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Mawile

In-battle formes

HP:50
Attack:85
Defense:85
Sp. Atk:55
Sp. Def:55
Speed:50
Min (-ve nature, 0 IVs)94
Default136
Max Neutral199
Max Positive218
Max Neutral (+1)298
Max Positive (+1)327
Max Neutral (+2)398
Max Positive (+2)436
PU
Swords Dance Wallbreaker152
Defensive138

Strategies

  • en
Formats:
Written by Akir

Overview

Mawile is blessed with two powerful abilities in Sheer Force and Intimidate as well a good Steel typing, letting Mawile's unassuming stats go a considerable distance. Sheer Force combined with Swords Dance makes Mawile a fearsome wallbreaker, and Intimidate mixed with Mawile's coveted Steel typing allows it to function as a defensive tank. However, Mawile's lack of Speed and reliable recovery limit its effectiveness in both roles.

Swords Dance Wallbreaker

Move 1
Move 2
  • Iron Head
    30% chance to make the target flinch.
    TypeSteel
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 3
  • Sucker Punch
    Usually goes first. Fails if target is not attacking.
    TypeDark
    CategoryPhysical
    Power80 BP
    Accuracy100%
    Priority1
Move 4
  • Ice Punch
    10% chance to freeze the target.
    TypeIce
    CategoryPhysical
    Power75 BP
    Accuracy100%
  • Fire Fang
    10% chance to burn. 10% chance to flinch.
    TypeFire
    CategoryPhysical
    Power65 BP
    Accuracy95%
  • Thunder Punch
    10% chance to paralyze the target.
    TypeElectric
    CategoryPhysical
    Power75 BP
    Accuracy100%

Swords Dance pushes Mawile's Attack to a considerable level, and in combination with Life Orb and Sheer Force, this makes Mawile able to 2HKO a considerable amount of the tier such as Torterra, Vileplume, and Duosion. Sucker Punch gives Mawile a priority option to make up for its lackluster Speed and potentially KO faster threats like Zebstrika. The last moveslot is dedicated to any of these coverage moves: Ice Punch hits Ground-types like Stunfisk and Torterra, Fire Fang hits Steel-types such as Bronzor and Klang, and Thunder Punch hits Water-types such as Tentacool and Frillish. It is also possible to drop Sucker Punch for a second coverage move, but the overall utility of Sucker Punch makes it recommended to keep. The given EVs spread lets Mawile outspeed uninvested Pokemon with base 55 Speed such as Ursaring as well as uninvested Torterra while minimizing Life Orb damage, but a faster or bulkier spread can also be utilized depending on the team.

While Mawile is excellent at wallbreaking, it can still be walled depending on its chosen coverage move. If Ice Punch is not chosen, Stunfisk easily walls Mawile, so a partner like Torterra can be great to round out that weakness. If Fire Fang is not chosen, Bronzor and Klang can wall Mawile, so Monferno and Scraggy can make for good partners. If Thunder Punch is not chosen, then Frillish can wall Mawile, making a teammate like Vileplume a strong choice. Pokemon that can sweep after Mawile is done wallbreaking make for a good offensive combo, so sweepers like Huntail and Fraxure make for excellent partners. Revenge killers such as Zebstrika and Choice Scarf Golduck can also be effective for taking on faster threats that Mawile might struggle with otherwise.

Defensive

Move 1
Move 2
  • Iron Head
    30% chance to make the target flinch.
    TypeSteel
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 3
Move 4

With Intimidate and its Steel typing, Mawile can make for a decent physically defensive tank, walling threats like Purugly and Dodrio. Thanks to Intimidate, Mawile causes a lot of switches, making Stealth Rock both easy to set up and potent in use. Iron Head is a reliable STAB option, and Toxic is used for reliable chip damage. Knock Off is recommended for the last moveslot to get rid of common items like Leftovers and Eviolite, crippling Pokemon such as Stunfisk and Klang, but Pain Split can be used to patch up Mawile's lack of consistent recovery thanks to its low base HP. However, Mawile usually gets more opportunities to use Knock Off than it would with Pain Split.

Many dedicated defensive cores prefer sturdier Steel-types like Bronzor due to their better longevity, so defensive Mawile tends to find a home on more offensive teams that are looking for a reliable tank and appreciate the disruption of Intimidate and Knock Off that Mawile provides. Mawile is weak to Fire- and Fighting-type moves and worn down notably by entry hazards, so Tentacool is a particularly good option for a partner, while Tentacool also appreciates Mawile tanking physical hits as well. Mawile also is weak to common Ground-type attacks, so Pokemon like Maractus can also make for good partners. Maractus and Tentacool both can also set up Spikes and Toxic Spikes respectively, synergizing with Mawile's ability to force switches very well. Other defensive Pokemon such as Frillish, Vileplume, and even Jumpluff can also make for good teammates by covering Mawile's weaknesses and healing any status conditions and damage it has taken.

Credits

Moves

 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
30
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
Accuracy
100%
PP
15
For 5 turns, the target's item has no effect.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
20
Lowers the target's Sp. Def by 2.
 
Power
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
120
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
65
Accuracy
95%
PP
15
10% chance to burn. 10% chance to flinch.
 
Power
95
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
10
Swaps Defense and Sp. Def changes with target.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
95
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
65
Accuracy
95%
PP
15
10% chance to freeze. 10% chance to flinch.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
30
Accuracy
100%
PP
15
Destroys the foe(s) Berry.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
20
Accuracy
100%
PP
20
Removes the target's held item.
 
Power
140
Accuracy
100%
PP
5
Fails unless each known move has been used.
 
Power
Accuracy
PP
10
For 5 turns, the user has immunity to Ground.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
100%
PP
10
If hit by an attack, returns 1.5x damage.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
Accuracy
PP
20
Shares HP of user and target equally.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
50
Accuracy
100%
PP
15
30% chance to badly poison the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
Accuracy
100%
PP
5
60 power +20 for each of the target's stat boosts.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
80%
PP
10
100% chance to lower the target's Speed by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% chance acc -1)
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
55%
PP
15
Causes the target to fall asleep.
 
Power
80
Accuracy
75%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
90
Accuracy
100%
PP
10
30% chance to poison the target.
 
Power
Accuracy
PP
10
User steals certain support moves to use itself.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
100%
PP
10
More power with more uses of Stockpile.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
Accuracy
PP
20
Raises user's Defense, Sp. Def by 1. Max 3 uses.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
80
Accuracy
100%
PP
5
Usually goes first. Fails if target is not attacking.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
10
Does damage equal to 1/2 target's current HP.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
10
Heals the user based on uses of Stockpile.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) evasiveness by 1.
 
Power
Accuracy
PP
30
Raises the user's Attack by 2.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
65
Accuracy
95%
PP
15
10% chance to paralyze. 10% chance to flinch.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack and Defense by 1.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
90%
PP
10
Badly poisons the target.
 
Power
55
Accuracy
100%
PP
30
No additional effect.
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