Mawile [QC 3/3] (GP 2/2)

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xzern

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hi there!

Overview
  • mention that since full tr is typically weak to strong dark or ghost types (i.e. bisharp, hydreigon, darkrai, aegis...), mawile makes a great addition to full tr teams not only for its low speed, but also for its power to stop most dark or ghost types with play rough or sucker punch
Set
  • change the name from Trick Room Attacker to Physical Attacker (the names on your set are inconsistent)
Usage Tips
  • when using sucker punch to get rid of ghost types or just certain pokemon in general, be wary of the ones that commonly carry will-o-wisp (gengar, chandelure), since a burn will render mawile near useless
Team Options
  • i would maybe remove the mention of hitmontop since its really bad in the current meta from what i've seen, but i'll let you do what you will with that point
  • when you mention trick room setters, make a notion of cresselia being pretty much the best setter, along with appreciating the fact that mawile gets rid of dark types for it
  • mention politoed, as mawile functions pretty well on rain by letting it live certain fire type attacks that it wouldnt survive otherwise. politoed also shuts down char-y. although, mawile is generally better as an attacker on trick room teams especially.
once you implement these, tag me and i'll look it over one last time and hopefully give you 1/3!
 

xzern

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ok SpaceBass i skimmed over it and it looks fine but just add a note in team options of hoopa-u being a good partner for mawile. hoopa eats stuff like aegislash, jellicent for mawile while mawile can kill the dark types that usually stand in hoopa's way
once u do that then were good for the check

1/3
 

shaian

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[Overview]
Faces competition as a Trick Room Mega, however it is the best choice amongst those Mega Pokemon for handling Hoopa-U as it can use Intimidate to slow it down, or just KO it
Really good typing gives it only 2 weaknesses, 2 immunities, and 9 resistances. Unfortunately those weaknesses being among the most common offensive types in the game (Fire and Ground)
Really, really hurt by its poor Speed

[Moves]
you don't need +2 for Play Rough to OHKO Sylveon and Mega Gardevoir, at +0 play rough always ohko's standard mgard and has a 25% chance at standard sylveon.

[Set Details]
252 HP / 180 Atk / 40 Def / 36 SpD survives +0 jolly lo garchomps eq, doesn't need to be -1, should probably specify its a -1 CB Talonflame, and my previous point about gardevoir and sylveon still stands (though 56 hp / 200 def sylv always lives play rough, 200 hp / 56 def has a 37.5% ohko)

Possibly also include a spread for Tailwind (probably get other QC's opinion on this)

[Usage Tips]
Mega Mawile is also a decent option late games once the opposing team has been softened up because its Sucker Punch actually hits stupid hard which lets it get around its poor speed. This is especially true for SD Mega Mawile, because at +2 it's Sucker Punch OHKO's conventional checks like Charizard, Landorus-T, and Heatran (non Substitute).

Stupidly dependent on speed control, so make sure there is some form of Trick Room / Tailwind or something out there with it. If you don't have speed control with it, at least some kind of redirection.

Avoid bringing Mawile in until opposing Fire-types / Will-o-Wisp users have been dealt with

[Other Options]
Probably better off using Rock Slide > Stone Edge since you have better accuracy and you still hit they Fire-types for the OHKO even with spread factored in (ie Zard, Talonflame)

Move Hyper Cutter here, it's no where near as good as Intimidate

[Checks and Counters]
Under **Typing Advantage** mention Mega Camerupt as it also underspeed it in Trick Room.

do for 2/3
 
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Idyll

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QC check coming through.

Overview
  • "Sucker Punch gives Mawile much needed priority, and this coupled with large attack and great STABs make Mawile able to smash through teams that aren't ready for it" just say something like Sucker Punch letting it circumvent its low Speed through priority. The bolded part is honestly fluff, doesn't tell the reader anything of value + any mon can smash teams that aren't ready for them
  • I'd also move the hopefully revised line mentioned above after the low Speed mention: "Its low Speed stat is a problem, making it rely heavily on speed control such as Trick Room." A line like "... although access to priority in Sucker Punch helps somewhat" or w/e works wonders :)!
  • "Mawile faces competition as a Trick Room Mega" mons such as...? (hint: one's a camel and the other's a yeti)
  • "Its STAB moves have good neutral coverage, but leave it walled by Fire- and Steel-types." Fire- and Steel-types such as? Deffo mention Heatran, the rest I leave to you.
Moves
  • Why does it look like you just pressed backspace on bullets lol. Please improve this :(
  • Emphasize the 100% accuracy part on Iron Head more
  • "Substitute means you can't hit Poison-types..." mention Amoonguss here wew
  • Reword Swords Dance because you didn't actually mention what it does, which is boost Mawile's Attack to ridiculous levels and let it nab OHKOs on a significant portion of the metagame, as well as pairing well with Sucker Punch.
  • Also slash SD first over Sub
  • Specifically say that Sucker Punch lets Maw bypass its low Speed with priority, you know what I mean.
Set Details
  • Remove Hyper Cutter mention, it's already in OO.
Usage Tips
  • "Mega Mawile is heavily dependent on speed control, so Trick Room or Tailwind is required when using it." Why is it heavily dependent? Because of its low Speed. Be sure to mention this.
  • Consider doing a rewrite or at least a quick fix because the prose is just that bad in this section, not trying to be rude :(
Team Options
  • MENTION CRESS FIRST. Say something about it being really bulky and able to set TR consistently throughout the match
  • Since we mentioned TW in Usage Tips, mention Tailwind users.
  • Mention Gyarados, Washtom, and Toed under the collective "Water-types" imo
  • "Scrafty can provide Fake Out support and Intimidate, and Hariyama can use Fake Out and Wide Guard to protect from Earthquakes and Heat Waves." Why does Mawile want Fake Out in particular? To get a free turn to set up an SD or Substitue or get a free KO or something along those lines.
OO
  • Hyper Cutter can be used if you really fear Intimidate pre mega, however Intimidate is the best option. People already know that that is the best option since it's in the analysis and this is not ;0. Also say what it specifically does: lets Mawile block Attack drops from Intimidate.
  • Say that Brick Break also doesn't hit much else.
  • No subpunch pls :(
C&C
  • Say that Steel-types also resist Maw's STAB, letting them switch in with ease.
  • Don't mention Exca (not relevant), only Lando-T.
  • Mention Talon in Wisp users !_!
BTW, fix the prose a bit, some editing before GP doesn't hurt. Tag me once you implement :)!
 

Idyll

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The prose still has issues but it's good enough to send to GP lgi

Moves
  • Following the order of the slashes, the SD mentions should come first, then the Sub mentions. Edit the prose accordingly.
Team Options
  • Swap the order of "Fake Out partners well with Mawile because it buys free turns for Trick Room to be set, to get a free Substitute, or a free Swords Dance." and " Scrafty can provide Fake Out support and Intimidate, and Hariyama can use Fake Out and Wide Guard to protect from Earthquakes and Heat Waves."
3/3 :)!
 

P Squared

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sup

[OVERVIEW]

Boasting base 105 base Attack and coupled with Huge Power, Mega Mawile reaches the highest unboosted Attack in the game. While Mawile faces competition as a Trick Room Mega Pokemon from Mega Abomasnow and Mega Camerupt, however it is the best choice amongst those Mega Pokemon for defeating Hoopa-U, (AC) as it can use Intimidate to slow it down (I'd reword this bc "slow" will make people think dropping Hoopa's Speed), or just KO it. Its great typing gives it only two weaknesses and two immunities, although however its weaknesses are to two of the most common offensive types, Fire and Ground. Its low Speed stat is also a problem, making it rely heavily on speed control, however but Sucker Punch allows it to bypass this problem somewhat. Intimidate as a base ability is very useful in aiding its Mawile's large base 125 Defense stat,; (ASC) however, (AC) its base forme's stats are quite poor, so switching it in safely is difficult. Its STAB moves have good neutral coverage, (RC) but leave it walled by Fire- and Steel-types, such as Heatran, Mega Charizard Y, and Aegislash and Charizard-Y. Mega Mawile works great against the strong Ghost- and Dark-types that typically threaten Trick Room teams, not only because it's slow, (RC) but also because Play Rough and Sucker Punch will usually either KO them or scare them out. (the overview is jumping back and forth between positive and negative, which feels a little weird, so maybe move some stuff around?)

[SET]
name: Physical Attacker
move 1: Play Rough
move 2: Iron Head / Swords Dance / Substitute
move 3: Sucker Punch
move 4: Protect
item: Mawilite
ability: Intimidate
nature: Adamant / Brave
evs: 252 HP / 252 Atk / 4 SpD

[SET COMMENTS]
Moves
========

Play Rough Mawiles main STAB move and does very good damage coming off of combined with Mawile's sky-high Attack stat, (RC) and also has a 10% chance to lower enemies' Attack by 1 one stage, although its 90% accuracy is unreliable. Mawile's Its powerful Play Roughs can OHKO Dragon-types such as Latios and Hydreigon, Dark-types like Hoopa-U, and Fighting-types like Keldeo and Conkeldurr. Iron Head is a slightly less powerful STAB move, (RC) but has a 30% flinch chance and is 100% accurate. The accuracy can be important,; (ASC) if an opponent foe is within KO range, (AC) with Iron Head it's the best option, (AC) as it won't miss. Iron Head allows you to hits super effectively on Rock-types like Terrakion, Ice-types like Abomasnow, and Fairy-types such as Sylveon super effectively. Running Swords Dance forces you to forgoes Iron Head, (AC) but Play Rough OHKOes Mega Gardevoir and has a 25% chance of OHKOing 56 HP / 200 Def Sylveon anyway. After a Swords Dance Mawile becomes incredibly powerful, OHKOing almost anything that doesn't resist Play Rough, as well as OHKOing foes letting Sucker Punch OHKO stuff that would normally scare it out, such as like Heatran and Mega Charizard Y, with Sucker Punch. Although running Substitute over Iron Head means Mawile Using Substitute means you can't hit Poison-types well, Amoonguss specifically, due to dropping Iron Head However Mawile becomes very dangerous behind a Substitute with a sub protecting it. Sucker Punch lets Mawile somewhat bypass its low Speed stat, and if Trick Room is up, it can be used to move before opposing fast priority attacks such as Talonflame's Brave Bird. Sucker Punch hits Ghost- and Psychic-types super effectively, but you should however beware of situations things like Chandelure using Will-O-Wisp or Aegislash using Substitute to avoid the Sucker Punch. Protect allows Mawile to stay safe while its partner sets up Trick Room to be set while keeping Mawile safe, or to eliminate a threat.

Set Details
========

Running 252 Attack EVs with an Adamant nature maximizes Mawile's Attack, while 252 full HP investment somewhat aids Mawile's low base HP stat, with thespare 4 EVs in SpD. If you run using Swords Dance, an alternative EV spread of 252 HP / 180 Atk / 40 Def / 36 SpD should be used, as it allows Mawile to survive a Life Orb Garchomp's Earthquake and (do you mean or? or can it take both) a -1 Choice Band Talonflame's Flare Blitz, as well as a 252+ Heatran's Heat Wave. (same thing here) It With the spread, (is it +2 or anything? mention that) Mawile also OHKOes Mega Gardevoir with Play Rough, aswell as having and has a 37.5% chance to OHKO 200 HP / 56 Def Sylveon, which are the two main targets for two things Iron Head hits anyway. If you're using Mawile on a Trick Room team, a Brave nature with 0 Speed EVs/IVs and a 0 Speed IV should be used for minimum Speed.

Usage Tips
========

Sometimes it is best to hold off on Mega Evolving too early (well, yeah), as intimidate is lost once you do, and it so that Mawile keeps Intimidate, which can be useful late-game. Mawile Attacking should not be attempted to attack while in its base forme, as Mawile it doesn't have huge power until mega evolution and is far weaker without Huge Power. Mawile works as a good stop to Mega Kangaskhan, (AC) as Intimidate combined with its high Defense and resistances to Normal- and Dark-type moves makes it hard for Mega Kangaskhan to do much damage. Dealing with opposing Intimidate and Will-O-Wisp users before bringing Mawile out is important, as burns or Intimidate the attack drops will severely cripple it, making it harder for it to do its job. Mawile is also effective late-game once the opposing team has been softened up, because its Sucker Punch is able to pick off weakened targets quite easily. This is especially true for Swords Dance Mega Mawile, because at +2 its Sucker Punch OHKOes conventional checks like (Mega?) Charizard (specify X or Y or w/e if relevant), Landorus-T, and non-Substitute Heatran. Mega Mawile is heavily dependent on speed control due to its low Speed stat, so Trick Room or Tailwind is required when using it. Alternatively, redirection can help Mawile, but it still has a vulnerability to spread moves like Earthquake and Heat Wave. (AP) Ideally, Mawile should not be sent out Ideally be kept out until all Fire-types / and Will-O-Wisp users have been dealt with.

Team Options
========

Trick Room setters are nice as a form of speed control. Cresselia is the best Trick Room setting parter for Mawile, (AC) as it really likes Dark-types being removed, (RC) and is bulky enough to set Trick Room throughout the match. Chandelure is a great partner, (AC) as it can defeat Steel-types for Mawile. Tailwind users can also be used to help with Mawile's low Speed. Suicune resists Fire-type attacks and can threaten foes such as things like Heatran. Latios can switch-in to switch into both Ground- and Fire-type attacks, set Tailwind, (AC) and maintain offensive pressure right away (the "right away" sounds kinda weird imo).

(I put a line break there to put space between "speed control" and this other stuff, but if you have another solution have at it) Gyarados works well as it can switch into both of Mawile's weaknesses, (RC) and can hit both Fire- and Ground-types super effectively. Politoed makes for an interesting partner, (AC) as it weakens the Fire-type attacks that Mawile is weak to, (RC) and can beat or / scare out Mega Charizard Y. Jellicent can beat Fire-types for Mawile, as well as setting up Trick Room. (AP) (maybe move that to the speed control section though? idk) Rotom-W has good synergy with Mawile, (AC) as it resists Fire-type attacks and is immune to Ground, while also and can beating foes of these types. The Its Will-O-Wisp support is great, (AC) as burning opposing a physical attackers being burnt makes it incredibly hard for them to damage Mawile. Fake Out users partners well with Mawile, buying because it buys free turns to set up for Trick Room to be set, to get a free Substitute, or a free Swords Dance. Scrafty can provide Fake Out support and Intimidate, and Hariyama can use Fake Out and Wide Guard to protect Mawile from Earthquakes and Heat Waves. Hoopa-U is a good partner, (AC) as it destroys Jellicent and Aegislash through King's Shield, and Jellicent, while Mawile beats the Dark-types that Hoopa-U struggles to damage.

[STRATEGY COMMENTS]
Other Options
=============

Rock Slide can be used to hit Fire-types super effectively, while Ice Punch can be used to hit Ground- and Flying-types. Hyper Cutter can be used if you really fear Intimidate before Mawile Mega Evolves pre mega to stop the Attack drops from Intmidate. Brick Break can OHKO 56 HP Heatran 18.8% of the time, but this isn't really worth the risk, (RC) and doesn't hit anything else for decent damage. Knock Off is an option for Dark-type coverage that doesn't require need the enemy to attack, and it can stop Substitute Heatran from setting up. It also hits Jirachi and Cresselia very hard, as well as being able to reliably damage Aegislash as long as you don't Mawile doesn't hit King's Shield.

Checks and Counters
===================

**Typing Advantage**: Mawile struggles against Fire-types, (AC) as its only way to hit them for neutral damage is with Sucker Punch, which and it won't OHKO Mega Charizard Y or Heatran, who both of which can both OHKO back with Heat Wave. Rotom-H can do the same is the same, but in addition to being able to OHKO with Overheat, it but can also burn Mawile, severely reducing its attack power. Talonflame can OHKO with Flare Blitz. Steel-types such as Mega Scizor, Ferrothorn, and Escavalier can hit Mawile for neutral damage with their Steel-type STAB moves, and their resistances to both Play Round Rough and Iron Head, so can switch-in easily make it easy for them to switch in. Ground-types such as Landorus-T can outspeed Mawile and obliterate Mawile it with a STAB Earthquake, as well as outspeeding Mawile. Mega Camerupt also underspeeds Mega Mawile in Trick Room and can OHKO it with both STAB types.

**Intimidate and Burns**: Intimidate is an issue for Mawile, (AC) as its main selling point is its destructive power. Landorus-T is the main issue, (AC) due to its as it gets a powerful STAB Earthquake. Mawile does not want to be burned, (AC) as it loses half its power and is left open to attacks. Burns coming from bulky support Pokemon like Rotom-W / and Rotom-H, (RC) and fast users like Talonflame threaten Mawile out.

GP 1/2
 
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Lumari

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GP 2/2
[OVERVIEW]

Boasting base 105 Attack and Huge Power, Mega Mawile reaches the highest unboosted Attack in the game. Its great typing gives it only two weaknesses and two immunities, although its weaknesses are to two of the most common offensive types, Fire and Ground. Intimidate as a base ability is very useful in aiding bolstering Mega Mawile's large base 125 Defense; however, its base forme's stats are quite poor, so switching it in safely is difficult. Its STAB moves have good neutral coverage but leave it walled by Fire- and Steel-types, such as Heatran, Mega Charizard Y, and Aegislash. Mega Mawile works great against the strong Ghost- and Dark-types that typically threaten Trick Room teams, not only because it's slow but also because Play Rough and Sucker Punch will usually either KO them or scare them out. Its low Speed stat is also a problem, making it rely heavily on speed control, but Sucker Punch allows it to bypass this problem somewhat. While Mawile faces competition as a Trick Room Mega Pokemon from Mega Abomasnow and Mega Camerupt, it is the best choice for defeating Hoopa-U, as it can use Intimidate to weaken it (RC) or just KO it.

[SET]
name: Physical Attacker
move 1: Play Rough
move 2: Iron Head / Swords Dance / Substitute
move 3: Sucker Punch
move 4: Protect
item: Mawilite
ability: Intimidate
nature: Adamant / Brave
evs: 252 HP / 252 Atk / 4 SpD

[SET COMMENTS]
Moves
========

Play Rough does very good damage coming off of Mawile's sky-high Attack stat, (AC) being able to OHKO Dragon-types like Latios and Hydreigon, Dark-types like Hoopa-U, and Fighting-types like Keldeo and Conkeldurr; it and also has a 10% chance to lower enemies' Attack by one stage, although but its 90% accuracy is unreliable. Mawile's powerful Play Roughs can OHKO Dragon-types such as Latios and Hydreigon, Dark-types like Hoopa-U, and Fighting-types like Keldeo and Conkeldurr. Iron Head is a slightly less powerful STAB move but has a 30% flinch chance and is 100% accurate. The accuracy can be important; if a foe is within KO range, Iron Head is the best option, as it won't miss. Iron Head hits Rock-types like Terrakion, Ice-types like Abomasnow, and Fairy-types such as Sylveon super effectively. Running Swords Dance forces you Mawile to forgo Iron Head, but Play Rough OHKOes Mega Gardevoir and has a 25% chance of OHKOing 56 HP / 200 Def Sylveon anyway. After a Swords Dance, (AC) Mawile becomes incredibly powerful, OHKOing almost anything that doesn't resist Play Rough, as well as(space)OHKOing foes that would normally scare it out, such as Heatran and Mega Charizard Y, with Sucker Punch. Although running Substitute over Iron Head means Mawile can't hit Poison-types well, Amoonguss specifically, Mawile becomes very dangerous behind a Substitute. Sucker Punch lets Mawile somewhat bypass its low Speed stat, and if Trick Room is up, it can be used to move before opposing fast priority attacks such as Talonflame's Brave Bird. Sucker Punch It also hits Ghost- and Psychic-types super effectively, but you should beware of situations like Chandelure using Will-O-Wisp or and Aegislash using Substitute to avoid the Sucker Punch. Protect allows Mawile to stay safe while its partner sets up Trick Room (RC) or to eliminate a threat.

Set Details
========

Running 252 Attack EVs with an Adamant nature maximizes Mawile's Attack, while full HP investment somewhat aids Mawile's low base HP. If you run Swords Dance, an alternative EV spread of 252 HP / 180 Atk / 40 Def / 36 SpD should be used, as it allows Mawile to survive either a Life Orb Garchomp's Earthquake, a -1 Choice Band Talonflame's Flare Blitz, or a a 252+ Heatran's Heat Wave. Using the Swords Dance spread without an Attack boost, Mawile also OHKOes Mega Gardevoir with Play Rough (RC) and has a 37.5% chance to OHKO 200 HP / 56 Def Sylveon without an Attack boost, which are the two main targets for Iron Head anyway. If you're using Mawile on a Trick Room team, a Brave nature with 0 Speed EVs and a 0 Speed IV should be used for minimum Speed.

Usage Tips
========

Sometimes it is best to hold off on Mega Evolving so that Mawile keeps Intimidate, which can be useful late-game. Mawile should not attempt to attack while in its base forme, as it is far weaker without Huge Power. Mawile works as a good stop to Mega Kangaskhan, as Intimidate combined with its high Defense and resistances to Normal- and Dark-type moves makes it hard for Mega Kangaskhan to do much damage. Dealing with opposing Intimidate and Will-O-Wisp users before bringing Mawile out is important, as the attack drops will severely cripple it, making it harder for it to do its job. Mawile is also effective late-game once the opposing team has been softened up, because its Sucker Punch is able to pick off weakened targets quite easily. This is especially true for Swords Dance Mega Mawile, because at +2 its Sucker Punch OHKOes(space)conventional checks like Mega Charizard Y, (remove space) Landorus-T, and non-Substitute Heatran. Mega Mawile is heavily dependent on speed control due to its low Speed, so Trick Room or Tailwind is required when using it. Alternatively, redirection can help Mawile, but it still has a vulnerability to spread moves like Earthquake and Heat Wave. Ideally, Mawile should not be sent out until all Fire-types and Will-O-Wisp users have been dealt with.

Team Options
========

Trick Room setters are nice as a form of speed control. Cresselia is the best Trick Room setting parter for Mawile, as it really likes Dark-types being removed and is bulky enough to set Trick Room multiple times (I think? doesn't really make sense as is) throughout the match. Chandelure is a great partner, as it can defeat Steel-types for Mawile. Tailwind users can also help with Mawile's low Speed. Suicune resists Fire-type attacks and can threaten foes such as Heatran. Latios can switch into both Ground- and Fire-type attacks, set Tailwind, and maintain offensive pressure.

Gyarados can switch into both of Mawile's weaknesses and can hit both Fire- and Ground-types super effectively. Politoed makes for an interesting partner, as it weakens the Fire-type attacks that Mawile is weak to and can beat or scare out Mega Charizard Y. Jellicent can beat Fire-types for Mawile, as well as set up Trick Room. Rotom-W has good synergy with Mawile, as it resists Fire-type attacks, (AC) and is immune to Ground, (AC) and can beat foes of these types. Its Will-O-Wisp support is great, as burning opposing physical attackers makes it incredibly hard for them to damage Mawile. Fake Out users partner well fit well on teams (gotta make that TR make sense somehow) with Mawile, buying free turns to set up Trick Room, Substitute, or Swords Dance. Scrafty can provide Fake Out support and Intimidate, and Hariyama can use Fake Out and Wide Guard to protect Mawile from Earthquakes and Heat Waves. Hoopa-U is a good partner too, as it destroys Jellicent and Aegislash through King's Shield (RC) while Mawile beats the Dark-types that Hoopa-U struggles to damage.

[STRATEGY COMMENTS]
Other Options
=============

Rock Slide can be used to hit Fire-types super effectively, while Ice Punch can be used to hit Ground- and Flying-types. Hyper Cutter can be used if you really fear Intimidate before Mawile Mega Evolves. Brick Break can has a small chance to (such specifity=useless... it's only a single turn in battle, it really doesn't matter if it's 18,8% or 23,3%, and an exact percentage implies it does and just serves to look ugly) OHKO 56 HP Heatran 18.8% of the time, but this isn't really worth the risk, (AC) and it doesn't hit anything else for decent damage. Knock Off is an option for Dark-type coverage that doesn't require the enemy to attack (RC) and it can stop Substitute Heatran from setting up. It also hits Jirachi and Cresselia very hard, as well as being able to reliably damage Aegislash as long as Mawile doesn't hit King's Shield.

Checks and Counters
===================

**Typing Advantage**: Mawile struggles against Fire-types, as its only way to hit them for neutral damage is with Sucker Punch, which won't OHKO Mega Charizard Y or Heatran, both of which can OHKO back with Heat Wave. Rotom-H can do the same with Overheat but can also burn Mawile, severely reducing its attack power. Talonflame can OHKO with Flare Blitz. Steel-types such as Mega Scizor, Ferrothorn, and Escavalier can hit(space)Mawile for neutral damage with their Steel-type STAB moves, and their resistances to both Play Rough and Iron Head make it easy for them to switch in. Ground-types(space)such as Landorus-T can outspeed Mawile and obliterate it with a STAB Earthquake. Mega Camerupt also underspeeds Mega Mawile in Trick Room and can OHKO it with both STAB types moves.

**Intimidate and Burns**: Intimidate is an issue for Mawile, as its main selling point is its destructive power. Landorus-T is the main issue offender, (or w/e but less repetitive in any case) due to its powerful STAB Earthquake. Mawile does not want to be burned, as it loses half its power and is left open to attacks. Burns coming from bulky support Pokemon like Rotom-W and Rotom-H and fast users like Talonflame threaten Mawile out.
also unbold all headers please
 
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