Pokémon Mawile

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I reckon most people would run Iron Head and Sucker Punch on the same set. Heck, I'd almost guarantee it. My point was that when it comes to MegaGengar, 252HP MegaMawile has the bulk to not risk giving MegaGengar a free Substitute by mispredicting with Sucker Punch; it can just spam Iron Head to win. It was more of an analysis of the matchup, rather than a build suggestion.
If they aren't running Iron Head, they're running Play Rough. Its not like Mawile is going to go for other options, anyways, what else would it use instead of its STAB?

Its worth mentioning that LO Gengar hits harder than MegaGar, with Shadow Ball doing 58.88 - 70.06% against the same Mawile. Its not a huge increase in damage, but worth considering seeing as regular Gengar is still quite potent with a Gengarite. Its also worth mentioning that SubDisable Gengar takes a dump on Mawile unless it runs Play Rough AND Iron Head, since Gengar doesn't even have to predict, it just Subs on STAB, Disables it, Subs again on Sucker Punch or the switch, and then does what it wants.
 
If they aren't running Iron Head, they're running Play Rough. Its not like Mawile is going to go for other options, anyways, what else would it use instead of its STAB?

Its worth mentioning that LO Gengar hits harder than MegaGar, with Shadow Ball doing 58.88 - 70.06% against the same Mawile. Its not a huge increase in damage, but worth considering seeing as regular Gengar is still quite potent with a Gengarite. Its also worth mentioning that SubDisable Gengar takes a dump on Mawile unless it runs Play Rough AND Iron Head, since Gengar doesn't even have to predict, it just Subs on STAB, Disables it, Subs again on Sucker Punch or the switch, and then does what it wants.
But isn't that predictable? Gengar subs, Mawile takes out the sub with Iron head or something, Gengar disables it, Mawile uses a diffrent attack suspecting it, Mawile wins.
 
If they aren't running Iron Head, they're running Play Rough. Its not like Mawile is going to go for other options, anyways, what else would it use instead of its STAB?

Its worth mentioning that LO Gengar hits harder than MegaGar, with Shadow Ball doing 58.88 - 70.06% against the same Mawile. Its not a huge increase in damage, but worth considering seeing as regular Gengar is still quite potent with a Gengarite. Its also worth mentioning that SubDisable Gengar takes a dump on Mawile unless it runs Play Rough AND Iron Head, since Gengar doesn't even have to predict, it just Subs on STAB, Disables it, Subs again on Sucker Punch or the switch, and then does what it wants.
I'd wager that a lot of Mawile will run Play Rough/Iron Head/Sucker Punch and leave the spare move for team synergy. It's what I'd do, anyways. Fortunately for MegaMawile, though

252+ Atk Huge Power (custom) Play Rough vs. 4 HP / 0 Def Gengar: 167-197 (63.74 - 75.19%) -- guaranteed 2HKO

Play Rough is more than potent enough to break Gengar's Substitutes, which means Gengar has to gamble on Play Rough missing to keep its Substitute up. Furthermore, if Gengar Disables Play Rough, or MegaMawile breaks two Substitutes in two attacks, we're right back to the scenario from my previous post, which means the only thing that can save Gengar is the RNG.

EDIT: It's like Flamebot says; all MegaMawile has to do to win is alternate between Play Rough and Iron Head and Gengar's forced to either go on the offensive and hope for a crit, or swap out.
 
To add to my note, Mega Gengar with Sub and Destiny would work well, tho I'm not sure why you would want to lose Mega Gengar to Mawile, but in theory if MGengar is worried about Mawiles's it should be running Sub and destiny, as Mawile could be using the sub turn to sword dance predicting disable and uses another attack but gets screwed because of destiny bond, and a boosted Mawile is a big threat.


Anyways Mega Gengar will likely switch out.

Now after saying these things I'm trying to decide which of the two I should use MMawile or MGengar lol, anyways they are both fantastic.
 
Well you really should be considering what your team needs when choosing between the two, honestly. They do not serve the same function whatsoever - Mega Gengar is a near flawless revenge killer; Mega Mawile is almost the perfect wall breaker, smashing through cores with much more power than Azumarill (though he does beat you out if wearing a Choice Band). Mega Mawile can run enough speed to cripple or outright kill many important defensive pivots, such as all Rotom forms, Togekiss, Sylveon, Florgess, Hippowdon, Donphan, Blissey, Chansey, Ferrothorn without a Rocky Helmet, Jellicent, Vaporeon, and if you specialize him a bit by running Ice Punch, you can destroy Pokemon like Gliscor and Landorus-T.

Not that Gengar cannot (or will not) kill these threats, but Mawile does make a better Bulky Water, Ground-Type, and Fairy lure.

I really enjoy using him alongside Goodra and some Wish Support - they have good defensive synergy and blow holes in the opponent from both sides. Goodra has an easier time handling some Steel-Types while Mawile scares Dragons away. Tons of fun.
 
Well you really should be considering what your team needs when choosing between the two, honestly. They do not serve the same function whatsoever - Mega Gengar is a near flawless revenge killer; Mega Mawile is almost the perfect wall breaker, smashing through cores with much more power than Azumarill (though he does beat you out if wearing a Choice Band). Mega Mawile can run enough speed to cripple or outright kill many important defensive pivots, such as all Rotom forms, Togekiss, Sylveon, Florgess, Hippowdon, Donphan, Blissey, Chansey, Ferrothorn without a Rocky Helmet, Jellicent, Vaporeon, and if you specialize him a bit by running Ice Punch, you can destroy Pokemon like Gliscor and Landorus-T.

Not that Gengar cannot (or will not) kill these threats, but Mawile does make a better Bulky Water, Ground-Type, and Fairy lure.

I really enjoy using him alongside Goodra and some Wish Support - they have good defensive synergy and blow holes in the opponent from both sides. Goodra has an easier time handling some Steel-Types while Mawile scares Dragons away. Tons of fun.

Gengar is a good Revenge killer, the only problem is the turn needed to ME they can just switch out, because of sub....and wait never mind It's not Revenge killing if he uses sub lol...but what really wanted to say is that Mega Gengar can take on other roles to, he can be a good counter, and a amazing check and a few other roles and hes a spin blocker to. They both are amazing tho.
 
But isn't that predictable? Gengar subs, Mawile takes out the sub with Iron head or something, Gengar disables it, Mawile uses a diffrent attack suspecting it, Mawile wins.
Hence my saying that Mawile only wins if it has Iron Head AND Play Rough.
 
What's everyone's opinion on Focus Punch on Sub + 3 attacks M-Mawile? She learns it through TM in Gen IV and is an option to hit any Steels that give her trouble. The only downside is that it doesn't have a use unless you are behind a Sub or they are switching out.
 
What's everyone's opinion on Focus Punch on Sub + 3 attacks M-Mawile? She learns it through TM in Gen IV and is an option to hit any Steels that give her trouble. The only downside is that it doesn't have a use unless you are behind a Sub or they are switching out.
I'd honestly prefer to use Swords Dance + Brick Break if you're worried about Steel types. Brick Break is more reliable, and has the added bonus of clearing screens away if your opponent is running, say, dual screen Klefki.
 
I can't believe I wrote this out.

Speed Tiers
Nature, EVs: (Speed Stat reached)/Base Speed benchmark reached (No/Min./Max. Investment)
(Notable) Pokemon outran (additional information/the spread outran)
Bolded Pokemon are threats that would normally cripple/KO Mawile without any investment.

Note: Comments regarding Mawile's ability to survive against attacks encompass both 0 HP Mega Mawile and 252 HP Mega Mawile, and also assume a neutral nature, unless stated otherwise.

Adamant, 0: (136)/Base 50 (No Investment)
Conkeldurr
Ferrothorn
Forretress
Hippowdon

Significance:
None. Most of the Pokemon you outrun already beat you or are already beaten by you.

Adamant, 84: (156)/Base 60 (No Investment)

Abomasnow (+Mega) (0 EVs)
Ampharos (+Mega)
Azumarill (4 EVs)
Chansey
Clefable
Blissey
Gourgeist (Super)
Jellicent

Porygon2
Sylveon
Trevenant


Significance:
Most of the Pokemon listed, such as Chansey, Blissey, Gourgiest, Jellicent and Trevenant would all outrun you under normal conditions and cripple you with Thunder Wave or Will-O-Wisp. By running an Adamant Nature and 84 Speed EVs, you can sub up before they try to status you, then smack them around with Play Rough or Sucker Punch.

Adamant, 92: (158)/Base 61 (No Investment)

Azumarill (84 EVs)
Machamp (44 EVs)
Tyranitar (Assault Vest)

Significance:
Assault Vest Tyranitar is bound to be popular this generation thanks to the weather nerf making what would normally be an omnipresent Sandstorm last a mere five turns, making him easier to fit onto teams that would normally be put off by the Sandstorm damage, and also Assault Vest, which lets him sponge Special Attacks exceptionally well. By running 92 Speed Evs, you are able to take on Tyranitar without any risks at all. Normally, you would lose 50% of your health or more from Earthquake or Fire Blast (should you not be behind a Substitute, that is), and while Pain Split is definitely good, the opponent switching in something faster will impede Mega Mawile's longevity.
Azumarill is 2HKO'd with a combination of Play Rough and Sucker Punch, while the most Azumarill can manage is a 2HKO with Waterfall, though, be warned: even 252 HP variants have a 12.5% chance of being OHKO'd by Waterfall after having used a Substitute and also lost it.

Adamant, 124: (167)/Base 65 (No Investment)
Scizor
Umbreon
Vaporeon

Significance:
Your Sucker Punch will be faster than Choice Band Scizor's, which is important since Bullet Punch will probably be the go-to move most of the time in an attempt to pick off a weakened Mega Mawile.

Adamant, 164: (177)/Base 70 (No Investment)
Metagross (Assault Vest)
Skarmory

Significance:
None, really. Even the bulkiest of Metagross are already slaughtered by Sucker Punch, while Skarmory will Whirlwind you away before you are able to 2HKO him with Thunder Punch.

Adamant, 248: (198)/Base 80 (4 EV Investment)
Jolly, 176: (198)/Base 80 (4 EV Investment)

Florges
Goodra (Assault Vest)
Heatran (Specially Defensive)
Magnezone (84 EVs)
Mandibuzz
Togekiss (Min. [4]/No [0] Speed)

Significance:
Every one of these Pokemon would normally outrun you and either kill you (Goodra/Heatran/Magnezone), cripple you (Togekiss), or alleviate stress for the opponent's team through Wish, Heal Bell, or Aromatherapy (Togekiss/Florges). Each one of them is beaten with the appropriate coverage move, 2HKOd or crippled by Play Rough, or forced out with Substitute. 172 HP Magnezone has a 90% chance of being 2HKO'd by Sucker Punch after Stealth Rock with an Adamant Nature and a 14% chance with a Jolly Nature (both assuming 252 ATK).

Jolly, 216: (209)/Base 85/86 (4/0 EV Investment)

Rotom-H (Physically/Specially Defensive)
Rotom-W (Physcially/Specially Defensive)
Togekiss (44/48 EVs)

Significance:
Rotom-W and Togekiss are probably the two most common switch-ins to Mega Mawile after he has forced someone out or killed an opponent's Pokemon. Rotom-W is often Physically Defensive and loves to use you as a Volt Switch pivot or a Will-O-Wisp target while Togekiss will either paralyze you with Thunder Wave or roast our little beansprout with Fire Blast. Both Pokemon are dealt upwards of 52% damage minimum regardless of nature assuming a 252 investment. Togekiss is OHKOd after Stealth Rock with Iron Head. Specially Defensive Rotom-W have a 37.5% chance of being OHKOd after Stealth Rock assuming a neutral nature; a 93.75% chance assuming a positive one.

Notes:
  • Though Pokemon like Umbreon might seem kind of jarring, I have literally encountered just about everything on the PokeBank OU ladder. Just interpret it as a bonus - some of them may very well see use in OU thanks to whatever niche they're able to provide. The most important ones are bolded anyways.
  • Adamant vs. Jolly
    • An Adamant Nature is usually the better choice because you will yield more ATK while still being able to hit certain damage thresholds. sidakarya's set on the first page is a good example of this. Using his EV distribution and a Careful nature, he hits 304/285/206/131/253/157. By changing his spread to 252 HP/64 ATK/108 Sp.DEF/84 Spe with an Adamant Nature, we hit 304/288/206/131/253/157 - the exact same numbers, but with 3 more points in ATK.
    • However, investing heavily in Speed with an Adamant Nature can strain your distribution of HP Evs. Investing in HP for Mawile is like investing the same amount of EVs in both his Defense and his Special Defense because his Base HP is so damn small. While investing less in HP can seem more appealing at first because it increases the percentage of health restored by Pain Split (while also making your opponent significantly weaker as well), Mawile becomes significantly less bulky as a result, meaning he cannot take advantage of his fantastic typing as well as he would normally be able to.
    • That said, a Jolly Nature is needed to outrun threats like Rotom-W and Togekiss; threats you cannot outrun with Mawile otherwise. The ability to check common switch-ins under certain conditions is welcome for a Pokemon like Mawile who loves snapping the opponent's defenders in half.
Conclusion:
92 Spe EVs with a Neutral Nature is probably the most speed you will ever need to run on Mawile. A spread of 252 HP/164 ATK/92 Spe will give you an ATK of 630 after factoring in Huge Power, more than enough to muscle through anything. However, the advantages of luring and killing Togekiss and Rotom-W can be invaluable for a Dragon-Type partner like Dragonite or Salamence, or Pokemon like Talonflame, who will definitely appreciate a dead or crippled Rotom-W. The includes other bulky waters too, of course.


Hit Point Effort Value Distribution Calculations
Note: All calculations assume a neutral nature unless specified otherwise.

252 HP/0 DEF/0 SpD
-1 0 ATK Gliscor Earthquake (100 Base Power) vs. Mega Mawile: (38.15 - 45.39%) -- guaranteed 3HKO
+0 0 ATK Gliscor Earthquake (100 Base Power) vs. Mega Mawile: (55.92 - 67.1%) -- guaranteed 2HKO
+0 0 SpA Jellicent Scald (80 Base Power) vs. Mega Mawile: (25.98 - 30.92%) -- guaranteed 4HKO
+0 0 SpA Togekiss Fire Blast (110 Base Power) vs. Mega Mawile: (63.15 - 75%) -- guaranteed 2HKO
+0 0 SpA Togekiss Dazzling Gleam (80 Base Power) vs. Mega Mawile: (17.43 - 20.72%) -- possible 5HKO

0 HP/252 DEF/0 SpD
-1 0 ATK Gliscor Earthquake (100 Base Power) vs. Mega Mawile: (39.83 - 47.3%) -- guaranteed 3HKO
+0 0 ATK Gliscor Earthquake (100 Base Power) vs. Mega Mawile: (58.09 - 69.7%) -- guaranteed 2HKO
+0 0 SpA Jellicent Scald (80 Base Power) vs. Mega Mawile: (32.78 - 39%) -- 99.85% chance to 3HKO
+0 0 SpA Togekiss Fire Blast (110 Base Power) vs. Mega Mawile: (79.66 - 94.6%) -- 6.25% chance to OHKO after Stealth Rock
+0 0 SpA Togekiss Dazzling Gleam (80 Base Power) vs. Mega Mawile: (21.99 - 26.14%) -- possible 4HKO

0 HP/252 DEF/0 SpD (Positive Nature)
-1 0 ATK Gliscor Earthquake (100 Base Power) vs. Mega Mawile: (35.68 - 43.15%) -- guaranteed 3HKO
+0 0 ATK Gliscor Earthquake (100 Base Power) vs. Mega Mawile: (53.11 - 63.07%) -- guaranteed 2HKO

0 HP/0 DEF/252 SpD
-1 0 ATK Gliscor Earthquake (100 Base Power) vs. Mega Mawile: (48.13 - 57.26%) -- 87.11% chance to 2HKO
+0 0 ATK Gliscor Earthquake (100 Base Power) vs. Mega Mawile: (70.53 - 84.64%) -- guaranteed 2HKO
+0 0 SpA Jellicent Scald (80 Base Power) vs. Mega Mawile: (25.31 - 30.29%) -- guaranteed 4HKO
+0 0 SpA Togekiss Fire Blast (110 Base Power) vs. Mega Mawile: (63.07 - 74.68%) -- guaranteed 2HKO
+0 0 SpA Togekiss Dazzling Gleam (80 Base Power) vs. Mega Mawile: (17.42 - 20.33%) -- possible 5HKO

0 HP/0 DEF/252 SpD (Positive Nature)
+0 0 SpA Jellicent Scald (80 Base Power) vs. Mega Mawile: (23.65 - 27.8%) -- possible 4HKO
+0 0 SpA Togekiss Dazzling Gleam (80 Base Power) vs. Mega Mawile: (15.76 - 18.67%) -- possible 6HKO
+0 0 SpA Togekiss Fire Blast (110 Base Power) vs. Mega Mawile: (57.26 - 68.04%) -- guaranteed 2HKO

Notes:
  • Take who's attacking and with what with a grain of salt, but do please focus on the differences between the numbers. In my experience playing Mega Mawile, very rarely do I ever use him as a pivot unless its to sponge a resisted attack, or an attack that's made significantly weaker from intimidate when he's in non-Mega form (which is kind of a give-in but it is really late and I've been writing this for like two hours now so kinda forgive me on that one). That said, there will be Pokemon that will switch in that you will want to stay in on in order to eliminate, and also Pokemon that you will want to stay in on because you have to. By investing in only one Defensive Stat, you significantly compromise Mawile's ability to take hits from the other end of the spectrum, and for no real reason, either, as a 252 investment in either stat is just about equal to the investment made in HP, only taking less damage than an investment in HP when using a Positive Nature for that stat. Here is a more relevant number:
+0 252 SpA Mega Gengar Shadow Ball (80 Base Power) vs. 252 HP/0 SpD Mega Mawile: (55.26 - 65.13%) -- guaranteed 2HKO
+0 252 SpA Mega Gengar Shadow Ball (80 Base Power) vs. 0 HP/252 SpD Mega Mawile: (54.77 - 64.73%) -- guaranteed 2HKO
+0 252 SpA Mega Gengar Shadow Ball (80 Base Power) vs. 0 HP/0 SpD Mega Mawile: (69.7 - 82.15%) -- guaranteed 2HKO
  • It is a 2HKO no matter what for certain, however, in the last one, Mega Gengar is now guaranteed to be able to kill you after 1 Substitute and a round of Stealth Rock damage, as opposed to the other two, which requires you to have taken on much more damage to even have a chance at doing it. The Substitute/Pain Split set is very popular, and Mawile does have the bulk to switch in on numerous attacks. Just a little food for thought.
Conclusion:
Putting EVs into HP is always better than investing them in a Defensive stat.


Attack Stat Measurement and Minor Damage Calculations
*For all comparisons assume the Base Stat in question is maxed out with a positive nature unless stated otherwise.

Nature
EVs (Stat):
Comparison

Adamant Nature
0 EVs (540):
Approximately strong as a Kabutops (~114 Base Attack Stat) holding a Choice Band.
32 EVs (558):
As strong as a Donphan (120 Base Attack Stat) holding a Choice Band.
152 EVs (624):
As strong as a Conkeldurr (140 Base Attack Stat) holding a Choice Band.
216 EVs (656):
As strong as a Rayquaza (150 Base Attack Stat) holding a Choice Band.
252 EVs (678):
Approximately as strong as a Pokemon with a 155 base attack stat holding a Choice Band.

Jolly Nature
0 EVs (492):
As strong as a Piloswine (100 Base Attack Stat) holding a Choice Band.
132 EVs (558):
As strong as a Donphan (120 Base Attack Stat) holding a Choice Band.
252 EVs (618):
Approximately 11 points stronger than a Metagross (135 Base Attack Stat) wielding a Choice Band.

Damage Thresholds
Adamant Nature
  • Jellicent (Bold: 248/252)
    • 0 ATK Play Rough: (49.37 - 58.31%) -- guaranteed 2HKO after Stealth Rock.
    • 0 ATK Sucker Punch: (59.05 - 69.47%) -- guaranteed 2HKO.
    • 72 ATK Play Rough: (53.1 - 62.77%) -- guaranteed 2HKO.
  • Vaporeon (Bold: 248/252)
    • 0 ATK Play Rough: (47.3 - 55.72%) -- guaranteed 2HKO after Stealth Rock.
    • 124 ATK Play Rough: (53.13 - 62.41%) -- guaranteed 2HKO.
  • Togekiss (Bold: 248/216)
    • 0 ATK Play Rough: (45.3 - 53.88%) -- guaranteed 2HKO after Stealth Rock.
    • 160 ATK Play Rough: (53.08 - 62.73%) -- guaranteed 2HKO.
    • 0 ATK Iron Head: (80.96 - 95.44%) -- guaranteed OHKO after Stealth Rock.
    • 236 ATK Iron Head: (100.26 - 119.03%) -- guaranteed OHKO.
  • Sylveon (Bold: 252/252)
    • 4 ATK Play Rough: (53.29 - 62.69%) -- guaranteed 2HKO.
    • 0 ATK Iron Head: (105.58 - 124.87%) -- guaranteed OHKO.
  • Trevenant (Neutral: 252 HP/0 DEF)
    • 0 ATK Play Rough: (74.59 - 87.7%) -- guaranteed 2HKO.
    • 0 ATK Sucker Punch: (80.74 - 95.18%) -- 50% chance to OHKO after Stealth Rock.
    • 252 ATK Play Rough: (93.04 - 109.89%) -- 56.25% chance to OHKO, guaranteed OHKO after Stealth Rock.
    • 252 ATK Sucker Punch: (101.06 - 119.25%) -- guaranteed OHKO.
  • Gourgeist (Impish/Bold: 252 Hp/252 DEF)
    • 252 ATK Play Rough: (46.52 - 54.81%) -- 62.89% chance to 2HKO, guaranteed 2HKO after Stealth Rock.
    • 252 ATK Sucker Punch: (55.08 - 65.24%) -- guaranteed 2HKO.
  • Rotom-W (Bold: 248 HP/232 DEF)
    • 44 ATK Play Rough: (53.46 - 63.36%) -- guaranteed 2HKO.
    • 44 ATK Sucker Punch: (31.68 - 37.62%) -- 0.2% chance to 3HKO.
    • 252 ATK Play Rough: (64.35 - 75.57%) -- guaranteed 2HKO.
    • 252 ATK Sucker Punch: (37.95 - 44.88%) -- guaranteed 3HKO.
  • Rotom-W (Calm: 248 HP/232 SpD)
    • 0 ATK Play Rough: (69.3 - 81.51%) -- guaranteed 2HKO.
    • 252 ATK Play Rough: (86.46 - 102.31%) -- 93.75% chance to OHKO after Stealth Rock.
    • 0 ATK Sucker Punch: (40.92 - 48.51%) -- guaranteed 3HKO.
    • 252 ATK Sucker Punch: (51.48 - 60.72%) -- guaranteed 2HKO after Stealth Rock.
  • Jirachi (Neutral: 252 HP/108 DEF)
    • 0 ATK Sucker Punch: (58.41 - 68.81%) -- guaranteed 2HKO.
    • 252 ATK Sucker Punch: (73.26 - 86.63%) -- guaranteed 2HKO.
  • Metagross (Neutral: 252 HP/0 DEF)
    • 0 ATK Sucker Punch: (57.69 - 68.13%) -- guaranteed 2HKO.
    • 252 ATK Sucker Punch: (71.97 - 85.16%) -- guaranteed 2HKO.
  • Hippowdon (Impish: 252 HP/252 DEF)
    • 28 ATK Play Rough: (35 - 41.42%) -- 100% chance to 3HKO after Stealth Rock.
    • 92 ATK Play Rough: (37.38 - 44.28%) -- 100% chance to 3HKO.
    • 252 ATK Play Rough: (42.38 - 50.23%) -- guaranteed 3HKO.
  • Gliscor (Impish: 244 HP/40 DEF)
    • 0 ATK Play Rough: (45.45 - 53.97%) -- guaranteed 3HKO.
    • 92 ATK Play Rough: (50.28 - 59.09%) -- guaranteed 2HKO after Stealth Rock + 1 turn of Poison Heal recovery.
  • Landorus-T (Naive: 248 HP/172 DEF)
    • -1 252 ATK Play Rough: (44.35 - 52.23%) -- guaranteed 3HKO, 83.59% chance to 2HKO after Stealth Rock.
    • +0 0 ATK Play Rough: (53.01 - 62.46%) -- guaranteed 2HKO.
    • +0 252 ATK Play Rough: (66.4 - 78.21%) -- guaranteed 2HKO after Stealth Rock.
  • Landorus-T (Impish 248 HP/252 DEF)
    • -1 28 ATK Play Rough: (30.97 - 36.48%) -- 86.67% chance to 3HKO after Stealth Rock.
    • +0 28 ATK Play Rough: (46.45 - 54.59%) -- guaranteed 2HKO after Stealth Rock.
    • -1 28 ATK Sucker Punch: (18.37 - 21.78%).
    • +0 28 ATK Sucker Punch: (27.55 - 32.54%).
    • -1 252 ATK Play Rough: (37.79 - 44.35%) -- guaranteed 3HKO.
    • +0 252 ATK Play Rough: (56.16 - 66.4%) -- guaranteed 2HKO.
    • -1 252 ATK Sucker Punch: (22.3 - 26.5%).
    • +0 252 ATK Sucker Punch: (33.33 - 39.37%).
Conclusion:
Mega Mawile hits like a freight train. I mean, we all already knew this, but it's nice to see just how badly he damages some of the bulkier Pokemon out there even without any (significant) Attack Investment at all. Mawile doesn't need to have its ATK maximized in order to function (and function well), but you should obviously be pouring in as much as you can.


Other Options
Everyone has pretty much covered that a combination of Iron Head/Rough Play/Sucker Punch/Substitute/Pain Split/Swords Dance will probably find its way onto each and every set for Mega Mawile - not that they shouldn't; they're all amazing moves and the primary reason why he is as good as he is. But that is also very boring to talk about. What about the rest of his movepool?

Knock Off
Generation 5 Move Tutor
Pros:
  • Mawile's STAB options make him a good lure for Ground, Water, Steel and Fire-Types, many of which he cannot kill without sacrificing a move slot for a coverage option that leaves him weak to other Pokemon.
  • This gives Mawile more utility in addition to his usual wall-breaking role as it allows him to cripple Pokemon like Rotom-W, Heatran, Ferrothorn, and Landorus-T, letting hazards take their toll on the opponent's usual pivots into whatever other damage they're forced to sponge before he cleans house with Play Rough and Sucker Punch.
  • It hits harder than Sucker Punch the first time around (but should not replace Sucker Punch), and takes advantage of Mawile's ability to force switches.
Cons:
  • Mawile suffers from 4 Move Slot Syndrome, meaning that he will need specialized support to make-up for whatever move he sacrificed for Knock Off. This means Wish Support for Pain Split, or Heal Bell/Aromatherapy Support for Substitute, and so on.
Baton Pass
Leveling Up
Pros:
  • Baton Pass allows Mawile to function as a defensive pivot in the same vein as U-Turn and Volt Switch, albeit, without the damage.
  • Baton Pass gives Mawile a home on Baton Pass teams and can function as both a receiver thanks to its fantastic Attack Stat, or a passer thanks to Swords Dance.
  • Baton Pass gives Mawile good synergy with Pokemon like Blaziken and Scolipede - as a Baton Pass receiver that knows Baton Pass, Mawile can swap to Blaziken, Scolipede, or other receivers in the event that he cannot handle a threat, meaning Baton Pass teams have a flexible receiver that won't lose the boosts in the event that something goes wrong.
Cons:
  • Mawile is slow and is likely to be hit before the Baton Pass goes off. While Mawile's bulk is adequate, no Leftovers or Recover/Moonlight/Roost/what have you means Mawile will not appreciate constantly taking blows without some Wish Support. Luckily for Mawile, Vaporeon is a good teammate for him.
  • As a pure Baton Passer, Mawile is outclassed by Scolipede and Blaziken. Baton Pass Mawile is best used as a pivot or a receiver, not as a pure Baton Passer.
Stealth Rock
Generation 5 Move Tutor
Pros:
  • Mawile's ability to force switches can give him an opportunity to set hazards on the field, freeing up a move slot for another team member like Heatran, who might like to run Toxic for Bulky Waters, or Landorus-T, who may want to run Knock Off for shenanigans, or Stone Edge to hit Talonflame, among others.
  • It's Stealth Rock.
  • Mawile has a good match-up against Defog users like Latias, Latios, Crobat (that don't carry Heat Wave) and also Togekiss under certain circumstances.
Cons:
  • It uses up a move slot that a coverage move may have more utility in occupying.
  • Mawile's bulk is adequate but not exceptional, and downright mediocre before he Mega Evolves, and without access to Leftovers, and no recovery move, Mawile may not be able to afford a turn in which he has not damaged or crippled an opponent by attacking.
  • Mawile has a poor match-up against the most common hazard setters and Rapid Spinners without the appropriate coverage move.
Focus Punch
TM01 - Generation 3
Pros:
  • Mawile has difficulty muscling through Steel-Type Pokemon like Ferrothorn, Heatran, and Skarmory.
  • Heatran and Ferrothorn are both OHKO'd by this attack, while Skarmory takes a minimum of 53% should he not use Roost.
  • It punishes Skarmory for trying to recover health with Roost.
Cons:
  • It increases dependence on Substitute. Although, the switches Mawile forces can give him many opportunities to use it without Substitute.
  • It gives the opponent an opportunity to break your Substitute, which can force you out the following turn.
Brick Break
TM31 - Generation VI
Pros:
  • It has no charge-up turn and lets you run enough Speed to outrun threats like Heatran who would break your Substitute if you were running Focus Punch.
Cons:
  • It is significantly less powerful than Focus Punch. (Specially Defensive) Heatran takes 75.84 - 89.35%, meaning he needs to have taken 2 rounds of Stealth Rock damage (factoring in Leftovers recovery) before you have a chance to kill him with it. Ferrothorn only takes 60.79 - 72.15% from it, meaning you are going to lose an additional ~25% trying to knock it out. It also fails to deal meaningful damage to Skarmory, only hitting him for 26.91 - 31.8% on turns he hasn't used Roost.
  • It fails to OHKO the Pokemon listed above, meaning that your opponent is given the opportunity to switch them out before they are killed.
Thunder Punch
Generation 5 Move Tutor
Pros:
  • Let's you smack around Togekiss, Skarmory, and other Water and Flying Types pretty hard.
Cons:
  • It leaves you more vulnerable to Gliscor and Landorus-T.
Ice Punch
Generation 5 Move Tutor
Pros:
  • Allows you to deal significant damage to both Gliscor, Landorus-T, and other Ground-Types, OHKO'ing the former after Stealth Rock no matter the spread or nature you run, while the latter shouldn't survive after Stealth Rock damage even factoring Intimidate. However, Landorus-T that run 248/252 Impish will most likely survive after Intimidate, even with an Adamant Nature and 252 EVs.
Cons:
  • The coverage is generally inferior to that provided to you by Thunder Punch, meaning the move is literally only useful for eliminating Gliscor, Landorus-T, and other rogue Ground-Types.


Damage Calculations (vs. Mega Mawile)
Nature, EVs: (Stats Reached)
EVs Pokemon (additional information)
  • (Damage)
Neutral Nature, 252 HP/0 SpD: (304/226)
252 SpA Timid Mega Gengar
  • Shadow Ball (80 Base Power): (55.26 - 65.13%) -- guaranteed 2HKO.
  • Focus Blast (120 Base Power): (54.93 - 64.8%) -- guaranteed 2HKO.
252 SpA Timid Latios (Life Orb)
  • Surf (90 Base Power): (44.07 - 52.3%) -- 15.23% chance to 2HKO.
  • Hidden Power [Fire] (60 Base Power): (58.88 - 70.06%) -- guaranteed 2HKO.
0 SpA Bold Jellicent
  • Scald (80 Base Power): (25.98 - 30.92%) -- possible 4HKO.
0 SpA Bold Vaporeon
  • Scald (80 Base Power): (32.56 - 38.48%) -- 2.39% chance to 3HKO.
252 SpA Timid Greninja (Life Orb)
  • Surf (90 Base Power): (56.57 - 66.77%) -- guaranteed 2HKO.
  • Hydro Pump (110 Base Power): (68.42 - 80.92%) -- guaranteed 2HKO.
  • Hidden Power [Fire] (60 Base Power): (75.32 - 89.8%) -- guaranteed 2HKO.
28 SpA Calm/Bold Rotom-W (Specially/Physically Defensive)
  • Hydro Pump (110 Base Power): (43.75 - 51.64%) -- guaranteed 3HKO.
  • Volt Switch (70 Base Power): (27.63 - 32.89%) -- possible 4HKO.
0 SpA Bold Togekiss (Physically Defensive)
  • Air Slash (75 Base Power): (16.11 - 19.07%).
  • Dazzling Gleam (80 Base Power): (17.43 - 20.72%).
  • Flamethrower (90 Base Power): (51.97 - 61.84%) -- guaranteed 2HKO.
  • Fire Blast (110 Base Power): (63.15 - 75%) -- guaranteed 2HKO.
Neutral Nature, 252 HP/108 SpD (304/253)
252 SpA Timid Mega Gengar
  • Shadow Ball (80 Base Power): (49.34 - 58.22%) -- 58.98% chance to 2HKO
  • Focus Blast (120 Base Power): (49.01 - 57.89%) -- 57.81% chance to 2HKO.
252 SpA Timid Latios (Life Orb)
  • Surf (90 Base Power): (39.47 - 46.71%) -- guaranteed 3HKO.
  • Hidden Power [Fire] (60 Base Power): (52.96 - 62.5%) -- 98.44% chance to 2HKO.
0 SpA Bold Jellicent
  • Scald (80 Base Power): (23.02 - 27.63%) -- possible 5HKO
0 SpA Bold Vaporeon
  • Scald (80 Base Power): (28.61 - 33.88%) -- possible 4HKO
252 SpA Bold Greninja (Life Orb)
  • Surf (90 Base Power): (50.32 - 59.53%) -- guaranteed 2HKO.
  • Hydro Pump (110 Base Power): (61.51 - 72.36%) -- guaranteed 2HKO.
  • Hidden Power [Fire] (60 Base Power): (66.77 - 79.6%) -- guaranteed 2HKO.
28 SpA Calm Rotom-W (Specially Defensive)
  • Hydro Pump (110 Base Power): (38.81 - 46.38%) -- guaranteed 3HKO.
  • Volt Switch (70 Base Power): (25 - 29.6%) -- guaranteed 5HKO.
0 SpA Bold Togekiss (Physically Defensive)
  • Flamethrower (90 Base Power): (46.71 - 55.26%) -- 11.72% chance to 2HKO.
  • Fire Blast (110 Base Power): (61.84 - 73.02%) -- guaranteed 2HKO.
252 HP/0 DEF Neutral Nature (304/286)
0 ATK Neutral Gliscor
  • -1 Earthquake (100 Base Power): (38.15 - 45.39%) -- guaranteed 3HKO.
  • +0 Earthquake (100 Base Power): (55.92 - 67.1%) -- guaranteed 2HKO.
0 ATK Neutral Landorus-T
  • -1 Earthquake (100 Base Power): (53.94 - 63.81%) -- guaranteed 2HKO.
  • +0 Earthquake (100 Base Power): (80.92 - 95.39%) -- guaranteed 2HKO.
0 ATK Neutral Tyranitar (Assault Vest)
  • -1 Earthquake (100 Base Power): (33.55 - 40.13%) -- 33.42% chance to 3HKO.
  • +0 Earthquake (100 Base Power): (50.65 - 59.86%) -- 81.64% chance to 2HKO.
252 ATK Naive Garchomp (Life Orb)
  • -1 Earthquake (100 Base Power): (77.96 - 92.43%) -- guaranteed 2HKO.
  • +0 Earthquake (100 Base Power): (115.46 - 136.84%) -- guaranteed OHKO.
252 ATK Adamant Dragonite (No Boosting Item)
  • -1 Earthquake (100 Base Power): (44.73 - 53.28%) -- 0.39% chance to 2HKO.
  • +0 Earthquake (100 Base Power): (67.1 - 78.94%) -- guaranteed 2HKO.
  • -1 Fire Punch (75 Base Power): (33.55 - 40.13%) -- 33.42% chance to 3HKO.
  • +0 Fire Punch (75 Base Power): (50 - 59.21%) -- 74.61% chance to 2HKO.
64 ATK/192 SpA Naive Salamence (Life Orb)
  • -1 Earthquake (100 Base Power): (47.03 - 55.59%) -- 16.41% chance to 2HKO.
  • +0 Earthquake (100 Base Power): (69.4 - 82.23%) -- guaranteed 2HKO.
  • Fire Blast (110 Base Power): (82.23 - 96.71%) -- guaranteed 2HKO.
252 ATK Naive Salamence (No Boosting Item)
  • -1 Earthquake (100 Base Power): (40.78 - 48.68%) -- guaranteed 3HKO.
  • +0 Earthquake (100 Base Power): (61.18 - 72.36%) -- guaranteed 2HKO.
  • Fire Blast (110 Base Power): (52.63 - 62.5%) -- 98.83% chance to 2HKO.


Damage Calculations (Mega Mawile vs.) [includes coverage options]
Nature, EV Spread: (Stats Reached)
Important information

Nature, Ev Spread, Pokemon
  • Move: Damage
Summary

Adamant 252 HP/252 ATK Mega Mawile: (304/339)
Standard spread. Nothing special, really. This spread is listed first because it is the most common and it will help demonstrate the difference in power between spreads that opt to run more Speed and the ones that don't.

Pokemon that you don't outrun with this spread, or speed-tie with, are bolded.

vs. Bold 248 HP/252 DEF Jellicent
  • Play Rough (90 Base Power): (62.03 - 73.2%) -- guaranteed 2HKO.
  • Sucker Punch (80 Base Power): (73.44 - 86.84%) -- guaranteed 2HKO.
  • Thunder Punch (75 Base Power): (69.47 - 81.88%) -- guaranteed 2HKO.
vs. Bold 248 HP/252 DEF Vaporeon
  • Play Rough (90 Base Power): (58.96 - 69.54%) -- guarantee 2HKO.
  • Sucker Punch (80 Base Power): (34.98 - 41.25%) -- guaranteed 3HKO after Stealth Rock.
  • Thunder Punch (75 Base Power): (65.65 - 77.32%) -- guaranteed 2HKO.
vs. Bold 248 HP/232 DEF Rotom-W
  • Play Rough (90 Base Power): (64.35 - 75.57%) -- guaranteed 2HKO.
  • Sucker Punch (80 Base Power): (37.95 - 44.88%) -- guaranteed 3HKO after Stealth Rock.
vs. Calm 248 HP/0 DEF Rotom-W
  • Play Rough (90 Base Power): (86.46 - 102.31%) -- 18.75% chance to OHKO, 93.75% chance to OHKO after Stealth Rock.
  • Sucker Punch (80 Base Power): (51.48 - 60.72%) -- 94.14% chance to 2HKO, guaranteed 2HKO after Stealth Rock.
vs. Careful 252 HP/0 DEF Trevenant
  • Play Rough (90 Base Power): 93.04 - 109.89% -- guaranteed OHKO after Stealth Rock.
  • Sucker Punch (80 Base Power): (110.69 - 130.48%) -- guaranteed OHKO.
  • Ice Punch (75 Base Power): (103.74 - 122.45%) -- guaranteed OHKO.
vs. Impish 252 HP/252 DEF Gourgeist-H
  • Play Rough (90 Base Power): (46.52 - 54.81%) -- guaranteed 2HKO after Stealth Rock.
  • Sucker Punch (80 Base Power): (55.08 - 65.24%) -- guaranteed 2HKO.
  • Ice Punch (75 Base Power): guaranteed 2HKO after Stealth Rock.
vs. Relaxed 252 HP/48 DEF Ferrothorn
  • Play Rough (90 Base Power): (27.27 - 32.38%).
  • Sucker Punch (80 Base Power): (32.38 - 38.35%).
  • Brick Break (75 Base Power): (60.79 - 72.15%) -- guaranteed 2HKO.
  • Focus Punch (150 Base Power): (121.59 - 143.18%) -- guaranteed OHKO.
vs. Calm 248 HP/8 DEF Heatran
  • Sucker Punch (80 Base Power): (40.51 - 47.79%).
  • Brick Break (75 Base Power): (75.84 - 89.35%) -- 12.5% chance to OHKO after Stealth Rock.
  • Focus Punch (150 Base Power): (151.16 - 178.18%) -- guaranteed OHKO.
vs. Impish 224 HP/252 DEF Skarmory
  • Play Rough (90 Base Power): (24.15 - 28.44%).
  • Thunder Punch (75 Base Power): (53.82 - 63.6%) -- guaranteed 2HKO.
  • Focus Punch (150 Base Power): (53.51 - 63.3%) -- guaranteed 2HKO.
  • Focus Punch (150 Base Power) [Roost]: (107.03 - 126.6%) -- guaranteed OHKO.
vs. Impish 252 HP/252 DEF Donphan
  • Play Rough (90 Base Power): (46.09 - 54.16%) -- 57.81% chance to 2HKO after Stealth Rock.
  • Ice Punch (75 Base Power): (51.04 - 60.41%) -- guaranteed 2HKO after Stealth Rock.
vs. Impish 252 HP/252 DEF Hippowdon
  • Play Rough (90 Base Power): (42.38 - 50.23%) -- 1.95% chance to 2HKO after Stealth Rock.
  • Ice Punch (75 Base Power): (47.61 - 56.19%) -- 85.94% chance to 2HKO after Stealth Rock.
vs. Impish 244 HP/44 DEF Gliscor
  • Play Rough (90 Base Power): (48.86 - 57.95%) -- 99.61% chance to 2HKO after Stealth Rock.
  • Sucker Punch (80 Base Power): (28.97 - 34.37%).
  • Ice Punch (75 Base Power): (109.09 - 128.4%) -- guaranteed OHKO.
vs. Naive 248 HP/172 DEF Landorus-T
  • -1 Play Rough (90 Base Power): (44.35 - 52.23%) -- 83.59% chance to 2HKO after Stealth Rock.
  • -1 Sucker Punch (80 Base Power): (26.5 - 31.23%)
  • -1 Ice Punch (75 Base Power): (98.68 - 116.53%) -- guaranteed OHKO after Stealth Rock.
  • +0 Play Rough (90 Base Power): (66.4 - 78.21%) -- guaranteed 2HKO after Stealth Rock.
  • +0 Sucker Punch (80 Base Power): (39.37 - 46.45%).
  • +0 Ice Punch (75 Base Power): (148.03 - 174.27%) -- guaranteed OHKO.
Summary
  • Mega Mawile can 2HKO just about everything with only Play Rough and Sucker Punch.
  • The appropriate coverage move allows it to absolutely destroy would-be counters, meaning your opponent has few safe switch-ins given the right attack.
  • Mega Mawile is very slow - so slow it speed-ties with Donphan - which makes it difficult to force switches against Pokemon that aren't going to be killed by Sucker Punch, and also makes Pokemon that carry Will-O-Wisp capable of crippling you before you land an attack.
Adamant 252 HP/164 ATK/92 Spe Mega Mawile: (304/339/159)
  • Allows you to outrun Pokemon with a Base Speed of 61 (so long as they have no investment) while also maximizing bulk.
Pokemon you outspeed are BOLDED.
Notable differences in damage from the last calculations are underlined.

vs. Bold 248 HP/252 DEF Jellicent
  • Play Rough (90 Base Power): (57.56 - 67.99%) -- guaranteed 2HKO.
  • Sucker Punch (80 Base Power): (68.48 - 80.89%) -- guaranteed 2HKO.
  • Thunder Punch (75 Base Power): (64.51 - 75.93%) -- guaranteed 2HKO.
vs. Bold 248 HP/252 DEF Vaporeon
  • Play Rough (90 Base Power): (55.07 - 64.79%) -- guaranteed 2HKO.
  • Sucker Punch (80 Base Power): (32.61 - 38.44%).
  • Thunder Punch (75 Base Power): (60.9 - 72.13%) -- guaranteed 2HKO.
vs. Bold 248 HP/232 DEF Rotom-W
  • Play Rough (90 Base Power): (59.4 - 70.29%) -- guaranteed 2HKO.
  • Sucker Punch (80 Base Power): (35.31 - 41.91%).
vs. Calm 248 HP/0 DEF Rotom-W
  • Play Rough (90 Base Power): (80.52 - 95.04%) -- guaranteed 2HKO.
  • Sucker Punch (80 Base Power): (47.85 - 56.43%) -- guaranteed 2HKO after Stealth Rock.
vs. Careful 252 HP/0 DEF Trevenant
  • Play Rough (90 Base Power): (79.41 - 93.31%) -- 43.75% chance to OHKO after Stealth Rock.
  • Sucker Punch (80 Base Power): (93.58 - 110.69%) -- guaranteed OHKO after Stealth Rock.
  • Ice Punch (75 Base Power): (87.7 - 103.74%) -- guaranteed OHKO after Stealth Rock.
vs. Impish 252 HP/252 DEF Gourgeist-H
  • Play Rough (90 Base Power): (43.31 - 51.33%) -- 67.19% chance to 2HKO after Stealth Rock.
  • Sucker Punch (80 Base Power): (51.33 - 60.96%) -- guaranteed 2HKO after Stealth Rock.
  • Ice Punch (75 Base Power): (48.12 - 57.21%) -- guaranteed 2HKO after Stealth Rock.
vs. Relaxed 252 HP/48 DEF Ferrothorn
  • Play Rough (90 Base Power): (25.28 - 29.82%).
  • Sucker Punch (80 Base Power): (30.39 - 35.79%).
  • Brick Break (75 Base Power): (56.81 - 67.04%) -- guaranteed 2HKO.
  • Focus Punch (150 Base Power): (112.5 - 132.95%) -- guaranteed OHKO.
vs. Calm 248 HP/8 DEF Heatran
  • Sucker Punch (80 Base Power): (37.66 - 44.41%).
  • Brick Break (75 Base Power): (70.64 - 83.11%) -- guaranteed 2HKO.
  • Focus Punch (150 Base Power): (140.77 - 165.71%) -- guaranteed OHKO.
vs. Impish 224 HP/252 DEF Skarmory
  • Play Rough (90 Base Power): (22.32 - 26.6%).
  • Thunder Punch (75 Base Power): (50.15 - 59.32%) -- guaranteed 2HKO after Stealth Rock.
  • Focus Punch (150 Base Power): (49.84 - 58.71%) -- guaranteed 2HKO after Stealth Rock.
  • Focus Punch (150 Base Power) [Roost]: (99.69 - 117.43%) -- guaranteed OHKO after Stealth Rock.
vs. Impish 252 HP/252 DEF Donphan
  • Play Rough (90 Base Power): (42.96 - 50.78%) -- 3.91% chance to 2HKO after Stealth Rock.
  • Ice Punch (75 Base Power): (47.39 - 56.25%) -- 86.72% chance to 2HKO after Stealth Rock.
vs. Impish 252 HP/252 DEF Hippowdon
  • Play Rough (90 Base Power): (39.52 - 46.66%) -- guaranteed 3HKO after Stealth Rock.
  • Ice Punch (75 Base Power): (43.8 - 51.9%) -- 14.84% chance to 2HKO after Stealth Rock.
vs. Impish 244 HP/44 DEF Gliscor
  • Play Rough (90 Base Power): (53.12 - 63.06%) -- guaranteed 2HKO after Stealth Rock.
  • Sucker Punch (80 Base Power): (31.81 - 37.5%).
  • Ice Punch (75 Base Power): (119.31 - 140.9%) -- guaranteed OHKO.
vs. Naive 248 HP/172 DEF Landorus-T
  • -1 Play Rough (90 Base Power): (41.2 - 48.81%) -- 19.92% chance to 2HKO after Stealth Rock.
  • -1 Sucker Punch (80 Base Power): (24.4 - 28.87%).
  • -1 Ice Punch (75 Base Power): (92.38 - 109.18%) -- guaranteed OHKO after Stealth Rock.
  • +0 Play Rough (90 Base Power): (61.67 - 72.7%) -- guaranteed 2HKO.
  • +0 Sucker Punch (80 Base Power): (36.74 - 43.3%).
  • +0 Ice Punch (75 Base Power): (137.53 - 162.72%) -- guaranteed OHKO.
Summary
  • The difference in damage is fairly negligible.
  • You are now able to outrun threats like Tyranitar, Jellicent, Trevenent, Gourgiest-H, and Sylveon.


If I happened to miss anything, or screw something up, let me know.
 
Whats the deal on running an Impish nature with Mega mawile? I know Adamant gives it more power, but 125 Def is nothing to sneeze at, and when you switch in and activate Intimidate? Watch out.

Impish With Mawilite
Play Rough
Iron Head
Suck Punch
Stockpile/Stone Edge/Brick Break/Sub

252 in attack. rest in HP and Defense.
 
Did my first battle with a new team, had Mawile as my Mega - first time trying her out.
Although I made some mistakes and definitely derped on Noivern's Infiltrator, Mawile cleaned up very nicely after SR and swept half the team. Granted 2 of them were weak to Sucker Punch, the priority and the KOs with only 200 Atk investment was very pleasing.

Argh, battle doesn't want to share/save. Basically, I'm down to Mawile as my last poke. Glisor is sitting at 20%, a Magician Delphox nabbed his Poison Orb. Skarmory just brought out Gengar with whirlwind, dragging it over SR. I intended to brave bird, hopefully ko'ing Gengar - it outspeeds and knocks me out with T-Bolt, only needing about 25% to off me.

Gengars at 78% HP running Life Orb, Mawile comes in and Sucker Punches. His switch in is Metagross, Sucker Punch crits it from 94%. I'm not sure whether if I hadn't got the crit, things might not have gone so well.

200+ Atk (custom) Sucker Punch vs. 252 HP / 0 Def Metagross: 204-240 (56.04 - 65.93%) -- guaranteed 2HKO after Stealth Rock

200+ Atk (custom) Sucker Punch vs. 252 HP / 0 Def Metagross on a critical hit: 408-480 (112.08 - 131.86%) -- guaranteed OHKO

Yep, crit saved me. What if I hadn't got the crit though, would an EQ have finished Mawile?

252+ Atk Life Orb Metagross Earthquake vs. 252 HP / 200 Def (custom): 226-268 (74.34 - 88.15%) -- guaranteed 2HKO

Nope. :3

Anyway, Azumarill comes in at 76% HP, I Iron Head for STAB and it hangs on at 1 HP!

Waterfall takes Mawile down to 29%, go Mawile! This is bad, Azumarill and Mawile tie for speed, I won't be surprised if I lose her and Gliscor will loose to priority . I get the speed-tie and Sucker Punch! It could have also been Banded though, Ill run some Cals and see.

252+ Atk (custom) Waterfall vs. 252 HP / 0 Def (custom): 102-120 (33.55 - 39.47%) -- guaranteed 3HKO

252+ Atk Choice Band (custom) Waterfall vs. 252 HP / 0 Def (custom): 151-178 (49.67 - 58.55%) -- 99.61% chance to 2HKO

I'm going to assume Azumarill was banded, most of them seem to be. Aqua Jet would have went down a lot worse though, at least for them.

252+ Atk Choice Band (custom) Aqua Jet vs. 252 HP / 0 Def (custom): 76-90 (25 - 29.6%) -- guaranteed 4HKO

Ugh, I think I need 1 Spe investment just for Azumarill. Crit saved me here as otherwise Metagross would have probably weaken Mawile to KO range for Azumarill.
 
Last edited:
Ugh, I think I need 1 Spe investment just for Azumarill.
You are most likely not faster than a Azumarill because most of them creep over Scizor. In order to outspeed a Lv100 Scizor 252/0 they put at least 124 EVs into speed and it only gets higher from there on.
 
Did my first battle with a new team, had Mawile as my Mega - first time trying her out.
Although I made some mistakes and definitely derped on Noivern's Infiltrator, Mawile cleaned up very nicely after SR and swept half the team. Granted 2 of them were weak to Sucker Punch, the priority and the KOs with only 200 Atk investment was very pleasing.

Argh, battle doesn't want to share/save. Basically, I'm down to Mawile as my last poke. Glisor is sitting at 20%, a Magician Delphox nabbed his Poison Orb. Skarmory just brought out Gengar with whirlwind, dragging it over SR. I intended to brave bird, hopefully ko'ing Gengar - it outspeeds and knocks me out with T-Bolt, only needing about 25% to off me.

Gengars at 78% HP running Life Orb, Mawile comes in and Sucker Punches. His switch in is Metagross, Sucker Punch crits it from 94%. I'm not sure whether if I hadn't got the crit, things might not have gone so well. Azumarill comes in at 76% HP, I Iron Head for STAB and it hangs on at 1 HP!

Waterfall takes Mawile down to 29%, go Mawile! This is bad, Azumarill and Mawile tie for speed, I won't be surprised if I lose her and Gliscor will loose to priority . I get the speed-tie and Sucker Punch! It could have also been Banded though, Ill run some Cals and see.

252+ Atk (custom) Waterfall vs. 252 HP / 0 Def (custom): 102-120 (33.55 - 39.47%) -- guaranteed 3HKO

252+ Atk Choice Band (custom) Waterfall vs. 252 HP / 0 Def (custom): 151-178 (49.67 - 58.55%) -- 99.61% chance to 2HKO

I'm going to assume Azumarill was banded, most of them seem to be. Aqua Jet would have went down a lot worse though, at least for them.

252+ Atk Choice Band (custom) Aqua Jet vs. 252 HP / 0 Def (custom): 76-90 (25 - 29.6%) -- guaranteed 4HKO

Ugh, I think I need 1 Spe investment just for Azumarill.
This with an Attack boosting nature? I wonder, with a Defense Boosting nature and 252 in HP and Attack, how would the damage be. I am working on getting a good IV'ed Impish Mawlie.

That's good for a defensive set!
Thanks. I think Stock pile may be a good last move. Sure the lack of defenses hurt, but if you mega evolve and stockpile one the known switch, then you will be pretty set defensive wise.

Sub is also a good defensive move that would work well when fighting a wall.

Stone Edge for damage, same as Brick Break.

Question, would Power Up Punch be good? With an attack in to 600's allready, just 1 power up punch should be enough to pretty much sweep anything, even on an Impish set.
 
This with an Attack boosting nature? I wonder, with a Defense Boosting nature and 252 in HP and Attack, how would the damage be. I am working on getting a good IV'ed Impish Mawlie.
Yes, Adamant nature. Only 200 Atk EVs though, she really pulled through for me though. I imagine Mega-Mawile is one of the best counters for Mega-Gengar.

Sucker Punch from Megawile is as powahful as Silk Scarf ES from EKceus
(40/41
Brutal. I imagine once Pokebank comes out Heatran could give Mega-wile some trouble as all of its moves bar Steel can threaten her. I recon Heatran will be big this year, Steel for Fairies, Fire/Ground coverage. They only thing it can really run back is Brick Break.

As for sets, I run Iron Head, Sucker Punch and Play Rough. Running Power Up Punch is good but I find I don't get enough chance/need to use it, Mawile can usually come in and sweep quite well just off SR damage. Brick Break would possibly see more use and just as good for rounding coverage.

You are most likely not faster than a Azumarill because most of them creep over Scizor. In order to outspeed a Lv100 Scizor 252/0 they put at least 124 EVs into speed and it only gets higher from there on.
What else is it speed-creeping other than Scizor though? Running Max EVs you'd unfortunately still speed-tie though. I've seen a fair few people running bulky attacker Azumarills with no speed investment, so for now I'll just keep 1 Speed in there.
 
Yes, Adamant nature. Only 200 Atk EVs though, she really pulled through for me though. I imagine Mega-Mawile is one of the best counters for Mega-Gengar.



Brutal. I imagine once Pokebank comes out Heatran could give Mega-wile some trouble as all of its moves bar Steel can threaten her. I recon Heatran will be big this year, Steel for Fairies, Fire/Ground coverage. They only thing it can really run back is Brick Break.

As for sets, I run Iron Head, Sucker Punch and Play Rough. Running Power Up Punch is good but I find I don't get enough chance/need to use it, Mawile can usually come in and sweep quite well just off SR damage. Brick Break would possibly see more use and just as good for rounding coverage.



What else is it speed-creeping other than Scizor though? Running Max EVs you'd unfortunately still speed-tie though. I've seen a fair few people running bulky attacker Azumarills with no speed investment, so for now I'll just keep 1 Speed in there.
Well I got a near Perfect Impish Mawile Via breeding, so gonna use her. All thanks to my 31/31/x/31/x/28 Ditto I got in a friend Safari. I will be using that guy ALOT for my breeding.

I think Impish should do fine. You only lose 60 attack because of it. She will still be in the 600's in terms of power. I am going to try Stockpile, but may switch to Power up punch. Just one makes her a beast. Use it on the switch or against a physical attacker, and Mega Mawile should survive, and then proceed to OHKO most pokemon with Sucker Punch.
 
I was wondering if I should run 84 or 94 in speed if I run a Adamant Mawile with Sub. (252 atk, rest into HP) I care for mostly avoiding getting crippled by status, but outspeeding T-tar and Azumarrill is nice. I'm leaning towards the former though because I'm willing to bet Azumarrill will have some speed investment. Also I plan to use use Mawile after Pokebank is released, so maybe I could be missing a few other threats.
 
I was wondering if I should run 84 or 94 in speed if I run a Adamant Mawile with Sub. (252 atk, rest into HP) I care for mostly avoiding getting crippled by status, but outspeeding T-tar and Azumarrill is nice. I'm leaning towards the former though because I'm willing to bet Azumarrill will have some speed investment. Also I plan to use use Mawile after Pokebank is released, so maybe I could be missing a few other threats.
I like 92 speed myself, outspeeding uninvested TTar is pretty valuable and it allows you to speed creep other mawiles a bit as well. Outspeeding Azumarill isn't even a consideration for me.
 
Mawile @ Mawilite
Intimidate -> Huge Power
Adamant
164 HP/252 ATK/92 SPE
~ Substitute / Taunt
~ Play Rough
~ Focus Punch
~ Sucker Punch

If you haven't been using this set in PokeBankOU, you better have a good reason as to why - this set is absolutely fantastic. Not a godsend per se, but definitely amazing. Mega Mawile makes for a fantastic lure; defensive Steel Type Pokemon love to switch-in to sponge Play Rough, and while they may lose about 1/5th of their health on average from doing that, Leftovers recovery usually gives them a little over half of that back because of the turn spent forcing you out. By running Focus Punch you won't have to switch out, though, at least, not before stripping them of half of their health or more. The usual go to guys - Ferrothorn, Heatran, Skarmory, and sometimes Excadrill - are all murdered by this set. -1 Gyro Balls from Ferrothorn won't always break your Substitute, so you will usually walk away from that confrontation in the lead. Heatran usually know they can force you out and will either use Stealth Rock, Toxic, or Will-O-Wisp on the switch depending on what they're running, meaning you are usually safe to just blast him without any protection, or at least get a Sub up (but neither one is recommended given how much of a coin toss it is). Skarmory will almost always try to use you as fodder for Spikes or Stealth Rock, and because Brave Bird does awful damage, they're forced to use Whirlwind in order to get you off of the field. Other Pokemon just get nailed (and hard, man).

Taunt is slashed with Substitute depending on your needs. Substitute eases prediction, but it is definitely not a necessity - what you are able to force out, and what your opponent will switch in, both are almost always really, really obvious. Against some Pokemon, Taunt will fulfill the same function anyways. Trevenant and Gourgiest are completely shut down and forced out, Ferrothorn can no longer use Spikes or Leech Seed, Skarmory cannot use Roost, Spikes, Stealth Rock or Whirlwind, and since Brave Bird does crap damage, you will probably be forcing him out. Bulky Ground Types that you can't outright kill can be forced out with the appropriate switch-in if you happen to Taunt them before beating feet. I haven't tested it extensively, and while it does seem a little situational, it could still be useful nonetheless.

Here are some damage calculations to demonstrate Focus Punch's damage output. The only ones that matter are the ones that are in bold.

Damage Calculations (vs. Steel Types)
Focus Punch
vs. Skarmory [224 HP/252 DEF Impish] (Physically Defensive): (53.51 - 63.3%) -- guaranteed 2HKO [OHKO when Roosting].
vs. Skarmoy [224 HP/0 DEF Careful] (Specially Defensive): (68.8 - 81.03%) -- guaranteed 2HKO [OHKO when Roosting].
vs. Metagross [252 HP/0 DEF Adamant] (Assault Vest): (67.58 - 79.67%) -- guaranteed 2HKO.
vs. Jirachi [252 HP/108 DEF Timid] (Calm Mind): (68.56 - 80.69%) -- guaranteed 2HKO.
vs. Jirachi [252 HP/0 DEF Careful] (Specially Defensive): (76.23 - 89.85%) -- guaranteed 2HKO.
vs. Jirachi [0 HP/0 DEF Jolly] (Choice Scarf): (90.32 - 106.45%) -- 75% chance to OHKO after Stealth Rock.
vs. Bronzong [252 HP/252 DEF Impish/Relaxed] (UU Tank): (59.17 - 69.82%) -- guaranteed 2HKO.
vs. Klefki [252 HP/252 DEF Impish] (Standard): (74.21 - 87.42%) -- guaranteed 2HKO.
vs. Klefki [252 HP/0 DEF Careful] (Specially Defensive): (95.91 - 112.89%) -- guaranteed OHKO after Stealth Rock.
vs. Forretress [252 HP/252 DEF Relaxed] (Standard): (49.43 - 58.47%) -- guaranteed 2HKO after Stealth Rock.
vs. Empoleon [252 HP/0 DEF Calm] (Specially Defensive): (184.4 - 217.2%) -- guaranteed OHKO.
vs. Scizor [248 HP/0 DEF Adamant] (OU Choice Band): (89.79 - 105.83%) -- guaranteed OHKO after Stealth Rock.
vs. Mega Scizor [248 HP/0 DEF Adamant] (Standard?): (67.34 - 79.3%) -- guaranteed 2HKO.
vs. Heatran [248 HP/0 DEF Calm] (Specially Defensive): (151.16 - 178.18%) -- guaranteed OHKO.
vs. Excadrill: It's a OHKO no matter what so I mean yeah.

vs. Escavalier [248 HP/0 DEF] (Defensive): (86.29 - 101.74%) -- 87.5% chance to OHKO after Stealth Rock.
vs. Ferrothorn [248 HP/48 DEF] (Standard): (121.59 - 143.18%) -- guaranteed OHKO.
vs. Genesect [0 HP/0 DEF Naive] (Choice Scarf Standard): (114.13 - 134.27%) -- guaranteed OHKO.


Damage Calculations (vs. Other)
vs. Rotom-W [248 HP/232 SDEF Calm] (Specially Defensive): (96.03 - 113.2%) -- guaranteed OHKO after Stealth Rock.
vs. Rotom-W [248 HP/232 DEF Bold] (Physically Defensive): (70.95 - 83.82%) -- guaranteed 2HKO.
vs. Hippowdon [252 HP/252 DEF Impish] (Standard): (47.14 - 55.71%) -- 80.86% chance to 2HKO after Stealth Rock.
vs. Vaporeon [248 HP/252 DEF] (Wish/Cleric): (65.44 - 77.1%) -- guaranteed 2HKO.


I'll dump more sets as I try them out.
 
I mean to ask a legitimate question here. Is Mawile (non-Mega) remotely usable? Obviously not in OU, but perhaps in other tiers? Steel/Fairy+Intimidate is actually pretty solid, but those stats are quite...sad.
Given that steel even on the previous generation was a useful typing given Mawile's performance consistently on the generations its likely to still fall into NU if we only look at normal Mawile. Part of what makes Mega-Mawile good after all is the statboosts, as well as the ability that only further utilizes such, as its stats was primarily one of the reasons behind why it was overlooked (it only has a 380 BST which is just poor).
 
I mean to ask a legitimate question here. Is Mawile (non-Mega) remotely usable? Obviously not in OU, but perhaps in other tiers? Steel/Fairy+Intimidate is actually pretty solid, but those stats are quite...sad.
Problem is that Mawile probably will end up as OU anyway (his Mega form) meaning normal Mawile will be unusable in lower tiers anyway. But if for some reason it ends up in lower tiers, NU/RU should be fine place for it (it was usable there even in Gen 5, had also unique niche as the only Steel type with Baton Pass). His great resistances and typing should allow him to check some stuff (mostly less powerful Dragons like Altaria or Drudiggon, which are strong forces in lower tiers) even with this BST.
 
Mawile @ Mawilite
Intimidate -> Huge Power
Adamant
164 HP/252 ATK/92 SPE
~ Substitute / Taunt
~ Play Rough
~ Focus Punch
~ Sucker Punch

If you haven't been using this set in PokeBankOU, you better have a good reason as to why - this set is absolutely fantastic. Not a godsend per se, but definitely amazing. Mega Mawile makes for a fantastic lure; defensive Steel Type Pokemon love to switch-in to sponge Play Rough, and while they may lose about 1/5th of their health on average from doing that, Leftovers recovery usually gives them a little over half of that back because of the turn spent forcing you out. By running Focus Punch you won't have to switch out, though, at least, not before stripping them of half of their health or more. The usual go to guys - Ferrothorn, Heatran, Skarmory, and sometimes Excadrill - are all murdered by this set. -1 Gyro Balls from Ferrothorn won't always break your Substitute, so you will usually walk away from that confrontation in the lead. Heatran usually know they can force you out and will either use Stealth Rock, Toxic, or Will-O-Wisp on the switch depending on what they're running, meaning you are usually safe to just blast him without any protection, or at least get a Sub up (but neither one is recommended given how much of a coin toss it is). Skarmory will almost always try to use you as fodder for Spikes or Stealth Rock, and because Brave Bird does awful damage, they're forced to use Whirlwind in order to get you off of the field. Other Pokemon just get nailed (and hard, man).

Taunt is slashed with Substitute depending on your needs. Substitute eases prediction, but it is definitely not a necessity - what you are able to force out, and what your opponent will switch in, both are almost always really, really obvious. Against some Pokemon, Taunt will fulfill the same function anyways. Trevenant and Gourgiest are completely shut down and forced out, Ferrothorn can no longer use Spikes or Leech Seed, Skarmory cannot use Roost, Spikes, Stealth Rock or Whirlwind, and since Brave Bird does crap damage, you will probably be forcing him out. Bulky Ground Types that you can't outright kill can be forced out with the appropriate switch-in if you happen to Taunt them before beating feet. I haven't tested it extensively, and while it does seem a little situational, it could still be useful nonetheless.

Here are some damage calculations to demonstrate Focus Punch's damage output. The only ones that matter are the ones that are in bold.

Damage Calculations (vs. Steel Types)
Focus Punch
vs. Skarmory [224 HP/252 DEF Impish] (Physically Defensive): (53.51 - 63.3%) -- guaranteed 2HKO [OHKO when Roosting].
vs. Skarmoy [224 HP/0 DEF Careful] (Specially Defensive): (68.8 - 81.03%) -- guaranteed 2HKO [OHKO when Roosting].
vs. Metagross [252 HP/0 DEF Adamant] (Assault Vest): (67.58 - 79.67%) -- guaranteed 2HKO.
vs. Jirachi [252 HP/108 DEF Timid] (Calm Mind): (68.56 - 80.69%) -- guaranteed 2HKO.
vs. Jirachi [252 HP/0 DEF Careful] (Specially Defensive): (76.23 - 89.85%) -- guaranteed 2HKO.
vs. Jirachi [0 HP/0 DEF Jolly] (Choice Scarf): (90.32 - 106.45%) -- 75% chance to OHKO after Stealth Rock.
vs. Bronzong [252 HP/252 DEF Impish/Relaxed] (UU Tank): (59.17 - 69.82%) -- guaranteed 2HKO.
vs. Klefki [252 HP/252 DEF Impish] (Standard): (74.21 - 87.42%) -- guaranteed 2HKO.
vs. Klefki [252 HP/0 DEF Careful] (Specially Defensive): (95.91 - 112.89%) -- guaranteed OHKO after Stealth Rock.
vs. Forretress [252 HP/252 DEF Relaxed] (Standard): (49.43 - 58.47%) -- guaranteed 2HKO after Stealth Rock.
vs. Empoleon [252 HP/0 DEF Calm] (Specially Defensive): (184.4 - 217.2%) -- guaranteed OHKO.
vs. Scizor [248 HP/0 DEF Adamant] (OU Choice Band): (89.79 - 105.83%) -- guaranteed OHKO after Stealth Rock.
vs. Mega Scizor [248 HP/0 DEF Adamant] (Standard?): (67.34 - 79.3%) -- guaranteed 2HKO.
vs. Heatran [248 HP/0 DEF Calm] (Specially Defensive): (151.16 - 178.18%) -- guaranteed OHKO.
vs. Excadrill: It's a OHKO no matter what so I mean yeah.

vs. Escavalier [248 HP/0 DEF] (Defensive): (86.29 - 101.74%) -- 87.5% chance to OHKO after Stealth Rock.
vs. Ferrothorn [248 HP/48 DEF] (Standard): (121.59 - 143.18%) -- guaranteed OHKO.
vs. Genesect [0 HP/0 DEF Naive] (Choice Scarf Standard): (114.13 - 134.27%) -- guaranteed OHKO.


Damage Calculations (vs. Other)
vs. Rotom-W [248 HP/232 SDEF Calm] (Specially Defensive): (96.03 - 113.2%) -- guaranteed OHKO after Stealth Rock.
vs. Rotom-W [248 HP/232 DEF Bold] (Physically Defensive): (70.95 - 83.82%) -- guaranteed 2HKO.
vs. Hippowdon [252 HP/252 DEF Impish] (Standard): (47.14 - 55.71%) -- 80.86% chance to 2HKO after Stealth Rock.
vs. Vaporeon [248 HP/252 DEF] (Wish/Cleric): (65.44 - 77.1%) -- guaranteed 2HKO.


I'll dump more sets as I try them out.
With Sound moves now hitting through Sub, and the popularity of Hyper voice, Boomburst, and other sound based moves, this set could have some trouble against some pokemon
 
With Sound moves now hitting through Sub, and the popularity of Hyper voice, Boomburst, and other sound based moves, this set could have some trouble against some pokemon
Doubtful given the distribution of said moves in addition to the fact that steel resists it in its normal form and "pixilate" boosted and transformed form. So it is hardly a concern. Now infiltrator that might be a bit more of a concern, but again distribution is somewhat poor and said mons have arguably more viable abilities on hand so it is likely to still be a rarity.
 
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Doubtful given the distribution of said moves in addition to the fact that steel resists it in its normal form and "pixilate" boosted and transformed form. So it is hardly a concern. Now infiltrator that might be a bit more of a concern, but again distribution is somewhat poor and said mons have arguably more viable abilities on hand so it is likely to still be a rarity.
Well even if it resists the moe it will stop the focus punch. And I see Female Meowstis running infiltrator more then it's hidden ability. But I do agree it won't himper it too much... with Sucker punch as well... this thing hits like a truck
 
Well even if it resists the moe it will stop the focus punch. And I see Female Meowstis running infiltrator more then it's hidden ability. But I do agree it won't himper it too much... with Sucker punch as well... this thing hits like a truck
That is the thing about the other moves given the limited distribution of said sound moves as well as infiltrator itself telegraphing said attacks should be a breeze to predict so that they could be hit by the other moves available. Seeing as sound based moves are delegated to special attackers which are not exactly bulky, same for the few infiltrator users, its still largely not in their favor - nor are they necessarily the intended recipient for Focus Punch.
 
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