OU Mawile

[OVERVIEW]

Thanks to its access to Huge Power and a wide offensive movepool, Mega Mawile is a metagame-defining wallbreaker and offensive threat. This, and a defensively solid typing in Steel / Fairy and access to Intimidate, grants it ample opportunities to either outright attack or bolster its damage output via Swords Dance boosts. However, incredibly lackluster base Speed and HP stats inhibit Mega Mawile's potential, as they render it susceptible to offensive pressure; the ubiquity of strong, offensively inclined Pokemon either resistant or immune to Sucker Punch, such as Tapu Koko and Tapu Lele, lead to Mega Mawile struggling to compete with other Mega Pokemon at times—namely, it faces competition from the likes of Mega Metagross.

[SET]
name: All-out Attacker
move 1: Play Rough
move 2: Sucker Punch
move 3: Thunder Punch
move 4: Fire Fang / Focus Punch
item: Mawilite
ability: Hyper Cutter / Intimidate
nature: Adamant
evs: 92 HP / 252 Atk / 164 Spe

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

Play Rough serves as Mega Mawile's STAB move of choice and dents even Pokemon resistant to Fairy-type attacks significantly. Sucker Punch allows Mega Mawile to pressure offensive archetypes that would otherwise overwhelm it with ease—namely preventing it from being revenge killed by appropriately weakened threats susceptible to a Dark-type priority attack. In addition, Sucker Punch can also threaten to revenge kill certain chipped threats like Mega Metagross. To prevent Toxapex from hindering Mega Mawile's ability to dismantle defensive cores, Thunder Punch is necessary and has the added bonus of hitting Skarmory, Celesteela, and Tapu Fini for super effective damage. Fire Fang is needed to avoid dancing around Ferrothorn, Mega Scizor, and Amoonguss; should one not opt for it, Mega Mawile will struggle to break any cores involving these Pokemon. If Fire Fang is not deemed needed, Focus Punch enables Mega Mawile to punish predicted switches to Heatran while also being a generally strong and unforgiving attack. Last, Knock Off can be used in the final slot as a spammable option that cripples whatever has the misfortune of switching into it. Alolan Marowak is also a noteworthy target of this move, which could otherwise irritate Mega Mawile through potential use of Will-O-Wisp.

Set Details
========

252 Attack EVs in tandem with an Adamant nature maximize Mega Mawile's wallbreaking and revenge killing capabilities. The remaining EVs are placed into enough Speed to outpace uninvested, neutral-natured Skarmory and HP for a small bulk buffer. The choice of ability is largely up to preference; Hyper Cutter nullifies Landorus-T's Intimidate on the turn Mawile Mega Evolves, while Intimidate can grant it a useful wallbreaking opening by dropping the Attack stat of the Pokemon it comes in on prior to Mega Evolution. If avoiding the OHKO from Focus Sash Dugtrio's Earthquake is deemed desirable, one can run 104 HP EVs to guarantee Mega Mawile survives from full HP.

Usage Tips
========

Mega Mawile excels at crushing defensive cores in general, and as such, is best used in the early- to mid-game phases of a match as a wallbreaker—aim to bring Mega Mawile onto the field via VoltTurn support or by utilizing its decent natural bulk and stellar typing. If one faces a more defensive team that is noticeably weak to Mega Mawile, one would be prudent to play it carefully so as to actually exploit the evident weakness. Conversely, when used versus offensive builds that could overwhelm Mega Mawile rather quickly, Mega Mawile can be played recklessly to open up the opposing team and render it prone to being swept by another threat lying in wait. To illustrate this point—envision a situation in which one team has Mega Mawile and Dragon Dance Zygarde, while the other has a physically defensive Landorus-T with Hidden Power Ice. It is highly likely the Landorus-T user will pivot it into Mega Mawile's Play Rough to prevent it from getting free KOs—using Sucker Punch on the turn after Landorus-T switches into Play Rough to further weaken Landorus-T will make it all the more easy to sweep with Dragon Dance Zygarde, because a would-be stop to it has been significantly weakened.

Team Options
========

Given Mega Mawile's low HP stat and likeliness of being overwhelmed, VoltTurn support is ideal to help bring it in on passive Pokemon it can easily take advantage of. Rotom-W and Tapu Koko are noteworthy users, as the pivots that commonly switch into the aforementioned two—Tangrowth, Ferrothorn, and Amoonguss—can provide Mega Mawile with an opening to wallbreak. In particular, Rotom-W works well with Mega Mawile, as it can pivot into the Ground- and Fire-type attacks commonly aimed at it; on the flip side, Mega Mawile can beat the defensive Grass-types, save for Mega Venusaur, that pivot into Rotom-W's Volt Switch, should Mega Mawile be using Fire Fang. Latios, another popular switch-in to Rotom-W, will easily lose one-on-one to Mega Mawile as well. Similarly, Tapu Koko pressures the opposition into bringing in passive pivots that Mega Mawile can beat. Tapu Koko also compensates for the weakness Mega Mawile has to offensive builds with its high Speed and punishing Electric-type attacks. The presence of Electric Terrain also boosts the power of Mega Mawile's Thunder Punch, allowing it to break past Toxapex and Skarmory more efficiently.

Tapu Lele can render Mega Mawile prone to being revenge killed by virtue of the fact that its Psychic Terrain nullifies Sucker Punch for several turns, so a Steel-type capable of pivoting into Tapu Lele is typically necessary when using Mega Mawile. Pivots capable of dealing with Tapu Lele would include Celesteela and specially defensive Heatran. Additionally, Mega Mawile struggles with the presence of Heatran and Mega Venusaur, so Pokemon capable of luring or crippling those two can aid this set immensely: Surf Latios, Knock Off Clefable, and Hidden Power Ground Expert Belt Jirachi can annoy Heatran, while Extrasensory Greninja and Brave Bird Tapu Koko can lure Mega Venusaur. Should one not opt for Fire Fang, Mega Scizor can wall Mega Mawile and dampen its potential to break defensive cores; for this reason, Magnezone pairs well with Mega Mawile lacking Fire Fang.

Ash-Greninja in combination with Mega Mawile can form a potent wallbreaking duo capable of muscling past bulky cores—like Tapu Koko, Battle Bond Greninja also uses its high Speed and power to pressure the offensive teams that Mega Mawile suffers versus. Lastly, users of Spikes, such as Ferrothorn and Greninja, pressure Mega Venusaur and other Mega Mawile checks through continuous passive damage.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Play Rough
move 3: Sucker Punch
move 4: Knock Off / Thunder Punch
item: Mawilite
ability: Intimidate
nature: Adamant
evs: 40 HP / 252 Atk / 216 Spe

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

Swords Dance boosts Mega Mawile's Attack to astronomical levels—virtually nothing is capable of continually walling it at +2 Attack. Play Rough is the obligatory STAB move of choice and offers solid neutral coverage. Sucker Punch, at the cost of being prediction based, offers strong Dark-type priority, which both prevents Mega Mawile from being easily revenge killed and allows it to pose a substantial threat to offense. To round out the moveset, Knock Off is used for its neutral coverage and serves as a middle ground between the various coverage options Mega Mawile has. In place of Knock Off, Thunder Punch can be used to threaten Pokemon like Toxapex and Celesteela in a more outright fashion but comes at the cost of inhibiting Mega Mawile's matchup versus Ferrothorn. Fire Fang is also an option to nail Mega Scizor and Ferrothorn, but the lack of coverage to hit Toxapex is typically unfavorable given its prevalence.

Set Details
========

Maximum Attack investment in combination with an Adamant nature raises Mawile's wallbreaking power to its highest potential. The given Speed investment lets Mega Mawile outspeed neutral-natured, fully invested Alolan Marowak as well as uninvested base 70 Speed Pokemon like Skarmory. For abilities, Intimidate is the preferred option, as the debuff it places on whatever Mega Mawile comes in on grants it more potential setup opportunities. However, if Landorus-T is a major concern, Hyper Cutter can prevent it from lowering Mega Mawile's Attack on the turn it Mega Evolves, allowing it to retain +0 or +2 Attack. Additional investment in HP can be used to guarantee surviving Focus Sash Dugtrio's Earthquake with a completely healthy Mega Mawile; the required benchmark for this is 104 HP EVs.

Usage Tips
========

Swords Dance Mega Mawile can be used either to apply pressure early-game with Swords Dance-boosted attacks or as a late-game sweeper, depending on the circumstances of the match; should stops to Mega Mawile that are difficult to pressure be present, it is likely worth it to treat Mega Mawile as an early- to mid-game breaker, while, on the other hand, if checks to Mega Mawile are particularly weak or susceptible to pressure, it is likely more prudent to preserve Mega Mawile for late-game phases. To set up, bring Mega Mawile in on passive Pokemon that pose little threat to it, such as Tangrowth, and proceed to use Swords Dance. VoltTurn support, while not as necessary for Swords Dance Mega Mawile, is a notable luxury for its ability to provide it with setup opportunities.

Team Options
========

Because Swords Dance Mega Mawile relies heavily on boosted Sucker Punch, Spikes support is ideal to place the opposition in range of it. This is particularly useful versus teams with Choice Specs Keldeo and Tapu Koko, as they both suffer from a susceptibility to Spikes that can dampen their ability to withstand Mega Mawile's priority. Rotom-W, Tapu Koko, and Landorus-T all provide assistance via VoltTurn support that can provide Mega Mawile with opportunities to set up versus Pokemon like Assault Vest Tangrowth; additionally, Rotom-W and Landorus-T can pivot into Pokemon that can trouble Mega Mawile, providing a defensive backbone of sorts for it. Pokemon capable of keeping physically defensive Landorus-T and Will-O-Wisp Heatran at bay, two major threats to Mega Mawile, such as Keldeo, Greninja, and Rotom-W, are welcome additions. Because Mega Venusaur is difficult for Mega Mawile to manage given its typical lack of Iron Head, a means of pressuring it is appreciated: Extrasensory Greninja and Brave Bird Tapu Koko both lure and significantly damage Mega Venusaur. Finally, Magnezone is worth consideration for its ability to remove Mega Scizor, physically defensive Skarmory, and Ferrothorn—three Pokemon capable of irritating Swords Dance Mega Mawile should it lack the appropriate coverage.

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

Substitute in tandem with Focus Punch allows Mega Mawile to deal with Heatran more safely, but the massive commitment those two moveslots combined require is generally unfavorable given that they lead to a significant loss in coverage. Ice Punch and Iron Head can be used to better manage Landorus-T and Mega Venusaur, respectively, but, again, result in an overall poor coverage spread. While not something that concerns the set options of Mega Mawile, it can find a niche on Trick Room teams given its low Speed, passable bulk, and immense breaking power. Should one be strapped for Stealth Rock users, Mega Mawile can run it decently; because this constrains its coverage, Magnezone is a noteworthy partner for Stealth Rock Mega Mawile for its ability to trap Defog Mega Scizor and Skarmory, which could otherwise freely remove the entry hazard should Mega Mawile lack the necessary coverage to beat those Pokemon.

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

**Strong Revenge Killers Resistant or Immune to Sucker Punch**: Choice Specs Keldeo, Choice Band Terrakion, and Tapu Koko are all endowed with a resistance to Dark-type attacks and thus Sucker Punch via their typing, meaning they can tank even a boosted Sucker Punch and potentially OHKO Mega Mawile in return. Choice Specs Tapu Lele has a high chance to OHKO Mega Mawile with Hidden Power Fire and can avoid Sucker Punch through Psychic Terrain. While not immune or resistant to Sucker Punch, Substitute Gigavolt Havoc Magnezone can bypass the threat of Sucker Punch and proceed to OHKO Mega Mawile behind the safety buffer of a Substitute.

**Faster Will-O-Wisp Users**: Because of Mega Mawile's atrocious Speed and reliance on Sucker Punch to compensate, it is left susceptible to users of Will-O-Wisp that outpace it. Will-O-Wisp Heatran, Rotom-W, Mega Charizard X, and Mew are all capable of easily outrunning and then burning Mega Mawile to bypass Sucker Punch, which leaves it close to useless in most cases.

**Physically Defensive Ground-types**: Given their physical bulk and decent Speed stat, physically defensive Landorus-T and Garchomp are able to avoid the OHKO from +2 Sucker Punch with a fair margin of freedom and retaliate with a powerful Earthquake.

**Mega Venusaur**: For sets lacking Swords Dance or Iron Head, Mega Venusaur can effectively wall Mega Mawile when sufficiently healthy.

**Skarmory**: Skarmory's access to Sturdy and Counter enables it to threaten to OHKO Mega Mawile after stomaching a blow, if played correctly.
 
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For reference—Hootie gave me permission to copy/paste and revise my older analysis since it's not even a month old. I'm rewriting the SD section since that was TnT's work and this is now solely my responsibility.
 
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Gary

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  • In the overview, briefly mention that it has a good physical movepool, which is a major reason why it's considered unwallable.
  • Change the AoA EV spread to 92 HP / 252 Atk / 164 Spe. It lets it outspeed Skarmory, because outside of just running max speed, there really isn't a need to invest for Marowak, considering that set can't pressure it with any move outside of Sucker Punch, unless you run Knock Off, which is pretty bad AoA.
  • Mention Stealth Rock in OO. It's a niche option but it's a pretty good user of the move on more offensive oriented teams considering it can force lots of switches and isn't heavily pressured by stall. Stress Magnezone as a partner, or else it's less effective vs Defog Sciz and Skarm depending on the coverage you run.
Other than that, looks good man. QC 1/3
 
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  • In the overview, briefly mention that it has a good physical movepool, which is a major reason why it's considered unwallable.
  • Change the AoA EV spread to 92 HP / 252 Atk / 164 Spe. It lets it outspeed Skarmory, because outside of just running max speed, there really isn't a need to invest for Marowak, considering that set can't pressure it with any move outside of Sucker Punch, unless you run Knock Off, which is pretty bad AoA.
  • Mention Stealth Rock in OO. It's a niche option but it's a pretty good user of the move on more offensive oriented teams considering it can force lots of switches and isn't heavily pressured by stall. Stress Magnezone as a partner, or else it's less effective vs Defog Sciz and Skarm depending on the coverage you run.
Other than that, looks good man. QC 1/3
Implemented.
 

Colonel M

I COULD BE BORED!
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* At the cost of rather poor general coverage, Fire Fang can be used over Knock Off or Thunder Punch to connect with super effectively on Ferrothorn and Mega Scizor. The lack of coverage to hit Toxapex is horrible.
I wouldn't really call it "poor general coverage". Outside of Toxapex and Tentacruel Fairy and Fire have pretty good synergy. The only reason it falls flat is just as you mentioned - it does crap against said Toxapex. I would just state that there's a rather large trade-off and, in general, not worth it overall.
* Anything that pressures Keldeo, Tapu Koko, or fast, powerful Pokemon resistant to Dark-type attacks works well with Swords Dance Mawile
Name these mons if you can.
**Mega Venusaur**: For sets lacking Iron Head or Swords Dance, Mega Venusaur can effectively wall Mawile when sufficiently healthy.
Swap Iron Head and Swords Dance since Swords Dance is more used.

Everything else seems good otherwise. Just needs a write-up.

2/3
 
ok i implemented cm's check awhile ago but am writing this up today

edit: finished, ready for check #3

hootie's notes: add skarm to c&c, sub zone, change aoa team options line about lele, move zone to sd team options
 
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P Squared

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[OVERVIEW]

Thanks to its access to Huge Power and wide offensive movepool, Mega Mawile is a metagame-defining wallbreaker and offensive threat. This, and a defensively solid typing in Fairy / Steel / Fairy and access to Intimidate, (add comma) grants it ample opportunities to either outright attack or bolster its damage output via Swords Dance boosts. However, an incredibly lackluster base Speed and HP stats inhibit Mega Mawile's potential, as they render it susceptible to offensive pressure; the ubiquity of strong, offensively inclined Pokemon either resistant or immune to Sucker Punch, such as Tapu Koko and Tapu Lele, lead to Mega Mawile struggling to compete with other Mega Pokemon at times—namely, it faces competition from the likes of Mega Metagross.

[SET]
name: All-out Attacker
move 1: Play Rough
move 2: Sucker Punch
move 3: Thunder Punch
move 4: Fire Fang / Focus Punch
item: Mawilite
ability: Hyper Cutter / Intimidate
nature: Adamant
evs: 92 HP / 252 Atk / 164 Spe

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

Play Rough serves as Mega Mawile's STAB move of choice and dents even Pokemon resistant to Fairy-type attacks significantly. Sucker Punch allows Mega Mawile to pressure offensive archetypes that would otherwise overwhelm it with ease—namely preventing it from being revenge killed by appropriately weakened threats susceptible to a Dark-type priority attack. In addition, Sucker Punch can also threaten to revenge kill certain chipped threats like Mega Metagross. To prevent Toxapex from hindering Mega Mawile's ability to dismantle defensive cores, Thunder Punch is necessary and has the added bonus of hitting Skarmory, Celesteela, and Tapu Fini for super effective damage. Fire Fang is needed to avoid dancing around Ferrothorn, Mega Scizor, and Amoonguss; should one not opt for it, Mega Mawile will struggle to break any cores involving these Pokemon. If Fire Fang is not deemed needed, Focus Punch enables Mega Mawile to punish predicted switches to Heatran while also being a generally strong and unforgiving attack. Last, Knock Off can be used in the final slot as a spammable option that also cripples whatever has the misfortune of switching into it. Alolan Marowak is also a noteworthy target of this move, which could otherwise irritate Mega Mawile through potential use of Will-O-Wisp.

Set Details
========

252 Attack EVs in tandem with an Adamant nature maximize Mega Mawile's breaking and revenge killing capabilities. The remaining EVs are placed into enough Speed to outpace uninvested, neutral-natured Skarmory and HP for a small bulk buffer. The choice of ability is largely up to preference; Hyper Cutter nullifies Landorus-T's Intimidate on the turn Mega Mawile Mega Evolves, while Intimidate can grant it a useful wallbreaking opening by dropping the Attack stat of the Pokemon it comes in on prior to Mega Evolution. If avoiding the OHKO from Focus Sash Dugtrio's Earthquake is deemed desirable, one can run 104 HP EVs to guarantee Mega Mawile survives from full HP.

Usage Tips
========

Mega Mawile excels at crushing defensive cores in general, and as such, is best used in the early- to mid-game phases of a match as a wallbreaker—aim to bring Mega Mawile onto the field via VoltTurn support or by utilizing its decent natural bulk and stellar typing. If one faces a more defensive team that is noticeably weak to Mega Mawile, one would be prudent to play it carefully so as to actually exploit the evident weakness. Conversely, when used versus offensive builds that could overwhelm Mega Mawile rather quickly, Mega Mawile can be played recklessly to open up the opposing team and render it prone to being swept by another threat lying in wait. To illustrate this point—envision a situation in which one team has Mega Mawile and Dragon Dance Zygarde, while the other has a physically defensive Landorus-T with Hidden Power Ice. It is highly likely the Landorus-T user will pivot it into Mega Mawile's Play Rough to prevent it from getting free KOs—using Sucker Punch on the turn after Landorus-T switches into Play Rough to further weaken Landorus-T will make it all the more easy to sweep with Dragon Dance Zygarde, because a would-be stop to it has been significantly weakened.

Team Options
========

Given Mega Mawile's low HP stat and likeliness of being overwhelmed, VoltTurn support is ideal to help bring it in on passive Pokemon it can easily take advantage of. Rotom-W and Tapu Koko are noteworthy users, as the pivots that commonly switch into the aforementioned two—Tangrowth, Ferrothorn, and Amoonguss—can provide Mega Mawile with an opening to wallbreak. In particular, Rotom-W works well with Mega Mawile, as it can pivot into the Ground- and Fire-type attacks commonly aimed at it; on the flip side, Mega Mawile can beat the defensive Grass-types, save for Mega Venusaur, that pivot into Rotom-W's Volt Switch, should Mega Mawile be using Fire Fang. Latios, another popular switch-in to Rotom-W, will easily lose one-on-one to Mega Mawile as well. Similarly, Tapu Koko pressures the opposition into bringing in passive pivots that Mega Mawile can beat. Tapu Koko also compensates for the weakness Mega Mawile has to offensive builds with its high Speed and punishing Electric-type attacks. The presence of Electric Terrain also boosts the power of Mega Mawile's Thunder Punch, allowing it to break past Toxapex and Skarmory more efficiently.

Tapu Lele can render Mega Mawile prone to being revenge killed by virtue of the fact that its Psychic Terrain nullifies Sucker Punch for several turns, so a Steel-type capable of pivoting into Tapu Lele is typically necessary when using Mega Mawile. Pivots capable of dealing with Tapu Lele would include Celesteela and specially defensive Heatran. Additionally, Mega Mawile struggles with the presence of Heatran and Mega Venusaur, so Pokemon capable of luring or crippling those two can aid this set immensely: Surf Latios, Knock Off Clefable, and Hidden Power Ground Expert Belt Jirachi can annoy Heatran, while Extrasensory Greninja and Brave Bird Tapu Koko can lure Mega Venusaur. Should one not opt for Fire Fang, Mega Scizor can wall Mega Mawile and dampen its potential to break defensive cores; for this reason, Magnezone pairs well with Mega Mawile lacking Fire Fang.

Ash-Greninja in combination with Mega Mawile can form a potent wallbreaking duo capable of muscling past bulky cores—like Tapu Koko, Battle Bond Greninja also uses its high Speed and power to pressure the offensive teams that Mega Mawile suffers versus. Last, users of Spikes, such as Ferrothorn and Greninja, pressure Mega Venusaur and other Mega Mawile checks through continuous passive damage.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Play Rough
move 3: Sucker Punch
move 4: Knock Off / Thunder Punch
item: Mawilite
ability: Intimidate
nature: Adamant
evs: 40 HP / 252 Atk / 216 Spe

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

Swords Dance boosts Mega Mawile's Attack to astronomical levels—virtually nothing is capable of continually walling it at +2 Attack. Play Rough is the obligatory STAB move of choice and offers solid neutral coverage. Sucker Punch, at the cost of being prediction based, offers strong Dark-type priority, which both prevents Mega Mawile from being easily revenge killed and allows it to pose a substantial threat to offense. To round out the moveset, Knock Off is used for its neutral coverage and serves as a middle ground between the various coverage options Mega Mawile has. In place of Knock Off, Thunder Punch can be used to threaten Pokemon like Toxapex and Celesteela in a more outright fashion but comes at the cost of inhibiting Mega Mawile's matchup versus Ferrothorn. Fire Fang is also an option to nail Mega Scizor and Ferrothorn, but the lack of coverage to hit Toxapex is typically unfavorable given its prevalence.

Set Details
========

Maximum Attack investment in combination with an Adamant nature raises Mawile's wallbreaking power to its highest potential. The given Speed investment lets Mega Mawile outspeed neutral-natured, fully invested Alolan Marowak as well as uninvested base 70 Speed Pokemon, like Skarmory. For abilities, Intimidate is the preferred option, as the debuff it places on whatever Mega Mawile comes in on grants it more potential setup opportunities. However, if Landorus-T is a major concern, Hyper Cutter, (RC) can prevent it from lowering Mega Mawile's Attack on the turn it Mega Evolves, allowing it to retain +0 or +2 Attack. Additional investment in HP can be used to guarantee surviving living Focus Sash Dugtrio's Earthquake with a completely healthy Mega Mawile; the required benchmark for this is 104 HP EVs.

Usage Tips
========

Swords Dance Mega Mawile can be used either to either apply pressure early-game with Swords Dance-boosted attacks or as a late-game sweeper, depending on the circumstances of the match; should stops to Mega Mawile that are difficult to pressure be present, it is likely worth it to treat Mega Mawile as an early- to mid-game breaker, while, on the other hand, if checks to Mega Mawile are particularly weak or susceptible to pressure, it is likely more prudent to preserve Mega Mawile for late-game phases. To set up, bring Mega Mawile in on passive Pokemon that pose little threat to it, such as Tangrowth, and proceed to use Swords Dance. VoltTurn support, while not as necessary for Swords Dance Mega Mawile, is a notable luxury for its ability to provide it with setup opportunities.

Team Options
========

Because Swords Dance Mega Mawile relies heavily on boosted Sucker Punch, Spikes support is ideal to place the opposition in range of it. This is particularly useful versus teams with Choice Specs Keldeo and Tapu Koko, as they both suffer from a susceptibility to Spikes that can dampen their ability to withstand Mega Mawile's priority. Rotom-W, Tapu Koko, and Landorus-T all provide assistance via VoltTurn that can provide Mega Mawile with opportunities to set up versus Pokemon like Assault Vest Tangrowth; additionally, Rotom-W and Landorus-T can pivot into Pokemon that can trouble Mega Mawile, providing a defensive backbone of sorts for it. Pokemon capable of keeping physically defensive Landorus-T and Will-O-Wisp Heatran at bay, two major threats to Mega Mawile, such as Keldeo, Greninja, and Rotom-W, are welcome additions. Because Mega Venusaur is difficult for Mega Mawile to manage given its typical lack of Iron Head, a means of pressuring it is appreciated: Extrasensory Greninja and Brave Bird Tapu Koko both lure and significantly damage Mega Venusaur. Finally, Magnezone is worth consideration for its ability to remove Mega Scizor, physically defensive Skarmory, and Ferrothorn—three Pokemon capable of irritating Swords Dance Mega Mawile should it lack the appropriate coverage.

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

Substitute in tandem with Focus Punch allows Mega Mawile to deal with Heatran more safely, but the massive commitment those two moveslots combined require is generally unfavorable given that they lead to a significant loss in coverage. Ice Punch and Iron Head can be used to better manage Landorus-T and Mega Venusaur, (add comma) respectively, but, again, result in a overall poor coverage spread. While not something that concerns the set options of Mega Mawile, it can find a niche on Trick Room teams given its low Speed, passable bulk, and immense breaking power. Should one be strapped for Stealth Rock users, Mega Mawile can run it decently; because this constrains its coverage, Magnezone is a noteworthy partner for Stealth Rock Mega Mawile for its ability to trap Defog Mega Scizor and Skarmory, which could otherwise freely remove the entry hazard should Mega Mawile lack the necessary coverage to beat those Pokemon.

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

**Strong Revenge Killers Resistant or Immune to Sucker Punch**: Choice Specs Keldeo, Choice Band Terrakion, and Tapu Koko are all endowed with a resistance to Dark-type attacks and thus Sucker Punch via their typing, meaning they can tank even a boosted Sucker Punch and potentially OHKO Mega Mawile in return. Choice Specs Tapu Lele has a high chance to OHKO Mawile with Hidden Power Fire and can avoid Sucker Punch through Psychic Terrain. While not immune or resistant to Sucker Punch, Substitute Gigavolt Havoc Magnezone can bypass the threat of Sucker Punch and proceed to OHKO Mega Mawile behind the safety buffer of a Substitute.

**Faster Will-O-Wisp Users**: Because of Mega Mawile's atrocious Speed and reliance on Sucker Punch to compensate, it is left susceptible to users of Will-O-Wisp that outpace it. Will-O-Wisp Heatran, Rotom-W, Mega Charizard X, and Mew are all capable of easily outrunning and then burning Mawile to bypass Sucker Punch, which leaves Mawile close to useless in most cases.

**Physically Defensive Ground-types**: Given their physical bulk and decent Speed stat, physically defensive Landorus-T and Garchomp are able to avoid the OHKO from +2 Sucker Punch with a fair margin of freedom and retaliate with a powerful Earthquake.

**Mega Venusaur**: For sets lacking Swords Dance or Iron Head, Mega Venusaur can effectively wall Mawile when sufficiently healthy.

**Skarmory**: Skarmory's access to Sturdy and Counter enables it to threaten to OHKO Mega Mawile after stomaching a blow, if played correctly.
 
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[OVERVIEW]

Thanks to its access to Huge Power and wide offensive movepool, Mega Mawile is a metagame-defining wallbreaker and offensive threat. This, and a defensively solid typing in Steel / Fairy and access to Intimidate, grants it ample opportunities to either outright attack or bolster its damage output via Swords Dance boosts. However, incredibly lackluster base Speed and HP stats inhibit Mega Mawile's potential, as they render it susceptible to offensive pressure; the ubiquity of strong, offensively inclined Pokemon either resistant or immune to Sucker Punch, such as Tapu Koko and Tapu Lele, lead to Mega Mawile struggling to compete with other Mega Pokemon at times—namely, it faces competition from the likes of Mega Metagross.

[SET]
name: All-out Attacker
move 1: Play Rough
move 2: Sucker Punch
move 3: Thunder Punch
move 4: Fire Fang / Focus Punch
item: Mawilite
ability: Hyper Cutter / Intimidate
nature: Adamant
evs: 92 HP / 252 Atk / 164 Spe

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

Play Rough serves as Mega Mawile's STAB move of choice and dents even Pokemon resistant to Fairy-type attacks significantly. Sucker Punch allows Mega Mawile to pressure offensive archetypes that would otherwise overwhelm it with ease—namely preventing it from being revenge killed by appropriately weakened threats susceptible to a Dark-type priority attack. In addition, Sucker Punch can also threaten to revenge kill certain chipped threats like Mega Metagross. To prevent Toxapex from hindering Mega Mawile's ability to dismantle defensive cores, Thunder Punch is necessary and has the added bonus of hitting Skarmory, Celesteela, and Tapu Fini for super effective damage. Fire Fang is needed to avoid dancing around Ferrothorn, Mega Scizor, and Amoonguss; should one not opt for it, Mega Mawile will struggle to break any cores involving these Pokemon. If Fire Fang is not deemed needed, Focus Punch enables Mega Mawile to punish predicted switches to Heatran while also being a generally strong and unforgiving attack. Last, Knock Off can be used in the final slot as a spammable option that also cripples whatever has the misfortune of switching into it. Alolan Marowak is also a noteworthy target of this move, which could otherwise irritate Mega Mawile through potential use of Will-O-Wisp.

Set Details
========

252 Attack EVs in tandem with an Adamant nature maximize Mega Mawile's breaking and revenge killing capabilities. The remaining EVs are placed into enough Speed to outpace uninvested, neutral-natured Skarmory and HP for a small bulk buffer. The choice of ability is largely up to preference; Hyper Cutter nullifies Landorus-T's Intimidate on the turn Mawile Mega Evolves, while Intimidate can grant it a useful wallbreaking opening by dropping the Attack stat of the Pokemon it comes in on prior to Mega Evolution. If avoiding the OHKO from Focus Sash Dugtrio's Earthquake is deemed desirable, one can run 104 HP EVs to guarantee Mega Mawile survives from full HP.

Usage Tips
========

Mega Mawile excels at crushing defensive cores in general, and as such, is best used in the early- to mid-game phases of a match as a wallbreaker—aim to bring Mega Mawile onto the field via VoltTurn support or by utilizing its decent natural bulk and stellar typing. If one faces a more defensive team that is noticeably weak to Mega Mawile, one would be prudent to play it carefully so as to actually exploit the evident weakness. Conversely, when used versus offensive builds that could overwhelm Mega Mawile rather quickly, Mega Mawile can be played recklessly to open up the opposing team and render it prone to being swept by another threat lying in wait. To illustrate this point—envision a situation in which one team has Mega Mawile and Dragon Dance Zygarde, while the other has a physically defensive Landorus-T with Hidden Power Ice. It is highly likely the Landorus-T user will pivot it into Mega Mawile's Play Rough to prevent it from getting free KOs—using Sucker Punch on the turn after Landorus-T switches into Play Rough to further weaken Landorus-T will make it all the more easy to sweep with Dragon Dance Zygarde, because a would-be stop to it has been significantly weakened.

Team Options
========

Given Mega Mawile's low HP stat and likeliness of being overwhelmed, VoltTurn support is ideal to help bring it in on passive Pokemon it can easily take advantage of. Rotom-W and Tapu Koko are noteworthy users, as the pivots that commonly switch into the aforementioned two—Tangrowth, Ferrothorn, and Amoonguss—can provide Mega Mawile with an opening to wallbreak. In particular, Rotom-W works well with Mega Mawile, as it can pivot into the Ground- and Fire-type attacks commonly aimed at it; on the flip side, Mega Mawile can beat the defensive Grass-types, save for Mega Venusaur, that pivot into Rotom-W's Volt Switch, should Mega Mawile be using Fire Fang. Latios, another popular switch-in to Rotom-W, will easily lose one-on-one to Mega Mawile as well. Similarly, Tapu Koko pressures the opposition into bringing in passive pivots that Mega Mawile can beat. Tapu Koko also compensates for the weakness Mega Mawile has to offensive builds with its high Speed and punishing Electric-type attacks. The presence of Electric Terrain also boosts the power of Mega Mawile's Thunder Punch, allowing it to break past Toxapex and Skarmory more efficiently.

Tapu Lele can render Mega Mawile prone to being revenge killed by virtue of the fact that its Psychic Terrain nullifies Sucker Punch for several turns, so a Steel-type capable of pivoting into Tapu Lele is typically necessary when using Mega Mawile. Pivots capable of dealing with Tapu Lele would include Celesteela and specially defensive Heatran. Additionally, Mega Mawile struggles with the presence of Heatran and Mega Venusaur, so Pokemon capable of luring or crippling those two can aid this set immensely: Surf Latios, Knock Off Clefable, and Hidden Power Ground Expert Belt Jirachi can annoy Heatran, while Extrasensory Greninja and Brave Bird Tapu Koko can lure Mega Venusaur. Should one not opt for Fire Fang, Mega Scizor can wall Mega Mawile and dampen its potential to break defensive cores; for this reason, Magnezone pairs well with Mega Mawile lacking Fire Fang.

Ash-Greninja in combination with Mega Mawile can form a potent wallbreaking duo capable of muscling past bulky cores—like Tapu Koko, Battle Bond Greninja also uses its high Speed and power to pressure the offensive teams that Mega Mawile suffers versus. Last, users of Spikes, such as Ferrothorn and Greninja, pressure Mega Venusaur and other Mega Mawile checks through continuous passive damage.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Play Rough
move 3: Sucker Punch
move 4: Knock Off / Thunder Punch
item: Mawilite
ability: Intimidate
nature: Adamant
evs: 40 HP / 252 Atk / 216 Spe

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

Swords Dance boosts Mega Mawile's Attack to astronomical levels—virtually nothing is capable of continually walling it at +2 Attack. Play Rough is the obligatory STAB move of choice and offers solid neutral coverage. Sucker Punch, at the cost of being prediction based, offers strong Dark-type priority, which both prevents Mega Mawile from being easily revenge killed and allows it to pose a substantial threat to offense. To round out the moveset, Knock Off is used for its neutral coverage and serves as a middle ground between the various coverage options Mega Mawile has. In place of Knock Off, Thunder Punch can be used to threaten Pokemon like Toxapex and Celesteela in a more outright fashion but comes at the cost of inhibiting Mega Mawile's matchup versus Ferrothorn. Fire Fang is also an option to nail Mega Scizor and Ferrothorn, but the lack of coverage to hit Toxapex is typically unfavorable given its prevalence.

Set Details
========

Maximum Attack investment in combination with an Adamant nature raises Mawile's wallbreaking power to its highest potential. The given Speed investment lets Mega Mawile outspeed neutral-natured, fully invested Alolan Marowak as well as uninvested base 70 Speed Pokemon, like Skarmory. For abilities, Intimidate is the preferred option, as the debuff it places on whatever Mega Mawile comes in on grants it more potential setup opportunities. However, if Landorus-T is a major concern, Hyper Cutter can prevent it from lowering Mega Mawile's Attack on the turn it Mega Evolves, allowing it to retain +0 or +2 Attack. Additional investment in HP can be used to guarantee surviving Focus Sash Dugtrio's Earthquake with a completely healthy Mega Mawile; the required benchmark for this is 104 HP EVs.

Usage Tips
========

Swords Dance Mega Mawile can be used either to apply pressure early-game with Swords Dance-boosted attacks or as a late-game sweeper, depending on the circumstances of the match; should stops to Mega Mawile that are difficult to pressure be present, it is likely worth it to treat Mega Mawile as an early- to mid-game breaker, while, on the other hand, if checks to Mega Mawile are particularly weak or susceptible to pressure, it is likely more prudent to preserve Mega Mawile for late-game phases. To set up, bring Mega Mawile in on passive Pokemon that pose little threat to it, such as Tangrowth, and proceed to use Swords Dance. VoltTurn support, while not as necessary for Swords Dance Mega Mawile, is a notable luxury for its ability to provide it with setup opportunities.

Team Options
========

Because Swords Dance Mega Mawile relies heavily on boosted Sucker Punch, Spikes support is ideal to place the opposition in range of it. This is particularly useful versus teams with Choice Specs Keldeo and Tapu Koko, as they both suffer from a susceptibility to Spikes that can dampen their ability to withstand Mega Mawile's priority. Rotom-W, Tapu Koko, and Landorus-T all provide assistance via VoltTurn that can provide Mega Mawile with opportunities to set up versus Pokemon like Assault Vest Tangrowth; additionally, Rotom-W and Landorus-T can pivot into Pokemon that can trouble Mega Mawile, providing a defensive backbone of sorts for it. Pokemon capable of keeping physically defensive Landorus-T and Will-O-Wisp Heatran at bay, two major threats to Mega Mawile, such as Keldeo, Greninja, and Rotom-W, are welcome additions. Because Mega Venusaur is difficult for Mega Mawile to manage given its typical lack of Iron Head, a means of pressuring it is appreciated: Extrasensory Greninja and Brave Bird Tapu Koko both lure and significantly damage Mega Venusaur. Finally, Magnezone is worth consideration for its ability to remove Mega Scizor, physically defensive Skarmory, and Ferrothorn—three Pokemon capable of irritating Swords Dance Mega Mawile should it lack the appropriate coverage.

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

Substitute in tandem with Focus Punch allows Mega Mawile to deal with Heatran more safely, but the massive commitment those two moveslots combined require is generally unfavorable given that they lead to a significant loss in coverage. Ice Punch and Iron Head can be used to better manage Landorus-T and Mega Venusaur, respectively, but, again, result in a overall poor coverage spread. While not something that concerns the set options of Mega Mawile, it can find a niche on Trick Room teams given its low Speed, passable bulk, and immense breaking power. Should one be strapped for Stealth Rock users, Mega Mawile can run it decently; because this constrains its coverage, Magnezone is a noteworthy partner for Stealth Rock Mega Mawile for its ability to trap Defog Mega Scizor and Skarmory, which could otherwise freely remove the entry hazard should Mega Mawile lack the necessary coverage to beat those Pokemon.

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

**Strong Revenge Killers Resistant or Immune to Sucker Punch**: Choice Specs Keldeo, Choice Band Terrakion, and Tapu Koko are all endowed with a resistance to Dark-type attacks and thus Sucker Punch via their typing, meaning they can tank even a boosted Sucker Punch and potentially OHKO Mega Mawile in return. Choice Specs Tapu Lele has a high chance to OHKO Mawile with Hidden Power Fire and can avoid Sucker Punch through Psychic Terrain. While not immune or resistant to Sucker Punch, Substitute Gigavolt Havoc Magnezone can bypass the threat of Sucker Punch and proceed to OHKO Mega Mawile behind the safety buffer of a Substitute.

**Faster Will-O-Wisp Users**: Because of Mega Mawile's atrocious Speed and reliance on Sucker Punch to compensate, it is left susceptible to users of Will-O-Wisp that outpace it. Will-O-Wisp Heatran, Rotom-W, Mega Charizard X, and Mew are all capable of easily outrunning and then burning Mawile to bypass Sucker Punch, which leaves Mawile close to useless in most cases.

**Physically Defensive Ground-types**: Given their physical bulk and decent Speed stat, physically defensive Landorus-T and Garchomp are able to avoid the OHKO from +2 Sucker Punch with a fair margin of freedom and retaliate with a powerful Earthquake.

**Mega Venusaur**: For sets lacking Swords Dance or Iron Head, Mega Venusaur can effectively wall Mawile when sufficiently healthy.

**Skarmory**: Skarmory's access to Sturdy and Counter enables it to threaten to OHKO Mega Mawile after stomaching a blow, if played correctly.
Implemented. Thank you! oo
 

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
[OVERVIEW]

Thanks to its access to Huge Power and a wide offensive movepool, Mega Mawile is a metagame-defining wallbreaker and offensive threat. This, and a defensively solid typing in Steel / Fairy and access to Intimidate, grants it ample opportunities to either outright attack or bolster its damage output via Swords Dance boosts. However, incredibly lackluster base Speed and HP stats inhibit Mega Mawile's potential, as they render it susceptible to offensive pressure; the ubiquity of strong, offensively inclined Pokemon either resistant or immune to Sucker Punch, such as Tapu Koko and Tapu Lele, lead to Mega Mawile struggling to compete with other Mega Pokemon at times—namely, it faces competition from the likes of Mega Metagross.

[SET]
name: All-out Attacker
move 1: Play Rough
move 2: Sucker Punch
move 3: Thunder Punch
move 4: Fire Fang / Focus Punch
item: Mawilite
ability: Hyper Cutter / Intimidate
nature: Adamant
evs: 92 HP / 252 Atk / 164 Spe

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

Play Rough serves as Mega Mawile's STAB move of choice and dents even Pokemon resistant to Fairy-type attacks significantly. Sucker Punch allows Mega Mawile to pressure offensive archetypes that would otherwise overwhelm it with ease—namely preventing it from being revenge killed by appropriately weakened threats susceptible to a Dark-type priority attack. In addition, Sucker Punch can also threaten to revenge kill certain chipped threats like Mega Metagross. To prevent Toxapex from hindering Mega Mawile's ability to dismantle defensive cores, Thunder Punch is necessary and has the added bonus of hitting Skarmory, Celesteela, and Tapu Fini for super effective damage. Fire Fang is needed to avoid dancing around Ferrothorn, Mega Scizor, and Amoonguss; should one not opt for it, Mega Mawile will struggle to break any cores involving these Pokemon. If Fire Fang is not deemed needed, Focus Punch enables Mega Mawile to punish predicted switches to Heatran while also being a generally strong and unforgiving attack. Last, Knock Off can be used in the final slot as a spammable option that also cripples whatever has the misfortune of switching into it. Alolan Marowak is also a noteworthy target of this move, which could otherwise irritate Mega Mawile through potential use of Will-O-Wisp.

Set Details
========

252 Attack EVs in tandem with an Adamant nature maximize Mega Mawile's wallbreaking and revenge killing capabilities. The remaining EVs are placed into enough Speed to outpace uninvested, neutral-natured Skarmory and HP for a small bulk buffer. The choice of ability is largely up to preference; Hyper Cutter nullifies Landorus-T's Intimidate on the turn Mawile Mega Evolves, while Intimidate can grant it a useful wallbreaking opening by dropping the Attack stat of the Pokemon it comes in on prior to Mega Evolution. If avoiding the OHKO from Focus Sash Dugtrio's Earthquake is deemed desirable, one can run 104 HP EVs to guarantee Mega Mawile survives from full HP.

Usage Tips
========

Mega Mawile excels at crushing defensive cores in general, and as such, is best used in the early- to mid-game phases of a match as a wallbreaker—aim to bring Mega Mawile onto the field via VoltTurn support or by utilizing its decent natural bulk and stellar typing. If one faces a more defensive team that is noticeably weak to Mega Mawile, one would be prudent to play it carefully so as to actually exploit the evident weakness. Conversely, when used versus offensive builds that could overwhelm Mega Mawile rather quickly, Mega Mawile can be played recklessly to open up the opposing team and render it prone to being swept by another threat lying in wait. To illustrate this point—envision a situation in which one team has Mega Mawile and Dragon Dance Zygarde, while the other has a physically defensive Landorus-T with Hidden Power Ice. It is highly likely the Landorus-T user will pivot it into Mega Mawile's Play Rough to prevent it from getting free KOs—using Sucker Punch on the turn after Landorus-T switches into Play Rough to further weaken Landorus-T will make it all the more easy to sweep with Dragon Dance Zygarde, because a would-be stop to it has been significantly weakened.

Team Options
========

Given Mega Mawile's low HP stat and likeliness of being overwhelmed, VoltTurn support is ideal to help bring it in on passive Pokemon it can easily take advantage of. Rotom-W and Tapu Koko are noteworthy users, as the pivots that commonly switch into the aforementioned two—Tangrowth, Ferrothorn, and Amoonguss—can provide Mega Mawile with an opening to wallbreak. In particular, Rotom-W works well with Mega Mawile, as it can pivot into the Ground- and Fire-type attacks commonly aimed at it; on the flip side, Mega Mawile can beat the defensive Grass-types, save for Mega Venusaur, that pivot into Rotom-W's Volt Switch, should Mega Mawile be using Fire Fang. Latios, another popular switch-in to Rotom-W, will easily lose one-on-one to Mega Mawile as well. Similarly, Tapu Koko pressures the opposition into bringing in passive pivots that Mega Mawile can beat. Tapu Koko also compensates for the weakness Mega Mawile has to offensive builds with its high Speed and punishing Electric-type attacks. The presence of Electric Terrain also boosts the power of Mega Mawile's Thunder Punch, allowing it to break past Toxapex and Skarmory more efficiently.

Tapu Lele can render Mega Mawile prone to being revenge killed by virtue of the fact that its Psychic Terrain nullifies Sucker Punch for several turns, so a Steel-type capable of pivoting into Tapu Lele is typically necessary when using Mega Mawile. Pivots capable of dealing with Tapu Lele would include Celesteela and specially defensive Heatran. Additionally, Mega Mawile struggles with the presence of Heatran and Mega Venusaur, so Pokemon capable of luring or crippling those two can aid this set immensely: Surf Latios, Knock Off Clefable, and Hidden Power Ground Expert Belt Jirachi can annoy Heatran, while Extrasensory Greninja and Brave Bird Tapu Koko can lure Mega Venusaur. Should one not opt for Fire Fang, Mega Scizor can wall Mega Mawile and dampen its potential to break defensive cores; for this reason, Magnezone pairs well with Mega Mawile lacking Fire Fang.

Ash-Greninja in combination with Mega Mawile can form a potent wallbreaking duo capable of muscling past bulky cores—like Tapu Koko, Battle Bond Greninja also uses its high Speed and power to pressure the offensive teams that Mega Mawile suffers versus. Lastly, users of Spikes, such as Ferrothorn and Greninja, pressure Mega Venusaur and other Mega Mawile checks through continuous passive damage.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Play Rough
move 3: Sucker Punch
move 4: Knock Off / Thunder Punch
item: Mawilite
ability: Intimidate
nature: Adamant
evs: 40 HP / 252 Atk / 216 Spe

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

Swords Dance boosts Mega Mawile's Attack to astronomical levels—virtually nothing is capable of continually walling it at +2 Attack. Play Rough is the obligatory STAB move of choice and offers solid neutral coverage. Sucker Punch, at the cost of being prediction based, offers strong Dark-type priority, which both prevents Mega Mawile from being easily revenge killed and allows it to pose a substantial threat to offense. To round out the moveset, Knock Off is used for its neutral coverage and serves as a middle ground between the various coverage options Mega Mawile has. In place of Knock Off, Thunder Punch can be used to threaten Pokemon like Toxapex and Celesteela in a more outright fashion but comes at the cost of inhibiting Mega Mawile's matchup versus Ferrothorn. Fire Fang is also an option to nail Mega Scizor and Ferrothorn, but the lack of coverage to hit Toxapex is typically unfavorable given its prevalence.

Set Details
========

Maximum Attack investment in combination with an Adamant nature raises Mawile's wallbreaking power to its highest potential. The given Speed investment lets Mega Mawile outspeed neutral-natured, fully invested Alolan Marowak as well as uninvested base 70 Speed Pokemon,(RC) like Skarmory. For abilities, Intimidate is the preferred option, as the debuff it places on whatever Mega Mawile comes in on grants it more potential setup opportunities. However, if Landorus-T is a major concern, Hyper Cutter can prevent it from lowering Mega Mawile's Attack on the turn it Mega Evolves, allowing it to retain +0 or +2 Attack. Additional investment in HP can be used to guarantee surviving Focus Sash Dugtrio's Earthquake with a completely healthy Mega Mawile; the required benchmark for this is 104 HP EVs.

Usage Tips
========

Swords Dance Mega Mawile can be used either to apply pressure early-game with Swords Dance-boosted attacks or as a late-game sweeper, depending on the circumstances of the match; should stops to Mega Mawile that are difficult to pressure be present, it is likely worth it to treat Mega Mawile as an early- to mid-game breaker, while, on the other hand, if checks to Mega Mawile are particularly weak or susceptible to pressure, it is likely more prudent to preserve Mega Mawile for late-game phases. To set up, bring Mega Mawile in on passive Pokemon that pose little threat to it, such as Tangrowth, and proceed to use Swords Dance. VoltTurn support, while not as necessary for Swords Dance Mega Mawile, is a notable luxury for its ability to provide it with setup opportunities.

Team Options
========

Because Swords Dance Mega Mawile relies heavily on boosted Sucker Punch, Spikes support is ideal to place the opposition in range of it. This is particularly useful versus teams with Choice Specs Keldeo and Tapu Koko, as they both suffer from a susceptibility to Spikes that can dampen their ability to withstand Mega Mawile's priority. Rotom-W, Tapu Koko, and Landorus-T all provide assistance via VoltTurn support that can provide Mega Mawile with opportunities to set up versus Pokemon like Assault Vest Tangrowth; additionally, Rotom-W and Landorus-T can pivot into Pokemon that can trouble Mega Mawile, providing a defensive backbone of sorts for it. Pokemon capable of keeping physically defensive Landorus-T and Will-O-Wisp Heatran at bay, two major threats to Mega Mawile, such as Keldeo, Greninja, and Rotom-W, are welcome additions. Because Mega Venusaur is difficult for Mega Mawile to manage given its typical lack of Iron Head, a means of pressuring it is appreciated: Extrasensory Greninja and Brave Bird Tapu Koko both lure and significantly damage Mega Venusaur. Finally, Magnezone is worth consideration for its ability to remove Mega Scizor, physically defensive Skarmory, and Ferrothorn—three Pokemon capable of irritating Swords Dance Mega Mawile should it lack the appropriate coverage.

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

Substitute in tandem with Focus Punch allows Mega Mawile to deal with Heatran more safely, but the massive commitment those two moveslots combined require is generally unfavorable given that they lead to a significant loss in coverage. Ice Punch and Iron Head can be used to better manage Landorus-T and Mega Venusaur, respectively, but, again, result in an overall poor coverage spread. While not something that concerns the set options of Mega Mawile, it can find a niche on Trick Room teams given its low Speed, passable bulk, and immense breaking power. Should one be strapped for Stealth Rock users, Mega Mawile can run it decently; because this constrains its coverage, Magnezone is a noteworthy partner for Stealth Rock Mega Mawile for its ability to trap Defog Mega Scizor and Skarmory, which could otherwise freely remove the entry hazard should Mega Mawile lack the necessary coverage to beat those Pokemon.

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

**Strong Revenge Killers Resistant or Immune to Sucker Punch**: Choice Specs Keldeo, Choice Band Terrakion, and Tapu Koko are all endowed with a resistance to Dark-type attacks and thus Sucker Punch via their typing, meaning they can tank even a boosted Sucker Punch and potentially OHKO Mega Mawile in return. Choice Specs Tapu Lele has a high chance to OHKO Mega Mawile with Hidden Power Fire and can avoid Sucker Punch through Psychic Terrain. While not immune or resistant to Sucker Punch, Substitute Gigavolt Havoc Magnezone can bypass the threat of Sucker Punch and proceed to OHKO Mega Mawile behind the safety buffer of a Substitute.

**Faster Will-O-Wisp Users**: Because of Mega Mawile's atrocious Speed and reliance on Sucker Punch to compensate, it is left susceptible to users of Will-O-Wisp that outpace it. Will-O-Wisp Heatran, Rotom-W, Mega Charizard X, and Mew are all capable of easily outrunning and then burning Mega Mawile to bypass Sucker Punch, which leaves Mawile it close to useless in most cases.

**Physically Defensive Ground-types**: Given their physical bulk and decent Speed stat, physically defensive Landorus-T and Garchomp are able to avoid the OHKO from +2 Sucker Punch with a fair margin of freedom and retaliate with a powerful Earthquake.

**Mega Venusaur**: For sets lacking Swords Dance or Iron Head, Mega Venusaur can effectively wall Mega Mawile when sufficiently healthy.

**Skarmory**: Skarmory's access to Sturdy and Counter enables it to threaten to OHKO Mega Mawile after stomaching a blow, if played correctly.
GP 2/2
 
Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
[OVERVIEW]

Thanks to its access to Huge Power and a wide offensive movepool, Mega Mawile is a metagame-defining wallbreaker and offensive threat. This, and a defensively solid typing in Steel / Fairy and access to Intimidate, grants it ample opportunities to either outright attack or bolster its damage output via Swords Dance boosts. However, incredibly lackluster base Speed and HP stats inhibit Mega Mawile's potential, as they render it susceptible to offensive pressure; the ubiquity of strong, offensively inclined Pokemon either resistant or immune to Sucker Punch, such as Tapu Koko and Tapu Lele, lead to Mega Mawile struggling to compete with other Mega Pokemon at times—namely, it faces competition from the likes of Mega Metagross.

[SET]
name: All-out Attacker
move 1: Play Rough
move 2: Sucker Punch
move 3: Thunder Punch
move 4: Fire Fang / Focus Punch
item: Mawilite
ability: Hyper Cutter / Intimidate
nature: Adamant
evs: 92 HP / 252 Atk / 164 Spe

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

Play Rough serves as Mega Mawile's STAB move of choice and dents even Pokemon resistant to Fairy-type attacks significantly. Sucker Punch allows Mega Mawile to pressure offensive archetypes that would otherwise overwhelm it with ease—namely preventing it from being revenge killed by appropriately weakened threats susceptible to a Dark-type priority attack. In addition, Sucker Punch can also threaten to revenge kill certain chipped threats like Mega Metagross. To prevent Toxapex from hindering Mega Mawile's ability to dismantle defensive cores, Thunder Punch is necessary and has the added bonus of hitting Skarmory, Celesteela, and Tapu Fini for super effective damage. Fire Fang is needed to avoid dancing around Ferrothorn, Mega Scizor, and Amoonguss; should one not opt for it, Mega Mawile will struggle to break any cores involving these Pokemon. If Fire Fang is not deemed needed, Focus Punch enables Mega Mawile to punish predicted switches to Heatran while also being a generally strong and unforgiving attack. Last, Knock Off can be used in the final slot as a spammable option that cripples whatever has the misfortune of switching into it. Alolan Marowak is also a noteworthy target of this move, which could otherwise irritate Mega Mawile through potential use of Will-O-Wisp.

Set Details
========

252 Attack EVs in tandem with an Adamant nature maximize Mega Mawile's wallbreaking and revenge killing capabilities. The remaining EVs are placed into enough Speed to outpace uninvested, neutral-natured Skarmory and HP for a small bulk buffer. The choice of ability is largely up to preference; Hyper Cutter nullifies Landorus-T's Intimidate on the turn Mawile Mega Evolves, while Intimidate can grant it a useful wallbreaking opening by dropping the Attack stat of the Pokemon it comes in on prior to Mega Evolution. If avoiding the OHKO from Focus Sash Dugtrio's Earthquake is deemed desirable, one can run 104 HP EVs to guarantee Mega Mawile survives from full HP.

Usage Tips
========

Mega Mawile excels at crushing defensive cores in general, and as such, is best used in the early- to mid-game phases of a match as a wallbreaker—aim to bring Mega Mawile onto the field via VoltTurn support or by utilizing its decent natural bulk and stellar typing. If one faces a more defensive team that is noticeably weak to Mega Mawile, one would be prudent to play it carefully so as to actually exploit the evident weakness. Conversely, when used versus offensive builds that could overwhelm Mega Mawile rather quickly, Mega Mawile can be played recklessly to open up the opposing team and render it prone to being swept by another threat lying in wait. To illustrate this point—envision a situation in which one team has Mega Mawile and Dragon Dance Zygarde, while the other has a physically defensive Landorus-T with Hidden Power Ice. It is highly likely the Landorus-T user will pivot it into Mega Mawile's Play Rough to prevent it from getting free KOs—using Sucker Punch on the turn after Landorus-T switches into Play Rough to further weaken Landorus-T will make it all the more easy to sweep with Dragon Dance Zygarde, because a would-be stop to it has been significantly weakened.

Team Options
========

Given Mega Mawile's low HP stat and likeliness of being overwhelmed, VoltTurn support is ideal to help bring it in on passive Pokemon it can easily take advantage of. Rotom-W and Tapu Koko are noteworthy users, as the pivots that commonly switch into the aforementioned two—Tangrowth, Ferrothorn, and Amoonguss—can provide Mega Mawile with an opening to wallbreak. In particular, Rotom-W works well with Mega Mawile, as it can pivot into the Ground- and Fire-type attacks commonly aimed at it; on the flip side, Mega Mawile can beat the defensive Grass-types, save for Mega Venusaur, that pivot into Rotom-W's Volt Switch, should Mega Mawile be using Fire Fang. Latios, another popular switch-in to Rotom-W, will easily lose one-on-one to Mega Mawile as well. Similarly, Tapu Koko pressures the opposition into bringing in passive pivots that Mega Mawile can beat. Tapu Koko also compensates for the weakness Mega Mawile has to offensive builds with its high Speed and punishing Electric-type attacks. The presence of Electric Terrain also boosts the power of Mega Mawile's Thunder Punch, allowing it to break past Toxapex and Skarmory more efficiently.

Tapu Lele can render Mega Mawile prone to being revenge killed by virtue of the fact that its Psychic Terrain nullifies Sucker Punch for several turns, so a Steel-type capable of pivoting into Tapu Lele is typically necessary when using Mega Mawile. Pivots capable of dealing with Tapu Lele would include Celesteela and specially defensive Heatran. Additionally, Mega Mawile struggles with the presence of Heatran and Mega Venusaur, so Pokemon capable of luring or crippling those two can aid this set immensely: Surf Latios, Knock Off Clefable, and Hidden Power Ground Expert Belt Jirachi can annoy Heatran, while Extrasensory Greninja and Brave Bird Tapu Koko can lure Mega Venusaur. Should one not opt for Fire Fang, Mega Scizor can wall Mega Mawile and dampen its potential to break defensive cores; for this reason, Magnezone pairs well with Mega Mawile lacking Fire Fang.

Ash-Greninja in combination with Mega Mawile can form a potent wallbreaking duo capable of muscling past bulky cores—like Tapu Koko, Battle Bond Greninja also uses its high Speed and power to pressure the offensive teams that Mega Mawile suffers versus. Lastly, users of Spikes, such as Ferrothorn and Greninja, pressure Mega Venusaur and other Mega Mawile checks through continuous passive damage.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Play Rough
move 3: Sucker Punch
move 4: Knock Off / Thunder Punch
item: Mawilite
ability: Intimidate
nature: Adamant
evs: 40 HP / 252 Atk / 216 Spe

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

Swords Dance boosts Mega Mawile's Attack to astronomical levels—virtually nothing is capable of continually walling it at +2 Attack. Play Rough is the obligatory STAB move of choice and offers solid neutral coverage. Sucker Punch, at the cost of being prediction based, offers strong Dark-type priority, which both prevents Mega Mawile from being easily revenge killed and allows it to pose a substantial threat to offense. To round out the moveset, Knock Off is used for its neutral coverage and serves as a middle ground between the various coverage options Mega Mawile has. In place of Knock Off, Thunder Punch can be used to threaten Pokemon like Toxapex and Celesteela in a more outright fashion but comes at the cost of inhibiting Mega Mawile's matchup versus Ferrothorn. Fire Fang is also an option to nail Mega Scizor and Ferrothorn, but the lack of coverage to hit Toxapex is typically unfavorable given its prevalence.

Set Details
========

Maximum Attack investment in combination with an Adamant nature raises Mawile's wallbreaking power to its highest potential. The given Speed investment lets Mega Mawile outspeed neutral-natured, fully invested Alolan Marowak as well as uninvested base 70 Speed Pokemon like Skarmory. For abilities, Intimidate is the preferred option, as the debuff it places on whatever Mega Mawile comes in on grants it more potential setup opportunities. However, if Landorus-T is a major concern, Hyper Cutter can prevent it from lowering Mega Mawile's Attack on the turn it Mega Evolves, allowing it to retain +0 or +2 Attack. Additional investment in HP can be used to guarantee surviving Focus Sash Dugtrio's Earthquake with a completely healthy Mega Mawile; the required benchmark for this is 104 HP EVs.

Usage Tips
========

Swords Dance Mega Mawile can be used either to apply pressure early-game with Swords Dance-boosted attacks or as a late-game sweeper, depending on the circumstances of the match; should stops to Mega Mawile that are difficult to pressure be present, it is likely worth it to treat Mega Mawile as an early- to mid-game breaker, while, on the other hand, if checks to Mega Mawile are particularly weak or susceptible to pressure, it is likely more prudent to preserve Mega Mawile for late-game phases. To set up, bring Mega Mawile in on passive Pokemon that pose little threat to it, such as Tangrowth, and proceed to use Swords Dance. VoltTurn support, while not as necessary for Swords Dance Mega Mawile, is a notable luxury for its ability to provide it with setup opportunities.

Team Options
========

Because Swords Dance Mega Mawile relies heavily on boosted Sucker Punch, Spikes support is ideal to place the opposition in range of it. This is particularly useful versus teams with Choice Specs Keldeo and Tapu Koko, as they both suffer from a susceptibility to Spikes that can dampen their ability to withstand Mega Mawile's priority. Rotom-W, Tapu Koko, and Landorus-T all provide assistance via VoltTurn support that can provide Mega Mawile with opportunities to set up versus Pokemon like Assault Vest Tangrowth; additionally, Rotom-W and Landorus-T can pivot into Pokemon that can trouble Mega Mawile, providing a defensive backbone of sorts for it. Pokemon capable of keeping physically defensive Landorus-T and Will-O-Wisp Heatran at bay, two major threats to Mega Mawile, such as Keldeo, Greninja, and Rotom-W, are welcome additions. Because Mega Venusaur is difficult for Mega Mawile to manage given its typical lack of Iron Head, a means of pressuring it is appreciated: Extrasensory Greninja and Brave Bird Tapu Koko both lure and significantly damage Mega Venusaur. Finally, Magnezone is worth consideration for its ability to remove Mega Scizor, physically defensive Skarmory, and Ferrothorn—three Pokemon capable of irritating Swords Dance Mega Mawile should it lack the appropriate coverage.

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

Substitute in tandem with Focus Punch allows Mega Mawile to deal with Heatran more safely, but the massive commitment those two moveslots combined require is generally unfavorable given that they lead to a significant loss in coverage. Ice Punch and Iron Head can be used to better manage Landorus-T and Mega Venusaur, respectively, but, again, result in an overall poor coverage spread. While not something that concerns the set options of Mega Mawile, it can find a niche on Trick Room teams given its low Speed, passable bulk, and immense breaking power. Should one be strapped for Stealth Rock users, Mega Mawile can run it decently; because this constrains its coverage, Magnezone is a noteworthy partner for Stealth Rock Mega Mawile for its ability to trap Defog Mega Scizor and Skarmory, which could otherwise freely remove the entry hazard should Mega Mawile lack the necessary coverage to beat those Pokemon.

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

**Strong Revenge Killers Resistant or Immune to Sucker Punch**: Choice Specs Keldeo, Choice Band Terrakion, and Tapu Koko are all endowed with a resistance to Dark-type attacks and thus Sucker Punch via their typing, meaning they can tank even a boosted Sucker Punch and potentially OHKO Mega Mawile in return. Choice Specs Tapu Lele has a high chance to OHKO Mega Mawile with Hidden Power Fire and can avoid Sucker Punch through Psychic Terrain. While not immune or resistant to Sucker Punch, Substitute Gigavolt Havoc Magnezone can bypass the threat of Sucker Punch and proceed to OHKO Mega Mawile behind the safety buffer of a Substitute.

**Faster Will-O-Wisp Users**: Because of Mega Mawile's atrocious Speed and reliance on Sucker Punch to compensate, it is left susceptible to users of Will-O-Wisp that outpace it. Will-O-Wisp Heatran, Rotom-W, Mega Charizard X, and Mew are all capable of easily outrunning and then burning Mega Mawile to bypass Sucker Punch, which leaves it close to useless in most cases.

**Physically Defensive Ground-types**: Given their physical bulk and decent Speed stat, physically defensive Landorus-T and Garchomp are able to avoid the OHKO from +2 Sucker Punch with a fair margin of freedom and retaliate with a powerful Earthquake.

**Mega Venusaur**: For sets lacking Swords Dance or Iron Head, Mega Venusaur can effectively wall Mega Mawile when sufficiently healthy.

**Skarmory**: Skarmory's access to Sturdy and Counter enables it to threaten to OHKO Mega Mawile after stomaching a blow, if played correctly.
GP 2/2
Implemented this. This is ready for upload.
 

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