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Mawile

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Mawile in Pokémon Black & White

#303 in the National Pokédex • Deceiver Pokémon

Mawile in the National Pokédex
Mawile sprite

Normal

Shiny Mawile sprite

Shiny

Pokédex entries

Pokémon Black

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

Pokémon White

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

Pokémon details

Type

Steel

Category

Deceiver Pokémon

Height

0.6 m (2'00")

Weight

11.5 kg (25.4 lbs)

National Pokédex

#0303

Mawile in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

50

210

304

Attack

85

157

295

Defense

85

157

295

Sp. Atk

55

103

229

Sp. Def

55

103

229

Speed

50

94

218

Total

380

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Mawile, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
1 Atk, 1 Def
Catch rate
45
Base Exp.
133

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
20

Evolution requirements shown in a compact table or chain view.
Mawile

Mawile

#303

No evolutions

Known encounter locations for this Pokémon in this game.
Black
LocationMethodLevelChanceConditions

Challenger's Cave

Challengers Cave (1F)

Walking in tall grass or a cave495%

-

Challenger's Cave

Challengers Cave (1F)

Walking in tall grass or a cave494%

-

Challenger's Cave

Challengers Cave (1F)

Walking in tall grass or a cave491%

-

Challenger's Cave

Challengers Cave (B1F)

Walking in tall grass or a cave495%

-

Challenger's Cave

Challengers Cave (B1F)

Walking in tall grass or a cave494%

-

Challenger's Cave

Challengers Cave (B1F)

Walking in tall grass or a cave491%

-

Challenger's Cave

Challengers Cave (B2F)

Walking in tall grass or a cave495%

-

Challenger's Cave

Challengers Cave (B2F)

Walking in tall grass or a cave494%

-

Challenger's Cave

Challengers Cave (B2F)

Walking in tall grass or a cave491%

-

Entralink

Entree Forest (historical Spooky Manor transfer)

Historical Dream World10-

Historical Dream World transfer to Entree Forest; official service has closed and new transfers are unavailable, Spooky Manor catalog; Sheer Force ability

White
LocationMethodLevelChanceConditions

Challenger's Cave

Challengers Cave (1F)

Walking in tall grass or a cave495%

-

Challenger's Cave

Challengers Cave (1F)

Walking in tall grass or a cave494%

-

Challenger's Cave

Challengers Cave (1F)

Walking in tall grass or a cave491%

-

Challenger's Cave

Challengers Cave (B1F)

Walking in tall grass or a cave495%

-

Challenger's Cave

Challengers Cave (B1F)

Walking in tall grass or a cave494%

-

Challenger's Cave

Challengers Cave (B1F)

Walking in tall grass or a cave491%

-

Challenger's Cave

Challengers Cave (B2F)

Walking in tall grass or a cave495%

-

Challenger's Cave

Challengers Cave (B2F)

Walking in tall grass or a cave494%

-

Challenger's Cave

Challengers Cave (B2F)

Walking in tall grass or a cave491%

-

Entralink

Entree Forest (historical Spooky Manor transfer)

Historical Dream World10-

Historical Dream World transfer to Entree Forest; official service has closed and new transfers are unavailable, Spooky Manor catalog; Sheer Force ability

Programmed wild held-item entries. Some species require imports and have no wild Black/White encounter.
Black
5%
White
5%

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartAstonish

The user attacks the target while shouting in a startling fashion. It may also make the target flinch.

Ghost3010015
6Fake Tears

The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.

Dark-10020
11Bite

The target is bitten with viciously sharp fangs. It may make the target flinch.

Dark6010025
16Sweet Scent

A sweet scent that lowers the opposing team’s evasiveness. It also lures wild Pokémon if used in grass, etc.

Normal-10020
21ViceGrip

The target is gripped and squeezed from both sides to inflict damage.

Normal5510030
26Faint Attack

The user approaches the target disarmingly, then throws a sucker punch. It hits without fail.

Dark60-20
31Baton Pass

The user switches places with a party Pokémon in waiting, passing along any stat changes.

Normal--40
36Crunch

The user crunches up the target with sharp fangs. It may also lower the target’s Defense stat.

Dark8010015
41Iron Defense

The user hardens its body’s surface like iron, sharply raising its Defense stat.

Steel--15
46Sucker Punch

This move enables the user to attack first. It fails if the target is not readying an attack, however.

Dark801005
51Stockpile

The user charges up power and raises both its Defense and Sp. Def. The move can be used three times.

Normal--20
51Spit Up

The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the damage.

Normal-10010
51Swallow

The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP.

Normal--10
56Iron Head

The user slams the target with its steel-hard head. It may also make the target flinch.

Steel8010015

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves.

Fire--5
TM12Taunt

The target is taunted into a rage that allows it to use only attack moves for three turns.

Dark-10020
TM13Ice Beam

The target is struck with an icy-cold beam of energy. It may also freeze the target solid.

Ice9510010
TM15Hyper Beam

The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.

Normal150905
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM22Solar Beam

A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn.

Grass12010010
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM30Shadow Ball

The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

Ghost8010015
TM31Brick Break

The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect.

Fighting7510015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM35Flamethrower

The target is scorched with an intense blast of fire. It may also leave the target with a burn.

Fire9510015
TM36Sludge Bomb

Unsanitary sludge is hurled at the target. It may also poison the target.

Poison9010010
TM37Sandstorm

A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types.

Rock--10
TM38Fire Blast

The target is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn.

Fire120855
TM39Rock Tomb

Boulders are hurled at the target. It also lowers the target’s Speed by preventing its movement.

Rock508010
TM41Torment

The user torments and enrages the target, making it incapable of using the same move twice in a row.

Dark-10015
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM52Focus Blast

The user heightens its mental focus and unleashes its power. It may also lower the target’s Sp. Def.

Fighting120705
TM54False Swipe

A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.

Normal4010040
TM56Fling

The user flings its held item at the target to attack. Its power and effects depend on the item.

Dark-10010
TM57Charge Beam

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
TM59Incinerate

The user attacks the target with fire. If the target is holding a Berry, the Berry becomes burnt up and unusable.

Fire3010015
TM63Embargo

It prevents the target from using its held item. Its Trainer is also prevented from using items on it.

Dark-10015
TM66Payback

If the user moves after the target, this attack’s power will be doubled.

Dark5010010
TM68Giga Impact

The user charges at the target using every bit of its power. The user must rest on the next turn.

Normal150905
TM71Stone Edge

The user stabs the foe with sharpened stones from below. It has a high critical-hit ratio.

Rock100805
TM75Swords Dance

A frenetic dance to uplift the fighting spirit. It sharply raises the user’s Attack stat.

Normal--30
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM80Rock Slide

Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch.

Rock759010
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the damage.

Grass-10020
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM91Flash Cannon

The user gathers all its light energy and releases it at once. It may also lower the target’s Sp. Def stat.

Steel8010010
TM94Rock Smash

The user attacks with a punch that can shatter a rock. It may also lower the target’s Defense stat.

Fighting4010015
HM04Strength

The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders.

Normal8010015

Moves this Pokémon can inherit through breeding or similar methods.
Class
Ancient Power

The user attacks with a prehistoric power. It may also raise all the user’s stats at once.

Rock601005
Captivate

If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.

Normal-10020
Fire Fang

The user bites with flame-cloaked fangs. It may also make the target flinch or leave it burned.

Fire659515
Guard Swap

The user employs its psychic power to switch changes to its Defense and Sp. Def with the target.

Psychic--10
Ice Fang

The user bites with cold-infused fangs. It may also make the target flinch or leave it frozen.

Ice659515
Metal Burst

The user retaliates with much greater power against the target that last inflicted damage on it.

Steel-10010
Poison Fang

The user bites the target with toxic fangs. It may also leave the target badly poisoned.

Poison5010015
Punishment

This attack’s power increases the more the target has powered up with stat changes.

Dark-1005
Slam

The target is slammed with a long tail, vines, etc., to inflict damage.

Normal807520
Sucker Punch

This move enables the user to attack first. It fails if the target is not readying an attack, however.

Dark801005
Thunder Fang

The user bites with electrified fangs. It may also make the target flinch or leave it with paralysis.

Electric659515
Tickle

The user tickles the target into laughing, reducing its Attack and Defense stats.

Normal-10020

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
Body Slam

The user drops onto the target with its full body weight. It may also leave the target with paralysis.

Normal8510015

Generation III → Pal Park → Generation IV → PokéTransfer

Counter

A retaliation move that counters any physical attack, inflicting double the damage taken.

Fighting-10020

Generation III → Pal Park → Generation IV → PokéTransfer

Dark Pulse

The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch.

Dark8010015

PokéTransfer from Generation IV

Double-Edge

A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.

Normal12010015

Generation III → Pal Park → Generation IV → PokéTransfer

Dynamic Punch

The user punches the target with full, concentrated power. It confuses the target if it hits.

Fighting100505

Generation III → Pal Park → Generation IV → PokéTransfer

Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10

PokéTransfer from Generation IV

Focus Punch

The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.

Fighting15010020

PokéTransfer from Generation IV

Foul Play

The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage.

Dark9510015

Trade from Black 2 or White 2

Headbutt

The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.

Normal7010015

PokéTransfer from Generation IV

Ice Punch

The target is punched with an icy fist. It may also leave the target frozen.

Ice7510015

Historical Dream World: Spooky Manor

Ice Punch

The target is punched with an icy fist. It may also leave the target frozen.

Ice7510015

PokéTransfer from Generation IV

Icy Wind

The user attacks with a gust of chilled air. It also reduces the targets’ Speed stat.

Ice559515

PokéTransfer from Generation IV

Knock Off

The user slaps down the target’s held item, preventing that item from being used in the battle.

Dark2010020

PokéTransfer from Generation IV

Last Resort

This move can be used only after the user has used all the other moves it knows in the battle.

Normal1401005

Trade from Black 2 or White 2

Magnet Rise

The user levitates using electrically generated magnetism for five turns.

Electric--10

PokéTransfer from Generation IV

Mega Kick

The target is attacked by a kick launched with muscle-packed power.

Normal120755

Generation III → Pal Park → Generation IV → PokéTransfer

Mega Punch

The target is slugged by a punch thrown with muscle-packed power.

Normal808520

Generation III → Pal Park → Generation IV → PokéTransfer

Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Normal--10

Generation III → Pal Park → Generation IV → PokéTransfer

Mud-Slap

The user hurls mud in the target’s face to inflict damage and lower its accuracy.

Ground2010010

PokéTransfer from Generation IV

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines its type and power.

Varies

-10015

PokéTransfer from Generation IV

Pain Split

The user adds its HP to the target’s HP, then equally shares the combined HP with the target.

Normal--20

PokéTransfer from Generation IV

Secret Power

The user attacks the target with a secret power. Its added effects vary depending on the user’s environment.

Normal7010020

PokéTransfer from Generation IV

Seismic Toss

The target is thrown using the power of gravity. It inflicts damage equal to the user’s level.

Fighting-10020

Generation III → Pal Park → Generation IV → PokéTransfer

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

PokéTransfer from Generation IV

Snatch

The user steals the effects of any healing or stat-changing move the opponent attempts to use.

Dark--10

Trade from Black 2 or White 2

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

PokéTransfer from Generation IV

Stealth Rock

The user lays a trap of levitating stones around the opponent’s team. The trap hurts opponents that switch into battle.

Rock--20

Trade from Black 2 or White 2

Super Fang

The user chomps hard on the target with its sharp front fangs. It cuts the target’s HP to half.

Normal-9010

PokéTransfer from Generation IV

Thunder Punch

The target is punched with an electrified fist. It may also leave the target with paralysis.

Electric7510015

PokéTransfer from Generation IV

Ability options available to this Pokémon in this game.

Hidden Ability entries show the game’s programmed slots. Obtaining one can require a historical Dream World promotion, a special gift or a trade from Black 2 and White 2. A programmed slot does not establish that the Hidden Ability was officially obtainable in Generation V.

Hyper Cutter

Ability Slot 1

Prevents other Pokémon from lowering Attack stat.

Prevents Attack from being lowered by other Pokémon.

Intimidate

Ability Slot 2

Lowers the foe’s Attack stat.

Lowers opponents' Attack one stage upon entering battle.

Sheer Force(Hidden Ability)

Removes added effects to increase move damage.

Strengthens moves with extra effects to 1.3× their power, but prevents their extra effects.

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