Weezplode

General Information

Tier: RU

Abilities

Inflicts damage on the attacker upon contact with iron barbs.

Strategies

Hazard Lead

Weezplode @ Rocky Helmet / Focus Sash Ability: Iron Barbs / Aftermath Adamant Nature 252 HP / 196 Atk / 60 Spe - Stealth Rock / Spikes - Toxic / Toxic Spikes - Explosion / Memento - Taunt

Weezplode’s Steel / Water typing, access to both Stealth Rock and Spikes, and disruptive abilities in Iron Barbs and Aftermath make it an excellent suicide lead. Focus Sash ensures it can reliably set hazards at least once, while Rocky Helmet punishes physical attackers looking to break its Sash. Taunt prevents opposing hazard setters or Defoggers from removing progress, while Explosion or Memento lets Weezplode deny momentum after hazards are established. Its moderate Attack investment allows Explosion to meaningfully dent bulkier targets, while the Speed EVs help it outpace and shut down slower setup mons.

Physical Wall

Weezplode @ Leftovers Ability: Iron Barbs Bold / Impish Nature 252 HP / 196 Def / 60 Spe - Stealth Rock / Spikes - Toxic / Toxic Spikes / Taunt / Haze - Spiky Shield - Foul Play / Metal Burst / Scald

With solid 120 base Defense and a Steel / Water typing that resists many physical threats, Weezplode thrives as a defensive hazard setter. Spiky Shield punishes contact moves further when combined with Iron Barbs, racking up chip on physical attackers. Stealth Rock or Spikes provide reliable team support, while options like Toxic, Taunt, or Haze prevent setup or cripple bulky foes. Foul Play punishes physical sweepers trying to muscle past it, while Metal Burst punishes overzealous attackers, and Scald offers both STAB chip and a useful burn chance. Leftovers sustain its longevity, and the EV spread maximizes physical bulk while maintaining just enough Speed to disrupt slower walls.

Learnset

By Level Up

Level
Move
Type
Category

1

Metal Burst

Steel

Physical

1

Metal Sound

Steel

Status

1

Water Gun

Water

Special

1

Smokescreen

Normal

Status

1

Tackle

Normal

Physical

12

Chilling Water

Water

Special

16

Assurance

Dark

Physical

20

Brine

Water

Special

24

Haze

Ice

Status

28

Self-Destruct

Normal

Physical

32

Heavy Slam

Steel

Physical

38

Toxic

Poison

Status

44

Wave Crash

Water

Physical

50

Explosion

Normal

Physical

56

Memento

Dark

Status

62

Destiny Bond

Ghost

Status

By TM

Move
Type
Category

Assurance

Dark

Physical

Avalanche

Ice

Physical

Body Press

Fighting

Physical

Body Slam

Normal

Physical

Dark Pulse

Dark

Special

Endure

Normal

Status

Explosion

Normal

Physical

Facade

Normal

Physical

Fire Blast

Fire

Special

Foul Play

Dark

Physical

Giga Impact

Normal

Physical

Gunk Shot

Poison

Physical

Gyro Ball

Steel

Physical

Hard Press

Steel

Physical

Heat Crash

Fire

Physical

Heavy Slam

Steel

Physical

Hydro Pump

Water

Special

Hyper Beam

Normal

Special

Iron Defense

Steel

Status

Iron Head

Steel

Physical

Liquidation

Water

Physical

Overheat

Fire

Special

Payback

Dark

Physical

Protect

Normal

Status

Rain Dance

Water

Status

Rest

Psychic

Status

Rollout

Rock

Physical

Scald

Water

Special

Scary Face

Normal

Status

Self-Destruct

Normal

Physical

Sleep Talk

Normal

Status

Sludge Bomb

Poison

Special

Spikes

Ground

Status

Stealth Rock

Rock

Status

Substitute

Normal

Status

Supercell Slam

Electric

Physical

Surf

Water

Special

Takedown

Normal

Physical

Taunt

Dark

Status

Temper Flare

Fire

Physical

Tera Blast

Normal

Special

Toxic

Poison

Status

Toxic Spikes

Poison

Status

Water Pulse

Water

Special

Whirlpool

Water

Special

By Breeding

Move
Type
Category

Counter

Fighting

Physical

Head Smash

Rock

Physical

Metal Burst

Steel

Physical

Payback

Dark

Physical

Mirror Coat

Psychic

Special

Night Shade

Ghost

Special

Spiky Shield

Grass

Status

Team Options

Weaknesses

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