Type: Poison
Base Stats:
HP: 65
Attack: 90
Defense: 120
Special Attack: 85
Special Defense: 70
Speed: 60
Ability: Levitate
The Pokémon is rendered completely immune to damage-dealing Ground-type moves, as well as the effects of Arena Trap. Does not take damage from Spikes, and cannot become poisoned by/remove Toxic Spikes.
Dream World Ability: None.
Moves:
Moves in bold are new to Generation V. Moves in italics are old moves that are new to Weezing.
By leveling up:
1: Poison Gas
1: Tackle
1: Smog
1: Smokescreen
6: Smog
10: Smokescreen
15: Assurance
19: Clear Smog
24: SelfDestruct
28: Sludge
33: Haze
39: Double Hit
46: Explosion
52: Sludge Bomb
59: Destiny Bond
65: Memento
By TM:
Toxic
Venoshock
Hidden Power
Sunny Day
Taunt
Hyper Beam
Protect
Rain Dance
Frustration
Thunderbolt
Thunder
Return
Shadow Ball
Double Team
Flamethrower
Sludge Bomb
Fire Blast
Torment
Facade
Rest
Attract
Thief
Round
Incinerate
Will-O-Wisp
Explosion
Payback
Giga Impact
Flash
Gyro Ball
Swagger
Substitute
Egg moves:
Screech
Psywave
Psybeam
Destiny Bond
Pain Split
Grudge
Spite
Curse
Stockpile
Swallow
Spit Up
Moves obtainable through Generation III or IV TMs;
Shock Wave
Secret Power
Endure
Captivate
Dark Pulse
Sleep Talk
Natural Gift
Moves obtainable ONLY through Generation III Move Tutors:
Mimic
Moves obtainable through Generation IV Move Tutors:
Snore
Spite
Uproar
Rollout
Pain Split
Description of Generation V moves (I'm going by Serebii's Pokedex, so feel free to correct me on any of these):
Clear Smog:
Base power: 50
Type: Poison
Classification: Special
Accuracy: N/A
PP: 15
Effect: resets the target's stat changes
Venoshock:
Base power: 65
Type: Poison
Classification: Special
Accuracy:100
PP: 10
Effect: Base power doubles if used on a poisoned target.
Round:
Base power: 60
Type: Normal
Classification: Special
Accuracy: 100
PP: 15
Effect: Base power increases if the move had just been used by something else.
Incinerate:
Base power: 30
Type: Fire
Classification: Special
Accuracy: 100
PP: 15
Effect: Incinerates the target's berry, rendering it unusable.
Potential Sets;
Defensive Weezing
Weezing @Black Sludge/Leftovers
Nature: Calm (+Sp.Def, -Atk)
*Stockpile
*Pain Split
*Toxic/Will-O-Wisp
*Clear Smog/Venoshock/Fire Blast
EVs: 252 HP, 200 Sp.Def, 48 Defense, 8 Sp.Atk
This set takes advantage of some of Weezing's newest toys; most notably Stockpile, which allows Weezing to finally do something about that Special Defense. Pain Split allows for recovery. You can pick between Toxic or Will-O-Wisp here, whichever you feel will be the more effective status. For the final move, pick your poison- literally. Clear Smog appears to work like Haze, minus the nasty side effect of also making Weezing lose those Stockpiled boosts. Venoshock obviously should only be considered if you taught Weezing Toxic. And if you're that worried about Steel-types, there's also Fire Blast, although I personally have never been too big a fan of its iffy accuracy.
I'm Weezing In The Rain
Weezing @Life Orb/Choice Specs
Nature: Modest (+Sp.Atk, -Atk)
*Thunder
*Hidden Power (Water)
*Psybeam/Venoshock/Sludge Bomb/Shadow Ball/Rain Dance
*Psybeam/Venoshock/Sludge Bomb/Shadow Ball/Rain Dance
EVs: 252 Sp.Atk, 252 HP
With Drizzle Politoed threatening to take the metagame by storm (pun intended), a special attacking Weezing might be able to find a place on a rain team. Thunder and Hidden Power Water take advantage of the weather, while the last two moves are up to you. Psybeam is a little on the weak side and Psychic attacks in general have poor coverage, but without Flamethrower or Fire Blast being viable on this set, you gotta have something to do to the likes of Heracross or Venusaur, or whatever. There's better examples out there, I know it. But yeah, say there's something out there that normally would fear Weezing's fire moves, that knows that nobody in their right mind would dare run said fire moves in a Rain Dance team. Stuff like Breloom, Heracross, Venusaur, maybe even the new Scolipede, you get the picture. Now Weezing can Psybeam them. Venoshock works, but really only if you have Toxic Spikes support. Sludge Bomb gets STAB and is generally powerful, if not saddled with poor coverage. Shadow Ball is also a decent option, and Rain Dance is always a good option, should Politoed go down and your opponent brings in their Hippowdon/Tyranitar/Dream World Ninetales.
Special Attacking Weezing
Weezing @Life Orb/Choice Specs
Nature: Modest (+Sp.Atk, -Atk)
*Thunder/Thunderbolt
*Fire Blast/Flamethrower
*Uproar/Venoshock/Sludge Bomb/Shadow Ball
*Uproar/Venoshock/Sludge Bomb/HP Fighting
EVs: 252 Sp.Atk, 252 HP
This Weezing's made for attacking. As far as Fire Blast, Thunder, and their more accurate counterparts, pick whichever you feel more comfortable with. I personally am rather deterred by their iffy accuracy, but that's just me. The third and fourth moves are up to you. Uproar's power was upped to 90, a most notable increase. While the move is still blocked by ghosts, and therefore not nearly as desirable as Salamence's Outrage, it's still a potent option, as well as one that can screw with your opponent's RestTalkers. However, with Sleep Talk losing its TM status, I think RestTalking will start to become far less common. Venoshock and Sludge Bomb offer STAB. Venoshock should be your choice if Weezing's being backed by some Toxic Spikes support; otherwise, Sludge Bomb. Then there's Shadow Ball and Hidden Power Ground, both of which together provide some pretty decent coverage.
All in all, Weezing didn't get too much in the way of new moves this time around, but it can certainly work with what it's been given. If you feel I've missed any potential movesets for Weezing, please don't hesitate to post them here.
And one more thing. This thread is NOT for the discussion of Weezing's tiering options. So don't even.