Weavile

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  1. ¬Hitomoshi
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    dpiconani461Weavile dpiconani461




    Link utili:
    gif Scheda di Weavile sull'Ombra Notturna
    gif Commenti di Weavile sull'Ombra Notturna
    gif Weavile su Serebii
    gif Weavile su Smogon
    gif Torna all'indice generale delle schede Pokemon dell'Ombra Notturna


    dpmfa461

    Pressione

    Quando questo Pokémon č colpito da una mossa, i PP dell'avversario diminuiscono di 2 anziché di 1.

    Arraffalesto
    Mondo dei Sogni

    Ogni volta che tra l'avversario e l'utilizzatore avviene un contatto, quest'ultimo ruba lo strumento tenuto dall'avversario. L'abilitŕ non funziona se l'utilizzatore ha uno strumento o se uno dei due Pokémon č dietro un Sostituto.



    Tipo

    Tier

    :buio: :ghiaccio:

    UU



    StatMin-MinMaxMax+
    PS
    70
    -281344-
    Att
    120
    248276339372
    Dif
    65
    149166229251
    Att Sp
    45
    113126189207
    Dif Sp
    85
    185206269295
    Vel
    125
    257286349383



    Nome MovesetStrumentoAbilitŕNatura
    Standard WeaselChoice Band / Life OrbPressureJolly



    MosseEVs
    ~ Ice Shard
    ~ Pursuit
    ~ Ice Punch / Night Slash / Punishment
    ~ Low Kick
    40 PS / 252 Att / 216 Vel


    A standard Choice Band set manages to accentuate all of Weavile's best attributes: 120 base Attack, 125 base Speed, STAB Pursuit, and being one of the few viable users of STAB Ice attacks. The main attractions here are its exceedingly useful Ice Shard and Pursuit. With these moves in tow, an Outraging Dragon is never truly safe, fearing a swift icicle to the face in the middle of its rampage. While switching in is almost never advisable, Weavile can usually catch these targets on the revenge, leaving them trapped, helpless, and vulnerable to the inevitable KO.

    Pursuit is arguably one of the most useful moves in the game, punishing predicted switches and effectively trapping enemies. Less defensively inclined targets, such as Gengar, Starmie, and Latios, are often KOed regardless of whether or not they switch (with a little prior damage required in the case of Latios), adding to Weavile's repertoire the technical role of a 'trapper'. Be wary of using this on bulkier Psychics such as Reuniclus, however, which do not fear Weavile's Pursuit and can either cripple it with status, or in Reuniclus's case, OHKO it.

    Thankfully, Weavile's role as a revenge killer is not limited to two 40 Base Power attacks. The other two moveslots are occupied by the ever-useful Low Kick, which offers excellent coverage alongside Weavile's Dark-type moves, as well as having the ability to OHKO both bulky and heavy targets such as Terrakion, Tyranitar, and Heatran. It can also catch Weavile's long-time nemesis, Scizor, on the switch for decent damage.

    The choice between Ice Punch or Night Slash on the final slot should be made while considering how your team handles specific Dark- or Ice-type weak enemy Pokemon. If you fear bulky Psychics and Ghosts enough to use it, Night Slash is a viable option, but Ice Punch is generally more useful for taking on the many bulky Grass-, Flying-, Dragon-, and Ground-types that currently reside in OU. Additionally, Ice Punch is often its strongest option against targets it can only hit for neutral damage. Punishment is an option reserved strictly as a trump card for teams weak to bulky Calm Mind users. At the forefront of these threats is Reuniclus, followed by Jirachi, Suicune, and possibly even the odd Cresselia.



    Nome MovesetStrumentoAbilitŕNatura
    Swords DanceLife OrbPressureJolly


    MosseEVs
    ~ Swords Dance
    ~ Ice Shard / Ice Punch
    ~ Night Slash
    ~ Low Kick
    40 PS / 252 Att / 216 Vel


    Term of the day is late-game cleaner, and no better term exists to describe this set. Due to Weavile's lack of defenses and by extension, relatively low number of chances to set up, it's best to keep its function as a revenge killer in mind earlier in the game and attempt a sweep only when its counters have been cleared or at least weakened. As previously mentioned, setup opportunities are very few in number, but still exist. For example, a Scizor or Tyranitar Choice-locked into Pursuit leaves Weavile an open opportunity to set up as they switch out. Be wary of setting up on Scizor, as it can come in later and OHKO with Bullet Punch if it hasn't been adequately weakened prior to setup.


    Altre Opzioni


    Sadly, Weavile's usable movepool is fairly limited. Brick Break is probably the first option that comes to mind, as it fits on all of its movesets and can be used as a more consistent option than Low Kick—consistently weaker, that is. Fake Out and Counter make an anti-lead set possible, but not advisable, considering the presence of team viewing mechanics and a stronger, bulkier metagame that does not encourage the use of suicide leads. Taunt is a viable option on Life Orb sets to prevent the likes of Ferrothorn and Skarmory from setting up on Weavile.

    Checks & Counters


    Bulky Steel-types that aren't weak to Low Kick are Weavile's greatest obstacles. Scizor can switch in on anything Weavile has safely and threaten to OHKO it with either Bullet Punch or U-turn. Jirachi is about the same in this regard, with Iron Head over Bullet Punch. Skarmory and Forretress can more or less use Weavile as an easy opportunity to set up entry hazards; Ferrothorn can also do this to a lesser extent, provided Weavile is locked into a resisted move or hasn't had the chance to boost. It can also threaten to OHKO with Gyro Ball, if necessary. In addition, bulky Water-types, barring Jellicent, wall most of its attacks and can threaten to burn with Scald.

    Fighting-types are generally good for keeping Weavile in check as well. Conkeldurr is easily Weavile's biggest threat among them, as it can Bulk Up on a Pursuit-locked Weavile and continue threatening the rest of its team, or KO instantly with Mach Punch. Lucario and Infernape resist both of its STABs and can either set up or KO with priority. Ninetales is a relatively safe switch-in too, as are other less common Fire-types, such as Arcanine.

    Dream World


    Pickpocket has its merits, being an ability Weavile can finally make use of, but there are two crippling flaws that prevent it from being a godsend: its activation requirements and required movepool restriction. It activates once your opponent makes contact with Weavile, but this is something you generally want to avoid because of its low Defense. There's also the fact that it requires you to have no item, meaning its use cannot be employed on any standard set. It can be used in the lead position, though, as it steals your opponent's item the instant Focus Sash activates.

    As far movepool restrictions go, the loss of Low Kick is a very big deal for Weavile, as it misses KOs on targets such as Heatran and Ferrothorn, and subsequently requires your team to garner even greater prior damage before Weavile can even consider entering the ring. Weavile's ability to contend with Steel-types is doubly important in a metagame dominated by Dragon-types, making its pickpocketing not only a bad habit, but a bad choice.

    Edited by † Paul † - 6/11/2011, 17:18
     
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  2. -Drifblim-
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1 replies since 21/1/2011, 22:15   531 views
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