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Week 4 - MAWILE

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Week 4 - MAWILE

Post by The Pieman on Thu Apr 24, 2014 9:14 am

MAWILE ( )



Type: Steel/ Fairy

Abilities:

Hyper Cutter - The user's Attack stat cannot be lowered.

Intimidate - Lowers the opponent's Attack stat by one stat when the user enters the battle.

Sheer Force - Increases Base Power of attacks with secondary effects by 1.3, but cancels those secondary effects from happening.

Huge Power (Mega Ability) - The user's Attack is doubled.

Stats: (HP/ Atk/ Def/ SpA/ SpD/ Spe)

Mawile - 50/ 85/ 85/ 55/ 55/ 50

Mega Mawile - 50/ 105/ 125/ 55/ 95/ 50

Introduction:

I have always liked Mawile. Maybe not competitively, but it always had a nice design. Sadly, up until the last 3 Generations in which Mawile existed, it had little to no competitive usage. Even in Never Used it was never used. However, Game Freak decided to stop trolling for a change and bless this cute little dress-wearing monster with not only a new type, but also a Mega Evolution, along with one of the most broken Ability to exist in the game. Fillies and gentlecoals, kindly welcome Mega Mawile, the Steel/ Fairy Futakichi Onna that is destruction incarnate. With Huge Power, awesome defensive typing, decent bulk, good movepool and utter adorableness, Mega Mawile will mash through your team before you get to see its horn-jaws-stuff coming at you. *Chomp*

Positives:
• Huge Power. HUGE. POWER. Moving on.
• Did I mention Huge Power? Mega Mawile actually has the highest Attack stat in history. Maths say that Mega Mawile has Attack equal to a Pokémon with 259 Base Attack. Blissey has 255 Base HP (highest non-Ability stat in Pokémon). That's HUGE alright.
• Steel/ Fairy typing has a boatload of resistances with 2 immunities, with only two weaknesses.
• 50/ 125/ 95 bulk is amazing for something that hits like a nuclear bomb.
• Mawile's offensive movepool is, like itself, deceptively amazing. STAB Iron Head and Play Rough, Sucker Punch, Elemental Fangs, Thunder/ Ice Punch, Power-up Punch, Stone Edge etc. are the examples of only its Physical arsenal.
• Mawile has awesome Special and Support movepool too (including Stealth Rock and Baton Pass). But of course, everyone will use Mawile as a baseball bat so I will point out one non-offensive move that all Mawiles must have: Swords Dance.
• Mawile's Intimidate Ability can help it cushion hits. This helps Mega Mawile to easily set up at least 1 Swords Dance and wreak havoc.

Negatives:
• Horrible Speed. Mega Mawile has unchanged HP and Speed from its Base Form and even though the added bulk helps a lot, the ability of being outsped by the entire metagame is a big no-no.
• Sucker Punch does help cover up the low Speed, but it is not always reliable. Status moves, for example, can take advantage of Sucker Punch and ruin Mega Mawile.
• Ground and Fire are two of the most common offensive types in OU right now. Mega Mawile simply cannot stand to the barrages of Earthquakes and Fire Blasts thrown left and right.
• Burn/ Paralysis completely ruins Mega Mawile. Burn especially neuters it completely.
• Holding a Mega Stone means that it is not holding Leftovers, so it is left with completely no way of recovery.
• Like with all Mega Evolutions, Mega Mawile competes for team spot. Mega Charizard X/Y, Mega Pinsir, Mega Venusaur etc. are all very formidable OU Mega Evolutions that gives Mawilite a run for its money.
Set #1: "The unwary... I chomp!"

Mawile @ Mawilite
Trait: Intimidate ---> Huge Power
EVs: 252 HP/ 252 Atk/ 4 SDef
Adamant Nature (+Atk, -SpAtk)
- Swords Dance
- Play Rough
- Sucker Punch
- Fire Fang

Switch into a Physical Attacker, weaken it by Intimidate, bulk a hit, activate your Mega Ring and Mawile's Mawilite to Mega Evolve, set up Swords Dance, and get ready to smash everything to pieces.

Play Rough is the STAB move here. Fairy is a great type both offensively and defensively, and has good coverage even being neutral. Play Rough also has a slight chance of lowering opponent's Attack, which only helps Mega Mawile take damage even better.
Sucker Punch is mandatory because Mega Mawile will not like being outsped. Strike the foe before it can strike you.
Fire Fang hits Skarmory, Forretress, Ferrothorn really well.
Set #2: This Set Takes Mawile To Use

Mawile @ Mawilite
Trait: Intimidate ---> Huge Power
EVs: 252 HP/ 252 Atk/ 4 SDef
Adamant Nature (+Atk, -SpAtk)
- Substitute
- Pain Split
- Play Rough
- Focus Punch

Same investments, but completely different style of usage from the Swords Dance set.

Substitute is a great surprise move for Mawile, as hiding behind that Rhydon plushie makes it temporarily immune to certain status moves (especially Will-o-wisp) and lets it tank hits.
As mentioned before, Mega Mawile has no Leftovers, so Pain Split works wonder here. You get to heal HP as well as chip off your opponent's as well.
Play Rough is mandatory STAB and hits extremely hard.
Focus Punch can be safely spammed after Substitute. What's amazing about Focus Punch here is not only the sheer Base Power of this move, but also its coverage as well. For example, Heatran is hit super-effectively with this move, a feat that is otherwise near impossible for Mawile.

This set is actually more useful for Mawile than it is for Mega Mawile as the Intimidate Ability helps pulling off Sub/ Pain Split much easier. This means that you don't even have to evolve instantly to get the best out of this set.
Set #3: 303 Mega Bites

This pun would have been so much better if Mawile had the Download Ability!

Mawile @ Mawilite
Trait: Intimidate ---> Huge Power
EVs: 252 HP/ 252 Def/ 4 SDef
Impish Nature (+Def, -SpAtk)
- Rest
- Sleep Talk
- Play Rough
- Foul Play

Sometimes Mawile bites more than it can chew. For those times, it just needs to take a small nap and get rid of all its worries.

With fully invested Defense stat, this Mawile can be a tough Physical Wall, healing and attacking while surviving a plethora of physical offense. Rest when Mawile is at low health, and from there, Sleep Talk to not be a sitting duck.

Play Rough. STAB. Yaadi Yada.
Foul Play? Yes. Foul Play. You might not know this, but Huge Power actually doubles the opponent's Attack when you are using Foul Play off it. Plus point, this Mega Mawile doesn't have any Attack investments, so it is free to use any and all stronger opponent's Attack stat, double it, and then deliver a devastating 95 Base Power Dark-type Physical attack. This attack causes so much chaos, it's not even funny.
Other Options:

First and foremost: Crunch. Because Mawile is all about biting. Yes, I am kidding.

Iron Head is STAB, and can be used instead of Play Rough if you hate the 90% Accuracy. In all other cases, though, Fairy has far better coverage. Iron Head does squish Mawile's fellow Fairy-types, though. Oh, and it flinches, but Mawile is so slow it won't be able to take advantage of that.

Knock Off is an awesome move this Generation that can deal huge damage as well as leave the opponent item-less.

Mawile learns both Thunder Punch and Ice Punch, both of which provide good coverage.

Fire-types resist both of Mawile's STAB as well as Fire Fang. Stone Edge is basically the only move Mawile has to hit them super-effectively.

Taunt is a great surprise move that can stop Physical Walls from setting up on Mawile or Whirlwind/ Roar it out.

Stockpile increases both Defense and Special Defense (can be used only three times, though), and can help defensive Mawile sets take strong hits and keep standing.

Metal Burst is Counter + Mirror Coat, but with 1.5 times the damage instead of 2. Mawile can't afford to take too many hits and Huge Power probably would deal more, but it's still a novelty option.

Checks/ Counters:

Heatran comes into mind first when talking about Mega Mawile counters. It x4 resists both Play Rough and Iron Head, is immune to Fire Fang, and can blast with STAB Fire attacks. Defensive Heatran can even use Lava Plume/ Will-o-Wisp to burn the Huge Power user.

Gliscor is a formidable Physical Wall and with STAB Earthquake, it is a huge threat for Mega Mawile. Same goes for Donphan (which has higher Attack) and Hippowdon (which has Whirlwind).

Landorus Therian has Intimidate to weaken Mega Mawile and likewise, STAB Earthquake for decimation.

Houndoom/ Mega Houndoom resists Iron Head/ Fire Fang/ Sucker Punch and takes neutral damage from Play Rough. It has bad defenses so can't take hits at all, but Fire Blast will finish Mega Mawile.

Basically, Fire/ Steel types resist both of its STAB and Ground/ Fire types can KO Mega Mawile with their own STAB. Mawile's lack of Speed, recovery and reliance of Sucker Punch is quite predictable, and experienced players can quickly play around that.

Last but not least, Mega Aggron can tank Mega Mawile like a boss. (Calculations given below)

Spoiler:
+2 252+ Atk Huge Power Mega Mawile Sucker Punch vs. 252 HP / 252+ Def Mega Aggron: 127-150 (36.9 - 43.6%) -- guaranteed 3HKO

0 Atk Mega Aggron Earthquake vs. 252 HP / 0 Def Mega Mawile: 158-188 (51.9 - 61.8%) -- guaranteed 2HKO

So fully defensive Mega Aggron can survive 3 hits (even after 1 Swords Dance) and 2HKO Mega Mawile back.

Then again, Fire Fang does better, marginally 2HKOing. That is, after 1 Swords Dance. Keep in mind that Mega Aggron doesn't even need any Attack investments to 2HKO Mega Mawile.

+2 252+ Atk Huge Power Mega Mawile Fire Fang vs. 252 HP / 252+ Def Filter Mega Aggron: 154-183 (44.7 - 53.1%) -- 28.9% chance to 2HKO


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The Pieman
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