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Weezing

In-battle formes

HP:65
Attack:90
Defense:120
Sp. Atk:85
Sp. Def:70
Speed:60

Evolutions

Strategies

  • en
Formats:
  • NU
Written by cherryb0ng

Mixed Attacking Tank

Move 1
  • Sludge Bomb
    30% chance to poison the target.
    TypePoison
    CategoryPhysical
    Power90 BP
    Accuracy100%
Move 2
  • Thunder
    30% chance to paralyze. Can't miss in rain.
    TypeElectric
    CategorySpecial
    Power120 BP
    Accuracy70%
Move 3
  • Explosion
    Target's Def halved during damage. User faints.
    TypeNormal
    CategoryPhysical
    Power250 BP
    Accuracy100%
Move 4

Weezing is among the tier's most viable tanks, as its naturally high bulk and access to powerful moves such as Sludge Bomb, Fire Blast, and Thunder make it an unpredictable threat that is hard to deal with. Furthermore, its access to Explosion makes it a literal time bomb, granting it the ability to take down threats with it that might be otherwise unable to defend against or to target its own checks to open up the opponent's defenses for its teammates. Its Poison typing is a blessing and a curse, as Weezing can take advantage of the common presence of Fighting-types like Primeape and Hitmonlee, but it is extremely susceptible to the top threat Xatu's STAB Psychic. Weezing's primary STAB move in Sludge Bomb has a high chance of inflicting poison, which can punish many checks that try to switch into it, such as Xatu, Dugtrio, and Sudowoodo, by setting them on a timer. Thunder similarly has a high chance of inflicting paralysis, which makes Weezing even harder to switch into safely. On top of this, it lands a guaranteed 2HKO on Xatu and also hits bulky Water-types hard.

The last move depends on whichever benefit the player would like to have: greater coverage, the ability to stop opposing Pokemon from setting up, or longevity. Fire Blast threatens to KO Pineco from full and becomes guaranteed with any slight chip, preventing it from safely setting up Spikes. Fire Blast also lands an OHKO on Magnemite and does massive damage to Gloom, which can otherwise freely paralyze Weezing with Stun Spore or repeatedly use Curse and force Weezing to sacrifice itself with Explosion to take Gloom out. The combination of Sludge Bomb and Thunder tends to leave Weezing open for Ground- and Rock-types such as Dugtrio and Sudowoodo to come in and threaten it with Earthquake, so Weezing can opt for Hidden Power Water, which hits both for significant damage and OHKOes Graveler, but it comes at the cost of some bulk due to DV requirements. Haze nullifies any attempt at setting up and can shut down a potential sweep from any setup sweeper, such as Wigglytuff, Dunsparce, or Meditate Primeape. Lastly, not having any instant recovery moves can leave Weezing in a difficult spot when repeatedly switching into attacks, especially with Spikes down. Thus, Pain Split is a viable option, since it is the only instant recovery move that Weezing learns and can help to prolong the period of time before it is forced to use Explosion.

Some of the Pokemon that benefit the most from having Weezing as a teammate are those that like to have Xatu removed by Explosion, such as Primeape, Hitmonlee, and other Xatu. Primeape, in turn, can threaten the majority of the slower, more defensive Pokemon that Weezing struggles to deal with, such as Pupitar and Sudowoodo. Primeape also threatens Normal-types, especially ones that give Weezing a hard time like Stantler and Wigglytuff, with Stantler having Earthquake and Wigglytuff being able to Curse up and force Weezing to explode on it rather than a different Pokemon like Xatu. Defensive Pokemon such as Dewgong and Sudowoodo fear the presence of Primeape on the opposing team and benefit greatly from Weezing's solid matchup against it. Dewgong is also a phenomenal switch into Xatu, taking little from its attacks and hitting back hard with Ice Beam while staying healthy with RestTalk. Water- and Grass-types like Octillery or Gloom with a Grass move can threaten Ground- and Rock-types like Dugtrio and Sudowoodo, which are otherwise solid switch-ins to Weezing as if they avoid poison from Sludge Bomb they can comfortably take Fire Blast and Thunder.

Credits

Moves

 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
100%
PP
10
Waits 2-3 turns; deals double the damage taken.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
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
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
250
Accuracy
100%
PP
5
Target's Def halved during damage. User faints.
 
Power
120
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
95
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
Accuracy
PP
30
Eliminates all stat changes.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
100%
PP
20
Shares HP of user and target equally.
 
Power
Accuracy
55%
PP
40
Poisons the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
65
Accuracy
100%
PP
20
10% chance to confuse the target.
 
Power
Accuracy
80%
PP
15
Random damage from 1 to (user's level*1.5 - 1).
 
Power
20
Accuracy
100%
PP
20
Next Rage increases in damage if hit during use.
 
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
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
Accuracy
85%
PP
40
Lowers the target's Defense by 2.
 
Power
200
Accuracy
100%
PP
5
Target's Def halved during damage. User faints.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
65
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
90
Accuracy
100%
PP
10
30% chance to poison the target.
 
Power
20
Accuracy
70%
PP
20
40% chance to poison the target.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
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
35
Accuracy
95%
PP
35
No additional effect.
 
Power
40
Accuracy
100%
PP
10
If the user has no item, it steals the target's.
 
Power
120
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
95
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
85%
PP
10
Badly poisons the target.
 
Power
100
Accuracy
50%
PP
5
100% chance to paralyze the target.
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