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Mew [QC 2/3]

Discussion in 'Locked / Outdated Analyses' started by LonelyNess, Oct 8, 2012.

  1. LonelyNess

    LonelyNess PK FLASH
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    This is a WIP

    [Overview]

    After residing in Uber for the DPP era, Mew finds itself in the odd position of being demoted two tiers to the UU tier. While Mew still has its classic movepool that features every TM and move tutor move in the game, it cannot make up for its bland Psychic typing and decent, but not outstanding, stat distribution. However, in UU, Mew is one of the strongest Pokemon in the tier as it can take on almost every role and position. A plethora of boosting moves, such as, Nasty Plot, Swords Dance, Calm Mind, and Bulk Up turn Mew into a powerful sweeper. In conjunction with Baton Pass, Mew can just as easily set up a devastating sweep for others on your team. Mew can run an equally devastating support set that can act as a stallbreaker while continuously walling dangerous and shutting them down with Will-O-Wisp. While Mew may not have the power of the tiers strongest sweepers or the bulk of the tiers sturdiest walls, it can more than make up for it with its astounding versatility that makes Mew a great pick on any team.


    [SET]
    name: Nasty Plot
    move 1: Nasty Plot
    move 2: Psyshock / Psychic
    move 3: Fire Blast / Aura Sphere
    move 4: Giga Drain / Dark Pulse
    item: Life Orb / Leftovers
    nature: Timid
    evs: 252 SpA / 4 SpD / 252 Spe

    [SET COMMENTS]

    Hampered by limited distribution and unsuitable candidates, Nasty Plot is a move little used in the UU metagame. That isn't to say that it is in any way bad, Nasty Plot is a powerful boosting move that instantly doubles the Special Attack stat of the user. For a Pokemon that has as wide a movepool as Mew, this extra power can be devastating. After a boost or two, Mew's decent base 100 Special Attack stat is skyrocketed to explosive levels. Psyshock is Mew's way to laugh at special walls, being able to hit them on their weaker Defense stat, however, the stronger Psychic can be used if you know your team can easily clear out special walls for Mew to sweep. Fire Blast is a powerful Fire-type move with excellent coverage. It annihilates common steel-types such as Escavalier and Bronzong, both of whom can easily take Mew's Psychic STAB. Aura Sphere provides similar coverage and hits Dark-types hoping to switch in for free. It is especially useful for Houndoom who can otherwise wall Mew. Giga Drain and Dark Pulse round off Mew's coverage; the former lets Mew annihilate bulky Water-types such as Blastoise and Milotic while also offsetting Life Orb recoil. Dark Pulse on the other hand, lets Mew defeat Ghost-types and fellow Psychic-types.


    [ADDITIONAL COMMENTS]

    The standard offensive EV spread and Timid nature is employed to give Mew as much power as possible while also letting it hit the all important base 100 Speed bracket where other threats, such as, Zapdos reside. The remaining EV's are placed in Special Defense so Porygon 2 and Porygon Z cannot obtain Special Attack boosts upon switching in. A bulkier EV spread of 240 HP / 128 SpA / 4 SpD / 136 Spe with a Timid nature takes advantage of Mew's respectable bulk to set up much more easily while boasting similar power. A Life Orb is the main item as despite Mew's ability to double its Special Attack, it often lacks power without boosts, necessitating the Life Orb. However, Leftovers are still viable, especially on bulkier EV spreads that can take hits while setting up. A Lum Berry is also viable, being especially useful against walls that rely on status to slow down Mew. Pokemon such as Slowbro and Suicune who attempt to Toxic stall Mew will find themselves against a +2 healthy Mew once Lum Berry has been activated. Since Nasty Plot Mew has incredible coverage against most special walls, partners that appreciate walls being removed, such as Raikou, are especially good teammates for Mew.


    - Standard EV spread is standard
    - 4 SpD EVs so Porygon2/Z cannot get a download boost
    - Bulky spread yeahhhhh 240 HP / 128 SpA / 4 SpD / 136 Spe; Timid @ Leftovers
    - Timid for that all important Speed tier
    - Life Orb is the main item as base 100 SpA isn't super good
    - Leftovers takes advantage of Mew's bulk
    - Lum Berry can be used to set up on things like Slowbro and Snorlax without fearing paralysis.
    - Great wallbreaker as well, being able to decimate common special walls such as Snorlax, Umbreon, and Togekiss for teammates like Raikou
    - Struggles against Bronzong without Fire Blast, and other bulky Psychic types without Shadow Ball

    [SET]
    name: Swords Dance
    move 1: Swords Dance
    move 2: Zen Headbutt
    move 3: Drain Punch
    move 4: Sucker Punch
    item: Life Orb / Leftovers
    nature: Adamant / Jolly
    evs: 112 HP / 252 Atk / 8 SpD / 136 Spe

    [SET COMMENTS]

    While Mew can pull off a destructive Nasty Plot set coming off its Special Attack stat, it can be equally deadly with a Swords Dance set. While its base 100 Attack may seem to put Mew at a disadvantage compared to more powerful sweepers such as Mienshao and Darmanitan, Mew makes up for its offensive shortfalls with superior bulk and excellent versatility. What makes Mew a powerful sweeper is its excellent movepool and unpredictability. An opponent expecting a special attacking or defensive Mew will quickly find themselves exposed after letting Mew obtain a Swords Dance boost.

    however, that isn't to say that Mew relies entirely on its unpredictability; even a known Swords Dance Mew can become a dangerous threat if left unchecked. Zen Headbutt is a powerful STAB move which, in conjunction with Mew's decent Speed, has a good chance to flinch the opponent. Drain Punch compliments Mew's STAB, being able to pulversie Dark-types that shrug off Mew's Psychic assaults. Its ability to heal Mew should not be underestimated as it allows Mew to restore health lost when setting up as well as mitigate Life Orb recoil. This passive recovery along with Mew's natural bulk means Mew is far more bulky than other common sweepers, such as Mienshao and Weavile. Lastly, Mew rounds out its coverage with Sucker Punch which hits Psychic-types that resist Zen Headbutt and Drain Punch. A powerful priority move in Suck er Punch lets Mew strike first against common Chocie Scarf holders such as Chandelure as well as beating Pokemon that naturally outspeed Mew. With perfect coverage, health regeneration, and priority, Mew is an extremely self-sufficient sweeper.

    [ADDITIONAL COMMENTS]

    An Adamant nature along with the suggested EV spread allows Mew to outspeed Adamant Heracross, maximizes attacking poiwer, and gives Mew more bulk. A few EVs are placed in Special Defense so Download Porygon 2 and Porygon Z are stuck with useless Attack boosts when switching in. WIP The choice between Life Orb and Leftovers depends mostly on how you want Mew to be played. Drain Punch somewhat reduces Life Orb recoil, and allows Mew to hit hard with little drawback. However, the combination of Drain Punch recovery and Leftovers keeps Mew alive against heavy harassment that would otherwise prevent Mew from sweeping. If you opt to use a more offensive EV spread than Life Orb is the recommended choice, bulkier EV spreads prefer Leftovers.

    Although Mew has perfect coverage and immense power with Swords Dance, it still struggles against incredibly bulky walls and Pokemon who can dodge Sucker Punch. Cofagrigus can take Mew's attacks well enough to burn it with Will-O-Wisp and can hit it super effectively. Sableye can wall Mew by virtue of its typing which renders Zen Headbutt and Drain Punch useless. In return, Sableye can burn Mew and stall it out with Recover. Faster Pokemon that use Substitute can outpredict Mew by setting up a Substitute when Mew uses Sucker Punch, or hit Mew first if Mew doesn't use its priority move.

    [SET]
    name: Support
    move 1: Taunt
    move 2: Softboiled
    move 3: Will-O-Wisp
    move 4: Psychic
    item: Leftovers
    nature: Timid
    evs: 252 HP / 80 Def / 176 Spe

    [SET COMMENTS]

    At first, it may seem a shame to waste Mew's attacking capabilities for a generic supporting set; however, Mew's bountiful movepool comes to its aid once again, allowing Mew to shut down many powerful metagame threats. Unlike pokemon whose sole purpose is to lay down entry hazards or Toxic stall the opponent, Mew acts more like a team pivot; the Pokemon to switch in when you don't know what else to do. Unlike passive stallers, Mew can actively help your teammates with Taunt, which prevents the setting up of entry hazards, set up moves such as Calm Mind and Swords Dance, and status. Mew can easily force walls to switch out, allowing your teammates to switch in unscathed. Softboiled is a reliable recovery move that keeps Mew healthy and lets it keep up a permanent Taunt cycle. Will-O-Wisp cripples most physical attackers and in conjunction with Taunt and Softboiled, will let Mew stall out both walls and sweepers. Recovery moves and stat boosting moves will be disabled by Taunt, and the opponent will be forced to attack Mew; attacks which can be shrugged off with Softboiled. Psychic is Mew's only attack, and prevents Mew from being completely useless when Taunted.

    [ADDITIONAL COMMENTS]

    176 Speed EVs and a Timid nature allow Mew to outspeed Timid Roserade and either Taunt it, and thus prevent Sleep Powder or Spikes, or deal heavy damage with Psychic. The Speed EVs also allow Mew to outspeed Nidoking and counter it. HP is then maxed to provide the best overall bulk for Mew with the remaining EVs going in either Defense or Special Defense. The 80 EVs are most often best placed in Defense as Mew's typing allows it to counter powerful Fighting-types such Hitmontop, Machamp, Cobalion, and Virizion, all of which are comfortably shut down by Mew. However, the EVs can be placed in Special Defense if your team struggles with powerful special attackers such as Nidoking and Togekiss, the later of which is shut down by Synchronize if it tries to Paralyze Mew. As support Mew has no investment in its offenses, it struggles to do much significant damage with Psychic; instead, Mew can use Seismic Toss for more reliable breaking of Substitutes and a stronger attack against Dark-types and most Psychic-types. However, Seismic Toss leaves Mew more vulnerable to Ghost-types and Pokemon that can set up Substitutes with more than 100 HP.

    [SET]
    name: Baton Pass
    move 1: Baton Pass
    move 2: Taunt
    move 3: Rock Polish
    move 4: Nasty Plot / Swords Dance
    item: Leftovers
    nature: Timid
    evs: 252 HP / 4 SpD / 252 Spe

    [SET COMMENTS]

    In a tier where every Pokemon has high powered attacks, crippling entry hazards, or debilitating status, it can be hard to fit a purely supporting Pokemon on your team. However, a well played Baton Pass Mew can easily set up a devastating sweep, ending games before the opponent has any time to react. Taunt is a staple move as it stops many traditional counters to Baton Pass, such as Roar, Whirlwind, status, and other Taunt users. Rock Polish and either Nasty Plot or Swords Dance in conjunction, can turn a threatening Pokemon in a wrecking ball capable of rolling over teams. However, it can be difficult to set up both if your opponent is competent. Rock Polish by itself it great for supporting slow but powerful Pokemon such as Chandelure and Nidoking, both of whom can annihilate teams once their glaring lack of Speed is rectified. A single Nasty Plot or Swords Dance can skyrocket the power of many Choice Scarf users and naturally fast Pokemon such as Crobat and Raikou.


    [ADDITIONAL COMMENTS]

    Speed is always maximized so Mew can get off a crucial Taunt, boost, or Baton Pass as often as possible. The remaining EVs are allocated towards HP so Mew is more survivable. Barrier and Amnesia are defensive boosting moves that Mew can use and pass on to others. While they give no offensive boost to the receiver, they are excellent if Mew is leading a Baton Pass chain as the recipients will be significantly harder to take down, and the chain less likely to be broken. Defensive boosting moves can also be useful if you wish to pass towards a bulky booster such as Snorlax who can easily use Curse along with the boosts provided by Mew to become an unstoppable steam roller. Calm Mind is a lesser boosting move that raises both Special Attack and Special Defense; it is also useful in Baton Pass chains and can be better than Nasty Plot and Swords Dance for receivers who rely on their tankiness as opposed to Speed.


    [Other Options]

    With such a wide movepool and excellent base stats, it should come as no surprise that Mew has plenty of viable options. Choice Specs and Choice band can turn Mew into a deadly wall breaker that can take advantage of its many coverage moves to hit most walls super effectively. On the other hand, a Choice Scarf lets Mew outspeed all of the unboosted metagame and revenge kill a plethora of threats with its outstanding coverage. Choice Scarf Mew can easily be catered to your teams needs; shoring up any weaknesses and vulnerabilities to certain sweepers. A dedicated lead said consisting of Stealth Rock, Explosion, and Taunt can be used to quickly set up Stealth Rock while preventing the opponent from doing the same. However, the dedicated lead is often not as useful due to team preview and can be better done by Azelf who has a similar move set and stronger attacking stats. Of course, these are just a couple of the options Mew can run, Mew can learn any TM and move tutor move, so if it exists, Mew can use it.


    [Checks and Counters]

    Due to Mew's versatility, countering it largely depends on the set. Once Mew has revealed what moves it is running, the appropriate counter or check can be brought in. Choice Scarf wielding revenge killers, such as Chandelure, Heracross, Krookodile, and Darminatan, can shut down both the Nasty Plot and Swords Dance sets but have to be wary of Sucker Punch on the latter. Such is Mew's power that none of the above should risk switching into Mew directly. Weavile and Zoroark outspeed Mew naturally and are both immune to its STAB attacks while being able to hit Mew super effectively with their own. Keep in mind though that Choice Scarf Mew outspeeds many of its traditional counters and can deal hefty damage. Sableye, through virtue of its typing and movepool, can easily shut down support and Baton Pass Mew with Taunt, while also being able to completely wall Swords Dance Mew. Unfortunately, Nasty Plot Mew is unphazed by Burn and can easily destroy Sableye. Slowking fairs decently against most Mew variants but can be OHKOed by a +2 Giga Drain and can do little but Dragon Tail or fish for Scald burns against Taunt. Cofagrigus beats most Mew variants but cannot stomach a Nasty Plot boosted Dark Pulse, it can otherwise remove boosts with Haze and set up Trick Room and Nasty Plot to turn the tables against Mew.

    Now that I'm done with Zapdos, I'll take this over.
  2. shrang

    shrang Defend the Headquarters of Revolution
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    Just wondering, shouldn't there be a Mew analysis from when it used to be UU like about 3 months ago, that we could find in the archive?

    EDIT: Also, why are Barrier and Amnesia the main slashes on the BP set? Mew does not have to be in a Baton Pass team to be threatening, passing +2 Atk (or SpA) / +2 Spe is much more powerful, IMO.
  3. Nas

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    The Baton Pass slashes should be Baton Pass / Taunt / Rock Polish / Nasty Plot | Swords Dance and it should be Timid to lower Foul Play damage. Every set should have the remaining 4 EVs in Special Defense to give an Attack boost to Download Pokemon. Since Baton Pass teams are very well nonexistent in UU I wouldn't give Barrier and Amnesia anything higher than an AC mention. On the Support set, Taunt needs to be the only option because it allows Mew to outstall virtually every wall in the tier, and it can't afford to lose one of its slots for Stealth Rock.
  4. Ernesto

    Ernesto is a motionless pedophile
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    I know this has been a long overdue discussion since the term 'suicide lead' doesn't go well with Team Preview (for dedicated leads, at least), but couldn't Jimbon's set for OU work in UnderUsed for Heavy Offense Teams? Its perks over Azelf are much better bulk and access to Magic Coat and Tailwind, which isn't much I know, but if it can work in OU, I guess it deserves a try... Especially considering how much has UU geared towards offense since B2W2 got released.
    The set in question being

    Mew @ Normal Gem
    Trait: Synchronize
    EVs: 252 Atk / 4 Def / 252 Spe
    Adamant Nature (+Atk, -SAtk)
    - Stealth Rock
    - Taunt / Magic Coat
    - Magic Coat / Tailwind
    - Explosion

    I feel like Magic Coat could go over Taunt to prevent Azelf and Froslass from Taunting you, while Tailwind can be extremely useful before going with a boom, to let something like Scrafty or Heracross get an amazing advantage to get Moxie boosts (would work with Honchkrow too) for one-two turns.

    Please don't be too quick to reject the set, I haven't got the chance to try it out in UU but it could work over Azelf any day...
  5. PK Gaming

    PK Gaming Pursuing My True Self
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    ok

    choice scarf mew is all kinds of lame, but i'll let it slide because i've seen it in action, and its not half bad.

    Set order should be:

    NP > SD > Support > BP > Scarf

    • The Nasty Plot is at the top because it's really hard to stop, that didn't being a thing or anything. There's no overwhelming need to run Support in this meta because Stall is uncommon. Don't get me wrong, it's still a really good set since its almost impossible to kill, and a good choice for balance teams.
    • Timid 252 HP / 80 SpD / 176 Spe on Mew should be fine. The thing here is that you're outspeeding all variants of Roserade (meaning you can stuff any attempts of your opponent using Sleep Powder or Spikes). The rest of the EVs go in SpD instead of defense since they let Mew tank Super Effective Special attacks a little easier (EX: Choice Specs Zoroark & Sub Lefties Chandelure have a 6.25% chance of OHKOing Mew w/o SR damage, which is fairly respectable since most Mew tends to hover around near max HP due to Softboiled).

    I'll test the normal gem lead set, but for now you should hold off on it. It looks promising.
  6. kokoloko

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    ^ yeah @ set order.

    I think we need to really think about support Mew's spread here. We definitely need at least 242 (24 EVs) so beat Adamant Honchkrow or even 252 (64 EVs) to beat max Modest Nidoqueen. The next benchmark is 260 (96 EVs) for Chandelure, but you can't really hurt that so I wouldn't go there. After that we have 270 (136 EVs) for neutral 85s or 297 for +Speed ones (still 136 EVs but with Timid). Finally we have 308 (176 EVs, Timid) which beats Roserade.

    Honestly, unless I had a shitload of trouble with offensive Roserade, I wouldn't use 176 (definitely an AC spread though). My prefered benchmarks atm are either 242 for Krow, 252 for Queen, and 297 for Timid King--I'd be fine with any of these as the main spread tbh, but I personally prefer the one that beats Queen.

    There's also the issue of what to do with the rest of the EVs. I usually use 240 HP / x Def / x Spe, but as PK pointed out, SpD is also acceptable (especially if we aim to beat Nidoking, since Mew counters it). Again, this individual set is so versatile that I don't really think there's an "optimal" spread, so I'd be fine with a few different things.

    My picks: 240 HP / 204 Def / 64 Spd Bold, or 240 HP / 92 SpD / 176 Spe Timid.
  7. Endorfins

    Endorfins Your Worst Nightmare
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    Thanks Everyone!
    I've been really busy with stuff but I promise that I will finish this skeleton and write up!
  8. FlareBlitz

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    Mention bulky sets for both NP and SD - works particularly well for SD because you can run enough speed to outrun honchkrow and rely on sucker punch to get you out of difficult spots against faster foes. You can also run adamant this way, which is super nice. Bulky NP should run Timid with enough speed to outrun nidoking / heracross, max HP, and the rest into SpA.
  9. Nas

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    For Support Mew, I like 240 Hp / 92 SpD / 176 Spe, because Roserade is definitely one of the Pokemon that you want to outrun 100% of the time. (Getting slept by an assumed Spikes set is not fun)

    I'm not a big fan of the slower spread kokoloko listed, since it actually loses to Nidoking. Imo, we should AC 240 Hp / 244 Def / 24 Spe Bold, and briefly cover the more important speed benchmarks Mew can reach. (as in, not Nidoqueen) 270, 297, and 300 are the only ones worth mentioning, I think.
  10. kokoloko

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    In the interest of getting this analysis on-site as soon as possible as as per my and Endorfins' agreement, I'll be taking over it until it passes QC.

    On second thought, since we're suspecting this soon, fuck rushing. I still edited some stuff into the OP and might do a little more when I get some more time.
  11. cim

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    why would you ever use u-turn over volt switch on scarf mew? it's not like rhyperior is coming into mew anytime soon
  12. PK Gaming

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    Because you're using u-turn to scout switches, not for its damage. Volt switch is useless against ground-types (rhyperior, gligar, flygon etc). Even if they aren't likely to switch in ,they will once they realize you have it. It's uselessness against ground-types alone makes it a oo material.
  13. kokoloko

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    Okay, this is ready for QC.

    (I obviously approve, but others should nitpick cause I'm not sure if what I have atm should be the standard).
  14. Ernesto

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    I'd probably mention Sableye as a counter to the SD and the Baton Pass sets, taking absolutely no damage from the SD set and completely shutting down the BP set are kind of big deals (while we're at it, I'd think AC'ing Mental Herb on the BP set could be OK, especifically if you're using Mew on Baton Pass chains; Taunting Sableye while avoiding the Taunt yourself can get you an advantage, but I'd think Sableye will end up winning anyway so I'm not sure).
    I'm not sure why you moved the Scarf set to OO, since even though it's not as good as the other sets it never really got declined, but I suppose you probably talked about it with other QC members.
  15. kokoloko

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    Good catch; I'll add Sableye.

    And I moved Scarf to OO because the more I thought about it, the more I realized Scarf Mew is like the very definition of OO.
  16. cim

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    I'm not actually a big fan of the pure BP set on Mew. Swords Dance is done better by Gligar, +2 Speed is done almost as well as Zapdos, and this mythical fantasy world where your opponent lets you get two +2 boosts and then safely Pass them to an opponent is not something I've ever found to work in experience, especially when there are great QD and Shell Smash passers around. A 2 attacks + BP set is okay but probably not better than Other Options material.
  17. DestinyUnknown

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    You don't need to pass both, the point of the set is that you pass either Rock Polish or Nasty Plot / Swords Dance depending on the situation. And Mew is a pretty reliable Baton Passer as it's very bulky and has Taunt. I would leave the set as it is.
  18. PK Gaming

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    Few more things chief

    • On the Nasty Plot set, mention Baton Pass in the AC. You lose coverage with Baton Pass, but you get the pass your boosts along to something even stronger and faster like Raikou. (though make sure stress this is purely for offensive reasons, since anything that could force Mew out would likely cripple or KO the baton pass recipient).
    • Same thing with the SD set, except this time mention you're actually slashing it in the 4th slot. SD actually loses to a fair amount of Pokemon, so you can Baton Pass to switch out and pass your boosts along (EX: if you know Sableye is coming, you can BP to Choice Scarf Darmnitan and clean house)
    • Tanga berry needs a mention in the AC of the Nasty Plot set. Heracross is really common, and many teams use Scarf Hera to check Mew.
    I think this should be re-written as
    Struggles against Umbreon without Aura Sphere, and other Psychic-types without Dark Pulse. My reasoning doing this is because the main set slashes already let you beat Bronzong but it doesn't let you beat Umbreon.

    Scarf Heracross and Chandelure are erroneously mentioned as the best Mew checks. Scarf Chandelure is threatened by Sucker Punch on top of being SR weak AND pursuitweak; it can't be counted on to check Mew multiple times through the battle, in fact it's among the worse Mew checks in the game, so you should move it down. Heracross is a good check, but it can't switch in, is vulnerable to tanga berry shenanigans and Megahorn has imperfect accuracy. It's a solid check in general, but I feel like there are more reliable Mew checks out there.

    The hierarchy for C&C to Mew should look like this:
    (NOTE: The following C&C isn't necessarily ordered in terms of viability: some Pokemon are grouped together like the Dark-types)
    • (Offensive Dark-types)
    • Zoroark (Outspeeds Mew and is pretty guaranteed to kill it with Dark Pulse if it stays in. Beats all sets & doesn't have much trouble switching barring coverage moves)
    • Krookodile(Outspeeds with Scarf and can cripple it with Crunch or Pursuit, but it actually doesn't come close to OHKOing Mew with Crunch. Cripples all sets & doesn't have much trouble switching in)
    • Weavile (Same as Krookodile, but stronger & naturally outspeeds Mew Mew. Doesn't have much trouble switch in barring SR or coverage moves)
      (everything else)
    • Scarf Heracross (Outspeeds with Choice Scarf and OHKOes with Megahorn. Cannot switch into anything barring boosting moves or weak coverage moves. Needs to watch out for Tanga Berry*)
    • Mismagius (Outspeeds and basically OHKOes after SR with Shadow Ball, but is vulnerable to Sucker Punch. Can check most sets, but is vulnerable to Sucker Punch from the SD set)
    • Victini (CB sets speed tie and OHKOes with V-create, but is vulnerable to Sucker Punch or Shadow Ball. Doesn't have much trouble switch in barring Shadow Ball. Scarf Outspeeds but cannot OHKO without residual damage)
    • Chandelure & Darmanitan (can nuke Mew with Shadow Ball & Flare Blitz respectively, but they're vulnerable to Sucker Punch and cannot switch in)
    • Sableye (Mercilessly beat every set barring NP)
    • Umbreon (Fantastic check to non-Aura Sphere Mew. Loses to everything else)
    • Slowbro & Defensive Cofagrigus (Beats SD, loses to everything else)

    *Tanga Berry: I might remove this, since it's hardly common on lader but I know that some UU players seriously use Tanga Berry so idk.

    Do not mention:
    • TR Cofagrigus (Does not beat NP 1-1 if it switches in. +2 Fire Blast has a clean chance of OHKOing after SR, and it cannot OHKO in return with 0+ Shadow Ball. Physical sets can OHKO with +2 Sucker Punch and do over 70% with ZH if they don't attack)
    • Slowking (There's no point to mentioning Slowking; it loses to every variant of NP, Support and BP, and only comes out on top against SD, which Slowbro also happens to beat and does a better job.)
    • Gligar (SD Mew easily beats this at +4.)
  19. alexwolf

    alexwolf Rain Summoner
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    This is not true. Slowking actually handles Support Mew very well as it can go for the burn with Scald which will greatly hinder Mew, and it can also D-Tail it out, while even Taunted it can heal via Regenerator. BP sets just get D-Tailed out and SpD Slowking can tank anything the NP set can do and either paralyze or D-Tail out, making for a pretty good check.
  20. kokoloko

    kokoloko supersmooth
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    Calling Scarf Chand one of the worse Mew checks in the game is absurd. It OHKOs with Shadow Ball and just Tricks against Sucker Punch so it doesn't lose against SD. It's a better offensive check than both Krook and Hera--despite the SR weakness because it can both OHKO (which Krook fails to do) and isn't weak to its STAB (unlike Hera).

    Everything else PK said is fair though.
  21. PK Gaming

    PK Gaming Pursuing My True Self
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    Slowking's only option against the support set is to fish for a burn, a burn that Slowking itself is vulnerable to because of Synchronize. OTOH, you're definitely right about Dtail though, I guess its worth mentioning in C&C because of that. It's worth mentioning that the onsite UU Slowking spread is OHKOed by +2 Giga Drain, so i'd hardly call it a check to NP Mew.

    Fair enough. I guess it's just my bias talking, since I tend to run Snorlax / heavy hazards, so Scarf Chandelure can't stick around long enough to check Mew.
  22. kokoloko

    kokoloko supersmooth
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    been a while; when can i expect this to be fully written? or would someone like to take it over?
  23. DestinyUnknown

    DestinyUnknown in other words...
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    didn't we have to approve it first?

    for the sake of it, QC Approved 1/3
  24. kokoloko

    kokoloko supersmooth
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    lol why did i think we had already approved this

    wutevz

    2/3

    ok now it needs to be written

    also i think we should consider moving the 80 EVs on support mew to SpD and AC an alternate spread of 252/232+/24. i hear SpD mew is all the rage from reach.
  25. kokoloko

    kokoloko supersmooth
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    Endorfins has informed me he doesn't plan to complete this analysis, so I'm reassigning it. VM me if you're interested.

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