SM OU Double Dance Mew Balance

Double Dance Mew Balance

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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

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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.

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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.

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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.

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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.

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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

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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.


tapufini.gif

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.


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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.


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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.

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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.


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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
 
Hey dude cool team! I like the look of it and I always wanted to try z-mew. I've got a few suggestions to cover some weakness that you could try.

First a very minor one: I think you only need one momentum move on koko. Both uturn and volt switch is a little bit of overkill. While VS takes advantage of the SpA investment, generally you're hitting uturn/vs for the momentum not the damage. In that sense on your koko I would tend to prefer uturn since it can still get you out of there on ground types. This frees up a moveslot for something like roost. Roost would be nice on koko because longevity will be important vs fatter steams and stall, especially those running sableye. In summary a recommend Volt Swtich -> Roost on koko. You also mentioned that mew tends to break for koko so roost will help keep it around to clean late game.

Next up I have suggestions for 2 pokemon changes. Right now your team seems very weak to stall and sableye in general. Mew cannot touch it and medicham needs electric terrain to hope to do any damage. Tapu fini can threaten it but if sab is partnered with tspikes toxapex fini has to get poisoned in order to come in and force it out/defog. In general tspikes are also problematic for your team (as they are for most) since misty terrain does not stop them from poisoning on switch-in.

That being said I'm not a particularly big fan of fini because of the above and since it lacks recovery. I suggest that you exchange Tapu Fini and Medicham for Mixed Mega Latios and Clefable.

First, mega latios could function as your defogger with psychic/earthquake/roost/defog. Latios has nice bulk and roost lets it consistently defog, it threatens out toxapex, mvenu, and the like and supports mew's sweep by earthquaking av magearna. It fills fini's role as a water/fire resist as well and retains a decent non-toxic heatran switch-in as well.

With lati in your mega slot I would suggest now adding defensive clefable as the other swapped member. This maintains a fairy/dark resist on your team. It also gives you a reliable sableye counter and an additional wincon with calm mind. Now with clef/lando/ferro on your team you have alot of freedom as to where you want to put the hazards/moves and there's plenty of experimenting to do there. Initially I would say you could try putting stealth rock on clef which would then free up lando to run a choice scarf which gives your team some appreciated speed control. Rocks on clef also means you can set them up vs sab teams since clef will force it out after it protects. Having defog on lati further frees lando to run earthquake/uturn/hp ice/some final move such as knock off, stone edge to catch torn, explosion, punishment, etc. I'll leave suggested moves below but it's all up to you. I def think hp ice is mandatory for zyg but the final moveslot has some play imo. Also recently there's been a trend of investing in hp and def in scarf lando to improve it's performance against zyg which you could also consider if you're worried about it.

Bottom line, here are my final edits. Try them out if ya like and let me know how it goes! I know you mentioned wanting to use tapu fini so I'm sorry for swapping it out in my rate, I just don't tend to use it is all! Hope this helps! :)

Mega-Medicham -> Mega-Latios
Latios-Mega @ Latiosite
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psychic
- Earthquake
- Roost
- Defog

Tapu Fini -> Clefable
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Stealth Rock
- Calm Mind

Helmet Lando-T -> Scarf Lando-T
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Hidden Power [Ice]
- Explosion
 
Hey dude cool team! I like the look of it and I always wanted to try z-mew. I've got a few suggestions to cover some weakness that you could try.

Thank you for the rate, it's very thoughtful and much appreciated.

To start with I'll outline a few quick changes I've made to the team:
Made Tapu Koko modest Scarfed,
Testing Toxic on Lando-T over HP Ice (dodgy versus Sub Zygarde),
Made Fini slightly faster (223) and Ferro more SpD.

My main reasoning for running Volt Switch as well as U-Turn on Koko was that the more substantial chip damage on switch ins like Ferro, Heatran and Magearna proved very useful for allowing Mew to KO these mons later. I would agree though that changing this for a different move (maybe even Taunt with your suggested changes?) would be pretty beneficial. At the moment I'm now running a Scarfed Koko though so I shall try that on the version you suggested with a Scarfed lando perhaps.

The team is definitely very Sableye weak and tbh it was just kind of something I was ignoring because I wasn't sure how to fix it without pulling the team appart too much, though I guess with Sableye on every stall it kind of needs adressing. I like Clef as a suggestion, particularly because it lets me take rocks off Lando. My only worry would be that Fini was one of my answers to a non-choiced Lele as well as a back up Ash-Gren answer.

I was about to say that I wasn't so sure about Mixed Mega Lati because the team doesn't necessarily need to lure and KO Mons, but AV Magearna is definitely one that needs to be substantially weakened before Mew can do anything. At the same time though it's hard to overstate the amount of work that Medicham gets done with a good Volt-Turn core behind it.

I'll definitely be trying out your suggestions, thanks for the help.
 
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