One day I was just thinking to myself when I get the idea to make a doubles time centered around the poison status. I have done similar ideas in the past, but this team around I dedicated myself to try and make this gimmicky idea a reality.
Pecharunt @ Leftovers
Ability: Poison Puppeteer
Tera Type: Ghost
EVs: 252 HP / 124 Def / 104 SpA / 28 Spe
Bold Nature
IVs: 0 Atk
- Poison Gas
- Hex
- Parting Shot
- Recover
Thanks to its ability, poison gas can be a pretty potent move if given the chance, due to it being able to cause wide-spread effects to the opponent’s mons. Parting shot can be nice for a pivot move, along with gradually wearing the enemy’s team to potentially force them to switch. don’t really have much else to say other than that, as it is more or less just a standard pecharunt set outside of that small change.
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Water
EVs: 248 HP / 36 Def / 128 SpD / 96 Spe
Jolly Nature
- Earthquake
- Swords Dance
- Fling
- Roost
Being another bulky mon that fits the general theme of this team, gliscor can potentially set up with earthquake. It can also use fling to make use of its toxic orb once it has gotten its use of its effect, just as another way of inflicting more damage and poison against the opponent. Tera water helps keep it safe from ice and water type attacks.
Grimmsnarl (M) @ Light Clay
Ability: Prankster
Tera Type: Dark
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Light Screen
- Reflect
- Taunt
- Spirit Break
When making this team I started off with having good ideas I could implement, but overtime I began to have trouble thinking of what I could add. I choose Grimmsnarl primarily just to use as a screen setter. Taunt can also be nice to have in case of the opponent trying to lead with tailwind or something else.
Dragalge @ Assault Vest
Ability: Adaptability
Tera Type: Grass
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
- Venoshock
- Draco Meteor
- Shadow Ball
- Flip Turn
I wished this thing had regenerator as an ability, but alas, adaptability will make do. Again, it’s pretty similar to a usual dragalge set, only this time I included flip turn and venoshock, along with the grass Tera but that’s mainly to resist incoming EQs. Flip turn is just a standard pivot move that can be used after using Draco meteor, while venoshock is able to benefit from the poison status effects with its ability boosting the power even more.
Pyukumuku @ Leftovers
Ability: Innards Out
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Venom Drench
- Recover
- Toxic
- Memento
Certainly an odd choice, though I picked since I couldn’t exactly find any other bulky Pokemon that also knew the move venom drench. Toxic is there in case you wanted even more ways to inflict poison, while venom drench can once again benefit from all of the statuses. Memento is added in the case that none of the Pokemon can be poisoned, so Pyukumuku is able to at least get some value in those scenarios.
Dragapult @ Choice Band
Ability: Clear Body
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Darts
- U-turn
- Phantom Force
- Sucker Punch
Lastly is Dragapult, since I once again was struggling to find more options. Dragapult is meant to be a fail save for when the rest of the team can’t do much to the opponent’s Pokemon. I would’ve added something like gengar to use Venoshock and hex with, but I already have enough poison types as is and it would share its typing with Pecharunt so that wouldn’t work.
I am well aware that this team is not very good. Partially due to the gimmick itself being flawed as the opponent could simply have a steel or poison type which nullifies half of the team’s capabilities, as well as my inability to think of good additions to add. I wish that despite those issues, this team can still be somewhat salvageable and significantly improved on. Whether that’s replacing the mons or possibly even changing the formant used. I am open to all criticism so I can make this more usable.
Pecharunt @ Leftovers
Ability: Poison Puppeteer
Tera Type: Ghost
EVs: 252 HP / 124 Def / 104 SpA / 28 Spe
Bold Nature
IVs: 0 Atk
- Poison Gas
- Hex
- Parting Shot
- Recover
Thanks to its ability, poison gas can be a pretty potent move if given the chance, due to it being able to cause wide-spread effects to the opponent’s mons. Parting shot can be nice for a pivot move, along with gradually wearing the enemy’s team to potentially force them to switch. don’t really have much else to say other than that, as it is more or less just a standard pecharunt set outside of that small change.
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Water
EVs: 248 HP / 36 Def / 128 SpD / 96 Spe
Jolly Nature
- Earthquake
- Swords Dance
- Fling
- Roost
Being another bulky mon that fits the general theme of this team, gliscor can potentially set up with earthquake. It can also use fling to make use of its toxic orb once it has gotten its use of its effect, just as another way of inflicting more damage and poison against the opponent. Tera water helps keep it safe from ice and water type attacks.
Grimmsnarl (M) @ Light Clay
Ability: Prankster
Tera Type: Dark
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Light Screen
- Reflect
- Taunt
- Spirit Break
When making this team I started off with having good ideas I could implement, but overtime I began to have trouble thinking of what I could add. I choose Grimmsnarl primarily just to use as a screen setter. Taunt can also be nice to have in case of the opponent trying to lead with tailwind or something else.
Dragalge @ Assault Vest
Ability: Adaptability
Tera Type: Grass
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
- Venoshock
- Draco Meteor
- Shadow Ball
- Flip Turn
I wished this thing had regenerator as an ability, but alas, adaptability will make do. Again, it’s pretty similar to a usual dragalge set, only this time I included flip turn and venoshock, along with the grass Tera but that’s mainly to resist incoming EQs. Flip turn is just a standard pivot move that can be used after using Draco meteor, while venoshock is able to benefit from the poison status effects with its ability boosting the power even more.
Pyukumuku @ Leftovers
Ability: Innards Out
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Venom Drench
- Recover
- Toxic
- Memento
Certainly an odd choice, though I picked since I couldn’t exactly find any other bulky Pokemon that also knew the move venom drench. Toxic is there in case you wanted even more ways to inflict poison, while venom drench can once again benefit from all of the statuses. Memento is added in the case that none of the Pokemon can be poisoned, so Pyukumuku is able to at least get some value in those scenarios.
Dragapult @ Choice Band
Ability: Clear Body
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Darts
- U-turn
- Phantom Force
- Sucker Punch
Lastly is Dragapult, since I once again was struggling to find more options. Dragapult is meant to be a fail save for when the rest of the team can’t do much to the opponent’s Pokemon. I would’ve added something like gengar to use Venoshock and hex with, but I already have enough poison types as is and it would share its typing with Pecharunt so that wouldn’t work.
I am well aware that this team is not very good. Partially due to the gimmick itself being flawed as the opponent could simply have a steel or poison type which nullifies half of the team’s capabilities, as well as my inability to think of good additions to add. I wish that despite those issues, this team can still be somewhat salvageable and significantly improved on. Whether that’s replacing the mons or possibly even changing the formant used. I am open to all criticism so I can make this more usable.
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