11. Toxapex
Poison / Water · Regenerator (99.9%) · A+ · 8.17% (2026-04, #24) · 50/63/152/53/142/35 — the format’s tireless status sponge and Haze button: a Regenerator pivot that absorbs poison/burn, blanket-checks much of the physical metagame, and zeroes out setup with Haze, while rarely staying worn down for long.
Format role
Toxapex is the connective tissue of balance and bulky-offense backbones — almost never the win condition, almost always the reason your win condition survives the midgame. Its 152/142 dual defenses behind Regenerator mean it can switch into a hit, click Recover or Haze, and pivot out to heal a third of its bar for free, so it pays no opportunity cost for sitting on attacks it doesn’t threaten back. This matters more, not less: defenses are reliable, and Pex’s typing — resisting Water/Fairy/Fighting/Ice/Steel/Fire and immune to nothing but punished only by Ground, Psychic, and Electric — is one of the most reliable physical-wall typings going — and with its weaknesses fixed and exploitable, that typing is the entire angle for an offense player. As an A+ piece its 8.17% usage understates its presence: it’s the default special-leaning glue that lets greedier balance cores exist, and it appears on Gliscor/Chansey/Skarmory structures constantly.
Sets
The data is monotone: 99.9% Regenerator, Recover/Scald/Toxic on basically every set, and the split is item + the Haze-vs-Toxic-Spikes flex. Three real configurations:
Rocky Helmet “physical glue” (the default, ~46% spread + 40% item)
- Item: Rocky Helmet (40.5%) · Ability: Regenerator (99.9%) · Bold
- EVs: 248 HP / 136 Def / 124 SpD (45.8%)
- Moves: Recover (95.9%) / Scald (94.8%) / Haze (58.5%) / Toxic (83.5%)
- The standard. Specially-tilted bulk so it isn’t pure physical fodder, Helmet to tax contact attackers (Urshifu, Great Tusk, Zamazenta), Haze to deny setup.
Black Sludge “Toxic Spikes setter” (~34% item)
- Item: Black Sludge (34.4%) · Ability: Regenerator · Bold
- EVs: 248 HP / 136 Def / 124 SpD
- Moves: Recover / Scald / Toxic Spikes (47.3%) / Haze or Toxic
- Same chassis; passive Sludge recovery + Toxic Spikes for grounded-poison chip. On Spikes-stack balance, Pex is the T-Spikes layer that punishes the switching the rest of the team forces.
Heavy-Duty Boots “max phys / hazard-immune” (~20% item, ~16% phys-max spread)
- Item: Heavy-Duty Boots (20.1%) · Ability: Regenerator · Bold
- EVs: 252 HP / 252 Def / 4 SpA (15.8%) — or 248/252/8 SpD (9.5%)
- Moves: Recover / Scald / Haze / Toxic
- Boots keeps it healthy on hazard-heavy fields where it can’t afford the SR/Spikes chip on every pivot; the 252 Def spread maximizes its physical wall job at the cost of the special bulk that distinguishes it from other walls.
No Mega/Z (it wants neither). Merciless (0.06%) and Limber (0.001%) are non-existent — treat Regenerator as the only ability.
What it does
Pex’s loop is: come in on a resisted/neutral physical hit or on status, click Recover or Haze, then pivot to reset. Regenerator means it never has to “spend a turn” healing if the matchup lets it switch — it banks ~33% on the way out and comes back nearly full. The Haze (58%) is the load-bearing utility: it’s the reliable answer to most setup sweepers that don’t OHKO it, flattening Dragon Dance Dragonite, Calm Mind Raging Bolt, Swords Dance Gliscor, etc. The Toxic/Toxic Spikes (84%/47%) is the offense — Pex doesn’t break anything with Scald (base 53 SpA, even with STAB only 79-94 / 27-33% on a frail Iron Valiant, pure chip), so it wins by stacking poison + Rocky Helmet + hazards and letting the opponent’s switching kill itself.
The set you’re facing changes how you exploit it. Against Rocky Helmet, every contact move costs you 1/6 — fast U-turners and contact breakers want a plan. Against Black Sludge, it’s setting Toxic Spikes, so a grounded poison/steel of your own (or a quick Defogger/spinner) neutralizes the chip. Against Boots, it’s not taking SR/Spikes damage, so your hazard pressure is blunted — that’s the set to break with raw power, not chip. Crucially, Pex is slow (106 Speed, base 35), so anything in the metagame outspeeds it; you are never racing it, you are deciding whether your attack does enough before it Recovers.
What it loses to: it can’t touch you back, so any breaker that 2HKOs through Recover wins the long game, and any special attacker that hits its weaker physical-tilt special side dismantles it. It also can’t switch into the things that 2HKO it (Psychic, Electric, Ground, super-effective special), so it relies on a partner — usually Gliscor or Chansey — to take what it can’t.
Load-bearing calcs
Standard Bold 248 HP / 136 Def / 124 SpD Pex (HP 303, Def 411, SpD 351) unless noted. These decide whether your breaker beats it 1-on-1 through Recover — the number that matters most against a Regenerator wall.
- [Tapu Lele] Specs Psyshock vs std Pex (Psychic Terrain, hits phys Def): 322-382 (106.3-126.1%) [OHKO] — Psyshock targeting Pex’s weaker physical side under terrain is a clean one-shot; the single cleanest answer in the format, and few realistic spreads save it from Lele. See Tapu Lele.
- [Kyurem] Specs Freeze-Dry vs std Pex (Ice hits Water 2x): 254-302 (83.8-99.7%) — a guaranteed 2HKO that OHKOs after the chip of one switch-in; Freeze-Dry is why Pex sits on Kyurem’s check list and why Kyurem is Pex’s hardest counter. See Kyurem.
- [Dragonite] +1 Earthquake vs std Pex (Ground 2x): 282-332 (93.1-109.6%) [9/16 OHKO] — a DD’d Dragonite that survives the Haze turn (or hits a non-Haze set) often outright OHKOs; this is the math behind Dnite being the #1 thing Pex “checks” yet forcing it out 75% of the time rather than killing it. See Dragonite.
- [Gholdengo] +2 Make It Rain vs std Pex (Steel 1x): 295-348 (97.4-114.9%) [13/16 OHKO] — unboosted it’s only 148-175 (48.8-57.8%), so Pex walls Gholdengo until it Nasty Plots, then loses to it outright; the whole interaction is a setup race for the Haze. See Gholdengo.
- [Ogerpon-Wellspring] Ivy Cudgel vs std Pex (Water 0.5x resist, Wellspring Mask): 55-64 (18.2-21.1%) — Pex checks the format’s premier breaker; Ogerpon’s main progress is Knock Off + chip. See Ogerpon-Wellspring.
- [Urshifu-Rapid-Strike] Band Surging Strikes vs std Pex (Water 0.5x, guaranteed crits ignore Attack drops and Defense boosts, not EVs): 30-36 per hit ×3 ≈ 90-108 (≈30-36%) — the guaranteed crits are why even a Helmet-taxed Urshifu makes progress despite the resist, though Rocky Helmet taxes the three contacts heavily; a Banded Close Combat instead does 186-219 (61.4-72.3%), a clean 2HKO. See Urshifu-Rapid-Strike.
Checks & counters
Hard counters (beat it 1-on-1):
- Kyurem — Freeze-Dry 2HKOs and Pex can’t scratch it back (block: #2 check, 76.5% forced out). Specs Freeze-Dry or SubRoost both win.
- Gholdengo once it’s +2 — NP Make It Rain 2HKOs; before that Pex walls it, so this is a setup race Gholdengo usually wins because it cannot be Toxic’d and pressures Pex immediately. Haze can still reset boosts; Good as Gold does not block all-field Haze. Block #3 check.
- Tapu Lele — Psyshock smashes the physical-tilt spread for 2HKO under terrain (block #7 check), and it’s faster.
- Manaphy / Ursaluna — block-listed special/Tail Glow and Flame-Orb Facade breakers respectively that overwhelm it.
Soft checks / revenge:
- Dragonite — the #1 listed “check” (94.8% switch-or-KO) but note 75% of the time it just forces Pex out rather than killing; +1 EQ breaks non-Haze sets, Haze sets reset it. A real tension piece, not a clean answer.
- Melmetal — AV/Double Iron Bash special wall that Pex struggles to progress against; Steel typing is immune to Toxic/Toxic Spikes, and Double Iron Bash threatens flinch/chip (block #6, only 6.9% KOed — pure stall war).
- Any Electric / Ground / Psychic attacker, and Toxic-immune Steel/Poison/Magic-Guard mons (Gholdengo, Gliscor, Clefable) that nullify its only offense.
How Pex fights back: Rocky Helmet chip on contact revengers, Toxic on the switch to put a 6-turn clock on a would-be counter, Toxic Spikes to tax the very switching its checks rely on, and Haze to undo the setup a soft check needs to actually KO it.
★ Offense angle
For an aggressive-offense builder, Toxapex is a piece you break, not run — it’s anti-offense glue, exactly the wall your team is built to dismantle. The good news: it can’t punish you for attacking, only Recover and chip, so the game is a pure damage race you control. Three concrete lines:
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Bring the special breaker it can’t survive. Tapu Lele Specs Psyshock rolls to OHKO max-physical Pex under Psychic Terrain and is guaranteed after chip, making it the textbook Pex-remover and a premier offense breaker anyway; Kyurem Freeze-Dry hits its weak side for a 2HKO while threatening the rest of balance. Slot one of these as your “balance breaker” and Pex stops being a wall against you.
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Punish the wall’s slowness with hazard + pivot pressure, but pick the matchup. Pex is base-35 slow and Boots-or-Helmet — against the Helmet/Sludge ~80% of sets it’s eating your Stealth Rock + Spikes on every pivot, so a Landorus-Therian / Garchomp hazard lead plus a U-turn chain forces it in repeatedly and turns Regenerator math against it (you re-hit before it heals). Against Boots, skip the chip plan and just click your breaker.
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Beat the Haze, don’t fight it. Haze (58%) resets your setup sweeper, so on offense you want breakers that don’t need to set up: Specs Lele/Kyurem, Choice Urshifu-Rapid-Strike (Surging Strikes ignores Intimidate-style Attack drops and Defense boosts, but Helmet punishes the contact), or simply outpacing and 2HKOing. If you do run setup, Haze means you must KO Pex first or force it out before you boost.
If you ever splash Pex on your own slightly-bulkier offense as the lone defensive backstop, its job is narrow: Haze-button insurance against opposing DD Dragonite / CM Raging Bolt sweeps and a Toxic-Spikes layer — but recognize that’s a bulky-offense concession, not an aggressive-offense pick.
Top teammates & cores
From the 2026-04 block (top-10 partners):
| Partner | % | Why |
|---|---|---|
| Gliscor | 66.0% | The defining core — Gliscor’s Poison Heal soaks Ground/Electric/Fighting and the Toxic-immunity overlaps perfectly with Pex’s status sponge; together they form a near-complete physical + status backbone. |
| Zamazenta | 36.5% | Offensive/defensive glue pairing — Zama provides the speed and physical breaking Pex utterly lacks while Pex sponges the special/status hits Zama hates. |
| Kyurem | 32.9% | Defensive Pex frees Kyurem to be the team’s breaker; ironic given Kyurem checks opposing Pex. |
| Chansey 29.0% · Terapagos 28.1% · Clefable 23.5% · Skarmory 18.8% · Corviknight 18.2% | — | The full-fat balance/stall shell: Pex (physical/status) + Chansey or Clefable (special) is the classic two-wall special-balance spine. |
Named cores:
- Pex + Gliscor — the format’s premier defensive backbone (66% co-usage). It walls the bulk of the physical metagame and is Toxic/poison-proof on both halves; cross-ref 05-common-cores.md.
- Pex + special wall (Chansey/Clefable) + Skarmory/Corviknight — the SkarmPex-style “every-type-covered” balance shell that aggressive offense is specifically trying to crack. Knowing this is the structure behind Pex tells you to pack two breakers that don’t share a check (see 06-building-offense.md, dual-wallbreaker pattern).