Absurdly fast, with great Attack to boot, Weavile is that pokemon that suddenly emerged as a huge threat this generation. Knock Off's huge power buff gave Weavile a deadly weapon to abuse, and its Dark/Ice typing, while riddled with weaknesses, also allows Weavile to threaten a lot of the tier at once. On top of an already impressive Attack stat, Weavile gets Swords Dance for late game cleaning, and also a powerful priority Ice Shard, which can make short work of anything weakened late game. However, Weavile is a lot frailer than it would like to be. 70/65/85 with no reliable recovery won't last long, especially when there are powerhouses like Scizor and Conkeldurr stomping around in OU, throwing around their signature priority moves, Bullet Punch and Mach Punch. Both moves will end Weavile instantly, so it has to be careful when it steps, particularly with a Stealth Rock weakness limiting just how many times it can even switch into battle. But when all is said and done, Weavile is a big problem if you're not prepared for it. After all, what goes better with cold, than dark? == Offensive == Weavile @ Life Orb / Focus Sash Trait: Pressure EVs: 252 Atk / 4 Def / 252 Spd Jolly nature (+Spd, -SAtk) - Knock Off - Ice Shard - Icicle Crash / Swords Dance - Low Kick / Poison Jab / Pursuit If you're fighting a Weavile, odds are this is what it'll look like. Forgetting the concept of longevity completely, this set is designed to hit hard, and hit fast. The Life Orb optimises how hard it hits, while the Focus Sash guarantees it survives at least one thing, and gets a turn to attack. Under the right situation, both hold items are useful. A Jolly nature is used for maximal Speed, while the EV spread simply lets Weavile hit as hard and fast as possible, keeping its HP odd for four switches into Stealth Rock. Knock Off is the primary move, hitting for serious damage against anything that doesn't resist. Even frail things that do resist will take a fair beating, and stripping away the target's hold item can bring insight into their strategy. Ice Shard in slot 2 is a powerful priority that nothing is immune to. It can easily pick off weakened enemies. Icicle Crash is a more powerful Ice STAB for things like Gliscor, however Swords Dance doubles Weavile's Attack, which can more or less make up the difference in damage. Lastly, slot 4 has Low Kick and Poison Jab are coverage. The former hits would-be counters like Heatran and Tyranitar for heavy damage, while Poison Jab keeps Fairies at bay, with Azumarill being a particular threat. If neither are needed, Pursuit works well with Weavile's high Speed to trap and remove Dark- or Psychic-types that are unlucky enough to face it. Pressure is the listed ability because it's the least useless. Using an extra PP point can make just enough difference sometimes. == Choice Band == Weavile @ Choice Band Trait: Pressure EVs: 252 Atk / 4 SDef / 252 Spd Jolly nature - Ice Shard - Pursuit - Knock Off - Low Kick / Poison Jab While there's little difference between this set and the last, the Choice Band swaps the ability to switch moves for an immediate power boost, which can really tear holes into the opposition. Ice Shard is priority once again, while Knock Off inflicts insane damage to anything not resisting it. Pursuit traps and removes anything weak enough to be KOed by the move, however it can turn Weavile into setup fodder after its usage, so be careful. Lastly, Low Kick and Poison Jab offer the same coverage as last time, however the power boost will turn a lot of 3HKOes into 2HKOes, which can help Weavile's survival. Just watch out for the inevitable Ghost- or Steel-type switch-in afterwards. == Other Options == Beat Up is a move almost unique to Weavile, and its unique damage mechanic can allow for some serious power. Fake Out doesn't hit all that hard, but it can break Focus Sashes or Multiscale, as well as flinching the target, giving Weavile plenty of momentum. Iron Tail is available for Diancie, and can deal serious damage. Its accuracy is far from reliable, and Metal Claw can be used instead, however if you need a means of luring and removing Diancie, look no further. Low Sweep can neuter Choice Scarfed opponents, and let Weavile outrun them once again, as well as hitting the likes of Heatran and Tyranitar for serious damage. Aerial Ace has coverage on the likes of Heracross and Keldeo, both of whom would give Weavile trouble otherwise. Substitute can help Weavile stall for PP loss, and when combined with Protect it can be even more annoying. Taunt can stop walls like Chansey from restoring their HP, and also buy Weavile setup room. Lastly, Pickpocket is an unusual ability that can let Weavile steal its opponent's hold item. But when it has ready access to Knock Off, there's little reason to use this. == Checks and Counters == Anything with Mach Punch is at least a check. The likes of Conkeldurr are huge problems. Scizor's Bullet Punch will also tear Weavile in two. Azumarill resists both STABs, and can OHKO with Play Rough. Even a Choice Band Aqua Jet can KO after Stealth Rock and Life Orb damage. Other bulky Fairies like Sylveon and Clefable can scare Weavile away as well, but watch out for Poison or Steel coverage. Physical walls likes Skarmory and Ferrothorn won't like losing their hold item, but can both scare Weavile away without a problem. Lastly, Weavile is easily worn down by its own attacking style. Its weakness to Stealth Rock, combined with the Life Orb it often holds, will reduce its HP incredibly quickly. Combine this with the Rocky Helmet, and perhaps Rough Skin or Iron Barbs, and Weavile will be out of HP in as little as two turns.