Mawile

Overview
########

In previous generations, Mawile was always a disappointing package of a Pokemon, with cool abilities and an interesting movepool but without the tools needed to use them due to its horrid base stat total. Gen 6 was awfully kind to Mawile however, giving it a very useful secondary typing in Fairy and a Mega Evolution that boosts its Attack to obscene levels with not only a stat boost but the coveted Huge Power. Life isn't perfect for Mawile, as its two weaknesses are both extremely common, it's painfully slow, and it's plagued by the common Intimidate and Will-O-Wisp, but it's more than powerful enough to pull its weight. Mawile is now a Pokemon whose useful defensive typing, possession of Intimidate before Mega Evolution, and Attack stat that makes Kyurem-B blush post-Mega Evolution has it sitting pretty as one of the ruleset's best Pokemon.



Mega Attacker
########
name: Mega Attacker
move 1: Play Rough
move 2: Sucker Punch
move 3: Iron Head
move 4: Protect
ability: Intimidate
item: Mawilite
evs: 252 HP / 252 Atk / 4 SpD
nature: Adamant

Moves
========

Play Rough is Mega Mawile's most powerful STAB attack and should be relied on primarily to lay down the hurt. Sucker Punch allows Mega Mawile to bypass its bad Speed for a modest hit if it can guess its opponent's moves correctly. Iron Head provides a secondary and 100% accurate STAB attack, making it very useful despite having rather poor coverage with Play Rough. Protect is too fantastic a move to give up, providing all its useful utilities like dodging double targets and allowing Mawile's partner to dispose of Pokemon that threaten it.

Set Details
========

Intimidate is among the best abilities in the game and makes Mawile a good team player before it Mega Evolves, cushioning physical attacks for both it and its teammates. The EV spread is simple; Attack is maximized with the rest dumped into HP to give Mawile the best possible bulk. Mega Mawile hits a breathtaking 344 Attack with maximum investment, but even with little investment, it can still OHKO frail threats and Pokemon hit for super effective damage. If you find the extra damage unnecessary, feel free to take EVs out of Attack, though be warned that you essentially lose two Attack points for every one you gain in another stat. Below are a few useful investment benchmarks. Use whatever sounds useful based off your other team members:
<ul>
<li>44 Defense allows you to always live Adamant Choice Band Talonflame's -1 Flare Blitz.
<li>36 SpDef allows Mawile to never be 2HKOed by uninvested neutral-natured Rotom-W's Hydro Pump and live Timid Chandelure's max Special Attack Heat Wave.
<li>124 SpDef allows Mawile to never be OHKOed by max Special Attack Modest Chandelure's Heat Wave.
<li>148 SpDef allows Mawile to never be OHKOed by Modest max Special Attack Life Orb Tyranitar's Fire Blast or be 2HKOed by max Special Attack Modest Rotom-W's Thunderbolt.
<li>204 SpDef allows Mawile to always live Modest Mega Charizard Y's Heat Wave when the sun is down.</ul>
No matter the investment however, so long as Mawile keeps the Adamant nature, it should maintain OHKOs on 4 HP Garchomp, 252 HP Tyranitar, and 4 HP Salamence, even after Salamence's Intimidate.

Of course, Mega Mawile is very slow, so if you wish to use it alongside a Trick Room inducer, giving it a Speed IV of 0 and a Brave nature can work. Just beware that neutral-natured Amoonguss with no investment will be able to outrun and Spore Mawile outside of Trick Room if you do this.

Usage Tips
========

Don't feel pressured to Mega Evolve as soon as Mawile hits the field. In fact, it's recommend you Mega Evolve only when you need to attack. Intimidate is a very, very useful ability, and preserving it throughout the game is very useful. On the subject of preserving your Mega Evolution, it's recommended you preserve Mawile until your opponent's most serious threats to it are seriously incapacitated or KOed. Mawile's power with its two major weaknesses gone is something scary late-game.

Mawile on its own, despite being so powerful, is still a slow Pokemon firing off single target attacks and enjoys team support to operate at maximum efficiency. Trick Room is a welcomed form of speed control, as it allows Mawile to deal damage first without relying on the iffy Sucker Punch. Other forms of disruptive support like Rage Powder and Fake Out are also very welcome, narrowing the situation down for Mawile, if only for one turn with Fake Out.

Team Options
========

Salamence is an amazing partner for Mawile. The two of them generate frequent switch-in opportunities for each other and cover each other's weaknesses perfectly. Between the two of them, they only share four neutralities. Choice Scarf Salamence in particular can snipe a lot of the Pokemon that give Mawile trouble with its immediate Speed and power. All this is without even touching on that they both have Intimidate and can punish most physical attackers brutally. Rotom-H is a great answer to Mega Charizard Y and Talonflame, which Mawile enjoys not having to deal with. Tyranitar also helps a lot against Mega Charizard Y and Talonflame with Sand Stream and Rock Slide, though neither Tyranitar nor Mawile are very comfortable around Garchomp. Aromatisse can set up Trick Room and make Mawile really dangerous. It also provides some valuable chip damage with Dazzling Gleam that pushes a lot of 2HKOs on things like Rotom-W into OHKOs. Despite sharing a typing, they actually have fair defensive synergy together. Finally, Amoonguss can redirect anything Rotom-W wants to do, allowing Mawile to operate in relative peace.

Other Options
########

Mawile's typing occasionally lands it turns where neither opponent can do anything to it and a switch is fairly obvious. Mawile can take advantage of those turns by taking the time to use Substitute or Swords Dance and put some serious pressure on the opponent. Rock Slide provides Mawile with a way to maim Mega Charizard Y and Talonflame and damage Rotom-H, but it is very weak against most everything else. Intimidate is everywhere, so if you find enemy Intimidate drops to be a huge nuisance, you can experiment with Hyper Cutter, though you should really weigh the pros and cons before doing this because Intimidate is so fantastic. Finally, Mawile has little to damage Ferrothorn, so Fire Fang can be used. Just be aware you aren't getting much more that a hit on Ferrothorn using it.

Checks & Counters
########

**Fire-types**: Fire-types resist Play Rough and Iron Head and can play around Sucker Punch. Rotom-H, Mega Charizard Y, and Talonflame are the biggest pains as they all have the potential to OHKO a max HP Mawile and can live a Sucker Punch beforehand.

**Will-O-Wisp**: Like just about every physical attacker in the tier, Mawile is plagued by Will-O-Wisp from the likes of Rotom-W, Rotom-H, Gourgeist, and even the occasional Talonflame. Burning a Mawile is a big step in disposing of it. Still, even when burned, it's still essentially operating with its regular Base 105 Attack stat, so keep your caution.

**Intimidate**: Mawile hates Intimidate from most any source. Enemy Mawile before they Mega Evolve are a pain, as are Gyarados and Mega Manetric. Even the Fairy-weak Salamence can get off an Intimidate, particularly on the opening turn, and then run away to safety. Krookodile gets a special mention as well as, despite also being weak to Fairy, it threatens Mawile with a super effective Earthquake.

**Steel-types**: Any Steel-type that doesn't gain a weakness to Dark or neutrality to Fairy or Iron Head from a secondary typing can manage against Mawile alright. Scizor and Ferrothorn (preferably with Iron Head over Gyro Ball) in particular are alright answers to Mawile. Just be cautious of the occasional Fire Fang.

**Faster Pokemon with Super Effective Moves**: Even if they can't take a hit, Earthquake users such as Garchomp and Krookodile and things with alright Special Attack and Fire Blast can pose a major threat to Mawile, so long as they can outspeed and live a Sucker Punch.

Overview
########

-intimidate is cool
-mega evo is even cooler
-hits really damn hard
-great defensive typing
-great in and out of tr
-priority with sucker punch
-slow as fuck
-hates WoW, Intimidate
-few weaknesses, but bad ones



SET NAME
########
name: Mega Attacker
move 1: Play Rough
move 2: Sucker Punch
move 3: Iron Head
move 4: Protect
ability: Intimidate
item: Mawilite
evs: 252 HP / 252 Atk / 4 SpD
nature: Adamant

Moves
========

-Play Rough is your main stab
-Sucker Punch allows you to work around you bad speed
-Iron Head is a nice, reliable secondary STAB, but it lacking in coverage
-Fire Fang lets you bust up Ferrothorn who walls you otherwise while still hitting stuff like other Mega Mawhiles for good damage
-Protect is Protect

Set Details
========

EVS / ITEM / NATURE INFORMATION GOES HERE

-Intimidate is the ability of choice since it's one of the best in the game
-Adamant and 252 Attack allows you to blast shit
-Remember that when adjusting EVs for Mega Mawhile, every point you take away and invest is essentially two with Huge Power.
-Still, if you find the entirely of mega mawhile's power unnessisary, you can dump some EVs elswhere
-44 Defense lets you live Adamant Choice Band Talonflame's -1 Flare Blitz
-36 SpDef allows you to never be 2HKOed by uninvested neutral nature Rotom-W's Hydro Pump and live Timid Chandelure's Max Special Attack Heat Wave
-124 SpDef allows you to never be OHKOed by max Special Attack Modest Chandelure's Heat Wave
-148 SpDef allows you to never be OHKOed by Modest max special attack Life Orb Tyranitar's Fire Blast or be 2HKOed by max Special Attack Modest Rotom-W's Thunderbolt
-204 SpDef allows you to always live Modest Mega Charizard Y's Heat Wave when the sun is down
-Choose your investment based on what hits your team values enduring.
-Switching to a -Speed nature with a low IV is recommended if you are using it in dedicated trick room


Usage Tips
========

-Don't feel like you need to mega immediately. You can lead with mawhile to get the intimidate and switch to something else.
-Try to preserve mega mawhile until after the big fire type attackers are gone
-run some speed control or disruptive support. Mawhile likes Rage Powder, Fake Out, and Trick Room
-Don't try to get in situations where you need to sucker punch or you die

Team Options
========

TEAM OPTIONS GO HERE
-Tyranitar gives you both and helps a lot against CharY and talonflame who talonflame doesn't like
-Aromatisse can set up Trick Room and make Mawhile really dangerous. It also provides some valuable chip damage with Dazzling Gleam. Despite sharing the same typing, they actually have fair defensive synergy together.
-Salamence is a great switch in for mawhile, they take each others weaknesses very well, especially with intimidate.
-Amoonguss can redirect whatever Rotom-W wants to do

Other Options
########

Substitute
Rock Slide
Hyper Cutter
Fire Fang
Swords Dance

Checks & Counters
########

-Faster WoWs. Rotom-w can burn it. A talonflame with WoW can be a pretty big problem if you lack rock slide or thunder fang
-Things with Intimidate
-Fire types and Fire attacks in general.
-Faster things with Fire and Ground moves, Chary, Garchomp, etc
 
Last edited:
I would make 44 def the main set... Mawile is such a powerful pokemon that it kills what it needs to already, the attack EVs just makes it kill things even harder. I'd put Sub in OO... it's a great way to get around Will-O-Wisp in Trick Room. Also, I'd slash Quiet next to Adamant incase you're running Mawile in Trick Room. You might want to add somewhere that it can do serious damage to things like Mega Kanga, other than that it looks good, but I would be more specific naming checks / counters in the right up n_n

You can add what you agree with here.
 
Last edited:
i'd probably move fire fang down to OO, and this is coming from someone who has used it extensively. it's a pretty niche option thats only good against scizor and ferro (it only does slightly more damage to other mawile than iron head does) and even though thats pretty neat iron head is generally the vastly superior option.
 
So I was running a bunch of calcs I thought were relevant and I think I want to make the EV spread for Mawhile 252 HP / 60 Atk /44 Def / 148 SDef / 4 Spd. With this, on top of overall better bulk, you can always live a -1 252 Adamant Choice Banded Flare Blitz from Talonflame, a Modest Life Orb Tyranitar's Fire Blast, Any Chandelure's unboosted Heat Wave, and dodge a 2HKO on an uninvested Rotom-W's Hydro Pump as well as a Max Special Attack Modest Rotom's Thunderbolt. All this while having a very comfortable 292 Attack stat with Huge Power which still nets you OHKOs on relevant stuff like 252 HP Tyranitar, Garchomp, and Salamence. The 4 speed is there since there's a point to spare.

If anyone wants to offer any input on the EV spread, go right ahead, I'd love to hear what others have to say.
 
i think a straightforward spread suits mawiles purposes just fine. while it misses out on some ko's, chip damage is pretty easy to get if you play your cards right. not saying a bulky spread isn't useful, just that generally i think max/near max attack fits mawile's style.

this could be just because i only play mawile in tr but w/e
 
For the sake of simplicity for now, I'm going to leave the spread as a 252 / 252 split and leave the relevant investments in the details.

This is QC ready.
 
I wouldn't even put thunder fang in OO it doesn't hit anything cool that Rock Slide doesn't besides like Politoed. It also hits Gyarados really hard but thats way too nichey. Please remove that and I will QC approve. :]

Edit: QC Approved: 1/2
 
Last edited:

Audiosurfer

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  • "run some speed control or disruptive support." <--- some examples of these should be mentioned
  • "Chip damage from spread attacks and other effects push a lot of 2HKOs to be OHKOs" <---- delete this. true for just about anything and doesnt tell the reader a thing about potential partners really
  • when talking about alternate spreads to live through certain hits, be sure to specify whether you need to be in mega form to live through them or not
  • mention in c&c how most fire types can switch into and tank any of its moves before responding with a super effective hit, making em even more dangerous
  • add substitute to oo, could be cool to avoid status or intimidate drops or set up on resisted hits or things like that.
looks fine otherwise
QC 2/2
 

GatoDelFuego

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TheMantyke

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Overview
########

For the last few generations, Mawile has been a disappointing package of a Pokemon, (AC) with cool abilities and an interesting movepool without the tools needed to use any of it thanks to its horrid base stat total. Gen 6 was awfully kind to Mawhile, giving it a very useful secondary typing with Fairy and a Mega Evolution that boosts its Attack to obscene levels with not only an attack stat boost, but the coveted Huge Power. Life isn't perfect for Mawile, as its two weaknesses are both extremely common, it's painfully slow, and it's plagued by the common Intimidate and Will-O-Wisp, but it's more than powerful enough to pull its weight. Mawile is now a Pokemon who's useful defensive typing, possession of Intimidate before Mega Evolution, (AC) and an Attack stat that makes Kyurem-B blush post-Mega Evolution has it sitting pretty as one of the ruleset's best Pokemon.



Mega Attacker
########
name: Mega Attacker
move 1: Play Rough
move 2: Sucker Punch
move 3: Iron Head
move 4: Protect
ability: Intimidate
item: Mawilite
evs: 252 HP / 252 Atk / 4 SpD
nature: Adamant

Moves
========

Play Rough is Mega Mawile's most powerful STAB attack and should be relied on primarily to lay down the hurt. Sucker Punch allows Mega Mawile to bypass its bad Speed for a modest hit if Mawile can guess its opponent's moves correctly. Iron Head provides you with a secondary and 100% accurate STAB attack, (AC) making it a very useful attack despite having rather poor coverage with Play Rough. Protect is too fantastic a move to give up on Mawile allowing you all its useful utilities like dodging double-targets and allowing your partner to dispose of Pokemon that threaten Mawile you.

Set Details
========

EVS / ITEM / NATURE INFORMATION GOES HERE ???

Intimidate is among the best abilities in the game and makes Mawile a good team player before it Mega Evolves, cushioning physical attacks for both it and its teammates. The EV spread is simply; Attack is maximized with the rest dumped into HP to give Mawile the best possible special bulk. Mawhile hits a breathtaking 344 Attack stat with maximum investment, but even with little investment, it can still OHKO frail threats and Pokemon hit for super effective damage. If you find the extra damage unnecessary, feel free to take EVs out of Attack, though be warned that every EV you essentially lose 2 Attack points. Below are a few useful investment benchmarks. Use whatever sounds useful among your other team members:
  • 44 Defense allows you Mawile to always live Adamant Choice Band Talonflame's -1 Flare Blitz.
  • 36 SpDef allows you Mawile to never be 2HKOed by uninvested neutral-natured Rotom-W's Hydro Pump and live Timid Chandelure's max Special Attack Heat Wave.
  • 124 SpDef allows you Mawile to never be OHKOed by max Special Attack Modest Chandelure's Heat Wave.
  • 148 SpDef allows you Mawile to never be OHKOed by Modest max Special Attack Life Orb Tyranitar's Fire Blast or be 2HKOed by max Special Attack Modest Rotom-W's Thunderbolt.
  • 204 SpDef allows you Mawile to always live Modest Mega Charizard Y's Heat Wave when the sun is down.
In return, so long as you Mawile keeps the Adamant nature, you it should maintain OHKOs on 4 HP Garchomp, 252 HP Tyranitar, and 4 HP Salamence, even after Salamence's Intimidate.

Of course, Mega Mawile is very slow, so if you wish to use it alongside a Trick Room inducer, you can give Mawile a Speed IV of 0 and a Brave nature.

Usage Tips
========

Don't feel pressured to Mega Evolve as soon as Mawile hits the field. In fact, it's recommend you Mega Evolve only when you need to attack. Intimidate is a very, very useful ability, (AC) and preserving it throughout the game is very useful. On the subject of preserving your Mega Evolution, it's recommended you preserve Mawile until your opponent's most serious threats to it are seriously incapacitated or KOed. Mawile's resistances power with its two major weaknesses gone is something scary late-game.

Mawile on its own, despite being so powerful, is still a slow Pokemon firing off single target attacks and enjoys team support to operate at maximum efficiency. Trick Room is a welcomed form of speed control for Mawile, as it allows Mawile to deal damage first without relying on the iffy Sucker Punch. Other forms of disruptive support like Rage Powder and Fake Out are also very welcomed, narrowing the situation down for Mawile, if only for one turn with Fake Out.

Team Options
========

Salamence is an amazing partner for Mawile. The two of them generate great switch-in opportunities for the other and cover each other's weaknesses perfectly. Between the two of them, they only share 4 neutralities. Choice Scarf Salamence in particular can snipe a lot of the Pokemon that give Mawile trouble with its immediate Speed and power. All this without even touching on that they both have Intimidate and can punish most physical attackers brutally. Rotom-H is a great answer to Charizard Y and Talonflame, (AC) which Mawile enjoys handily. Tyranitar also helps a lot against Charizard Y and Talonflame with Sand Stream and Rock Slide, though neither Tyranitar nor Mawile are very comfortable around Garchomp. Aromatisse can set up Trick Room and make Mawile really dangerous. It also provides some valuable chip damage with Dazzling Gleam that pushes a lot of 2HKOs on things like Rotom-W into OHKOs. Despite sharing the same typing, they actually have fair defensive synergy together. Finally, Amoonguss can redirect anything Rotom-W wants to do, allowing Mawile to operate in relative peace.

Other Options
########

Mawile's occasionally lands it turns where neither opponent can do anything to it and a switch is fairly obvious. I do not understand this sentence at all Mawile can take advantage of those turns by taking the time to use Substitute or Swords Dance and put some serious pressure on the opponent to damage it. Rock Slide provides Mawile with a way to maim Charizard Y and Talonflame and damage Rotom-H, but is very weak against most everything else. Intimidate is everywhere, so if you find enemy Intimidate drops to be a huge nuisance, you can experiment with Hyper Cutter instead, though it's not a decision to take lightly since because Intimidate is so fantastic. Finally, Mawile has little to damage Ferrothron, so Fire Fang can be used. Just be aware you aren't getting much more that a hit on Ferrothorn using it.

Checks & Counters
########

**Fire-types**: Fire-types resist Play Rough and Iron Head and can play around Sucker Punch. Rotom-H, Charizard Y, and Talonflame are the biggest pains as they all have the potential to OHKO a max HP Mawile and can live a Sucker Punch beforehand.

**Will-O-Wisp**: Like just about every physical attacker in the tier, Mawile is plagued by Will-O-Wisp from the likes of Rotom-W, Rotom-H, Gourgeist, and even the occasional Talonflame. Burning a Mawile is a big step in disposing of it. Still, even when burned, it's still essentially operating with its regular Base 105 Attack stat, (AC) so keep your caution.

**Intimidate**: Mawile hates Intimidate from most any source. Enemy Mawile before they Mega Evolve are a pain, as are Mega Manetric, (RC) and Gyarados. Even the Fairy-weak Salamence can get off an Intimidate, particularly on the opening turn, and then run away to safety. Krookodile gets a special mention as well as, despite also being weak to Fairy, it threatens Mawile with a super effective Earthquake.

**Steel-types**: Any Steel-type that doesn't gain a weakness to Dark or neutrality to Fairy or Iron Head through a secondary typing can manage against Mawile alright. Scizor and Ferrothorn (preferably with Iron Head over Gyro Ball) in particular are alright answers to Mawile. Just be cautious of the occasional Fire Fang.

**Faster Pokemon With Super Effective Fire or Ground-Type attack Moves**: Even if they can't take a hit, Earthquake users like Garchomp and Krookodile and things with alright Special Attack and Fire Blast can pose a major threat to Mawile, so long as they can outspeed Mawile and live a Sucker Punch.

Mawile=/=Mawhile

1/2
 
Last edited:

Sephirona

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TheMantyke

REMOVE
CHANGE COMMENTS

Overview
########

For the last few generations, Mawile has been a disappointing package of a Pokemon, with cool abilities and an interesting movepool but (because you're contrasting the fact that it has these bonuses but couldn't make use of them) without the tools needed to use any of it thanks to its horrid base stat total. Gen 6 was awfully kind to Mawhile, giving it a very useful secondary typing in Fairy and a Mega Evolution that boosts its Attack to obscene levels with not only a stat boost, but also (not only/but also parallelism) the coveted Huge Power. Life isn't perfect for Mawile, as its two weaknesses are both extremely common, it's painfully slow, and it's plagued by the common Intimidate and Will-O-Wisp&mdash;but it's more than powerful enough to pull its weight. Mawile is now a Pokemon whose useful defensive typing, possession of Intimidate before Mega Evolution, and an Attack stat that makes Kyurem-B blush post-Mega Evolution has it sitting pretty as one of the ruleset's best Pokemon.



Mega Attacker
########
name: Mega Attacker
move 1: Play Rough
move 2: Sucker Punch
move 3: Iron Head
move 4: Protect
ability: Intimidate
item: Mawilite
evs: 252 HP / 252 Atk / 4 SpD
nature: Adamant

Moves
========

Play Rough is Mega Mawile's most powerful STAB attack and should be relied on primarily to lay down the hurt. Sucker Punch allows Mega Mawile to bypass its bad Speed for a modest hit if Mawile can guess its opponent's moves correctly. Iron Head provides you with a secondary and 100% accurate STAB attack, making it very useful despite having rather poor coverage when utilized with Play Rough. Protect is too fantastic a move to give up on Mawile, allotting (only because "allowing" is used twice in this sentence and I figured you could use a different variation) you all its useful utilities like dodging double targets and allowing your partner to dispose of Pokemon that threaten Mawile.

Set Details
========

Intimidate is among the best abilities in the game and makes Mawile a good team player before it Mega Evolves, as it cushions physical attacks for both Mawile and its teammates. The EV spread is simple; Attack is maximized with the rest dumped into HP to give Mawile the best possible special bulk. Mawhile hits a breathtaking 344 Attack with maximum investment, but even with little investment, it can still OHKO frail threats and Pokemon hit for super effective damage. If you find the extra damage unnecessary, feel free to take EVs out of Attack, though be warned that you essentially lose 2 Attack points for every EV removed. (Is that what you meant? The sentence was incomplete so I moved things around, but I'm not sure if the facts are correct now) Below are a few useful investment benchmarks&mdash;use whatever sounds useful among your other team members:
  • 44 Defense allows you to always live Adamant Choice Band Talonflame's -1 Flare Blitz.
  • 36 SpDef allows Mawile to never be 2HKOed by uninvested neutral-natured Rotom-W's Hydro Pump and live Timid Chandelure's max Special Attack Heat Wave.
  • 124 SpDef allows Mawile to never be OHKOed by max Special Attack Modest Chandelure's Heat Wave.
  • 148 SpDef allows Mawile to never be OHKOed by Modest max Special Attack Life Orb Tyranitar's Fire Blast or be 2HKOed by max Special Attack Modest Rotom-W's Thunderbolt.
  • 204 SpDef allows Mawile to always live Modest Mega Charizard Y's Heat Wave when the sun is down.
In return, so long as Mawile keeps the Adamant nature, it should maintain OHKOs on 4 HP Garchomp, 252 HP Tyranitar, and 4 HP Salamence, even after Salamence's Intimidate.

Of course, Mega Mawile is very slow, so if you wish to use it alongside a Trick Room inducer, you can give Mawile a Speed IV of 0 and a Brave nature. Just beware that neutral-natured Amoonguss with no investment will be able to outrun and Spore you outside of Trick Room.

Usage Tips
========

Don't feel pressured to Mega Evolve as soon as Mawile hits the field. In fact, it's recommended you Mega Evolve only when you need to attack. Intimidate is a very, very useful ability, and preserving it throughout the game is very useful. On the subject of preserving your Mega Evolution, it's recommended you preserve Mawile until your opponent's most serious threats to it are seriously incapacitated or KOed. Mawile's power with its two major weaknesses gone is something scary late-game.

Mawile on its own, despite being so powerful, is still a slow Pokemon firing off single target attacks and requires team support to operate at maximum efficiency. Trick Room is a welcomed form of speed control for Mawile, as it allows Mawile to deal damage first without relying on the iffy Sucker Punch. Other forms of disruptive support like Rage Powder and Fake Out are also very welcomed, narrowing the situation down for Mawile, if only for one turn with Fake Out.

Team Options
========

Salamence is an amazing partner for Mawile. The two of them generate frequent switch-in opportunities for the other and cover each other's weaknesses perfectly. Between the two of them, they only share 4 neutralities. Choice Scarf Salamence in particular can snipe many of the Pokemon that give Mawile trouble with its immediate Speed and power. All of these boons don't even factor in the fact that they both have Intimidate and can also punish most physical attackers brutally. Rotom-H is a great answer to Charizard Y and Talonflame, which Mawile enjoys handily. Tyranitar also helps a lot against Charizard Y and Talonflame with Sand Stream and Rock Slide, though neither Tyranitar nor Mawile are very comfortable around Garchomp. Aromatisse can set up Trick Room and make Mawile really dangerous. It also provides some valuable chip damage with Dazzling Gleam that pushes a lot of 2HKOs on things like Rotom-W into OHKOs. Despite sharing the same typing, they actually have fair defensive synergy together. Finally, Amoonguss can redirect anything Rotom-W wants to do, allowing Mawile to operate in relative peace.

Other Options
########

Mawhile's typing occasionally lands it turns where neither opponent can do anything to it and a switch is fairly obvious. Mawile can take advantage of these turns by taking the time to use Substitute or Swords Dance and putting (parallel gerunds: "taking" and "putting") some serious pressure on the opponent to damage it. Rock Slide provides Mawile with a way to maim Charizard Y and Talonflame and damage Rotom-H, but is very ineffective against most everything else. Intimidate is everywhere, so if you find enemy Intimidate drops to be a huge nuisance, you can experiment with Hyper Cutter instead, though it's not a decision to take lightly because Intimidate is so fantastic. Finally, Mawile has little to damage Ferrothron, so Fire Fang can be used. Just be aware you aren't getting much more than a hit on Ferrothorn using it.

Checks & Counters
########

**Fire-types**: Fire-types resist Play Rough and Iron Head and can play around Sucker Punch. Rotom-H, Charizard Y, and Talonflame are the biggest pains as they all have the potential to OHKO a max HP Mawile and can survive a Sucker Punch beforehand.

**Will-O-Wisp**: Like just about every physical attacker in the tier, Mawile is plagued by Will-O-Wisp from the likes of Rotom-W, Rotom-H, Gourgeist, and even the occasional Talonflame. Burning a Mawile is a big step towards disposing of it. Still, even when burned, it's still essentially operating with its regular Base 105 Attack stat, so keep your caution.

**Intimidate**: Mawile hates Intimidate from most any source. Enemy Mawile before they Mega Evolve are a pain, as are Mega Manetric and Gyarados. Even the Fairy-weak Salamence can get off an Intimidate, particularly on the opening turn, and then run away to safety. Krookodile gets a special mention as well, as despite also being weak to Fairy, it threatens Mawile with a super effective Earthquake.

**Steel-types**: Any Steel-type that doesn't gain a weakness to Dark or neutrality to Fairy or Iron Head through a secondary typing can manage against Mawile alright. Scizor and Ferrothorn (preferably with Iron Head over Gyro Ball) in particular are alright answers to Mawile. Just be cautious of the occasional Fire Fang.

**Faster Pokemon with Super Effective Moves**: Even if they can't take a hit, Earthquake users like Garchomp and Krookodile and things with alright Special Attack and Fire Blast can pose a major threat to Mawile, so long as they can outspeed Mawile and live a Sucker Punch.


Can't stamp as I'm not technically a member of the GP team, but here. :}
 
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Overview
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For the last few In previous generations, Mawile has been was always a disappointing package of a Pokemon, with cool abilities and an interesting movepool but without the tools needed to use any of it thanks them due to its horrid base stat total. Gen 6 was awfully kind to Mawhile Mawile however, giving it a very useful secondary typing with in Fairy and a Mega Evolution that boosts its Attack to obscene levels with not only a stat boost, (remove comma) but the coveted Huge Power. Life isn't perfect for Mawile, as its two weaknesses are both extremely common, it's painfully slow, and it's plagued by the common Intimidate and Will-O-Wisp, but it's more than powerful enough to pull its weight. Mawile is now a Pokemon who's whose useful defensive typing, possession of Intimidate before Mega Evolution, and an Attack stat that makes Kyurem-B blush post-Mega Evolution has it sitting pretty as one of the ruleset's best Pokemon.



Mega Attacker
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name: Mega Attacker
move 1: Play Rough
move 2: Sucker Punch
move 3: Iron Head
move 4: Protect
ability: Intimidate
item: Mawilite
evs: 252 HP / 252 Atk / 4 SpD
nature: Adamant

Moves
========

Play Rough is Mega Mawile's most powerful STAB attack and should be relied on primarily to lay down the hurt. Sucker Punch allows Mega Mawile to bypass its bad Speed for a modest hit if Mawile it can guess its opponent's moves correctly. Iron Head provides you with a secondary and 100% accurate STAB attack, making it very useful despite having rather poor coverage with Play Rough. Protect is too fantastic a move to give up on Mawile (add comma) allowing you providing all its useful utilities like dodging double targets and allowing your Mawile's partner to dispose of Pokemon that threaten Mawile it.

Set Details
========

Intimidate is among the best abilities in the game and makes Mawile a good team player before it Mega Evolves, cushioning physical attacks for both it and its teammates. The EV spread is simple; Attack is maximized with the rest dumped into HP to give Mawile the best possible special bulk. Mawhile Mega Mawile hits a breathtaking 344 Attack with maximum investment, but even with little investment, it can still OHKO frail threats and Pokemon hit for super effective damage. If you find the extra damage unnecessary, feel free to take EVs out of Attack, though be warned that every EV you essentially lose 2 two Attack points for every one you gain in another stat. Below are a few useful investment benchmarks. Use whatever sounds useful among based off your other team members:

(CHANGE FORMAT TO THIS HERE (Add the bold stuff))
<ul>
<li>
44 Defense allows you Mawile to always live Adamant Choice Band Talonflame's -1 Flare Blitz.
<li>36 SpDef Special Defense allows Mawile to never be 2HKOed by uninvested neutral-natured Rotom-W's Hydro Pump and live Timid Chandelure's max Special Attack Heat Wave.
<li>124 SpDef Special Defense allows Mawile to never be OHKOed by max Special Attack Modest Chandelure's Heat Wave.
<li>148 SpDef Special Defense allows Mawile to never be OHKOed by Modest max Special Attack Life Orb Tyranitar's Fire Blast or be 2HKOed by max Special Attack Modest Rotom-W's Thunderbolt.
<li>204 SpDef Special Defense allows Mawile to always live Modest Mega Charizard Y's Heat Wave when the sun is down.</ul>
(END CHANGE FORMAT)

In return No matter the investment however, so long as Mawile keeps the Adamant nature, it should maintain OHKOs on 4 HP Garchomp, 252 HP Tyranitar, and 4 HP Salamence, even after Salamence's Intimidate.

Of course, Mega Mawile is very slow, so if you wish to use it alongside a Trick Room inducer, you can give Mawile giving it a Speed IV of 0 and a Brave nature can be a good idea. Just beware that neutral-natured Amoonguss with no investment will be able to outrun and Spore you Mawile outside of Trick Room if you do this.

Usage Tips
========

Don't feel pressured to Mega Evolve as soon as Mawile hits the field. In fact, it's recommend you Mega Evolve only when you need to attack. Intimidate is a very, very useful ability, and preserving it throughout the game is very useful. On the subject of preserving your Mega Evolution, it's recommended you preserve Mawile until your opponent's most serious threats to it are seriously incapacitated or KOed. Mawile's power with its two major weaknesses gone is something scary late-game.

Mawile on its own, despite being so powerful, is still a slow Pokemon firing off single target attacks and enjoys team support to operate at maximum efficiency. Trick Room is a welcomed form of speed control for Mawile, as it allows Mawile to deal damage first without relying on the iffy Sucker Punch. Other forms of disruptive support like Rage Powder and Fake Out are also very welcomed welcome, narrowing the situation down for Mawile, if only for one turn with Fake Out.

Team Options
========

Salamence is an amazing partner for Mawile. The two of them generate frequent switch-in opportunities for the each other and cover each other's weaknesses perfectly. Between the two of them, they only share 4 four neutralities. Choice Scarf Salamence in particular can snipe a lot of the Pokemon that give Mawile trouble with its immediate Speed and power. All this is without even touching on that they both have Intimidate and can punish most physical attackers brutally. Rotom-H is a great answer to Mega Charizard Y and Talonflame, which Mawile enjoys handily not having to deal with (or something you like, handily sounds weird). Tyranitar also helps a lot against Mega Charizard Y and Talonflame with Sand Stream and Rock Slide, though neither Tyranitar nor Mawile are very comfortable around Garchomp. Aromatisse can set up Trick Room and make Mawile really dangerous. It also provides some valuable chip damage with Dazzling Gleam that pushes a lot of 2HKOs on things like Rotom-W into OHKOs. Despite sharing the same a typing, they actually have fair defensive synergy together. Finally, Amoonguss can redirect anything Rotom-W wants to do, allowing Mawile to operate in relative peace.

Other Options
########

Mawhile's Mawile typing occasionally lands it turns where neither opponent can do anything to it and a switch is fairly obvious. Mawile can take advantage of those turns by taking the time to use Substitute or Swords Dance and put some serious pressure on the opponent to damage it. Rock Slide provides Mawile with a way to maim Mega Charizard Y and Talonflame and damage Rotom-H, but it is very weak against most everything else. Intimidate is everywhere, so if you find enemy Intimidate drops to be a huge nuisance, you can experiment with Hyper Cutter instead, though it's not a decision to take lightly you should really weigh the pros and cons before doing this because Intimidate is so fantastic. Finally, Mawile has little to damage Ferrothron Ferrothorn, so Fire Fang can be used. Just be aware you aren't getting much more that a hit on Ferrothorn using it.

Checks & Counters
########

**Fire-types**: Fire-types resist Play Rough and Iron Head and can play around Sucker Punch. Rotom-H, Mega Charizard Y, and Talonflame are the biggest pains as they all have the potential to OHKO a max HP Mawile and can live a Sucker Punch beforehand.

**Will-O-Wisp**: Like just about every physical attacker in the tier, Mawile is plagued by Will-O-Wisp from the likes of Rotom-W, Rotom-H, Gourgeist, and even the occasional Talonflame. Burning a Mawile is a big step in disposing of it. Still, even when burned, it's still essentially operating with its regular Base 105 Attack stat, so keep your caution.

**Intimidate**: Mawile hates Intimidate from most any source. Enemy Mawile before they Mega Evolve are a pain, as are Gyarados and Mega Manetric and Gyarados Manectric. Even the Fairy-weak Salamence can get off an Intimidate, particularly on the opening turn, and then run away to safety. Krookodile gets a special mention as well as, despite also being weak to Fairy, it threatens Mawile with a super effective Earthquake.

**Steel-types**: Any Steel-type that doesn't gain a weakness to Dark or neutrality to Fairy or Iron Head through from a secondary typing can manage against Mawile alright. Scizor and Ferrothorn (preferably with Iron Head over Gyro Ball) in particular are alright answers to Mawile. Just be cautious of the occasional Fire Fang.

**Faster Pokemon with Super Effective Moves**: Even if they can't take a hit, Earthquake users like such as Garchomp and Krookodile and things with alright Special Attack and Fire Blast can pose a major threat to Mawile, so long as they can outspeed Mawile and live a Sucker Punch.


GP: 2/2
 

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