Aberforth
Ubers Leader
[OVERVIEW]
While Mega Mawile has the highest Attack stat in the game, its middling Speed and poor dual STAB coverage mean that it struggles with wallbreaking, contrary to what its Attack stat would suggest. In particular, it is completely stopped by Primal Groudon, which resists both of Mawile's STAB moves and can outspeed it. Mega Mawile's niche is largely in checking some specific special attackers with its fantastic defensive typing while being able to gain momentum with Baton Pass, allowing it to switch out of the Pokemon that it cannot harm.
[SET]
name: Mawile (Special Tank)
move 1: Iron Head
move 2: Play Rough
move 3: Sucker Punch
move 4: Baton Pass
item: Mawilite
ability: Intimidate
nature: Adamant
evs: 248 HP / 16 Atk / 244 SpD
Moves
========
Iron Head is Mawile's STAB attack that, with hardly any Attack investment whatsoever, gives it the ability to OHKO Fairy-types, including standard Geomancy Xerneas after Stealth Rock and Diancie. Play Rough OHKOes Yveltal, Darkrai, Latios, and Latias and deals a lot of damage to all of the common Dragon-types in Ubers. Additionally, it provides a nearly guaranteed OHKO on standard Dark Arceus after Stealth Rock. Sucker Punch is Mawile's way of circumventing its terrible Speed stat and OHKOes offensive Mewtwo, as well as the rarer Mega Mewtwo Y. Sucker Punch is the only priority move that Mawile gets, and it can also aid Mawile in cleaning up weakened teams, considering that almost every Pokemon will outspeed it. Baton Pass is what gives Mawile a niche over Klefki; it can generate good momentum on forced switches or, if you mispredicted your opponent, be a slow momentum grabber, allowing something to come in for free without risk of taking damage or mispredicting.
Set Details
========
The HP and Special Defense EVs enable Mawile to always survive any attack from +2 Geomancy Xerneas after Stealth Rock damage and any attack from neutral Salamence, allowing it to revenge kill Salamence with Play Rough. The EVs also allow Mawile to switch comfortably into all Yveltal variants, barring the rare Heat Wave Yveltal, thanks to its typing. 16 Attack EVs with an Adamant nature guarantee an OHKO on standard Geomancy Xerneas after Stealth Rock damage or OHKO after Iron Head and Sucker Punch if Stealth Rock is not set up. Intimidate is the only useful ability Mawile gets before Mega Evolving.
Usage Tips
========
Mawile can check most special attackers, barring some Arceus formes and Kyogre, due to its natural bulk; however, its lack of recovery means that it should be played quite conservatively if it is needed later on in the game to stop a Geomancy Xerneas sweep, as it doesn't take much prior damage for Mawile to fail to check Xerneas. Once physical walls are weakened and Mawile isn't needed to check something to avoid a sweep, it can be used to put a dent in many Pokemon that do not resist its STAB moves.
Team Options
========
Primal Kyogre is a fantastic teammate for Mawile thanks to its ability to weaken Groudon and the synergy it has with Mawile, with the only two Pokemon that wall both of them being Primal Groudon and Ferrothorn. Latias can deal with most of the special attackers that Mawile struggles with, such as Kyogre and some Calm Mind Arceus formes. Having a solid Ho-Oh switch-in is important, as without Stealth Rock set up Ho-oh can switch in on Mawile with ease; as such, Rock Arceus, Water Arceus, Giratina-O, and physically defensive Primal Groudon can be good partners. It is also good to have a Pokemon that resists or is immune to Ground on the team, making Giratina-O and Latias good partners, especially because they can provide Defog support, which Mawile needs because Spikes ruin its ability to take on Geomancy Xerneas.
[STRATEGY COMMENTS]
Other Options=============
Mawile has a few other options that it can use in certain situations, with moves such as Foul Play discouraging opposing physical sweepers from setting up on it, Focus Punch bypassing Ferrothorn and hitting Primal Groudon relatively hard on the switch, and Rock Slide KOing Ho-Oh on the switch regardless of Stealth Rock being on the field or not. It also gets access to Stealth Rock, which can be used if you need a Stealth Rock setter that can switch in on Latios and Latias while not being setup bait for Xerneas. All of these moves perform much poorer against Primal Groudon than those on the Baton Pass set, though.
Checks and Counters
===================
**Primal Groudon**: Primal Groudon can switch in and take minimal damage from any attack Mawile uses and OHKO it with any STAB attack. Rock Polish variants can also set up on it.
**Ferrothorn**: Ferrothorn can switch in and take very little from any of Mawile's STAB attacks and wear it down with Iron Barbs and Leech Seed damage. Leftovers and Leech Seed recover about as much damage as Mawile does to Ferrothorn, and allows Ferrothorn to easily stack Spikes.
**Primal Kyogre**: Primal Kyogre can switch in on a predicted Iron Head, avoid being KOed by Sucker Punch, and OHKO Mawile with Origin Pulse.
**Support Arceus Formes**: Support Arceus formes can burn Mawile with Will-O-Wisp, neutralizing Mawile's offensive abilities, and recover the damage that Mawile does to them.
**Ground Arceus**: Ground Arceus OHKOes Mawile with Earthquake and can set up if it comes in after Mawile has knocked out an opposing Pokemon and threaten to sweep. Mawile has a hard time stopping it due to Ground Arceus not being pulled into Sucker Punch range after a Play Rough.
**Ho-Oh**: Ho-Oh cannot switch in when Stealth Rock is set up, as it will then be KOed by Sucker Punch after taking damage from any attack, but if Stealth Rock is not set up it can switch in and threaten Mawile out with a Sacred Fire while recovering most of the damage it took from switching into an attack from Regenerator.
**Spikes**: Mawile's ability to check Xerneas and other special attackers is impeded significantly when Spikes are on the field, and with Mawile not having any recovery, all chip damage is permanent.
**Burn**: Like all physical attackers, Mawile hates getting burned. While clerics would normally be capable of dealing with this, all chip damage on Mawile is permanent, and taking a single round of burn damage means that it will fail to check the things it normally would manage to check, on top of Mawile losing all of its offensive presence while it is burned.
While Mega Mawile has the highest Attack stat in the game, its middling Speed and poor dual STAB coverage mean that it struggles with wallbreaking, contrary to what its Attack stat would suggest. In particular, it is completely stopped by Primal Groudon, which resists both of Mawile's STAB moves and can outspeed it. Mega Mawile's niche is largely in checking some specific special attackers with its fantastic defensive typing while being able to gain momentum with Baton Pass, allowing it to switch out of the Pokemon that it cannot harm.
[SET]
name: Mawile (Special Tank)
move 1: Iron Head
move 2: Play Rough
move 3: Sucker Punch
move 4: Baton Pass
item: Mawilite
ability: Intimidate
nature: Adamant
evs: 248 HP / 16 Atk / 244 SpD
Moves
========
Iron Head is Mawile's STAB attack that, with hardly any Attack investment whatsoever, gives it the ability to OHKO Fairy-types, including standard Geomancy Xerneas after Stealth Rock and Diancie. Play Rough OHKOes Yveltal, Darkrai, Latios, and Latias and deals a lot of damage to all of the common Dragon-types in Ubers. Additionally, it provides a nearly guaranteed OHKO on standard Dark Arceus after Stealth Rock. Sucker Punch is Mawile's way of circumventing its terrible Speed stat and OHKOes offensive Mewtwo, as well as the rarer Mega Mewtwo Y. Sucker Punch is the only priority move that Mawile gets, and it can also aid Mawile in cleaning up weakened teams, considering that almost every Pokemon will outspeed it. Baton Pass is what gives Mawile a niche over Klefki; it can generate good momentum on forced switches or, if you mispredicted your opponent, be a slow momentum grabber, allowing something to come in for free without risk of taking damage or mispredicting.
Set Details
========
The HP and Special Defense EVs enable Mawile to always survive any attack from +2 Geomancy Xerneas after Stealth Rock damage and any attack from neutral Salamence, allowing it to revenge kill Salamence with Play Rough. The EVs also allow Mawile to switch comfortably into all Yveltal variants, barring the rare Heat Wave Yveltal, thanks to its typing. 16 Attack EVs with an Adamant nature guarantee an OHKO on standard Geomancy Xerneas after Stealth Rock damage or OHKO after Iron Head and Sucker Punch if Stealth Rock is not set up. Intimidate is the only useful ability Mawile gets before Mega Evolving.
Usage Tips
========
Mawile can check most special attackers, barring some Arceus formes and Kyogre, due to its natural bulk; however, its lack of recovery means that it should be played quite conservatively if it is needed later on in the game to stop a Geomancy Xerneas sweep, as it doesn't take much prior damage for Mawile to fail to check Xerneas. Once physical walls are weakened and Mawile isn't needed to check something to avoid a sweep, it can be used to put a dent in many Pokemon that do not resist its STAB moves.
Team Options
========
Primal Kyogre is a fantastic teammate for Mawile thanks to its ability to weaken Groudon and the synergy it has with Mawile, with the only two Pokemon that wall both of them being Primal Groudon and Ferrothorn. Latias can deal with most of the special attackers that Mawile struggles with, such as Kyogre and some Calm Mind Arceus formes. Having a solid Ho-Oh switch-in is important, as without Stealth Rock set up Ho-oh can switch in on Mawile with ease; as such, Rock Arceus, Water Arceus, Giratina-O, and physically defensive Primal Groudon can be good partners. It is also good to have a Pokemon that resists or is immune to Ground on the team, making Giratina-O and Latias good partners, especially because they can provide Defog support, which Mawile needs because Spikes ruin its ability to take on Geomancy Xerneas.
[STRATEGY COMMENTS]
Other Options=============
Mawile has a few other options that it can use in certain situations, with moves such as Foul Play discouraging opposing physical sweepers from setting up on it, Focus Punch bypassing Ferrothorn and hitting Primal Groudon relatively hard on the switch, and Rock Slide KOing Ho-Oh on the switch regardless of Stealth Rock being on the field or not. It also gets access to Stealth Rock, which can be used if you need a Stealth Rock setter that can switch in on Latios and Latias while not being setup bait for Xerneas. All of these moves perform much poorer against Primal Groudon than those on the Baton Pass set, though.
Checks and Counters
===================
**Primal Groudon**: Primal Groudon can switch in and take minimal damage from any attack Mawile uses and OHKO it with any STAB attack. Rock Polish variants can also set up on it.
**Ferrothorn**: Ferrothorn can switch in and take very little from any of Mawile's STAB attacks and wear it down with Iron Barbs and Leech Seed damage. Leftovers and Leech Seed recover about as much damage as Mawile does to Ferrothorn, and allows Ferrothorn to easily stack Spikes.
**Primal Kyogre**: Primal Kyogre can switch in on a predicted Iron Head, avoid being KOed by Sucker Punch, and OHKO Mawile with Origin Pulse.
**Support Arceus Formes**: Support Arceus formes can burn Mawile with Will-O-Wisp, neutralizing Mawile's offensive abilities, and recover the damage that Mawile does to them.
**Ground Arceus**: Ground Arceus OHKOes Mawile with Earthquake and can set up if it comes in after Mawile has knocked out an opposing Pokemon and threaten to sweep. Mawile has a hard time stopping it due to Ground Arceus not being pulled into Sucker Punch range after a Play Rough.
**Ho-Oh**: Ho-Oh cannot switch in when Stealth Rock is set up, as it will then be KOed by Sucker Punch after taking damage from any attack, but if Stealth Rock is not set up it can switch in and threaten Mawile out with a Sacred Fire while recovering most of the damage it took from switching into an attack from Regenerator.
**Spikes**: Mawile's ability to check Xerneas and other special attackers is impeded significantly when Spikes are on the field, and with Mawile not having any recovery, all chip damage is permanent.
**Burn**: Like all physical attackers, Mawile hates getting burned. While clerics would normally be capable of dealing with this, all chip damage on Mawile is permanent, and taking a single round of burn damage means that it will fail to check the things it normally would manage to check, on top of Mawile losing all of its offensive presence while it is burned.
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