Mawile

Take Azelfie

More flags more fun
QC: Spirit / EonX / Llamas
GP: Haund / Winry
Mawile%2BDance.gif

[OVERVIEW]

Mawile's tools and typing compress a lot of roles into one team slot. Mawile has the unique ability to use Baton Pass + Swords Dance, allowing teammates to get a +2 Attack boost, in conjunction with Stealth Rock. It also has decent physical bulk and Intimidate, which when paired with its unique Steel / Fairy typing allows it act as a physical pivot and as a check the best Choice Scarf user in the tier, Tyrantrum. However, Mawile has extremely low Special Defense, leaving it severely damaged even by resisted hits. It is also fairly slow, meaning it is sometimes forced to switch out after a Swords Dance boost without using Baton Pass. A weakness to Ground- and Fire-type moves also hinders it as well, since these attacks are seen very often.

[SET]
name: Defensive
move 1: Play Rough
move 2: Stealth Rock
move 3: Baton Pass
move 4: Swords Dance / Super Fang
item: Leftovers
ability: Intimidate
nature: Impish
evs: 252 HP / 4 Atk / 252 Def

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

Play Rough gives Mawile the ability to hit Fighting- and Dark-types such as Hitmonlee, Virizion, Absol, and Sneasel as well as hitting Druddigon and Tyrantrum. It also has a nice secondary effect of lowering the foe's Attack. Stealth Rock helps to chip down the foes, specifically Fire-types, that threaten Mawile. Baton Pass allows Mawile to pass Swords Dance boosts to other team members and gain momentum for your team. It even lets Mawile switch out on the same turn a foe is brought in, giving you the upper hand. Swords Dance gives Mawile some power to retaliate against some Pokemon it is meant to check, but it is mostly used for boosting another teammate. Super Fang helps Mawile to break down down walls like Amoonguss, Mega Steelix, Rhyperior, Registeel, and Alomomola. Iron Head can be used to replace Play Rough or the last slot because it hits hits Togetic, Aerodactyl, Aromatisse, Diancie, and Mega Glalie for super effective damage.

Set Details
========

Maximum HP and Defense investment alongside an Impish nature gives Mawile physical bulk that allows it to last as long as possible. Leftovers provides passive recovery, improving its longevity. Intimidate lowers the foe's Attack when it switches in and is helpful to mitigate a boost or just giving Mawile a better chance to take hits.

Usage Tips
========

Mawile should be brought in on physical attackers only, and it should also have a good type matchup. If carrying Swords Dance and Baton Pass, you can use more passive Pokemon as setup bait if Mawile isn't needed anymore to help boost another Pokemon so that it can clean up. If you feel your opponent might switch into something Mawile can't handle, use Baton Pass immediately, as it will give you the opportunity to bring in a Pokemon with a better matchup.

Team Options
========

Psychic-types such as Meloetta, Delphox, Slowking, and Sigilyph appreciate Mawile's ability to check Dark-types with ease, putting less stress on getting Pursuit trapped or hit by Sucker Punch. Tyrantrum and Mawile can synergize well together, since Tyrantrum not only loves receiving a Swords Dance boost late-game to plow through the opposing team but also helps Mawile revenge killing Fire-types. Dugtrio can work as well, since Mawile can lure in Fire-types and Baton Pass out into Dugtrio, which effectively removes one of Mawile's counters. Fire-types enjoy Mawile's ability to check Tyrantrum, making it easier for Pokemon such as Fletchinder and Calm Mind Delphox to set up. Physical attackers like getting the extra boost from Mawile's Swords Dance; Mega Glalie, Choice Scarf Tyrantrum, and physical Flygon variants are all notable examples. Alomomola can handle Fire-types and Ground-types pretty reliably and sometimes even pass a Wish to Mawile.

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

An offensively oriented set with Play Rough, Iron Head, Sucker Punch, and Swords Dance can work, but Mawile is very slow and loses to almost all special attackers. Pain Split can give Mawile some faster recovery while being able to also break down defensive switch-ins such as Registeel and Mega Steelix. Knock Off can help to remove Leftovers from a foe or cripple Psychic-types that are switching in, such as Sigilyph and Delphox. Taunt seems cool at first glance, but Mawile's Speed is too low to use it effectively, but it can be useful against Togetic and Druddigon, which Mawile naturally outspeeds. Toxic is able to cripple Fletchinder as well as other Fire-types like Emboar and Mega Camerupt and also puts a timer on defensive Pokemon like Tangrowth and Slowking.

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

**Strong Special Attackers**: Mawile's special bulk is very mediocre, leaving it easily KOed not only by super effective coverage such as Sigilyph's Heat Wave and Slowking's Flamethrower, but also by neutral STAB moves such as Clawitzer's Scald.

**Fire-types**: Any Fire-type can come in without really fearing anything but Super Fang and is free to either launch a super effective move or use Mawile as setup bait for such Pokemon such as Calm Mind Delphox and Nasty Plot Houndoom.

**Ground-types**: Ground-types only really fear Super Fang from Mawile, so Pokemon like Mega Steelix and Rhyperior can freely use Earthquake to get damage off or set up Stealth Rock.
 
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You could put down an offensive set in OO, but its bulk is lacking and its speed leaves much to be desired.

Lanturn is a great partner, forcing out fire-types and gaining momentum with volt switch.

Houndoom loves the intimidate attack drops, and can pursuit trap delphox, a huge thorn in Mawile's side.

Sneasel also applies immense pressure with knock off and appreciates stealth rock support.

CHECKS AND COUNTERS
_______________________

Delphox CMs on it for days and takes nothing from iron head or play rough.

Quagsire walls it to no end and has unaware to prevent SD pass.
from hurting it.

Faster special attackers in general, suck as jolteon, can KO it with ease, or force it out and gain momentum with volt switch.
 
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  • Stealth Rock helps to chip down the opponent, specially Fire-types who threaten Mawile. It also has a nice secondary effect of lowering the opponent's physical attack.
What do you mean by this?
 
  • Stealth Rock helps to chip down the opponent, specially Fire-types who threaten Mawile. It also has a nice secondary effect of lowering the opponent's physical attack.
What do you mean by this?
specially was meant to be specifically and the second part was meant to be apart of Play Rough, thanks for the catch
 
I think this is ready for checks. I don't really know if I should add anything else to the C&C section but I feel that I am missing something.
 
Looks fine to me. Note in the Overview its ability to check the best Scarf user in the tier (Tyrantrum) admirably as that's one of the key selling points of Mawile.

QC Approved 2/3
 
In team options

"Physical sweepers like getting the extra boost from Mawile's Swords Dance."

Add in examples, Scarf Tyrantrum, Flygon (mostly scarf, but any physical variant), and Mega Glalie come to mind, Flygon and Tyrantrum have the benefit of beating the fire types Mawile draws in, Flygon can also dodge ground moves.

Rest of the analysis looks good to me Take Azelfie, nice job, QC Approved 3/3
 
amcheck
add
remove
(comments)
AC = add comma
RC = remove comma
[OVERVIEW]

Mawile's tools and typing provides a lot of roles into one team slot. Mawile also has the unique tool ability to use Baton Pass + Swords Dance, (AC) allowing teammates to get to +2, (AC) as well as providing Stealth Rock. It also has decent physical bulk, (AC) + (Remove the plus) and Intimidate in conjunction of with its unique Fairy / Steel typing allows it to act as a physical pivot . (Remove space before period.) A key selling point is that Mawile can check the best Choice Scarf user in the tier, Tyrantrum. But on the darker side of things (Fluff) Mawile has extremely low Special Defense, (AC) leaving it crippled even by resisted hits. It is also fairly slow, (AC) meaning it is sometimes forced to switch out while it is trying to set up a Swords Dance. A weakness to Ground-type and Fire-type moves also hinders it as well, (AC) since this coverage is seen very often.

[SET]
name: Defensive
move 1: Play Rough
move 2: Stealth Rock
move 3: Baton Pass
move 4: Swords Dance / Super Fang
item: Leftovers
ability: Intimidate
nature: Impish
evs: 252 HP / 4 Atk / 252 Def

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

Play Rough gives Mawile the ability to hit Dark- (Add hyphen) and Fighting-types like such as Hitmonlee, Virizion, Absol and Sneasel as well as hitting Druddigon and Tyrantrum. It also has a nice secondary effect of lowering the opponent's physical Attack. Stealth Rock helps to chip down the opponent foes, specifically Fire-types who that threaten Mawile. Baton Pass can allow Mawile to pass Swords Dance boosts to other team members and gain momentum for your team. It even let's (Remove apostrophe) you Mawile switch out after your opponent the foe is if Baton Pass is used on the same turn they switched out, (AC) giving you the upper hand. (I'm not fully sure I understood the sentence, but I think I did. ) Swords Dance can give Mawile some power to retaliate against some Pokemon it is meant to check, but it is mostly used for boosting another teammate. Super Fang helps Mawile to break down down (Duplicate. Keep one.) walls like Amoonguss, Mega-Steelix (Remove hyphen), Rhyperior, Registeel, and Alomomola. Iron Head can be used to replace Play Rough or the last slot because it hits hits Togetic, Aerodactyl, Aromatisse, Diancie, and Mega Glalie for super effective damage as well as not having a small chance to miss with perfect accuracy.

Set Details
========

Max HP and Defense EV investment alongside an Impish nature gives Mawile extra physical bulk that allows it to last longer. Leftovers provides passive recovery, (AC) improving its longevity. Intimidate reduces the opponents Attack stat when coming in, (AC) which can be helpful for reducing a boosted sweeper (I think this is good for clarity.) or even just giving Mawile a better chance to take hits.

Usage Tips
========

Mawile should be brought in on physical attackers only, and it should also have a good type match up as well. If carrying Swords Dance and Baton Pass, you can use more passive Pokemon as set up (Remove space. Setup is one word) bait if Mawile isn't needed anymore (Passive Pokemon will presumably not be able to harm Mawile while setting up, so I would probably remove this underlined portion.) to help set up another Pokemon to clean up. If you feel your opponent might switch into something Mawile can't handle, use Baton Pass as it will pretty much allow you to counter what ever (Remove space. Whatever is one word) your opponent sends out.

Team Options
========

Psychic-types such as Meloetta, Delphox, Slowking, and Sigilyph appreciate Mawile's ability to check Dark-types with ease, (AC) putting less stress on them getting Pursuit trapped or hit with Sucker Punched. Tyrantrum and Mawile can synergize well together since Tyrantrum loves receiving a Baton Pass late-game (Add hyphen) letting it plow through teams a lot faster more easily (Not passing Speed boosts) but also because Mawile lures in Fire-types in which that Choice Scarf Tyrantrum can revenge kill. Dugtrio can work well since Mawile can lure in Fire-types and Baton Pass out into Dugtrio, (AC) which who effectively removes one of Mawile's counters. Fire-types enjoys Mawile's ability to check Tyrantrum, (AC) making it easier for Pokemon like Fletchinder and Calm Mind Delphox to set up. Physical attackers like getting the extra boost from Mawile's Swords Dance, of which Mega Glalie, Choice Scarf Tyrantrum, and physical Flygon varitants are all notable examples. Typically Pokemon that can deal with stuff foes that switches into Mawile, (AC) since they are often forced to switch it out or sacrifice it. (I don't understand. Are the "Typical(ly) Pokemon" referring to the physical attackers that get the SD boost? If so, try combining with the previous sentence: "...are all notable examples of typical Pokemon that...") Alomomola can handle Fire-types and Ground-types pretty reliably and some times (Remove space. Sometimes is one word) even pass a Wish to Mawile.

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

An offensively oriented set with Play Rough, Iron Head, Sucker Punch, and Swords Dance can work, (AC) but Mawile is very slow and loses to almost all special attackers. Pain Split can give Mawile some faster (It is faster than Leftovers, but is unnecessary to remark on here) recovery while being able to also break down defensive switch-ins (Add Hyphen) to Mawile like such as Registeel and Mega Steelix. Knock Off can help to remove Leftovers off from an opponent and cripple Psychic-types switching in, (AC) such as like Sigilyph and Delphox. Taunt seems cool at first, but Mawile's Speed is too low to actually functionally use it. Mawile does naturally outspeed Togetic and Druddigon, (AC) which does have its uses. (Comment: Is this sentence still connected to the Taunt part? If so, rewrite as: "Taunt seems cool at first, but Mawile's Speed is too low to actually functionally use it, although Mawile does naturally outspeed Togetic and Druddigon, which does have its uses.") Toxic is able to cripple Fletchinder as well as other Fire-types like such as Emboar and Mega Camerupt but while also put a timer of defensive Pokemon like such as Tangrowth and Slowking.

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

**Strong Special Attackers**: Mawile's special bulk is very mediocre, (AC) leaving it vulnerable to getting killed by super effective coverage like such as Sigilyph's Heat Wave and Slowking's Flamethrower as well as STAB moves like Clawitzer's Scalds. (Insert period)

**Fire-types**: Every Fire-type can come in without really fearing anything but Super Fang and are free to either launch a super effective move or use Mawile as set up bait for such Pokemon like Calm Mind Delhpox Delphox and Nasty Plot Houndoom.

**Ground-types**: Ground-types only really fear Super Fang from Mawile, (AC) so Pokemon like Mega Steelix and Rhyperior can then freely use Earthquake to get damage off or set-up (Remove Hyphen) Stealth Rock.
 
add remove comments
[OVERVIEW]

Mawile's tools and typing provides compress (the technical term is "role compression" so i guess this fits well) a lot of roles into one team slot. Mawile also (not necessary because the following are the roles you are talking about, and since you haven't mentioned any there is no reason to use "also")has the unique tool ability to use Baton Pass + Swords Dance, (AC) allowing teammates to get to a +2 Attack boost, (AC) as well as providing in conjunction with (this clearly specifies that the two are used together, it was a bit ambiguous before) Stealth Rock. It also has decent physical bulk + and Intimidate, which in conjunction of its unique Fairy / Steel Steel / Fairy typing allows it act as a physical pivot . A key selling point is that Mawile can and as a check the best Choice Scarf user in the tier, Tyrantrum. But on the darker side of things However, (AC) (usually i'm not opposed to these, but honestly this one doesn't really sound good) Mawile has extremely low Special Defense, (AC) leaving it crippled severely damaged (not what "cripple(d)" means) even by resisted hits. It is also fairly slow, (AC) meaning it is sometimes forced to switch out after a Swords Dance boost without using Baton Pass while it is trying to set up Swords Dance (I assume this is what you meant, since this is what mawile is supposed to do and i wouldn't keep it on a more general level). A weakness to Ground-type (keep the hyphen) and Fire-type moves also hinders it as well, (AC) since this coverage is these attacks are seen very often.

[SET]
name: Defensive
move 1: Play Rough
move 2: Stealth Rock
move 3: Baton Pass
move 4: Swords Dance / Super Fang
item: Leftovers
ability: Intimidate
nature: Impish
evs: 252 HP / 4 Atk / 252 Def

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

Play Rough gives Mawile the ability to hit Fighting- and Dark-types such as Dark and Fighting-types like (matching order) Hitmonlee, Virizion, Absol and Sneasel as well as hitting Druddigon and Tyrantrum. It also has a nice secondary effect of lowering the opponent's physical foe's (foe=opposing pokemon on the field; opponent=the trainer you're battling with)Attack. Stealth Rock helps to chip down the foes opponent, specifically Fire-types who that threaten Mawile. Baton Pass can allows Mawile to pass Swords Dance boost to other team members and gain momentum for your team. It even lets Mawile switch out let's you switch after your opponent is Baton Pass is used on the same turn a foe is brought in, (AC) they switched giving you the upper hand. Swords Dance can gives Mawile some power to retaliate against some Pokemon it is meant to check, but it is mostly used for boosting another teammate. Super Fang helps Mawile to break down down walls like Amoonguss, Mega-Steelix Mega Steelix, Rhyperior, Registeel, and Alomomola. Iron Head can be used to replace Play Rough or the last slot because it hits hits Togetic, Aerodactyl, Aromatisse, Diancie, and Mega Glalie for super effective damage as well as not having a small chance to miss (since you also mention the last slot i wouldn't deal with its accuracy at all).

Set Details
========

Maximum HP and Defense investment alongside an Impish nature gives Mawile extra physical bulk that allows it to last as much as possible longer. Leftovers provides passive recovery, (AC) improving its longevity. Intimidate reduces the opponents attack stat when coming in which can be helpful for reducing the foe's Attack when it switches in and is helpful tomitigate a boost or even just giving Mawile a better chance to take hits.

Usage Tips
========

Mawile should be brought in on physical attackers only, and it should also have a good type match up matchup as well. If carrying Swords Dance and Baton Pass, you can use more passive Pokemon as set up bait if Mawile isn't needed anymore to help set up boost another Pokemon to so that it can clean up. If you feel your opponent might switch into something Mawile can't handle, use Baton Pass immediately, (AC) as it will give you the opportunity to bring in a Pokemon with a better machup pretty much allow you counter what ever your opponent. (I am fairly confident it is impossible to "counter everything" in competitive pokemon)

Team Options
========

Psychic-types such as Meloetta, Delphox, Slowking, and Sigilyph appreciate Mawile's ability to check Dark-types with ease, (AC) putting less stress on getting Pursuit trapped or hit by Sucker Punch Sucker Punched. Tyrantrum and Mawile can synergize well together, (AC) since Tyrantrum not only loves receiving a Swords Dance boost Baton Pass late game letting it late-game to plow through the opposing team teams a lot faster (a lot faster gives the idea of doing this early-game, but you talk about late-game, so..) but also appreciates because Mawile lures luring in Fire-types, (AC) in which Choice Scarf Tyrantrum can revenge kill. Dugtrio can work well, (AC) since Mawile can lure in Fire-types and Baton Pass out into Dugtrio, (AC) which who effectively removes one of Mawile's counters. Fire-types enjoys Mawile's ability to check Tyrantrum, (AC) making it easier for Pokemon like such as Fletchinder and Calm Mind Delphox to set up. Physical attackers like getting the extra boost from Mawile's Swords Dance; (SC) Mega Glalie, Choice Scarf Tyrantrum, and physical Flygon varitants are all notable examples. Typically Pokemon that can deal with stuff that switches into Mawile since they are often forced to switch it out or sacrifice it (?). Alomomola can handle Fire-types and Ground-types pretty reliably and some times even pass a Wish to Mawile.

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

An offensively oriented set with Play Rough, Iron Head, Sucker Punch, and Swords Dance can work, (AC) but Mawile is very slow and loses to almost all special attackers. Pain Split can give Mawile some faster recovery while being able to also break down defensive switch ins to Mawile like switch-ins such as Registeel and Mega Steelix. Knock Off can help to remove Leftovers from a foe off an opponent and or cripple Psychic-types switching in, (AC) such as like Sigilyph and Delphox. Taunt seems cool at first glance, but Mawile's Speed is too low to actually functionally use it effectively, but it can be useful against Mawile does naturally outspeed Togetic and Druddigon, (AC) which Mawile naturally outspeeds (I assume this still refers to taunt? otherwise remove it completely because it is not related to anything and is not an "other option") does have its uses. Toxic is able to cripple Fletchinder as well as other Fire-types like Emboar and Mega Camerupt but and also puts a timer of defensive Pokemon like Tangrowth and Slowking.

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

**Strong Special Attackers**: Mawile's special bulk is very mediocre, (AC) leaving it to get killed easily KOed not only by super effective coverage like such as Sigilyph's Heat Wave and Slowking's Flamethrower, (AC) but also by as well as neutral STAB moves like such as Clawitzer's Scalds. (add period)

**Fire-types**: Every Any Fire-type can come in without really fearing anything but Super Fang and are is free to either launch a super effective move or use Mawile as set up bait for such Pokemon like such as Calm Mind Delphox Delhpox and Nasty Plot Houndoom.

**Ground-types**: Ground-types only really fear Super Fang from Mawile, (AC) so Pokemon like Mega Steelix and Rhyperior can then freely use Earthquake to get damage off or set-up set up Stealth Rock.
1/2
 
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add/fix spelling remove comments
[OVERVIEW]

Mawile's tools and typing compress a lot of roles into one team slot. Mawile has the unique ability to use Baton Pass + Swords Dance, allowing teammates to get a +2 Attack boost, in conjunction with Stealth Rock. It also has decent physical bulk and Intimidate, which in conjunction of when paired with [not an error really, but it sounded a bit repetitive] its unique Steel / Fairy typing allows it act as a physical pivot and as a check the best Choice Scarf user in the tier, Tyrantrum. However, Mawile has extremely low Special Defense, leaving it severely damaged even by resisted hits. It is also fairly slow, meaning it is sometimes forced to switch out after a Swords Dance boost without using Baton Pass. A weakness to Ground- and Fire-type moves also hinders it as well, since these attacks are seen very often.

[SET]
name: Defensive
move 1: Play Rough
move 2: Stealth Rock
move 3: Baton Pass
move 4: Swords Dance / Super Fang
item: Leftovers
ability: Intimidate
nature: Impish
evs: 252 HP / 4 Atk / 252 Def

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

Play Rough gives Mawile the ability to hit Fighting- and Dark-types such as Hitmonlee, Virizion, Absol, [ac] and Sneasel as well as hitting Druddigon and Tyrantrum. It also has a nice secondary effect of lowering the foe's Attack. Stealth Rock helps to chip down the foes, specifically Fire-types, [ac] that threaten Mawile. Baton Pass allows Mawile to pass Swords Dance boosts to other team members and gain momentum for your team. It even lets Mawile switch out on the same turn a foe is brought in, giving you the upper hand. Swords Dance gives Mawile some power to retaliate against some Pokemon it is meant to check, but it is mostly used for boosting another teammate. Super Fang helps Mawile to break down down walls like Amoonguss, Mega Steelix, Rhyperior, Registeel, and Alomomola. Iron Head can be used to replace Play Rough or the last slot because it hits hits Togetic, Aerodactyl, Aromatisse, Diancie, and Mega Glalie for super effective damage.

Set Details
========

Maximum HP and Defense investment alongside an Impish nature gives Mawile physical bulk that allows it to last as much long as possible. Leftovers provides passive recovery, improving its longevity. Intimidate lowers the foe's Attack when it switches in and is helpful to mitigate a boost or just giving Mawile a better chance to take hits.

Usage Tips
========

Mawile should be brought in on physical attackers only, and it should also have a good type matchup. If carrying Swords Dance and Baton Pass, you can use more passive Pokemon as setup [no space] bait if Mawile isn't needed anymore to help set up boost another Pokemon so that it can clean up. If you feel your opponent might switch into something Mawile can't handle, use Baton Pass immediately, as it will give you the opportunity to bring in a Pokemon with a better matchup.

Team Options
========

Psychic-types such as Meloetta, Delphox, Slowking, and Sigilyph appreciate Mawile's ability to check Dark-types with ease, putting less stress on getting Pursuit trapped or hit by Sucker Punch. Tyrantrum and Mawile can synergize well together, since Tyrantrum not only loves receiving a Swords Dance boost late-game to plow through the opposing team but also appreciates helps Mawile revenge killing in Fire-types, which Choice Scarf Tyrantrum can revenge kill. Dugtrio can work as well, since Mawile can lure in Fire-types and Baton Pass out into Dugtrio, which effectively removes one of Mawile's counters. Fire-types enjoy Mawile's ability to check Tyrantrum, making it easier for Pokemon such as Fletchinder and Calm Mind Delphox to set up. Physical attackers like getting the extra boost from Mawile's Swords Dance; Mega Glalie, Choice Scarf Tyrantrum, and physical Flygon variants are all notable examples. Alomomola can handle Fire-types and Ground-types pretty reliably and sometimes [no space] even pass a Wish to Mawile.

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

An offensively oriented set with Play Rough, Iron Head, Sucker Punch, and Swords Dance can work, but Mawile is very slow and loses to almost all special attackers. Pain Split can give Mawile some faster recovery while being able to also break down defensive switch-ins such as Registeel and Mega Steelix. Knock Off can help to remove Leftovers from a foe or cripple Psychic-types that are switching in, such as Sigilyph and Delphox. Taunt seems cool at first glance, but Mawile's Speed is too low to use it effectively, but it can be useful against Togetic and Druddigon, which Mawile naturally outspeeds. Toxic is able to cripple Fletchinder as well as other Fire-types like Emboar and Mega Camerupt and also puts a timer of on defensive Pokemon like Tangrowth and Slowking.

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

**Strong Special Attackers**: Mawile's special bulk is very mediocre, leaving it easily KOed not only by super effective coverage such as Sigilyph's Heat Wave and Slowking's Flamethrower, but also by neutral STAB moves such as Clawitzer's Scalds [either all are plural or none]. (add period)

**Fire-types**: Any Fire-type can come in without really fearing anything but Super Fang and is free to either launch a super effective move or use Mawile as setup [no space] bait for such Pokemon such as Calm Mind Delphox and Nasty Plot Houndoom.

**Ground-types**: Ground-types only really fear Super Fang from Mawile, (AC) so Pokemon like Mega Steelix and Rhyperior can freely use Earthquake to get damage off or set up Stealth Rock.
2/2
 
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