Mawile
Deceiver Pokémon
- height
- 0.6 m
- weight
- 11.5 kg
It chomps with its gaping mouth. Its huge jaws are actually steel horns that have been transformed.
Base stats
Abilities
- Hyper Cutter
Prevents other Pokemon from lowering this Pokemon's Attack stat stage.
- Intimidate
On switch-in, this Pokemon lowers the Attack of opponents by 1 stage.
- Sheer Force
This Pokemon's attacks with secondary effects have 1.3x power; nullifies the effects.
Type matchups
Weak to
Resists / immune
Bar = relative damage taken · dashed line = neutral (1×)
Moves71
10% chance to raise all stats by 1 (not acc/eva).
Power doubles if target was damaged this turn.
A target of the opposite gender gets infatuated.
User switches, passing stat changes and more.
30% chance to make the target flinch.
30% chance to paralyze the target.
Destroys screens, unless the target is immune.
No additional effect. Hits adjacent Pokemon.
Lowers the target's Attack by 2.
20% chance to lower the target's Defense by 1.
20% chance to make the target flinch.
Has 33% recoil.
User recovers 75% of the damage dealt.
100% chance to confuse the target.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
Lowers the target's Sp. Def by 2.
10% chance to burn the target.
10% chance to burn. 10% chance to flinch.
10% chance to burn the target.
10% chance to lower the target's Sp. Def by 1.
Flings the user's item at the target. Power varies.
10% chance to lower the target's Sp. Def by 1.
Uses target's Attack stat in damage calculation.
User cannot move next turn.
More power the heavier the target.
Swaps Defense and Sp. Def changes with target.
One adjacent ally's move power is 1.5x this turn.
User cannot move next turn.
10% chance to freeze the target.
10% chance to freeze. 10% chance to flinch.
10% chance to freeze the target.
100% chance to lower the foe(s) Speed by 1.
Raises the user's Defense by 2.
20% chance to make the target flinch.
1.5x damage if foe holds an item. Removes item.
No additional effect.
5 turns. Can't status,-Dragon power vs grounded.
Power doubles if the user moves after the target.
10% chance to lower the target's Attack by 1.
50% chance to badly poison the target.
Prevents moves from affecting the user this turn.
Destroys screens, unless the target is immune.
For 5 turns, heavy rain powers Water moves.
User sleeps 2 turns and restores HP and status.
30% chance to make the foe(s) flinch.
100% chance to lower the target's Speed by 1.
Power doubles if others used Round this turn.
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Does damage equal to the user's level.
20% chance to lower the target's Sp. Def by 1.
User must be asleep. Uses another known move.
30% chance to poison the target.
User must be asleep. 30% chance to flinch target.
Charges turn 1. Hits turn 2. No charge in sunlight.
More power with more uses of Stockpile.
Hurts foes on switch-in. Factors Rock weakness.
User loses 50% max HP.
Raises user's Defense, Sp. Def by 1. Max 3 uses.
High critical hit ratio.
User takes 1/4 its max HP to put in a substitute.
Usually goes first. Fails if target is not attacking.
For 5 turns, intense sunlight powers Fire moves.
Raises the target's Attack by 2 and confuses it.
Heals the user based on uses of Stockpile.
Lowers the foe(s) evasiveness by 2.
Raises the user's Attack by 2.
Target can't use status moves its next 3 turns.
10% chance to paralyze. 10% chance to flinch.
10% chance to paralyze the target.
Lowers the target's Attack and Defense by 1.