Mew [QC 0/3]


TL;DR

QC: 0/3 [][][]
GP: 0/2 [][]

Overview
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  • With most Pokemon, you ask the question "What can it do?" With Mew, you have to ask the question, "What can't it do?"
  • Learns every TM and Tutor move since Gen 3, meaning it has no shortage of options.
  • The Defog buff was very kind to it, as Mew is one of the few Defoggers that is not weak to Stealth Rock, and the only Defogger with Will-O-Wisp to threaten Bisharp.
  • Can Baton Pass, support, lead, take hits, or even attempt to sweep.
  • None of its stats, however, are actually "good" in OU terms.
  • Offenses can't exactly sweep, while Speed leaves it often outsped.
  • It still has reliable recovery, and can do almost anything you want it to.
Hazard Control
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name: Hazard Control
move 1: Defog
move 2: Stealth Rock
move 3: Soft-Boiled
move 4: Will-O-Wisp / Taunt
ability: Synchronize
item: Leftovers
evs: 252 HP / 148 Def / 108 Spe
ivs: 0 Atk
nature: Bold

Moves
========
  • Defog got buffed this generation. It now gets rid of hazards on both sides, making Mew a very good candidate for clearing hazards.
  • Taunt allows Mew to shut down hazard setters such as Forretress, Skarmory, and Ferrothorn even harder.
  • Stealth Rock is used to lay down your own hazards after you get rid of your opponent's.
  • Soft-Boiled provides reliable recovery and allows Mew to switch in and Defog over and over.
  • Will-O-Wisp discourages Bisharp from trying to get a free +2 Attack off Defog, and can also cripple physical attackers such as Cloyster and Breloom.
  • U-Turn allows Mew to scout and gain momentum after clearing hazards.
  • Baton Pass and Volt switch are options over U-Turn, but U-Turn cannot be Taunted and has no immunities.
  • Reflect Type, while gimmicky, allows Mew to switch out of Tyranitar and Scizor without fearing Pursuit.
  • Mew can also opt to run another status move, such as Thunder Wave or Toxic, but Will-O-Wisp is recommended to avoid being Bisharp bait.
  • Tailwind can offer further support to Mew's team.
  • An attacking move, such as Fire Blast or Ice Beam, may also be used so Mew can do damage.
Set Details
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  • The given EVs outspeed +Speed Base 70s, such as Bisharp, Breloom, and Cloyster, while keeping Mew's physical bulk high.
  • 0 Attack IV is recommended to minimize confusion and Foul Play damage.
  • If running an attacking move, Special Attack EVs may be run to grab certain OHKOes.
  • A slightly faster 252 HP / 152 Def / 104 Spe Timid spread may be used to get the jump on Jolly Gyarados.
  • A 252 HP / 108 Def / 148 Spe Bold spread is a compromise between the two, outspeeding Smeargle to Taunt it, although situational.
Usage Tips
========
  • Mew is a bulky Defogger. It can switch in on many defensive Pokemon, such as Forretress, Ferrothorn, Skarmory, Blissey, and Chansey, Taunt them, and Defog.
  • Defog is best used without hazards of your own, except for Mew's own Stealth Rock.
  • Mew can also support the team by crippling physical attackers with Will-O-Wisp.
  • If running Stealth Rock, Mew can immediately set up hazards after clearing the field with Defog.
  • If running U-Turn, Mew takes the role of a bulky Defogging pivot.
Team Options
========
  • Defog support is nice for Pokemon weak to hazards, such as Volcarona, Talonflame, and Dragonite.
  • Mew appreciates teammates that can deal with Tyranitar, Scizor, and Bisharp.
  • If Mew runs Stealth Rock, it can support sweepers such as Mega Lucario and Aegislash.
  • If Mew runs U-Turn, it can either provide a slow U-Turn or a fast U-Turn, depending on the opponent. Slow U-Turns are useful to bring in frail sweepers such as Talonflame.
Stallbreaker
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name: Stallbreaker
move 1: Taunt
move 2: Soft-Boiled
move 3: Will-O-Wisp
move 4: Psychic / Ice Beam
ability: Synchronize
item: Leftovers
evs: 252 HP / 148 Def / 108 Spe
ivs: 0 Atk
nature: Bold

Moves
========
  • The main focus of this set is Taunt.
  • Taunt, in addition to Will-O-Wisp, allows Mew to dismantle many stall cores.
  • Soft-Boiled gives Mew much-needed longevity.
  • Psychic gives Mew a STAB attacking move, so that it can damage a burned or Taunted Pokemon.
  • Ice Beam is another option to take down Pokemon such as Dragonite, Garchomp, and Salamence more quickly.
  • Another attacking move, such as Fire Blast or Aura Sphere, may be used instead.
  • A supporting move, such as Defog, Knock Off, or Heal Bell, may be used instead of an attacking move, but Mew needs to be able to deal damage in order to break stall.
Set Details
========
  • The given EVs outspeed +Speed Base 70s, such as Bisharp, Breloom, and Cloyster, while maximizing Mew's physical bulk.
  • 0 Attack IV is recommended to minimize confusion and Foul Play damage.
  • A slightly faster 252 HP / 152 Def / 104 Spe Timid spread may be used to get the jump on Jolly Gyarados.
  • Some Special Attack EVs may be invested to deal more damage with Psychic or Ice Beam.
Usage Tips
========
  • This set singlehandedly dismantles many stall cores, such as the infamous SkarmBliss.
  • Use this set to threaten defensive opponents and to give your teammates an edge.
  • Mew can also cripple opposing Pokemon, such as Tyranitar and Dragonite, with Will-O-Wisp.
Team Options
========
  • Mew can potentially allow a sweeper, such as Mega Lucario, to switch in and boost easily.
  • Mew can also provide burn support easily.
  • As a result, teammates that benefit from Mew are frail sweepers, and physically frail Pokemon.
Nasty Plot
########
name: Nasty Plot
move 1: Nasty Plot
move 2: Psyshock / Psychic
move 3: Aura Sphere
move 4: Shadow Ball / Fire Blast
ability: Synchronize
item: Leftovers / Lum Berry / Life Orb
evs: 4 HP / 252 SpA / 252 Spe
ivs: 0 Atk
nature: Timid

Moves
========
  • Nasty Plot instantly boosts Mew's Special Attack stat to 598, and in addition to its good bulk and decent Speed, it can attempt a sweep.
  • Psyshock is suggested as Psychic STAB because it hits special walls such as Blissey and Sylveon harder. Psychic has more power, but with it, Mew is more prone to being walled by special sponges.
  • Aura Sphere gets good coverage with Psychic, and has perfect accuracy to boot.
  • Fire Blast gets coverage on certain Steel-types, such as Klefki and Scizor, while hitting Psychic- and Fairy-types decently well, while Shadow Ball gets coverage on Psychic-types, such as Reuniclus.
  • Unlike past generations, there are now a couple Pokemon that can counter this set regardless of its coverage move, and Fairies in general nerfed its coverage moves. As such, Baton Pass is an option in the last slot to swap out to a teammate if one of Mew's counters switches in.
  • Soft-Boiled can be used to make Mew last longer.
  • Mew has literally everything for coverage.
  • Thunderbolt hits bulky waters well.
  • Giga Drain takes out bulky waters and lets you recover health.
  • Taunt allows Mew to break down more walls, especially if it is running Psychic over Psyshock.
  • Vacuum Wave can be used for priority, but it is weak.
Set Details
========
  • EVs and nature maximize Speed and special attacking potential.
  • Leftovers can be used to maintain some bulk, while Lum Berry lets it shrug off status.
  • Life Orb is an option as a full sweeper, allowing it to nab many more KOes.
  • A bulkier spread can also be used, with a Modest nature and Softboiled, to increase Mew's power and bulk at the cost of Speed.
Usage Tips
========
  • Nasty Plot Mew is a very unpredictable sweeper, because it can run just about any coverage move it wants to.
  • No one predicts Nasty Plot Mew. People will often assume Defog or Baton Pass, letting Mew do more work.
  • If you want to attempt a sweep, make sure any powerful revenge killers, such as Garchomp and Terrakion, are out of the way.
  • Mew really likes hazards support, which allows it to get more 2HKOes and OHKOes.
Team Options
========
  • Hazard setters, such as Skarmory and Forretress, let Mew get more KOes.
  • Baton Passing Speed boosts from Scolipede or Ninjask turns Mew into a monster, but it is not necessary.
  • A Wish passer can provide Mew with enough HP to potentially set up multiple times throughout a match, letting it wallbreak early and sweep later.
Quick Baton Pass
########
name: Quick Baton Pass
move 1: Baton Pass
move 2: Rock Polish
move 3: Swords Dance / Nasty Plot
move 4: Taunt / Substitute
ability: Synchronize
item: Mental Herb / Lum Berry
evs: 252 HP / 148 Def / 108 Spe
ivs: 0 Atk
nature: Bold

Moves
========
  • Baton Pass is a wonderful move, especially on Mew.
  • Rock Polish is Mew's only way to boost Speed and is thus mandatory to support whatever sweeper it needs to.
  • Swords Dance or Nasty Plot is your offensive boosting move, depending on the sweeper you are passing to.
  • Taunt is very useful, especially with Mental Herb, to make sure opposing Taunt's don't stop you completely. It also stops status and phazing.
  • Substitute can be used to protect Mew from status and give it something else to pass. Mew also is able to make 101 HP Substitutes, which means Chansey and Blissey won't break your Subs.
  • Amnesia, Iron Defense, Calm Mind, and Bulk can also go in the third slot, but are better suited to full Baton Pass teams.
Set Details
========
  • The given EVs allow Mew to outspeed all relevant Scarfers (Scarf Gengar/Latios and down) after one Rock Polish. The rest of the EVs are placed in HP and Defense to provide physical bulk, letting it set up on Scizor and Tyranitar if Reflect is up.
  • Moving all Defense EVs into Special Defense and using a Calm nature is a viable option too, as is splitting EVs between defenses.
  • Mental Herb protects Mew against Taunt once, and is especially helpful if Mew itself is running Taunt.
  • Lum Berry can protect Mew against status, such as paralysis and sleep, once.
  • 0 Attack EVs minimize Foul Play and confusion damage.
Usage Tips
========
  • This set is for quick passing.
  • Mew takes three turns to set up and Baton Pass, so having Dual Screens up is very helpful for it. Klefki especially is a great partner for Dual Screens.
  • Physical sweepers such as Garchomp, Landorus-T, and Genesect can become pretty much unstoppable with +2/+2 Baton Passed to it.
  • Special sweepers such as Hydreigon, Latios, and Genesect can be equally unstoppable with +2/+2 (just watch out for Blissey).
  • Infiltrator Pokemon and hard-hitting Pokemon such as Choice Band Tyranitar and Genesect can 2HKO Mew through Screens, so beware.
Team Options
========
  • The aforementioned Infiltrators and hard-hitters should be covered by teammates.
  • Dual Screen Klefki is pretty much a must in order to run this set.
  • Be absolutely sure your sweeper can actually sweep with its boosts. If you are Baton Passing Nasty Plot, watch for Chansey and Blissey, and so on.
Full Baton Pass
########
name: Full Baton Pass
move 1: Baton Pass
move 2: Substitute
move 3: Amnesia / Iron Defense
move 4: Ice Beam / Dazzling Gleam / Roar
ability: Synchronize
item: Mental Herb
evs: 252 HP / 148 Def / 108 Spe
ivs: 0 Atk
nature: Bold

Moves
========
  • Baton Pass, along with its wide movepool, means Mew can fit well on any full Baton Pass chain.
  • Mew's 101 HP Substitutes are invaluable for any Baton Pass team, since Seismic Toss cannot break them.
  • Depending on what your team's needs, Mew can provide either Iron Defense or Amnesia.
  • Taunt stops the chain from being Taunted, and provides another buffer against status and phazing.
  • If your chain already has a few Special Attack boosts, Mew can use Dazzling Gleam to destroy Sableye, or Ice Beam to kill Tornadus-I and Thundurus-I, the biggest threats to any Baton Pass team.
  • Roar can be used instead of an attacking move to phaze stat boosters.
  • Calm Mind or Bulk Up can be used over Amnesia or Iron Defense, respectively, but they are slower in boosting and most Baton Pass teams have those boosts covered by default anyways.
Set Details
========
  • The given EVs, again, allows Mew to outspeed all relevant Pokemon in OU with two Speed boosts, which a Ninjask can easily provide.
  • Soft-Boiled can be used on the set somewhere to provide reliable recovery for itself, but almost every Baton Pass team has a Wish user (usually Vaporeon).
  • Mental Herb gives Mew a one-time protection against Taunt, which is really valuable against Pranksters.
  • Leftovers can provide passive recovery if needed, but Mew should be supplied with Ingrain, which, along with defensive boosts, heals enough for Mew.
Usage Tips
========
  • Mew is probably one of the best candidates for a full Baton Pass chain, and the only reason you would ever pass it up is because you don't want to run Espeon and Mew on the same team.
  • Mew should be used to pass 101 HP Substitutes, and to pass a defensive boost.
  • Mew is also a good Prankster lure for Baton Pass teams, with either Ice Beam or Dazzling Gleam.
Team Options
========
  • Smeargle should be considered for any full Baton Pass team, providing Ingrain and Spore (but mostly Ingrain).
  • A Speed Boost Pokemon, such as Scolipede, is used to begin the chain.
  • Vaporeon is an amazing partner for Mew on a Baton Pass team, because it can supply Aqua Ring and Wish.
  • Espeon and Mr. Mime are pretty mandatory too, because of Magic Bounce and Soundproof, respectively.
Other Options
########
  • Pretty much everything. In particular:
  • Lead
  • Swords Dance
  • SubPunch
  • Phazing
  • Transform
  • Choice sets
Checks & Counters
########
  • There is no true counter to Mew due to its versatility.
  • Heatran can sponge anything defensive and support sets can throw at it.
  • Prankster Taunters, such as Sableye, Thundurus-I, and Tornadus-I, can stop the support sets.
  • Offensive Tyranitar can Pursuit trap Mew or threaten with a Crunch, but it can be burned by Will-O-Wisp or OHKOed by a +2 Aura Sphere.
  • Calm Mind Latios and Latias can set up on defensive and support sets, but must be wary of Ice Beam.
  • Bulky Psychic-types, such as Assault Vest Reuniclus or Slowbro, can beat the Nasty Plot set if it lacks Dark Pulse.
  • Some bulky Steel-types, such as Klefki and Mega Scizor, can beat the Nasty Plot set if it lacks Fire Blast.
  • Bulky Fairy-types, such as Togekiss, when invested in Defense, can beat the Nasty Plot set regardless of its coverage move.
  • Against Baton Pass, if it is being covered by Dual Screens, get rid of the Dual Screens with Defog, or smack the Dual Screener (often Klefki) very hard.
  • Phazing moves will stop the Baton Pass set, but Taunt prevents Roar and Whirlwind while Substitute protects against Dragon Tail.
  • If Mew is on a full Baton Pass team, try to kill the chain ASAP. If Mew comes out with Speed boosts, a Substitute, Ingrain, and Defense boosts, it's pretty much over.
  • Mew is not exactly fast. Choice Scarfers and faster Pokemon can outspeed it and dent it.
 
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Defog definitely needs to be slashed somewhere on the support set. I actually think it's Mew's greatest niche in OU.
I wonder where Defog would go on the support set. Could it potentially go over Will-O-Wisp? Over the attacking move? Or is Defog enough to warrant another set altogether?

For now I'll just slash it with WoW.

EDIT: Reworked support set a bit, still a lot of slashitis in there though...
 
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alexwolf

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Yeah i agree with Icecream. Defog + Taunt + WoW + Softboiled is the best Defog set, beating most SR setters easily (Ferro, Hippo, Terrakion, Garchomp (without SD), Landorus-T (though U-turn hurts)) and still having great stallbreaking skills.
 
Alright, so I separated Defog into its own set. I'm not sure if Stealth Rock or U-Turn can fit in, but I slashed them in on the Defog set. Also is the pure support set enough to warrant its own set? Right now it just seems really similar to Defog, minus the Defog part.

I'll be constructing the skeleton from here, but feel free to chime in with feedback.
 

CyclicCompound

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On the full pass set, there's a few reasons why I'm hesitant to ever use Taunt on Mew, specifically to use it over a better option such as Roar.
  • Substitute already stops the majority of status moves (Leech Seed, Toxic, etc.)
  • Most everything that Substitute doesn't block (Taunt, Encore) is bounced back by Espeon, who is guaranteed to be on the team.
  • One of the reasons you mention Taunt to be useful for is preventing your own chain from being Taunted. However, keep in mind that the most common users of Taunt are Sableye and Thundurus. It's not like Mew's able to anti-Taunt them.
  • To prevent opposing Pokemon from boosting, Roar is almost always the better choice. Roar can completely nullify the existing boosts of the opponent as opposed to only stopping further boosting. When you run full pass teams, you're bound to have stuff like Scolipede that's pure setup fodder, so having Roar is extremely important. A smart opponent will most likely collect more attack boosts in the early game than you will be able to set up defense boosts, and Roar can alleviate that common scenario. Taunt cannot. Furthermore, Roar can phaze troublesome Pokemon such as Volcarona in order to continue boosting. Taunt cannot.
  • The only things that Taunt truly stops better than Substitute, Magic Bounce, and Roar are Haze, Ghost-Curse, and opposing Baton Pass teams. However, all are extremely uncommon, and a smart opponent will most likely be able to easily play around Taunt to Haze or Curse anyway.
 
On the full pass set, there's a few reasons why I'm hesitant to ever use Taunt on Mew, specifically to use it over a better option such as Roar.
  • Substitute already stops the majority of status moves (Leech Seed, Toxic, etc.)
  • Most everything that Substitute doesn't block (Taunt, Encore) is bounced back by Espeon, who is guaranteed to be on the team.
  • One of the reasons you mention Taunt to be useful for is preventing your own chain from being Taunted. However, keep in mind that the most common users of Taunt are Sableye and Thundurus. It's not like Mew's able to anti-Taunt them.
  • To prevent opposing Pokemon from boosting, Roar is almost always the better choice. Roar can completely nullify the existing boosts of the opponent as opposed to only stopping further boosting. When you run full pass teams, you're bound to have stuff like Scolipede that's pure setup fodder, so having Roar is extremely important. A smart opponent will most likely collect more attack boosts in the early game than you will be able to set up defense boosts, and Roar can alleviate that common scenario. Taunt cannot. Furthermore, Roar can phaze troublesome Pokemon such as Volcarona in order to continue boosting. Taunt cannot.
  • The only things that Taunt truly stops better than Substitute, Magic Bounce, and Roar are Haze, Ghost-Curse, and opposing Baton Pass teams. However, all are extremely uncommon, and a smart opponent will most likely be able to easily play around Taunt to Haze or Curse anyway.
Good points. Mew is able to anti-Taunt them once but killing them with an attack would probably be a better use of Mew's time there. I'm still not completely sold on Roar, but I slashed it in.

I'm still not really sure which of Dazzling Gleam and Ice Beam is more needed though, if it wants an attack. Also this has been sitting around for a while.
 

CyclicCompound

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Good points. Mew is able to anti-Taunt them once but killing them with an attack would probably be a better use of Mew's time there. I'm still not completely sold on Roar, but I slashed it in.

I'm still not really sure which of Dazzling Gleam and Ice Beam is more needed though, if it wants an attack. Also this has been sitting around for a while.
Dazzling Gleam all the way. Since Sableye has Recover, it's a lot harder to wear down Sableye with Ice Beam than it is to wear down Thundurus/Tornadus/Whimsicott with Dazzling Gleam.

Also, one little nitpick:
Smeargle and Ninjask are necessary for any full Baton Pass team. Ninjask provides Speed boosts, while Smeargle provides Ingrain and Spore.
I wouldn't call Smeargle necessary. Having Ingrain is certainly nice, but the Aqua Ring Vaporeon + Magic Bounce Espeon provide basically the same service, and some players opt to go for Espeon/Vaporeon's durability over Smeargle's utility (and some people use both). It's really up to the player's personal preference, but Smeargle isn't really mandatory, just useful.

Also, Ninjask is entirely outclassed by Scolipede as a Speed Booster for BP teams, since Scolipede has significantly better bulk and can run Iron Defense.
 
Dazzling Gleam all the way. Since Sableye has Recover, it's a lot harder to wear down Sableye with Ice Beam than it is to wear down Thundurus/Tornadus/Whimsicott with Dazzling Gleam.

Also, one little nitpick:


I wouldn't call Smeargle necessary. Having Ingrain is certainly nice, but the Aqua Ring Vaporeon + Magic Bounce Espeon provide basically the same service, and some players opt to go for Espeon/Vaporeon's durability over Smeargle's utility (and some people use both). It's really up to the player's personal preference, but Smeargle isn't really mandatory, just useful.

Also, Ninjask is entirely outclassed by Scolipede as a Speed Booster for BP teams, since Scolipede has significantly better bulk and can run Iron Defense.
Smeargle is quite necessary, otherwise Whirlwind spells doom for the entire chain. Some players, also, do still prefer Ninjask for its speed, but Scolipede will definitely get a mention.

And yeah, I haven't seen too many genies with Taunt, so Dazzling Gleam should probably go there anyways.
 

Alter

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Smeargle is quite necessary, otherwise Whirlwind spells doom for the entire chain. Some players, also, do still prefer Ninjask for its speed, but Scolipede will definitely get a mention.
Sorry but this isn't really true at all. Dedicated Baton Pass teams don't need Smeargle to succeed. The general line-up is Scolipede / Espeon / Mr. Mime / Vaporeon / Scizor / Utility (generally Zapdos / mew / whatever). Ninjask shouldn't be mentioned at all as Scolipede fits much better. Without it, Baton Pass teams get destroyed by Toxic Spikes. In addition, Scolipede can also pass Iron Defense boosts, doesn't have a x4 SR weakness, and has way better overall bulk compared to Ninjask. Espeon can reflect Whirlwind and Roar, while Mr. Mime is immune to Roar / Dragon Tail (sub also blocks this) / Perish Song. Smeargle is far from necessary and Ninjask isn't relevant in OU with Scolipede around.
 

BurningMan

fueled by beer
The NP sets moves should look like this

-Nasty Plot
-Psyshock/Psychic
-Aura Sphere
-Shadow Ball/Fire Blast

Mention Baton Pass in AC and take out the comments about fairies, Psychic is neutral against Fairy type and psyshock hits them on their usually lower physical defense so they aren't that much of a problem. Fire Blast isn't as useful as is was last Gen because you can now hit the Steel types that are neutral to fighting SE with Shadow Ball and the primary target isn't Kelfki but Scizor/Ferrothorn and both of them hate taking +2 Aura Spheres and can be KO'd with a bit of prior damage, however Fire Blast can KO them right of the bat and also allows you to get the clean KO at +2 on 252/0 Aegislash. I think Shadow Ball is superior to Dark Pulse as you can threaten the normal types that are immune to it with Psyshock/Aura Sphere anyway and it doesn't triggers Justified most notably on (Mega) Lucario.

Take out the mention of T-Bolt/Giga Drain/Sludgewave the first two got merit against bulky waters, but mew actually got no problems handeling them due to its combination of good natural bulk and power so they rarely can do anything back while Sludge Wave only hits fairies for SE damage and you already hit them neutral with your Stab. Not sure about vaccuum wave it is pathetically weak even at +2 and it only got use against Mega Lucario/Bisharp, still those two are pretty common so maybe its worth a mention.

I would split the first set into

Lead Mew/Hazard Control
Mew@Lefties/Focus Sash/Mental Herb
252 HP/252Spe/4 we
Nature:Jolly/timid
-Stealth Rock
-Defog
-Taunt
-U-Turn/Explosion/WoW/Tailwind tc.
Mew is one of the few Pokemon that got access to both SR and Defog and just the perfect stats to make use out of it. It can remove the opponents hazards, set-up its own SR and can block opposing defogs/hazards with Taunt and then get out with U-Turn/explosion.

and

Stall Breaker
Mew@ Lefties
252 HP / 148 Def / 108 Spe
Nature:timid
-Will o Wisp
-taunt
-Softboiled
-psychic/Ice Beam/Night Shade

You could mention Defog on ths set, but you actually need an attacking move otherwise there are just too many things that can take advantage of you.

I got the feeling that the current Defog set is trying to do too much at once which results in too much slashes and this makes it very difficult to understand which moves are actually important and how to play it.
 
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With Defog and Taunt, whats the point? I'm pretty new to competitive, but with Taunt, you could stop their entry hazards and set your own, then just have a rapid spinner, and with Defog, you could just clear their hazards as they're set. Just tell me if I'm wrong, but I just think both are unnecessary on the same set.
 

BurningMan

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With Defog and Taunt, whats the point? I'm pretty new to competitive, but with Taunt, you could stop their entry hazards and set your own, then just have a rapid spinner, and with Defog, you could just clear their hazards as they're set. Just tell me if I'm wrong, but I just think both are unnecessary on the same set.
Easy example, You are in with Mew against a Ferrothorn/Heatran etc. Without Taunt they could still keep up SR by spamming SR since they are slower and can simply put them up again after you have defogged them away. So with Taunt you can prevent them from setting SR up again after you have defogged them. The same goes for opposing defogs, after you have set SR your opponent could simply defog them away again, before they do any damage but with taunt you can prevent them from doing that. The whole point of the set is to control the hazards that are on the field and taunt is phenomenal for that.
 
Easy example, You are in with Mew against a Ferrothorn/Heatran etc. Without Taunt they could still keep up SR by spamming SR since they are slower and can simply put them up again after you have defogged them away. So with Taunt you can prevent them from setting SR up again after you have defogged them. The same goes for opposing defogs, after you have set SR your opponent could simply defog them away again, before they do any damage but with taunt you can prevent them from doing that. The whole point of the set is to control the hazards that are on the field and taunt is phenomenal for that.
That makes a lot of sense. Sorry about that
 
Ingrain: Removed "necessary" and replaced with something along the lines of "recommended".

Nasty Plot: Togekiss and Sylveon do actually give this set a lot of trouble, as they both have reliable recovery and can avoid a 2HKO from a +2 Psyshock if physically invested, and can paralyze and chip Mew's HP. Removed Sludge Wave (since it only actually hits Sylveon harder than one of Mew's other coverage moves), but Mew still needs to keep them in mind.

Support Mew: Yeah I agree that the set has too many slashes, but I really think that Defog sets should have Soft-Boiled too, as otherwise Mew will be unable to provide hazard removal for the whole match. There's just so many ways to use Defog Mew. Does anyone else have any opinions about this?

I also had that stallbreaker set in there at first. I'll try to clean up the support sets a bit.
 

Jukain

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I feel like Amnesia should be first on dedicated BP Mew. It's just, between Scolipede/Scizor/Vaporeon/Mawile as options, you end up with other Defense passers, but Mew is pretty unique as a dedicated SDef passer. Simple thing really.
 

alexwolf

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Overview

In cons, add weakness to pretty common threats/attacks, such as Aegislash, U-turn, and Knock Off.

First Set

Slash Taunt after SR on the first set, SR is not a must at all on this set, and having a great Defog user and a great stallbreaker in one set is great.

Whan talking about Taunt, explain how it shuts down Defog users, which is great if you are using Stealth Rock.

Also, explain how the combo of WoW + Taunt + Softboiled is great vs defensive teams.

Remove Reflecty Type, you have WoW for Scizor and Tyranitar.

Remove T-Wave and Toxic, WoW is just essential to what Mew does, otherwise Bisharp fucks you up badly, as well as Pursuit users.

Move Tailwind to OO.

Remove mentions of attacking moves, they can't fit and the other moves are too good to pass up. Defog, WoW, and Roost is a must, so you only have one slot for SR / Taunt / U-turn.

Remove Volt Turn and Baton Pass.
If running an attacking move, Special Attack EVs may be run to grab certain OHKOes.
Remove this, no attacking moves are on the main set.

Second Set

Another attacking move, such as Fire Blast or Aura Sphere, may be used instead.
Explain why someone would want to use those moves.

Remove Defog, that's why the first exists.
This set singlehandedly dismantles many stall cores, such as the infamous SkarmBliss.
Tone this down as Heatran is almost on every stall teams and counters Mew. Shadow Ball Aegislash is not rare on stall teams either, and Mew can't beat it one on one.
Mew can potentially allow a sweeper, such as Mega Lucario, to switch in and boost easily.
Elaborate.

In general, elaborate on some of your points, as you just say some things without really explaining them.
 

AccidentalGreed

Sweet and bitter as chocolate.
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I was wondering, would an offensive defogger set be viable? Something like Defog, WoW, and two attacks?
Try testing that idea out, and if it works, recommend a set/spread to this thread, rather than speculating an alien idea with little development or explanation.

AOPSUser Are you still working on this, or do you have a desire to? It's been a month since Alexwolf requested changes.
 

Ash Borer

I've heard they're short of room in hell
Mew @ Life Orb
Evs: 252 SpA / 252 Spe / 4 HP
Nature: Timid
- Ice Beam
- Earth Power
- Defog
- Will-o-Wisp / Taunt / Roost / Psyshock

This is what I came up with for offensive defog mew. First two moves are obvious, Earth Power hits Bisharp, AEgislash and Tyranitar, the major pursuit trappers. Ice alongside ground is the best super effective coverage, blah blah. Defog because it is a defog set. The last slot is useful for ruining Mawile, Scizor, Tyranitar, Pursuit Aegis and Bisharp with WoW. Taunt is pretty useful because you can go up against a stealth rock user you cant beat one on one like Ferrothorn, taunt it, defog on it, then switch out ot something tht does beat (would oyu believe taunted ferrothorn is piss easy to switch into?) ensuring rocks stay off the field. Roost for heals, or Psyshock for STAB and if you need like, a back up keldeo/venu/conkeldurr check.

I think this set is legit because it's pretty similar to the latis, but as detailed is far less vulnerable to some important pokes (Mawile, Scizor, Tyranitar, Pursuit Aegis and Bisharp), and it can act as a decent check to tons of stuff thanks to natural bulk like oh, I dont know, lando-I

I had a few ladder mathes with it, I think it's pretty decent.
 

Colonel M

I COULD BE BORED!
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Wouldnt Aura Sphere be better for hitting Bisharp and Tyranitar though? I get that it does squat to Aegislash but Earth Power isnt really denting Tyranitar that hard.
 

Ash Borer

I've heard they're short of room in hell
Wouldnt Aura Sphere be better for hitting Bisharp and Tyranitar though? I get that it does squat to Aegislash but Earth Power isnt really denting Tyranitar that hard.
I felt as if Will-o-Wisp and earth power would be enough to patch up the tyranitar weakness and not being able aegislash or mawile for real damage on switch in was too much of a price to pay.
 

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