Last updated: 2026-08-08

Related Pokemon
Doubles the power of the Pokémon’s physical moves.
A Mega attacker with top-class usage in singles. It evolves with Mawilite, doubles its physical power with Huge Power, and is used as a physical ace with Sucker Punch and Play Rough plus Swords Dance; Adamant is mainstream, with support options like Iron Head and Fire Fang. The mainstream set almost always uses pre-Mega Intimidate to soften physical hits on entry, and despite being slow, it can chip from above with priority Sucker Punch.
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: M-5 (2026-08-08)
Moves
Item
Ability
Nature
AP Spreads
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
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
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
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| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Double-Edge | Normal | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes 1/3 of the damage dealt by this move. |
| 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. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Spit Up | Normal | Spec | - | 100 | 12 | 1 Foe | The higher the user’s Stockpiling level, the greater this move’s power (ranging between 100 and 300). This move fails unless the user has the Stockpiling status. | |
| Tickle | Normal | Stat | - | 100 | 20 | 1 Foe | Lowers the target’s Attack and Defense stats by 1 stage. | |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Swallow | Normal | Stat | - | - | 12 | Self | The higher the user’s Stockpiling level, the more HP the user restores. Level 1: 1/4 of the user’s max HP is restored. Level 2: 1/2 of the user’s max HP is restored. Level 3: The user’s HP is fully restored. This move fails unless the user has the Stockpiling status. | |
| Stockpile | Normal | Stat | - | - | 20 | Self | Boosts the user’s Defense and Sp. Def stats by 1 stage. Raises the user’s Stockpiling level by 1. Can be used up to 3 times. | |
| Sweet Scent | Normal | Stat | - | 100 | 20 | All Foes | Lowers targets’ evasiveness by 2 stages. | |
| Baton Pass | Normal | Stat | - | - | 20 | Self | The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokémon switching in. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Attract | Normal | Stat | - | 100 | 16 | 1 Foe | Gives the target the Infatuated status. This move will fail against a target that is the same gender as the user or whose gender is unknown. | |
| Swagger | Normal | Stat | - | 85 | 16 | 1 Foe | Boosts the target’s Attack stat by 2 stages and confuses it. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Swords Dance | Normal | Stat | - | - | 20 | Dance | Self | Boosts the user’s Attack stat by 2 stages. |
| Solar Beam | Grass | Spec | 120 | 100 | 12 | 1 Foe | The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition. | |
| Grass Knot | Grass | Spec | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater this move’s power (ranging between 20 and 120). |
| Fire Fang | Fire | Phys | 65 | 95 | 16 | ContactBite | 1 Foe | Has a 10% chance of burning the target and a 10% chance of making the target flinch. |
| Fire Blast | Fire | Spec | 110 | 85 | 8 | 1 Foe | Has a 10% chance of burning 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 | Summons harsh sunlight for 5 turns. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons 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 | This move has a 1-stage Critical-Hit Ratio Boost. | |
| Rock Slide | Rock | Phys | 75 | 90 | 12 | All Foes | Has a 30% chance of making targets flinch. | |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Ancient Power | Rock | Spec | 60 | 100 | 8 | 1 Foe | Has a 10% chance of boosting the user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage. | |
| Stealth Rock | Rock | Stat | - | - | 20 | Foe's Side | Gives the opponent’s side the Stealth Rock status. | |
| Sandstorm | Rock | Stat | - | - | 8 | Wind | Whole Field | Summons 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 of freezing the target. |
| 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 of freezing the target. | |
| Icy Wind | Ice | Spec | 55 | 95 | 16 | Wind | All Foes | Lowers targets’ Speed stats 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 the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. |
| Seismic Toss | Fighting | Phys | - | 100 | 20 | Contact | 1 Foe | Deals 50 HP of damage. |
| Focus Blast | Fighting | Spec | 120 | 70 | 8 | Ball | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Psychic Fangs | Psychic | Phys | 85 | 100 | 12 | ContactBite | 1 Foe | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. |
| Guard Swap | Psychic | Stat | - | - | 12 | 1 Foe | The user swaps the changes to its Defense and Sp. Def stats with the changes to the target’s Defense and Sp. Def stats. | |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Shadow Ball | Ghost | Spec | 80 | 100 | 16 | Ball | 1 Foe | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Foul Play | Dark | Phys | 95 | 100 | 16 | Contact | 1 Foe | The damage dealt by this move 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 stat by 1 stage. |
| Sucker Punch | Dark | Phys | 70 | 100 | 8 | Contact | 1 Foe | This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used. |
| Knock Off | Dark | Phys | 65 | 100 | 20 | Contact | 1 Foe | This move’s power is boosted by 50% if the target is holding an item. 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 this move 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. |
| Fling | Dark | Phys | - | 100 | 12 | 1 Foe | This move’s power and effects depend on the user’s held item. The held item is lost after 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 stat by 2 stages. | |
| Taunt | Dark | Stat | - | 100 | 20 | 1 Foe | Gives the target the Taunted status. | |
| Iron Head | Steel | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Steel Beam | Steel | Spec | 140 | 95 | 8 | 1 Foe | After attacking, the user takes damage equal to 1/2 of its max HP. | |
| Flash Cannon | Steel | Spec | 80 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Iron Defense | Steel | Stat | - | - | 16 | Self | Boosts the user’s Defense stat by 2 stages. | |
| Play Rough | Fairy | Phys | 90 | 90 | 12 | Contact | 1 Foe | Has a 10% chance of lowering the target’s Attack stat by 1 stage. |
| Draining Kiss | Fairy | Spec | 50 | 100 | 12 | Contact | 1 Foe | The user’s HP is restored by 3/4 of the damage dealt by this move. |
| Misty Terrain | Fairy | Stat | - | - | 12 | Whole Field | Turns the entire field into Misty Terrain for 5 turns. | |
| Charm | Fairy | Stat | - | 100 | 20 | 1 Foe | Lowers the target’s Attack stat by 2 stages. |