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
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
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
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
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
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
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
Muk @ Assault Vest

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

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

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

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

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

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