QC: dodmen / GrilledClawitzer / Amaroq ( & Bouff)
GP: Haund
[OVERVIEW]
* Mew is the most versatile Pokemon in UnderUsed metagame. Its vast move pool enables it to run a multitude of sets that makes it incredibly unpredictable.
* Base 100 stats across the board allow it to perform a variety of functions, both offensively and defensively.
* Its access to Will-O-Wisp, Soft-Boiled, Defog, Stealth Rock, and Taunt combined with good bulk make it a viable utility Pokemon and stallbreaker.
* Mew's expansive movepool and decent offensive stats allow it to run an offensive set.
* It's Psychic typing leaves it vulnerable to Pursuit, which can be a hindrance due to how common it is. In addition to this, it gets pressured by a lot of common Pokemon such as Hydreigon, Bisharp, and Scizor.
* Despite having base 100 stats, none of them are exemplary.
[SET]
name: Utility
move 1: Stealth Rock / Defog
move 2: Knock Off / Psychic
move 3: Will-O-Wisp / Taunt / Thunder Wave
move 4: Soft-Boiled
item: Leftovers
ability: Synchronize
nature: Careful / Calm
evs: 252 HP / 148 SpD / 108 Spe
[SET COMMENTS]
Moves
========
* Stealth Rock allows Mew to set up hazards in order to aid its teammates by building up chip damage for them.
* Defog can be used as an alternative, as it allows Mew to instead clear hazards for its team in order to help them avoid taking damage upon switching in.
* Knock Off is Mew's attacking move of choice, as it allows Mew to remove items from many of its switch-ins, crippling them.
* Psychic is another option that takes advantage of Mew's STAB to do more damage to the likes of Hippowdon and Keldeo.
* Will-O-Wisp is usually the most useful status move, as it helps cripple a lot of Mew's would-be checks such as Krookodile, Scizor, and Bisharp.
* Taunt primarily allows Mew to prevent its hazards from being removed and prevent the foe from setting up hazards.
* Thunder Wave is also a possibility to slow down Pokemon that could potentially give Mew problems, such as Hydreigon.
* Soft-Boiled is used to increase Mew's longevity and sponge hits throughout the course of the battle.
* Flamethrower can be run in the second moveslot in order to hit Scizor and Foretress so that they don't remove your hazards or set up their own, in Forretress's case.
* Ice Beam is an option to defeat Gliscor, which tends to be useful in case it tries to Taunt Mew.
Set Details
========
* An EV spread of 252 HP / 148 SpD / 108 Spe with a Careful or Calm nature is used so that Mew outpaces Jolly Bisharp. The Special Defense investment allows it to take hits from the likes of Latias and Keldeo.
* A Careful nature is used if Mew is using Knock Off in order to ensure that Attack isn't reduced and a Calm nature is used if Mew is using Psychic, Flamethrower, or Ice Beam so that Special Attack isn't reduced.
* Leftovers is used to provide Mew with passive recovery in order to increase its longevity.
* A Colbur Berry can also be used in place of Leftovers to lure in Dark-types, take a hit, and cripple them with Will-O-Wisp or Thunder Wave.
* Synchronize is the only ability Mew has access too and is a good deterrence to Pokemon that try to status Mew, as they will receive the same status as well.
* A physically defensive variant utilising the same EVs and an Impish or Bold nature would allow it to tank hits from Scizor and Bisharp a bit better after Mew burns them.
Usage Tips
========
* One must play with caution if there are Dark-types on the opponent's team, as Mew is incredibly weak to them. If Mew is running Defog, it runs the risk of giving Bisharp a Defiant boost and should generally not be brought it until Bisharp is removed. Generally, Mew should not be brought in until these Pokemon are removed from play, as they can trap Mew with Pursuit should they have it or just hit it with a strong Dark-type attack.
* If running it, try setting up Stealth Rock early- to mid-game in order to rack up as much entry hazard damage as possible.
* Mew generally fits best on balance and bulky offense teams that need a hazard setter or hazard remover with longevity. However, it does also have function on defensive or stall teams.
* Mew can be sent in pretty safely against defensive hazard setters and proceed to use Taunt or Defog, but it must be wary of offensive hazard setters such as Bisharp or Krookodile that pose a threat to it.
Team Options
========
* Pokemon that can take care of Dark-types make for good partners to Mew. Examples of this include, Primarina, Keldeo, Cobalion, and Clefable.
* Anything that appreciates Mew's ability to remove entry hazards is a good partner. Talonflame in particular is able to check threats to Mew such as Scizor or Bisharp. Other examples of this would include Mega Aerodactyl and Tornadus.
* Pokemon that like taking advantage of hazards being up on the opposing side of the field make good teammates for Mew, such as Infernape or Cobalion.
* This set dislikes Toxic and burn, so having Heal Bell or Aromatherapy support in the form of Blissey or Clefable is useful.
[SET]
name: Stallbreaker
move 1: Taunt
move 2: Knock Off / Psychic
move 3: Will-O-Wisp
move 4: Soft-Boiled
item: Leftovers
ability: Synchronize
nature: Jolly / Timid
evs: 240 HP / 120 SpD / 148 Spe
[SET COMMENTS]
Moves
========
* Taunt allows Mew to pressure many stall and balance teams, as it prevents defensive Pokemon from being able to perform any of their usual utility functions such as setting up entry hazards or healing the status conditions of its teammates. It also prevents them from being able to status Mew or recover off any damage they may have taken.
* Knock Off is a move that works extremely well with Taunt, allowing Mew to remove any form of passive recovery from Pokemon. Thus, between Knock Off and Taunt, Mew is able to completely stop anything slower than it from recovering.
* Psychic is an alternative to Knock Off. It allows Mew to be able to threaten Pokemon such as Infernape and Keldeo.
* Will-O-Wisp cripples a lot of Mew's would-be checks such as Krookodile, Scizor, and Bisharp.
* Mew uses Soft-Boiled to increase its longevity and sponge hits throughout the course of a battle.
Set Details
========
* The given EV spread allows Mew to hit a Leftovers number while maximizing overall bulk. The Speed investment allows Mew to outspeed Adamant Entei and get rid of its item with Knock Off. Mew is also able to outspeed Nidoking and either remove its item with Knock Off or damage it with Psychic.
* Leftovers is essential in order to increase Mew's longevity.
* Synchronize is the only ability Mew has access to and is a good deterrent to Pokemon that try to status Mew, as they will receive the same status as well.
* An alternative EV spread of 240 HP / 160 SpD / 108 Spe may be used in conjunction with a Careful or Calm nature to increase Mew's bulk while still outspeeding Bisharp.
* Colbur Berry is an alternative to Leftovers that allows Mew to stomach hits from Dark-types and retaliate with a Knock Off or Will-O-Wisp.
Usage Tips
========
* Mew should be dominating the battle against slower, bulkier teams, so against those teams it should be used as much as possible. Utilizing a combination of Taunt, Knock Off, and Will-O-Wisp, it can slowly whittle down the opposition.
* As Mew tends to be used to pivot into several attacks, it is important that it is kept healthy throughout the game by utilizing Soft-Boiled frequently. Once it starts being worn down, it becomes more susceptible to Pokemon it would otherwise have been able to check, such as Starmie.
* Will-O-Wisp is best used against physical attackers such as bulky Scizor, as they no longer pose a threat if burned. Even though Mew is able to outspeed and burn Pokemon such as Scizor and Bisharp, it must be carefully weighted if it is worth losing Mew's item in order to do so.
* One must play with caution if there are potential Dark-types on the field, as if Mew is incredibly susceptible to these kind of Pokemon. Mew should generally not be brought in until these Pokemon are removed from play as Dark-types can trap Mew with Pursuit should they have it or just cripple it with a strong Dark-type attack.
Team Options
========
* Fairy-types and Fighting-types like Clefable and Keldeo make for good partners for this set, as they are able to absorb Dark- and Bug-type attacks from Pokemon such as Hydreigon and Heracross.
* Mew pairs well with hazard removers such as Tentacruel or Latias, as Mew hates being worn down. Spikes, Stealth Rock, and Toxic Spikes all do this, so having a way to remove them is essential.
* Mew is susceptible to status, so clerical Pokemon such as Togekiss or Clefable function well with it.
* Hazard setters such as Klefki, Tentacruel, and Forretress help Mew wear down the opposing team more quickly. Toxic Spikes are especially appreciated.
* Mew appreciates Pursuit support from Krookodile and Mega Aerodactyl.
[SET]
name: Nasty Plot
move 1: Nasty Plot
move 2: Psyshock / Psychic
move 3: Flamethrower / Aura Sphere
move 4: Dazzling Gleam / Giga Drain / Flamethrower
item: Leftovers / Psychium Z
ability: Synchronize
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe
[SET COMMENTS]
Moves
========
* Nasty Plot boosts Mew's Special Attack, turning it into a very threatening wallbreaker.
* Psyshock is Mew's main STAB move that allows it to get past special walls such as Blissey.
* Psychic is a stronger alternative that does more damage to Pokemon such as Hippowdon. However, this means that it has more trouble breaking past special walls.
* Flamethrower allows Mew to hit Steel-types that resist its Psychic-type STAB such as Klefki, Scizor, and Doublade.
* Aura Sphere allows Mew to hit Steel-types like Cobalion and Dark-types such as Bisharp in one moveslot.
* Dazzling Gleam allows Mew to hit both Dark-types, such as Bisharp, and Latias.
* Giga Drain provides Mew with the ability to break past certain Unaware users such as Quagsire in addition to giving it pseudo-recovery.
* Shadow Ball can be used in the last moveslot to hit other Psychic-types such as opposing Mew or Necrozma.
Set Details
========
* Maximum Special Attack is needed in order to make the most out of Nasty Plot.
* Maximum Speed with a Timid nature allows Mew to outspeed Hydreigon, Krookodile, and Kyurem.
* Leftovers provides Mew with passive recovery and therefore some form of longevity.
* Synchronize allows Mew to pressure any Pokemon that tries to beat it by way of status.
* Psychium Z equips Mew with a very strong Psychic-type attack in addition to making it take less damage from Knock Off.
* Colbur Berry is an alternative to Leftovers, as it allows Mew to lure in Dark-types, take a hit, and retaliate.
Usage Tips
========
* This set has an amazing match up against balance or stall teams, so Mew should be used early- to mid-game to soften up the opposing team for its teammates.
* Mew shouldn't set up until Dark-types such as Mega Absol or Hydreigon have been removed.
* Mew should set up against Pokemon that it forces out, such as Cobalion or Amoongus.
* This Mew set cannot switch into attacks very well due to not having any investment in bulk. Therefore, it should be brought in on a free switch or after a teammate has fainted. Alternatively it can be brought in via Volt Switch or U-turn.
Team Options
========
* Pokemon that can punish Dark-types are valuable, as removal of these allows Mew to set up freely. Cobalion, Infernape, and Keldeo accomplish this.
* Hazard setters help Mew pick up KOs, so pairing Mew with Klefki, Roserade, and other entry hazard setters is worthwhile.
* Pursuit trappers such as Bisharp and Krookodile work well because they are able to trap some of Mew's checks, like Latias.
* Mew wants to be as healthy as possible in order to set up a Nasty Plot, so hazard removers such as Starmie, Mega Blastoise, and Forretress pair well with it.
* Fairy-types such as Primarina are also good choices, as they can take advantage of Dark-types.
* U-turn and Volt Switch users such as Scizor and Raikou can be used to bring in Mew safely.
[STRATEGY COMMENTS]
Other Options
=============
* Mew can run an offensive Stealth Rock set and incorporate moves such as Taunt, Overheat, Superpower, Magic Coat, or Explosion.
* Swords Dance is another boosting move that Mew can utilize for wall breaking.
* U-turn or Volt Switch can be used to generate momentum, although these options are generally outclassed by Mew's other attacking moves.
* Mew can run a Trick set with a Choice item in order to cripple defensive switch-ins.
* It can also run a Tailwind set in order to support its teammates.
* Rock Polish is an option to increase Mew's own Speed and it can be very threatening in conjunction with Nasty Plot; however, Mew has to give up a coverage move for it.
Checks and Counters
===================
**Dark-types**: Dark-types are the most threatening to Mew, as they can trap it with Pursuit and are relatively more popular than its other checks. Pokemon such as Bisharp, Hydreigon, and Krookodile are able to threaten and force Mew out, though they have to be wary of the status-inducing moves or coverage moves that Mew can carry to get past them.
**Status*: Mew being crippled by any form of status limits its productivity to a large extent. If it's paralyzed, it becomes slower than Bisharp, which leaves it vulnerable to Knock Off. Burn and poison damage cause Mew to be worn down more quickly, reducing its longevity. Toxic is especially troublesome, as the damage increases with each passing turn. This also makes it struggle against the Pokemon it is supposed to be checking.
**Wallbreakers**: Strong wallbreakers such as Primarina and Volcanion can take advantage of Mew and 2HKO it. Mew can attempt to counteract this by removing their item with Knock Off.
**Unaware**: Clefable is one of the best defensive answers to Nasty Plot Mew, as Mew doesn't have a viable method of getting past it. Quagsire is also able to beat Nasty Plot Mew if it does not have Giga Drain. However, both of them lose to sets carrying Taunt.
**Bug-types**: Bug-types such as Scizor, Heracross, and Ribombee are capable of threatening Mew with their powerful STAB attacks. However, the former two must be cautious as Mew can run Will-O-Wisp or coverage to beat them and the latter also has to worry about Mew's potential Fire-type coverage.
**Magic Bounce**: Magic Bounce users such as Mega Absol, Espeon, and Xatu are hard stops to the Utility and Stallbreaker sets, but they are threatened by the Nasty Plot sets. Mega Absol is also unable to switch in in, since it will get burned through Synchronize even after bouncing a Will-O-Wisp.
**Psychic-types**: Psychic-types such as Calm Mind Latias are easily able to beat Nasty Plot Mew should it not be carrying Shadow Ball or Dazzling Gleam. Against the Utility and Stallbreaker sets Psychic-types are able to gather Special Attack boosts and subsequently beat Mew.
**Ghost-types**: Ghost-types such as Gengar are capable of threatening Mew but struggle to switch in against any of its sets. This is because Ghost-types fears several moves from all variants of Mew, most prominently Knock Off but also Thunder Wave and Will-O-Wisp.
GP: Haund
[OVERVIEW]
* Mew is the most versatile Pokemon in UnderUsed metagame. Its vast move pool enables it to run a multitude of sets that makes it incredibly unpredictable.
* Base 100 stats across the board allow it to perform a variety of functions, both offensively and defensively.
* Its access to Will-O-Wisp, Soft-Boiled, Defog, Stealth Rock, and Taunt combined with good bulk make it a viable utility Pokemon and stallbreaker.
* Mew's expansive movepool and decent offensive stats allow it to run an offensive set.
* It's Psychic typing leaves it vulnerable to Pursuit, which can be a hindrance due to how common it is. In addition to this, it gets pressured by a lot of common Pokemon such as Hydreigon, Bisharp, and Scizor.
* Despite having base 100 stats, none of them are exemplary.
[SET]
name: Utility
move 1: Stealth Rock / Defog
move 2: Knock Off / Psychic
move 3: Will-O-Wisp / Taunt / Thunder Wave
move 4: Soft-Boiled
item: Leftovers
ability: Synchronize
nature: Careful / Calm
evs: 252 HP / 148 SpD / 108 Spe
[SET COMMENTS]
Moves
========
* Stealth Rock allows Mew to set up hazards in order to aid its teammates by building up chip damage for them.
* Defog can be used as an alternative, as it allows Mew to instead clear hazards for its team in order to help them avoid taking damage upon switching in.
* Knock Off is Mew's attacking move of choice, as it allows Mew to remove items from many of its switch-ins, crippling them.
* Psychic is another option that takes advantage of Mew's STAB to do more damage to the likes of Hippowdon and Keldeo.
* Will-O-Wisp is usually the most useful status move, as it helps cripple a lot of Mew's would-be checks such as Krookodile, Scizor, and Bisharp.
* Taunt primarily allows Mew to prevent its hazards from being removed and prevent the foe from setting up hazards.
* Thunder Wave is also a possibility to slow down Pokemon that could potentially give Mew problems, such as Hydreigon.
* Soft-Boiled is used to increase Mew's longevity and sponge hits throughout the course of the battle.
* Flamethrower can be run in the second moveslot in order to hit Scizor and Foretress so that they don't remove your hazards or set up their own, in Forretress's case.
* Ice Beam is an option to defeat Gliscor, which tends to be useful in case it tries to Taunt Mew.
Set Details
========
* An EV spread of 252 HP / 148 SpD / 108 Spe with a Careful or Calm nature is used so that Mew outpaces Jolly Bisharp. The Special Defense investment allows it to take hits from the likes of Latias and Keldeo.
* A Careful nature is used if Mew is using Knock Off in order to ensure that Attack isn't reduced and a Calm nature is used if Mew is using Psychic, Flamethrower, or Ice Beam so that Special Attack isn't reduced.
* Leftovers is used to provide Mew with passive recovery in order to increase its longevity.
* A Colbur Berry can also be used in place of Leftovers to lure in Dark-types, take a hit, and cripple them with Will-O-Wisp or Thunder Wave.
* Synchronize is the only ability Mew has access too and is a good deterrence to Pokemon that try to status Mew, as they will receive the same status as well.
* A physically defensive variant utilising the same EVs and an Impish or Bold nature would allow it to tank hits from Scizor and Bisharp a bit better after Mew burns them.
Usage Tips
========
* One must play with caution if there are Dark-types on the opponent's team, as Mew is incredibly weak to them. If Mew is running Defog, it runs the risk of giving Bisharp a Defiant boost and should generally not be brought it until Bisharp is removed. Generally, Mew should not be brought in until these Pokemon are removed from play, as they can trap Mew with Pursuit should they have it or just hit it with a strong Dark-type attack.
* If running it, try setting up Stealth Rock early- to mid-game in order to rack up as much entry hazard damage as possible.
* Mew generally fits best on balance and bulky offense teams that need a hazard setter or hazard remover with longevity. However, it does also have function on defensive or stall teams.
* Mew can be sent in pretty safely against defensive hazard setters and proceed to use Taunt or Defog, but it must be wary of offensive hazard setters such as Bisharp or Krookodile that pose a threat to it.
Team Options
========
* Pokemon that can take care of Dark-types make for good partners to Mew. Examples of this include, Primarina, Keldeo, Cobalion, and Clefable.
* Anything that appreciates Mew's ability to remove entry hazards is a good partner. Talonflame in particular is able to check threats to Mew such as Scizor or Bisharp. Other examples of this would include Mega Aerodactyl and Tornadus.
* Pokemon that like taking advantage of hazards being up on the opposing side of the field make good teammates for Mew, such as Infernape or Cobalion.
* This set dislikes Toxic and burn, so having Heal Bell or Aromatherapy support in the form of Blissey or Clefable is useful.
[SET]
name: Stallbreaker
move 1: Taunt
move 2: Knock Off / Psychic
move 3: Will-O-Wisp
move 4: Soft-Boiled
item: Leftovers
ability: Synchronize
nature: Jolly / Timid
evs: 240 HP / 120 SpD / 148 Spe
[SET COMMENTS]
Moves
========
* Taunt allows Mew to pressure many stall and balance teams, as it prevents defensive Pokemon from being able to perform any of their usual utility functions such as setting up entry hazards or healing the status conditions of its teammates. It also prevents them from being able to status Mew or recover off any damage they may have taken.
* Knock Off is a move that works extremely well with Taunt, allowing Mew to remove any form of passive recovery from Pokemon. Thus, between Knock Off and Taunt, Mew is able to completely stop anything slower than it from recovering.
* Psychic is an alternative to Knock Off. It allows Mew to be able to threaten Pokemon such as Infernape and Keldeo.
* Will-O-Wisp cripples a lot of Mew's would-be checks such as Krookodile, Scizor, and Bisharp.
* Mew uses Soft-Boiled to increase its longevity and sponge hits throughout the course of a battle.
Set Details
========
* The given EV spread allows Mew to hit a Leftovers number while maximizing overall bulk. The Speed investment allows Mew to outspeed Adamant Entei and get rid of its item with Knock Off. Mew is also able to outspeed Nidoking and either remove its item with Knock Off or damage it with Psychic.
* Leftovers is essential in order to increase Mew's longevity.
* Synchronize is the only ability Mew has access to and is a good deterrent to Pokemon that try to status Mew, as they will receive the same status as well.
* An alternative EV spread of 240 HP / 160 SpD / 108 Spe may be used in conjunction with a Careful or Calm nature to increase Mew's bulk while still outspeeding Bisharp.
* Colbur Berry is an alternative to Leftovers that allows Mew to stomach hits from Dark-types and retaliate with a Knock Off or Will-O-Wisp.
Usage Tips
========
* Mew should be dominating the battle against slower, bulkier teams, so against those teams it should be used as much as possible. Utilizing a combination of Taunt, Knock Off, and Will-O-Wisp, it can slowly whittle down the opposition.
* As Mew tends to be used to pivot into several attacks, it is important that it is kept healthy throughout the game by utilizing Soft-Boiled frequently. Once it starts being worn down, it becomes more susceptible to Pokemon it would otherwise have been able to check, such as Starmie.
* Will-O-Wisp is best used against physical attackers such as bulky Scizor, as they no longer pose a threat if burned. Even though Mew is able to outspeed and burn Pokemon such as Scizor and Bisharp, it must be carefully weighted if it is worth losing Mew's item in order to do so.
* One must play with caution if there are potential Dark-types on the field, as if Mew is incredibly susceptible to these kind of Pokemon. Mew should generally not be brought in until these Pokemon are removed from play as Dark-types can trap Mew with Pursuit should they have it or just cripple it with a strong Dark-type attack.
Team Options
========
* Fairy-types and Fighting-types like Clefable and Keldeo make for good partners for this set, as they are able to absorb Dark- and Bug-type attacks from Pokemon such as Hydreigon and Heracross.
* Mew pairs well with hazard removers such as Tentacruel or Latias, as Mew hates being worn down. Spikes, Stealth Rock, and Toxic Spikes all do this, so having a way to remove them is essential.
* Mew is susceptible to status, so clerical Pokemon such as Togekiss or Clefable function well with it.
* Hazard setters such as Klefki, Tentacruel, and Forretress help Mew wear down the opposing team more quickly. Toxic Spikes are especially appreciated.
* Mew appreciates Pursuit support from Krookodile and Mega Aerodactyl.
[SET]
name: Nasty Plot
move 1: Nasty Plot
move 2: Psyshock / Psychic
move 3: Flamethrower / Aura Sphere
move 4: Dazzling Gleam / Giga Drain / Flamethrower
item: Leftovers / Psychium Z
ability: Synchronize
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe
[SET COMMENTS]
Moves
========
* Nasty Plot boosts Mew's Special Attack, turning it into a very threatening wallbreaker.
* Psyshock is Mew's main STAB move that allows it to get past special walls such as Blissey.
* Psychic is a stronger alternative that does more damage to Pokemon such as Hippowdon. However, this means that it has more trouble breaking past special walls.
* Flamethrower allows Mew to hit Steel-types that resist its Psychic-type STAB such as Klefki, Scizor, and Doublade.
* Aura Sphere allows Mew to hit Steel-types like Cobalion and Dark-types such as Bisharp in one moveslot.
* Dazzling Gleam allows Mew to hit both Dark-types, such as Bisharp, and Latias.
* Giga Drain provides Mew with the ability to break past certain Unaware users such as Quagsire in addition to giving it pseudo-recovery.
* Shadow Ball can be used in the last moveslot to hit other Psychic-types such as opposing Mew or Necrozma.
Set Details
========
* Maximum Special Attack is needed in order to make the most out of Nasty Plot.
* Maximum Speed with a Timid nature allows Mew to outspeed Hydreigon, Krookodile, and Kyurem.
* Leftovers provides Mew with passive recovery and therefore some form of longevity.
* Synchronize allows Mew to pressure any Pokemon that tries to beat it by way of status.
* Psychium Z equips Mew with a very strong Psychic-type attack in addition to making it take less damage from Knock Off.
* Colbur Berry is an alternative to Leftovers, as it allows Mew to lure in Dark-types, take a hit, and retaliate.
Usage Tips
========
* This set has an amazing match up against balance or stall teams, so Mew should be used early- to mid-game to soften up the opposing team for its teammates.
* Mew shouldn't set up until Dark-types such as Mega Absol or Hydreigon have been removed.
* Mew should set up against Pokemon that it forces out, such as Cobalion or Amoongus.
* This Mew set cannot switch into attacks very well due to not having any investment in bulk. Therefore, it should be brought in on a free switch or after a teammate has fainted. Alternatively it can be brought in via Volt Switch or U-turn.
Team Options
========
* Pokemon that can punish Dark-types are valuable, as removal of these allows Mew to set up freely. Cobalion, Infernape, and Keldeo accomplish this.
* Hazard setters help Mew pick up KOs, so pairing Mew with Klefki, Roserade, and other entry hazard setters is worthwhile.
* Pursuit trappers such as Bisharp and Krookodile work well because they are able to trap some of Mew's checks, like Latias.
* Mew wants to be as healthy as possible in order to set up a Nasty Plot, so hazard removers such as Starmie, Mega Blastoise, and Forretress pair well with it.
* Fairy-types such as Primarina are also good choices, as they can take advantage of Dark-types.
* U-turn and Volt Switch users such as Scizor and Raikou can be used to bring in Mew safely.
[STRATEGY COMMENTS]
Other Options
=============
* Mew can run an offensive Stealth Rock set and incorporate moves such as Taunt, Overheat, Superpower, Magic Coat, or Explosion.
* Swords Dance is another boosting move that Mew can utilize for wall breaking.
* U-turn or Volt Switch can be used to generate momentum, although these options are generally outclassed by Mew's other attacking moves.
* Mew can run a Trick set with a Choice item in order to cripple defensive switch-ins.
* It can also run a Tailwind set in order to support its teammates.
* Rock Polish is an option to increase Mew's own Speed and it can be very threatening in conjunction with Nasty Plot; however, Mew has to give up a coverage move for it.
Checks and Counters
===================
**Dark-types**: Dark-types are the most threatening to Mew, as they can trap it with Pursuit and are relatively more popular than its other checks. Pokemon such as Bisharp, Hydreigon, and Krookodile are able to threaten and force Mew out, though they have to be wary of the status-inducing moves or coverage moves that Mew can carry to get past them.
**Status*: Mew being crippled by any form of status limits its productivity to a large extent. If it's paralyzed, it becomes slower than Bisharp, which leaves it vulnerable to Knock Off. Burn and poison damage cause Mew to be worn down more quickly, reducing its longevity. Toxic is especially troublesome, as the damage increases with each passing turn. This also makes it struggle against the Pokemon it is supposed to be checking.
**Wallbreakers**: Strong wallbreakers such as Primarina and Volcanion can take advantage of Mew and 2HKO it. Mew can attempt to counteract this by removing their item with Knock Off.
**Unaware**: Clefable is one of the best defensive answers to Nasty Plot Mew, as Mew doesn't have a viable method of getting past it. Quagsire is also able to beat Nasty Plot Mew if it does not have Giga Drain. However, both of them lose to sets carrying Taunt.
**Bug-types**: Bug-types such as Scizor, Heracross, and Ribombee are capable of threatening Mew with their powerful STAB attacks. However, the former two must be cautious as Mew can run Will-O-Wisp or coverage to beat them and the latter also has to worry about Mew's potential Fire-type coverage.
**Magic Bounce**: Magic Bounce users such as Mega Absol, Espeon, and Xatu are hard stops to the Utility and Stallbreaker sets, but they are threatened by the Nasty Plot sets. Mega Absol is also unable to switch in in, since it will get burned through Synchronize even after bouncing a Will-O-Wisp.
**Psychic-types**: Psychic-types such as Calm Mind Latias are easily able to beat Nasty Plot Mew should it not be carrying Shadow Ball or Dazzling Gleam. Against the Utility and Stallbreaker sets Psychic-types are able to gather Special Attack boosts and subsequently beat Mew.
**Ghost-types**: Ghost-types such as Gengar are capable of threatening Mew but struggle to switch in against any of its sets. This is because Ghost-types fears several moves from all variants of Mew, most prominently Knock Off but also Thunder Wave and Will-O-Wisp.
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