Hello, I'm here to request/suggest a handful of changes to Kanto Weezing.
Weezing
Level: 88 Bulky Attacker
Tera Type: Steel
Moves:
Fire Blast,
Gunk Shot,
Pain Split,
Sludge Bomb,
Toxic Spikes,
Will-O-Wisp
Ability: Levitate
Above is the current weezing set, it is in practice a weaker form of Galarian-Weezing's current set:
Galarian-Weezing
Level: 86 Bulky Support
Tera Type: Steel
Moves:
Defog,
Fire Blast,
Gunk Shot,
Pain Split,
Strange Steam,
Will-O-Wisp
Ability: Levitate
The lack of access to Defog makes Fire Blast and Gunk Shot unreliable, and best case scenario Weezing ends up with Sludge Bomb, Pain Split, Will-O-Wisp, and Toxic Spikes. I'd argue that there are many other better TS setters out there so perhaps Fire blast is better depending on the rest of your team. Even in such case it often feels unwieldy & what's left is essentially a pokemon that is sacked after performing some Split/Wisp antics.
I'm here to suggest the following set instead: (or some variation thereof)
Weezing
Level: 88 Bulky Attacker
Tera Type: Fire/Dark
Moves:
Flamethrower,
Pain Split,
Sludge Bomb,
Toxic Spikes,
Will-O-Wisp
Ability: Neutralizing Gas
I will go from bottom to top in my explanation.
1. Ability.
a. Through its mono-poison typing Kanto Weezing has 2 weaknesses, same as Galarian-Weezing does with levitate. I do not feel the removal of ground weakness makes up for what is lost by not picking Neutralizing Gas. Additionally, the contact with the ground may open Weezing to damage from spikes, but it also allows for the removal of toxic spikes on the player's side of the field.
b. The role of a bulky attacker in my eyes is not just to deal damage slowly, but to shut down/mitigate options from the opponent. This shutdown then incentivizes said opponent to switch mons which allows the bulky attacker to deal solid damage on switch. I will use my favorite pokemon, Arcanine, as an example of this point. On switch in, Intimidate lowers the opponent's Atk stat by 1 stage, from there Arcanine pressures a potential flare blitz, will-o-wisp, or extreme speed. This allows Arcanine the option to recover any damage taken from the switch via morning sun. The point here is the opponent's options are reduced whilst the player's options are increased.
Neutralizing Gas is one of the most powerful abilities in perfoming this task. In the same way that a haze, recover, scald toxapex shuts down several very specific enemy pokemon sets, Neutralizing Gas shuts down a plethora of invaluable abilities. Contrary mons are punished, Guts mons are evicerated, Natural cure mons don't recover. Weather mons (both setting and speed boosting) are shut down, and status resistant mons (gholdengo, komala) become statused. No guard mons become unreliable and Hustle & Huge power mons lose their attack boosts.
The only two reasons I see Neutralizing Gas being avoided previously are the idea that it is too gimmicky, which in this format specifically I don't think it is, or that it is too "unfun" in which case we should ban chansey and blissey entirely. If one's complaint on the otherhand is that it is too dependant upon the other player's team, then I would say that that is a fundamental component of the format even without the introduction of Neutralizing Gas.
2. Moves.
a. Increased accuracy equals increased chances of status procs. Sludge bomb's 30% chance to poison is quite noteworthy, and Flamethrower's increased 2.5% chance to burn over Fire Blast is impactful as well. (This is pokemon, 2.5% occurances happen all the time).
b. Sludge Bomb is the primary attacking option, and Flamethrower is for Steel/Bug/Ghost types. If a Steel or Ghost type is anticipated to switch in, then a confirmed chip hit on it is much better than a 15% chance to miss, a bird in hand is worth two in the bush. Our goal with this build is not to ko enemy pokemon with attacks, but to chip and wear them down for our team.
c. Wisp performs its usual anti-wallbreaker/physical-sweeper/band-user duties, and TS allows for a more passive damage whilst switching style. There may be a place to remove TS from the set or add Dark Pulse, but I personally feel a Dark Pulse set would be too one-note and wouldn't synergize with the rest of the build. (Mons should do 1 thing well, not several things poorly imo)
3. Tera
a. Tera Dark is the main one, gaining you an immunity to psychic, resistance to ghost, and removing the weakness to ground. Fighting and fairy types shouldn't be attacking you as a poison type, and bug types are weak to fire.
b. Briefly considered tera flying for the ground immunity, but as a physically bulky wisp user the weakness to ice and electric doesn't seem worth it. (earth power isn't that common)
c. Tera Fire is a toss up, would need some calcs/practice, intent is to raise the power of flamethrower, but remaning weak to ground may not be worth it.
This is my first post on smogon, so I apologize if I broke any rules or didn't follow appropriate form. I hope you'll strongly consider this suggestion.