If the wielder is at full HP, it will survive any attack. OHKO moves will fail.
Shell Armor
Prevents critical hits.
Weak Armor
Boosts Speed by 1 stage and lowers Defense by 1 stage when hit by a physical move.
Type Tier
Bug / Rock LC
Level 50 Statistics (see level 5, 50, 100)
Min- Min Max Max+
- 125 157 -
76 85 117 128
94 105 137 150
49 55 87 95
49 55 87 95
67 75 107 117


Dwebble has a very useful niche on heavy offense teams in NU, as it can lay down both Stealth Rock and Spikes quickly. Unfortunately, that is all the little crab can do, as it is only useful because of the entry hazards it provides and its ability, Sturdy. It also faces competition from Focus Sash Scolipede, who is faster, harder to Taunt, brings offensive presence, and isn't killed by Mold Breaker Sawk. Dwebble does have Stealth Rock, something Scolipede lacks. Nonetheless, it has a great niche and should never be overlooked if you're looking for an entry hazard setter while building a team.

Name Item Ability Nature

Custap Lead

Custap Berry Sturdy Jolly
Moveset EVs
~ Stealth Rock
~ Spikes
~ Endure / Knock Off
~ Rock Blast
252 HP / 4 Def / 252 Spe

Dwebble is a great lead, and it is not meant to live throughout the game. What separates it from the other entry hazards users is its ability to use both Spikes and Stealth Rock. These two moves are mandatory on this set, and with a Custap Berry and Sturdy, Dwebble is almost always guaranteed at least Stealth Rock or one layer of Spikes. The third move depends on what you prefer: Endure allows Dwebble to survive a hit and get to Custap range after Sturdy has been broken or when an attack didn't do enough damage to get there. Knock Off is useful to cripple Misdreavus, as thanks to its Levitate ability, it doesn't take much damage from entry hazards, and its immunity to Spikes is very annoying for Dwebble's teammates. Endure is almost always the superior option, though, because Knock Off's only real uses is to cripple Misdreavus. The last moveslot, Rock Blast, is mostly a filler and prevents occasional Ninjask leads setting up on you while it lays down entry hazards.

Team Options & Additional Comments >>>

Other Options

Entry hazards are the only reason to use Dwebble in NU, and there are no better options than what is in the Custap Berry set. Dwebble has a very shallow movepool, so there are not many other options. You can attempt an offensive approach with a Shell Smash set consisting of Stone Edge, X-Scissor, and Earthquake, but even at +2, Dwebble is still weak and fails to hit hard.

Checks and Counters

Taunt is a very effective method of dispatching of Dwebble, so Skuntank and Serperior can do a good job of keeping it in check. They can force it out, and if it doesn't switch back in fast enough, Stealth Rock can break its Sturdy. Pokemon that commonly carry multi-hit moves such as Rock Blast Golem and Icicle Spear Piloswine are also threatening because they tend to lead and are able to break through Dwebble's Sturdy and KO it. However, it's worth noting that the latter is only a problem for Knock Off variants as Piloswine can't OHKO through Sturdy with negative investment. Mold Breaker Sawk also gives problems to Dwebble. Lastly, Rapid Spin users are the bane of its existence; even if you carry a spinblocker, there are some Rapid Spin users, such as Shell Smash Torkoal and Foresight Wartortle, that can beat them.