Type to start searching.

Available search filters:

  • .ability, .a
  • .type, .t
  • .damage, .dmg (damage category for moves)
  • .description, .desc, .d
  • .tag
In other gens:

Mamoswine

In-battle formes

HP:110
Attack:130
Defense:80
Sp. Atk:70
Sp. Def:60
Speed:80
Min (-ve nature, 0 IVs)148
Default196
Max Neutral259
Max Positive284
Max Neutral (+1)388
Max Positive (+1)426
Max Neutral (+2)518
Max Positive (+2)568
Monotype
Choice Band (Ground)259
Choice Band (Ice)259

Evolutions

Strategies

Written by Neko and Giyu

Overview

Ground

Mamoswine is a late-game cleaner for Ground teams due to its impressive Attack and access to priority in Ice Shard, giving it great value against Ice, Flying, Dragon, and opposing Ground teams. It also performs as a strong wallbreaker due to its nearly unresisted STAB combination. Mamoswine's typing, in combination with its ability Thick Fat, allows it to switch into Ice-type moves from Alolan Ninetales, Kyurem, Cloyster, or Arctozolt. Mamoswine, however, is fairly slow, so it must rely on Ice Shard to deal with faster foes. Its typing is horrible defensively, and its bulk is only average, which reduces the number of opportunities it gets to wallbreak. Lastly, Mamoswine's reliance on Choice Band to wallbreak effectively makes it easier to play around and take advantage of through scouting.

Choice Band (Ground)

Move 1
  • Icicle Crash
    30% chance to make the target flinch.
    TypeIce
    CategoryPhysical
    Power85 BP
    Accuracy90%
  • Icicle Spear
    Hits 2-5 times in one turn.
    TypeIce
    CategoryPhysical
    Power25 BP
    Accuracy100%
Move 2
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 3
  • Superpower
    Lowers the user's Attack and Defense by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 4
  • Ice Shard
    Usually goes first.
    TypeIce
    CategoryPhysical
    Power40 BP
    Accuracy100%
    Priority1

Icicle Crash deals with Grass-, Flying-, and Dragon-types, allowing Mamoswine to significantly damage walls such as Amoonguss, Celesteela, and Kommo-o. Icicle Spear can be considered instead to break the Substitutes of Kyurem and Galarian Moltres, but it is less consistent than Icicle Crash. Earthquake deals with Steel- and Water-types that resist Icicle Crash such as Aegislash and Toxapex. Superpower heavily dents Pokemon that are not bothered by the first two moves, such as Porygon2, Cloyster, Air Balloon Heatran, and Ferrothorn. Knock Off may be considered over Superpower to cripple physical walls such as Slowbro, Galarian Corsola, and Rotom-W. Ice Shard allows Mamoswine to revenge kill weakened threats such as Hydreigon, Galarian Moltres, and Choice Scarf Tapu Bulu. It also lets it clean up Flying and Dragon teams late-game when their walls have been sufficiently chipped. A Choice Band allows Mamoswine to OHKO walls such as Amoonguss, Zapdos, and Toxapex with the appropriate STAB move. An Adamant nature lets Ice Shard better pick off threats such as Thundurus-T, Galarian Moltres, and Tapu Bulu. Thick Fat allows Mamoswine to check SubRoost Kyurem and remove Ice-types such as Galarian Darmanitan in a pinch.

Excadrill is a good teammate to eliminate fast threats Mamoswine struggles with such as Zeraora, Volcarona, and Blacephalon when used on sand teams, or it can provide Rapid Spin support and clean late-game on weather-less teams once Mamoswine has chipped opposing walls. Gastrodon provides a Water immunity, can spread Toxic to wear down the opposing team, and can take special attacks aimed at Mamoswine. Alternatively, Seismitoad may be considered as the Water-immune partner, as it can check Azumarill, which usually poses a huge threat for Ground teams. Landorus-T provides Gravity support to allow Mamoswine to break through checks such as Rotom-W and Celesteela that can normally wall it. Swords Dance Garchomp can work alongside Mamoswine to break through their shared checks such as Slowbro and Kyurem when facing Psychic and Dragon teams. Nidoking deals with physical walls such as Slowbro and Ferrothorn that Mamoswine struggles with. Hippowdon can take physical attacks from Zeraora and Victini aimed at Mamoswine and can set sand and Stealth Rock to chip the opposing team further.

Choice Band (Ice)

Move 1
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 2
  • Icicle Crash
    30% chance to make the target flinch.
    TypeIce
    CategoryPhysical
    Power85 BP
    Accuracy90%
Move 3
  • Ice Shard
    Usually goes first.
    TypeIce
    CategoryPhysical
    Power40 BP
    Accuracy100%
    Priority1
Move 4
  • Superpower
    Lowers the user's Attack and Defense by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
  • Heavy Slam
    More power the heavier the user than the target.
    TypeSteel
    CategoryPhysical
    Accuracy100%
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%

Mamoswine is an effective wallbreaker on Ice teams, as it helps pressure Fire-, Rock-, and Steel-types such as Torkoal, Tyranitar, and Heatran. Earthquake makes it a dangerous threat for Poison and Electric teams, and Icicle Crash hits Ground-immune targets like Celesteela, Zapdos, and Mantine. Ice Shard provides priority and aids in revenge killing the likes of Agility Galarian Moltres, Choice Scarf Galarian Zapdos, and Choice Scarf Thundurus-T. Superpower grants Mamoswine the ability to break past bulky Pokemon such as Ferrothorn and Porygon2. Heavy Slam can be used to reliably defeat setup sweepers such as Hatterene and Clefable. Knock Off is a great utility option that allows Mamoswine to get rid of important items such as Eviolite from Chansey, Porygon2, and Piloswine as well as recovery items from Ferrothorn and Slowbro. An Adamant nature lets Mamoswine better revenge kill the aforementioned targets of Ice Shard.

Kyurem appreciates Mamoswine breaking through Steel-types such as Aegislash and Melmetal, as they are able to tank Kyurem's Earth Powers quite easily. In return, Kyurem checks Rotom-W and Slowbro and is capable of PP stalling Ferrothorn's Gyro Ball and Corviknight's Body Press with Pressure. Arctozolt not only helps Mamoswine break down defensive cores used by Poison and Flying teams, but also threatens Water-types such as Pelipper, Volcanion, and Toxapex. Cloyster values Mamoswines immunity to Electric-type moves from Tapu Koko, Zapdos, and Alolan Raichu, while also setting Spikes to support Mamoswine's wallbreaking by providing chip damage against foes. Aurora Veil Alolan Ninetales allows Mamoswine to tank more hits and wallbreak for a prolonged period of time; Alolan Ninetales also checks threats such as Urshifu-R and Kommo-o. Galarian Darmanitan can use Flare Blitz to KO Ferrothorn for non-Superpower Mamoswine and also lures Ground-immune Steel-types like Corviknight and Celesteela. Mamoswine wears down bulky teams so that Weavile can sweep in the late-game, while Weavile's Speed is great for dealing with faster threats such as Volcarona, Spectrier, and Blacephalon.

Other Options

Ground

A Jolly nature may be considered to outspeed and KO Tapu Bulu, offensive Heatran, and Adamant Rillaboom. Never-Melt Ice may be considered over Choice Band to switch moves; however, the drop in power prevents Mamoswine from 2HKOing Celesteela with Icicle Crash after two rounds of Stealth Rock damage, OHKOing Thundurus-T with Ice Shard, and OHKOing Amoonguss with Icicle Crash. An Assault Vest set with an investment such as 4 HP / 184 Atk / 136 SpD / 184 Spe with an Adamant Nature may be considered to better check Kyurem and act as a buffer against threats such as Tapu Lele and Zapdos, but the reduced Attack hampers Mamoswine's potential to clean types such as Dragon late-game and the reduced Speed lets Tapu Bulu now outspeed and threaten Mamoswine out. A Choice Scarf set with a Jolly nature may be considered to surprise threats such as Zapdos and Kyurem, and also outspeed the entire unboosted metagame bar Regieleki. However, Mamoswine will be outsped by all the other relevant Choice Scarf users and its damage output is lackluster without a Choice Band.

Ice

Mamoswine is capable of utilizing Focus Sash + Oblivious to function as a Stealth Rock lead, but it doesn't have the immediate power that Choice Band provides and it faces competition as a Stealth Rock setter from Piloswine. Life Orb allows Mamoswine to switch between its moves, but shortens its longevity. Leftovers increases Mamoswine's longevity, although it doesn't hit as hard as Life Orb and Choice Band sets.

Checks and Counters

Ground

Physically Defensive Walls: Physically defensive Pokemon such as Slowbro and Galarian Corsola take minimal damage from Mamoswine's attacks and threaten it with Scald and Will-O-Wisp, respectively.

Revenge Killers: Faster Pokemon like Tapu Lele, Terrakion, Urshifu-R, Choice Band Victini, and Zeraora outspeed Mamoswine, OHKO it , and do not fear Ice Shard.

Rotom-W: Rotom-W takes negligible damage from Mamoswine and can cripple it with Will-O-Wisp or OHKO it with Hydro Pump.

Priority Moves: Both Choice Band Azumarill's Aqua Jet and Scizor's Bullet Punch OHKO Mamoswine after Stealth Rock damage.

Status: Burn from Galarian Corsola, Spectrier, or Scald stops Mamoswine from dealing meaningful damage.

Credits

Moves

 
Power
Accuracy
PP
20
Raises the user's Sp. Def by 2.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
110
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Hail.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
80
Accuracy
100%
PP
10
Uses user's Def stat as Atk in damage calculation.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
Accuracy
PP
5
Prevents moves from affecting the user this turn.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
35
Accuracy
90%
PP
10
Hits 2 times in one turn.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
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
30%
PP
5
OHKOs the target. Fails if user is a lower level.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
70
Accuracy
100%
PP
20
10% chance to freeze. Super effective on Water.
 
Power
15
Accuracy
85%
PP
20
Hits 2-5 times in one turn.
 
Power
40
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
10
More power the heavier the user than the target.
 
Power
95
Accuracy
95%
PP
10
No additional effect.
 
Power
65
Accuracy
100%
PP
25
No additional effect.
 
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
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
85
Accuracy
90%
PP
10
30% chance to make the target flinch.
 
Power
25
Accuracy
100%
PP
30
Hits 2-5 times in one turn.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
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
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
PP
30
For 5 turns, protects user's party from stat drops.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
35
Accuracy
100%
PP
35
No additional effect.
 
Power
40
Accuracy
100%
PP
25
10% chance to freeze the foe(s).
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
25
Accuracy
90%
PP
10
Hits 2-5 times in one turn.
 
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
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
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
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
Loading...