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Vespiquen

In-battle formes

HP:70
Attack:80
Defense:102
Sp. Atk:80
Sp. Def:102
Speed:40
Min (-ve nature, 0 IVs)76
Default116
Max Neutral179
Max Positive196
Max Neutral (+1)268
Max Positive (+1)294
Max Neutral (+2)358
Max Positive (+2)392
NeverUsed
Wall116

Evolutions

Strategies

  • en
Formats:
  • NU
Written by Lolk

Overview

It's not difficult to understand why Vespiquen struggles to fit in NU, as it is a wall with a 4x weakness to Stealth Rock. First, Vespiquen's typing and lack of Speed allows most sweepers to scare it out and gain easy boosts. To add insult to injury, Vespiquen's movepool is horrendously small and predictable. Luckily, a Bug / Flying typing makes Vespiquen a decent Sawk and Golurk check, and Pressure is a decent ability for drawn out matches. Typically, however, the amount of support Vespiquen needs is not worth the trouble of using it in a match.

Wall

Move 1
  • Protect
    Prevents moves from affecting the user this turn.
    TypeNormal
    Priority4
Move 2
  • Roost
    Heals 50% HP. Flying-type removed 'til turn ends.
    TypeFlying
Move 3
Move 4
  • Attack Order
    High critical hit ratio.
    TypeBug
    CategoryPhysical
    Power90 BP
    Accuracy100%

Vespiquen's greatest niche is its ability Pressure, which can turn threatening scenarios in its favor. For example, Close Combat can only be used four times, greatly helping Vespiquen's survivability. Protect is the most important move, as it stalls the opponent's PP and gains Leftovers recovery. Roost adds on to the longevity, granting Vespiquen more walling opportunities. Toxic is its most reliable damaging source, seriously crippling many Pokemon that switch into Vespiquen. Attack Order prevents Vespiquen from being Taunt bait, and it has decent power for a wall.

The most important thing to recognize when supporting Vespiquen is that it needs Rapid Spin support to function decently as a wall; Wartortle is the best option because its typing synergizes the best with Vespiquen out of all the NU Rapid Spinners. Cleric support is also highly recommended, as residual damage will drastically limit Vespiquen's walling capabilities; Audino is a great partner for this job, since Vespiquen can take Fighting-type attacks aimed at it. Garbodor, the Toxic Spikes setter that synergizes best with Vespiquen, is a helpful partner since Toxic Spikes support saves Vespiquen many extra turns to heal itself instead of using Toxic. Misdreavus is a cool partner that fits the stall playstyle well because it offers a fast Taunt that can keep Stealth Rock off the field. Partners with phazing moves, such as Bastiodon, make great partners, as they can force out sweepers that set up on Vespiquen. One last, great partner is defensive Seismitoad, as its typing covers almost all of Vespiquen's weaknesses while Vespiquen 4x resists its Grass-type weakness.

Other Options

Substitute is a decent option for Vespiquen, but Vespiquen's low Speed prevents it from blocking any status moves. Defend Order seems like a cool move, but Vespiquen needs the moves it already has to efficiently stall. A Hone Claws + Acrobatics set is possible but is terribly outclassed by offensive Pokemon that don't have a 4x Stealth Rock weakness, such as Swellow and Drifblim. The Custap Berry + Destiny Bond combination is surprising but is gimmicky at best. Vespiquen has access to Swagger, but it is entirely luck reliant so it will often let you down. Vespiquen can set up weather, but Pokemon with better typings and abilities are more suited for the job.

Checks and Counters

First things first: Stealth Rock is the most reliable method to check Vespiquen. Other than that, Steel- and Poison-types can't be touched by Vespiquen, so they make great counters. Substitute sweepers, such as Misdreavus, Drifblim, and Braviary, can all set up on Vespiquen and not fear Attack Order. Rock-type coverage from Pokemon such as Sawk, Primeape, and Golem is a great way to check Vespiquen as well. Taunt users that are not weak to Attack Order, such as Samurott, also make good checks. Lastly, special attackers with super effective coverage, such as Charizard, check Vespiquen reliably.

Credits

Moves

 
Power
55
Accuracy
100%
PP
15
Power doubles if the user has no held item.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
55
Accuracy
95%
PP
25
High critical hit ratio. Hits adjacent foes.
 
Power
75
Accuracy
95%
PP
20
30% chance to make the target flinch.
 
Power
90
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
60
Accuracy
100%
PP
20
User steals and eats the target's Berry.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
100%
PP
10
Confuses the target.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
Accuracy
PP
10
Raises the user's Defense and Sp. Def by 1.
 
Power
Accuracy
PP
15
-1 evasion; clears target side's hazards/screens.
 
Power
Accuracy
PP
5
If an opponent knocks out the user, it also faints.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
20
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
18
Accuracy
80%
PP
15
Hits 2-5 times in one turn.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
40
Accuracy
100%
PP
35
Power doubles during Bounce, Fly, and Sky Drop.
 
Power
Accuracy
PP
10
Heals the user by 50% of its max HP.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
15
Accuracy
100%
PP
35
30% chance to poison the target.
 
Power
70
Accuracy
100%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
40
Accuracy
100%
PP
20
If a foe is switching out, hits it at 2x power.
 
Power
Accuracy
100%
PP
15
Forces the target to move last this turn.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
10
Heals 50% HP. Flying-type removed 'til turn ends.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% chance acc -1)
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
90
Accuracy
100%
PP
10
30% chance to poison the target.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
95%
PP
40
Lowers the foe(s) Speed by 1.
 
Power
30
Accuracy
100%
PP
20
100% chance to lower the foe(s) Sp. Atk by 1.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) evasiveness by 1.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
30
For 4 turns, allies' Speed is doubled.
 
Power
40
Accuracy
100%
PP
10
If the user has no item, it steals the target's.
 
Power
Accuracy
90%
PP
10
Badly poisons the target.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target is poisoned.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
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