Last updated: 2026-06-18

Related Pokemon
The Pokémon's Attack cannot be lowered by the opposing Pokémon's effects.
When the Pokémon enters battle, it lowers the opposing Pokémon's Attack by 1 stage. This has no effect on Pokémon with Oblivious, Inner Focus, Own Tempo, or Scrappy.
Moves with additional effects lose those effects, but their power is increased to 1.3 times. Effects that cause recoil damage or lower the user's stats still apply.
Beta / under verification. Content may be inaccurate.
Singles usage rank 22. The mainstay is a physical setup attacker mixing Swords Dance with Play Rough and Sucker Punch, with Mawilite (99.8%) making Mega play essentially a prerequisite. Adamant (83.5%) is the central nature, adding Iron Head, Knock Off, and Fire Fang as sub moves.
This analysis is auto-generated by AI based on base stats, typing, and recent-season usage trends. It may differ from the actual competitive environment.
Season: シーズンM-3 (2026-06-18)
Moves
Item
Ability
Nature
AP Spreads
Focus Sash Hazard Setting
A build that survives with Focus Sash while setting up hazards with moves like Stealth Rock
Mawile
| HP | 127 | 2 | |
|---|---|---|---|
| Atk | 137 | 32 | |
| Def | 105 | - | |
| SpA↓ | 67 | - | |
| SpD | 75 | - | |
| Spe↑ | 112 | 32 |
Max Atk/Spe EVs,
Focus Sash guarantees a turn of action so it can reliably do its job — a Mawile build. While the ability Intimidate cuts physical attackers' power, setting up a favorable field with Stealth Rock and Taunt — its composition.
Mega Evolution is generally recommended
It is generally recommended to Mega Evolve Mawile. Its bulk and Attack stats rise, and its ability becomes Huge Power.On top of the Attack boost, its Attack is then doubled, greatly strengthening it as an attacker. Mega Mawile Build Guide and Counters
Boost matchup power with a priority move
Rock Tomb instead of Sucker Punch, to improve its ability to take down the Pokémon it faces, is also recommended. Rock Tomb can lower Speed, so choose according to your preference.
Brought out as a lead,
Focus Sash to survive an attack, Stealth Rock and lay down hazards to support the next ace — its role. Lowering the opponent's Speed Rock Tomb into the mix, creating a field where allies can move safely while disrupting the opponent's setup — core gameplay.
Weak to Pokémon that break through Focus Sash
This Mawile
Focus Sash is a Pokémon that does its job while surviving with it, so Fake Out, priority moves, and the like, Weak to opponents that nullify Focus Sash. Keep an eye on the opponent's Pokémon and switch to a teammate against unfavorable matchups.
Example Threats
Physical Setup Attacker
A build that raises stats with Swords Dance and pressures opponents with high power
Mega Mawile
| HP | 157 | 32 | |
|---|---|---|---|
| Atk↑ | 172 | 32 | |
| Def | 145 | - | |
| SpA↓ | 67 | - | |
| SpD | 117 | 2 | |
| Spe | 70 | - |
A Mega Mawile build that maxes out EVs in HP and Attack to fully draw out the high physical Attack from the ability Huge Power. Knock Off and similar moves to chip away at opponents, and uses Swords Dance to boost power further and aims to sweep the whole team — its composition.
The Knock Off slot is a swap candidate
Knock Off slot can run Iron Head or Fire Fang become options. They widen the range of Pokémon you can handle, so swap moves to match the opposing Pokémon you want to take down.
the pre-Mega abilityIntimidate and its excellent type resistances to create favorable matchups, then uses setup moves to raise its own breakthrough power — its role as an ace. Because its Speed is low, after setting up it picks off opponents one after another with the priority move Sucker Punch — core gameplay.
Weak to high-power special attackers
Mega Mawile has low special bulk and slow Speed, so it Weak to high-power special attackers. It is clearly at a disadvantage against Pokémon such as Fire types that hit it super effectively, so switch to another Pokémon in your party.
Example Threats
Doubles Trick Room Attacker
A Double Battle build that doubles Attack with its ability and strikes first under Trick Room
Mega Mawile
| HP | 157 | 32 | |
|---|---|---|---|
| Atk↑ | 172 | 32 | |
| Def | 147 | 2 | |
| SpA | 75 | - | |
| SpD | 115 | - | |
| Spe↓ | 63 | - |
Max HP/Atk EVs with a ゆうかん to lower Speed, physical attacker build designed for use under Trick Room Mega Mawile. Before Mega Evolving, the ability Intimidate lowers the opponent's Attack, and after Mega Evolving, the ability Huge Power raises its physical power twofold.
Hyper Cutter is also recommended
Its pre-Mega Evolution ability Hyper Cutter is also recommended. By using Hyper Cutter as the ability, Incineroar — which has a high pick rate in Double Battles — and its Intimidate.
"Rock Slide" and "Swords Dance" are also recommended
Rock Slide or Swords Dance is also recommended. Adopting Rock Slide makes it possible to OHKO Mega Charizard Y, against which it has a type disadvantage. Also, combining Swords Dance with Sucker Punch, トリックルーム状態 it becomes easier to strike first and knock out the opponent even when it isn't active.
Before Mega Evolving, Intimidate support and the high firepower after Mega Evolving — fulfilling an ace role that combines both — its role.トリックルーム状態 forces high-power STAB moves onto the opponent, while the priority move Sucker Punch is adopted to Trick Room wears off, it can still pin the opponent down.
Weak to Fire-type Pokémon
Fire-type Pokémon exploit its weakness, and Play Rough and Iron Head gets halved. Be sure to include a Pokémon that fares well against Fire types in your party. Also, against Mega Charizard Y, Mega Mawile's Rock Slide offers an option to launch a surprise attack.
Example Threats
Type
Category
Target
Properties
71 / 71
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | On the turn after using this move, the user must recharge. |
| Double-Edge | Normal | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes recoil damage equal to 1/3 of the damage dealt. |
| Mega Kick | Normal | Phys | 120 | 75 | 8 | Contact | 1 Foe | An ordinary attacking move. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. Against a target in the Minimize state, the power is doubled and the move always hits. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | Power is doubled if the user is poisoned, badly poisoned, paralyzed, or burned. The halving of physical damage from being burned is ignored. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | On the turn after it is used, the user must recharge and cannot move. | |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | When multiple Pokémon use this move in the same turn, the Pokémon after the first one to use it act immediately after the first user. The power is doubled for the second and subsequent users. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can only be used while the user is asleep. Has a 30% chance of making the target flinch. |
| Spit Up | Normal | Spec | - | 100 | 12 | 1 Foe | The higher the number of Stockpile stacks, the greater the power. Power ranges from 100 to 300. If the user is not in a Stockpile state, this move fails. | |
| Tickle | Normal | Stat | - | 100 | 20 | 1 Foe | Lowers the target's Attack and Defense by 1 stage each. | |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | During the turn it is used, raises the power of an ally's move to 1.5 times. | |
| Swallow | Normal | Stat | - | - | 12 | Self | Restores more HP the higher the number of Stockpile counts. At 1 count, it restores 1/4 of max HP; at 2 counts, 1/2 of max HP; at 3 counts, it fully restores HP. Fails if the user is not in the Stockpile state. | |
| Stockpile | Normal | Stat | - | - | 20 | Self | Raises the user's Defense and Sp. Def by 1 stage and increases the user's Stockpile count by 1. Power can be stockpiled up to 3 times. | |
| Sweet Scent | Normal | Stat | - | 100 | 20 | All Foes | Lowers the target's evasiveness by 2 stages. | |
| Baton Pass | Normal | Stat | - | - | 20 | Self | Switches out with another Pokémon in the party, passing along stat changes, Substitute, and similar effects to that Pokémon. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only while the user is asleep. Uses one of the other moves the user knows at random. | |
| Attract | Normal | Stat | - | 100 | 16 | 1 Foe | Inflicts the infatuation condition on the target. Fails against a target of the same gender or of unknown gender. | |
| Swagger | Normal | Stat | - | 85 | 16 | 1 Foe | Raises the target's Attack by two stages and puts it into the confused condition. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn it is used, if the user takes damage from a move that would cause it to faint, it endures with 1 HP remaining. This move's success rate becomes 1/3 of the previous time's if used in succession. | |
| Protect | Normal | Stat | - | - | 8 | Self | Protects the user from the opponent's moves during the turn it is used. If used in succession, its success rate becomes 1/3 of the previous use. | |
| Substitute | Normal | Stat | - | - | 12 | Self | Reduces the user's HP by 1/4 of its max HP to create a substitute. The substitute takes hits in the user's place. It disappears after taking damage equal to 1/4 of the user's max HP. | |
| Swords Dance | Normal | Stat | - | - | 20 | Dance | Self | Raises the user's Attack by 2 stages. |
| Solar Beam | Grass | Spec | 120 | 100 | 12 | 1 Foe | On the turn it is used, the user charges up, then attacks on the next turn. In harsh sunlight, the user does not charge up and attacks immediately. In other weather, its power is halved (1/2). | |
| Grass Knot | Grass | Spec | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater the move's power. Power 20-120. |
| Fire Fang | Fire | Phys | 65 | 95 | 16 | ContactBite | 1 Foe | Has a 10% chance of burning the target. Has a 10% chance of making the target flinch. |
| Fire Blast | Fire | Spec | 110 | 85 | 8 | 1 Foe | Has a 10% chance to burn the target. | |
| Flamethrower | Fire | Spec | 90 | 100 | 16 | 1 Foe | Has a 10% chance of burning the target. | |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Sets the weather to harsh sunlight for 5 turns. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Makes it rain for 5 turns. | |
| Thunder Punch | Electric | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of paralyzing the target. |
| Thunder Fang | Electric | Phys | 65 | 95 | 16 | ContactBite | 1 Foe | Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch. |
| Stone Edge | Rock | Phys | 100 | 80 | 8 | 1 Foe | Attacks with a heightened critical-hit chance (critical-hit stage +1). | |
| Rock Slide | Rock | Phys | 75 | 90 | 12 | All Foes | Has a 30% chance to make the target flinch. | |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target's Speed by 1 stage. | |
| Ancient Power | Rock | Spec | 60 | 100 | 8 | 1 Foe | Has a 10% chance of raising each of the user's Attack, Defense, Sp. Atk, Sp. Def, and Speed by 1 stage. | |
| Stealth Rock | Rock | Stat | - | - | 20 | Foe's Side | Puts the target's side into a Stealth Rock state. | |
| Sandstorm | Rock | Stat | - | - | 8 | Wind | Whole Field | Sets up a sandstorm for 5 turns. |
| Poison Fang | Poison | Phys | 50 | 100 | 16 | ContactBite | 1 Foe | Has a 50% chance of badly poisoning the target. |
| Sludge Bomb | Poison | Spec | 90 | 100 | 12 | Ball | 1 Foe | Has a 30% chance of poisoning the target. |
| Ice Punch | Ice | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance to leave the target frozen. |
| Ice Fang | Ice | Phys | 65 | 95 | 16 | ContactBite | 1 Foe | Has a 10% chance of freezing the target and a 10% chance of making the target flinch. |
| Ice Beam | Ice | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance to freeze the target. | |
| Icy Wind | Ice | Spec | 55 | 95 | 16 | Wind | All Foes | Lowers the target's Speed by 1 stage. |
| Dynamic Punch | Fighting | Phys | 100 | 50 | 8 | ContactPunch | 1 Foe | Confuses the target. |
| Brick Break | Fighting | Phys | 75 | 100 | 16 | Contact | 1 Foe | Removes Light Screen, Reflect, and Aurora Veil from the target's side before attacking. |
| Seismic Toss | Fighting | Phys | - | 100 | 20 | Contact | 1 Foe | Deals 50 HP of fixed damage to the target. |
| Focus Blast | Fighting | Spec | 120 | 70 | 8 | Ball | 1 Foe | Has a 10% chance of lowering the target's Sp. Def by 1 stage. |
| Psychic Fangs | Psychic | Phys | 85 | 100 | 12 | ContactBite | 1 Foe | Removes Light Screen, Reflect, and Aurora Veil from the target's side before attacking. |
| Guard Swap | Psychic | Stat | - | - | 12 | 1 Foe | Swaps the user's Defense and Sp. Def stat changes with the target's Defense and Sp. Def stat changes. | |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user's HP and cures its status conditions. The user falls asleep for 2 turns. Fails if the user's HP is already full. | |
| Shadow Ball | Ghost | Spec | 80 | 100 | 16 | Ball | 1 Foe | Has a 20% chance to lower the target's Sp. Def by 1 stage. |
| Foul Play | Dark | Phys | 95 | 100 | 16 | Contact | 1 Foe | Damage is calculated using the target's Attack stat instead of the user's Attack stat. |
| Crunch | Dark | Phys | 80 | 100 | 16 | ContactBite | 1 Foe | Has a 20% chance of lowering the target's Defense by 1 stage. |
| Sucker Punch | Dark | Phys | 70 | 100 | 8 | Contact | 1 Foe | Fails unless the target has selected an attacking move and has not yet attacked during the turn this move is used. |
| Knock Off | Dark | Phys | 65 | 100 | 20 | Contact | 1 Foe | If the target is holding an item, the power is increased to 1.5x. Causes the target to lose its held item. |
| Brutal Swing | Dark | Phys | 60 | 100 | 20 | Contact | All | An ordinary attacking move. |
| Assurance | Dark | Phys | 60 | 100 | 12 | Contact | 1 Foe | This move's power is doubled if the target has already taken damage during the turn it is used. |
| Bite | Dark | Phys | 60 | 100 | 20 | ContactBite | 1 Foe | Has a 30% chance of making the target flinch. |
| Payback | Dark | Phys | 50 | 100 | 12 | Contact | 1 Foe | This move's power is doubled if the user attacks after the target has moved. |
| Fling | Dark | Phys | - | 100 | 12 | 1 Foe | The power and effect change depending on the held item. The item is consumed when this move is used. | |
| Dark Pulse | Dark | Spec | 80 | 100 | 16 | Pulse | 1 Foe | Has a 20% chance of making the target flinch. |
| Fake Tears | Dark | Stat | - | 100 | 20 | 1 Foe | Lowers the target's Sp. Def by two stages. | |
| Taunt | Dark | Stat | - | 100 | 20 | 1 Foe | Puts the target into the Taunt state. | |
| Iron Head | Steel | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance to make the target flinch. |
| Steel Beam | Steel | Spec | 140 | 95 | 8 | 1 Foe | After attacking, the user takes damage equal to 1/2 of its maximum HP. | |
| Flash Cannon | Steel | Spec | 80 | 100 | 12 | 1 Foe | Has a 10% chance to lower the target's Sp. Def by 1 stage. | |
| Iron Defense | Steel | Stat | - | - | 16 | Self | Raises the user's Defense by 2 stages. | |
| Play Rough | Fairy | Phys | 90 | 90 | 12 | Contact | 1 Foe | Has a 10% chance to lower the target's Attack by 1 stage. |
| Draining Kiss | Fairy | Spec | 50 | 100 | 12 | Contact | 1 Foe | The user recovers HP equal to 3/4 of the damage dealt to the target. |
| Misty Terrain | Fairy | Stat | - | - | 12 | Whole Field | Puts the entire field into the Misty Terrain condition for 5 turns. | |
| Charm | Fairy | Stat | - | 100 | 20 | 1 Foe | Lowers the target's Attack by 2 stages. |