback you have on the team.

Glimmora @ Focus Sash
Ability: Toxic Debris
Tera Type: Rock
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Mortal Spin
- Venoshock
- Energy Ball

Glimmora is the lead. It sets Stealth Rock, removes hazards with Mortal Spin, and has some offensive presence in Venoshock and Energy Ball. It can also switch in to a physical attack if it survives longer in order to set up Toxic Debris. I chose Glimmora because of its great Speed and Special Attack, as well as its ability. I decided to avoid investing anything into HP, Defense, or Special Def. because I figured it wouldn't be very useful on it. In exchange for survivability, it has max Speed and Special Atk so it can outspeed and potentially defeat an opposing Pokemon with Venoshock or Energy Ball. Energy Ball handles Great Tusk (the ground one) and Water Types. Focus Sash ensures it survives longer than a hit.

Toxapex @ Black Sludge
Ability: Regenerator
Tera Type: Poison
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Surf
- Recover
- Toxic
- Toxic Spikes

Toxapex is half of my regenerator core. It tanks a lot of the physical attacks my team is weak to. I chose Black Sludge over Heavy-Duty Boots to ensure its survival, because, unless I'm against Steel, keeping them alive is the most important decision for me to make in a battle. Unfortunately, Scald was removed, but the moveset and EVs are normal.

Amoonguss @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Grass
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
- Giga Drain
- Stomping Tantrum
- Synthesis
- Spore

Amoonguss is a very useful Pokemon for Spore and healing up Toxapex (by switching out). Boots keep it safe from hazards. I chose Boots over Sludge to ensure it is safe from its own Grass typing. Giga Drain recovers HP and damages the opponent, Stomping Tantrum handles Steel types, which my team struggles with, and Spore is good against setup sweepers (and late-game). To go alongside Toxapex's physically defensive EVs, Amoonguss has maximum Special Def.

Clodsire @ Air Balloon
Ability: Unaware
Tera Type: Poison
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Earthquake
- Yawn
- Spikes
- Recover

Specially defensive Clodsire is one of my favorite new Pokemon. I gave it Yawn over Toxic both as a phasing move and to Yawn what Amoonguss can't Spore. Yawn lets Clodsire switch out, recover HP, set up Spikes, or deal with Pokemon the team struggles with. Spikes lets it set more entry hazards, and Earthquake does damage. I gave it Air Balloon over Sludge to let it safely switch in to Ground attackers and avoid certain hazards. Its EVs are specially defensive to further protect the team from Psychic attacks.

Skuntank @ Black Sludge
Ability: Aftermath
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Gunk Shot
- Crunch
- Play Rough
- Protect

Skuntank provides a useful Psychic immunity, as well as offensive presence. I chose Skuntank for Psychic types. Gunk Shot and Crunch give STAB and Play Rough gives useful coverage. Protect lets it heal some HP, and, if the opponent is Toxic'd, is a free turn of that. It is purely offensive, but I gave it specially defensive EVs. While I don't remember why I did this, I think it helps.

Salazzle (F) @ Black Sludge
Ability: Corrosion
Tera Type: Poison
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Protect
- Substitute
- Toxic

I chose Salazzle over Haunter for the last slot to handle Steel types - Haunter, while being immune to Ground, would leave the team very weak against Steel and Psychic. I figured it was an either-or, so I chose Salazzle. I'm still not exactly sure if Haunter was the better option. It Toxics the opponent. Substitute lets Toxic do more damage and Flamethrower lets it do things like damage. Its Speed and Special Attack EVs let it outspeed a lot of things and do plenty of damage.

Please let me know if there's any issues with the team or any advice/suggestions you have. Have a wonderful day!
 
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Howdy! This is a team that I have been working on for a while. The goal of the team is to set up hazards, use a double regenerator core, and attempt to stall. While I think I could have done something similar with Water, I chose Poison due to the option of Amoonguss. I truly enjoy the stall playstyle because it's a mix between boring, relaxing, and fun. Please let me know any feedback you have on the team.

Glimmora @ Focus Sash
Ability: Toxic Debris
Tera Type: Rock
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Mortal Spin
- Venoshock
- Energy Ball

Glimmora is the lead. It sets Stealth Rock, removes hazards with Mortal Spin, and has some offensive presence in Venoshock and Energy Ball. It can also switch in to a physical attack if it survives longer in order to set up Toxic Debris. I chose Glimmora because of its great Speed and Special Attack, as well as its ability. I decided to avoid investing anything into HP, Defense, or Special Def. because I figured it wouldn't be very useful on it. In exchange for survivability, it has max Speed and Special Atk so it can outspeed and potentially defeat an opposing Pokemon with Venoshock or Energy Ball. Energy Ball handles Great Tusk (the ground one) and Water Types. Focus Sash ensures it survives longer than a hit.

Toxapex @ Black Sludge
Ability: Regenerator
Tera Type: Poison
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Surf
- Recover
- Toxic
- Toxic Spikes

Toxapex is half of my regenerator core. It tanks a lot of the physical attacks my team is weak to. I chose Black Sludge over Heavy-Duty Boots to ensure its survival, because, unless I'm against Steel, keeping them alive is the most important decision for me to make in a battle. Unfortunately, Scald was removed, but the moveset and EVs are normal.

Amoonguss @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Grass
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
- Giga Drain
- Stomping Tantrum
- Synthesis
- Spore

Amoonguss is a very useful Pokemon for Spore and healing up Toxapex (by switching out). Boots keep it safe from hazards. I chose Boots over Sludge to ensure it is safe from its own Grass typing. Giga Drain recovers HP and damages the opponent, Stomping Tantrum handles Steel types, which my team struggles with, and Spore is good against setup sweepers (and late-game). To go alongside Toxapex's physically defensive EVs, Amoonguss has maximum Special Def.

Clodsire @ Air Balloon
Ability: Unaware
Tera Type: Poison
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Earthquake
- Yawn
- Spikes
- Recover

Specially defensive Clodsire is one of my favorite new Pokemon. I gave it Yawn over Toxic both as a phasing move and to Yawn what Amoonguss can't Spore. Yawn lets Clodsire switch out, recover HP, set up Spikes, or deal with Pokemon the team struggles with. Spikes lets it set more entry hazards, and Earthquake does damage. I gave it Air Balloon over Sludge to let it safely switch in to Ground attackers and avoid certain hazards. Its EVs are specially defensive to further protect the team from Psychic attacks.

Skuntank @ Black Sludge
Ability: Aftermath
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Gunk Shot
- Crunch
- Play Rough
- Protect

Skuntank provides a useful Psychic immunity, as well as offensive presence. I chose Skuntank for Psychic types. Gunk Shot and Crunch give STAB and Play Rough gives useful coverage. Protect lets it heal some HP, and, if the opponent is Toxic'd, is a free turn of that. It is purely offensive, but I gave it specially defensive EVs. While I don't remember why I did this, I think it helps.

Salazzle (F) @ Black Sludge
Ability: Corrosion
Tera Type: Poison
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Protect
- Substitute
- Toxic

I chose Salazzle over Haunter for the last slot to handle Steel types - Haunter, while being immune to Ground, would leave the team very weak against Steel and Psychic. I figured it was an either-or, so I chose Salazzle. I'm still not exactly sure if Haunter was the better option. It Toxics the opponent. Substitute lets Toxic do more damage and Flamethrower lets it do things like damage. Its Speed and Special Attack EVs let it outspeed a lot of things and do plenty of damage.

Please let me know if there's any issues with the team or any advice/suggestions you have. Have a wonderful day!
Hi :blobuwu:
Poison is kinda a struggling type rn, due to the number of unwallable threats monotype has, prevalence of Ground teams, and the lack of a ground immunity until HOME comes. Currently, though this team attempts to stall, it can get counter stalled and worn down due to Glimmora's thing not being able to last too long, Chien Pao and Flutter Mane possibly running amok, and the inability to deal with Physical setup sweepers like Roaring Moon, Baxcalibur, (and Kingambit, but my rate doesnt quite include a Kingambit check so :/). With these in mind I would suggest these changes. Please bear with me since I'm on mobile, and cannot paste the sets of the Pokemon as I change them ;-;

:glimmora:
Though Glimm is a fantastic entry hazard lead, its better for it to run a Choice Scarf set for bulky Poison teams. This provides you with a fast mon that deals with Chien Pao, Adamant Dragon Dance Baxcalibur, and finishes off Flutter Mane and other threats in a pinch because it fast.
Glimmora @ Choice Scarf
Ability: Toxic Debris
Tera Type: Rock
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Sludge Wave / Dazzling Gleam
- Mortal Spin
- Power Gem
- Earth Power

:toxapex:
Haze is sorely needed so that it wont be a sitting duck (er, aquatic thing) vs setup sweepers. Because of this, you can try to drop Toxic or Toxic Spikes for this.
Toxapex @ Black Sludge
Ability: Regenerator
Tera Type: Poison
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Surf
- Recover
- Haze
- Toxic Spikes

:amoonguss:
Most Ground types are physical attackers, so a physically defensive spread would be better. Foul Play is also preferred over stomping tantrum since Salazzle can deal with the Steel types if needed.
Amoonguss @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Grass
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Foul Play
- Synthesis
- Spore

:clodsire:
Imo Black Sludge would be better than Air Balloon, as this lets you conserve Recover PP.

:skuntank:
Sucker Punch is a neat move to take into account over Play Rough, allowing you to pick off mean ghosts if needed
Skuntank @ Black Sludge
Ability: Aftermath
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Gunk Shot
- Crunch
- Sucker Punch
- Protect

:salazzle:
Consider investing HP over Special Attack on Salazzle. Some benchmarks to take note of are 144 HP / 72 Def which allows you to survive a last mon standing Kingambit's Sucker Punch at full. Speed investment lets you outspeed Iron Valiant.
Salazzle (F) @ Black Sludge
Ability: Corrosion
Tera Type: Poison
EVs: 136 HP / 72 Def / 60 SpA / 240 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Protect
- Substitute
- Toxic
Calc:
+1 252+ Atk Kingambit Sucker Punch vs. 136 HP / 72 Def Salazzle: 262-310 (84.2 - 99.6%) -- guaranteed 2HKO after Black Sludge recovery

Here is the rated team. I hope this helps :blobnom:
 
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