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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
PU
Wallbreaker199
Physical Wall136

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
PU
Wallbreaker199
Physical Wall136

Strategies

Written by UberSkitty

Overview

Mawile is an overall average Pokemon that is able to serve as a wallbreaker or a physical wall. This versatility is thanks to its nice movepool, with decent offensive and utility moves such as Play Rough, Iron Head, and Stealth Rock, and two great abilities in Sheer Force and Intimidate. Furthermore, Mawile has a great offensive and defensive typing that offers good STAB coverage and a useful resistance to Stealth Rock and an immunity to Toxic Spikes. When serving as a wallbreaker, Mawile can break through many slower foes such as Drampa and Clefairy, and even certain faster ones such as Alolan Raichu thanks to Sucker Punch. As a physical wall, Mawile can take hits from many physical Normal-, Dark-, and Grass-types, including Stoutland and the physical variants of Skuntank, Spiritomb, and Shiftry, and either cripple them with Toxic or Knock Off or use the opportunity to set up Stealth Rock. Sadly, Mawile's stats are a large setback; though it has somewhat respectable Attack and Defense stats, Mawile is pretty slow and specially frail, making it relatively easy to KO for many offensive foes. These downsides furthermore leave it with a lot of competition in both of its potential roles, with other wallbreakers either offering a higher damage output and bulk, such as Aggron, or superior Speed, such as Skuntank and Stoutland, allowing them to threaten a larger number of Pokemon. Similarly, other physical walls such as Regirock and Metang can accomplish many of the same things Mawile can defensively, and even bring their own unique aspects in Regirock’s higher natural bulk and Metang’s access to Earthquake to punish switchins; both also have noticeably higher special bulk.

Wallbreaker

Move 1
  • Play Rough
    10% chance to lower the target's Attack by 1.
    TypeFairy
    CategoryPhysical
    Power90 BP
    Accuracy90%
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
    Power70 BP
    Accuracy100%
    Priority1
Move 4
  • Fire Blast
    10% chance to burn the target.
    TypeFire
    CategorySpecial
    Power110 BP
    Accuracy85%

Moves

Play Rough serves as Mawile’s main STAB move and hits Fighting-, Dragon-, and Dark-types such as Gurdurr, Drampa, and Spiritomb for super effective damage. Iron Head gives Mawile a secondary STAB move that hits some bulky foes such as Regirock and Clefairy super effectively and certain Fairy-resistant Pokemon like Victreebel neutrally. Sucker Punch somewhat makes up for Mawile’s low Speed by allowing it to hit faster foes such as Alolan Raichu and Choice Specs Jellicent. Fire Blast hits Steel-types like Alolan Sandslash and Ferroseed super effectively, in addition to nailing Tangela.

Set Details

Sheer Force boosts Mawile’s moves bar Sucker Punch and stacks with Life Orb while negating its recoil. This, combined with 252 EVs in Attack and a Naughty nature, allows Mawile to hit as hard as possible. A Naughty nature is preferred so that Fire Blast can still deal a decent amount of damage. 252 Speed EVs allow Mawile to outspeed as many Pokemon as possible, giving it more offensive presence. A Naive nature can be run to outspeed certain Pokemon such as Adamant Golurk and Aggron, but Mawile prefers extra power to allow it to wallbreak more easily.

Usage Tips

Due to its decent Attack stat, Life Orb, and Sheer Force, Mawile is best utilized to break down bulkier Pokemon like Gurdurr and Ferroseed. Mawile should very rarely be switched in to take an attack, as even resisted moves such as Stoutland’s Return and Oricorio-E’s Hurricane still do a lot of damage. Exceptions are switching into attacks that it is immune to, such as Dragon- and Poison-type attacks, but even then, users of those moves often carry coverage that can dent Mawile. Your best bet is to predict or bait a switch into something like Regirock or Clefairy before doubling into Mawile. It can also switch into a potential Toxic from foes such as Audino or while the foe is recovering, such as Clefairy using Soft-Boiled. Alternate options are to bring it in through a slow pivot, such as Lanturn's Volt Switch, or after a teammate is KOed. Lanturn can also be used to lure in specially defensive walls like Ferroseed before using Volt Switch to bring in Mawile for a KO. When facing fast Pokemon, Mawile should usually go for Sucker Punch. However, be aware that certain Pokemon could use this as an opportunity to set up, such as Oricorio-G using Substitute or Calm Mind.

Team Options

Mawile can break down bulkier foes such as Regirock and Mudsdale, allowing late-game sweepers such as Lycanroc and Scyther to come in and clean up. Special attackers such as Aurorus and Drampa can help deal with physical walls that give Mawile trouble, while Mawile can help break down special walls. Special attackers also lure in said special walls, which Mawile can double in on. Slow pivots such as Eelektross and Lanturn can take a hit before getting Mawile onto the field safely, supplying decent chip damage in the process. Water- and Grass-types such as Jellicent, Ludicolo and Torterra can help with the Ground-types that threaten Mawile such as Golurk and Mudsdale, and Mawile can pressure the defensive Pokemon they struggle with in return, such as Ferroseed and Tangela. Hazard setters such as Qwilfish and Regirock can help weaken foes through residual damage, making them easier for Mawile to break through. While Mawile appreciates hazards, it's also prone to being worn down by Spikes itself and is unable to threaten Qwilfish, making Pokemon that can compensate for this weakness like Cryogonal and Rotom-F desirable.

Physical Wall

Move 1
Move 2
  • Play Rough
    10% chance to lower the target's Attack by 1.
    TypeFairy
    CategoryPhysical
    Power90 BP
    Accuracy90%
Move 3
  • Super Fang
    Does damage equal to 1/2 target's current HP.
    TypeNormal
    CategoryPhysical
    Accuracy90%
Move 4
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%

Moves

Stealth Rock limits your opponent's ability to switch, as it deals a good amount of chip damage every time one of their Pokemon enters the field. Play Rough gives Mawile a reliable STAB move, most notably against Dark- and Fighting-types such as Spiritomb, Alolan Raticate, and Hitmonchan. Super Fang is Mawile's other form of offensive pressure, as it takes away half of the target's current health; this helps it break down bulkier foes that don't mind Play Rough such as Regirock, Mudsdale, and especially those with reliable recovery, such as Musharna. Super Fang also hits Poison- and Steel-types such as Roselia and Aggron, which resist Play Rough and are immune to Toxic. Toxic is used to whittle down bulkier foes and can be stacked with Super Fang. Knock Off is an option over Toxic that helps Mawile cripple Eviolite holders like Roselia and Ferroseed, as well as Choice item users like Camerupt and Stoutland.

Set Details

252 EVs in HP and Defense, along with an Impish nature, allow Mawile to best take physical attacks from Dark-, Grass-, and Normal-type attackers such as physical Skuntank, Leafeon, and Stoutland. Intimidate lets Mawile more easily switch in to take those physical attacks by lowering Attack stats. Leftovers gives Mawile constant recovery, making it harder to break through or wear down, and is Mawile's only form of recovery. Rocky Helmet is an alternate choice that whittles down contact move users such as Skuntank and Stoutland and is especially helpful against U-turn users such as Primeape and Liepard. Unfortunately, Rocky Helmet makes Mawile easier to wear down due to the lack of residual recovery.

Usage Tips

Mawile is best used when switching in to take hits from Dark-types like physical Skuntank and Absol, Grass-types like physical Shiftry and Leafeon, and Normal-types like Stoutland and Alolan Raticate. Most of these Pokemon do very little to Mawile, so will often switch out on the next turn. Mawile can use this turn to set up Stealth Rock, use Toxic on the incoming foe, or make a double switch into a better matchup. However, be wary of coverage on physical attackers, such as mixed Skuntank's Fire Blast and Silvally-Fairy's Flamethrower, which will threaten to 2HKO Mawile. Mawile can also take advantage of Intimidate by activating it and pivoting into a teammate that appreciates it. However, be wary of Defiant users like Primeape, which just gains an Attack boost when hit by Intimidate. When the foe is at high health, Super Fang will often do more than Play Rough, especially against bulkier foes, so it is usually the better choice of attack. However, when the foe reaches lower health, Super Fang will be weaker, making Play Rough the better option. Mawile isn't the best switch-in to Fighting-types, especially wallbreakers such as Primeape and Gurdurr, due to its Steel typing. Mawile furthermore doesn't have a very good matchup against Psychic-types due to its terrible Special Defense stat allowing Pokemon such as Musharna to 2HKO it with Future Sight.

Team Options

Mawile can form a nice defensive core with specially defensive Pokemon such as Audino and Clefairy, as they can help with many special attackers that give Mawile trouble such as Jellicent and Lanturn, while Mawile can help with the physical attackers that break through them without trouble such as Stoutland and Alolan Raticate. Certain Water-types such as Jellicent and Lanturn can handle Fire-types such as Combusken and Simisear, while Mawile helps against Grass-types such as physical Shiftry and Leafeon. Water-types can also help with Steel-types such as Aggron and Probopass, as can Fighting- and Fire-types such as Gurdurr and Simisear. Similarly, checks to Ground-types such as Torterra and Eelektross can help against the likes of Mudsdale and Alolan Dugtrio. Psychic- and Ghost-types such as Oricorio-G, Alolan Raichu, and Haunter appreciate Mawile's ability to deal with Dark-types, which can allow them to more easily set up late-game. Due to Mawile’s lack of reliable recovery, it appreciates teammates that can provide healing, such as the previously mentioned Audino with Wish and Musharna with Healing Wish, especially if Mawile's item of choice is Rocky Helmet.

Other Options

Mawile can be used as a Swords Dance sweeper, but its opportunities to set up can be hard to find due to its frailness. Swords Dance furthermore forces Mawile to replace Fire Blast, which leaves Mawile susceptible to being walled by Steel-types. It can also take out Sucker Punch, but losing out on priority makes it even easier to revenge kill. Rock Slide is a coverage option that hits incoming Fire-types like Simisear, but can only be used on a predicted switch, and again at the loss of Fire Blast or Sucker Punch. Similarly, Thunder Punch can 2HKO Qwilfish and Jellicent, but is generally not worth giving up a move for as it does not hit much else. Mawile's defensive set can run Pain Split for a somewhat reliable form of recovery, but struggles to free a moveslot. With 176 Special Attack EVs, Mawile can serve as a decent lure for physical walls due to its great special movepool. This includes moves such as Grass Knot for Mudsdale and Focus Blast for Aggron and Probopass, but they are generally useless moves otherwise and only hinder Mawile due the loss in Attack EVs. Finally, Mawile can be used with minimum Speed on Trick Room teams as a decent mixed attacker, and although it is weak compared to other Trick Room attackers, it has the advantage of not having a weakness to any form of priority.

Checks and Counters

Fire-types: Fire-types such as Combusken, Turtonator, and Simisear resist both of Mawile's STAB moves and easily OHKO with Fire Blast, but they don't appreciate switching into Play Rough. They are even KOed when Play Rough is combined with damage from Stealth Rock and Sucker Punch. Combusken outspeeds Mawile and resists Sucker Punch, but is OHKOed by Play Rough, and while Turtonator can take a Play Rough, it cannot switch into one. However, both OHKO Mawile with Fire Blast.

Faster Pokemon: Due to the offensive set's frailness and low Speed, Mawile is very easy to revenge kill, so it largely fears Pokemon that outspeed it. This includes Pokemon such as Jellicent and Simisear, with the defensive set being especially vulnerable due to a lack of Sucker Punch. Additionally, while the offensive set can use Sucker Punch to alleviate this weakness, Mawile has to be careful of Pokemon using status or priority moves to take advantage, such as Substitute Jynx and Aqua Jet Carracosta.

Ground-types: Ground-types such as Mudsdale, and Torterra can take a hit from Mawile before easily OHKOing it with their respective STAB moves. Faster Ground-types such as Golurk and Alolan Dugtrio fear Sucker Punch, but can take one before similarly OHKOing Mawile, or just use it as an opportunity to set up Stealth Rock or a Substitute, respectively. However, none of these Pokemon, barring Alolan Dugtrio, are immune to Toxic.

Steel-types: Steel-types such as Aggron, Probopass, and Bronzor take little from Mawile's attacks and are immune to Toxic; their biggest fear is Super Fang from defensive Mawile, but they can simply KO Mawile or use the move as an opportunity to set up Stealth Rock. However, certain Steel-types, namely Alolan Sandslash and Ferroseed, do not like having to take a Fire Blast from offensive Mawile. Ferroseed, Metang and Bronzor are also threatened by Knock Off, as they lose a substantial amount of bulk when they do not have an Eviolite.

Physical Walls: Physical walls such as Jellicent and Qwilfish switch into Mawile's attacks with relative ease and can cripple it with Scald, Will-O-Wisp, and Taunt. Other defensive walls such as Tangela can also accomplish this, but fear Fire Blast from the offensive set. Qwilfish is also the only Pokemon of these that does not have to be careful of Toxic from the defensive set.

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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