Project The Next Best Thing - ORAS OU Edition V2 - Victini (Voting: Post #275)

Status
Not open for further replies.
Tie between Natural Gift and Special Lure! Since I haven't voted I'll break the tie. I'll vote for Toljik's Natural Gift Jirachi, making that set the winner!

Next week's subject is Mew!




Happy set posting!
 

p2

Banned deucer.
Tailwind Lead Mew

Mew @ Mental Herb / Normal Gem
Ability: Synchronize
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Tailwind
- Explosion
- Stealth Rock

Pretty simple lead for Hyper Offense. Mental Herb avoids Taunt from faster Pokemon such as Azelf and Thundurus, allowing Mew to Taunt them and set up Stealth Rock, Tailwind then go boom. The only reason to use this over the likes of Azelf is for Tailwind which can be extremely useful for some slower Pokemon on Offense such as Azumarill and Bisharp as fire off very powerful moves coming off pretty scary speed tiers, meaning Pokemon such as Raikou or Thundurus cannot revenge kill Azu until Tailwind is over. I like this with Aerial Ace Bisharp because it lures, outspeeds and OHKOs Keldeo at +2 during Tailwind, which is what a lot of teams seem to fall back on when it comes to Bisharp answers. Tailwind doesn't last very long at all, but having the big speed increase is really useful for some teams.
 
Anti lead Mew

Mew @ Expert Belt
Ability: Synchronize
EVs: 72 HP / 252 SpA / 184 spe
Timid Nature
- Ice Beam
- Fire Blast
- Earth Power
- Taunt/Stealth Rock/Magic Coat/Volt Switch

The idea of this set is to prevent the most common SR users from setting up rocks by KOing them, while having taunt as a backup for SR users that avoid the KO. Ice Beam is for grounds such as Chomp and Lando-T, while Hippo is beat by Taunt + Ice beam. Fire Blast beats Ferro and MZor (not a rock setter, but great to get rid of), as well as Skarm and random Forretress, although you need taunt to prevent rocks due to sturdy. Earth Power is for Heatran, but Air Balloon variants need to be taunted and ice beamed to break the annoying balloon. The final slot is a little customisable, taunt being the best option for Hippo, Skarm and balloon Tran, but you could use SR yourself so you don't have to give something else SR. Magic Coat is an option for Azelf and other faster taunt users. Volt Switch is a nice escape move that also hurts Skarm and breaks sashes/sturdy. Psychic and Nasty Plot are options, but turn the set from anti lead into AoA/Setup Sweeper. The EVs allow you to outspeed Max Lando, but can be altered for adamant Lando by becoming Modest if you feel max Lando is irelevant.
 
Nasty Plot Mew

Mew @ Leftovers
Ability: Synchronize
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Baton Pass
- Ice Beam
- Thunderbolt
Set up with NP and sweep weakened teams with BoltBeam combo
BP out if something gives you trouble and let a teammate sweep
 
Parashuffler Mew

Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Soft-Boiled
- Dragon Tail
- Foul Play

The idea is to shut down opposing sweepers as best as possible, with ThunderWave + Dragon Tail, Foul Play is there to take care of set-up sweepers that want to try to boost on Mew, like a paralyzed ZardX or something. Soft-Boiled is used for recovery.
 

Dr Ciel

Banned deucer.
Sub Transform Mew


Mew @ Leftovers
Trait: Synchronize
EVs: 252 HP / 88 Def / 88 SpD / 80 Spe
Jolly Nature (+Spd, -SAtk)
- Substitute
- Transform
- Seismic Toss
- Soft-Boiled

I saw this set back in BW and I thought it was extremely cool, so I started messing with it, and it worked extremely well. EV's allow Mew to male 101 HP Subs, which will not break after a single Seismic Toss / Night Shade. Mixed defenses give it extra bulk, while 80 speed with a Jolly (or Timid) Nature outruns certain threats. Substitute is the first of the main moves on this set, which makes it much easier to Transform. Transform is the second of the main moves, and should be used mainly against set up sweepers, but can be used against defensive Pokemon (Chansey, etc). Seismic Toss deals a consistent 100 damage, while Soft-Boiled is there for recovery, obviously.
 
Super Fang Mew

Mew @ Expert Belt / Leftovers
Ability: Synchronize
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Reflect Type
- Super Fang
- Softboiled
- Shadow Ball / Scald / Will-O-Wisp / Aura Sphere

The aim of this set is for Mew to obtain the typing of its opponents and wear them down with Super Fang and a select coverage move or with Will-O-Wisp. Softboiled gives it a recovery move to keep breaking.
 
Last edited:
Defog + 2 Attacks
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 SpD / 32 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Ice Beam
- Roost / Will-o-Wisp
- Volt Switch

This is a nice variation of Mew's standard Defog set that becomes a little less passive thanks to having Volt Switch for momentum as well as having Ice Beam to cover the neutral coverage nicely. Ice Beam is nice for TankChomp especially, which is becoming a really popular SR setter as well as Lando-T, Gliscor, and various Grass, Ground, Flying and Dragon types. By targeting these Ground types, it also minimizes their momentum sucking when Mew Volt Switches. While Roost allows Mew to stick around more and check some special attackers better, Will-o-Wisp is really nice against Bisharp, Mamoswine and Mega Swampert, who can all capitalize on a Defog or Volt Switch. Wisp also decreases Mew's passiveness.

Despite having this on a couple teams, I don't have any past replays, so I'll have to battle and get some.
 
First time doing this for OU so here goes.

Master of Elements (Tank/Offensive Cleric)

Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
- Psyshock
- Fire Blast
- Ice Beam / Earth Power
- Heal Bell / Roost

Ever needed more than just a status absorber on an offensively inclined balance team? This set fills that role of an offensive cleric, which can be hard to find. Synchronize works really nicely with Heal Bell to spread status around and to scare away the use of status at all. Mew still checks many Mons with the HP investment and hits back hard with its wide coverage. Earth Power is slashed because with Fire Blast, this set handles all common Steel types, Fire Blast still hits Lando-T and Gliscor hard, and it stops Heatran from walking you, but it's up to preference, depending on the need to remove dragons. Wish support makes this set better, improving its longevity. If a cleric isn't needed or Wish/Healing Wish support can't be provided, a bulky Roost set functions well too. Roost and Heal Bell together is possible on certain teams as well, particularly less offensive balance teams that need specific coverage and a reliable cleric simultaneously. In this case, the other two moves can be whatever is needed, but Ice Beam and Thunderbolt or Volt Switch have the best coverage, of course. More speed can be ran depending on threats. Very customizable. I'll try to post some calcs and/or replays later.

Surprising usual switch-ins expecting Defog, WoW, or Knock Off is a key draw to this set.
252+ SpA Mew Psyshock vs. 0 HP / 4 Def Mega Manectric: 144-169 (51.2 - 60.1%) -- guaranteed 2HKO

252+ SpA Mew Psyshock vs. 0 HP / 0 Def Raikou: 153-180 (47.6 - 56%) -- guaranteed 2HKO after Stealth Rock

252+ SpA Mew Psyshock vs. 252 HP / 240+ Def Mega Venusaur: 152-180 (41.7 - 49.4%) -- 80.9% chance to 2HKO after Stealth Rock (PP Stall at worst, barring Leech Seed. Psychic can be used)

252+ SpA Mew Psyshock vs. 0 HP / 0 Def Conkeldurr: 252-296 (71.7 - 84.3%) -- guaranteed 2HKO

252+ SpA Mew Psyshock vs. 248 HP / 0 Def Talonflame: 159-187 (44.2 - 52%) -- 31.3% chance to OHKO after Stealth Rock

252+ SpA Mew Fire Blast vs. 248 HP / 200 SpD Mega Scizor: 360-428 (104.9 - 124.7%) -- guaranteed OHKO

252+ SpA Mew Ice Beam vs. 248 HP / 0 SpD Mega Altaria: 172-204 (48.7 - 57.7%) -- 94.1% chance to 2HKO

252+ SpA Mew Ice Beam vs. 0 HP / 0 SpD Thundurus: 216-256 (72.2 - 85.6%) -- 75% chance to OHKO after Stealth Rock (100% if Naive, Psyshock always 2HKOs regardless)


252+ Atk Bisharp Sucker Punch vs. 240 HP / 0 Def Mew: 282-332 (70.3 - 82.7%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Choice Band Technician Scizor Bullet Punch vs. 240 HP / 0 Def Mew: 162-192 (40.3 - 47.8%) -- guaranteed 3HKO after Leftovers recovery

252+ Atk Choice Band Talonflame Brave Bird vs. 240 HP / 0 Def Mew: 235-277 (58.6 - 69%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Mega Manectric Thunderbolt vs. 240 HP / 0 SpD Mew: 153-180 (38.1 - 44.8%) -- guaranteed 3HKO after Leftovers recovery

252 SpA Raikou Shadow Ball vs. 240 HP / 0 SpD Mew: 160-190 (39.9 - 47.3%) -- 2.3% chance to 2HKO after Stealth Rock and Leftovers recovery

180 SpA Life Orb Thundurus Thunderbolt vs. 240 HP / 0 SpD Mew: 177-211 (44.1 - 52.6%) -- guaranteed 3HKO after Leftovers recovery

76 Atk Life Orb Thundurus Knock Off (97.5 BP) vs. 240 HP / 0 Def Mew: 221-260 (55.1 - 64.8%) -- guaranteed 2HKO
 
Last edited:
Voting:

Human Mystery Box's Tailwind Lead Mew
s0me1 b0red's Anti-Lead Mew
serperioriscool's Nasty Plot Mew
EternalSnowman's Parasuffler Mew
Dr Ciel's Sub Transform Mew
KidMagic's Super Fang Mew
Jaguar360's Defog + 2 Attacks Mew
The Haymaker's Tank Mew


Remember to bold your vote.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top