
Thievul

Base Stats - 70 HP / 58 Atk / 58 Def / 87 SAtk / 92 SDef / 90 Spe
Abilities:
Run Away: No competitive use.
Stakeout [CURRENTLY UNAVAILABLE]: Doubles the power of moves used against targets that have switched in this turn.
Unburden: If the Pokemon's held item is lost or consumed, the Pokemon's speed is doubled until it switches out, or it receives a different item or ability.
Level Up Moves:
- [00] Thief
- [01] Thief
- [01] Quick Attack
- [01] Tail Whip
- [01] Beat Up
- [01] Hone Claws
- [12] Snarl
- [16] Assurance
- [22] Nasty Plot
- [28] Sucker Punch
- [34] Night Slash
- [40] Tail Slap
- [46] Foul Play
- [52] Parting Shot
TMs:
- [TM08] Hyper Beam
- [TM09] Giga Impact
- [TM15] Dig
- [TM16] Screech
- [TM21] Rest
- [TM23] Thief
- [TM24] Snore
- [TM25] Protect
- [TM31] Attract
- [TM37] Beat Up
- [TM39] Facade
- [TM40] Swift
- [TM47] Fake Tears
- [TM53] Mud Shot
- [TM56] U-turn
- [TM58] Assurance
- [TM65] Shadow Claw
- [TM66] Thunder Fang
- [TM67] Ice Fang
- [TM68] Fire Fang
- [TM76] Round
- [TM78] Acrobatics
- [TM84] Tail Slap
- [TM85] Snarl
TRs:
- [TR11] Psychic
- [TR12] Agility
- [TR20] Substitute
- [TR26] Endure
- [TR27] Sleep Talk
- [TR29] Baton Pass
- [TR32] Crunch
- [TR33] Shadow Ball
- [TR37] Taunt
- [TR58] Dark Pulse
- [TR68] Nasty Plot
- [TR77] Grass Knot
- [TR81] Foul Play
- [TR90] Play Rough
Egg Moves:
- Quick Guard
- Knock Off
- Howl
- Torment
- [00] Thief
- [01] Thief
- [01] Quick Attack
- [01] Tail Whip
- [01] Beat Up
- [01] Hone Claws
- [12] Snarl
- [16] Assurance
- [22] Nasty Plot
- [28] Sucker Punch
- [34] Night Slash
- [40] Tail Slap
- [46] Foul Play
- [52] Parting Shot
TMs:
- [TM08] Hyper Beam
- [TM09] Giga Impact
- [TM15] Dig
- [TM16] Screech
- [TM21] Rest
- [TM23] Thief
- [TM24] Snore
- [TM25] Protect
- [TM31] Attract
- [TM37] Beat Up
- [TM39] Facade
- [TM40] Swift
- [TM47] Fake Tears
- [TM53] Mud Shot
- [TM56] U-turn
- [TM58] Assurance
- [TM65] Shadow Claw
- [TM66] Thunder Fang
- [TM67] Ice Fang
- [TM68] Fire Fang
- [TM76] Round
- [TM78] Acrobatics
- [TM84] Tail Slap
- [TM85] Snarl
TRs:
- [TR11] Psychic
- [TR12] Agility
- [TR20] Substitute
- [TR26] Endure
- [TR27] Sleep Talk
- [TR29] Baton Pass
- [TR32] Crunch
- [TR33] Shadow Ball
- [TR37] Taunt
- [TR58] Dark Pulse
- [TR68] Nasty Plot
- [TR77] Grass Knot
- [TR81] Foul Play
- [TR90] Play Rough
Egg Moves:
- Quick Guard
- Knock Off
- Howl
- Torment
-Dark Pulse
-Psychic
-Parting Shot
-Grass Knot
-U-Turn
-Taunt
-Nasty Plot
-Play Rough
-Foul Play
-Knock Off
-Sucker Punch
Pros:
-Nasty Plot lets it break through slower foes and sweep
-Once Stakeout is released, it will be a great ability for breaking down defensive cores, especially since Dark is a spammable type due to its lack of immunities.
Cons:
-It has pretty bad stats and is quite weak overall
-It's outclassed by faster Unburden users or stronger Nasty Plot users with better coverage
-Although it's fast enough to fight against defensive cores it's outsped by a lot of things
-No secondary STAB typing coupled with very few coverage moves mean it can actually be easy to switch into in spite of Stakeout.
Dynamax Potential:
Thievul can make okay use of Dynamax. Stakeout boosted Dynamax attacks can really hurt and be tough to switch into, and it can benefit from the secondary effects of Max Darkness and Max Mindstorm to facilitate breaking or sweeping. It can also use Dynamax effects to set terrain for itself to activate Unburden.
Potential Movesets:
Thievul @ Psychic Seed / Grassy Seed
Ability: Unburden
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Psychic
- Grass Knot
Here's a Nasty Plot Unburden sweeper set. You can activate the terrain seed yourself by using Dynamax Psychic or Grass moves, thus popping your Unburden. Psychic Terrain can protect you from priority which is useful for sweeping, although Grassy Seed can be used too. Of course you can pair this set up with Indeedee or HA Rillaboom (when it releases) if you like, removing the need to set up your own terrain. Thievul can set up on weaker special attackers thanks to its decent Special Defense, potentially boosted by Psychic Seed.
Thievul @ Choice Specs
Ability: Stakeout
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Psychic
- Grass Knot
- Parting Shot / U-Turn
Once Stakeout is released, this will almost certainly be the go-to Thievul set. The best way to take advantage of Stakeout is to power up your Dark Pulse as much as possible. Stakeout boosted attacks really hurt from this mon and can shred defensive cores if you can get into a position where you force the opponent to switch out. Psychic is Thievul's best coverage move as it hits Fighting-types super effectively and also many Fairy-types for neutral damage. Grass Knot is kinda just there, but it does do a lot to Tyranitar. The last moveslot is a pivoting move, Parting Shot is good to pivot into something else safely, but U-Turn is a good option too cause it can do a bit of damage to the Dark-type switch-ins to Theivul when boosted by Stakeout.
Thievul can actually hit pretty hard if Stakeout activates and the correct move is chosen. For example, it stands a good chance of OHKOing specially defensive Toxapex with Psychic after Stealth Rock damage, has a chance to 2HKO physically defensive Clefable with Psychic on switch-in, and can OHKO physically defensive Rotoms with Dark Pulse on switch-in too. When very well played it can actually pose a threat to defensive cores.
Other potential options:
-Until Stakeout is released, most of Thievul's other options are not worth considering.
-Once it's released Nasty Plot + Stakeout can work as a breaker combined with a sweeper, the main issue is that if you Nasty Plot on the switch you can't take advantage of Stakeout, so it's often better just to fire off an attack, that being said it is worth considering due to its flexibilty.
-A Life Orb set can be used so you can switch moves, and also boosts U-Turn and Play Rough. Play Rough may seem wonky coming from Thievul's 58 base attack stat, but it's Thievul's best move to hit certain potential Dark-type switch-ins such as Hydreigon and Grimmsnarl, and if boosted by Life Orb and Stakeout, it can actually do quite a bit of damage.
-Mud Shot can be chosen over Grass Knot on either set and used to hit Bisharp. Bear in mind that it needs a Stakeout or Nasty Plot boost to OHKO it, and if it doesn't OHKO, you will give it an Attack boost from Defiant.
Final Thoughts:
Yeah it will almost surely make its way to the lower tiers. I think Thievul will find its home in a tier where its capabilities for breaking are appreciated, and its speed tier is more workable, but for now it's pretty much just a meme pick. I like it though, and wish it was more viable. What do you think of Thievul?
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