#0461
Weavile

Weavile

Ice Dark

Abilities

  • Pressure Causes opponents to expend 1 more PP when using moves against the Pokémon.
  • Pickpocket Hidden When the Pokémon is hit by a contact move, it will steal the held item of the attacker if it is not already holding an item.

Stat Points

HP
70
ATK
120
DEF
65
Sp. Atk
45
Sp. Def
85
SPE
125

Weakness and Resistance

4x ★ Extremely Effective
Fighting
2x ⦿ Super Effective
Fire Bug Rock Steel Fairy
1x – Normal
Normal Water Grass Electric Poison Ground Flying Dragon
0.5x △ Resists
Ice Ghost Dark
0.25x ▼ Mostly Ineffective
Psychic

Learnable Moves (72)

Name Type Category Power PP Description
Aerial Ace physical 60 20 This move never misses.
Agility status - 20 Boosts the user's Speed stat by 2 stages.
Assurance physical 60 12 This move's power is doubled if the target has already taken damage during the turn this move is used.
Avalanche physical 60 12 This move's power is doubled if the target has already dealt damage to the user with a move in the same turn.
Baton Pass status - 20 The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokémon switching in.
Beat Up physical - 12 The target is attacked as many times as the number of Pokémon in the user's party. Pokémon that have fainted or have a status condition are not counted. This move's power is calculated based on the Attack stats of the party Pokémon.
Bite physical 60 20 Has a 30% chance of making the target flinch.
Blizzard special 110 8 Has a 10% chance of freezing the target.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Calm Mind status - 20 Boosts the user's Sp. Atk and Sp.Def statsby 1 stage.
Chilling Water special 50 20 Lowers the target's Attack stat by 1 stage.
Counter physical - 20 The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
Dark Pulse special 80 16 Has a 20% chance of making the target flinch.
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Double Hit physical 35 12 The user attacks twice in a row.
Endure status - 12 During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Facade physical 70 20 This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Fake Out physical 40 12 Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
Fake Tears status - 20 Lowers the target's Sp. Def stat by 2 stages.
Feint physical 30 12 This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Fling physical - 12 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Blast special 120 8 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Punch physical 150 20 This move fails if the user has already taken damage from a move in the same turn.
Foul Play physical 95 16 The damage dealt by this move is calculated using the target's Attack stat instead of the user's Attack stat.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Ice Beam special 90 12 Has a 10% chance of freezing the target.
Ice Punch physical 75 16 Has a 10% chance of freezing the target.
Ice Shard physical 40 20 —
Ice Spinner physical 80 16 Removes any terrain.
Icicle Crash physical 85 12 Has a 30% chance of making the target flinch.
Icicle Spear physical 25 20 The user attacks 2 to 5 times in a row.
Icy Wind special 55 16 Lowers targets' Speed stats by 1 stage.
Knock Off physical 65 20 This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Lash Out physical 75 8 This move's power is doubled if the user's stats were lowered during the turn this move is used.
Low Kick physical - 20 The heavier the target, the greater this move's power (ranging between 20 and 120).
Low Sweep physical 65 20 Lowers the target's Speed stat by 1 stage.
Mega Kick physical 120 8 —
Nasty Plot status - 20 Boosts the user's Sp. Atk stat by 2 stages.
Night Slash physical 70 20 This move has a 1 stage Critical-Hit Ratio Boost.
Payback physical 50 12 This move's power is double if the user attacks after the target.
Poison Jab physical 80 20 Has a 30% chance of poisoning the target.
Protect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Psycho Cut physical 70 20 This move has a 1-stage Critical-Hit Ratio Boost.
Quick Attack physical 40 20 —
Rain Dance status - 8 Summons rain for 5 turns.
Reflect status - 20 Gives the user's side the Reflect status for 5 turns, where damage taken from physical moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Rest status - 8 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Reversal physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Round special 60 16 If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Scary Face status - 12 Lowers the target's Speed stat by 2 stages.
Screech status - 20 Lowers the target's Defense stat by 2 stages.
Shadow Ball special 80 16 Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Shadow Claw physical 70 16 This move has a 1-stage Critical-Hit Ratio Boost.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snarl special 55 16 Lowers targets' Sp. Atk stats by 1 stage.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Snowscape status - 8 Summons snow for 5 turns.
Spite status - 12 Removes 4 PP from the move last used by the target.
Substitute status - 12 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Surf special 90 16 This move's power is doubled against targets that have the Submerged status.
Swords Dance status - 20 Boosts the user's Attack stat by 2 stages.
Taunt status - 20 Gives the target the Taunted status, where the Pokémon can only use attacks.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Throat Chop physical 80 16 Gives the target the Throat Chopped status, where the Pokémon cannot use any sound-based moves for 2 turns.
Trailblaze physical 50 20 Boosts the user's Speed stat by 1 stage.
Triple Axel physical 20 12 The user attacks 3 times in a row-first with a power of 20, then with a power of 40, then with a power of 60. The attack ends if the user misses.
Upper Hand physical 65 16 Makes the target flinch. This move fails if the target isn't about to use a priority move.
Water Pulse special 60 20 Has a 20% chance of confusing the target.
X-Scissor physical 80 16 —