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Mawile

In-battle formes

Base

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
1v1
Offensive136
Specially Defensive94

Mega

HP:50
Attack:105
Defense:125
Sp. Atk:55
Sp. Def:95
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
1v1
Offensive136
Specially Defensive94

Strategies

Written by Chickenpie2

Overview

Mega Mawile is a force to be reckoned with in the 1v1 metagame, able to deal with top-tier threats such as Mega Gyarados, Porygon-Z, and Tapu Lele. Its ability, Huge Power, grants it the highest effective base Attack in the game, which it can boost even further with Swords Dance. A very solid typing in Steel / Fairy allows it to resist prevalent types like Normal, Psychic, Dark, and Fairy. Its natural bulk and pre-Mega ability Intimidate allow Mega Mawile to survive most neutral hits and even some super effective ones. However, Mega Mawile's abysmal Speed tier does it no favors, other than allowing it to almost always land Metal Burst successfully. There are also many common Fire- and Ground-types, such as Charizard, Heatran, and Donphan, which can handle Mega Mawile effectively.

Offensive

Move 1
  • Play Rough
    10% chance to lower the target's Attack by 1.
    TypeFairy
    CategoryPhysical
    Power90 BP
    Accuracy90%
Move 2
  • Sucker Punch
    Usually goes first. Fails if target is not attacking.
    TypeDark
    CategoryPhysical
    Power70 BP
    Accuracy100%
    Priority1
Move 3
  • Iron Head
    30% chance to make the target flinch.
    TypeSteel
    CategoryPhysical
    Power80 BP
    Accuracy100%
  • Taunt
    Target can't use status moves its next 3 turns.
    TypeDark
    Accuracy100%
  • Fire Fang
    10% chance to burn. 10% chance to flinch.
    TypeFire
    CategoryPhysical
    Power65 BP
    Accuracy95%
Move 4

Moves

Play Rough is Mega Mawile's go-to STAB move, resisted only by Fire-, Steel-, and Poison-types. It allows Mega Mawile to 2HKO Pokemon such as Gyarados and Dragonite and OHKO most frail offensive Pokemon like Porygon-Z. Sucker Punch makes up for Mawile's terrible Speed and allows it to finish off foes after any of Mega Mawile's other moves, such as against Meloetta. It can also sometimes outright OHKO targets such as Blacephalon. Iron Head is Mega Mawile's secondary STAB move that lets it hit Rock- and Fairy-type Pokemon, such as Crustle and Tapu Bulu, for super effective damage, as well as hitting Pokemon like Magearna and Mega Venusaur for neutral damage. Alternatively, Taunt is a very potent status move that allows Mega Mawile to check stall Pokemon, such as Porygon2 and Pyukumuku, and prevents foes like Magearna and Mega Altaria from using status moves to set up or heal themselves, while Fire Fang allows Mega Mawile to hit Steel-types such as Ferrothorn and Kartana for super effective damage. Swords Dance allows Mega Mawile to boost its Attack to even further heights to defeat bulkier Pokemon. This can allow it to break past defensive walls like Chansey without fear of Counter. Metal Burst is always a good option to have for Choice item users like Garchomp as well as foes that do not have recovery like Tapu Fini.

Set Details

Maximum HP investment along with 104 Defense EVs specifically allow Mega Mawile to survive an Earthquake from Adamant Gyarados followed by another Earthquake after it Mega Evolves into Mega Gyarados. The rest of the EVs are put into Attack to maximize damage output. Intimidate is the preferred ability that lets Mawile lower the opposing Pokemon's Attack stat, which allows it to survive many hits it normally wouldn't be able to take, such as Choice Band Garchomp's Earthquake and two Earthquakes from Adamant Dragonite.

Usage Tips

Send Mega Mawile in on stall Pokemon that rely on only status moves and do not carry Taunt themselves, such as Wide Lens Jumpluff. Deoxys-S will be a 50/50, deciding whether or not you attack on a Taunt or Taunt on their Iron Defense. Against foes that may carry Counter, it is better to use a weaker move like Sucker Punch or Metal Burst to scout for Counter before committing to a stronger move. The matchup with Mega Metagross is a tossup. If you have Metal Burst, use that first, and if not, use Sucker Punch first. Be wary that Mega Metagross can render Sucker Punch useless with Bullet Punch, so play accordingly.

Team Options

Pokemon that can deal with both Mega Charizard X and Mega Charizard Y, such as Water-type Pokemon like Primarina and Mega Gyarados and Dragon-types like Garchomp and Zygarde, are good partners for Mega Mawile. Mega Mawile can cover Pokemon that threaten them such as Porygon-Z and Meloetta. Mega Mawile needs checks to Sturdy Pokemon like Donphan and Golem, so physically bulky Pokemon like Mega Slowbro, and Mega Sableye are much appreciated. Mega Mawile also helps to check the Dark-types that threaten these Pokemon, like Hoopa-U and Mega Gyarados. Ground-type Pokemon like Donphan and Landorus-T pair well with Mega Mawile, as their STAB attacks are super effective against all foes that resist Fairy, namely Steel-, Poison-, and Fire-types like Mega Aggron, Naganadel, and Mega Charizard X. Meanwhile, Mega Mawile takes care of Water- and Grass-types like Mega Gyarados and Tapu Bulu as well as some of the bulkier Dragon-types like Dragonite, Mega Altaria, and Kommo-o.

Specially Defensive

Move 1
  • Play Rough
    10% chance to lower the target's Attack by 1.
    TypeFairy
    CategoryPhysical
    Power90 BP
    Accuracy90%
Move 2
  • Metal Burst
    If hit by an attack, returns 1.5x damage.
    TypeSteel
    CategoryPhysical
    Accuracy100%
Move 3
  • Sucker Punch
    Usually goes first. Fails if target is not attacking.
    TypeDark
    CategoryPhysical
    Power70 BP
    Accuracy100%
    Priority1
Move 4

Moves

Play Rough is Mega Mawile's most powerful STAB move that allows it to OHKO or 2HKO most of the metagame, including Mega Gyarados, Dragonite, Porygon-Z, and Tapu Lele. Metal Burst allows Mega Mawile to retaliate after surviving opposing Pokemon's moves. This is a great move to lure Pokemon that are unable to OHKO Mega Mawile, such as Genesect and Choice Specs Greninja. Sucker Punch is a great priority finisher that allows Mega Mawile to finish off weakened Pokemon, such as Crustle after a Play Rough. Taunt forces opposing Pokemon to attack, preventing them from recovering HP and also letting Mega Mawile get off a guaranteed Metal Burst, shutting down setup Pokemon like Fairium Z Magearna. Swords Dance is an option to boost Mega Mawile's already insane Attack stat. When used in conjunction with Taunt, this can allow Mega Mawile to break through certain stall Pokemon like Chansey and Necrozma.

Set Details

Maximum HP and Special Defense investment allows Mega Mawile to survive as many attacks as possible, Modest Primarina's Oceanic Operetta in particular. It allows Mega Mawile to survive many special attacks in general, such as Aegislash's Never-Ending Nightmare and Choice Specs Greninja's Hydro Cannon. The rest of the EVs are put into Attack. Intimidate lowers the opponent's Attack and also improves Mega Mawile's survivability. 0 Speed IVs with a Sassy nature help Mega Mawile be slower so Metal Burst does not fail.

Usage Tips

Use Mega Mawile against special attackers that usually have the upper hand against offensive sets. This set does well against Choice item users that cannot OHKO Mega Mawile, as Mega Mawile can simply return any damage it takes through Metal Burst or outright OHKO them with Play Rough. These include Choice Scarf Garchomp, Choice Scarf Landorus-T, Choice Specs Greninja, Choice Specs Genesect, and Choice Specs Necrozma. As this is a lure set, it is best used to surprise the opponent. If they are aware of your strategy, Pokemon such as Primarina and Electrium Z Magnezone can take advantage of Metal Burst and use status moves like Substitute and Metal Sound to prevent taking heavy damage.

Team Options

Rock- and Ground-type Pokemon such as Mega Tyranitar and Golem work well with Mega Mawile, as they deal with the omnipresent Mega Charizard X and Mega Charizard Y, while Mega Mawile can deal with the Water-type Pokemon that threaten them, like Mega Gyarados and Tapu Fini. Mega Mawile also pairs well with special attackers like Normalium Z Porygon-Z, Mega Charizard Y, and Choice Specs Greninja that can handle physical walls like Mega Slowbro. Mega Mawile then threatens specially defensive Pokemon like Meloetta and Dragonite.

Other Options

Hyper Cutter is another option over Intimidate that prevents opposing Pokemon from weakening Mawile's Attack with Intimidate or moves like Charm. Combined with Swords Dance, Mega Mawile can boost its Attack to nigh-unstoppable levels. This can help against Pokemon such as Charm Mega Venusaur and Chansey but sorely restricts its defensive utility, losing out matchups like Choice Band Garchomp and Mega Gyarados. Other moves such as Counter, Endure, Ice Punch, and Thunder Punch can be run; however, they are hard to fit on Mega Mawile's tight moveset, as you lose out on either priority with Sucker Punch, utility with Taunt, or setup with Swords Dance. Counter hits physical attackers harder, such as Mega Aggron. Endure can be used to lure recharge move users such as Blast Burn Mega Charizard Y and Hydro Cannon Water-type starter Pokemon. Ice Punch hits some Pokemon harder, having a higher chance of OHKOing uninvested Dragonite. Thunder Punch eases the Mega Gyarados and Tapu Fini matchup and provides a way to hit Celesteela and Mega Charizard X that do not Mega Evolve fearing Play Rough.

Checks and Counters

Pokemon with Super Effective STAB Moves: Pokemon such as Mega Charizard X, Mega Charizard Y, and Groundium Z Donphan and Garchomp can OHKO Mega Mawile before it has a chance to strike back.

Powerful Special Attackers: Pokemon with strong special attacks such as Choice Specs Naganadel and Electrium Z Magnezone are usually able to OHKO Mega Mawile, unless Mega Mawile is running a specially defensive set.

Pokemon that Resist Mega Mawile's STAB Moves: Steel-types like Mega Aggron do not fear any of Mega Mawile's moves and can 3HKO back with Heavy Slam. Mega Venusaur resists Play Rough and can chip away at Mega Mawile, unless Mega Mawile uses Swords Dance and carries Iron Head as well.

Defensive Pokemon: Pokemon that can lower Mega Mawile's Attack or boost their physical bulk, such as Mega Slowbro, are good checks to Mega Mawile. Mega Mawile cannot use Taunt to defeat these Pokemon, as Slowbro has the ability Oblivious.

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
PP
20
Lowers the target'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
40
Accuracy
100%
PP
30
No additional effect.
 
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
110
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
90
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
100%
PP
40
Lowers the foe(s) Attack by 1.
 
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
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
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
60
Accuracy
100%
PP
15
Destroys the foe(s) Berry/Gem.
 
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
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
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
Accuracy
PP
10
5 turns. Can't status,-Dragon power vs grounded.
 
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
90
Accuracy
90%
PP
10
10% chance to lower the target's Attack by 1.
 
Power
50
Accuracy
100%
PP
15
50% chance to badly poison the target.
 
Power
40
Accuracy
100%
PP
20
100% chance to raise the user's Attack by 1.
 
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
60
Accuracy
95%
PP
15
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% paralysis chance)
 
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
50
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
70
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
85%
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 2.
 
Power
Accuracy
PP
20
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. Poison types can't miss.
 
Power
55
Accuracy
100%
PP
30
No additional effect.
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