NU Mawile

Pokedots

How should I live to be happy
is a Contributor Alumnus
mega camerupt is NU again, so add it back wherever necessary

also hollywood has had success with an offensive stealth rock set, do you think its worth adding onto the SD set? I havent used it yet
Yeah, it's probably worth either a slash or a set of its own. It does play differently from Swords Dance, but the set is exactly the same with Stealth Rock over Swords Dance. Not sure how we want to handle it.
Will try the set out. I can probably make it the same set, though I'd have to go into more detail on usage tips
 

Ares

Fool me...can't get fooled again
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Yeah, it's probably worth either a slash or a set of its own. It does play differently from Swords Dance, but the set is exactly the same with Stealth Rock over Swords Dance. Not sure how we want to handle it.
Aside from setting up Rocks over Swords Dance and saving Swords Dance for late game does it play any more differently? I think a line denoting how to play with Stealth Rock saying to set up rocks ASAP and then fire off powerful attacks could work.

Mention in the Overview that Sucker Punch helps to make up for its lack luster speed. Also should probably mention it has unresisted coverage between Iron Head / Play Rough aside from Steel-types (which are few thx to mega lix leaving).

This is looking really good, so after we decide on where to put Stealth Rocks I'm sure we can get you to 2/3 pretty quickly.
 

Pokedots

How should I live to be happy
is a Contributor Alumnus
Have been trying out offensive SR on a team, and it doesn't play all that different except for not working as a late game sweeper and much more like a regular wallbreaker, so I'll just slash it unless there are any objections
 
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Pokedots

How should I live to be happy
is a Contributor Alumnus
This is written up (finished rather quickly lol) and should be for its 3rd qc check
 

Pokedots

How should I live to be happy
is a Contributor Alumnus
Bumping this. Made several changes to the defensive set, most importantly made Baton Pass the first slash over Taunt and Pain Split because it's amazing
 

P Squared

a great unrecorded history
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GP 1/2
add remove comment

i did this backwards and got kind of lazy near the end (aka the beginning) but it should be okay... let me know if you have any questions!
Overview
########

Contrary to what it's its meager stats may tell you, Mawile is one of the biggest threats in NU. Sheer Force and Life Orb give it amazing power, boosting the power of both of its STAB moves in Play Rough and Iron Head, which have perfect coverage outside of the relatively rare Steel-types. Swords Dance boosts its power even more and lets it at least 2HKO almost every Pokemon in the metagame. Access to strong priority in Sucker Punch somewhat mitigates its low Speed. In addition, its Mawile's fantastic defensive typing lets it check Dark-, Flying-, Normal-, Psychic-, Fairy-, Ice-, Bug-, and even Poison-types, notably giving offense a counter to both Sneasel and Choice Scarf Scyther. Unfortunately, its bad defenses keep it from fully utilizing its typing to its best, though Intimidate somewhat remedies this. This is compounded by the fact that it Mawile can't run much investment in bulk, (comma) as it needs significant Speed investment to outspeed certain walls. Mawile's wide movepool contains plenty of offensive, defensive, and supportive options such as like Knock Off, Super Fang, Foul Play, Seismic Toss, Taunt, and Stealth Rock, and it can even act as a solid lure thanks to its access to special moves like such as Fire Blast and Grass Knot. (this is a fairly positive sentence, so I would put it up there with the good-stuff-about-Mawile sentences rather than after the bad-stuff-about-Mawile sentences)

Wallbreaker
########
name: Wallbreaker
move 1: Play Rough
move 2: Iron Head / Fire Fang
move 3: Sucker Punch
move 4: Swords Dance / Stealth Rock
ability: Sheer Force
item: Life Orb
evs: 252 Atk / 4 Def / 252 Spe
nature: Adamant

Moves
========

Play Rough is Mawile's main STAB move, having incredible power thanks to Sheer Force and Life Orb in addition to good type coverage. Iron Head is a secondary STAB attack that's still is also boosted by Sheer Force, hitting the Poison-types that resist Play Rough and having perfect accuracy. Fire Fang, on the other hand, lets it Mawile 2HKO Steel-types such as Klinklang and Ferroseed, which otherwise would that wall it otherwise. Sucker Punch is a strong priority move that allows it Mawile to perform as a revenge killer and fare better against offense. Swords Dance increases its attack and lets Mawile become a potent set-up setup sweeper. Stealth Rock is also a good option on the last slot if you can't find room for another setter, and it's rather unexpected, (comma) meaning people are unlikely to switch into Xatu or their entry hazard remover, against which it has generally good match-ups. Knock Off can be used over in any of the last three moveslots, (comma) as it's its Mawile's strongest option against Fire-type switch-ins and has the utility of removing items, however it but Mawile generally can't afford to sacrifice its other moveslots for it. Keep in mind Play Rough hits Mega Camerupt harder. Grass Knot helps against bulky Water- and Ground-types Water / Ground types such as Seismitoad and Quagsire, but this is generally not too useful.

Set Details
========

The EVs and an Adamant nature maximize Attack and Speed, though Naughty can be used if you use run Grass Knot or Fire Blast. A bulkier spread of 172 HP / 252 Atk / 84 Spe gives it Mawile more bulk while outspeeding and lets it outspeed Weezing, though it's Mawile's low defenses mean it doesn't take hits all that better. Sheer Force boosts the power of its STAB moves and Fire Fang, (remove comma) and it's what gives Mawile its wallbreaking prowess. Life Orb further increases its power, and it doesn't even give Mawile recoil on its Sheer Force-boosted moves.

Usage Tips
========

Switch in on resisted, preferably physical attacks such as like Mesprit's Psyshock and Sneasel's standard moveset as Mawile is frail, and avoid strong, (remove comma) special moves like such as Life Orb Jynx's Ice Beam and Life Orb Cacturne's Dark Pulse, which can 2HKO Mawile despite its resistances that can 2HKO through the resist. Be careful around Fire-type coverage moves from the likes of Vileplume and Uxie, too. Typically, (comma) you'll want to spam Play Rough, (comma) as it's your Mawile's strongest move and has good type coverage, but you can use Iron Head if you're afraid of missing. Use Fire Fang if you're in a favorable matchup and there's a Steel-type in the opposing team, as they will likely switch in and you Mawile can 2HKO most of them. The same goes for Grass Knot and Water/Ground-types like Water / Ground types such as Quagsire and Seismitoad. Try to save Swords Dance variants for late-game to sweep when the opposing team is weakened. If you need the likes of Garbodor and Weezing gone for another sweeper, however, use Swords Dance as the foe opponent goes out to them to beat them 1v1 with Iron Head. On the other hand, Stealth Rock variants should be used early-game to set it up the entry hazard and wallbreak.

Team Options
========

A Pokemon that resists Fire A fire resist is a necessary partner for Mawile, especially a check for Mega Camerupt. Mega Camerupt is ironically a great partner thanks to its Fire resistance and ability to take advantage of some of its Mawile's checks and counters, such as like Weezing, Klinklang, and Garbodor. Flash Fire Pokemon, Mega Camerupt, Hariyama, Water-types, and Bulky (if that's a set name, okay. otherwise, make it lowercase) Archeops and others work well in this regard, too. Pokemon that can switch into the Steel- and Ground-types that Mawile can't 2HKO such as Seismitoad, Ferroseed, and Sandslash are important as well.; (semicolon) Seismitoad, Fire-types, and Vileplume work well. Sneasel, Scyther, Tauros, and Calm Mind Uxie, among others are sweepers that devastate teams once Steel-types are gone, which Mawile can lure in and beat with Fire Fang, are gone. Similarly, if you run Iron Head, you Mawile can significantly damage, (comma) if not outright beat, (comma) Poison-types. Samurott, Ludicolo, Mega Audino, and Fighting-types in general highly appreciate them gone. Psychic-types take on Poison-types for Mawile lacking Iron Head while it handles the Dark-types that give them trouble. Xatu in particular also stops entry hazard setters like such as Seismitoad, Ferroseed, Garbodor, and Toxic Spikes Weezing from taking advantage of Mawile it, and it helps weaken Steel-types with Rocky Helmet and Heat Wave. Cacturne can lure in Poison-types and other physical walls and smack them with Dark Pulse or Giga Drain, (remove comma) while also setting up Spikes to wear down the opposing team for Mawile. Mawile is one of the best options for Trick Room teams thanks to its insane power, low Speed stat, and fantastic typing.


Defensive
########
name: Defensive
move 1: Stealth Rock
move 2: Play Rough
move 3: Super Fang / Toxic / Iron Head
move 4: Baton Pass / Taunt / Pain Split
ability: Intimidate
item: Leftovers
evs: 252 HP / 188 Def / 64 SpD / 4 Spe
nature: Impish

Moves
========

Stealth Rock is a necessity on every team, and Mawile's access to it Stealth Rock makes it a valuable defensive Pokemon and separates it from other Fairy-types. (not a super necessary change so if you really like it you can keep it; I just think that having multiple "it"s that refer to different things is awkward) Play Rough is its Mawile's strongest STAB move and hits the Dark- and Fighting-types it checks super effectively. Super Fang is usually its best way of dealing damage, halfing halving the foe's HP and thus making it easier to take out. Toxic whittles down Pokemon quickly and cripples switch-ins, however but it may end up being useless for the majority of the match if there's a there are Steel- or Poison-types in on the opposing team. Iron Head hits Pokemon like such as Mega Audino, Rhydon, Archeops, Muk, and Haunter for good damage, (remove comma) and generally has solid coverage with Play Rough. Knock Off gives it Mawile coverage for the Psychic-types it checks, especially punishing Xatu switching in to bounce back Stealth Rock, and removes items, but it's generally weak unless it hits something super effectively. Seismic Toss does consistent damage and can at least 4HKO most Pokemon. Baton Pass lets Mawile function as a bulky pivot that maintains momentum. Taunt lets it shut down slower, (comma) bulky set-up setup sweepers like such as Musharna, Calm Mind Mega Audino, and Gurdurr, who all of which can otherwise set up all over Mawile it. It also stops slower walls such as Vileplume and Ferroseed from healing themselves, setting up entry hazards, or and using a status or utility moves, but you have to be careful of Hidden Power Fire in the former's case. Pain Split provides another form of recovery and that takes advantage of its Mawile's low HP, but it can be somewhat unreliable.

Set Details
========

The HP and Special Defense EVs let Mawile always avoid the 2HKO from Life Orb Jynx's Ice Beam after Stealth Rock, with the rest dumped into Defense. (not true because there are 252 HP EVs and 4 Speed EVs still, sooo) 4 Speed EVs are important to outspeed uninvested (Mega) Audino and so that Mawile can reliably Taunt it before it can set up or use Rest. The rest of the EVs and an Impish nature further increases its defense Mawile's Defense. Intimidate gives Mawile the bulk to check physical attackers. Leftovers is Mawile's only form of recovery outside of Pain Split. Rocky Helmet can be used instead to punish Scyther's and Mesprit's U-turns, but it Mawile appreciates Leftovers's passive recovery more. (period)

Usage Tips
========

The main reason you'd use Mawile over any other defensive Steel-type is its ability to check Fighting-types, so capitalize on that throughout the game. Do note that it lacks reliable recovery, so it can be worn down over time. Mawile prefers to come in on resisted physical attacks, but the bulk investment and Intimidate allow it to take even strong neutral physical attacks such as Hariyama's Close Combat, non-STAB super effective physical hits, and powerful resisted special attacks. Set up Stealth Rock early-game on something a foe that can't threaten you Mawile, such as Sneasel or Kangaskhan. Most of the time, you will want to use Super Fang on switch-ins, (comma) as it usually will deal the most damage out of its Mawile's moves, which and is especially useful in wearing down pokemon like Pokemon such as Seismitoad and Mega Camerupt for teammates. Toxic is similarly spammable if there's there are no Steel- or Poison-types on in the opposing team. When in against something up against a foe Mawile walls, use Baton Pass as they switch out to go to a teammate and gain momentum. Come in on set-up setup sweepers like such as CroDino, (you're going to have to un-abbreviate that) Musharna, Gurdurr, and Substitute + Calm Mind Uxie and Taunt them so that they can't set up more or heal themselves. Whittle them down with Super Fang, Play Rough, (space) Toxic, Seismic Toss, or Knock Off them to death as you will beat them before they beat you. If you're Mawile is low on health, use Pain Split as the opponent goes into their Mawile switch-in, but make sure they're the switch-in is relatively healthy, or else as Mawile might actually lose health if not.

Team Options
========

Teammates that resist Fire resists are a must, (comma) as Mawile gives most Fire-types free switches in of them free switch-ins. Bulky Water-types, Hariyama, and Bulky (if this is not an actual set name, then make it lowercase) Archeops, among others work well in this regard. Likewise, switch-ins to Ground- and Steel-types are important, (comma) as they those foes can threaten Mawile while it can't do much of anything back. Again, bulky Water-types and Hariyama fit the bill nicely, but Xatu, Vileplume, and Fighting- and Fire-types in general, among others pair well with Mawile, too. Answers for set-up to setup sweepers like that can take advantage of Mawile, such as Samurott and Malamar, (comma) that can take advantage of it are appreciated, with; (semicolon) Quagsire, especially Curse variants, being is a good blanket check or counter to them. Xatu stands out as a great partner, (comma) as it can bounce back the entry hazards from the likes of Garbodor, Seismitoad, and Ferroseed, all of which can take advantage of Mawile it, and is a solid secondary check to Fighting-types. In return, Mawile easily takes on the Dark- and Ice-types that threaten it. Mawile can wear down Steel-types, Mega Camerupt, and even Poison-types by using Super Fang as they switch in. This makes Pokemon that appreciate them gone, such as like Sneasel, Scyther, Tauros, Typhlosion, and Uxie, (comma) good partners. A Mawile's slow Baton Pass lets it bring in Mawile send out a teammate that wouldn't be able to safely come in otherwise, making wallbreakers that can take advantage of Mawile's its switch-ins, such as like Choice Specs Aurorus, Typhlosion, and Exeguttor Exeggutor, excellent partners.


Other Options
========

A Baton Pass set can abuse it's take advantage of Mawile's great typing and Intimidate to set up and pass Swords Dance boosts to physical attackers that take advantage of its Mawile's Ground-, Steel-, and Fire-type switch-ins, (comma) such as Archeops, Sawk, Hariyama, Rhydon, Poliwrath, and Samurott, among others. A special lure set with Fire Blast / Grass Knot / Flash Cannon / Baton Pass / Focus Blast can be used to lure and beat its Mawile's usual switch-ins, such as like Steel-types, bulky Water-types, and other physical walls, (comma) for another sweeper, but it has few uses otherwise. Foul Play works decently in well on the defensive set to use the foe's Attack pokemon's attack against them, but it lacks the consistent, high damage of Super Fang and the utility of Knock Off.

Checks & Counters
########

**Steel- and Fire-types**: Steel- and Fire-types resist both of Mawile's STABs STAB types and can threaten it with their own STAB moves STABs. However, offensive Fire-types generally take a good chunk from Play Rough from the wallbreaker set and can be revenge killed by Sucker Punch when they're weakened, while Steel-types are hit super effectively by Fire Fang or even Fire Blast. None of them particularly like to take a Super Fang as they switch in, either. Mega Camerupt and Pyroar get special mentions due to the former's good bulk and the latter's ability to burn it Mawile with Will-O-Wisp as it goes for the Sucker Punch.

**Physical Walls**: Certain physical walls, such as like Seismitoad, Quagsire, and Weezing, (comma) can switch into it Mawile and threaten it with their moves attacks or a burn, but they are dented significantly by Play Rough or and Iron Head. Pokemon with good physical bulk, (comma) such as like Sandslash, (comma) also fall into this category.

**Entry Hazard Control**: Xatu is a threat to the defensive set, though not the wallbreaker set, because; (semicolon) although it is crippled by Super Fang or and Knock Off, it prevents Mawile from setting up Stealth Rock and 2HKOes it with it Heat Wave. Defoggers and spinners like such as Pelipper, Claydol, and Sandslash are also reliable switch-ins that can get rid of Stealth Rock, but none of them appreciate getting hit by Super Fang or having their item removed getting their item knocked off.

**Faster Pokemon**: Though Sucker Punch somewhat remedies Mawile's low Speed, it is not very strong without a boost, meaning pokemon like Pokemon such as Typhlosion, Sawk, Earthquake Bulky Archeops (is this an actual set name?), and Offensive Seismitoad (is this a well-known set name? if not, make it "offensive Seismitoad"), among others can easily revenge kill Mawile it.
 
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Punchshroom

FISHIOUS REND MEGA SHARPEDO
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I know this is already in GP stage, but hear me out.

You know the more I look at it, the more I feel Play Rough isn't actually a necessary move for defensive Mawile to have. In terms of targets, it doesn't need it against the physical Dark-types since they pretty much hard-lose to it anyway with the exception of Pawniard and Malamar, both of which still have a huge advantage over Play Rough Mawile regardless. As for Fighting-types, Play Rough makes Mawile a very competent Hariyama check, but otherwise Mawile only makes a for a decent secondary check to Fighting-types in the first place since it doesn't resist their attacks; CB Sawk and Defiant Primeape both 2HKO Mawile straight through Intimidate before they eat a Play Rough, while Gurdurr wins against Mawile if it has used Bulked Up beforehand (that includes Mawile switching in).

Iron Head actually seems like a better attack for defensive Mawile to rely on. It still retains coverage on Sneasel, but now it can OHKO Archeops and Jynx while hitting Muk and Mega Audino more reliably, which is pretty huge considering Mawile's resists. Iron Head can even be used for its nice flinch effect against slower mons like Musharna, Cro-Mega Audino, and Muk, which when combined with Taunt and Super Fang pretty much allow you to pick them apart. Mawile won't even miss out on much by forgoing Play Rough for Iron Head; Fires and Steels wall it all the same, while Water-types already had the advantage over Mawile anyway. The only real 'price' to pay is that Electric-types can come in on Mawile more easily, and they basically only consist of Rotoms as far as relevant Electrics go. Letting those two come in easily on Mawile is worth letting Mawile better check the stuff it's supposed to >.>

In OO, note that Foul Play allows Mawile to combat boosting sweepers such as Zangoose and Scyther, but otherwise mention that Foul Play can clash with Intimidate, and most Mawile switch-ins aren't bothered by Foul Play.
 

tehy

Banned deucer.
get chekt

Is Fire Blast worth mentioning in the overview / in Set Details (naughty nature) ? It seems like that used to be relevant but isn't now, basically only on an OO lure set, so I get the feeling this is just a small change you didn't think to make?

Overview
########

Contrary to what its meager stats may tell you, Mawile is one of the biggest threats in NU. Sheer Force and Life Orb give it amazing power, boosting the power of both Play Rough and Iron Head, which have perfect coverage outside of Steel- and Fire-types. Swords Dance boosts its power even more and lets it at least worst 2HKO almost every Pokemon in the metagame. Access to strong priority in Sucker Punch somewhat mitigates its low Speed. In addition, Mawile's fantastic defensive typing lets it check Dark-, Flying-, Normal-, Psychic-, Fairy-, Ice-, Bug-, and Poison-types, notably giving offense a counter to both Sneasel and Choice Scarf Scyther. Mawile's wide movepool contains plenty of offensive, defensive, and supportive options such as Knock Off, Super Fang, Foul Play, Seismic Toss, Taunt, and Stealth Rock, and it can even act as a solid lure thanks to its access to special moves such as Fire Blast and Grass Knot. Unfortunately, its bad defenses keep it from fully utilizing its typing, though Intimidate somewhat remedies this. This is compounded by the fact that offensive Mawile can't run much investment in bulk, as it needs significant Speed investment to outspeed certain walls.

Wallbreaker
########
name: Wallbreaker
move 1: Play Rough
move 2: Iron Head / Fire Fang
move 3: Sucker Punch
move 4: Swords Dance / Stealth Rock
ability: Sheer Force
item: Life Orb
evs: 252 Atk / 4 Def / 252 Spe
nature: Adamant

Moves
========

Play Rough is Mawile's main STAB move, having incredible power thanks to Sheer Force and Life Orb in addition to good type coverage. Iron Head is a secondary STAB attack that is also boosted by Sheer Force, hitting the Poison-types that resist Play Rough and having perfect accuracy. Fire Fang, on the other hand, lets Mawile 2HKO Steel-types such as Klinklang and Ferroseed, which otherwise would wall it. Sucker Punch is a strong priority move that allows Mawile to perform as a revenge killer and fare better against offense. Swords Dance increases its attack boosts Attack and lets Mawile become a potent setup sweeper. Stealth Rock is also a good option on the last slot if you can't find room for another setter, and it's rather unexpected, meaning people are unlikely to switch into Xatu or their entry hazard remover, against which Mawile it has generally good match-(remove dash)ups anyways. Knock Off is Mawile's strongest option against Fire-type switch-ins and has the utility of removing items, but Mawile generally can't afford to sacrifice its other moveslots. Grass Knot helps against bulky Water / Ground types such as Seismitoad and Quagsire, but this is generally not that useful outside of specific teams.

Set Details
========

The EVs and an Adamant nature maximize Attack and Speed, though a Naughty nature can be used if you run Grass Knot or Fire Blast. A bulkier spread of 172 HP / 252 Atk / 84 Spe gives Mawile more bulk and lets it still outspeed Weezing, though Mawile's low defenses mean it doesn't take hits all that much better. Sheer Force boosts the power of Mawile's its STAB moves and Fire Fang and gives Mawile its wallbreaking prowess. Life Orb further increases Mawile's its power, and it doesn't even give Mawile recoil on its Sheer Force-boosted moves.

Usage Tips
========

Switch in on resisted, preferably physical, attacks such as Mesprit's Psyshock and Sneasel's standard moveset, and avoid strong special moves such as Life Orb Jynx's Ice Beam and Life Orb Cacturne's Dark Pulse, which can 2HKO Mawile despite its resistances. Be careful around Fire-type coverage moves from the likes of Vileplume and Uxie, too. Typically, Mawile'll want to spam Play Rough, as it's Mawile's strongest move and has good type coverage, but you can use Iron Head if you're afraid of missing. Use Fire Fang if Mawile is in a favorable matchup and there's a Steel-type in the opposing team, as they will likely switch in and Mawile can 2HKO most of them. The same goes for Grass Knot and Water / Ground types such as Quagsire and Seismitoad. Try to save Swords Dance variants for late-game to sweep when the opposing team is weakened. If you need the likes of Garbodor and Weezing gone for another sweeper, however, use Swords Dance as the foe goes out to them to beat them 1v1 with Iron Head. On the other hand, Stealth Rock variants should be used early-game to set up the entry hazard and wallbreak.

Team Options
========

A Pokemon that resists Fire is a necessary partner for Mawile; Flash Fire Pokemon, Mega Camerupt, Hariyama, Water-types, and bulky Archeops work well in this regard.
Pokemon that can switch into the Steel- and Ground-types that Mawile can't 2HKO,(ac) such as Seismitoad, Ferroseed, and Sandslash,(ac)that Mawile cannot 2HKO,(ac) are important partners as well; Seismitoad, Fire-types, and Vileplume pair nicely work well in this regard (This sentence had a seriously unclear subject). Sneasel, Scyther, Tauros, and Calm Mind Uxie are sweepers that devastate teams once Steel-types, which Mawile can lure in and beat with Fire Fang, are gone. Similarly, if you run Iron Head, Mawile can significantly damage, if not outright beat, Poison-types.,(period to comma) which Samurott, Ludicolo, Mega Audino, and Fighting-types in general highly appreciate them gone. Psychic-types take on Poison-types for Mawile lacking Iron Head while it handles the Dark-types that give them trouble. Xatu in particular also stops entry hazard setters such as Seismitoad, Ferroseed, Garbodor, and Toxic Spikes Weezing from taking advantage of Mawile, and it helps weaken Steel-types with Rocky Helmet and Heat Wave. Cacturne can lure in Poison-types and other physical walls and smack them with Dark Pulse or Giga Drain, while also setting up Spikes to wear down the opposing team for Mawile. Mawile is one of the best options for Trick Room teams thanks to its insane power, low Speed stat, and fantastic typing.


Defensive
########
name: Defensive
move 1: Stealth Rock
move 2: Play Rough / Iron Head
move 3: Super Fang / Toxic
move 4: Baton Pass / Taunt / Pain Split
ability: Intimidate
item: Leftovers
evs: 252 HP / 188 Def / 64 SpD / 4 Spe
nature: Impish

Moves
========

Mawile's access to Stealth Rock makes it a valuable defensive Pokemon and separates it from other Fairy-types. Play Rough is Mawile's strongest STAB move and hits the Dark- and Fighting-types it checks super effectively. Iron Head is an accurate Steel STAB move with a which has nifty chance to flinch the for and OHKOs Jynx and Archeops, in addition to hitting Mega Audino and Muk significantly harder than Play Rough. Super Fang is usually Mawile's its best way of dealing damage, halving the foe's HP and thus making it easier to take out. Toxic whittles down Pokemon quickly and cripples switch-ins, but be aware ware that Poison- and Steel-types are immune to it. Knock Off gives Mawile coverage for the Psychic-types it checks, especially punishing Xatu switching in to bounce back Stealth Rock, and removes items, but it's generally weak unless it hits something super effectively. Seismic Toss does consistent damage and can at least 4HKO most Pokemon.,(period to comma) while Baton Pass lets Mawile function as a bulky pivot that steals momentum. Taunt lets Mawile it shut down slower, bulky setup sweepers and walls such as Musharna, Mega Audino, Vileplume, and Ferroseed.,(period to comma) and Pain Split provides recovery and takes advantage of Mawile's low HP, but it can be somewhat unreliable.

(this part really suffered from '1 short sentence on 1 subject, 1 short sentence on 1 subject, 1 short sentence on 1 subject.)


Set Details
========

The HP and Special Defense EVs let Mawile always avoid the 2HKO from Life Orb Jynx's Ice Beam after Stealth Rock.,(period to comma) though the The Special Defense EVs can be moved to defense Defense if Jynx isn't a concern. 4 Speed EVs are important to outspeed uninvested Taunt Mega Audino and so reliably Taunt it before it can set up or use Rest. The rest of the EVs and an Impish nature further increases Mawile's Defense. Intimidate gives Mawile the bulk to check physical attackers. Leftovers is Mawile's only form of recovery outside of Pain Split.

Usage Tips
========

Mawile prefers to come in on resisted physical attacks, but the bulk investment and Intimidate allow it to take even strong neutral physical attacks such as Hariyama's Close Combat, non-STAB super effective physical hits, and powerful resisted special attacks. Set up Stealth Rock early-game on a foe that can't threaten Mawile, such as Sneasel or Kangaskhan. Most of the time, you will want to use Super Fang on switch-ins, as it will deal the most damage out of Mawile's moves, (add space) and is especially useful in wearing down Pokemon such as Seismitoad and Weezing for teammates. Toxic is similarly spammable if there are no Steel- or Poison-types on the opposing team. When up against a foe Mawile walls, use Baton Pass as they switch out to go to a teammate in order to gain momentum. Come in on setup sweepers such as Mega Audino, Musharna, Gurdurr, and Substitute + Calm Mind Uxie and,(ac) Taunt them so that they can't set up more or heal themselves.,(period to comma) and Whittle whittle them down with (all of your attacking moves? feel free to narrow this down but... if it's just 'all your moves' why not just end it at 'whittle them down'?)Super Fang, Play Rough, Iron Head, Toxic, Seismic Toss, or Knock Off. If Mawile is low on health, use Pain Split as the opponent goes into their Mawile switch-in, but make sure the switch-in is relatively healthy, or else Mawile might actually lose health.

Team Options
========

Teammates that resist Fire are a must, as Mawile gives most Fire-types free switch-ins; bulky Water-types, Hariyama, and bulky Archeops work well in this regard. Likewise, switch-ins to Ground- and Steel-types are important, as those foes can threaten Mawile while it can't do much back. Again, bulky Water-types and Hariyama fit the bill nicely, but Xatu, Vileplume, and Fighting- and Fire-types in general pair well with Mawile, too. Answers for setup to setup sweepers that can take advantage of Mawile, such as Samurott and Malamar, are appreciated; Quagsire, especially Curse variants Quagsire, is a good blanket check or counter to them. Xatu stands out as a great partner, as it can bounce back entry hazards from the likes of Garbodor, Seismitoad, and Ferroseed, all of which can take advantage of Mawile, and is a solid secondary check to Fighting-types. In return, Mawile easily takes on the Dark- and Ice-types that threaten it. Mawile's ability to wear down Steel- and Poison-types with Super Fang make Pokemon that appreciate them gone, such as Sneasel, Scyther, Tauros, and Uxie, good partners. Mawile's slow Baton Pass lets it bring a teammate that wouldn't be able to safely come in otherwise, making wallbreakers that can take advantage of Mawile's switch-ins, such as Choice Specs Aurorus, Pyroar, and Exeggutor, excellent partners.


Other Options
========

A Baton Pass set can take advantage of Mawile's great typing and Intimidate to set up and pass Swords Dance boosts to physical attackers that take advantage of Mawile's Ground-, Steel-, and Fire-type switch-ins, such as Archeops, Sawk, Hariyama, Rhydon, Poliwrath, and Samurott. A special lure set with Fire Blast / Grass Knot / Flash Cannon / Baton Pass can be used to beat Mawile's usual switch-ins, such as Steel-types, bulky Water-types, and other physical walls, for another sweeper, but it has few uses otherwise. Foul Play works decently on the defensive set, most importantly punishing setup sweepers such as Scyther and Zangoose, but it lacks the consistent, high damage of Super Fang and the utility of Knock Off, in addition to clashing with Intimidate.

Checks & Counters
########

**Steel- and Fire-types**: Steel- and Fire-types resist both of Mawile's STAB types and can threaten it with their own STAB moves. However, offensive Fire-types generally take a good chunk from Play Rough from the wallbreaker set and can be revenge killed by Sucker Punch when they're weakened, while Steel-types are hit super effectively by Fire Fangt. None of them particularly like to take a Super Fang as they switch in,(rc) either. Pyroar and Ninetales get a mention due to their ability to burn Mawile with Will-O-Wisp as it goes for Sucker Punch.

**Physical Walls**: Certain physical walls, such as Seismitoad, Quagsire, and Weezing, can switch into Mawile and threaten it with attacks or a burn, but they are dented significantly by Play Rough or Iron Head. Pokemon with good physical bulk, such as like Sandslash, also fall into this category.

**Entry Hazard Control**: Xatu is a threat to the defensive set; although it is crippled by Super Fang or Knock Off, it prevents Mawile from setting up Stealth Rock and 2HKOs it with Heat Wave. Defoggers and spinners such as Pelipper, Claydol, and Sandslash are also reliable switch-ins that get rid of Stealth Rock, but none of them appreciate getting hit by Super Fang or having their item removed.

**Faster Pokemon**: Though Sucker Punch somewhat remedies Mawile's low Speed, it is not very strong without a boost, meaning Pokemon such as Pyroar, Sawk, bulky Archeops with Earthquake, and offensive Seismitoad can easily revenge kill Mawile.
 

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Overview
########

Contrary to what its meager stats may might tell you, Mawile is one of the biggest threats in NU. Sheer Force and Life Orb give it amazing power, boosting the power of both Play Rough and Iron Head, which have perfect coverage outside of Steel- and Fire-types. Swords Dance boosts its power even more and lets it at worst 2HKO almost every Pokemon in the metagame. Access to strong priority in Sucker Punch somewhat mitigates its Mawile's low Speed. In addition, Mawile's fantastic defensive typing lets it check Dark-, Flying-, Normal-, Psychic-, Fairy-, Ice-, Bug-, and Poison-types, notably giving offense a counter to both Sneasel and Choice Scarf Scyther. Mawile's wide movepool contains plenty of offensive, defensive, and supportive options such as Knock Off, Super Fang, Foul Play, Seismic Toss, Taunt, and Stealth Rock, and it can even act as a solid lure thanks to its access to special moves such as Grass Knot. Unfortunately, its bad defenses keep it from fully utilizing its typing, though Intimidate somewhat remedies this. This is compounded by the fact that offensive Mawile can't run much investment in bulk, as it needs significant Speed investment to outspeed certain walls.

Wallbreaker
########
name: Wallbreaker
move 1: Play Rough
move 2: Iron Head / Fire Fang
move 3: Sucker Punch
move 4: Swords Dance / Stealth Rock
ability: Sheer Force
item: Life Orb
evs: 252 Atk / 4 Def / 252 Spe
nature: Adamant

Moves
========

Play Rough is Mawile's main STAB move, having incredible power thanks to Sheer Force and Life Orb in addition to good type coverage. Iron Head is a secondary STAB attack that is also boosted by Sheer Force, hitting the Poison-types that resist Play Rough and having perfect accuracy. Fire Fang, on the other hand, lets Mawile 2HKO Steel-types such as Klinklang and Ferroseed, which otherwise would wall it. Sucker Punch is a strong priority move that allows Mawile to perform as a revenge killer and fare better against offense. Swords Dance boosts Attack and lets Mawile become a potent setup sweeper. Stealth Rock is also a good option on the last slot if you can't find room for another setter, and it's rather unexpected, meaning people are unlikely to switch into Xatu or their entry hazard remover, against which Mawile has generally good matchups anyways. Knock Off is Mawile's strongest option against Fire-type switch-ins and has the utility of removing items, but Mawile generally can't afford to sacrifice its other moveslots. Grass Knot helps against bulky Water / Ground types such as Seismitoad and Quagsire, but this is generally not that useful outside of specific teams that need it.

Set Details
========

The EVs and an Adamant nature maximize Attack and Speed, though a Naughty nature can be used if Mawile runs Grass Knot. A spread of 172 HP / 252 Atk / 84 Spe gives Mawile more bulk and lets it still outspeed Weezing, though Mawile's low defenses mean it doesn't take hits all that much better. Sheer Force boosts the power of Mawile's STAB moves and Fire Fang and gives Mawile its wallbreaking prowess. Life Orb further increases Mawile's power, and it doesn't even give Mawile recoil on its Sheer Force-boosted moves.

Usage Tips
========

Switch in on resisted, preferably physical, (AC) attacks such as Mesprit's Psyshock and Sneasel's standard moveset, and avoid strong special moves such as Life Orb Jynx's Ice Beam and Life Orb Cacturne's Dark Pulse, which can 2HKO Mawile despite its resistances. Be careful around Fire-type coverage moves from the likes of Vileplume and Uxie, too. Typically, Mawile will want to spam Play Rough, as it's Mawile's strongest move and has good type coverage, but you can use Iron Head if you're afraid of missing. Use Fire Fang if Mawile is in a favorable matchup and there's a Steel-type in the opposing team, as they will likely switch in and Mawile can 2HKO most of them. The same goes for Grass Knot and Water / Ground types such as Quagsire and Seismitoad. Try to save Swords Dance variants for late-game to sweep when the opposing team is weakened. If you need the likes of Garbodor and Weezing gone for another sweeper, however, use Swords Dance as the foe goes out to them to beat them 1v1 with Iron Head. On the other hand, Stealth Rock variants should be used early-game to set up the entry hazard and wallbreak.

Team Options
========

A Pokemon that resists Fire is a necessary partner for Mawile; Flash Fire Pokemon, Hariyama, Water-types, and bulky Archeops work well in this regard. Pokemon that can switch into the Steel- and Ground-types, such as Seismitoad, Ferroseed, and Sandslash, that Mawile can't 2HKO, are important partners as well; Seismitoad, Fire-types, and Vileplume work well in this regard. Sneasel, Scyther, Tauros, and Calm Mind Uxie are sweepers that devastate teams once Steel-types, which Mawile can lure in and beat with Fire Fang, are gone. Similarly, if you run Iron Head, Mawile can significantly damage, if not outright beat, Poison-types, which Samurott, Ludicolo, Mega Audino, and Fighting-types in general highly appreciate. Psychic-types take on Poison-types for Mawile lacking Iron Head while it handles the Dark-types that give them trouble. Xatu in particular also stops entry hazard setters such as Seismitoad, Ferroseed, Garbodor, and Toxic Spikes Weezing from taking advantage of Mawile, and it helps weaken Steel-types with Rocky Helmet and Heat Wave. Cacturne can lure in Poison-types and other physical walls and smack them with Dark Pulse or Giga Drain, while also setting up Spikes to wear down the opposing team for Mawile. Mawile is one of the best options for Trick Room teams thanks to its insane power, low Speed stat, and fantastic typing.


Defensive
########
name: Defensive
move 1: Stealth Rock
move 2: Play Rough / Iron Head
move 3: Super Fang / Toxic
move 4: Baton Pass / Taunt / Pain Split
ability: Intimidate
item: Leftovers
evs: 252 HP / 188 Def / 64 SpD / 4 Spe
nature: Impish

Moves
========

Mawile's access to Stealth Rock makes it a valuable defensive Pokemon and separates it from other Fairy-types. Play Rough is Mawile's strongest STAB move and hits the Dark- and Fighting-types it checks super effectively. On the other hand, Iron Head is an accurate Steel STAB move which has a nifty chance to flinch and OHKOes Jynx and Archeops, in addition to hitting Mega Audino and Muk significantly harder than Play Rough. Super Fang is usually Mawile's best way of dealing damage, halving the foe's HP and thus making it easier to take out. Toxic whittles down Pokemon quickly and cripples switch-ins, but be aware that Poison- and Steel-types are immune to it. Knock Off gives Mawile coverage for the Psychic-types it checks, especially punishing Xatu switching in to bounce back Stealth Rock, and removes items, but it's generally weak unless it hits something super effectively. Baton Pass lets Mawile function as a bulky pivot that steals momentum; (SC) Taunt shuts down slower, bulky setup sweepers and walls such as Musharna, Mega Audino, Vileplume, and Ferroseed; (SC) and Pain Split provides recovery and takes advantage of Mawile's low HP, though it can be somewhat unreliable.

Set Details
========

The HP and Special Defense EVs let Mawile always avoid the 2HKO from Life Orb Jynx's Ice Beam after Stealth Rock, but the Special Defense EVs can be moved to Defense if Jynx isn't a concern. 4 Speed EVs are important to Taunt Mega Audino before it can set up or use Rest. The rest of the EVs and an Impish nature further increase Mawile's Defense, which along with Intimidate give Mawile the bulk to check many physical attackers. Leftovers is Mawile's only form of recovery outside of Pain Split.

Usage Tips
========

Mawile prefers to come in on resisted physical attacks, but the bulk investment and Intimidate allow it to take even strong neutral physical attacks such as Hariyama's Close Combat, non-STAB super effective physical hits, and powerful resisted special attacks. Set up Stealth Rock early-game on a foe that can't threaten Mawile, such as Sneasel or Kangaskhan. Most of the time, you will want to use Super Fang on switch-ins, as it will deal the most damage out of Mawile's moves, and is especially useful in wearing down Pokemon such as Seismitoad and Weezing for teammates. Toxic is similarly spammable if there are no Steel- or Poison-types on the opposing team. When up against a foe Mawile walls, use Baton Pass as they switch out to go to a teammate in order to gain momentum. Come in on setup sweepers such as Mega Audino, Musharna, Gurdurr, and Substitute + Calm Mind Uxie, Taunt them so that they can't set up more or heal themselves, and whittle them down. If Mawile is low on health, use Pain Split as the opponent goes into their Mawile switch-in, but make sure the switch-in is relatively healthy, or else Mawile might actually lose health.

Team Options
========

Teammates that resist Fire are a must, as Mawile gives most Fire-types free switch-ins; bulky Water-types, Hariyama, and bulky Archeops work well in this regard. Likewise, switch-ins to Ground- and Steel-types are important, as those foes can threaten Mawile while it can't do much back. Again, bulky Water-types and Hariyama fit the bill nicely, but Xatu, Vileplume, and Fighting- and Fire-types in general pair well with Mawile, too. Answers for setup to setup sweepers that can take advantage of Mawile, such as Samurott and Malamar, are appreciated; Quagsire, especially Curse Quagsire, is a good blanket check or counter to them. Xatu stands out as a great partner, as it can bounce back entry hazards from the likes of Garbodor, Seismitoad, and Ferroseed, all of which can take advantage of Mawile, and is a solid secondary check to Fighting-types. In return, Mawile easily takes on the Dark- and Ice-types that threaten it. Mawile's ability to wear down Steel- and Poison-types with Super Fang make Pokemon that appreciate them gone, such as Sneasel, Scyther, Tauros, and Uxie, good partners. Mawile's slow Baton Pass lets it bring a teammate that wouldn't be able to safely come in otherwise, making wallbreakers that can take advantage of Mawile's switches switch-ins, This change is a bit odd. Are you saying "wallbreakers that can take advantage of the Pokemon that switch into Mawile?" In that case, keep 'switch-ins'. If you mean "wallbreakers that can take advantage of the free switch from Baton Pass Mawile proves, use 'switches'. Only thing is, if it's 'switch-in', the Aurorus, Pyroar, and Exeggutor sound like they're referring to the enemy Pokemon that switch into Mawile. Consider rewording if that's the case and follow up with me. such as Choice Specs Aurorus, Pyroar, and Exeggutor, excellent partners.


Other Options
========

A Baton Pass set can take advantage of Mawile's great typing and Intimidate to set up and pass Swords Dance boosts to physical attackers that take advantage of Mawile's Ground-, Steel-, and Fire-type switch-ins, such as Archeops, Sawk, Hariyama, Rhydon, Poliwrath, and Samurott. A special lure set with Fire Blast / Grass Knot / Flash Cannon / Baton Pass can be used to beat Mawile's usual switch-ins, such as Steel-types, bulky Water-types, and other physical walls, for another sweeper, but it has few uses otherwise. Foul Play works decently on the defensive set, most importantly punishing setup sweepers such as Scyther and Zangoose, but it lacks the consistent, high damage of Super Fang and the utility of Knock Off, in addition to clashing with Intimidate.

Checks & Counters
########

**Steel- and Fire-types**: Steel- and Fire-types resist both of Mawile's STAB types and can threaten it with their own STAB moves. However, offensive Fire-types generally take a good chunk from Play Rough from the wallbreaker set and can be revenge killed by Sucker Punch when they're weakened, while Steel-types are hit super effectively by Fire Fang. None of them particularly like to take a Super Fang, either. Pyroar and Ninetales get a mention due to their ability to burn Mawile with Will-O-Wisp as it goes for Sucker Punch.

**Physical Walls**: Certain physical walls, such as Seismitoad, Quagsire, and Weezing, can switch into Mawile and threaten it with attacks or a burn, but they are dented significantly by Play Rough or Iron Head. Pokemon with good physical bulk, such as like Sandslash, also fall into this category.

**Entry Hazard Control**: Xatu is a threat to the defensive set; although it is crippled by Super Fang or Knock Off, it prevents Mawile from setting up Stealth Rock and 2HKOes it with Heat Wave. Defoggers and spinners such as Pelipper, Claydol, and Sandslash are also reliable switch-ins that get rid of Stealth Rock, but none of them appreciate getting hit by Super Fang or having their item removed.

**Faster Pokemon**: Though Sucker Punch somewhat remedies Mawile's low Speed, it is not very strong without a boost, meaning Pokemon such as Pyroar, Sawk, bulky Archeops with Earthquake, and offensive Seismitoad can easily revenge kill Mawile.

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