Other Metagames [Monotype] Offensive Poison, Bottom of the Garbage Bin

This is a Monotype poison team that i have been running with lots of success and I mostly wanted to share it because I feel like poison doesn't get get enough love in spite of being a solid typing with only 2 weaknesses, the ability to beat fairy types along with grass and bug, and immunity to being poisoned. I am also open to advice since i feel like there is definitely room for improvement as well on my team.

Muk @ Assault Vest
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Ability: Poison Touch
248 hp/252 atk/8 spdef Adamant
Poison Jab
Ice Punch
Brick Break
Shadow Sneak

Muk is a very solid team member and the assault vest is simply amazing on it. Max attack is helpful to make Muk a strong bulky attacker. The increased Hp if obliviously helpful for this since Muk isn't fast and the 8 spdef gives Muk even stronger special bulk to complement the assault vest. To give you an idea as to just how incredible Muk's special bulk is with assault vest hears a couple of calculations for some strong attacks:

252+ SpA Gardevoir-Mega Psychic vs. 248 HP / 8 SpD Assault Vest Muk: 254-302 (61.5 - 73.1%)
252+ SpA Groudon-Primal Earth Power vs. 248 HP / 8 SpD Assault Vest Muk: 236-282 (57.1 - 68.2%)
252 SpA Life Orb Alakazam Psychic vs. 248 HP / 8 SpD Assault Vest Muk: 265-312 (64.1 - 75.5%)

An important part of this set is the fact that people don't realize the coverage Muk gets or expect assault vest. Psyshock is obviously a problem as is earthquake but both of those types have immunities that can be used to handle this in Skunktank and Crobat. Poison Touch is better than stench and sticky hold. Sticky hold could potentially prevent knock off from taking Muk's assault vest but if you're against a knock off user you probably won't be needing it at that point. Poison Touch can occasionally give you the extra 12% you need to seal that ko and shadow sneak makes contact so if you need to sack off Muk you could potentially weaken your opponent before going down by poisoning them with shadow sneak.

Now for the moves, Poison Jab is a solid stab move although if you need the power of Gunk Shot you can sacrifice reliability if you want. Poison Touch's 30% chance to poison combined with Poison Jab's 30% chance to poison grants a high chance to poison. (I'm not certain of exactly how high this chance is but the smogon dex says its 51% so if somebody could verify that I'd appreciate it.) Ice Punch is a good coverage move since ice is simply a good coverage type. Brick Break is also good coverage and nails threats like Heatran that think their poison immunity makes them safe. Shadow Sneak can hit frail psychic types before going down if necessary or allow Muk to get the finishing hit on opponents that are about to die.

(Yes Muk has a longer description than all the other mons, I have been using Muk on rain teams for a long time and now on this one so I am biased towards Muk deal with it.)


Beedrill @ Beedrillite
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Ability: Irrelevant, always mega turn one(adaptability)
252 atk/252 spd/4 def Jolly
U-turn
Poison Jab
X-Scissor
Drill-Run

Beedrill is a good offensive mega but is very helpless pre-mega. To help overcome this I like to lead with Beedrill and then mega evolve and U-turn turn one. This is why I run max speed so i can get beedrill u-turned out asap and switch in an appropriate solution to my opponents lead. This prevents me from needing to worry about getting mega-beedrill's speed active later in the battle. The 4 evs in defense is to help with priority moves since most priority moves are physical. The rest of the set is pretty straightforward, bug typing helps with psychic types and mega beedrill hits really hard. Poison Jab and X-Scissor are STAB moves and Drill-Run makes good coverage for steel types that think their poison immunity will keep them safe.



Skuntank @ Choice Scarf
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Ability: Aftermath
252 atk/4 spdef/252 speed Jolly
Poison Jab
Crunch
Play Rough
Foul Play

Skuntank is part revenge killer part psychic check. The scarf allows Skuntank to switch in on threats and unleash a Foul Play on an opponent that has set up or to soak up a psychic attack and force a switch with Crunch. Play Rough is a unique typing on this team for coverage and poison jab is a stab move. Aftermath is also helpful for setup sweepers so if Skuntank fails to ko aftermath combined with muk's shadow sneak can almost always finish the opponent off. The reason i run Skuntank over Drapion is partially because of aftermath and also because Skuntank gets Foul Play and Play Rough.



Tentacruel @ Air Balloon
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Ability: Liquid Ooze
252 spatk/252 spd/4 spdef timid
Toxic Spikes
Rapid Spin
Scald
Ice Beam

Tentacruel is a mon that I am not completely sure of. Although I want to keep it there are some things that I am open to change if anybody has any suggestions. These include the Air Balloon that, while useful for the extra ground immunity that may have occasional use I know there are probably better options. The same goes for Toxic Spikes and rapid spin if anyone has any suggestions.

Scald is a stab move that can also potentially stop a Scizor if Nidoking is down with a burn. Toxic Spikes can be nice to have although their use is admittedly questionable. Rapid Spin can get rid of spikes and stealth rocks but toxic spikes aren't a problem. (yes people have ACTUALLY used toxic spikes on this team and yes I did make fun of them for it). Ice Beam is used over sludge wave because I figured I already have plenty of poison type moves on the team without it.



Crobat @None
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Ability: Inner Focus
252 atk/252 spd/4 Spdef Jolly
Defog
U-turn
Acrobatics
Taunt

Crobat is a good utility mon that also has an incredibly vital ground immunity. Defog removes hazards, taunt can cripple certain things. U-turn helps give the team good momentum along with beedrill's U-turn and skuntank's ability to switch in on dark type moves. Acrobatics is favored over Brave Bird to give Crobat extra longevity. This is very important to the team because if Crobat dies and Tentacruel's air balloon pops then there is nothing to stop, say, a choice scarf Garchomp from spamming earthquake.



Nidoking @ Life Orb
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Ability: Sheer Force
252 SpAtk/252 Hp/4 SpDef Modest
Earth Power
Flamethrower
Ice Beam
Sludge Wave

Nidoking's Earth Power can take down steal types, especially Heatran, who think their poison immunity can keep them safe. Flamethrower is there to deal with Scizor and Ferrothorn that would otherwise wall the entire team. Ice Beam is good coverage and sludge wave is a stab move.

Threats:
Scizor, if Nidoking dies I cant do much outside of hope to burn it with scald.
Ferrothorn, Immunity to poison and not weak to ground. Muk's brick break can do damage but ferrothorns iron barbs and such generally prove to be too much for muk. If Nidoking goes down theres nothing i can do.
Toxic Spikes, lol jk
 
after making this i went on pokemon showdown and fought 5 battles, here they are
http://replay.pokemonshowdown.com/ou-315603260 win
http://replay.pokemonshowdown.com/ou-315604524 win
http://replay.pokemonshowdown.com/ou-315605877 win
http://replay.pokemonshowdown.com/ou-315607862 loss, misplayed against Hitmonlee and made some poor choices
http://replay.pokemonshowdown.com/ou-315610232 win, very good close fight, it felt pretty even until the very end

overall 4-1 win-lose should give you an idea as to the surprising viability of these low tier poison types
 
Hey, interesting team. One thing about MonoPoison is that a lot of coverage is required, due to MonoSteel being so popular. Your only aggressive answer vs Steel types is Nidoking, with Muk being too weak to do any notable damage, and Mega Beedrill being pretty frail w/ bad defensive typing. Since you were looking for a bulky attacker in Muk, I suggest changing it to Mega Venusaur instead. This will give you a much better tank, in both SpDef and Def, a better STAB combo, and reliable recovery in Synthesis. HP Fire will also allow you to 2HKO Ferrothorn and completely wall it otherwise. A Grass/Poison type is almost a staple on MonoPoison teams due to their ability to take on Ground-type attackers. The set is a slightly tweaked version of the OU standard defensive.
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 116 Def / 144 SpD
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]
If you do decide to drop Muk for Mega Venu, obviously Beedrill must go as well. In order to assist you against Psychic types, I suggest adding offensive Scoliopede over Beedrill. Scoliopede's vast coverage and better STAB option in Megahorn makes it a great pick over Mega Beedrill. There are a couple different sets you could run, but I think a Protect+3 attacks will help out a lot. The moveset combines your powerful STAB Megahorn with an EdgeQuake combo, hitting things like Steel types and Flying types that would otherwise resist you.
Scolipede @ Life Orb
Ability: Speed Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Megahorn
- Earthquake
- Rock Slide
- Protect
While the idea of Scarf Skunktank sounds pretty cool, I don't see it doing anything else that the standard Skunk can't do. Scarf isn't really necessary due to the fact that Skunktank's role on a MonoPoison team would be to trap Psychic types, which is why I suggest changing your current set to Pursuit Trap Skuntank. Fast Psychic types do a number on your team, mons like Alakazam and Latios who are unaffected by your Toxic Spikes. Pursuit Trap Skuntank can OHKO both Latios and Alakazam (the former needs just a bit of chip damage for a guaranteed OHKO) w/ Pursuit on the switch or Sucker Punch, making a great pick for MonoPoison. The EVs also allow you to outspeed 4 Spd Mew and prevent it from burning you w/ Taunt, forcing it out. You also really have to be careful with this, since it could be a wincon in some cases. The last thing you want to do is switch into a LO boosted Draco Meteor and lose your best check to Latios.
Skuntank @ Black Sludge
Ability: Aftermath
EVs: 232 Atk / 132 SpD / 144 Spe
Adamant Nature
- Sucker Punch
- Pursuit
- Poison Jab
- Taunt
Lastly, I am surprised you didn't only include Gengar on this team. Not only is it among the fastest and most offensive of the Poison-types, it is a great revenge killer, great offensive typing hitting Psychic types hard, and is immune to Ground moves from most mons. It also forms a nice offensive core, with Skuntank being able to trap those bulky Ghost/Psychic mons that Gengar otherwise couldn't OHKO, and Gengar switching in to expected Fighting mons (be wary of Knock Off) and Ground moves. Now, since you have decent utility in Skuntank, I suggest changing Crobat to Gengar. Gengar's STAB of Shadow Ball and Sludge Wave plus coverage in Focus Blast is (I'm pretty sure) unresisted by any current type combination.
Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Destiny Bond

Those are all the major changes I would make. I would drop Air Balloon on Tentacruel for Black Sludge. Tenta is a good switch in for neutral opposing special attackers, so that Balloon will pop quicker than you think. Scald/Toxic Spikes/Rapid Spin/Protect is a good moveset imo. Also change your spread to a more defensive spread, so you can better tank special based moves. An option for as well, could be to replace Nidoking for the more bulkier Nidoqueen. This could give you a general hazard setter while still having a solid answer to Heatran and other Steels. On the other hand, Nidoking's diverse movepool is often trouble for most Monotype teams in general, so you may opt to keep him instead. Anyways I don't see this team struggling too bad against teams weak to Rocks, so they shouldn't make too much of a difference.

Sorry if it seems I standardized your team, as I see you were trying to highlight the viability of lesser-used Poison-types, but without some of these mons your team would be swept by matchups vs your weakness. Hope I helped, and good luck with the team
 
thanks for the detailed reply. I'll probably switch tentacruel's item over to black sludge since crobat mostly has my ground weakness covered. i typicaly tend to rely on not letting crobat die using a combination of not having brave bird and frequent use of u-turn while crobat is out so i always have a ground immunity ready to go. that being said i will probably not change crobat for gengar since if gengar dies i will be left without a ground immunity, leaving me vulnerable to things like scarfed garchomp. however i might take you up on that adjustment to skuntank since i think you may be right about it, i think i will keep play rough though instead of taunt. i definately wont be changing muk because i simply feel that it is very reliable and its my fav pokemon. again thanks for such a detailed and well thought out reply. i also forgot to mention that although this is a monotype team i run it in ou so mono-steel is actually pretty rare.
 
welp looks like pursuit and play rough are incompatible i guess i might run taunt instead llike you suggested then

EDIT: turns out i cant get pursuit in gen 6 without transfering from gen 5. i will still use the set you recomended on showdown but keep the scarf set on my actual game
 
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