About
It has two mouths. The big jaws on the back of its head can’t taste anything, so that’s the mouth it uses to eat foods it doesn’t like.
- Abilities
-
Doubles Attack in battle.
- Height
- 1.0 m 3′03″
- Weight
- 23.5 kg 51.8 lb
- Gender
♂ 50% ♀ 50%
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 50 | 210–304 | |
| Attack | 105 | 193–339 | |
| Defense | 125 | 229–383 | |
| Sp. Atk | 55 | 103–229 | |
| Sp. Def | 95 | 175–317 | |
| Speed | 50 | 94–218 | |
| Total | 480 | ||
Ranges assume 0 IVs, 0 EVs and a hindering nature at the low end, and 31 IVs, 252 EVs and a helpful nature at the high end.
Type matchups
Multipliers use the current type chart. Abilities that change damage taken can be applied.
Taking hits
- Weak 2×
- FireGround
- Resists ½×
- NormalGrassIceFlyingPsychicRockDarkFairy
- Resists ¼×
- Bug
- Immune
- PoisonDragon
Same-type attacks
- Super effective 2×
- IceFightingRockDragonDarkFairy
- Not very effective ½×
- FireSteel
Evolution
Mawile does not evolve.
Forms
Alternate forms have their own types, stats and abilities.
Moves
Moves this Pokémon can learn in the selected game. STAB marks attacks that share its type.
| Lv. | Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|---|
| 1 | Has a chance to make the target flinch. | Ghost | Physical | 30 | 100% | 15 |
| 1 | Fairy Wind STAB Inflicts regular damage with no additional effect. | Fairy | Special | 40 | 100% | 30 |
| 1 | Lowers the target’s Attack by one stage. | Normal | Status | — | 100% | 40 |
| 1 | Iron Head STAB Has a chance to make the target flinch. | Steel | Physical | 80 | 100% | 15 |
| 1 | Play Rough STAB Has a chance to lower the target’s Attack by one stage. | Fairy | Physical | 90 | 90% | 10 |
| 1 | For the next few turns, the target can only use damaging moves. | Dark | Status | — | 100% | 20 |
| 5 | Lowers the target’s Special Defense by two stages. | Dark | Status | — | 100% | 20 |
| 9 | Has a chance to make the target flinch. | Dark | Physical | 60 | 100% | 25 |
| 13 | Lowers the target’s evasion by one stage. | Normal | Status | — | 100% | 20 |
| 17 | Inflicts regular damage with no additional effect. | Normal | Physical | 55 | 100% | 30 |
| 21 | Never misses. | Dark | Physical | 60 | — | 20 |
| 25 | Allows the trainer to switch out the user and pass effects along to its replacement. | Normal | Status | — | — | 40 |
| 29 | Has a chance to lower the target’s Defense by one stage. | Dark | Physical | 80 | 100% | 15 |
| 33 | Raises the user’s Defense by two stages. | Steel | Status | — | — | 15 |
| 37 | Only works if the target is about to use a damaging move. | Dark | Physical | 70 | 100% | 5 |
| 41 | Power is 100 times the amount of energy Stockpiled. | Normal | Special | — | 100% | 10 |
| 41 | Stores energy up to three times for use with Spit Up and Swallow. | Normal | Status | — | — | 20 |
| 41 | Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles. | Normal | Status | — | — | 10 |
| 45 | Iron Head STAB Has a chance to make the target flinch. | Steel | Physical | 80 | 100% | 15 |
| 49 | Play Rough STAB Has a chance to lower the target’s Attack by one stage. | Fairy | Physical | 90 | 90% | 10 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | Normal | Status | — | 100% | 15 |
| Destroys Reflect and Light Screen. | Fighting | Physical | 75 | 100% | 15 |
| Has a chance to raise the user’s Special Attack by one stage. | Electric | Special | 50 | 90% | 10 |
| Lowers the target’s Special Attack by one stage. | Normal | Status | — | — | 20 |
| Has a chance to make the target flinch. | Dark | Special | 80 | 100% | 15 |
| Raises the user’s evasion by one stage. | Normal | Status | — | — | 15 |
| Target cannot use held items. | Dark | Status | — | 100% | 15 |
| Power doubles if user is burned, paralyzed, or poisoned. | Normal | Physical | 70 | 100% | 20 |
| Cannot lower the target’s HP below 1. | Normal | Physical | 40 | 100% | 40 |
| Has a chance to burn the target. | Fire | Special | 110 | 85% | 5 |
| Has a chance to burn the target. | Fire | Special | 90 | 100% | 15 |
Flash Cannon STAB Has a chance to lower the target’s Special Defense by one stage. | Steel | Special | 80 | 100% | 10 |
| Throws held item at the target; power depends on the item. | Dark | Physical | — | 100% | 10 |
| Has a chance to lower the target’s Special Defense by one stage. | Fighting | Special | 120 | 70% | 5 |
| Power increases as happiness decreases, up to a maximum of 102. | Normal | Physical | — | 100% | 20 |
| User foregoes its next turn to recharge. | Normal | Physical | 150 | 90% | 5 |
| Inflicts more damage to heavier targets, with a maximum of 120 power. | Grass | Special | — | 100% | 20 |
| Power and type depend upon user’s IVs. Power can range from 30 to 70. | Normal | Special | 60 | 100% | 15 |
| User foregoes its next turn to recharge. | Normal | Special | 150 | 90% | 5 |
| Has a chance to freeze the target. | Ice | Special | 90 | 100% | 10 |
| Power is doubled if the target has already moved this turn. | Dark | Physical | 50 | 100% | 10 |
| Prevents any moves from hitting the user this turn. | Normal | Status | — | — | 10 |
| Discards the user’s stat changes and copies the target’s. | Normal | Status | — | — | 10 |
| Changes the weather to rain for five turns. | Water | Status | — | — | 5 |
| User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
| Power increases with happiness, up to a maximum of 102. | Normal | Physical | — | 100% | 20 |
| Has a chance to make the target flinch. | Rock | Physical | 75 | 90% | 10 |
| Has a chance to lower the target’s Speed by one stage. | Rock | Physical | 60 | 95% | 15 |
| Has double power if it’s used more than once per turn. | Normal | Special | 60 | 100% | 15 |
| Changes the weather to a sandstorm for five turns. | Rock | Status | — | — | 10 |
| Has a chance to lower the target’s Special Defense by one stage. | Ghost | Special | 80 | 100% | 15 |
| Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | Normal | Status | — | — | 10 |
| Has a chance to poison the target. | Poison | Special | 90 | 100% | 10 |
| Requires a turn to charge before attacking. | Grass | Special | 120 | 100% | 10 |
| Has an increased chance for a critical hit. | Rock | Physical | 100 | 80% | 5 |
| Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. | Normal | Status | — | — | 10 |
| Changes the weather to sunny for five turns. | Fire | Status | — | — | 5 |
| Raises the target’s Attack by two stages and confuses the target. | Normal | Status | — | 85% | 15 |
| Raises the user’s Attack by two stages. | Normal | Status | — | — | 20 |
| For the next few turns, the target can only use damaging moves. | Dark | Status | — | 100% | 20 |
| Prevents the target from using the same move twice in a row. | Dark | Status | — | 100% | 15 |
| Badly poisons the target, inflicting more damage every turn. | Poison | Status | — | 90% | 10 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Has a chance to raise all of the user’s stats by one stage. | Rock | Special | 60 | 100% | 5 |
| Lowers the target’s Special Attack by two stages if it’s the opposite gender. | Normal | Status | — | 100% | 20 |
| Has a chance to burn the target and a chance to make the target flinch. | Fire | Physical | 65 | 95% | 15 |
| User swaps Defense and Special Defense changes with the target. | Psychic | Status | — | — | 10 |
| Has a chance to freeze the target and a chance to make the target flinch. | Ice | Physical | 65 | 95% | 15 |
Metal Burst STAB Strikes back at the last Pokémon to hit the user this turn with 1.5× the damage. | Steel | Physical | — | 100% | 10 |
| For five turns, protects all Pokémon on the ground from major status ailments and confusion, and halves the power of incoming Dragon moves. | Fairy | Status | — | — | 10 |
| Has a chance to badly poison the target. | Poison | Physical | 50 | 100% | 15 |
| Raises the user’s Attack by one stage after inflicting damage. | Fighting | Physical | 40 | 100% | 20 |
| Power increases against targets with more raised stats, up to a maximum of 200. | Dark | Physical | — | 100% | 5 |
| Inflicts damage equal to the user’s level. | Fighting | Physical | — | 100% | 20 |
| Inflicts regular damage with no additional effect. | Normal | Physical | 80 | 75% | 20 |
| Only works if the target is about to use a damaging move. | Dark | Physical | 70 | 100% | 5 |
| Has a chance to paralyze the target and a chance to make the target flinch. | Electric | Physical | 65 | 95% | 15 |
| Lowers the target’s Attack and Defense by one stage. | Normal | Status | — | 100% | 20 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| If the user takes damage before attacking, the attack is canceled. | Fighting | Physical | 150 | 100% | 20 |
| Calculates damage with the target’s attacking stat. | Dark | Physical | 95 | 100% | 15 |
| Has a chance to freeze the target. | Ice | Physical | 75 | 100% | 15 |
| Has a chance to lower the target’s Speed by one stage. | Ice | Special | 55 | 95% | 15 |
| Raises the user’s Defense by two stages. | Steel | Status | — | — | 15 |
Iron Head STAB Has a chance to make the target flinch. | Steel | Physical | 80 | 100% | 15 |
| Target drops its held item. | Dark | Physical | 65 | 100% | 20 |
| Guarantees a critical hit with the user’s next move. | Normal | Status | — | — | 30 |
| Can only be used after all of the user’s other moves have been used. | Normal | Physical | 140 | 100% | 5 |
| User is immune to Ground moves and effects for five turns. | Electric | Status | — | — | 10 |
| Sets the user’s and targets’s HP to the average of their current HP. | Normal | Status | — | — | 20 |
| Steals the target’s move, if it’s self-targeted. | Dark | Status | — | — | 10 |
| Has a chance to make the target flinch. Only works if the user is sleeping. | Normal | Special | 50 | 100% | 15 |
| Causes damage when opposing Pokémon switch in. | Rock | Status | — | — | 20 |
| Inflicts damage equal to half the target’s HP. | Normal | Physical | — | 90% | 10 |
| Has a chance to paralyze the target. | Electric | Physical | 75 | 100% | 15 |
Training and breeding
Training
- EV yield
- 1 Attack, 1 Defense
- Catch rate
- 45
- Base friendship
- 70
- Base experience
- 168
- Growth rate
- Fast
Breeding
- Egg groups
- Ground, Fairy
- Egg cycles
- 20 (about 5,140 steps)