OU Mew


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[OVERVIEW]

Mew's niche in OU comes from its good bulk paired with its decent typing, which allows it to check a number of common OU Pokemon. Due to its bulk, Mew is able to check and burn Mega Medicham, Tapu Lele, Mega Mawile, Zygarde, and Landorus-T; in particular can be hit heavily with Ice Beam. Mew's bulk also allows it to pivot in on weaker attackers like Zapdos, a Pokemon that tends to be hard for many teams to deal with adequately. Mew's versatility stems from its very large movepool, which allows it to be tailored to fulfill any role it needs for a team, from a utility role to a more offensive role. Though its offensive sets are generally a little lackluster, they can be good for surprise factors in the appropriate situations. Generally, you would want to keep Mew away from burns or poison, but Synchronize can be used to punish opposing Pokemon for inflicting status. Mew tends to be fairly passive, and as a result, it often invites in Pokemon such as Ash-Greninja, Volcarona, and Mega Sableye, which can all take advantage of Mew by threatening it out, setting up on it, or walling it completely.

[SET]
name: Defensive
move 1: Psychic / Ice Beam
move 2: Will-O-Wisp
move 3: Soft-Boiled
move 4: Stealth Rock / Defog
item: Leftovers
ability: Synchronize
nature: Bold
evs: 240 HP / 72 Def / 140 SpD / 56 Spe

[SET COMMENTS]
Moves
========

Psychic hits Mega Heracross, Amoonguss, Toxapex, and Keldeo super effectively. Ice Beam is an option over Psychic to hit Zygarde and Landorus-T and prevent them from setting up on Mew. Will-O-Wisp is used to burn physical attackers like Zygarde, Mega Mawile, and Mega Medicham to make them less threatening. It is also useful for dealing residual damage to defensive Pokemon like Toxapex, Zapdos, and Tangrowth. Soft-Boiled is Mew's main form of recovery. Stealth Rock deals chip damage and punishes foes for switching often while pressuring Stealth Rock-weak Pokemon. Defog is good if you are already using a different Stealth Rock user such as Landorus-T, Ferrothorn, or Garchomp. Volt Switch is a viable option for keeping up momentum if neither Defog nor Stealth Rock are needed from Mew.

Set Details
========

The HP and Defense EVs along with a Bold nature allow Mew to avoid the 2HKO from Adamant Mega Medicham's High Jump Kick and the OHKO from its Thunder Punch under Electric Terrain most of the time. The Speed investment is for outspeeding Adamant Mega Heracross, Adamant Tapu Bulu, defensive Landorus-T, and Substitute + Coil Zygarde. The Special Defense EVs allow Mew to tank Psychic and Moonblast from non-Choice Specs Tapu Lele.

Usage Tips
========

Mew's job is to pivot in on Pokemon such as Zapdos and Mega Medicham and chip them down with Ice Beam or Psychic. Psychic is primarily for pressuring Toxapex, which otherwise can freely set up Toxic Spikes on Mew or badly poison it. Keeping Mew as healthy as possible and status free so it can pivot in and out of the battle is ideal, as a statused or weakened Mew becomes less useful and will struggle to perform its role. When running Stealth Rock or Defog, look for opportunities to set up or remove hazards on Pokemon that normally can't break through Mew or on predicted resisted attacks. Keldeo locked into Secret Sword, Amoonguss, and Zapdos are good windows for Mew to set up or remove entry hazards.

Team Options
========

Since Mew struggles with strong attackers with Dark or Ghost-type moves, namely Alolan Marowak, Ash-Greninja, and Gengar, switch-ins for those are good teammates. Toxapex, Amoonguss, Tangrowth, Landorus-T, and Tyranitar are options for handling them. Teammates that take advantage of and pressure Heatran or Alolan Marowak such as Keldeo, Garchomp, Landorus-T, and Zygarde work well with Mew. Other reliable answers to Tapu Lele are good partners, as Mew can be overwhelmed; Ferrothorn, Heatran, and Magearna fit the bill here. Choice Scarf Pokemon such as Keldeo and Garchomp work well; Keldeo in particular prevents Volcarona from sweeping and is an offensive check to Greninja. If Mew isn't using Defog, another form of hazard removal to keep Mew from getting poisoned by Toxic Spikes or worn down by Spikes is crucial. Mega Scizor and Tapu Fini do a good job of this, while Toxapex and Amoonguss remove Toxic Spikes naturally.

[STRATEGY COMMENTS]
Other Options
=============

Knock Off is good for removing Alolan Marowak's Thick Club and Chansey's Eviolite. This makes Alolan Marowak less of an offensive threat while also making it easier to break through Chansey and stall. Taunt helps pressure bulkier builds and prevent certain hazard setters from setting up. Nasty Plot + Genesis Supernova is a cool surprise option that severely weakens Heatran and Celesteela, along with anything else that resists Psychic. Aura Sphere, Earth Power, Flamethrower, and Thunderbolt are decent options for hitting Heatran, Tyranitar, Mega Scizor, and bulky Water-types.

Checks and Counters
===================

**Dark-types**: Weavile, Ash-Greninja, and Hoopa-U all pressure Mew, as it can't afford to take a Knock Off, Dark Pulse, or Hyperspace Fury. Mew is completely helpless against Mega Sableye, as it is able to use Knock Off to remove Mew's Leftovers, burn it, and prevent it from setting up Stealth Rock entirely.

**Ghost-types**: Gengar, Alolan Marowak, and Mimikyu all force Mew out with the threat of Shadow Ball, Shadow Bone, or Shadow Claw.

**Fire-types**: Heatran and both Mega Charizard X and Y can freely come in on Mew and force it out, as Mew can't do anything worthwhile against them. Volcarona can set up on Mew without much fear, as Mew can't prevent it from doing so or deal enough damage to threaten it.

**Setup Sweepers**: Setup sweepers like Mega Charizard X, Mega Slowbro, Suicune, and Manaphy are all able to setup on Mew, as Taunt isn't run much.
 
Last edited:

Martin

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In set details it's probably also worth pointing out that it hits a jump point in defense in addition to the ada MegaCham benchmark, and mention that the HP investment hits a Leftovers number. Only 56 EVs are required for the Bulu benchmark, with the 64 actually outrunning +Spe base 65s, with the only notable one I can think of on the spot being Magearna (good luck threatening that). I think you should move the spare Speed EVs into SpA (closes the Toxapex 2HKO gap from 91% to 98%; also mention that this is after SR in the respective set details bullet point). The updated EV spread would be 240 HP / 56 Def / 16 SpA / 140 SpD / 56 Spe.

I reckon it's also worth mentioning in set details that 96 Def EVs can be run to hit the next jump point whilst taking Ada Cham HJK after SR short of two literally maximum rolls as well as guaranteeing Mew takes 2 jolly Cham ETerrain TPunches from full health at the cost of making Modest Specs Psychic from Lele have a 10% 2HKO rate after SR.

I've both seen and used Volt Switch in the past and it's a decent option which could warrant an OO mention because it allows Mew to function as a pivot a bit more effectively (taking advantage of the fact that a lot of teams don't rlly have much to block Volt which doesn't get screwed when switching into Wisp), although it does have difficulty sacrificing a moveslot for it and concequently it needs its teammates to cover Psy/IB's targets well in order to be worth using.

When you mention KOff in OO, make sure to give Alolan Marowak a mention as a target; KOff not only cripples it for the rest of the match, but it prevents Marowak using Mew for a free nuke on a teammate and, if Mew KOffs on the turn it uses Shadow Bone, it turns a hit which would deal 94.2 - 111.2% into a hit which deals 46.8 - 55.8%, which means that Mew can proceed to switch out to a teammate and Soft-Boil back up later in the match.

It's probably worth mentioning a lot of different choices of coverage that Mew can run in OO to qualify the "versatile 'cause huge movepool" point that you've mentioned in the overview, because ATM the analysis doesn't really do much to back this up at all; Earth Power for Tran, Aura Sphere or Focus Blast for Tar+Tran, Fire Blast/Flamethrower for random steels, EBall for Gastro/Quag, TBolt for Gyara, Gunk Shot for SD Bulu and Lele etc., and maybe give that kinda gimmicky lure set a mention 'cause of just how unpredictable it is combined with how the extra SpA investment+EBelt/LO damage is useful for achieving a handful of KOs (e.g. Celesteela 2HKO rate w/ Fire Blast)
  • Versatile because of it's large movepool.
  • Moves can be tailored to fulfill any role it needs for a team.
You could probably get away with merging these two overview points, because they imply the same kind of thing.
 

Nedor

thiccc
[overview]

remove metagross now cuz its ded. provide some examples of pokemon it can reliably handle (zygarde variants, landorus-t, tapu lele, m-medi, pivoting into some weaker stuff like zapdos; providing examples also combines point one and two together). mew can also be versatile defensively or offensively which would be good to distinguish. also pls for the sake of analysis mention some negative points on it, some include how common threats can take advantage of it (greninja, fini as mew can't do much to it, needs to consistently stay at a high hp to avoid 2hkos from some pkmn, you get the point).

[set details]

to sorta avoid unnecessary points, just say the hp and defensive investment along with a bold nature allows mew to manage m-medicham reliably, including electric terrain thunder punch. also mention the spdef allows you to tank psychic stab from all variants of lele under terrain (you can keep the part of specs mb).

[usage tips]

give mentions to which pkmn switch into mew throughout the game on psychic to chip. find opportunities to remove hazards or set rocks depending on the variant. try to avoid getting mew statused as cancelling out its leftovers really cripples it throughout the game.

[team options]

along with ash gren and gengar, mew teams need better answers to tapu lele, volcarona, heatran, keldeo, etc so i'd like to see some of those mentioned. also, point out particular scarfers to use alongside mew since it gives volcarona and some other setup sweepers breathing room to setup; scarf keldeo is especially good to help manage gren and revenge kill stuff like zardy. for pokemon that take advantage of common mew switchins, include ash gren / protean gren as it doubles well on most mew answers to fire off hydros and what not. also, mons that take advantage of m-sab / can trouble stall should be mentioned (rocks knock clefable, sd / band tapu bulu, m-mawile, etc).

[c&c]

MEGA SABLEYE. mention volcarona on fire type sections since mew gives it setup room. maybe make another point on setup pokemon in general since the main set no longer runs taunt; stuff like manaphy, zardx, suicune, mega slowbro, w/e.

2/3 boi
 
hi, GP amcheck
ADD REMOVE COMMENTS
[OVERVIEW]

Mew's niche in OU comes from it's its good bulk paired with its decent typing, which allows it to check a number of common OU pokemon Pokemon in the OU metagame. Due to it's its bulk, Mew is able to check and burn Mega Medicham, Tapu Lele, Mega Mawile, Zygarde, (AC) (serial comma) and Landorus-T. Landorus-T and Zygarde in particular (this sounds quite shaky otherwise, and mentioning here again that they can be burned is just repetitive) can be burned and hit heavily with Ice Beam. Mew's bulk also allows it to pivot in on weaker attackers like Zapdos, who generally a Pokemon that ("generally tends" is just saying the same thing twice) tends to hard for many teams to deal with adequately. Mew's versatility stems from it's its very large movepool, with such a large movepool, Mew can which allows it to be tailored to fulfill any role it needs for a team, (AC) from a utility role to a more offensive role. Though it's its offensive sets are generally a little lackluster, they can be good for surprise factors in the appropriate situations. Generally, (AC) you would want to keep Mew away from burns or poison, but Synchronize can be used to punish opposing Pokemon for inflicting status by inflicting the same status on the opposing Pokemon (this doesn't seem necessary, the reader can already view what the ability does by clicking the link above). Mew tends to be generally (repetition) fairly passive, because of this and as a result, it often invites in Pokemon such as Ash-Greninja, Volcarona, Mega Sableye, (AC) which who can all take advantage of Mew by threatening it out, setting up on it, (AC) or walling it completely.

[SET]
name: Defensive
move 1: Psychic / Ice Beam
move 2: Will-O-Wisp
move 3: Soft-Boiled
move 4: Stealth Rock / Defog
item: Leftovers,
ability: Synchronize
nature: Bold
evs: 240 HP / 72 Def / 140 SpD / 56 Spe

[SET COMMENTS]
Moves
========

Psychic is the main STAB move, which (STAB should never be used as a noun, unless you're saying something like "Psychic gets STAB") that hits Mega Heracross, Amoonguss, Toxapex, (AC) and Keldeo super effectively. Ice Beam is an option over Psychic to hit Zygarde and Landorus-T and preventing either prevent them from setting up on Mew. Will-O-Wisp is used to burn Physical physical attackers like Zygarde, Mega Mawile, (AC) and Mega Medicham to put them out of commission, making them less of threats make them less threatening. This is also useful for dealing residual damage on to defensive Pokemons Pokemon like Toxapex, Zapdos, and Tangrowth. Soft-Boiled is your Mew's main form of recovery. Stealth Rock to get deals chip damage and punish opponents punishes foes (opponent = opposing player, foe = opposing pokemon) for switching often while pressuring Stealth Rock weak Stealth Rock-weak Pokemon. Defog is good if you are already using a different Stealth Rock user such as Landorus-T, Ferrothorn, (AC) or Garchomp. Volt Switch is a viable option for keeping up momentum if neither Defog or nor Stealth Rock are needed from Mew.


Set Details
========

The HP and Defensive defensive EVs along with Bold a Bold nature allows you to be able to avoids Mew to avoid the 2HKO from Adamant Mega Medicham's High Jump Kick, it allows Mew to live most of the time against Thunder Punch in Electric Terrain and the OHKO from its Thunder Punch under Electric Terrain most of the time. The speed Speed investment is for outspeeding Adamant Mega Heracross, Adamant Tapu Bulu, Defensive defensive Landorus-T, and SubCoil Zygarde. The remaining Special Defense EVs is meant for you allow Mew to tank Psychic and Moonblast from non-choice specs non-Choice Specs Tapu Lele.


Usage Tips
========

Mew's job is to pivot in on (this makes it sound clearer, otherwise it seems like you're saying that Mew's job is to pivot out when facing these Pokemon) Pokemon such as Zapdos, and Mega Medicham and chip them down with Ice Beam or Psychic (respectively) (this doesn't work because of the "such as", since when you say "chip them down" it's referring to the Pokemon that Mew pivots in on as a whole, not Zapdos and Mega Medicham in particular). Psychic is primarily for pressuring Toxapex, who which otherwise can freely setup set up Toxic Spikes on Mew or Toxic badly (is this what you meant?) poison Mew it. Keeping Mew as healthy as possible and status free so it can pivot in and out of the battle is ideal, (AC) as status a statused or a weakened Mew becomes less useful, and will struggle to perform it's its role. When running Stealth Rock or Defog, look for opportunities to setup set up or remove hazards on Pokemon that normally can't break through Mew or on predicted resisted attacks. Secret Sword Keldeo Keldeo locked into Secret Sword (I'm assuming this is what you mean, unless there are some Keldeo that don't run Secret Sword), Amoonguss, and Zapdos, (RC) are good windows for Mew to setup or removed set up or remove entry hazards.

Team Options
========

Since Mew struggles with strong attackers with Dark Dark- or Ghost Ghost-type moves, (AC) namely Alolan-Marowak Alolan Marowak, Ash-Greninja, (AC) and Gengar, switch-ins for those are good teammates. Toxapex, Amoonguss, Tangrowth, Landorus-T, (AC) and Tyranitar are options for handling them. Teammates that take advantage of and pressure Heatran or Alolan Marowak such as Keldeo, Garchomp, Landorus-T, (AC) and Zygarde work well with Mew. Other reliable answers to Tapu Lele are a good partners, (AC) as Mew can be overwhelmed,; for example, (AC) Ferrothorn, Heatran, and or Magearna fit the bill here. Choice Scarf Pokemon such as Keldeo (add some more examples here imo, otherwise you might as well just remove this bit and just make this whole sentence about Keldeo) work well; (add semicolon) as Keldeo in particular prevents Volcarona from sweeping and being is an offensive check to Greninja as well. If Mew isn't using Defog, another form of hazards hazard removal to keep Mew from getting Poisoned poisoned by Toxic Spikes or worn down by spikes are Spikes is crucial. Mega Scizor and Tapu Fini do a good job of this, while Toxapex and Amoonguss remove Toxic Spikes naturally. Status absorbers like Amoonguss, Toxapex, Mega-Scizor or Mega Scizor and Tapu Fini work well to fit this role (what role? the only one you've mentioned is removing hazards, and while these four do this, you've already talked about that above and mentioned the exact same pokemon. I'd either remove this sentence or change it to be clearer about precisely what role these four Pokemon play).

[STRATEGY COMMENTS]
Other Options
=============

Knock Off is also good for removing Alolan-Marowak's Alolan Marowak's Thick Club and Chansey's Eviolite. This makes Alolan Marowak less of an offensive threat, while also making it easier to breakthrough break through Chansey and stall. Taunt helps pressure bulkier builds and helps prevent certain hazard setters from setting up. (remove line break) Nasty Plot + Baton Pass is an interesting set to pass boosts to strong and special attacker like Keldeo, Greninja. (baton pass has been banned so I assume you just forgot to remove this) Nasty Plot + Genesis Supernova is a cool surprise option that severely weaken weakens Heatran an and Celesteela, along with anything else (otherwise sounds kinda weird because heatran and celesteela also resist psychic) that would normally resist resists Psychic (Psychic resists are Psychic resists regardless of how much damage they take). Aura Sphere, Earth Power, Flamethrower, (AC) and Thunderbolt are decent options for hitting Heatran, Tyranitar, Mega Scizor and bulky waters Water-types.

Checks and Counters
===================

**Dark Types Dark-types**: Weavile, Ash-Greninja, (AC) and Hoopa-U both all pressure Mew, (AC) as it can't afford to take a Knock Off, Dark Pulse, (AC) or Hyperspace Fury. Mew is completely helpless against Mega Sableye, (AC) as it is able to use Knock Off to remove Mew's Leftovers, burn it, and preventing Mew prevent it from setting up Stealth Rock entirely.

**Ghost Types Ghost-types**: Gengar, Alolan-Marowak Alolan Marowak, and Mimikyu both all force you Mew out with the threat of Shadow Ball, Shadow Bone, (AC) or Shadow Claw.

**Fire Types Fire-types** Heatran and both Mega Charizard X and Y can freely come in on Mew and force it out, (AC) as Mew can't do anything worthwhile against them. Volcarona can setup set up without much fear in the face of on Mew, as Mew can't prevent it from doing so or deal enough damage to threaten it.

**Setup Sweepers** Setup sweepers like Mega Charizard X, Mega Slowbro, Suicune, and Manaphy, etc are all able to setup no on Mew, (AC) as Taunt isn't run much.
 

P Squared

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GP 1/2, just added a couple things to the above in pink/light blue

[OVERVIEW]

Mew's niche in OU comes from it's its good bulk paired with its decent typing, which allows it to check a number of common OU Pokemon. Due to it's its bulk, Mew is able to check and burn Mega Medicham, Tapu Lele, Mega Mawile, Zygarde, (AC) (serial comma) and Landorus-T. Landorus-T and Zygarde in particular (this sounds quite shaky otherwise, and mentioning here again that they can be burned is just repetitive) can be burned and hit heavily with Ice Beam. Mew's bulk also allows it to pivot in on weaker attackers like Zapdos, who generally a Pokemon that ("generally tends" is just saying the same thing twice) tends to be hard for many teams to deal with adequately. Mew's versatility stems from it's its very large movepool, with such a large movepool, Mew can which allows it to be tailored to fulfill any role it needs for a team, (AC) from a utility role to a more offensive role. Though it's its offensive sets are generally a little lackluster, they can be good for surprise factors in the appropriate situations. Generally, (AC) you would want to keep Mew away from burns or poison, but Synchronize can be used to punish opposing Pokemon for inflicting status by inflicting the same status on the opposing Pokemon (this doesn't seem necessary, the reader can already view what the ability does by clicking the link above). Mew tends to be generally (repetition) fairly passive, because of this and as a result, it often invites in Pokemon such as Ash-Greninja, Volcarona, Mega Sableye, (AC) which who can all take advantage of Mew by threatening it out, setting up on it, (AC) or walling it completely.

[SET]
name: Defensive
move 1: Psychic / Ice Beam
move 2: Will-O-Wisp
move 3: Soft-Boiled
move 4: Stealth Rock / Defog
item: Leftovers, (RC)
ability: Synchronize
nature: Bold
evs: 240 HP / 72 Def / 140 SpD / 56 Spe

[SET COMMENTS]
Moves
========

Psychic is the main STAB that hits Mega Heracross, Amoonguss, Toxapex, (AC) and Keldeo super effectively. Ice Beam is an option over Psychic to hit Zygarde and Landorus-T and preventing either prevent them from setting up on Mew. Will-O-Wisp is used to burn Physical physical attackers like Zygarde, Mega Mawile, (AC) and Mega Medicham to put them out of commission, making them less of threats make them less threatening. This is also useful for dealing residual damage on to defensive Pokemons Pokemon like Toxapex, Zapdos, and Tangrowth. Soft-Boiled is your Mew's main form of recovery. Stealth Rock to get deals chip damage and punish opponents punishes foes (opponent = opposing player, foe = opposing pokemon) for switching often while pressuring Stealth Rock weak Stealth Rock-weak Pokemon. Defog is good if you are already using a different Stealth Rock user such as Landorus-T, Ferrothorn, (AC) or Garchomp. Volt Switch is a viable option for keeping up momentum if neither Defog or nor Stealth Rock are needed from Mew.


Set Details
========

The HP and Defensive defensive EVs along with Bold a Bold nature allows you to be able to avoids Mew to avoid the 2HKO from Adamant Mega Medicham's High Jump Kick, it allows Mew to live most of the time against Thunder Punch in Electric Terrain and the OHKO from its Thunder Punch under Electric Terrain most of the time. The speed Speed investment is for outspeeding Adamant Mega Heracross, Adamant Tapu Bulu, Defensive defensive Landorus-T, and Substitute + Coil Zygarde. The remaining Special Defense EVs is meant for you allow Mew to tank Psychic and Moonblast from non-choice specs non-Choice Specs Tapu Lele.


Usage Tips
========

Mew's job is to pivot in on (this makes it sound clearer, otherwise it seems like you're saying that Mew's job is to pivot out when facing these Pokemon) Pokemon such as Zapdos, and Mega Medicham and chip them down with Ice Beam or Psychic (respectively) (this doesn't work because of the "such as", since when you say "chip them down" it's referring to the Pokemon that Mew pivots in on as a whole, not Zapdos and Mega Medicham in particular). Psychic is primarily for pressuring Toxapex, who which otherwise can freely setup set up Toxic Spikes on Mew or Toxic badly (is this what you meant?) poison Mew it. Keeping Mew as healthy as possible and status free so it can pivot in and out of the battle is ideal, (AC) as status a statused or a weakened Mew becomes less useful, and will struggle to perform it's its role. When running Stealth Rock or Defog, look for opportunities to setup set up or remove hazards on Pokemon that normally can't break through Mew or on predicted resisted attacks. Secret Sword Keldeo Keldeo locked into Secret Sword (I'm assuming this is what you mean, unless there are some Keldeo that don't run Secret Sword), Amoonguss, and Zapdos, (RC) are good windows for Mew to setup or removed set up or remove entry hazards.

Team Options
========

Since Mew struggles with strong attackers with Dark Dark- or Ghost Ghost-type moves, (AC) namely Alolan-Marowak Alolan Marowak, Ash-Greninja, (AC) and Gengar, switch-ins for those are good teammates. Toxapex, Amoonguss, Tangrowth, Landorus-T, (AC) and Tyranitar are options for handling them. Teammates that take advantage of and pressure Heatran or Alolan Marowak such as Keldeo, Garchomp, Landorus-T, (AC) and Zygarde work well with Mew. Other reliable answers to Tapu Lele are a good partners, (AC) as Mew can be overwhelmed,; for example, (AC) Ferrothorn, Heatran, and or Magearna fit the bill here. Choice Scarf Pokemon such as Keldeo (add some more examples here imo, otherwise you might as well just remove this bit and just make this whole sentence about Keldeo) work well; (add semicolon) as Keldeo in particular prevents Volcarona from sweeping and being is an offensive check to Greninja as well. If Mew isn't using Defog, another form of hazards hazard removal to keep Mew from getting Poisoned poisoned by Toxic Spikes or worn down by spikes are Spikes is crucial. Mega Scizor and Tapu Fini do a good job of this, while Toxapex and Amoonguss remove Toxic Spikes naturally. Status absorbers like Amoonguss, Toxapex, Mega-Scizor or Mega Scizor and Tapu Fini work well to fit this role (what role? the only one you've mentioned is removing hazards, and while these four do this, you've already talked about that above and mentioned the exact same pokemon. I'd either remove this sentence or change it to be clearer about precisely what role these four Pokemon play).

[STRATEGY COMMENTS]
Other Options
=============

Knock Off is also good for removing Alolan-Marowak's Alolan Marowak's Thick Club and Chansey's Eviolite. This makes Alolan Marowak less of an offensive threat, (RC) while also making it easier to breakthrough break through Chansey and stall. Taunt helps pressure bulkier builds and helps prevent certain hazard setters from setting up. (remove line break) Nasty Plot + Baton Pass is an interesting set to pass boosts to strong and special attacker like Keldeo, Greninja. (baton pass has been banned so I assume you just forgot to remove this) Nasty Plot + Genesis Supernova is a cool surprise option that severely weaken weakens Heatran an and Celesteela, along with anything else (otherwise sounds kinda weird because heatran and celesteela also resist psychic) that would normally resist resists Psychic (Psychic resists are Psychic resists regardless of how much damage they take). Aura Sphere, Earth Power, Flamethrower, (AC) and Thunderbolt are decent options for hitting Heatran, Tyranitar, Mega Scizor and bulky waters Water-types.

Checks and Counters
===================

**Dark Types Dark-types**: Weavile, Ash-Greninja, (AC) and Hoopa-U both all pressure Mew, (AC) as it can't afford to take a Knock Off, Dark Pulse, (AC) or Hyperspace Fury. Mew is completely helpless against Mega Sableye, (AC) as it is able to use Knock Off to remove Mew's Leftovers, burn it, and preventing Mew prevent it from setting up Stealth Rock entirely.

**Ghost Types Ghost-types**: Gengar, Alolan-Marowak Alolan Marowak, and Mimikyu both all force you Mew out with the threat of Shadow Ball, Shadow Bone, (AC) or Shadow Claw.

**Fire Types Fire-types** (add colon) Heatran and both Mega Charizard X and Y can freely come in on Mew and force it out, (AC) as Mew can't do anything worthwhile against them. Volcarona can setup set up without much fear in the face of on Mew, as Mew can't prevent it from doing so or deal enough damage to threaten it.

**Setup Sweepers** (add colon) Setup sweepers like Mega Charizard X, Mega Slowbro, Suicune, and Manaphy, etc are all able to setup no on Mew, (AC) as Taunt isn't run much.
 
Last edited:
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Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
[OVERVIEW]

Mew's niche in OU comes from its good bulk paired with its decent typing, which allows it to check a number of common OU Pokemon. Due to its bulk, Mew is able to check and burn Mega Medicham, Tapu Lele, Mega Mawile, Zygarde, and Landorus-T;(SC) the latter two.(period) Landorus-T and Zygarde (better flow) in particular can be hit heavily with Ice Beam. Mew's bulk also allows it to pivot in on weaker attackers like Zapdos, a Pokemon that tends to be hard for many teams to deal with adequately. Mew's versatility stems from its very large movepool, which allows it to be tailored to fulfill any role it needs for a team, from a utility role to a more offensive role. Though its offensive sets are generally a little lackluster, they can be good for surprise factors in the appropriate situations. Generally, you would want to keep Mew away from burns or poison, but Synchronize can be used to punish opposing Pokemon for inflicting status. Mew tends to be fairly passive, and as a result, it often invites in Pokemon such as Ash-Greninja, Volcarona, and Mega Sableye, which can all take advantage of Mew by threatening it out, setting up on it, or walling it completely.

[SET]
name: Defensive
move 1: Psychic / Ice Beam
move 2: Will-O-Wisp
move 3: Soft-Boiled
move 4: Stealth Rock / Defog
item: Leftovers
ability: Synchronize
nature: Bold
evs: 240 HP / 72 Def / 140 SpD / 56 Spe

[SET COMMENTS]
Moves
========

Psychic hits Mega Heracross, Amoonguss, Toxapex, and Keldeo super effectively. Ice Beam is an option over Psychic to hit Zygarde and Landorus-T and prevent them from setting up on Mew. Will-O-Wisp is used to burn physical attackers like Zygarde, Mega Mawile, and Mega Medicham to make them less threatening. This It is also useful for dealing residual damage to defensive Pokemon like Toxapex, Zapdos, and Tangrowth. Soft-Boiled is Mew's main form of recovery. Stealth Rock deals chip damage and punishes foes for switching often while pressuring Stealth Rock-weak Pokemon. Defog is good if you are already using a different Stealth Rock user such as Landorus-T, Ferrothorn, or Garchomp. Volt Switch is a viable option for keeping up momentum if neither Defog nor Stealth Rock are needed from Mew.

Set Details
========

The HP and defensive Defense EVs along with a Bold nature allow Mew to avoid the 2HKO from Adamant Mega Medicham's High Jump Kick and the OHKO from its Thunder Punch under Electric Terrain most of the time. The Speed investment is for outspeeding Adamant Mega Heracross, Adamant Tapu Bulu, defensive Landorus-T, and Substitute + Coil Zygarde. The Special Defense EVs allow Mew to tank Psychic and Moonblast from non-Choice Specs Tapu Lele.

Usage Tips
========

Mew's job is to pivot in on Pokemon such as Zapdos and Mega Medicham and chip them down with Ice Beam or Psychic. Psychic is primarily for pressuring Toxapex, which otherwise can freely set up Toxic Spikes on Mew or badly poison it. Keeping Mew as healthy as possible and status free so it can pivot in and out of the battle is ideal, as a statused or weakened Mew becomes less useful,(RC) and will struggle to perform its role. When running Stealth Rock or Defog, look for opportunities to set up or remove hazards on Pokemon that normally can't break through Mew or on predicted resisted attacks. Keldeo locked into Secret Sword, Amoonguss, and Zapdos are good windows for Mew to set up or remove entry hazards.

Team Options
========

Since Mew struggles with strong attackers with Dark or Ghost-type moves, namely Alolan Marowak, Ash-Greninja, and Gengar, switch-ins for those are good teammates. Toxapex, Amoonguss, Tangrowth, Landorus-T, and Tyranitar are options for handling them. Teammates that take advantage of and pressure Heatran or Alolan Marowak such as Keldeo, Garchomp, Landorus-T, and Zygarde work well with Mew. Other reliable answers to Tapu Lele are good partners, as Mew can be overwhelmed,(RC); for example,(RC) Ferrothorn, Heatran, and Magearna fit the bill here. Choice Scarf Pokemon such as Keldeo and Garchomp work well; Keldeo in particular prevents Volcarona from sweeping and is an offensive check to Greninja. If Mew isn't using Defog, another form of hazard removal to keep Mew from getting poisoned by Toxic Spikes or worn down by Spikes is crucial. Mega Scizor and Tapu Fini do a good job of this, while Toxapex and Amoonguss remove Toxic Spikes naturally.

[STRATEGY COMMENTS]
Other Options
=============

Knock Off is also good for removing Alolan Marowak's Thick Club and Chansey's Eviolite. This makes Alolan Marowak less of an offensive threat while also making it easier to break through Chansey and stall. Taunt helps pressure bulkier builds and prevent certain hazard setters from setting up. Nasty Plot + Genesis Supernova is a cool surprise option that severely weakens Heatran and Celesteela, along with anything else that resists Psychic. Aura Sphere, Earth Power, Flamethrower, and Thunderbolt are decent options for hitting Heatran, Tyranitar, Mega Scizor,(AC) and bulky Water-types.

Checks and Counters
===================

**Dark-types**: Weavile, Ash-Greninja, and Hoopa-U all pressure Mew, as it can't afford to take a Knock Off, Dark Pulse, or Hyperspace Fury. Mew is completely helpless against Mega Sableye, as it is able to use Knock Off to remove Mew's Leftovers, burn it, and prevent it from setting up Stealth Rock entirely.

**Ghost-types**: Gengar, Alolan Marowak, and Mimikyu all force Mew out with the threat of Shadow Ball, Shadow Bone, or Shadow Claw.

**Fire-types**: Heatran and both Mega Charizard X and Y can freely come in on Mew and force it out, as Mew can't do anything worthwhile against them. Volcarona can set up on Mew without much fear on Mew, as Mew can't prevent it from doing so or deal enough damage to threaten it.

**Setup Sweepers**: Setup sweepers like Mega Charizard X, Mega Slowbro, Suicune, and Manaphy are all able to setup on Mew, as Taunt isn't run much.
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