Weavile (Analysis)

Not a member of the GP team.

Deletions
Additions/Corrections
(Comments)

I commented the punctuation and fully highlighted words that just need capitalization because those type of corrections are otherwise extremely difficult to see.

[Overview]

<p>For most of its existence, Weavile has generally been regarded as a niche Pokemon. This has not changed in Black and White. Fortunately for Weavile, its niche skills are readily in demand with the influx of both old and new Dragons alike, giving it more targets for its STAB Ice attacks. Furthermore, STAB Dark and access to Pursuit allows it to trap and kill some important targets in the OU metagame. The party stops once you recognize its poor defenses, (remove comma) and weakness to Stealth Rock, but with the proper support, his unrivaled prowess as a dragon slayer, psychic spook, and potent revenge killer all in one will demonstrate exactly why it remained OU for the entirety of the previous generation.</p>

[SET]
name: Physical Attacker
move1: Ice Shard
move2: Pursuit
move3: Ice Punch / Night Slash / Punishment
move4: Low Kick
item: Choice Band / Life Orb
nature: Jolly
ability: Pressure
evs: 40 HP / 252 Atk / 216 Spe

[SET COMMENTS]

<p>A standard Choice Band set manages to accentuate all of Weavile's best attributes: 120 base Attack, 125 base Speed, STAB Pursuit, and being one of the few viable users of STAB Ice attacks. The main attractions here are its exceedingly useful Ice Shard and Pursuit. With these moves in tow, an Outraging Dragon is never truly safe, fearing a swift icicle to the face in the middle of its rampage. While switching in is almost never advisable, Weavile can usually catch these targets on the revenge (sounds a bit awkward, not sure how to fix), leaving them trapped, helpless, and vulnerable to the inevitable KO.</p>

<p>Pursuit is arguably one of the most useful moves in the game, punishing predicted switches and effectively trapping enemies. Less defensively inclined targets, such as Gengar, Starmie, and Latios, (add comma) are often KOed regardless of whether or not they switch (with a little prior damage required in the case of Latios), adding to Weavile's repertoire the technical role of a 'trapper'. Be wary of using this on bulkier Psychics like Reuniclus, however, which do not fear Weavile's Pursuit and can either cripple it with status, or in Reuniclus's case, OHKO it.</p>

<p>Thankfully, Weavile's role as a revenge killer is not limited to two 40 Base Power attacks. The other two moveslots are occupied by the ever-useful Low Kick, which offers excellent coverage alongside its Dark-type moves, as well as having the ability to OHKO both bulky and heavy targets like Terakion Terrakion, Tyranitar, and Heatran. It can also catch Weavile's long-time nemesis Scizor on the switch for decent damage.</p>

<p>The choice between Ice Punch or Night Slash on the final slot should be made while considering how your team handles specific Dark- or Ice-type weak enemy Pokemon. If you fear bulky Psychics and Ghosts enough to use it, Night Slash is a viable option, but Ice Punch is generally more useful for taking on the many bulky Grass-, Flying-, Dragon-, and Ground-types (hyphenation) that currently reside in OU. Additionally, Ice Punch is often its strongest option against targets it can only hit for neutral damage. Punishment is an option reserved strictly as a trump card for teams weak to bulky Calm Mind users. At the forefront of these threats is Reuniclus, followed by Jirachi, Suicune, and possibly even the odd Cresselia.</p>

[ADDITIONAL COMMENTS]

<p>Having to choose between Choice Band and Life Orb on a Pokemon weak to Stealth Rock is a bit limiting, but there is an alternative in the form of Muscle Band. You can use it to bluff a Choice item and switch moves when your opponent thinks you're locked into something. It's a fun tactic to abuse, but you only get a 10% boost in power to play with, which hampers our little assassin greatly. If you think the bluff and lack of recoil are worth missing KOs, then go for it.</p>

<p>This set will require plenty of switching, making entry hazards a considerable factor in how you'll play in the match. You're generally going to want Rapid Spin somewhere on your team in order to employ the full extent of its capabilities. Starmie and Forretress work pretty well in this regard, but keep in mind you're going to have to decide between the lesser of two evils: a compounded Bug or Fire weakness. A Choice-locked Weavile is also one of the easiest Pokemon to set up on, so you'll really want something with Roar or Whirlwind on your team, probably with a lot of physical bulk. Gyarados, Skarmory, and Hippowdon, (remove comma) immediately come to mind, though many notable walls will work well for this role and keep Weavile from becoming a liability once its it's (or "it has") done its job.</p>

<p>(remove space) The recommended EVs in this set call for 216 Speed with 40 EVs allocated to HP. This is the same as its standard set of the previous generation. (add space) Weavile's speed tier is very unique, shared only by Swellow and Darkrai, neither of which you will see in a standard OU match. 216 Speed EVs are just enough to outspeed the odd base 120 Speed Sceptile, Alakazam, or Dugtrio, which are all low defense targets Weavile can trap with Pursuit. With 40 HP EVs, there is a subtle increase in Weavile's survivability, allowing it to take certain attacks like LO Starmie's Hydro Pump without being KOed, assuming no prior damage has been dealt. If you're scared to death of enemy Weavile, you're free to run max Speed, but there are so many other viable checks and counters to it that a Speed tie is usually not necessary to beat it.</p>

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Ice Shard / Ice Punch
move 3: Night Slash
move 4: Low Kick
item: Life Orb
nature: Jolly
ability: Pressure
evs: 40 HP / 252 Atk / 216 Spe

[SET COMMENTS]

<p>The term of the day is late-game cleaner, and no better term exists to describe this set. Due to Weavile's lack of defenses and by extension, relatively low number of chances to set up, it's best to keep its function as a revenge killer in mind earlier in the game and attempt a sweep only when its counters have been cleared or at least weakened. As previously mentioned, setup opportunities are very few in number, but still exist. For example, a Scizor or Tyranitar Choice-locked into Pursuit leaves Weavile an open opportunity to SD Swords Dance as they switch out. Be wary of setting up on Scizor, as it can come in later and OHKO with Bullet Punch if it hasn't been adequately weakened prior to setup.</p>

[ADDITIONAL COMMENTS]

<p>Even after a Swords Dance boost, Weavile can still be walled rather easily by common defensive Pokemon. Skarmory, for instance, is looking at a 2HKO from Ice Punch, but the first hit gives him it (if you call Weavile "it", don't call Skarmory "him") just enough time to Whirlwind Weavile out or KO Weavile with Brave Bird. Bulky Water types in general can block him Weavile, especially Suicune, but if it's at half HP or below, a boosted Night Slash will KO.</p>

<p>Weavile usually only gets one shot at a sweep, so the best way to support it would be to lure its counters early on in the match. Magnezone takes advantage of Steel-type switch-ins like no other, and prevents their escape with Magnet Pull. Defensive Water types are good for warding off Scarf Heatran and other Fire-type switch-ins. Jellicent stands out with its additional resists to the Bug- and Fighting-type attacks often aimed at Weavile, and has Recover to keep it in the fray. Espeon and Xatu handily reflect Stealth Rock and check some of Weavile's Fighting-type enemies like Conkeldurr. <p></p>

[Other Options]

<p>Sadly, Weavile's usable movepool is fairly limited. Brick Break is probably the first option that comes to mind, as it fits on all of its movesets and can be used as a more consistent option than Low Kick—consistently weaker, that is. Fake Out and Counter make an anti-lead set possible, but not advisable, considering the presence of team viewing mechanics and a stronger, bulkier metagame that does not encourage the use of suicide leads. Taunt is a viable option on Life Orb sets to prevent the likes of Ferrothron Ferrothorn and Skarmory from setting up on Weavile.</p>

[Checks and Counters]

<p>Bulky Steel types that aren't weak to Low Kick are Weavile's greatest obstacles. Scizor can switch safely in on anything it has safely and threaten to OHKO it with either Bullet Punch or U-turn. Jirachi is about the same in this regard, replacing Bullet Punch with Iron Head. Skarmory and Forretress more or less use Weavile as an easy opportunity to set up entry hazards; Ferrothorn can also do this to a lesser extent, provided Weavile is locked into a resisted move or hasn't had the chance to boost. It can also threaten to OHKO with Gyro Ball, if necessary. In addition, bulky Water types, barring Jellicent, wall most of its attacks and can threaten for a burn with Scald.</p>

<p>Fighting types are generally good for keeping it in check as well. Conkeldurr is easily Weavile's biggest threat among them, as it can Bulk Up on a Pursuit-locked Weavile and continue threatening the rest of the team, or KO instantly with Mach Punch. Lucario and Infernape resist both of its STABs and can either set up or KO with priority. Ninetales is a relatively safe switch-in too, as are other less common Fire-types, like Arcanine.</p>

[Dream World]

<p>Pickpocket has its merits, being an ability Weavile can finally make use of, but there are two crippling flaws that prevent it from being a godsend: its activation requirements and required movepool restriction. It activates once your opponent makes contact with Weavile, but this is something you generally want to avoid because of its low defense. There's also the fact that it requires you to have no item, meaning its use cannot be employed on any standard set. It can be used in the lead position, though, as it steals your opponent's item the instant Focus Sash activates.</p>

<p>As far as movepool restrictions go, the loss of Low Kick is a very big deal for Weavile, as it misses KOs on targets like Heatran and Ferrothorn, and subsequently requires your team to garner even greater prior damage before Weavile even considers entering the ring. Weavile's ability to contend with Steel types is doubly important in a metagame dominated by Dragon-types, making its Pickpocketing (even if it shouldn't be capitalized, it's still a single word) not only a bad habit, but a bad choice.</p>


Not too many changes.
 
Does Pickpocket work after a Focus Sash/Berry is absorbed or before?

What about a Focus Sash set with Pickpocket? You can use Swords Dance guaranteed as Focus Sash saves you, empty your own item slot to steal their item, and then sweep the following turn...

Thievile: @ Focus Sash
Pickpocket
4 HP / 252 Atk / 252 Spe
Jolly

Swords Dance
Night Slash / Pursuit
Ice Punch
Low Kick
 
Does Pickpocket work after a Focus Sash/Berry is absorbed or before?

What about a Focus Sash set with Pickpocket? You can use Swords Dance guaranteed as Focus Sash saves you, empty your own item slot to steal their item, and then sweep the following turn...

Thievile: @ Focus Sash
Pickpocket
4 HP / 252 Atk / 252 Spe
Jolly

Swords Dance
Night Slash / Pursuit
Ice Punch
Low Kick
Read the Dream World section.
 

Aeron Ee1

Nom nom nom
is a Top Contributor Alumnus
Changes in bold
Removals in red
Comments in bold red

[Overview]

<p>For most of its existence, Weavile has generally been regarded as a niche Pokemon. This has not changed in Black and White. Fortunately for Weavile, its niche skills are readily in demand with the influx of both old and new Dragons alike, giving it more targets for its STAB Ice attacks. Furthermore, STAB Dark and access to Pursuit allows it to trap and kill some important targets in the OU metagame. The party stops once you recognize its poor defenses, and weakness to Stealth Rock, but with the proper support, his unrivaled prowess as a dragon slayer, psychic spook, and potent revenge killer all in one will demonstrate exactly why it remained OU for the entirety of the previous generation.</p>

(great overview)

[SET]
name: Physical Attacker
move1: Ice Shard
move2: Pursuit
move3: Ice Punch / Night Slash / Punishment
move4: Low Kick
item: Choice Band / Life Orb
nature: Jolly
ability: Pressure
evs: 40 HP / 252 Atk / 216 Spe

[SET COMMENTS]

<p>A standard Choice Band set manages to accentuate all of Weavile's best attributes: 120 base Attack, 125 base Speed, STAB Pursuit, and being one of the few viable users of STAB Ice attacks. The main attractions here are its exceedingly useful Ice Shard and Pursuit. With these moves in tow, an Outraging Dragon is never truly safe, fearing a swift icicle to the face in the middle of its rampage. While switching in is almost never advisable, Weavile can usually catch these targets on the revenge, leaving them trapped, helpless, and vulnerable to the inevitable KO.</p>

<p>Pursuit is arguably one of the most useful moves in the game, punishing predicted switches and effectively trapping enemies. Less defensively inclined targets, such as Gengar, Starmie, and Latios, (comma) are often KOed regardless of whether or not they switch (with a little prior damage required in the case of Latios), adding to Weavile's repertoire the technical role of a 'trapper'. Be wary of using this on bulkier Psychics like Reuniclus, however, which do not fear Weavile's Pursuit and can either cripple it with status, or in Reuniclus's case, OHKO it.</p>

<p>Thankfully, Weavile's role as a revenge killer is not limited to two 40 Base Power attacks. The other two moveslots are occupied by the ever-useful Low Kick, which offers excellent coverage alongside Weavile's Dark-type moves, as well as having the ability to OHKO both bulky and heavy targets like Terakion, Tyranitar, and Heatran. It can also catch Weavile's long-time nemesis, Scizor, on the switch for decent damage.</p>

<p>The choice between Ice Punch or Night Slash on the final slot should be made while considering how your team handles specific Dark- or Ice-type weak enemy Pokemon. If you fear bulky Psychics and Ghosts enough to use it, Night Slash is a viable option, but Ice Punch is generally more useful for taking on the many bulky Grass-, Flying-, Dragon-, and Ground-types that currently reside in OU. Additionally, Ice Punch is often its strongest option against targets it can only hit for neutral damage. Punishment is an option reserved strictly as a trump card for teams weak to bulky Calm Mind users. At the forefront of these threats is Reuniclus, followed by Jirachi, Suicune, and possibly even the odd Cresselia.</p>

[ADDITIONAL COMMENTS]

<p>Having to choose between Choice Band and Life Orb on a Pokemon weak to Stealth Rock is a bit limiting, but there is an alternative in the form of Muscle Band. You can use it to bluff a Choice item and switch moves when your opponent thinks you're locked into something. It's a fun tactic to abuse, but you only get a 10% boost in power to play with, which hampers our little assassin greatly. If you think the bluff and lack of recoil are worth missing KOs, then go for it.</p>

<p>This set will require plenty of switching, making entry hazards a considerable factor in how you'll play in the match. You're generally going to want Rapid Spin somewhere on your team in order to employ the full extent of Weavile's capabilities. Starmie and Forretress work pretty well in this regard, but keep in mind you're going to have to decide between the lesser of two evils: a compounded Bug or Fire weakness. A Choice-locked Weavile is also one of the easiest Pokemon to set up on, so you'll really want something with Roar or Whirlwind on your team, preferably with a lot of physical bulk too. Gyarados, Skarmory, and Hippowdon, (remove comma) immediately come to mind, though many notable walls will work well for this role and keep Weavile from becoming a liability once its done its job.</p>

<p>(backspace)The recommended EVs in this set call for 216 Speed with 40 EVs allocated to HP. This is the same as its standard set of the previous generation.Weavile's speed tier is very unique, shared only by Swellow and Darkrai, neither of which you will see in a standard OU match. 216 Speed EVs are just enough to outspeed the odd base 120 Speed Sceptile, Alakazam, or Dugtrio, which are all low Defense targets Weavile can trap with Pursuit. With 40 HP EVs, there is a subtle increase in Weavile's survivability, allowing it to take certain attacks like LO Starmie's Hydro Pump without being KOed, assuming no prior damage has been dealt. If you're scared to death of enemy Weavile, you're free to run max Speed, but there are so many other viable checks and counters to it that a Speed tie is usually not necessary to beat it.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Ice Shard / Ice Punch
move 3: Night Slash
move 4: Low Kick
item: Life Orb
nature: Jolly
ability: Pressure
evs: 40 HP / 252 Atk / 216 Spe

[SET COMMENTS]

<p>Term of the day is late-game cleaner, and no better term exists to describe this set. Due to Weavile's lack of defenses and by extension, relatively low number of chances to set up, it's best to keep its function as a revenge killer in mind earlier in the game and attempt a sweep only when its counters have been cleared or at least weakened. As previously mentioned, setup opportunities are very few in number, but still exist. For example, a Scizor or Tyranitar Choice-locked into Pursuit leaves Weavile an open opportunity to set up as they switch out. Be wary of setting up on Scizor, as it can come in later and OHKO with Bullet Punch if it hasn't been adequately weakened prior to setup.</p>

[ADDITIONAL COMMENTS]

<p>Even after a Swords Dance boost, Weavile can still be walled rather easily by common defensive Pokemon. Skarmory, for instance, is looking at a 2HKO from Ice Punch, but the first hit gives him just enough time to Whirlwind Weavile out or KO Weavile with Brave Bird. Bulky Water-types in general can block him, especially Suicune, but if it's at half HP or below, a boosted Night Slash will KO.</p>

<p>Weavile usually only gets one shot at a sweep, so the best way to support it would be to lure its counters early on in the match. Magnezone takes advantage of Steel-type switch-ins like no other, and prevents their escape with Magnet Pull. Defensive Water-types are good for warding off Scarf Heatran and other Fire-type switch-ins. Jellicent stands out with its additional resistances to the Bug- and Fighting-type attacks often aimed at Weavile, and has Recover to keep it in the fray. Espeon and Xatu handily reflect Stealth Rock and check some of Weavile's Fighting-type enemies like Conkeldurr.(backspace)</p>

[Other Options]

<p>Sadly, Weavile's usable movepool is fairly limited. Brick Break is probably the first option that comes to mind, as it fits on all of its movesets and can be used as a more consistent option than Low Kick—consistently weaker, that is. Fake Out and Counter make an anti-lead set possible, but not advisable, considering the presence of team viewing mechanics and a stronger, bulkier metagame that does not encourage the use of suicide leads. Taunt is a viable option on Life Orb sets to prevent the likes of Ferrothron and Skarmory from setting up on Weavile.</p>

[Checks and Counters]

<p>Bulky Steel-types that aren't weak to Low Kick are Weavile's greatest obstacles. Scizor can switch in on anything Weavile has safely and threaten to OHKO it with either Bullet Punch or U-turn. Jirachi is about the same in this regard, replacing Bullet Punch with Iron Head over Bullet Punch. Skarmory and Forretress can more or less use Weavile as an easy opportunity to set up entry hazards; Ferrothorn can also do this to a lesser extent, provided Weavile is locked into a resisted move or hasn't had the chance to boost. It can also threaten to OHKO with Gyro Ball, if necessary. In addition, bulky Water-types, barring Jellicent, wall most of its attacks and can threaten for a burn with Scald.</p>

<p>Fighting-types are generally good for keeping Weavile in check as well. Conkeldurr is easily Weavile's biggest threat among them, as it can Bulk Up on a Pursuit-locked Weavile and continue threatening the rest of its team, or KO instantly with Mach Punch. Lucario and Infernape resist both of its STABs and can either set up or KO with priority. Ninetales is a relatively safe switch-in too, as are other less common Fire-types, like Arcanine.</p>

[Dream World]

<p>Pickpocket has its merits, being an ability Weavile can finally make use of, but there are two crippling flaws that prevent it from being a godsend: its activation requirements and required movepool restriction. It activates once your opponent makes contact with Weavile, but this is something you generally want to avoid because of its low Defense. There's also the fact that it requires you to have no item, meaning its use cannot be employed on any standard set. It can be used in the lead position, though, as it steals your opponent's item the instant Focus Sash activates.</p>

<p>As far movepool restrictions go, the loss of Low Kick is a very big deal for Weavile, as it misses KOs on targets like Heatran and Ferrothorn, and subsequently requires your team to garner even greater prior damage before Weavile can even consider entering the ring. Weavile's ability to contend with Steel-types is doubly important in a metagame dominated by Dragon-types, making its pickpocketing not only a bad habit, but a bad choice.</p>


this was great. i love your writing style. i can't wait to see how victini turns out. :3

(2/2)
 
For Swords Dance, Expert Belt and Black Glasses should be mentioned.

Expert Belt: In the top 20, you only lose OHKOs on Politoed and Rotom-W.

Black Glasses: In the top 20, you only lose OHKOs on Ferrothorn and Rotom-W.

I think losing 2, although important, KOs in the top 20 is not enough to not warrant at least a mention of these two items, if not a slash.
 

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