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110 - Weezing

  Type Ability

(1) Levitate

Evolutions


Koffing
Level 35
Weezing

Defenses

Immune 0.25x Resist 0.5x Resist Neutral 2x Weak 4x Weak
   

















 

Stats

HPATKDEFSPASPDSPEBST
6590120857060490

Wild Hold Items

  • 5%: Smoke Ball

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Heat Wave 100 90 10 Priority: 0. Has a 10% chance to burn the target.
1 Tackle 50 100 30 Priority: 0. Inflicts regular damage.
1 Smog 35 90 20 Priority: 0. Has a 40% chance to poison the target.
4 Uproar 90 100 10 Priority: 0. User is forced to use this move for 2–5 turns, selected at random. No Pokemon can sleep during the effect of this move.
7 Smokescreen None 100 20 Priority: 0. Lowers the target's accuracy by one stage.
9 Screech None 85 40 Priority: 0. Lowers the target's Defense by two stages.
12 Assurance 60 100 10 Priority: 0. If the target takes damage this turn for any reason before this move is used, this move has double power.
15 Haze None None 30 Priority: 0. Removes stat, accuracy, and evasion modifiers from every Pokémon on the field.
17 Clear Smog 50 None 15 Priority: 0. All of the target's stat modifiers are reset to zero.
19 Psybeam 65 100 20 Priority: 0. Has a 10% chance to confuse the target.
22 Lava Plume 80 100 15 Priority: 0. Has a 30% chance to burn the target.
25 Sludge 70 100 15 Priority: 0. Has a 30% chance to poison the target.
28 Pain Split None None 20 Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
31 Toxic Spikes None None 20 Priority: 0. Scatters poisoned spikes around the opposing field, which poison opposing Pokémon that enter the field. A second layer of these spikes may be laid down, in which case Pokémon will be badly poisoned instead. Pokémon immune to either ground moves or being poisoned are immune to this effect. Pokémon otherwise immune to ground moves are affected during gravity.

If a poison Pokémon not immune to ground moves enters a field covered with poisoned spikes, the spikes are removed.

rapid spin will remove this effect from its user's side of the field. defog will remove this effect from its target's side of the field.

This move does not trigger synchronize, unless the Pokémon with synchronize was forced to enter the field by another effect such as roar.

Pokémon entering the field due to baton pass are not affected by this effect.
34 Gyro Ball None 100 5 Priority: 0. Power increases with the target's current Speed compared to the user, given by 1 + 25 * target Speed / user Speed, capped at 150.
35 Double Hit 35 90 10 Priority: 0. Hits twice in one turn.
38 Spite None 100 10 Priority: 0. Lowers the PP of the target's last used move by 4. If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, or if its last used move has 0 PP remaining, this move will fail.
42 Sludge Bomb 90 100 10 Priority: 0. Has a 30% chance to poison the target.
46 Explosion 250 100 5 Priority: 0. User faints, even if the attack fails or misses. Inflicts regular damage.
50 Destiny Bond None None 5 Priority: 0. If the user faints before its next move, the Pokémon that fainted it will automatically faint. End-of-turn damage is ignored.
54 Memento None 100 10 Priority: 0. Lowers the target's Attack and Special Attack by two stages. User faints.
58 Grudge None None 5 Priority: 0. If the user faints before it next acts, the move that fainted it will have its PP dropped to 0. End-of-turn damage does not trigger this effect.
62 Gunk Shot 120 80 5 Priority: 0. Has a 30% chance to poison the target.

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
TM10 Hidden Power 60 100 15 Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day None None 5 Priority: 0. Changes the weather to sunshine for five turns.
TM12 Taunt None 100 20 Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random.
TM15 Hyper Beam 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM17 Protect None None 10 Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18 Rain Dance None None 5 Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM21 Frustration None 100 20 Priority: 0. Power increases inversely with happiness, given by (255 - happiness) * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM24 Thunderbolt 90 100 10 Priority: 0. Has a 10% chance to paralyze the target.
TM25 Thunder 110 70 5 Priority: 0. Has a 30% chance to paralyze the target.

During rain dance, this move has 100% accuracy.

During sunny day, this move has 50% accuracy.
TM27 Return None 100 20 Priority: 0. Power increases with happiness, given by happiness * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM30 Shadow Ball 80 100 10 Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage.
TM34 Sludge Wave 95 100 10 Priority: 0. Has a 10% chance to poison the target.
TM35 Flamethrower 90 100 10 Priority: 0. Has a 10% chance to burn the target.
TM36 Sludge Bomb 90 100 10 Priority: 0. Has a 30% chance to poison the target.
TM38 Fire Blast 110 85 5 Priority: 0. Has a 10% chance to burn the target.
TM41 Infestation 20 100 20 Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends.

Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.
TM42 Facade 70 100 20 Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44 Rest None None 10 Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM59 Incinerate 60 100 15 Priority: 0. If the target is holding a berry, it's destroyed and cannot be used in response to this move.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM61 Will-O-Wisp None 85 15 Priority: 0. Burns the target.
TM64 Explosion 250 100 5 Priority: 0. User faints, even if the attack fails or misses. Inflicts regular damage.
TM68 Giga Impact 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM70 Flash None 100 20 Priority: 0. Lowers the target's accuracy by one stage.
TM74 Gyro Ball None 100 5 Priority: 0. Power increases with the target's current Speed compared to the user, given by 1 + 25 * target Speed / user Speed, capped at 150.
TM9 Venoshock 65 100 15 Priority: 0. If the target is poisoned, this move has double power.
TM90 Substitute None None 10 Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Uproar 90 100 10 Priority: 0. User is forced to use this move for 2–5 turns, selected at random. No Pokemon can sleep during the effect of this move.
Tutor Dark Pulse 80 Never Miss 10 Priority: 0. Has a 20% chance to make the target flinch.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Pain Split None None 20 Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
Tutor Spite None 100 10 Priority: 0. Lowers the PP of the target's last used move by 4. If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, or if its last used move has 0 PP remaining, this move will fail.
Tutor Sleep Talk None None 10 Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.

Encounter Locations

Location   Level Spawn Percent
P2 Laboratory Grass 66 10.0