Weavile Hyper Offense Team
The Quick Claws 2.0




Introduction
Hey guys!
So I've decided to rebuild my Weavile Hyper Offensive team. I wasn't exactly happy with the one I had, so I decided to rebuild it.
I'm having a bit of trouble with it, so I was wondering if you guys could help me?
Weavile is my favorite Pokemon and I love using him. He's sort of the star of the show, so I really want to make a good team with him.
Here is the team:
The Team
Weavile
Weavile @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Ice Shard
- Pursuit
As I've said, Weavile is my favorite Pokemon, and I really want to make a competitive team based around him. After doing some research, I figured out that he works best as a late game sweeper/cleaner. I decided to Choice Band him because I don't like Life Orb recoil, even though I do not like to be locked into one move. As a late game sweeper, his EVs must be maxed out in both physical attack (since he's a physical attacker) and in speed. The Special Defense EV allows for extra bulk, especially since Weavile is a glass canon. His Jolly nature allows for him to be even faster, allowing him to outspeed a lot of opponents. Icicle Crash and Ice Shard are for STAB, and it may seem strange to have two Ice attacks, but there's a reason for it: Icicle Crash has a chance to flinch, and is a more powerful attack. On the other hand, Ice Shard is a priority move, allowing Weavile to attack threats that may outspeed it. It's especially useful on low HP. Knock Off is a strong Dark type move that also lets him knock the items off opponents, which is great for dealing with walls that rely on items like Assault Vest, Eviolites, Leftovers (or Black Sludge in Toxapex's case), Rocky Helmet, etc. Pursuit allows me to trap Pokemon that may try to switch out of Weavile, such as Psychic types. When used correctly, Weavile can be a real beast and I've had a lot of success with him!
Excadrill
Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Iron Head
Excadrill
Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Iron Head
I realized that Excadrill may be a really good teammate for my team. He has access to Rapid Spin, and although it can be easily countered, I prefer it over Defog because it keeps the hazards off of my side of the team. Although, I have been struggling with Excadrill a bit. For example, sometimes I just have trouble finding an opportunity to switch into Excadrill in order to Rapid Spin, and sometimes I can't set up Stealth Rock. I don't know if I'm simply not using him correctly, or if I'm just having bad luck, or if he simply doesn't fit on my team. I was thinking of having a backup Defogger.
However, Excadrill does often help a lot otherwise! He's good at getting rid of Rotom-Wash and Mimikyu when the opponent forgets about Mold Breaker! He also is resistant to Stealth Rock and Rock types that may threaten Weavile or other teammates. He also comes with both Stealth Rock and Rapid Spin, so he's a pretty good lead! He also deals with Fairy types. Weavile also deals with his weakness to Ground. Excadrill is a very fast Pokemon as well, and he's a very good attacker. He has the Focus Sash so he could live longer, and sometimes I use him as a Suicide Lead (I like to jokingly say he's a "human sacrifice").
Tapu Koko
Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk
- Thunderbolt
- Dazzling Gleam
- Volt Switch
- Hidden Power [Ice]
However, Excadrill does often help a lot otherwise! He's good at getting rid of Rotom-Wash and Mimikyu when the opponent forgets about Mold Breaker! He also is resistant to Stealth Rock and Rock types that may threaten Weavile or other teammates. He also comes with both Stealth Rock and Rapid Spin, so he's a pretty good lead! He also deals with Fairy types. Weavile also deals with his weakness to Ground. Excadrill is a very fast Pokemon as well, and he's a very good attacker. He has the Focus Sash so he could live longer, and sometimes I use him as a Suicide Lead (I like to jokingly say he's a "human sacrifice").
Tapu Koko
Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk
- Thunderbolt
- Dazzling Gleam
- Volt Switch
- Hidden Power [Ice]
Tapu Koko is my pivot, and they do really well on my team. Their Shuca Berry helps them survive Ground type attacks, even if they get outsped or if the opponent survives their attack. They deal with Ground types with threats like Landorus-T and Zygarde with Hidden Power Ice. Also, if a Ground type switches in on a Volt Switch or Thunderbolt turn, they may have a false sense of security that Tapu Koko is Choice Speced (Choice Specsed?), only to be surprised by HP Ice. The SpD EV also helps give a bit of bulk when dealing with Ground type moves, which usually lets them live a Ground move. The Special Attack and Speed EVs help maximize their potential, taking advantage of both their Special Attack and their Speed. I know that Tapu Koko is more of a Physical Attacker, but their Special Attack is almost as good as their Attack, and there aren't a lot of really good physical Electric moves. Tapu Koko also works best under Electric Terrain, and it has actually helped me in a couple of situations, where it prevented my Pokemon from being put to sleep with Spore or interrupting the opponent from using Rest. Volt Switch also helps them work as a pivot, and helps deal chip damage. Thunderbolt is for when I don't want to switch out, or if I want to paralyze. Dazzling Gleam is for Fairy STAB. Its Timid Nature also allows it to outspeed opponents.
Gyarados
Gyarados @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Bounce
- Waterfall
- Earthquake
Gyarados
Gyarados @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Bounce
- Waterfall
- Earthquake
This is my set-up sweeper. I've actually wrecked a few teams by sweeping them with DD+Moxie. Flyinium Z helps break down bulkier Grass types, such as Tangrowth, Amoonguss, and Mega Venusaur, and it gives a 1 turn, stronger alternative to Bounce. It also increases the chance of a KO, and that works really well with Moxie! The given EV spread maximizes Attack and Speed, making it a strong, effective sweeper. That combined with the Jolly nature helps it to outspeed a lot of threats. Supersonic Skystrike gives coverage on Grass types and really hurts other Pokemon. Bounce, while it isn't the most reliable move, does come in handy sometimes when I don't want to use my only Z move yet, and it does have a chance to paralyze opponents. Waterfall is also good against Ground types like Lando-T, and Earthquake really helps me out by hitting Pokemon like Toxapex, Magnezone, Mega Mawile, and Magearna. However, it doesn't take burns from Scald very well at all.
Mega Alakazam
Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Hidden Power [Fire]
Mega Alakazam
Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Hidden Power [Fire]
Mega Alakazam is an absolute monster. It functions as both a special sweeper and wallbreaker, and it's extremely fast. He helps deal with the Fighting weakness Weavile has. Magic Guard has come in handy multiple times, such as when entry hazards are set up. Magic Guard has also helped me when I end up battling a Pokemon with Leech Seed, like Celesteela or Ferrothorn. I simply don't Mega evolve it and use HP Fire. HP Fire also helps deal with Mega Scizor, which can wall Alakazam. The EVs in Speed and the Timid nature make sure that Alakazam is as fast as possible, and the EV investment in SpA also ensures that it's a powerful glass canon. Psychic is Alakazam's strongest STAB move, capable of hitting anything that doesn't resist Psychic too much. It has allowed me to defeat opponents when I didn't have an answer to them. Focus Miss has also helped me deal with Steel and Dark types, and allows for excellent coverage when it hits. Shadow Ball also helps me hit Ghost types and other Psychic types that could wall it, such as Tapu Lele, Mew, and Jirachi. The slight investment in Defense allows for some slight bulk and longevity.
Infernape
Infernape @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Close Combat
- Mach Punch
Infernape
Infernape @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Close Combat
- Mach Punch
So this last slot was extremely difficult for me. It went through a lot of changes. Hawlucha, Blacephalon, Chandelure, Alolan Marowak, and I've considered a few Megas like Mega Manectric and Mega Pinsir. However, I think I've settled with Infernape.
I've realized that Fire Pokemon really helped me out a lot, and Infernape helped me quite a few times. Since this is a hyper offensive team, I needed 2 wallbreakers. I thought it would make sense to have one special wallbreaker, and one physical wallbreaker. This is my physical wallbreaker, and the Choice Band set gives Infernape its fantastic wallbreaking ability. I have 252 Attack to exploit its wallbreaking abilities and 252 Speed with a Jolly nature to make it as fast as possible. I decided to put Iron Fist on it so Mach Punch could be a lot stronger of a priority move and makes it more likely for it to finish off Pokemon. For its moves, Flare Blitz is a powerful move to begin with, and combined with STAB and Choice Band makes it a real force to be reckoned with! U-Turn helps it pivot around and chip damage off of opponents. Close Combat is also a more powerful Fighting move and is likely to get rid of Rock Pokemon, Chansey, Terrakion, etc.
Threats
So there were a few Pokemon that absolutely destroyed my team, or at least caused a few problems.
Volcarona
This is probably the Pokemon I had the most trouble with. It legit destroys my team.
Mega Mawile
Kartana
So what should I add? What should I change? Please let me know! Thanks for reading and have a nice day :)
I've realized that Fire Pokemon really helped me out a lot, and Infernape helped me quite a few times. Since this is a hyper offensive team, I needed 2 wallbreakers. I thought it would make sense to have one special wallbreaker, and one physical wallbreaker. This is my physical wallbreaker, and the Choice Band set gives Infernape its fantastic wallbreaking ability. I have 252 Attack to exploit its wallbreaking abilities and 252 Speed with a Jolly nature to make it as fast as possible. I decided to put Iron Fist on it so Mach Punch could be a lot stronger of a priority move and makes it more likely for it to finish off Pokemon. For its moves, Flare Blitz is a powerful move to begin with, and combined with STAB and Choice Band makes it a real force to be reckoned with! U-Turn helps it pivot around and chip damage off of opponents. Close Combat is also a more powerful Fighting move and is likely to get rid of Rock Pokemon, Chansey, Terrakion, etc.
Threats
So there were a few Pokemon that absolutely destroyed my team, or at least caused a few problems.
Volcarona
This is probably the Pokemon I had the most trouble with. It legit destroys my team.
Mega Mawile
Kartana
So what should I add? What should I change? Please let me know! Thanks for reading and have a nice day :)
Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Iron Head
Weavile @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Ice Shard
- Pursuit
Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk
- Thunderbolt
- Dazzling Gleam
- Volt Switch
- Hidden Power [Ice]
Gyarados @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Bounce
- Waterfall
- Earthquake
Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Hidden Power [Fire]
Infernape @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Close Combat
- Mach Punch
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Iron Head
Weavile @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Ice Shard
- Pursuit
Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk
- Thunderbolt
- Dazzling Gleam
- Volt Switch
- Hidden Power [Ice]
Gyarados @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Bounce
- Waterfall
- Earthquake
Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Hidden Power [Fire]
Infernape @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Close Combat
- Mach Punch