Dr. Hazard

Dr. Hazard, essentially what would it would be like had Bane became a super-mutant and got cybernetic enhancements. His main role is to spread move-type weakness through his unique status effects: L.M.E.M Toxin (Light, Magic, Metal, and Earth Weakness) and T.F.W.N Toxin (Thunder, Water, Fire, and Nature Weakness), while also applying Poison and Damage Reductions.

Pros: Cons: Recommended Moveset: Recommended Runes: 2 Speed, 1 Team Speed/ 3 Speed
 * Good trait
 * Nice speed stat, which can help with team strategy
 * Has 2 Unique status effects that can help any team deal serious damage as long as Hazard goes first beforehand
 * T.F.W.N
 * L.M.E.M
 * AoE Poison
 * Damage Reduction + self-Precision
 * St
 * Stats overall aren't that good, but they aren't shit compared to some other monsters
 * Cooldowns may be a bit much
 * Special only deals 45 AoE dmg [Burn + Poison + Nightmares is good, but only 45 dmg?]
 * Neither of his Toxin moves are considered AoE
 * T.F.W.N Toxin (40 Special dmg + T.F.W.N toxin, 4-turn cooldown)
 * Toxic Barrel (45 Special dmg + Damage Reduction + self-Precision, 1-turn cooldown)
 * Noxious Rain/ Septic Rain (Noxious for 45 Dark AoE dmg w/ 3-turn cooldown, Septic for 30 Dark AoE dmg + Poison w/ 2-turn cooldown)
 * Lethal Barrel/ L.M.E.M Toxin (Lethal for 45 Special dmg + Stun w/ 2-turn cooldown, Toxin for 45 Special dmg + L.M.E.M toxin, 4-turn cooldown)

Side Note: It's also a good idea if you just give Hazard both Noxious and Septic Rain to replace Lethal Barrel/ L.M.E.M (or T.F.W.N)'s slot so you have 2 Dark moves w/ 2 Special moves to fall back on. Just depends what monsters you usually use.