After a long time without posting anything on the RMT forum and just looking through it, I went back to probably my favorite tier: Monotype. After making dozens of drafts on different types, I built this poison monotype team: A Semi Stall/Balance Poison Type team.
Sewer Sludge (Muk-Alolan)@ Black Sludge
Ability: Poison Touch
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Knock Off
- Drain Punch
- Protect
- Poison Jab
( is the main Special wall on the team, using the Max HP, SpD and Careful nature to help it with its role on this team. Knock Off and Poison Jab are for STAB, with Drain Punch to provide extra healing and a way to hit Steel Types, with 4 Atk EVs to make them do some damage. Protect is to get turns to heal with Black Sludge and can Toxic Stall if Poison Touch activates, making it a very good pokemon on Poison teams.)
CrownOThorns@ Black Sludge
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- Recover
- Haze
- Toxic
(Main Defensive Wall, With Max Def and close to Max HP with a little investment to SpD and a Bold Nature because why not, it’s super bulky and making it bulkier on both ends makes it more annoying to deal with. Scald is the main attacking move and has chances to burn mons and can help our team extremely. If we can’t burn, then we can just poison with toxic and make their long journey of setting back to square zero with haze. Recover is for Toxic Stall and keeps healthy for the heavy wallbreakers that threaten any team, but Regen+Black Sludge usually keeps at above half health.)
ToxicMoth @ Choice Scarf
Ability: Quark Drive
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Fiery Dance
- Discharge
- Dazzling Gleam
- Energy Ball
(Choice Scarf is for cleaning up and a secondary win condition with Fiery Dance having a chance to raise its SpA. Standard Choice Scarf EV Spread with Max SpA and Speed, with the rest in defense for priority whatnot, and a modest nature to boost its power because it's already really fast. The rest of the moveset is for covering the many types there are in Pokemon and abusing Iron Moth’s movepool: Discharge for Flying and Water, DazzGleam for the Dark, Fighting, and Dragon types, Energy ball for the Rock, Ground, and Water again.
Venecattus (Sneasler)@ White Herb
Ability: Unburden
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Dire Claw
- Close Combat
- Acrobatics
(This is the main attacker of the team, The standard Unburden SD set with Max ATk and Spe. Because the only terrain setter in Poison was and the terrain prevented Dire Claw’s ability to status, I decided to go with white herb + Close Combat. SD is for boosting ’s Attack, Dire Claw is its main STAB move, Close Combat being the UNburden Trigger, and acrobatics to take advantage of it. Adamant is to give more power, as again with , it outspeeds most of the tier anyway, even without a Jolly nature.
HornedTurban (Slowking-Galar) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
IVs: 0 Spe
Relaxed Nature
- Future Sight
- Chilly Reception
- Surf
- Thunder Wave
( is a secondary defensive wall(utilizing its Max HP and Def.)/pivot that can safely bring in to sweep. Heavy-Duty Boots are mandatory on a pivot so it doesn’t get worn down by hazards. Future Sight is for passive damage to enforce progress on the game, as you won’t be sending sneasler immediately and the team doesn’t have a lot of ways to do direct damage. Chilly Reception is used to shut down weather teams (barring snow) and also pivot out to sneasler or one of my walls, with 0 Speed IVs to make sure it goes last, only being not outsped by (with 0 Ivs and a negative nature, otherwise you’re the slowest pokemon in the tier) and being speed tied by other slowking with the same speed. Surf is for Ground types, as not many members on my team can hit it directly. Thunder Wave is used to slow down other pokemon so that or can come in to clean up / set up.)
Amogus (Amoonguss) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Growth
- Giga Drain
- Clear Smog
- Spore
(Yeah, yeah, setup . I even said to one of my friends a long time ago that “You should never use offensively.” But this is an exception: GROUND TYPES ARE GOING TO WRECK THIS TEAM. That’s why I decided to build a Bulky (248 HP / 252 Def / 8 SpD spread) Offensive set with a Relaxed Nature. Spore is to render the opposing pokemon useless while it sets up with Growth. Giga Drain is for recovery while it sets up, and Stomping Tantrum is for Steel types like .
Black SLudge provides recovery while setting up with Growth.
SO I guess that's it! Might be showing one of the other teams i've drafted in a week(thank god they shortened the time)
Sewer Sludge (Muk-Alolan)@ Black Sludge
Ability: Poison Touch
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Knock Off
- Drain Punch
- Protect
- Poison Jab
( is the main Special wall on the team, using the Max HP, SpD and Careful nature to help it with its role on this team. Knock Off and Poison Jab are for STAB, with Drain Punch to provide extra healing and a way to hit Steel Types, with 4 Atk EVs to make them do some damage. Protect is to get turns to heal with Black Sludge and can Toxic Stall if Poison Touch activates, making it a very good pokemon on Poison teams.)
CrownOThorns@ Black Sludge
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- Recover
- Haze
- Toxic
(Main Defensive Wall, With Max Def and close to Max HP with a little investment to SpD and a Bold Nature because why not, it’s super bulky and making it bulkier on both ends makes it more annoying to deal with. Scald is the main attacking move and has chances to burn mons and can help our team extremely. If we can’t burn, then we can just poison with toxic and make their long journey of setting back to square zero with haze. Recover is for Toxic Stall and keeps healthy for the heavy wallbreakers that threaten any team, but Regen+Black Sludge usually keeps at above half health.)
ToxicMoth @ Choice Scarf
Ability: Quark Drive
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Fiery Dance
- Discharge
- Dazzling Gleam
- Energy Ball
(Choice Scarf is for cleaning up and a secondary win condition with Fiery Dance having a chance to raise its SpA. Standard Choice Scarf EV Spread with Max SpA and Speed, with the rest in defense for priority whatnot, and a modest nature to boost its power because it's already really fast. The rest of the moveset is for covering the many types there are in Pokemon and abusing Iron Moth’s movepool: Discharge for Flying and Water, DazzGleam for the Dark, Fighting, and Dragon types, Energy ball for the Rock, Ground, and Water again.
Venecattus (Sneasler)@ White Herb
Ability: Unburden
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Dire Claw
- Close Combat
- Acrobatics
(This is the main attacker of the team, The standard Unburden SD set with Max ATk and Spe. Because the only terrain setter in Poison was and the terrain prevented Dire Claw’s ability to status, I decided to go with white herb + Close Combat. SD is for boosting ’s Attack, Dire Claw is its main STAB move, Close Combat being the UNburden Trigger, and acrobatics to take advantage of it. Adamant is to give more power, as again with , it outspeeds most of the tier anyway, even without a Jolly nature.
HornedTurban (Slowking-Galar) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
IVs: 0 Spe
Relaxed Nature
- Future Sight
- Chilly Reception
- Surf
- Thunder Wave
( is a secondary defensive wall(utilizing its Max HP and Def.)/pivot that can safely bring in to sweep. Heavy-Duty Boots are mandatory on a pivot so it doesn’t get worn down by hazards. Future Sight is for passive damage to enforce progress on the game, as you won’t be sending sneasler immediately and the team doesn’t have a lot of ways to do direct damage. Chilly Reception is used to shut down weather teams (barring snow) and also pivot out to sneasler or one of my walls, with 0 Speed IVs to make sure it goes last, only being not outsped by (with 0 Ivs and a negative nature, otherwise you’re the slowest pokemon in the tier) and being speed tied by other slowking with the same speed. Surf is for Ground types, as not many members on my team can hit it directly. Thunder Wave is used to slow down other pokemon so that or can come in to clean up / set up.)
Amogus (Amoonguss) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Growth
- Giga Drain
- Clear Smog
- Spore
(Yeah, yeah, setup . I even said to one of my friends a long time ago that “You should never use offensively.” But this is an exception: GROUND TYPES ARE GOING TO WRECK THIS TEAM. That’s why I decided to build a Bulky (248 HP / 252 Def / 8 SpD spread) Offensive set with a Relaxed Nature. Spore is to render the opposing pokemon useless while it sets up with Growth. Giga Drain is for recovery while it sets up, and Stomping Tantrum is for Steel types like .
Black SLudge provides recovery while setting up with Growth.
SO I guess that's it! Might be showing one of the other teams i've drafted in a week(thank god they shortened the time)