The Goomy
Whitest Mexican Alive
(I'm clickable!)
__
The Goomy: fingerscrossed, what did you mean by "that looks like a Goomy team?"
fingerscrossed: it looks derpy.
Hello everyone, Steven here. And today, I'm going to bring you guys an RMT of this interesting Mew team I've been using recently. In general, I find that I have a lot more fun (and success) playing this tier with less conventional Pokémon. My favorite thing to do is to play very anti-meta by generally using specific meta lures. Mew and Jirachi are two Pokémon that have always fascinated me with their potential to lure. Mew is particularly enticing due to the fact that it can learn every TM in the game and therefore has incredible coverage potential. In general I want my teams to excel against a certain playstyle as this is good practice for building in tournaments. This team is incredibly fun to use and performs the role of dismantling common balance cores very effectively. I hope to see this team on ladder.
Note: This team is definitely more suited for the suspect ladder where Sableye is banned.
Also shoutout to Kiyo for helping me make the title picture. :]
The initial idea behind the team was to create an effective lure Mew that could open holes for a potential Power-Up Punch Mega Medicham sweep. The Mew looks to hit targets that either wall Medicham or are very good at checking it. This includes things like Talonflame, Clefable, Landorus-T, Garchomp, and Lati@s.
At this point, the core was somewhat weak to certain Pokemon like Latios, Starmie, Excadrill, and most importantly Keldeo, so Celebi was really an amazing answer to all of those Pokémon. In addition it can give Thunder Wave and Baton Pass momentum support for Medicham, so it seemed reasonable to use.
I realized I was incredibly weak to Scizor as well as things like SD Excadrill, so I decided to use bulky Manaphy as the partner to Celebi in my defensive core. This also gives me a pretty good win condition against non-Gothitelle stall builds and alleviates pressure on other team members to take physical hits.
Although in an ideal situation I can lure things like Talonflame and the Charizards, it's always necessary to have checks to Pokémon that threaten the team like that. Scarf Excadrill is an amazing check to a lot of things, including Altaria, both Charizards, Talonflame, and even Clefable. Landorus-T gives the team much needed SR and another offensive presence, rounding out my desired formula of four offensive mons and a two mon defensive core.
Mew @
Hasty | 68 Atk / 188 SpAtk / 252 Spe
Ice Beam
Gunk Shot
Stone Edge
Fire Blast
As I mentioned in the introduction, I think Mew is a really cool Pokémon. It's actually placed in a really neat 100 base speed tier, which lets it naturally outpace a lot of the threats that want to beat it. The EVs in attack and special attack were carefully chosen to guarantee certain OHKOs. These will be explored in the calcs below along with explanations as to why I chose the moves I did.
Ice Beam is there predominantly to hit bulky Garchomp, Landorus-T, and Lati@s. It provides excellent ice coverage anyway, and can score some really awesome OHKOs that prevents the opponent from having control of the hazards game (placing and removing).
Calcs:
188 SpA Expert Belt Mew Ice Beam vs. 252 HP / 76 SpD Garchomp: 394-466 (93.8 - 110.9%) -- 62.5% chance to OHKO
188 SpA Expert Belt Mew Ice Beam vs. 252 HP / 8 SpD Landorus-T: 446-528 (116.7 - 138.2%) -- guaranteed OHKO
188 SpA Expert Belt Mew Ice Beam vs. 0 HP / 4 SpD Latios: 173-204 (57.8 - 68.2%) -- guaranteed 2HKO
188 SpA Expert Belt Mew Ice Beam vs. 72 HP / 0 SpD Latias: 149-178 (46.7 - 55.7%) -- 75% chance to 2HKO
Gunk Shot was definitely the move that had the most contention and has changed the most while using the team. This slot has been Low Kick, Earthquake, and Thunderbolt. However, I found Gunk Shot to be the most effective because most of the targets that the other moves hit don't really bother the team and can be more easily double switched into (Things like Heatran, Tyranitar, and Keldeo). The team does struggle to switch into Clefable consistently, however. And Mega Gardevoir is not only a common switch in to Mew, but also rips my team a new one every time it comes in for free. Also my team needs enough offensive pressure to prevent Azumarill from setting up for free since it's really annoying once it's at +6.
Calcs:
68 Atk Expert Belt Mew Gunk Shot vs. 252 HP / 172 Def Clefable: 233-276 (59.1 - 70%) -- guaranteed 2HKO after Leftovers recovery
68 Atk Expert Belt Mew Gunk Shot vs. 0 HP / 0 Def Mega Gardevoir: 314-372 (113.3 - 134.2%) -- guaranteed OHKO
68 Atk Expert Belt Mew Gunk Shot vs. 172 HP / 0 Def Azumarill: 269-317 (70 - 82.5%) -- guaranteed 2HKO
Stone Edge is definitely the most interesting lure option to me. It's pretty obvious what this is here for: Talonflames and Charizards that switch in predicting a Will-o-Wisp or Knock Off. The attack EVs guarantee that the new physically defensive Talonflame is always OHKOed.
Calcs:
68 Atk Expert Belt Mew Stone Edge vs. 248 HP / 168+ Def Talonflame: 360-427 (100.2 - 118.9%) -- guaranteed OHKO
68 Atk Expert Belt Mew Stone Edge vs. 144 HP / 0 Def Charizard: 456-538 (136.9 - 161.5%) -- guaranteed OHKO
Finally, Fire Blast provides a reliable way to beat Scizor, Ferrothorn, Bisharp, and Skarmory. This isn't meant to lure anything, I just believe it provides the best coverage. Energy Ball has been tested here, but I didn't like it as much.
Calcs:
188 SpA Expert Belt Mew Fire Blast vs. 248 HP / 200+ SpD Mega Scizor: 346-408 (100.8 - 118.9%) -- guaranteed OHKO
188 SpA Expert Belt Mew Fire Blast vs. 252 HP / 168 SpD Ferrothorn: 350-413 (99.4 - 117.3%) -- 87.5% chance to OHKO
188 SpA Expert Belt Mew Fire Blast vs. 0 HP / 0 SpD Bisharp: 305-360 (112.5 - 132.8%) -- guaranteed OHKO
188 SpA Expert Belt Mew Fire Blast vs. 252 HP / 252+ SpD Skarmory: 204-242 (61 - 72.4%) -- guaranteed 2HKO after Leftovers recovery
Mew is definitely a cool Pokémon that I feel has a ton of potential to be used in different, effective ways. Hopefully this moveset can spurn some inspiration for new, unique ideas on ways to lure in OU.
Medicham @
Adamant | 252 Atk / 252 Spe / 4 SpDef
High Jump Kick
Power-Up Punch
Bullet Punch
Zen Headbutt
I've always loved Mega Medicham. It's power is basically unrivaled since Mega Mawile left the tier, and it can perform a similar wall breaker+priority user role. Of course this set can do basically nothing to Sableye, but this team was used on suspect ladder.
Mega Medicham is really strong. I decided to run Adamant simply because I was amazed at how hard it can hit at +1, and it makes sweeping late game that much easier. However, there are definitely some merits to running Jolly, and I think that either could work on this team.
+1 252+ Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Hippowdon: 373-439 (88.8 - 104.5%) -- 68.8% chance to OHKO after Stealth Rock
Power-Up Punch is actually something I've never seen on Medicham and I actually think it's amazing. The team didn't necessarily desire the Fake Out support since I don't have Spikes. And the ability to wall break is amazing because it can dismantle balanced cores with ease, especially once their check has been lured by Mew.
It may seem difficult to get off a "free" PuP, but over the course of my 26 games I was able to get up to +1 without taking damage on the turn of the PuP 15 times, while taking damage 7 times, and of course not at all only 4 times (1 of which because it wasn't necessary to win).
What I really like about this particular Medicham set is that it allows it to work in multiple ways for the team. In some games I found myself using Medicham as an early game wall breaker to facilitate an Excadrill sweep or a Manaphy sweep. But in other games I was using it as a late game cleaner after the team had worn down offensive checks to the point where a +1 Bullet Punch killed Pokémon that they expected to be able to use as checks.
All in all, if Sableye isn't available this thing is quite good and is a set I believe more people should attempt to build with/use.
Celebi @
Bold | 252 HP / 156 Def / 84 SpDef / 16 Spe
Giga Drain
Recover
Baton Pass
Thunder Wave
This is a Celebi, it does Celebi things~
Celebi is a really nice blanket check/counter to a lot of the things that threaten the first two Pokémon, specifically Keldeo and Lati@s. I have found Celebi to be a pretty decent fit for the team. It's definitely not the greatest Pokémon in OU, but it does fit this team well.
Thunder Wave support is really cool for Medicham as it not only slows down threats that outspeed it, but it provides neat synergy with Zen Headbutt. Celebi also really appreciates Talonflame being gone, so it fits nicely with Mew as well. Baton Pass momentum to Medicham works wonders in this slot as you bait in things like Heatran and Ferrothorn.
I don't have much to say about this slot since it's pretty self explanatory and the EV spread is ripped directly from Smogon since I don't know a better one. Celebi is definitely the slot that I feel has a lot of impact in every game just by being there, but doesn't do too much to actually influence the outcome. I'm fine with this as it's not losing me games like a few other Pokémon that were in this slot originally.
If you're scared of Belly Drum Azumarill run Leaf Storm > Giga Drain. But I don't think the team provides it with many set up opportunities, so I think Giga Drain is more consistent.
Manaphy @
Bold | 252 HP / 240 Def / 16 Spe
Scald
Calm Mind
Rain Dance
Rest
This is definitely my favorite of all the Manaphy sets. I feel like it's really consistent at what it does and can have a purpose in a matchup against any team archetype. Also there are many times where Manaphy just wins in team preview.
The purpose of Manaphy on this team is to function primarily as the second half of the defensive core with Celebi as well as being the main win condition. Manaphy excels at taking neutral physical hits, which is nice considering most physical attackers in the tier cannot hit it for super effective damage.
This is the team's primary switch in to threats like Weavile and Talonflame. Also, I've found Landorus-T + Manaphy to be an amazing combination as you can very easily pivot around threats like Lopunny and Excadrill using these two. This puts the opponent into predictable situations and ultimately allow for a lot of middle ground plays (a Pokémon player's best friend).
Also, Manaphy's potential to just win games shouldn't go ignored. It's actually still relatively strong and can always burn things with Scald. In addition, Tail Glow is definitely the most used set currently, so it's a lot easier to get up a Calm Mind sweep since most teams aren't really prepared for it.
This slot could potentially be a Suicune, but I really like having control over every move my Pokémon makes during the match and leaving as little to chance as possible. Basically I think Manaphy is more consistent at what this team needs it to do than Suicune is. The biggest alure of Suicune is access to Roar, which the team could really utilize, but then four move slot syndrome takes over on Suicune.
Excadrill @
Jolly | 252 Atk / 252 Spe / 4 SpDef
Earthquake
Rapid Spin
Iron Head
Rock Slide
Scarf Excadrill is a great fit for this team because it helps to check a lot of the Pokémon that can threaten the rest of the team (such as Charizards and Altaria), it has cool synergy with Thunder Wave, and it appreciates all the fat things that Medicham hits to be weakened.
The moveset is pretty self explanatory, so I won't go into detail there. However, I will say that I chose Jolly > Adamant because this is the team's best check to Charizard, and you outpace Adamant Charizard with Jolly Excadrill. You also outspeed any variant of Altaria.
Scarf Excadrill is actually a lot better than I expected it to be. I haven't found myself clicking Rapid Spin at all really since the team does a fairly good job of keeping Spikes off the field with pressure and the team isn't particularly weak to Stealth Rock anyway.
Mew lures stuff that Excadrill hates like Garchomp and Landorus-Therian.
Solid team member. Still have never used a Sand Rush Excadrill~
Landorus-Therian @
Adamant | 252 Atk / 252 Spe / 4 Def
Stealth Rock
Smack Down
Earthquake
U-turn
Landorus-Therian is a widely used Pokémon for good reason. It hits incredibly hard, has access to a great ability in Intimidate, and can check a lot of interesting things.
On this team Landorus-Therian acts as an offensive pivot that can destroy a lot of Pokémon that expect to be able to switch in safely. The most common culprit is Skarmory. A lot of teams run Skarmory as their only ground immunity, so getting a Smack Down onto Skarmory allows for free Earthquakes on everything. This creates a beautiful double ground offensive core with Excadrill. In addition, Landorus-Therian really enjoys the Pokémon that Mew lures being gone, especially Garchomp and Landorus-Therian.
I definitely love this set as it can punch holes to facilitate an Excadrill sweep, and it loves the fact that Medicham can weaken physical walls that beat Landorus-Therian. It's a very reliable Stealth Rock setter that can punish Starmie for choosing to spin by U-turning. Landorus-Therian is definitely a great fit for this team as it adds insurance against several common threats (by being a general nuisance to physical attackers) and increases the consistency of the team.
Set Up Water Types:
Not sure how to fix this issue without changing a lot of team structure. Considered changing Celebi to offensive variant and Manaphy to Roar Empoleon.
Hoopa-Unbound:
I have a lot of checks to it, but if it's max speed with HP Ice it's really annoying to my team since I have no dark resist.
Volcarona:
Uncommon, but can be really annoying since the max speed Timid version outpaces Excadrill and I have no other way to check it. It also gets set up opportunities against Manaphy and Celebi.
Swords Dance Breloom:
Unfortunately this set is becoming more common, and it can beat Celebi if hax isn't involved. Gets set up opportunities against Manaphy and Excadrill locked into Earthquake/Rock Slide/Rapid Spin
Power Herb Heatran:
Would have to sacrifice too much bulk on Manaphy to outpace this. Generally have to predict correctly and double into Medicham on Heatran.
Bisharp:
Don't have much for this at +2. Have to rely on good pressure and lack of Lum Berry.
This team is really fun to use and it definitely performs it's desired goal of beating common balance teams. I know the team is far from perfect, but I hope that you try it out and see what it's like to utilize such an effective lure like Mew. Thank you all so much for reading this, and I'll see you next time~
Importable:
Mew @ Expert Belt
Ability: Synchronize
EVs: 68 Atk / 188 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Gunk Shot
- Stone Edge
- Fire Blast
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Power-Up Punch
- Bullet Punch
- Zen Headbutt
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 84 SpD / 16 Spe
Bold Nature
- Giga Drain
- Recover
- Baton Pass
- Thunder Wave
Manaphy @ Leftovers
Ability: Hydration
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Rain Dance
- Rest
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Iron Head
- Rock Slide
Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Smack Down
- Earthquake
- U-turn
Ability: Synchronize
EVs: 68 Atk / 188 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Gunk Shot
- Stone Edge
- Fire Blast
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Power-Up Punch
- Bullet Punch
- Zen Headbutt
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 84 SpD / 16 Spe
Bold Nature
- Giga Drain
- Recover
- Baton Pass
- Thunder Wave
Manaphy @ Leftovers
Ability: Hydration
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Rain Dance
- Rest
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Iron Head
- Rock Slide
Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Smack Down
- Earthquake
- U-turn
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