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Mawile

BST 380
SeasonM-6
Format

Base Stats

Stat spread

BST 380
HP
50
Atk
85
Def
85
SpA
55
SpD
55
Spe
50

Type defenses

Type defenses

Mawile takes damage from each attacking type below.

Weak to
Fire2xGround2x
Resists
Normal1/2xGrass1/2xIce1/2xFlying1/2xPsychic1/2xRock1/2xDark1/2xFairy1/2xBug1/4x
Immune to
Poison0xDragon0x
Damage taken from each attacking type
NormalFireWaterElectricGrassIceFightingPoisonGroundFlyingPsychicBugRockGhostDragonDarkSteelFairy
1/2x2x1x1x1/2x1/2x1x0x2x1/2x1/2x1/4x1/2x1x0x1/2x1x1/2x
Normal1/2x
Fire2x
Water1x
Electric1x
Grass1/2x
Ice1/2x
Fighting1x
Poison0x
Ground2x
Flying1/2x
Psychic1/2x
Bug1/4x
Rock1/2x
Ghost1x
Dragon0x
Dark1/2x
Steel1x
Fairy1/2x

Forms / Mega

Available forms

Base vs Mega

Mega MawileType unchangedAbility: Hyper Cutter / Intimidate -> Huge PowerHP +0 / Atk +20 / Def +40 / SpA +0 / SpD +40 / Spe +0

Battle Data

Common choices

Moves

Move usage
10
  1. 1FairyPlay Rough95.9%
  2. 2DarkSucker Punch77.3%
  3. 3NormalProtect76.9%
  4. 4SteelIron Head71.2%

Held Items

Item usage
10
  1. 1Mawilite98.3%
  2. 2Life Orb0.2%
  3. 3Sitrus Berry0.1%
  4. 4Fairy Feather0.1%

Nature

Set usage
10
  1. 1BraveAttack↑Speed↓59.4%
  2. 2AdamantAttack↑Sp. Atk↓36.1%
  3. 3CarefulSp. Def↑Sp. Atk↓1%

Abilities

Set usage
3
  1. 1Intimidate57%
  2. 2Hyper Cutter40.8%
  3. 3Sheer Force2.2%

Stat Points

Set usage
30
  1. 1HP32Atk32Def0SpA0SpD2Spe040.9%
  2. 2HP32Atk32Def2SpA0SpD0Spe015.9%
  3. 3HP32Atk32Def0SpA0SpD0Spe23.6%

Learnable Moves

Move list

MoveTypeCategoryPowerAccuracyPPDescription
Ancient Power601005Has a 10% chance to raise the user's Attack, Defense, Special Attack, Special Defense, and Speed by 1 stage.
Assurance6010010Power doubles if the target has already taken damage this turn, other than direct damage from Belly Drum, confusion, Curse, or Pain Split.
Attract-10015Causes the target to become infatuated, making it unable to attack 50% of the time. Fails if both the user and the target are the same gender, if either is genderless, or if the target is already infatuated. The effect ends when either the user or the target is no longer active. Pokemon with the Oblivious Ability or protected by the Aroma Veil Ability are immune.
Baton Pass--20The user is replaced with another Pokemon in its party. The selected Pokemon has the user's stat stage changes transferred to it, as well as the effects of confusion, Aqua Ring, Curse, Dragon Cheer, Embargo, Focus Energy, Gastro Acid, Heal Block, Ingrain, Leech Seed, Lock-On (Mind Reader), Magnet Rise, Perish Song, Power Trick, Telekinesis, and a substitute with its remaining HP. The effect of Gastro Acid is not transferred if the recipient has an Ability that cannot be affected.
Bite6010020Has a 30% chance to make the target flinch.
Body Slam8510015Has a 30% chance to paralyze the target. Damage doubles and no accuracy check is done if the target has used Minimize while active.
Brick Break7510015If this attack does not miss, the effects of Reflect, Light Screen, and Aurora Veil end for the target's side of the field before damage is calculated.
Brutal Swing6010020No additional effect.
Charm-10020Lowers the target's Attack by 2 stages.
Crunch8010015Has a 20% chance to lower the target's Defense by 1 stage.
Dark Pulse8010015Has a 20% chance to make the target flinch.
Double-Edge12010015If the target lost HP, the user takes recoil damage equal to 33% the HP lost by the target, rounded half up, but not less than 1 HP.
Draining Kiss5010010The user recovers 3/4 the HP lost by the target, rounded half up. If Big Root is held by the user, the HP recovered is 1.3× normal, rounded half down.
Dynamic Punch100505Has a 100% chance to confuse the target.
Endure--10The user will survive attacks made by other Pokemon during this turn with at least 1 HP. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn.
Facade7010020Power doubles if the user is burned, paralyzed, or poisoned. The physical damage halving effect from the user's burn is ignored.
Fake Tears-10020Lowers the target's Special Defense by 2 stages.
Fire Blast110855Has a 10% chance to burn the target.
Fire Fang659515Has a 10% chance to burn the target and a 10% chance to make it flinch.
Flamethrower9010015Has a 10% chance to burn the target.
Flash Cannon8010010Has a 10% chance to lower the target's Special Defense by 1 stage.
Fling-10010The power of this move is based on the user's held item. The held item is lost and it activates for the target if applicable. If there is no target or the target avoids this move by protecting itself, the user's held item is still lost. The user can regain a thrown item with Recycle or the Harvest Ability. Fails if the user has no held item, if the held item cannot be thrown, if the user is under the effect of Embargo or Magic Room, or if the user has the Klutz Ability.
Focus Blast120705Has a 10% chance to lower the target's Special Defense by 1 stage.
Foul Play9510015Damage is calculated using the target's Attack stat, including stat stage changes. The user's Ability, item, and burn are used as normal.
Giga Impact150905If this move is successful, the user must recharge on the following turn and cannot select a move.
Grass Knot-10020This move's power is 20 if the target weighs less than 10 kg, 40 if less than 25 kg, 60 if less than 50 kg, 80 if less than 100 kg, 100 if less than 200 kg, and 120 if greater than or equal to 200 kg.
Guard Swap--10The user swaps its Defense and Special Defense stat stage changes with the target.
Helping Hand--20The power of the target's attack this turn is multiplied by 1.5 (this effect is stackable). Fails if there is no ally adjacent to the user or if the ally already moved this turn, but does not fail if the ally is using a two-turn move.
Hyper Beam150905If this move is successful, the user must recharge on the following turn and cannot select a move.
Ice Beam9010010Has a 10% chance to freeze the target.
Ice Fang659515Has a 10% chance to freeze the target and a 10% chance to make it flinch.
Ice Punch7510015Has a 10% chance to freeze the target.
Icy Wind559515Has a 100% chance to lower the target's Speed by 1 stage.
Iron Defense--15Raises the user's Defense by 2 stages.
Iron Head8010015Has a 30% chance to make the target flinch.
Knock Off6510020This move's power is multiplied by 1.5 if the target is holding an item, and the target loses its held item if the user has not fainted. A target with the Sticky Hold Ability does not lose its held item if it has not fainted. This move does not increase in power or remove the target's item if it is a Blue Orb, Red Orb, Adamant Crystal, Lustrous Globe, Griseous Core, Plate, Drive, Memory, Rusted Sword, Rusted Shield, Booster Energy, or Mask held by a Kyogre, Groudon, Dialga, Palkia, Giratina, Arceus, Genesect, Silvally, Zacian, Zamazenta, Paradox Pokemon, or Ogerpon, respectively, or if the user is one of those species and the target is holding the respective item. In this case, Paradox Pokemon include every species with the Protosynthesis and Quark Drive Abilities, except Gouging Fire, Raging Bolt, Iron Boulder, and Iron Crown. Items lost to this move cannot be regained with Recycle or the Harvest Ability.
Mega Kick120755No additional effect.
Misty Terrain--10For 5 turns, the terrain becomes Misty Terrain. During the effect, the power of Dragon-type attacks used against grounded Pokemon is multiplied by 0.5 and grounded Pokemon cannot be inflicted with a non-volatile status condition nor confusion. Grounded Pokemon can become affected by Yawn but cannot fall asleep from its effect. Camouflage transforms the user into a Fairy type, Nature Power becomes Moonblast, and Secret Power has a 30% chance to lower Special Attack by 1 stage. Fails if the current terrain is Misty Terrain.
Payback5010010Power doubles if the user moves after the target this turn, including actions taken through Instruct or the Dancer Ability. Switching in does not count as an action.
Play Rough909010Has a 10% chance to lower the target's Attack by 1 stage.
Poison Fang5010015Has a 50% chance to badly poison the target.
Protect--5The user is protected from most attacks made by other Pokemon during this turn. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn.
Psychic Fangs8510010If this attack does not miss, the effects of Reflect, Light Screen, and Aurora Veil end for the target's side of the field before damage is calculated.
Rain Dance--5For 5 turns, the weather becomes Rain. The damage of Water-type attacks is multiplied by 1.5 and the damage of Fire-type attacks is multiplied by 0.5 during the effect. Lasts for 8 turns if the user is holding Damp Rock. Fails if the current weather is Rain.
Rest--5The user falls asleep for the next two turns and restores all of its HP, curing itself of any non-volatile status condition in the process. Fails if the user has full HP, is already asleep, or if another effect is preventing sleep.
Rock Slide759010Has a 30% chance to make the target flinch.
Rock Tomb609515Has a 100% chance to lower the target's Speed by 1 stage.
Round6010015If there are other active Pokemon that chose this move for use this turn, those Pokemon take their turn immediately after the user, in Speed order, and this move's power is 120 for each other user.
Sandstorm--5For 5 turns, the weather becomes Sandstorm. At the end of each turn except the last, all active Pokemon lose 1/16 of their maximum HP, rounded down, unless they are a Ground, Rock, or Steel type, or have the Magic Guard, Overcoat, Sand Force, Sand Rush, or Sand Veil Abilities. During the effect, the Special Defense of Rock-type Pokemon is multiplied by 1.5 when taking damage from a special attack. Lasts for 8 turns if the user is holding Smooth Rock. Fails if the current weather is Sandstorm.
Seismic Toss-10020Deals damage to the target equal to the user's level.
Shadow Ball8010015Has a 20% chance to lower the target's Special Defense by 1 stage.
Sleep Talk--10One of the user's known moves, besides this move, is selected for use at random. Fails if the user is not asleep. The selected move does not have PP deducted from it, and can currently have 0 PP. This move cannot select Assist, Beak Blast, Belch, Bide, Blazing Torque, Celebrate, Chatter, Combat Torque, Copycat, Dynamax Cannon, Focus Punch, Hold Hands, Magical Torque, Me First, Metronome, Mimic, Mirror Move, Nature Power, Noxious Torque, Shell Trap, Sketch, Sleep Talk, Struggle, Uproar, Wicked Torque, or any two-turn move.
Sludge Bomb9010010Has a 30% chance to poison the target.
Snore5010015Has a 30% chance to make the target flinch. Fails if the user is not asleep.
Solar Beam12010010This attack charges on the first turn and executes on the second. Power is halved if the weather is Heavy Rain, Rain, Sandstorm, or Snow and the user is not holding Utility Umbrella. If the user is holding a Power Herb or the weather is Intense Sun or Sun, the move completes in one turn. If the user is holding Utility Umbrella and the weather is Intense Sun or Sun, the move still requires a turn to charge.
Spit Up-10010Power is equal to 100 times the user's Stockpile count. Fails if the user's Stockpile count is 0. Whether or not this move is successful, the user's Defense and Special Defense decrease by as many stages as Stockpile had increased them, and the user's Stockpile count resets to 0.
Stealth Rock--20Sets up a hazard on the opposing side of the field, damaging each opposing Pokemon that switches in. Fails if the effect is already active on the opposing side. Foes lose 1/32, 1/16, 1/8, 1/4, or 1/2 of their maximum HP, rounded down, based on their weakness to the Rock type; 0.25×, 0.5×, neutral, 2×, or 4×, respectively. Can be removed from the opposing side if any Pokemon uses Tidy Up, or if any opposing Pokemon uses Mortal Spin, Rapid Spin, or Defog successfully, or is hit by Defog.
Steel Beam140955Whether or not this move is successful and even if it would cause fainting, the user loses 1/2 of its maximum HP, rounded up, unless the user has the Magic Guard Ability.
Stockpile--20Raises the user's Defense and Special Defense by 1 stage. The user's Stockpile count increases by 1. Fails if the user's Stockpile count is 3. The user's Stockpile count is reset to 0 when it is no longer active.
Stone Edge100805Has a higher chance for a critical hit.
Substitute--10The user takes 1/4 of its maximum HP, rounded down, and puts it into a substitute to take its place in battle. The substitute is removed once enough damage is inflicted on it, if the user switches out or faints, or if any Pokemon uses Tidy Up. Baton Pass can be used to transfer the substitute to an ally, and the substitute will keep its remaining HP. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat stage changes caused by other Pokemon. Sound-based moves and Pokemon with the Infiltrator Ability ignore substitutes. The user still takes normal damage from weather and status effects while behind its substitute. If the substitute breaks during a multi-hit attack, the user will take damage from any remaining hits. If a substitute is created while the user is trapped by a binding move, the binding effect ends immediately. Fails if the user does not have enough HP remaining to create a substitute without fainting, or if it already has a substitute.
Sucker Punch701005Fails if the target did not select a physical attack, special attack, or Me First for use this turn, or if the target moves before the user.
Sunny Day--5For 5 turns, the weather becomes Sun. The damage of Fire-type attacks is multiplied by 1.5 and the damage of Water-type attacks is multiplied by 0.5 during the effect. Lasts for 8 turns if the user is holding Heat Rock. Fails if the current weather is Sun.
Swagger-8515Raises the target's Attack by 2 stages and confuses it.
Swallow--10The user restores its HP based on its Stockpile count. Restores 1/4 of its maximum HP if it's 1, 1/2 of its maximum HP if it's 2, both rounded half down, and all of its HP if it's 3. Fails if the user's Stockpile count is 0. The user's Defense and Special Defense decrease by as many stages as Stockpile had increased them, and the user's Stockpile count resets to 0.
Sweet Scent-10020Lowers the target's evasiveness by 2 stages.
Swords Dance--20Raises the user's Attack by 2 stages.
Taunt-10020Prevents the target from using non-damaging moves for its next three turns. Pokemon with the Oblivious Ability or protected by the Aroma Veil Ability are immune.
Thunder Fang659515Has a 10% chance to paralyze the target and a 10% chance to make it flinch.
Thunder Punch7510015Has a 10% chance to paralyze the target.
Tickle-10020Lowers the target's Attack and Defense by 1 stage.
Pokémon Champions — Regulation Set M-C
What’s NewSEASON UPDATE / M-C

New Season - Battle Ready