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Level up at night holding Razor ClawTo Weavile

WeavileLast stage shown

#0461 · GENERATION 4

Weavile Build Guide

DarkIce

Fast physical setup attacker with priority

Build a Weavile team ↓

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Starter moveset

Generation 9 · casual singles · base form

ITEMHeavy-Duty Boots
ABILITYPressure
NATUREJolly
1
Knock Off
2
Ice Spinner
3
Ice Shard
4
Swords Dance

How to play

Use a safe Swords Dance turn before attacking. Ice Shard gives priority against weakened eligible targets; Knock Off pressures removable held items.

Watch out for

Key risk. Fighting attacks deal 4× damage. Low bulk limits safe setup turns, and Boots do not reduce direct attacks. Ice Spinner removes terrain, which can also disrupt your own team.

About this example

This editorial starting point is not a ranked-format recommendation or a legality check. It does not specify EVs or Tera type. Moves, items and abilities here do not change the builder score.

BATTLE PLAN

When to attack, set up or switch

Use a safe Swords Dance turn before attacking. Ice Shard gives priority against weakened eligible targets; Knock Off pressures removable held items.

You have one read on a switch

Use Swords Dance for the +2 Attack raise, and remember it disappears when Weavile switches out. Knock Off pressures the held item of anything that stays in, which is often what makes the forced switch happen.

A Steel or Fire type is the target

Ice moves are resisted by Steel, Fire, Ice and Water, so Ice Shard and Ice Spinner are both blunted there. Knock Off is the move that still earns its turn against them.

Terrain is on the field

Ice Spinner removes active terrain when it lands, including terrain your own team set up. Check whose field effect is running before deciding the move is pure upside.

What does a safe pivot mean?

A teammate uses a switching move to bring Weavile in. A slower pivot may take the opponent’s hit first. Turn order and the opponent’s move still matter.

ITEM & ABILITY

How this build works

Fighting attacks deal 4× to Weavile, and its bulk cannot absorb them, so the setup turn has to be forced by a predicted switch instead of taken. Ice Shard is the priority finisher; Pressure does not make any of these moves hit harder.

Watch the tradeoff. Fighting attacks deal 4× damage. Low bulk limits safe setup turns, and Boots do not reduce direct attacks. Ice Spinner removes terrain, which can also disrupt your own team.

These battle mechanics do not change the builder’s type-and-base-stat score. The tool does not simulate moves, abilities, held items or damage.

COMPARE YOUR OPTIONS

Weavile or Mamoswine?

Mamoswine offers Electric immunity and Ground attacks, with lower Speed and different weaknesses.

Base stats · standard forms in the local Generation 9 dataset
StatWeavileMamoswine
HP70110
Attack120130
Defense6580
Sp. Attack4570
Sp. Defense8560
Speed12580

Base stats are not final battle stats. Level, nature, IVs, EVs and battle effects affect the result. Check availability in your game before choosing an alternative.

Teammate ideas

A Flying or Fairy partner can help against Fighting attacks. A Water teammate resists Fire and Steel attacks.

These are typing-based starting pairs, not a complete competitive team. Check the remaining four slots and your game’s rules.

Compare computed teammate suggestions →
Alternative: Mamoswine

Mamoswine offers Electric immunity and Ground attacks, with lower Speed and different weaknesses.

Read Mamoswine guide →

Try Mamoswine →

Type matchups

Weak to

Fire2×Fighting4×Bug2×Rock2×Steel2×Fairy2×
Resistances and immunities
Ice0.5×Psychic0×Ghost0.5×Dark0.5×

Typing only. Abilities, items and battle effects can change these matchups.

HP70
Attack120
Defense65
Sp. Attack45
Sp. Defense85
Speed125

Evolution chain

  1. Sneasel#215
  2. Level up at night holding Razor Claw

    Weavile#461

Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.

Build your Weavile team

Start with Weavile. Add teammates and compare your type-and-base-stat score.

TEAM WORKSPACE

Your team 1 / 6

Team score 51 of 100/ 100Fair
Generate a random team
Gen 9 · National Dex · Casual Settings & scope
Format scope · casual planning

Base species #001–1025, using Generation 9 data. A casual planning pool, not a VGC, ranked, or Showdown National Dex legality validator. Regional, Mega and alternate forms are not included yet.

SLOT 01#461

Weavile

DarkIce
SLOT 02
SLOT 03
SLOT 04
SLOT 05
SLOT 06

Understand your team

Offense91
Defense53
Coverage33
Synergy18

Types & base stats only · Not a win probability.

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    FIND A BETTER FIT

    Recommended Pokémon

    Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.

    +27 pts

    Gholdengo

    SteelGhost

    Team score 51 → 78

    Why this Pokémon?
    • Adds Fighting resistance or immunity
    • Adds Bug resistance or immunity
    • Adds Rock resistance or immunity
    +25 pts

    Iron Crown

    SteelPsychic

    Team score 51 → 76

    Why this Pokémon?
    • Adds Rock resistance or immunity
    • Adds Steel resistance or immunity
    • Adds Fairy resistance or immunity
    +24 pts

    Camerupt

    FireGround

    Team score 51 → 75

    Why this Pokémon?
    • Adds Fire resistance or immunity
    • Adds Bug resistance or immunity
    • Adds Steel resistance or immunity
    +24 pts

    Jirachi

    SteelPsychic

    Team score 51 → 75

    Why this Pokémon?
    • Adds Rock resistance or immunity
    • Adds Steel resistance or immunity
    • Adds Fairy resistance or immunity
    +24 pts

    Magnezone

    ElectricSteel

    Team score 51 → 75

    Why this Pokémon?
    • Adds Bug resistance or immunity
    • Adds Rock resistance or immunity
    • Adds Steel resistance or immunity
    +24 pts

    Aegislash

    SteelGhost

    Team score 51 → 75

    Why this Pokémon?
    • Adds Fighting resistance or immunity
    • Adds Bug resistance or immunity
    • Adds Rock resistance or immunity

    Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.

    Key insights
    • Fighting attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Bug attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Weavile takes 4× damage from Fighting attacks by type.
    • Your own types can hit 6 of 18 single-type targets super effectively. Actual move coverage can differ.
    Detailed type analysis · all 18 types

    Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.

    Incoming damage by attacking type
    AttackWeavileWeakResist
    Normal1×00
    Fire2×10
    Water1×00
    Electric1×00
    Grass1×00
    Ice½×01
    Fighting4×10
    Poison1×00
    Ground1×00
    Flying1×00
    Psychic0×01
    Bug2×10
    Rock2×10
    Ghost½×01
    Dragon1×00
    Dark½×01
    Steel2×10
    Fairy2×10

    Offensive type coverage

    Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.

    NormalNeutral
    FireNeutral
    WaterNeutral
    ElectricNeutral
    Grass✓ Super effective
    IceNeutral
    FightingNeutral
    PoisonNeutral
    Ground✓ Super effective
    Flying✓ Super effective
    Psychic✓ Super effective
    BugNeutral
    RockNeutral
    Ghost✓ Super effective
    Dragon✓ Super effective
    DarkNeutral
    SteelNeutral
    FairyNeutral
    How is the score calculated?

    Offense (25%): neutral-or-better type coverage and strongest attacking base stats. Defense (30%): team resistances, unprotected and repeated weaknesses, and 4× vulnerabilities. Coverage (25%): fraction of 18 single-type targets hit super effectively by your own types. Synergy (20%): teammates resisting each other’s weaknesses, physical/special/bulk stat signals and base Speed ≥100. Scores are rounded to 0–100; the total uses the displayed subscores.

    Rating bands: Excellent ≥80, Good ≥65, Fair ≥45, Poor below 45. An empty team has no rating.

    Small teams are provisional and are not given a separate completion bonus. Adding a Pokémon can lower the score if it creates new weaknesses or lowers averages. These initial heuristics have not been calibrated against battle outcomes.

    Choose Pokémon · Slot 1

    1025 Pokémon found · already selected teammates are disabled

    Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only

    Sources & guide notes

    Starter advice written for this guide; mechanics checked against Pokémon Showdown’s Generation 9 data.

    Starter moveset reviewed October 6, 2026; battle notes added October 21, 2026. Suggest a correction.

    Disclaimer: This is an unofficial fan-made tool, not affiliated with or endorsed by The Pokémon Company, Nintendo, Creatures or GAME FREAK. Pokémon names, artwork and type symbols belong to their respective owners.

    Scores and recommendations are casual planning estimates based on typing and base stats, not win probabilities or guarantees. Moves, abilities, items and competitive rules can change actual results. Read the methodology and limitations.