Mawile
Black/WhiteBlack 2/White 2

Attached to its head is a huge set of jaws formed by horns. It can chew through iron beams.

Pokédex & Training Data

Classification Deceiver Pokémon
Height 0.6 m (1'12")
Weight 11.5 kg (25.4 lbs)
Abilities
EV Yield +1 attack
+1 defense
Catch Rate 45
Base Friendship 70
Growth Rate fast
Gender Ratio
♂ ♀
Egg Groups Ground, Fairy

Pokédex Numbers

Hoenn (R/S/E) #069
Kalos (Coastal) #063
Hoenn (OR/AS) #071
Alola (US/UM) #125
Galar (Sw/Sh) #295
National #303
Crown Tundra #175

Held Items

Game Locations

Challengers Cave 1f
Challengers Cave B1f
Challengers Cave B2f

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
6 Fake Tears
— 100% 20 Lowers the target’s Special Defense by two stages.
11 Bite
60 100% 25 Has a 30% chance to make the target flinch.
16 Sweet Scent
— 100% 20 Lowers the target’s evasion by one stage.
21 Vice Grip
55 100% 30 Inflicts regular damage with no additional effect.
26 Feint Attack
60 — 20 Never misses.
31 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
36 Crunch
80 100% 15 Has a 20% chance to lower the target’s Defense by one stage.
41 Iron Defense
— — 15 Raises the user’s Defense by two stages.
46 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
51 Stockpile
— — 20 Stores energy up to three times for use with Spit Up and Swallow.
51 Spit Up
— 100% 10 Power is 100 times the amount of energy Stockpiled.
51 Swallow
— — 10 Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles.
56 Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
6 Fake Tears
— 100% 20 Lowers the target’s Special Defense by two stages.
11 Bite
60 100% 25 Has a 30% chance to make the target flinch.
16 Sweet Scent
— 100% 20 Lowers the target’s evasion by one stage.
21 Vice Grip
55 100% 30 Inflicts regular damage with no additional effect.
26 Feint Attack
60 — 20 Never misses.
31 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
36 Crunch
80 100% 15 Has a 20% chance to lower the target’s Defense by one stage.
41 Iron Defense
— — 15 Raises the user’s Defense by two stages.
46 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
51 Stockpile
— — 20 Stores energy up to three times for use with Spit Up and Swallow.
51 Spit Up
— 100% 10 Power is 100 times the amount of energy Stockpiled.
51 Swallow
— — 10 Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles.
56 Iron Head
80 100% 15 Has a 30% chance to make the target flinch.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM12 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM36 Sludge Bomb
90 100% 10 Has a 30% chance to poison the target.
TM37 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
TM38 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM41 Torment
— 100% 15 Prevents the target from using the same move twice in a row.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target’s Special Defense by one stage.
TM54 False Swipe
40 100% 40 Cannot lower the target’s HP below 1.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM59 Incinerate
60 100% 15 Destroys the target’s held berry.
TM63 Embargo
— 100% 15 Target cannot use held items.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM71 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
TM75 Swords Dance
— — 20 Raises the user’s Attack by two stages.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM91 Flash Cannon
80 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM94 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Iron Defense
— — 15 Raises the user’s Defense by two stages.
Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
Knock Off
65 100% 20 Target drops its held item.
Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
Pain Split
— — 20 Sets the user’s and targets’s HP to the average of their current HP.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snatch
— — 10 Steals the target’s move, if it’s self-targeted.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Stealth Rock
— — 20 Causes damage when opposing Pokémon switch in.
Super Fang
— 90% 10 Inflicts damage equal to half the target’s HP.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.

Egg Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
Ancient Power
60 100% 5 Has a 10% chance to raise all of the user’s stats by one stage.
Captivate
— 100% 20 Lowers the target’s Special Attack by two stages if it’s the opposite gender.
Fire Fang
65 95% 15 Has a 10% chance to burn the target and a 10% chance to make the target flinch.
Guard Swap
— — 10 User swaps Defense and Special Defense changes with the target.
Ice Fang
65 95% 15 Has a 10% chance to freeze the target and a 10% chance to make the target flinch.
Metal Burst
— 100% 10 Strikes back at the last Pokémon to hit the user this turn with 1.5× the damage.
Poison Fang
50 100% 15 Has a 50% chance to badly poison the target.
Punishment
— 100% 5 Power increases against targets with more raised stats, up to a maximum of 200.
Slam
80 75% 20 Inflicts regular damage with no additional effect.
Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
Thunder Fang
65 95% 15 Has a 10% chance to paralyze the target and a 10% chance to make the target flinch.
Tickle
— 100% 20 Lowers the target’s Attack and Defense by one stage.

Base Stats

Hp 50
Attack 85
Defense 85
Sp. Atk 55
Sp. Def 55
Speed 50
Total 380

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x
0x
2x
0.5x
0.5x
0.25x
0.5x
0x
0.5x
0.5x