Improving Pokemon: the Poison-type

Poison was the most common type in Generation I, only to be replaced by Water in the later games. It is also, along with Bug and Grass, one of my favorite types and, in my humble opinion, the most interesting to design concepts for. 

Competitively, Poison sits in a comfortable niche as of late. Since the introduction of Fairy-type in Generation VI, Poison was catapulted into becoming (arguably) one of the top defensive types in the game, right after Steel. With a defensive resistance to Fairy, Poison became a viable type to have on any competitive team that wanted to run Dragons. Poison has always been a good supportive type, however: Poison-type Pokémon are immune to the poison-status (to the shock of nobody); Poison not only resists Fairy, but also resists Grass, Bug, Fighting, and itself; Poison types "absorb" Toxic Spikes off the field (making them a good hazard cleaner in that regard); the move Toxic is 100% accurate when used by a Poison-type (as of Generation VI); and Poison's only weaknesses are Psychic and Ground which, albeit common, are not unavoidable. The only area where Poison suffered for many years was in its offensive capabilities. With Grass as the only type it could score super-effective hits against, Ghost, Rock, Ground, and Poison itself being resistant to Poison attacks, and Steel being completely immune... it was rare to see a Poison-type attack on a Pokémon that wasn't Poison-type. However, since Fairy is now weak to Poison as of Generation VI, and Fairy is an increasingly common type to see on competitive teams, using Poison moves doesn't seem as trivial as it once did.

For me, I see the only real issue with the Poison-type being its theming. I know this may come as a surprise, but even with all the variety in Poison Pokémon out there, I feel like the type hasn't been fully explored enough. I think, creatively, the Poison type has relied very heavily on the same concepts. All of its moves float around "Sludge this" and "Acid that," when there really could be some more creativity thrown in there. And is anybody else other than me tired of seeing the same basic designs for Poison types popping up each game? We have toxic blobs, garbage bags, poisonous plants, venomous insects, snakes, dragons, and even a walking stomach, but how many radioactive Poison types do we have? How many Poison types do we have that rely on medicine or antivirals? Where is the bacteria Pokémon? Or the chemist? Or even the heavy metal and toxic rock Poison-types?

For my concepts here, I am going to throw out three separate lists: first, my concepts for new Poison-type moves; second, my concepts for new Poison-type abilities; and finally, my concepts for a few new Poison-type Pokémon. These are just my ideas for ways to expand the theme of the Poison-type a bit more and, hopefully, keep it from becoming stale. Enjoy.



New Moves


  • Acid Rain - Causes Acid Rain weather effect, which lasts 5 turns (8 with "Worn Rock"). Damages all non-Poison types for 1/16 max HP each turn. Also has 10% chance at the end of each turn to Poison any Pokémon that can receive Poison status (so it will NOT affect Poison types, Steel types or Pokémon with Immunity)
  • Concoction - Tosses a mysterious chemical that will cause a status effect. 80% acc, but can Freeze, Burn, Paralyze, Poison, Toxic, Sleep, Confuse, or Attract.
  • Bad Breath - Hits both opponents across the field. Lowers 2 random stats 1 level each. 90% accurate.
  • Spit Venom - Spits acid into the target's face. 40bp physical move with +1 priority.
  • Neurotoxin - Similar to the move Poison Gas, but causes Paralysis rather than Poison
  • Cesspool - Creates a sludgy well around the target that locks them in place. Traps the target and deals 1/8 max HP damage each turn (compare to Fire Spin, Sand Tomb, etc.)
  • Fallout - The Poison version of Discharge, dealing 80bp special damage. Releases nuclear dust across the field, with a 30% chance to cause Toxic poison to each Pokémon in play. 90% accuracy as opposed to Discharge's 100%, as toxic poison status is more volatile than paralysis.
  • Oil Up - Covers self in oil, doubling Speed but also giving self the oiled status. Also learned by several Fighting-types.  
  • Oil Slick - Spills oil on both opponents, giving them the oiled status. Deals no damage and 90% accurate.
  • Oil Slider - Dashes into target on a wave of oil. Deals 60bp physical damage and has a 50% chance to raise the user's Speed +1. Also has a 30% chance to oil the target.
    • Oiled Status = similar to Powder, the afflicted Pokémon will take 25% max HP damage if they attempt to use a Fire-type move and then remove this status. The afflicted Pokémon also will take 50% more damage from a Fire-type attack used against them, which will also remove the status. Unlike Powder, Oiled lasts until the target switches out, is hit with Fire damage, or uses the moves Rapid Spin or Defog. Oiled CAN be Baton Passed.
  • Gum Glop - Tosses a sticky fluid onto the target that halves Speed but doubles weight (reverse Autotomize). Can target self and allies.
  • Anti-Venom - 70bp special attack with 100% acc. If the target is poisoned, this attack deals double damage and removes their poison status. If the target is a Poison-type, this also deals double damage then removes their Poison-type. If the target is pure Poison, they become typeless.
  • Oxidizer - 70bp special attack. Has the ability to hit Steel-types and deals super-effective damage to them, similar to Freeze-Dry against Water-types. This means that this move will deal SE damage to Steel, Fairy, and Grass-types. A Pokémon who is a combination of these types, like Klefki or Ferrothorn, will take 4x SE damage.
  • Dust Crusher - Shoots a block of crud and junk at the target, dealing 70bp physical damage. Has a 50% chance to lower Defense 1 level.
  • Poison Web - Creates a toxic web on the opposing side of the field. If a Pokémon on the opponent's side of the field tries to switch out, they will become poisoned before switching out (think an inverse Toxic Spikes). Does not affect Pokémon immune to the poison status or Ghost-types (who are immune to "trap" moves). Removed by Poison-types who switch in or out on the opponent's side while the web is active. Also removed by Defog and Rapid Spin.
  • Sulfur Plume - Bursts a fiery, noxious flume of gas underneath the target. 75bp special damage with a 30% chance to cause burn, rather than poison (basically it's the Poison-type Scald).
  • Venom Drool - Drips venomous saliva on the target, weakening their defenses. Always drops Defense 2 levels (similar to Acid Spray) and has a 20% chance to cause poison status. Is 100% accurate and deals no damage. Works in conjunction with the ability Corrosion, so it can hit Steel-types and will have a chance to poison Steel or Poison-types.
  • Viroplasm - 85% accurate, 50bp special damage. Spews a blob of gelatinous venom at the opponent. Has a 50% chance of causing Poison and always lowers SpDef 1 level.
  • Venom Wheel - Similar to the move Rollout, deals increasing damage each turn. 30bp physical and 90% accuracy. Will hit up to 5 times before resetting the damage counter. Also doubles in power if using Defense Curl ahead of time.
  • Fake Bait - Tosses a healing item to the target, but poisons them in the process. Recovers 25% of the target's HP, then causes the poison status. Can be used on an ally. Has 95% accuracy. Will still heal Pokémon immune to the poison status, and just not cause the status to them (i.e. Immunity and Poison-types get the heal, but no status). Pokémon immune to Poison attacks will also receive the healing but not the status (ex. Steel-types). When used in conjunction with Corrosion, this move will cause poison status to Poison and Steel-types. Pokémon who carry items such as the Lum Berry will automatically consume it immediately upon being poisoned. The user calling this attack does not need to be holding a Berry or any specific item to use this move either.
  • Contagion - Infects the target with a contagion that prevents the use of items (similar to Embargo), but does not go away with time (unlike Embargo). The contagion is passed through contact moves (similar to Mummy) and can be spread through the entire field of play for an entire battle. The initial move has 100% accuracy, but the chance of spreading the contagion is 50% per contact (in either direction).
  • Garbage Guard - Uses a protective shield of rubbish to cut damage to the user in half for this turn. Has a +3 priority, like Protect. Also cannot be used consecutively. Unlike Protect, the user still takes damage and will still activate any abilities, items, or anything else that may occur due to the attack they were struck with (i.e. Garbodor using this while wearing Rocky Helmet will take 1/2 damage that turn and still deal Rocky Helmet recoil to the opponent and still receive its Weak Armor boost if hit with a contact move)
  • Berry Wilt - Destroys the target's held berry, making it useless (compare to Incinerate). 100% accurate but does not deal damage.
Abilities
  • Miasma - Causes Acid Rain upon switching in.
  • Hazardous - Absorbs Poison-type attacks and poison status moves as HP (compare to Volt Absorb)
  • Radioactive - Deals 1/16 max HP damage at the end of each turn to all Pokémon in play, including itself
  • Dumpster - Picks up entry hazards when switching in and receives a related stat boost for each layer of hazards that was absorbed (Spikes = +1 Defense, Rocks = +1 Attack, Toxic Spikes = +1 SpDef, Web = +1 Speed). Can also absorb hazards used while this Pokémon is in play.
  • Steel Eater - All Poison-type attacks can hit Steel-types, but they still cannot receive the poison status from your attacks
  • Clutter - Every time the user is hit with a contact move, they release a layer of Spikes
  • Rotten - All Pokémon in play cannot use Berries or receive healing from Leftovers  as long as this Pokémon is on the field
  • Toxin Sequester - Absorbs Poison-type attacks to increase the power of its own venom (compare to Flash Fire).
  • Polluted - Normal-type moves become Poison-type and gain a 20% boost in power
  • Purest Air - Reduces the chance of any attack causing poison status by 1/2, so long as this Pokémon is on the field (i.e. Toxic is now 50% accurate, Sludge Bomb only has a 15% chance of causing Poison, etc.). Does not impact Toxic Spikes.
  • Quarantine - If this Pokémon is poisoned, burned, or paralyzed, it will automatically switch out (similar to Emergency Exit)
New Pokémon
  • Meduza and Lamaga
    • Poison/Fairy 2-stage line
    • Based on Medusa, gorgons, lamia, and naga
    • First stage is a cute, bipedal impish creature with snake-like hair
    • Second stage is a massive "waifu" mon with a cobra-like head and long, serpentine body
    • Specialize in moves that cause status, like Glare and Toxic.
    • Also learn moves like Coil, Body Slam, Doubleslap, Poison Jab, Tail Slap, Poison Fang, Dazzling Gleam, and Spit Venom
    • Built as fast special sweepers with some slight special bulk, good to abuse items such as Choice Specs or Assault Vest
    • One of their signature abilities is "Repulsive," which lowers the Speed of opposite gendered Pokémon
    • Also get "Intimidate" and "Toxin Sequester"
  • Kimbera and Manteror
    • Rock/Poison 2-stage line
    • Based on manticores
    • First stage is typical lion cub with some manticore attributes (horns, serpentine tail, nubby bat wings)
    • Second stage is much larger and more imposing, with a full-fledged scorpion tail and exoskeleton like armor on its back. Has massive bat-like wings, horns, and an impressive set of jaws.
    • Built as bulky physical sweepers with moderate speed, meant to take a few hits while dishing out damage
    • Learn support moves like Bulk Up, Acupressure, Toxic, Tailwind, and Hone Claws
    • Learn attacking moves like Poison Tail, Night Slash, all the "Fangs," Stone Edge, and Earthquake
    • Signature ability is "Stone Skin," which reduces all stat drops to 1 level, even those that are self-inflicted (ex. Screech only lowers their Defense 1 level, not 2)
    • Other abilities are "Intimidate" and "Strong Jaw," of course
  • Hokus, Pokus, and Toilntrubble
    • Psychic/Poison 3-stage line (alternatively could work as a Dark/Fairy line)
    • Based on witches and cauldrons
    • First stage is a short and oddly shaped humanoid Pokémon that looks like a witch's broom sticking out of a cauldron
    • The evolutions take a more creative approach and turn the cauldron into a cloak, and the "broom" into the hat and hair of the witch
    • Similar stat spread to Pokémon like Gothitelle and Gardevoir, giving this line the chance to play support or offensive
    • Learn a wide variety of special attacking moves (Sludge Wave, Fire Blast, Icy Wind, Thunderbolt...) and status moves
    • Signature ability is "Spellbinder," which gives this line a 1.5x boost to Fairy-type attacks (similar to the ability "Steelworker")
    • Get two other abilities I have not decided on yet
  • Hollijolli, Snoelle, and Prinsettia
    • Ice/Poison 3-stage line
    • Based on the poinsettia flower, a poisonous flower that grows in Mexico and is commonly seen around Christmas time and the winter holidays
    • First stage is a small icy-blue ornament hanging from a branch of mistletoe
    • Second stage has the ornament now sitting in a bouquet of small poinsettia flowers, with a similar body shape to Roselia
    • Final stage is a short, humanoid "waifu" Pokémon wearing a Christmas wreath crown and a dress made of poinsettia flowers. Has icy blue skin.
    • Built as a "special" Tangrowth, this line is somewhat faster than Tangrowth but really pours its stats into SpAtt, SpDef, and HP
    • Learns a wide variety of Poison, Ice, and Grass-type attacks
    • Has 2 unique abilities: "Herbaceous," which gives this Pokémon's Grass-type attacks 1.5x damage and makes them immune to spore and powder moves; and "Perennial," which restores this Pokémon's HP by 30% on the spot whenever an opponent's attack causes its HP to dip below 25%
    • Also has access to "Ice Body" as its other ability, because why not
  • Monocide, Polycide, and Multiplide
    • Poison-type 3-stage line
    • Based on bacteria
    • Have an evolution gimmick and different forms
    • First stage is a simple rod-shaped bacteria that comes in two colors, red or green
    • Will evolve into its second stage once there are 3 of the first stage in the player's party and one of those 3 has leveled up to level 25
    • The highest level Monocide will evolve into a Polycide, which is a spiraling chain of Monocides that match the colors of the 3 Monocides that were in the player's party when the one evolved (the player does not lose the other Monocides when it evolves)
    • At level 40, a Polycide will evolve into a Multiplide as long as there are 3 more Polycides in the party (does not remove the other Polycides)
    • The Multplide is a large balloon-like spherical bacteria that matches the most dominant color between the Polycides in the player's party
    • For all 3 Pokémon, their highest stat is by far HP. Similar to Wailord, they are built with very high HP and low Defenses. They have above average Speed and average Att/SpAtt. 
    • Learn a huge variety of Poison-type attacks and some other Normal, Psychic, Dark, and Ghost-type moves
    • Have the abilities "Infiltrator," "Rotten," and "Polluted"
    • Playstyle has them most useful as support in doubles or pulling off setup/gimmick sets in singles
  • Nobylgeist
    • Poison/Ghost 1-stage Pokémon
    • Has the appearance of a radioactive wisp or spectre, with a shadowy skeletal face
    • Has the signature ability "Radioactive," but can also utilize the hidden ability "Miasma"
    • Statistically, this is a frail, speedy Special Attacker. Learns a wide variety of special attacks, in particular several Fire, Electric, Poison, and Ghost moves. 
  • Radiom
    • Electric/Poison 1-stage Pokémon
    • Appears as a floating atom, with a form change gimmick
    • Its only ability, "Ionic," allows it to shift forms when attacking/being attacked
    • Has a positive, neutral, and negative form
    • Positive form has higher defenses, negative form has higher offenses, and neutral form is balanced
    • Visually the forms change the number of "electrons" floating around this Pokémon 
    • When using certain Electric-type moves, it will lose electrons and shit from Negative>Neutral>Positive in that order. It will remain positive as long as it continues to use certain Electric-type attacks.
    • Other moves will shift it in the opposite direction, and it will always shift toward Negative with these moves or when it is hit with an Electric-type attack
    • Moves that shift toward Positive: any attacking Electric-type move
    • Moves that shift toward Negative: any Electric-type status move (i.e. Charge, Thunder Wave), being hit with an Electric-type attack
    • This means that when being struck with an attack, Radiom will be put in a position to deal more damage in return. And vice versa when attacking, it will always be put in the better position to take return damage.
    • Its ability also makes it so that it will absorb Electric-type attacks
  • Unnamed Lion's Mane Jellyfish and Fire Coral
    • Poison/Fire line with various split evolutions
    • Starts as a coral polyp that's pure Poison, found in water routes via fishing or diving
    • When evolved normally, turns into a Poison/Fire Lion's Mane Jellyfish with stats more heavily pushed toward offense
    • When evolved with a separate clownfish Pokémon in the party, however, will evolve into a Poison/Fire Fire Coral Pokémon with stats more heavily pushed toward defense. The clownfish is said to add protection and will come out for attack animations.
    • Both have similar movepools with some variations (fire coral can use Defend Order, for example, while the jellyfish gets access to moves like Power Whip)
    • Jellyfish gets the abilities "Toxin Sequester," "Tangling Hair," and "Merciless"
    • Fire Coral gets the abilities "Hazardous," "Tangling Hair," and "Suction Cups"
    • For the record, the clownfish Pokémon is pure Water, is needed in the party along with the polyp to evolve it into the fire coral, but the fish does not disappear when the polyp evolves (it laid its eggs in the coral and donated its young to protect it, I guess?). The clownfish will also not evolve on its own until the coral is removed from the party and the fish is raised to level 40. Then it will evolve into a Water/Fire lionfish. It will be unable to evolve into this form unless it helped evolve a polyp into a fire coral and then the coral is removed from the party. The clownfish can also be found naturally living on the fire coral Pokémon the player meets in the wild, and rarely will be "caught" along with the fire coral so long as the player has an extra space in the party when capturing the fire coral.
  • Unnamed Blobfish
    • Steel/Poison 1-stage Pokémon
    • A massive and hideous blobfish Pokémon with "heavy metals" settled into its flesh
    • Built to be defensive as hell
    • Learns a lot of moves typical of wall Pokémon
    • Abilities include "Hazardous," "Steel Eater," and "Heavy Metal"
  • Unnamed Poison Apple
    • Fairy/Poison 2-stage Pokémon
    • Starts as a "candy apple" Pokémon but evolves into a poisoned apple, complete with a skull-like face "melted" into the poisonous caramel coating
    • Has a similar stat spread to Slurpuff and can pull off many of the same tricks with a similar movepool
    • Gets the abilities "Rotten" and "Gluttony."
  • Mega Garbodor
    • Poison/Steel Mega Evolution for Garbodor
    • Becomes a massive trash heap pouring out of a dumpster-like body
    • Gets the ability "Dumpster" and gets a massive boost to its defenses, turning it into a foreboding wall that can stop hazards in their tracks

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