Double Dance Mew Balance
Introduction
Hi guys. I'm somebody who has recently gotten back into Showdown after not having played since early ORAS. Playing around with some of the new stuff I stumbled upon Double Dance Mewnium Z Mew and really wanted to try and build a team around it. I know this team is pretty good but it certainly has some problems that I'm not sure how to fix, hopefully you guys can help me out.
Teambuilding Process
As I've said the team started with wanting to use Double Dance Mew. I decided that I wanted to use Aura Sphere as my coverage move over Flamethrower/Fire Blast. My main reasoning for this was Greninja. While Aura Sphere Mew has more Pokemon that it struggles to break through it seemed to me that it was easier to design a team to wear down these counters than one that manages to deal the 60% to Greninja that's necessary for +2 Flamethrower to KO it.
For future reference let me list some of the main Mons we're trying to deal with:
Sableye, AV Alolan Muk, AV Magearna and Jirachi need to be heavily weakened.
Hoopa-U, Cresselia, Chansey and Latias-Mega need to be below 50%.
SpD Heatran, Celesteela, Ferrothorn and Mew need about 33% damage on them.
(Percentages based on +2 and Z available)
One thing to note is that many of these Mons do not have reliable forms of recovery, so it is very possible to wear them down. Another is that many of them aren't that common in OU so the list being this long isn't too concerning.
One thing I wanted to take advantage of with Mew was Misty Terrain from Tapu Fini. This allows Mew to set up on Mons reliant on status to cripple it such as bulky waters lacking Haze, Zapdos, SpD Heatra, Venusaur. It also provides Defog support that is important versus Toxic Spikes.
When looking at the Mons that I wanted to weaken I decided to run Tapu Koko. This allowed me to Volt Switch or U-Turn out on the Specially Defensive Mons that Mew could not break to chip them down as well as threatening Mons such as Celesteela. It also gives me a good cleaner for games where Mew is used as a wallbreaker. The synergy between them is very good.
I decided to go with a well proven defensive core with my Tapu Fini by adding Landorus-T and Ferrothorn. This also gives me hazards, Iron Barbs, Rocky Helmet and U-Turn to wear down the enemy team for Mew or Koko.
Finally I decided to add Medicham-Mega. It synergises well with my Volt Turn core particularly with Koko thanks to the Electric Terrain. On top of this Fake Out gives me priority and adds the incessant chip my team does. I had at first tried Megas that seemed more synergistic with Mew (in that they wore down it's counters) such as Diancie or Gardevoir, but I found Medicham to be more effective.
The Team
Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Aura Sphere
- Rock Polish
- Nasty Plot
Mew's decent bulk lets it set up both a Rock Polish and a Nasty Plot often which combined with Mewnium Z is terrifying. The Psychic Terrain provided by Genesis Supernova means that Mew cannot be revenge killed by priority and a Rock Polish means that it outspeeds everything (appart from non-standard Hawlucha). On top of this there is very little taking a +2, Modest, Psychic Terrain boosted Psychic.
Further Mew doesn't need to get both boosts, it can be a very effective wallbreaker with just Nasty Plot + Z to allow Tapu Koko to clean or can use just a Rock Polish + Z to clean after all the chip damage my team is able to do.
I chose to run Modest as it lets Mew wallbreak better. Given Timid only matters if you do not Rock Polish I felt like Modest benefited Mew better.
Mew should never really come in until you're ready for it to kill something or die. It has no form of recovery so cannot switch in to attacks and hazards repeatedly.
I've talked above about why I'm running this particular coverage.
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 172 Def / 32 SpD / 56 Spe
Calm Nature
IVs: 0 Atk
- Nature's Madness
- Moonblast
- Defog
- Taunt
I found this spread over on the Gen 7 OU Cores thread. I understand that an even speedier Fini is the standard set, but I wanted to have a better check to strong Physical attackers that threaten Landorus as well as another relaible Mon to deny Greninja its Battle Bond. Taunt is there to prevent hazards as well as recovery from more passive Mons. Not having the speed to Taunt faster set up Mons doesn't bother me too much as I have Koko and Medicham to revenge kill as well as Iron Barbs and Rocky Helmet if necessary.
Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- U-turn
This Koko is pretty self explanatory. It's roll is to Volt Turn out on SpD walls as well as ground types to bring in Medicham and to wear down these Pokemon for Mew. Magnet it there over Specs so as to not get trapped versus Ground types, though I have also considered Scarf to give my team some more speed control, though it has not seemed necessary.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 212 Def / 32 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Hidden Power [Ice]
This Landorus does what Landorus always does, glue a team together. It has great synergy with Koko and Medicham as I'm sure everybody has experienced before but is also quite strong with Mew being able to get U-Turn chip on Celesteela.
I've gone back and forth between Hidden Power Ice and Stone Edge for this Landorus but eventually decided that HP Ice was necessary for Zygarde.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Knock Off
- Leech Seed
- Gyro Ball
Ferrothorn forms a very solid defensive core with the above Mons, only being weak to a select few Pokemon. The set is very standard with perhaps the only thing that needs talking about being the offensive moves. Gyro Ball is of course chosen because this is my teams main response to the Fairy types of the tier as well as being an incredibly powerful attack versus many of the speedy threats in the tier. I chose to use Knock Off over Power Whip to weaken Pokemon like Celesteela, Blissey and AV Magearna.
Medicham-Mega @ Medichamite
Ability: Telepathy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Thunder Punch
- Ice Punch
I think this Medicham set is pretty standard for running it with Koko. Thunder Punch under Electric Terrain lets Medicham muscle through Pokemon like Sableye-Mega. The lack of Zen Headbutt doesn't bother me much as it only notably hits Venusaur-Mega. While it would seem Venusaur is quite strong versus other members of my team, Mew is able to use it to easily KO it or set up on it and win if Misty Terrain is active.
Problems
Psychic Terrain
Setting up Psychic Terrain can sometimes be an issue. Versus some teams it is necessary to 'waste' Z purely to set up Psychic Terrain, this generally isn't a problem once you are used to it. Another problem setting up is Dark types + priority, ie Greninja; it's necessary to aggresively predict Greninja coming in so as to be able to set up Psychic Terrain. Finally you must consider f the opponent has another terrain setter. Generally this shouldn't be too much of an issue as to set up this Terrain they will normally have to sack another Mon, but sometimes it must be considered.
Zapdos
While there are other Mons that hurt this team, 3 Attacks Zapdos is the one that I've found scariest so far. My only real consistent answer is to sack Tapu Fini to Discharge and then use the Misty Terrain to set up with Mew, this is assuming that there counters to Mew have been sufficiently weakened. I'd really like advice on ways I might better be able to deal with this Mon.
Conclusion
Really I think the team is pretty strong, and I've been having a lot of fun with Double Dance Mew. I hope you guys enjoy it and are able to give me some advice on ways to improve the team.
Finally, I know I've not been very detailed in places but I don't want to patronise you guys about some of the more basic sets here.






Introduction
Hi guys. I'm somebody who has recently gotten back into Showdown after not having played since early ORAS. Playing around with some of the new stuff I stumbled upon Double Dance Mewnium Z Mew and really wanted to try and build a team around it. I know this team is pretty good but it certainly has some problems that I'm not sure how to fix, hopefully you guys can help me out.
Teambuilding Process

As I've said the team started with wanting to use Double Dance Mew. I decided that I wanted to use Aura Sphere as my coverage move over Flamethrower/Fire Blast. My main reasoning for this was Greninja. While Aura Sphere Mew has more Pokemon that it struggles to break through it seemed to me that it was easier to design a team to wear down these counters than one that manages to deal the 60% to Greninja that's necessary for +2 Flamethrower to KO it.
For future reference let me list some of the main Mons we're trying to deal with:
Sableye, AV Alolan Muk, AV Magearna and Jirachi need to be heavily weakened.
Hoopa-U, Cresselia, Chansey and Latias-Mega need to be below 50%.
SpD Heatran, Celesteela, Ferrothorn and Mew need about 33% damage on them.
(Percentages based on +2 and Z available)
One thing to note is that many of these Mons do not have reliable forms of recovery, so it is very possible to wear them down. Another is that many of them aren't that common in OU so the list being this long isn't too concerning.


One thing I wanted to take advantage of with Mew was Misty Terrain from Tapu Fini. This allows Mew to set up on Mons reliant on status to cripple it such as bulky waters lacking Haze, Zapdos, SpD Heatra, Venusaur. It also provides Defog support that is important versus Toxic Spikes.



When looking at the Mons that I wanted to weaken I decided to run Tapu Koko. This allowed me to Volt Switch or U-Turn out on the Specially Defensive Mons that Mew could not break to chip them down as well as threatening Mons such as Celesteela. It also gives me a good cleaner for games where Mew is used as a wallbreaker. The synergy between them is very good.





I decided to go with a well proven defensive core with my Tapu Fini by adding Landorus-T and Ferrothorn. This also gives me hazards, Iron Barbs, Rocky Helmet and U-Turn to wear down the enemy team for Mew or Koko.






Finally I decided to add Medicham-Mega. It synergises well with my Volt Turn core particularly with Koko thanks to the Electric Terrain. On top of this Fake Out gives me priority and adds the incessant chip my team does. I had at first tried Megas that seemed more synergistic with Mew (in that they wore down it's counters) such as Diancie or Gardevoir, but I found Medicham to be more effective.
The Team

Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Aura Sphere
- Rock Polish
- Nasty Plot
Mew's decent bulk lets it set up both a Rock Polish and a Nasty Plot often which combined with Mewnium Z is terrifying. The Psychic Terrain provided by Genesis Supernova means that Mew cannot be revenge killed by priority and a Rock Polish means that it outspeeds everything (appart from non-standard Hawlucha). On top of this there is very little taking a +2, Modest, Psychic Terrain boosted Psychic.
Further Mew doesn't need to get both boosts, it can be a very effective wallbreaker with just Nasty Plot + Z to allow Tapu Koko to clean or can use just a Rock Polish + Z to clean after all the chip damage my team is able to do.
I chose to run Modest as it lets Mew wallbreak better. Given Timid only matters if you do not Rock Polish I felt like Modest benefited Mew better.
Mew should never really come in until you're ready for it to kill something or die. It has no form of recovery so cannot switch in to attacks and hazards repeatedly.
I've talked above about why I'm running this particular coverage.

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 172 Def / 32 SpD / 56 Spe
Calm Nature
IVs: 0 Atk
- Nature's Madness
- Moonblast
- Defog
- Taunt
I found this spread over on the Gen 7 OU Cores thread. I understand that an even speedier Fini is the standard set, but I wanted to have a better check to strong Physical attackers that threaten Landorus as well as another relaible Mon to deny Greninja its Battle Bond. Taunt is there to prevent hazards as well as recovery from more passive Mons. Not having the speed to Taunt faster set up Mons doesn't bother me too much as I have Koko and Medicham to revenge kill as well as Iron Barbs and Rocky Helmet if necessary.

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- U-turn
This Koko is pretty self explanatory. It's roll is to Volt Turn out on SpD walls as well as ground types to bring in Medicham and to wear down these Pokemon for Mew. Magnet it there over Specs so as to not get trapped versus Ground types, though I have also considered Scarf to give my team some more speed control, though it has not seemed necessary.

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 212 Def / 32 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Hidden Power [Ice]
This Landorus does what Landorus always does, glue a team together. It has great synergy with Koko and Medicham as I'm sure everybody has experienced before but is also quite strong with Mew being able to get U-Turn chip on Celesteela.
I've gone back and forth between Hidden Power Ice and Stone Edge for this Landorus but eventually decided that HP Ice was necessary for Zygarde.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Knock Off
- Leech Seed
- Gyro Ball
Ferrothorn forms a very solid defensive core with the above Mons, only being weak to a select few Pokemon. The set is very standard with perhaps the only thing that needs talking about being the offensive moves. Gyro Ball is of course chosen because this is my teams main response to the Fairy types of the tier as well as being an incredibly powerful attack versus many of the speedy threats in the tier. I chose to use Knock Off over Power Whip to weaken Pokemon like Celesteela, Blissey and AV Magearna.

Medicham-Mega @ Medichamite
Ability: Telepathy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Thunder Punch
- Ice Punch
I think this Medicham set is pretty standard for running it with Koko. Thunder Punch under Electric Terrain lets Medicham muscle through Pokemon like Sableye-Mega. The lack of Zen Headbutt doesn't bother me much as it only notably hits Venusaur-Mega. While it would seem Venusaur is quite strong versus other members of my team, Mew is able to use it to easily KO it or set up on it and win if Misty Terrain is active.
Problems
Psychic Terrain
Setting up Psychic Terrain can sometimes be an issue. Versus some teams it is necessary to 'waste' Z purely to set up Psychic Terrain, this generally isn't a problem once you are used to it. Another problem setting up is Dark types + priority, ie Greninja; it's necessary to aggresively predict Greninja coming in so as to be able to set up Psychic Terrain. Finally you must consider f the opponent has another terrain setter. Generally this shouldn't be too much of an issue as to set up this Terrain they will normally have to sack another Mon, but sometimes it must be considered.
Zapdos
While there are other Mons that hurt this team, 3 Attacks Zapdos is the one that I've found scariest so far. My only real consistent answer is to sack Tapu Fini to Discharge and then use the Misty Terrain to set up with Mew, this is assuming that there counters to Mew have been sufficiently weakened. I'd really like advice on ways I might better be able to deal with this Mon.
Conclusion
Really I think the team is pretty strong, and I've been having a lot of fun with Double Dance Mew. I hope you guys enjoy it and are able to give me some advice on ways to improve the team.
Finally, I know I've not been very detailed in places but I don't want to patronise you guys about some of the more basic sets here.
Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Aura Sphere
- Rock Polish
- Nasty Plot
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 172 Def / 32 SpD / 56 Spe
Calm Nature
IVs: 0 Atk
- Nature's Madness
- Moonblast
- Defog
- Taunt
Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- U-turn
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 212 Def / 32 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Hidden Power [Ice]
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Knock Off
- Leech Seed
- Gyro Ball
Medicham-Mega @ Medichamite
Ability: Telepathy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Thunder Punch
- Ice Punch
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Aura Sphere
- Rock Polish
- Nasty Plot
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 172 Def / 32 SpD / 56 Spe
Calm Nature
IVs: 0 Atk
- Nature's Madness
- Moonblast
- Defog
- Taunt
Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- U-turn
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 212 Def / 32 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Hidden Power [Ice]
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Knock Off
- Leech Seed
- Gyro Ball
Medicham-Mega @ Medichamite
Ability: Telepathy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Thunder Punch
- Ice Punch