Draft Mew

[overview]
**Draft Order**: Late round 1 onwards

**Price Range**: 17-18 points

**Overview**: Mew's boundless movepool allows it to function in multiple roles, such as a setup sweeper or defensive entry hazard setter, and its versatility allows it to complete many different tasks with a particular role. Alongwith its offensive capabilities, it has great bulk and bountiful utility including pivoting, status spreading, and entry hazard control, which makes it fairly difficult for opponents to prepare against and predict. However, Mew can be stretched thin if it wants to perform multiple roles, and it may find itself falling short of another Pokemon that performs well in a dedicated role. It's typically seen as average within most roles and tends to utilize its set variance over sheer efficiency or power.

Common Roles
========
**Setup Sweeper**: Mew can leverage its solid bulk to sweep through teams after setting up. It can utilize Mewnium Z to set up Psychic Terrain and deal tons of damage, Weakness Policy to quickly become a game-ending threat, or a damage-boosting item such as Expert Belt or Life Orb to supercharge its damage output.

**Bulky Utility**: Mew's solid defensive typing and great defenses let it effectively check many strong wallbreakers while providing endless utility. It has access to plenty of utility moves and is able to set Stealth Rock. It can also run Defog and Roost to bring some reliable entry hazard removal with longevity, and it can use phazing moves, status moves, and Taunt to disrupt opposing setup strategies. Against bulky teams, it can use Night Shade or Seismic Toss to break through foes reliably while preventing them from healing with Taunt.

**Offensive Pivot**: Mew has access to plenty of coverage as well as pivot moves in U-turn and Volt Switch. It can work well as a pivot and deal solid damage to just about any Pokemon that wants to take its attacks while cycling out to a teammate that can check the foe.

Common Moves
========
**Primary STAB Moves**: Psychic, Psyshock, Zen Headbutt

**Setup Moves**: Calm Mind, Nasty Plot, Swords Dance, Bulk Up, Rock Polish, Barrier

**Utility Moves**: Knock Off, Defog, U-turn, Volt Switch, Stealth Rock, Thunder Wave, Toxic, Will-O-Wisp, Taunt, Soft-Boiled, Roost, Heal Bell, Whirlwind, Roar, Dragon Tail, Protect, Seismic Toss, Night Shade, Super Fang, Brick Break

**Coverage**: Mew has access to at least one move with 80 Base Power or more for each type Flying. The most notable coverage moves include: Acrobatics, Thunderbolt, Wild Charge, Dazzling Gleam, Aura Sphere, Focus Blast, Drain Punch, Superpower, Fire Blast, Flamethrower, Shadow Ball, Energy Ball, Earth Power, Earthquake, Ice Beam, Sludge Wave, Poison Jab, Gunk Shot, Stone Edge, Surf, Liquidation. Common attacks with unique effects include Leech Life, Foul Play, Drain Punch, Vacuum Wave, Giga Drain, Scald.

Niche Moves
========
**Flame Charge**: Flame Charge allows Mew to increase its Speed while also dealing decent damage to some notable Steel-types, especially on Swords Dance sets.

**Trapping Moves**: Whirlpool and Infestation can trap a foe, allowing Mew to trade KOs with it.

**Trick**: Trick can be used to cripple an opposing wall or setup sweeper when Mew chooses to run a Choice item.

**Reflect / Light Screen**: Dual screens can be ran on Mew in a pinch to reduce damage for teammates and enable setup sweepers.

Common Items
========
**Leftovers**: Mew appreciates the long-term recovery offered by Leftovers to keep itself healthy across a game and give itself the best chance to spread chip or set up, especially on bulkier sets.

**Z-Crystals**: Mew can use a few Z-Crystals to deal heavy damage of any type with its many coverage options, or it can utilize Mewnium Z to fire off a powerful Psychic Terrain-boosted attack.

**Pinch Berries**: Pinch Berries, such as Iapapa Berry, can give Mew the extra longevity it needs to continue its setup or finish cleaning through a team. It also appreciates the health for bulky pivot and utility sets.

**Resistance Berries**: Mew can use resistance Berries to grab an extra opportunity to use a status move or set up. Colbur Berry is especially common as a way to weaken Knock Off.

**Damage-boosting Items**: As Mew prefers to run sweeper sets, Expert Belt and Life Orb can push its damage further, as it typically uses super effective coverage to hit specific foes. It can occasionally find use from Choice Band or Choice Specs with its amazing coverage; foes can find themselves having a difficult time against Mew's damage output along with the possible disruption from Trick.

**Weakness Policy**: Mew can quickly snowball into a game-ending threat in conjunction with Rock Polish and sweep through teams.

Niche Items
========
**Rocky Helmet**: Physically defensive variants of Mew can use Rocky Helmet to snag some extra chip against foes with contact moves.

**Choice Scarf**: Choice Scarf can work as a late-game cleaning option for Mew, since its Speed is good enough to let it outspeed most foes.

**Kee / Maranga Berry**: Both Kee and Maranga Berry allow Mew to garner extra bulk after being attacking, which adds to the potency of sweeping and cleaning sets.

**Mental Herb**: Mental Herb is particularly useful in giving Mew an opportunity to shake off some forms of slow disruption so it may use a boosting move with minimal consequence.

Draft Strategy
========
Mew is truly a jack of all trades, but this means it does not excel in any particular role. Pairing it with another high tier Pokemon, such as any of the top-tier Mega Evolutions, allows it to work best.

**Speed Control**: Although Mew holds a solid Speed tier, it likes to be paired with Pokemon such as Mega Lopunny, Tornadus-T, and Zeraora to outrun faster foes.

**Wallbreakers**: Mew is not the strongest Pokemon, so pairing it with wallbreakers such as Mega Diancie, Kartana, and Kyurem-B allows it to run its setup or utility roles with less issues, as it would not be drawn into the wallbreaker role as often.

**Entry Hazard Removal**: Drafting Rapid Spin users like Blastoise, Tentacruel, and Excadrill or Defoggers such as Scizor, Rotom-W, and Serperior helps keep entry hazards off the field and allows Mew to run moves other than Defog.

**Entry Hazard Setters**: When it doesn't want to serve a utility role, Mew other Pokemon that can set entry hazards. Clefable and Heatran can reliably set Stealth Rock, Ferrothorn and Skarmory are prominent Spikes users, and Nihilego and Greninja may run Toxic Spikes to help wear down foes for Mew.

Checks and Counters
========
**Dark-types**: Dark-types can reliably hit Mew for big damage, particularly with STAB Knock Off; foes such as Alolan Muk, Greninja, and Krookodile can reliably run Dark-type STAB moves to force it out.

**Disruption / Phazing**: Taunt completely shuts down a Mew's utility, which forces it to swap out, and Encore can make setup and entry hazard setting sets into a sitting duck. Pokemon like Tapu Koko and Mega Lopunny can run these moves to great effect. Walls with access to phazing, such as Skarmory and Mandibuzz, can remove setup sets from the field and stop any sweep with minimal effort.

**Entry Hazards**: Mew can be easily chipped down when serving as a bulky pivot or defensive utility. Even with reliable recovery, it struggles to maintain full HP. Pokemon like Ferrothorn, Scolipede, and Greninja have access to multiple forms of entry hazards each and can make sure Mew becomes more vulnerable to their wallbreaking teammates.

**Status Moves**: Although Synchronize punishes foes that use status moves on Mew, they are still effective. Toxic puts setup variants on a timer and can shut down a sweep very quickly, and paralysis can cripple most offensive variants. Pokemon such as Zapdos, Uxie, and Zygarde can fit these moves into their sets and put a lot of pressure on Mew.

[credits]
Written by:
https://www.smogon.com/forums/members/flutterfliss.652897/
Quality checked by:
https://www.smogon.com/forums/members/odinrm.613514/
https://www.smogon.com/forums/members/techno.527276/
https://www.smogon.com/forums/members/jscurf.608304/
Grammar checked by:
https://www.smogon.com/forums/members/techno.527276/
 
Last edited:
[overview]
**Draft Order**: Late Round 1 onwards

**Price Range**: 17-18 Points

**Overview**: Mew is a true "Jack of All Trades", it's boundless movepool can allow it to function in multiple roles from setup sweeper to defensive hazard setter, and may complete many different tasks with a particular role. You typically pick Mew to fill particular weaknesses and holes in a team; Mew can use it's movepool to maintain momentum in spite of those weaknesses to make space for teammates to excel in their chosen roles and beat foes that may have posed a threat if Mew was not able to patch up. Mew can be is a reliable Z-Captain thanks again to its amazing offensive and great utility movepool, it also has Mewnium Z which will set up Psychic Terrain after being used. However, Mew has one notable weakness as it can be stretched thin if it wants to perform multiple roles and may find itself falling short of a Pokemon that performs well in a dedicated role. This should not detract from Mew as it still has incredible options and will be a boon to a majority of USUM teams.

Common Roles
========
**Bulky Setup Sweeper**: Mew's premier role is being able to leverage it's solid bulk to sweep through teams after some boosts. It can utilise items such as Weakness Policy to quickly become a game ending threat or use a damage-boosting item such as Expert Belt or Life Orb to super-charge it's damage output. Change this to Setup Sweeper

**Utility**: Mew has access to plenty of utility moves and is able to setup Stealth Rock. A few examples include running Defog and Roost to bring some reliable hazard removal with longevity, it can run Reflect and Light Screen in conjuction with Light Clay to give extra opportunities to it's teammates to setup and soften damage from opposing wallbreakers, and it can even run Whirlwind, Status moves, and Taunt to disrupt opposing setup strategies and afford some extra turns for chip damage.

**Offensive Pivot**: Mew has access to plenty of coverage and pivot moves in U-Turn and Volt Switch, this means it can work well as a pivot and deal solid damage to just about any Pokemon that wants to take it's attacks or cycle out to something that will check the foe's current Pokemon.

Common Moves
========
**Primary STAB Moves**: Psychic, Psyshock, Zen Headbutt

**Setup Moves**: Calm Mind, Nasty Plot, Swords Dance, Bulk Up, Rock Polish, Work Up, Barrier Remove Work Up

**Utility Moves**: Defog, U-Turn, Volt Switch, Stealth Rock, Thunder Wave, Toxic, Will-O-Wisp, Taunt, Soft-Boiled, Roost, Reflect, Light Screen, Heal Bell, Trick, Fake Out, Whirlwind, Roar, Dragon Tail Remove Fake out, never really used. Also add Protect, Seismic Toss, Night Shade and Super Fang.

**Coverage**: Mew has access to at least one move 80+ Base Power for each type (except Flying-type) and has access to such on both the Physical and Special sides. Each notable coverage move is listed here: Leech Life, Dark Pulse, Knock Off, Outrage, Dragon Claw, Dragon Pulse, Thunderbolt, Wild Charge, Dazzling Gleam, Aura Sphere, Focus Blast, Drain Punch, Superpower, Low Kick, Vacuum Wave, Fire Blast, Flamethrower, Overheat, Fire Punch, Shadow Ball, Energy Ball, Giga Drain, Seed Bomb, Earth Power, Earthquake, Ice Beam, Ice Punch, Body Slam, Return, Double-Edge, Sludge Bomb, Sludge Wave, Poison Jab, Gunk Shot, Rock Slide, Stone Edge, Flash Cannon, Iron Head, Scald, Surf, Liquidation.

Niche Moves
========
**Foul Play**: Utility variants of Mew may use Foul Play to discourage physical wallbreakers and setup sweepers from coming in and using Swords Dance or clicking strong STAB moves. Not niche, its a reliable options for defensive sets. Move to common

**Dragon Tail**: When running AV and Mew wants some phasing, Dragon Tail suffices where it cannot use Whirlwind or Roar. Remove this, already listed in common moves.

**Me First**: Mew may use Me First when faster than foes to catch them off-guard and hit them with a boosted version of their own attack. Z-Me First is even more potent as Mew can increase its speed and possibly set-up afterwards. Remove this, never a consistent option so It sees literally no usage

**Snatch**: Snatch allows Mew to flip the script on set-up sweepers that may start off slower than it such as Cloyster or bulkier Volcarona sets, then use Shell Smash or Quiver Dance itself to become incredibly deadly whilst wasting a foe's turn. Way too niche, needs to be removed.

**Recycle**: Mew can use Recycle to regain a super berry for extra longevity or recycle niche items like Resistance Berries. Has no real use when Mew can just click roost instead.

**Flame Charge**: Mew can use this to increase it's speed on Assault Vest sets; It can work when it wants to set-up whilst dealing minor chip damage.

**Endeavor**: Mew running a Sash Lead set could use this to cripple Pokemon in the early game and is particular potent when foes lack recovery. Sash lead Mew sets are often never the best one so endeavor has no value on its moveset.

**Trapping Moves**: Whirlpool / Infestation can work when Mew wants to go 1-for-1 with a particularly troublesome Pokemon by trapping it and utilising a Status move or it's excellent coverage to remove it.

Common Items
========
**Leftovers**: Best with bulkier and setup movesets, Mew appreciates the long term recovery offered by Leftovers to keep itself healthy across a game and give itself the best chance to spread chip or boost up.

**Choice Items**: Mew can find significant use out of Choice Band or Choice Specs with it's amazing coverage and utility such as Trick; foes will find themselves having a difficult time against Mew's damage output and the possible disruption. Choice Scarf can also work as a late-game cleaning option for Mew, it's at a solid enough speed tier where it would outspeed most foes and be able to clear up reliably with it's limitless movesets. Split this into Scarf and Specs/Band. Scarf is in the lower end of common meanwhile Specs/Band are niche

**Weakness Policy**: The go-to option for rapid boosting, Mew can quickly snowball into a game-ending threat in conjunction with Rock Polish and sweep through teams.

**Focus Sash**: One of Lead Mew's better items, it is able to setup Stealth Rock for free, get a chance to use Endeavor to bring a foe down to low HP, or use a Status move to provide significant early game progress. Not a viable set so Focus sash not even a niche

**Healing Berries**: Super berries can give Mew the extra longevity it needs to continue its set-up or finish cleaning through a team where Scarf or another item may be forgone. Mew also appreciates the health for bulky pivot and utility sets.

**Assault Vest**: Mew can leverage it's bulk even more by using Assault Vest to sponge attacks from special attackers and give them a piece of its mind and offensive attacking options. Move this to Niche

Niche Items
========
**Resistance Berries**: Mew can use resistance berries to grab an extra turn in a pinch, where it may use a status move or attempt to cripple a threatening foe using one of it's many options. Move this to common, Colbur/Tanga see enough usage on defensive sets that try to check mega gallade

**Rocky Helmet**: Physically defensive variants of Mew can use Rocky Helmet to snag some extra chip against foes with plenty of contact moves. Move this to common

**Z-Crystals**: Mew, though generally not the Z-Captain of choice, can use a few Z-Crystals to deal heavy damage, use a Z-Status move for a minor stat boost, or utilise Mewnium Z to get Psychic Terrain and attack in the same turn. Move this to common, its the premier item in set up sets

**Protective Pads**: Physically offensive Mew variants will appreciate Protective Pads when against bulkier checks and counters that can reliably run Rocky Helmet or have moves that have adverse contact effects. Remove It, not really a viable option when mew can just opt for a special set against the common helmet mons

**Red Card**: Mew can use it's great bulk to survive a boosted foes attack and phase them out with Red Card. Too niche with no specific case where its needed.

Add Expert Belt, arguably could be a common item due to the nature of Mew's coverage but niche is fine for now.

Add Kee and Maranga Berry, they offer an extra boost for Calm Mind and Bulk Up sets.


Draft Strategy
========
Mew is truly a "jack of all trades", but this means it's not particularly excelling in any particular role that it needs to fill but will absolutely do a solid job and can outperform plenty of other Pokemon doing so. Mention that Mew works best when paired with another high tier mon gotten in the first two rounds.

**Speed Control**: Mew isn't particularly fast even though it holds a solid speed tier, you'd be wise to look for Pokemon such as Mega Lopunny, Tornadus-T, and Zeraora are great choices for quelling checks faster than Mew.

**Wallbreakers**: Mew is also not the strongest of all Pokemon, so looking for Mega Charizard Y, Kartana or Kyurem-Black would be wise as this will enable Mew to run it's setup roles with less issues, as it would not be drawn into the wallbreaker role as often. Mega Charizard Y is not really a relevant mon in the meta, replace It with Mega Diancie.

**Entry Hazard Removal**: Lightening the hazard removal stress on Mew is going to be great long term, try to draft a Pokemon like Starmie, Tentacruel, or Excadrill who can all use Rapid Spin effectively within their movesets; Defoggers such as Skarmory, Rotom-Wash and Gliscor work as well to keep hazards off for Mew. Replace Gliscor with Serperior.

**Entry Hazard Setters**: Mew, when it doesn't want to serve a utility role, will appreciate if other Pokemon can set-up some hazards. Clefable and Heatran can reliably setup Stealth Rock, Ferrothorn and Skarmory are prominent Spikes users, Nihilego or Greninja may run Toxic Spikes to help wear down foes for Mew and Sticky Web from Araquanid or Galvantula can let it run another move or utility option over Rock Polish or another speed-boosting option. Remove the Sticky Web part, not needed for Mew and not really relevant as those mons are never drafted.

Checks and Counters
========
**Dark-types**: Dark-types can reliably hit Mew for big damage, particularly with STAB Knock Off; Bisharp, Hoopa-Unbound and Krookodile can reliably run Dark-type STAB moves to force Mew out, though foes must be aware of a possible Aura Sphere or Focus Blast. Hoopa-Unbound is quite a niche mon and Bisharp is not a relevant meta options, replace them with Alolan Muk for the knock off user and Greninja as a general dark type.

**Disruption and Phasing**: Walls with access to phasing, such as Skarmory or Mandibuzz, can remove setup Mew from the field and stop any sort of sweep with little effort.

**Entry Hazards**: Mew can be easily chipped down when serving as a bulky pivot or defensive utility, it has recovery in Soft-Boiled and Roost to off-set this but will find it incredibly difficult to maintain full HP. Pokemon like Ferrothorn, Scolipede or Greninja have access to multiple Hazards each and will be able to make sure Mew is more vulnerable to their wallbreaking teammates.

**Status moves**: Toxic puts setup variant of Mew on a timer and can shut down a sweep very quickly and Thunder Wave can cripple most offensive Mew variants; Pokemon such
as Starmie, Uxie and Mega Aggron can fit these moves into their sets and put alot of pressure on Mew. Replace Starmie and Mega Aggron with more common options like Zapdos and Zygarde.

QC 1/2
 
Lmk when implemented, I (or someone else) might want to check over it one more time
Add Remove Comments

[overview]
**Draft Order**: Late Round 1 onwards

**Price Range**: 17-18 Points

**Overview**: Mew is a true "Jack of All Trades", it's boundless movepool can allow it to function in multiple roles from setup sweeper to defensive hazard setter, and may complete many different tasks with a particular role. You typically pick Mew to fill particular weaknesses and holes in a team; its a r1/2 pick, there are no weaknesses to fill yet Mew can use it's movepool to maintain momentum in spite of those weaknesses to make space for teammates to excel in their chosen roles and beat foes that may have posed a threat if Mew was not able to patch up. also has great bulk and offers lots of utility in pivoting, status spreading, and entry hazard control, which can easily weaken foes and enable teammates. Mew can be a reliable Z-Captain thanks again to its amazing offensive and great utility movepool, it also has Mewnium Z which will set up Psychic Terrain after being used. covered in items However, Mew has one notable weakness as it can be stretched thin if it wants to perform multiple roles and may find itself falling short of a Pokemon that performs well in a dedicated role. This should not detract from Mew as it still has incredible options and will be a boon to a majority of USUM teams. filler (put more emphasis on its unpredictability - it's kinda average but it's very annoying for opponents to prep against and predict)

Common Roles
========
**Setup Sweeper**: Mew's premier role is being able to can leverage it's solid bulk to sweep through teams after some boosts. It can utilise items such as Mewnium Z to set up Psychic Terrain and deal tons of damage, Weakness Policy to quickly become a game ending threat or use a damage-boosting item such as Expert Belt or Life Orb to super-charge it's damage output.

**Bulky Utility**: Mew's solid defensive typing and great defenses let it effectively check many strong wallbreakers while providing utility. Mew has access to plenty of utility moves and is able to setup Stealth Rock. A few examples include running Defog and Roost to bring some reliable hazard removal with longevity, it can run Reflect and Light Screen in conjuction with Light Clay to give extra opportunities to it's teammates to setup and soften damage from opposing wallbreakers, and it can even run Whirlwind, Status moves, and Taunt to disrupt opposing setup strategies and afford some extra turns for chip damage. Against bulky teams, it can use Night Shade or Seismic Toss to break through foes while preventing them from healing with Taunt.

**Offensive Pivot**: Mew has access to plenty of coverage and pivot moves in U-Turn and Volt Switch, this means it can work well as a pivot and deal solid damage to just about any Pokemon that wants to take it's attacks or cycle out to something that will check the foe's current Pokemon.

Common Moves
========
**Primary STAB Moves**: Psychic, Psyshock, Zen Headbutt

**Setup Moves**: Calm Mind, Nasty Plot, Swords Dance, Bulk Up, Rock Polish, Barrier

**Utility Moves**: Knock Off, Defog, U-Turn, Volt Switch, Stealth Rock, Thunder Wave, Toxic, Will-O-Wisp, Taunt, Soft-Boiled, Roost, Reflect, Light Screen, move to niche, major opportunity cost with running these Heal Bell, Trick, choice items are super niche on mew so this should be removed or mentioned in niche Whirlwind, Roar, Dragon Tail, Protect, Seismic Toss, Night Shade, Super Fang, Brick Break

**Coverage**: Mew has access to at least one move 80+ Base Power for each type (except Flying-type) and has access to such on both the Physical and Special sides. Each notable coverage move is The most notable coverage moves are listed here: Acrobatics, Leech Life, Dark Pulse, Knock Off, Foul Play, Outrage, Dragon Claw, Dragon Pulse, Thunderbolt, Wild Charge, Dazzling Gleam, Aura Sphere, Focus Blast, Drain Punch, Superpower, Low Kick, Vacuum Wave, Fire Blast, Flamethrower, Overheat, Fire Punch, Shadow Ball, Energy Ball, Giga Drain, Seed Bomb, Earth Power, Earthquake, Ice Beam, Ice Punch, Body Slam, Return, Double-Edge, Sludge Bomb, Sludge Wave, Poison Jab, Gunk Shot, Rock Slide, Stone Edge, Flash Cannon, Iron Head, Scald, Surf, Liquidation. Common attacks with unique effects include Leech Life, Foul Play, Drain Punch, Vacuum Wave, Giga Drain, and Scald. Looked at sv mew to see how it was handled - it mainly just included the strongest moves that are most likely to be used, then other comming utility moves afterwards. I removed a bunch here since it's already really long.

Niche Moves
========
**Flame Charge**: Mew can use this to increase it's speed on Assault Vest sets; It can work when it wants to set-up whilst dealing minor chip damage. Flame Charge allows mew to increase its speed while also dealing decent damage to some notable Steel-types, especially on Swords Dance sets.

**Trapping Moves**: Whirlpool / Infestation can work when Mew wants to go 1-for-1 with a particularly troublesome Pokemon by trapping it and utilising a Status move or it's excellent coverage to remove it.

Common Items
========
**Leftovers**: Best with bulkier and setup movesets, Mew appreciates the long term recovery offered by Leftovers to keep itself healthy across a game and give itself the best chance to spread chip or boost up.

**Weakness Policy**: The go-to option for rapid boosting, Mew can quickly snowball into a game-ending threat in conjunction with Rock Polish and sweep through teams. move to top of niche

**Z-Crystals**: Mew, though generally not the Z-Captain of choice, can use a few Z-Crystals to deal heavy damage of any type with its many coverage options, use a Z-Status move for a minor stat boost, or utilise Mewnium Z to get Psychic Terrain and attack in the same turn.

**Healing Berries**: Super berries can give Mew the extra longevity it needs to continue its set-up or finish cleaning through a team where Scarf or another item may be forgone. Mew also appreciates the health for bulky pivot and utility sets.

**Resistance Berries**: Mew can use resistance berries to grab an extra turn in a pinch, where it may use a status move or attempt to cripple a threatening foe using one of it's many options gain an extra turn to set up. Colbur and Tanga Berry are especially common when Mew wants to check Fighting-type Mega Pokemon that run the respective coverage.

**Rocky Helmet**: Physically defensive variants of Mew can use Rocky Helmet to snag some extra chip against foes with plenty of contact moves.

**Choice Scarf**: Choice Scarf can work as a late-game cleaning option for Mew, it's at a solid enough speed tier where it would outspeed most foes and be able to clear up reliably with it's limitless movesets. niche

Niche Items
========
**Expert Belt Damage-boosting Items**: As Mew prefers to run sweeper sets, Expert Belt and Life Orb can push it's damage further as it will typically have a move that will be super-effective against the current foe. Merge this with band/specs & move to common right above rocky helmet

**Choice Band / Specs**: Mew sometimes may find use from Choice Band or Choice Specs with it's amazing coverage and utility such as Trick; foes will find themselves having a difficult time against Mew's damage output and the possible disruption. see above

**Assault Vest**: Mew can leverage it's bulk even more by using Assault Vest to sponge attacks from special attackers and give them a piece of its mind and offensive attacking options. literally any item is always better, too underwhelming with vest


**Kee / Maranga Berry**: These two berries allow Mew to garner extra bulk after being attacking which adds to the potency of sweeper and cleaning sets.

Draft Strategy
========
Mew is truly a "jack of all trades", but this means it's not particularly excelling in any particular role that it needs to fill but will absolutely do a solid job and can outperform plenty of other Pokemon doing so. Pairing Mew with another high tier Pokemon is essential to maximise it's value, such as any of the top-tier Mega Evolutions, allows it to work best.

**Speed Control**: Mew isn't particularly fast even though it holds a solid speed tier, you'd be wise to look for Pokemon such as Mega Lopunny, Tornadus-T, and Zeraora are great choices for quelling checks faster than Mew.

**Wallbreakers**: Mew is also not the strongest of all Pokemon, so looking for Mega Diancie, Kartana or Kyurem-Black would be wise as this will enable Mew to run it's setup or utility roles with less issues, as it would not be drawn into the wallbreaker role as often.

**Entry Hazard Removal**: Lightening the hazard removal stress on Mew is going to be great long term, try to draft a Pokemon like Starmie, Tentacruel, or Excadrill who can all use Rapid Spin effectively within their movesets; Defoggers such as Skarmory, Rotom-Wash and Serperior work as well to keep hazards off for Mew.

**Entry Hazard Setters**: Mew, when it doesn't want to serve a utility role, will appreciate if other Pokemon can set-up some hazards. Clefable and Heatran can reliably setup Stealth Rock, Ferrothorn and Skarmory are prominent Spikes users, Nihilego or Greninja may run Toxic Spikes to help wear down foes for Mew.

Checks and Counters
========
**Dark-types**: Dark-types can reliably hit Mew for big damage, particularly with STAB Knock Off; Alolan Muk, Greninja and Krookodile can reliably run Dark-type STAB moves to force Mew out, though foes must be aware of a possible Aura Sphere or Focus Blast.

**Disruption and Phasing**: Walls with access to phasing, such as Skarmory or Mandibuzz, can remove setup Mew from the field and stop any sort of sweep with little effort. mention taunt/encore too, shuts down utility sets mainly but also annoying for setup

**Entry Hazards**: Mew can be easily chipped down when serving as a bulky pivot or defensive utility, it has recovery in Soft-Boiled and Roost to off-set this but will find it incredibly difficult to maintain full HP. Pokemon like Ferrothorn, Scolipede or Greninja have access to multiple Hazards each and will be able to make sure Mew is more vulnerable to their wallbreaking teammates.

**Status moves**: Although Synchronize makes this tricky, Toxic puts setup variant of Mew on a timer and can shut down a sweep very quickly and Thunder Wave can cripple most offensive Mew variants; Pokemon such as Zapdos, Uxie and Zygarde can fit these moves into their sets and put alot of pressure on Mew.

[credits]
Written by:
https://www.smogon.com/forums/members/flutterfliss.652897/
Quality checked by:
https://www.smogon.com/forums/members/odinrm.613514/
Grammar checked by:
 
Last edited:
QC3
[overview]
**Draft Order**: Late Round 1 onwards

**Price Range**: 17-18 Points

**Overview**: Mew is a true "Jack of All Trades", it's boundless movepool can allow it to function in multiple roles from setup sweeper to defensive hazard setter, and may complete many different tasks with a particular role; In conjunction with Mew's great bulk and bountiful utility including pivoting, status spreading, and entry hazard control that makes Mew fairly difficult to prepare against and predict, which can benefit less favourable matchups as it can weaken troublesome foes and enable its teammates. However, Mew has one notable weakness as it can be stretched thin if it wants to perform multiple roles and may find itself falling short of another Pokemon that performs well in a dedicated role, with this being said it's typically seen as average within most roles and tends to utilise it's set variance over sheer efficiency or power.

Common Roles
========
**Setup Sweeper**: Mew can leverage it's solid bulk to sweep through teams after some boosts. It can utilise items such as Mewnium Z to set up Psychic Terrain and deal tons of damage, Weakness Policy to quickly become a game ending threat or use a damage-boosting item such as Expert Belt or Life Orb to super-charge it's damage output.

**Bulky Utility**: Mew's solid defensive typing and great defenses let it effectively check many strong wallbreakers while providing endless utility. Mew has access to plenty of utility moves and is able to setup Stealth Rock. A few examples include running Defog and Roost to bring some reliable hazard removal with longevity, and it can even run Whirlwind Phazing, Status moves, and Taunt to disrupt opposing setup strategies and afford some extra turns for chip damage. Against bulky teams, it can use Night Shade or Seismic Toss to break through foes reliably while preventing them from healing with Taunt.

**Offensive Pivot**: Mew has access to plenty of coverage and pivot moves in U-Turn and Volt Switch, this means it can work well as a pivot and deal solid damage to just about any Pokemon that wants to take it's attacks or cycle out to something that will check the foe's current Pokemon.

Common Moves
========
**Primary STAB Moves**: Psychic, Psyshock, Zen Headbutt

**Setup Moves**: Calm Mind, Nasty Plot, Swords Dance, Bulk Up, Rock Polish, Barrier

**Utility Moves**: Knock Off, Defog, U-Turn, Volt Switch, Stealth Rock, Thunder Wave, Toxic, Will-O-Wisp, Taunt, Soft-Boiled, Roost, Heal Bell, Whirlwind, Roar, Dragon Tail, Protect, Seismic Toss, Night Shade, Super Fang, Brick Break

**Coverage**: Mew has access to at least one move 80+ Base Power for each type (except Flying-type); The most notable coverage moves are listed here: Acrobatics, Thunderbolt, Wild Charge, Dazzling Gleam, Aura Sphere, Focus Blast, Drain Punch, Superpower, Fire Blast, Flamethrower, Shadow Ball, Energy Ball, Earth Power, Earthquake, Ice Beam, Sludge Wave, Poison Jab, Gunk Shot, Stone Edge, Surf, Liquidation. Common attacks with unique effects include Leech Life, Foul Play, Drain Punch, Vacuum Wave, Giga Drain, and Scald.

Niche Moves
========
**Flame Charge**: Flame Charge allows mew to increase its speed while also dealing decent damage to some notable Steel-types, especially on Swords Dance sets.

**Trapping Moves**: Whirlpool / Infestation can work when Mew wants to go 1-for-1 with a particularly troublesome Pokemon by trapping it and utilising a Status move or it's excellent coverage to remove it.

**Trick**: Trick can be used to cripple an opposing wall or set-up sweeper when Mew chooses to run a Choice Item. Typically useful when you're able to bring in a breaker or sweeper of your own immediately and begin making progress or when Mew has no further use for the item.

**Reflect / Light Screen**: Screens can be ran on Mew in a pinch when you find yourself with few alternatives and they're feasible to slot into its moveset. Reducing damage for teammates is great but Mew tends to have better moves to assist.

Common Items
========
**Leftovers**: Best with bulkier and setup movesets, Mew appreciates the long term recovery offered by Leftovers to keep itself healthy across a game and give itself the best chance to spread chip or boost up.

**Z-Crystals**: Mew can use a few Z-Crystals to deal heavy damage of any type with its many coverage options or utilise Mewnium Z to get Psychic Terrain and attack in the same turn.

**Healing Berries**: Super berries can give Mew the extra longevity it needs to continue its set-up or finish cleaning through a team. Mew also appreciates the health for bulky pivot and utility sets.

**Resistance Berries**: Mew can use resistance berries to grab an extra turn in a pinch, where it may use a status move or gain an extra turn to set up. Colbur Berry is especially common as a way to weaken the common Knock Off and Tanga Berry are especially common when Mew wants to check Fighting-type Mega Pokemon that run the respective coverage.

**Damage-boosting Items**: As Mew prefers to run sweeper sets, Expert Belt and Life Orb can push it's damage further as it will typically have a move that will be super-effective against the current foe. Mew sometimes may find use from Choice Band or Choice Specs with it's amazing coverage and utility such as Trick; foes will find themselves having a difficult time against Mew's damage output and the possible disruption.

**Rocky Helmet**: Physically defensive variants of Mew can use Rocky Helmet to snag some extra chip against foes with plenty of contact moves. swap this with policy

Niche Items
========
**Weakness Policy**: Mew can quickly snowball into a game-ending threat in conjunction with Rock Polish and sweep through teams.

**Choice Scarf**: Choice Scarf can work as a late-game cleaning option for Mew, it's at a solid enough speed tier where it would outspeed most foes and be able to clear up reliably with it's limitless movesets.

**Kee / Maranga Berry**: These two berries allow Mew to garner extra bulk after being attacking which adds to the potency of sweeper and cleaning sets.

**Mental Herb**: Good for lead sets or setup sets

Draft Strategy
========
Mew is truly a "jack of all trades", but this means it's not particularly excelling in any particular role that it needs to fill but will absolutely do a solid job and can outperform plenty of other Pokemon doing so. Pairing Mew with another high tier Pokemon, such as any of the top-tier Mega Evolutions, allows it to work best.

**Speed Control**: Mew isn't particularly fast even though it holds a solid speed tier, you'd be wise to look for Pokemon such as Mega Lopunny, Tornadus-T, and Zeraora are great choices for quelling checks faster than Mew.

**Wallbreakers**: Mew is also not the strongest of all Pokemon, so looking for Mega Diancie, Kartana or Kyurem-Black would be wise as this will enable Mew to run it's setup or utility roles with less issues, as it would not be drawn into the wallbreaker role as often.

**Entry Hazard Removal**: Lightening the hazard removal stress on Mew is going to be great long term, try to draft a Pokemon like Starmie Blastoise, Tentacruel, or Excadrill who can all use Rapid Spin effectively within their movesets; Defoggers such as Skarmory Scizor, Rotom-Wash and Serperior work as well to keep hazards off for Mew.

**Entry Hazard Setters**: Mew, when it doesn't want to serve a utility role, will appreciate if other Pokemon can set-up some hazards. Clefable and Heatran can reliably setup Stealth Rock, Ferrothorn and Skarmory are prominent Spikes users, Nihilego or Greninja may run Toxic Spikes to help wear down foes for Mew.

Checks and Counters
========
**Dark-types**: Dark-types can reliably hit Mew for big damage, particularly with STAB Knock Off; Alolan Muk, Greninja and Krookodile can reliably run Dark-type STAB moves to force Mew out.

**Disruption and Phasing**: Taunt completely shuts down a Mew's utility which will force it to swap out or Encore can lock Mew into any of it's moves, especially set-up or hazard moves, and make it a sitting duck for an opposing sweeper or breaker; Pokemon like Tapu Koko and Mega Lopunny can run these moves to great effect. Walls with access to phasing, such as Skarmory or Mandibuzz, can remove setup Mew from the field and stop any sweep with minimal effort.

**Entry Hazards**: Mew can be easily chipped down when serving as a bulky pivot or defensive utility, it has recovery in Soft-Boiled and Roost to off-set this but will find it incredibly difficult to maintain full HP. Pokemon like Ferrothorn, Scolipede or Greninja have access to multiple Hazards each and will be able to make sure Mew is more vulnerable to their wallbreaking teammates.

**Status moves**: Although Synchronize makes this tricky, Toxic puts setup variants of Mew on a timer and can shut down a sweep very quickly and Thunder Wave can cripple most offensive Mew variants; Pokemon such as Zapdos, Uxie and Zygarde can fit these moves into their sets and put alot of pressure on Mew.

[credits]
Written by:
https://www.smogon.com/forums/members/flutterfliss.652897/
Quality checked by:
https://www.smogon.com/forums/members/odinrm.613514/
https://www.smogon.com/forums/members/techno.527276/
Grammar checked by:
 
1/1 GP Team done
add remove comment
[overview]
**Draft Order**: Late round 1 onwards

**Price Range**: 17-18 points

**Overview**: Mew is a true "Jack of All Trades", it's Mew's boundless movepool can allow allows it to function in multiple roles, (AC) such as a from setup sweeper to or defensive entry hazard setter, and may its versatility allows it to complete many different tasks with a particular role (RSC) In conjunction . (AP) Alongwith Mew's its offensive capabilities, it has great bulk and bountiful utility including pivoting, status spreading, and entry hazard control, (AC) which that makes Mew it fairly difficult for opponents to prepare against and predict (RC) which can benefit less favourable matchups as it can weaken troublesome foes and enable its teammates. However, Mew has one notable weakness as it can be stretched thin if it wants to perform multiple roles, (AC) and it may find itself falling short of another Pokemon that performs well in a dedicated role (RC) with this being said it's . (AP) It'stypically seen as average within most roles and tends to utilise it's utilize its set variance over sheer efficiency or power.

Common Roles
========
**Setup Sweeper**: Mew can leverage it's its solid bulk to sweep through teams after some boosts setting up. It can utilise items such as utilize Mewnium Z to set up Psychic Terrain and deal tons of damage, Weakness Policy to quickly become a game ending game-ending threat, (AC) or use a damage-boosting item such as Expert Belt or Life Orb to super-charge it's supercharge its damage output.

**Bulky Utility**: Mew's solid defensive typing and great defenses let it effectively check many strong wallbreakers while providing endless utility. Mew It has access to plenty of utility moves and is able to setup set Stealth Rock. A few examples include running It can also run Defog and Roost to bring some reliable entry hazard removal with longevity, and it can even run Phazing use phazing moves, status moves, and Taunt to disrupt opposing setup strategies and afford some extra turns for chip damage. Against bulky teams, it can use Night Shade or Seismic Toss to break through foes reliably while preventing them from healing with Taunt.

**Offensive Pivot**: Mew has access to plenty of coverage and as well as pivot moves in U-turn and Volt Switch (RC) this means it . (AP) Itcan work well as a pivot and deal solid damage to just about any Pokemon that wants to take it's its attacks or cycle while cycling out to something a teammate that will can check the foe's current Pokemon foe.

Common Moves
========
**Primary STAB Moves**: Psychic, Psyshock, Zen Headbutt

**Setup Moves**: Calm Mind, Nasty Plot, Swords Dance, Bulk Up, Rock Polish, Barrier

**Utility Moves**: Knock Off, Defog, U-turn, Volt Switch, Stealth Rock, Thunder Wave, Toxic, Will-O-Wisp, Taunt, Soft-Boiled, Roost, Heal Bell, Whirlwind, Roar, Dragon Tail, Protect, Seismic Toss, Night Shade, Super Fang, Brick Break

**Coverage**: Mew has access to at least one move with 80+ Base Power or more for each type (except Flying-type) (RSC) Flying. (AP) The most notable coverage moves are listed here include: Acrobatics, Thunderbolt, Wild Charge, Dazzling Gleam, Aura Sphere, Focus Blast, Drain Punch, Superpower, Fire Blast, Flamethrower, Shadow Ball, Energy Ball, Earth Power, Earthquake, Ice Beam, Sludge Wave, Poison Jab, Gunk Shot, Stone Edge, Surf, Liquidation. Common attacks with unique effects include Leech Life, Foul Play, Drain Punch, Vacuum Wave, Giga Drain, and Scald.

Niche Moves
========
**Flame Charge**: Flame Charge allows Mew to increase its Speed while also dealing decent damage to some notable Steel-types, especially on Swords Dance sets.

**Trapping Moves**: Whirlpool / and Infestation can work when trap a foe, allowing Mew wants to go 1-for-1 trade KOs with a particularly troublesome Pokemon by trapping it and utilising a Status move or it's excellent coverage to remove it.

**Trick**: Trick can be used to cripple an opposing wall or set-up setup sweeper when Mew chooses to run a Choice Item. Typically useful when you're able to bring in a breaker or sweeper of your own immediately and begin making progress or when Mew has no further use for the item.

**Reflect / Light Screen**: Screens Dual screens can be ran on Mew in a pinch when you find yourself with few alternatives and they're feasible to slot into its moveset. Reducing reduce damage for teammates is great but Mew tends to have better moves to assist and enable setup sweepers.

Common Items
========
**Leftovers**: Best with bulkier and setup movesets (RC) Mew appreciates the long term long-term recovery offered by Leftovers to keep itself healthy across a game and give itself the best chance to spread chip or boost set up, (AC) especially on bulkier sets.

**Z-Crystals**: Mew can use a few Z-Crystals to deal heavy damage of any type with its many coverage options, (AC) or utilise it can utilize Mewnium Z to get Psychic Terrain and attack in the same turn fire off a powerful Psychic Terrain-boosted attack.

**HealingPinch Berries**: Super Pinch Berries, (AC) such as Iapapa Berry, (AC) can give Mew the extra longevity it needs to continue its set-up setup or finish cleaning through a team. Mew It also appreciates the health for bulky pivot and utility sets.

**Resistance Berries**: Mew can use resistance Berries to grab an extra turn in a pinch, where it may opportunity to use a status move or gain an extra turn to set up. Colbur Berry is especially common as a way to weaken the common Knock Off.

**Damage-boosting Items**: As Mew prefers to run sweeper sets, Expert Belt and Life Orb can push it's its damage further, (AC) as it will typically have a move that will be super-effective against the current foe uses super effective coverage to hit specific foes. Mew sometimes may It can occasionally find use from Choice Band or Choice Specs with it's its amazing coverage and utility such as Trick; foes will can find themselves having a difficult time against Mew's damage output and along with the possible disruption from Trick.

**Weakness Policy**: Mew can quickly snowball into a game-ending threat in conjunction with Rock Polish and sweep through teams.

Niche Items
========
**Rocky Helmet**: Physically defensive variants of Mew can use Rocky Helmet to snag some extra chip against foes with plenty of contact moves.

**Choice Scarf**: Choice Scarf can work as a late-game cleaning option for Mew, it's at a solid since its Speed is good enough speed tier where to let it would outspeed most foes and be able to clear up reliably with it's limitless movesets.

**Kee / Maranga Berry**: These two berries Both Kee and Maranga Berry allow Mew to garner extra bulk after being attacking, (AC) which adds to the potency of sweeper sweeping and cleaning sets.

**Mental Herb**: Mental Herb is particularly useful in giving Mew an opportunity to shake off some forms of slow disruption so it may click use a boosting move with minimal consequence.

Draft Strategy
========
Mew is truly a "jack of all trades", but this means it's it does not particularly excelling excel in any particular role that it needs to fill but will absolutely do a solid job and can outperform plenty of other Pokemon doing so. Pairing Mew it with another high tier Pokemon, such as any of the top-tier Mega Evolutions, allows it to work best.

**Speed Control**: Although Mew isn't particularly fast even though it holds a solid Speed tier, you'd be wise it likes to look for be paired with Pokemon such as Mega Lopunny, Tornadus-T, and Zeraora are great choices for quelling checks to outrun faster than Mew foes.

**Wallbreakers**: Mew is also not the strongest of all Pokemon, so looking for pairing it with wallbreakers such as Mega Diancie, Kartana, (AC) and Kyurem-B allows it or Kyurem-Black would be wise as this will enable Mew to run it's its setup or utility roles with less issues, as it would not be drawn into the wallbreaker role as often.

**Entry Hazard Removal**: Lightening the hazard removal stress on Mew is going to be great long term, try to draft a Pokemon Drafting Rapid Spin users like Blastoise, Tentacruel, or and Excadrill who can all use Rapid Spin effectively within their movesets; Defoggers such as Scizor, Rotom-Wash or Defoggers such as Scizor, Rotom-W, and Serperior helps keep entry hazards off the field and Serperior work as well allows Mew to keep hazards off for Mew run moves other than Defog. i know i reworded this a lot, i cut a lot of fluff and made it more readable

**Entry Hazard Setters**: Mew, when When it doesn't want to serve a utility role, will appreciate if Mew other Pokemon that can set-up some set entry hazards. Clefable and Heatran can reliably setup set Stealth Rock, Ferrothorn and Skarmory are prominent Spikes users, and Nihilego or and Greninja may run Toxic Spikes to help wear down foes for Mew.

Checks and Counters
========
**Dark-types**: Dark-types can reliably hit Mew for big damage, particularly with STAB Knock Off; foes such as Alolan Muk, Greninja, (AC) and Krookodile can reliably run Dark-type STAB moves to force Mew it out.

**Disruption and Phasing / Phazing**: Taunt completely shuts down a Mew's utility, (AC) which will force forces it to swap out, (AC) and or Encore can lock Mew into any of it's moves, especially set-up or make setup and entry hazard moves, and make it setting sets into a sitting duck. (AP) for an opposing sweeper or breaker (RSC) Pokemon like Tapu Koko and Mega Lopunny can run these moves to great effect. Walls with access to phasing phazing, such as Skarmory or and Mandibuzz, can remove setup Mew sets from the field and stop any sweep with minimal effort.

**Entry Hazards**: Mew can be easily chipped down when serving as a bulky pivot or defensive utility (RC) it has. (AP) Even with reliable recovery, (AC) in Soft-Boiled and Roost to off-set this but will find it incredibly difficult struggles to maintain full HP. Pokemon like Ferrothorn, Scolipede, (AC) and or Greninja have access to multiple Hazards each and will be able to forms of entry hazards each and can make sure Mew is becomes more vulnerable to their wallbreaking teammates.

**Status Moves**: Although Synchronize makes this tricky punishes foes that use status moves on Mew, they are still effective. (AP) Toxic puts setup variants of Mew on a timer and can shut down a sweep very quickly, (AC) and Thunder Wave paralysis can cripple most offensive Mew variants (RSC). (AP) Pokemon such as Zapdos, Uxie, (AC) and Zygarde can fit these moves into their sets and put alot a lot of pressure on Mew.

[credits]
Written by:
https://www.smogon.com/forums/members/flutterfliss.652897/
Quality checked by:
https://www.smogon.com/forums/members/odinrm.613514/
https://www.smogon.com/forums/members/techno.527276/
https://www.smogon.com/forums/members/jscurf.608304/
Grammar checked by:
https://www.smogon.com/forums/members/techno.527276/
 
Back
Top