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1). For something with a reputation of being a devastating breaker and cleaner with good overall role compression and utility, I feel as though public opinion often gives Weavile the long end of the stick more often than it deserves. Its tools offer it a variety of sets and spreads, but they are linear, which means that most of its checks and counters don't have to do anything crazy to impede any individual set. This makes Weavile overall more manageable, and also allows for some of its usual targets to prepare for it from the preview rather than devising more complicated means of removing it.
A counter is defined as "a Pokemon which can manually switch into an opposing Pokemon and still win every time, even under the worst scenario, without factoring in hax.", which Buzzwole, Toxapex, and Tapu Fini appropriately fit the bill of. Their defensive profiles give them consistent ways of dealing with Weavile, and their versatility affords them the ability to fit onto many team structures without subtracting from the team overall.
- Buzzwole is a physical wall, whose high physical bulk proves to handle Weavile consistently. Buzzwole resists both of its STABs, in addition to having access to Roost which gives it a steady source of recovery. Defensive sets use items such as Leftovers and Heavy-duty Boots, which grant Buzzwole a means to preserve its longevity, while Rocky Helmet gives it a way to punish Weavile. Its offensive presence makes it less passive than other walls, which makes Buzzwole a ready counter for Weavile.
- Toxapex is a staple of the tier and a well rounded defensive asset to many teams. As with other more passive defensive counters, it is important to manage Toxapex appropriately in the face of offensive threats like Weavile. Toxapex resists Weavile's Ice-type STABs, while managing Knock Off or Beat Up through careful defensive play. Items such as Black Sludge, Rocky Helmet, and Eject Button directly benefit Toxapax, by preserving its longevity, punishing Weavile, or gaining momentum. While passive, its coverage and recovery allow Toxapex to slowly dismantle Weavile.
- Tapu Fini, much like the former two, possesses solid bulk in addition to great defensive typing, which resists both of Weavile's STABs. Unlike Toxapex, as a defensive Water-type it isn't nearly as passive-- though, it also needs to play equally as carefully due to its lack of consistent recovery. Items such as Leftovers are most common and preserve Tapu Fini's longevity, while Choice Scarf offers Tapu Fini speed control and a way to cripple incoming counters and checks. Its defensive profile and wide movepool afford it sets like Calm Mind, which quickly turn it into a threatening win condition and counter to Weavile.
(These discount the situationals and partners of Weavile, which may vary in effect of the situation. However, most of the time these apply).
A check is defined as "a Pokémon which can- when given a free switch into the opposing Pokemon- win every time, even under the worst case scenario, without factoring in hax." There are a number of these Pokemon in the tier, which have both the offensive and defensive profiles which allow them to consistently check Weavile-- most appearing with both variety and ubiquity.
Though most of these offer some form of counterplay for Weavile in the tier (including itself), some are more set and / or coverage dependent. Without their set or coverage, they are overall more vulnerable to Weavile. This can reduce the overall effectiveness of the checks, which is significant to their role. For instance, Kartana, Clefable, Tapu Lele, Blacephalon, and Slowbro may be overall more vulnerable due to their item or set dependency.
Hazards refer Pokemon associated with risk in making contact with, by attempting to chunk / dent, due to their ability to lure or cripple Weavile with contact effects and damage reducing berries. Making contact with Volcarona, Heatran, or Zapdos can result in Burns or Paralysis, while Ferrothorn, Garchomp, Corviknight, Toxapex, Buzzwole, Slowbro, and Magnezone can wear it down with Rocky Helmet in addition to abilities such as Iron Barbs or Rough Skin. Those such as Ferrothorn, Garchomp, Slowbro, Magnezone, and Melmetal are capable of running damage reducing berries which lure Weavile or prevent it from stopping their sweep.
Weather is an overall great way of reducing matchup fishing in most cases, with members which proactively check Weavile. Though this refers to a specific playstyle rather than select Pokemon, the offensive output in combination with members which check Weavile make Weather teams a great way out-offense it.
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2. I'm enjoying building with Weavile a lot, it's a great sweeper and breaker which fits on a lot of teamstyles and has decent role compression. In fact, there are few times where I don't build with it because of how stupidly simple teambuilding can be, and because of how offensively potent it is.
3. I see Weavile quite a lot on ladder, even though I'm not exactly at a high ELO. Weavile's splashability makes it a present threat in the tier, which its usage reflects.
4. There are a couple good sets, but I feel that the best Weavile set is Swords Dance. It can afford to run a variety of items, though the most important is Heavy-Duty Boots, which preserves its longevity and makes it a menace in the late game. Other items reduce this longevity, including its next bets set, Choice Band. While Choice Band is a very good set which affords a lot of coverage and damage, the value that Heavy-Duty Boots gives Weavile in a game (in addition to not being choice-locked) makes Swords Dance that much better overall.
5. To some degree, I believe Weavile forces you to build against it. This isn't unlike other threats of the tier, and to some degree it works towards the builder's advantage because Weavile is so common and encourages counterplay.
Thanks for sharing!
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As for other comments:
The thing about restricting abilities, items, or moves on certain Pokemon like
Dracovish is that it crosses into complex ban territory, which we have covered before in detail. The overall philosophy of restricting certain play is to remove uncompetitive aspects as a whole and simulate a balanced environment, rather than selectively targeting one thing by adding or subtracting from it which deviates from the standard mechanics of a generation.
Of course, I think you know this, but I wanted to get my thoughts out of the way.
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As for Gen 9, one of my hopes is to have Hidden Power and other removed moves restored. As much as I completely despised Hidden Power for being a coverage cheat code, I think it can be balanced out to only be available on certain Pokemon, and with certain typing. Other moves like Pursuit and Return / Frustration could also be reworked, so that they are included and balanced aspects of the game.