Doubles Mew

n10siT

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[OVERVIEW]

Mew is a very unique and versatile Pokemon, as it has access to many valuable moves. This, coupled with a solid Speed tier and good bulk, allows Mew to support its team in a number of ways. However, while its bulk is good, its Psychic typing leaves it walled heavily by Incineroar and Mega Metagross, as well as causing a weakness to U-turn, a prevalent move. It can carry offensive options such as Ice Beam or Overheat, as well to help with certain threats but it can't provide much offense outside of specifically preparing for matchups. It's important to remember that while Mew may not be the best option for filling one specific role, its ability to perform multiple roles in one slot is what makes it useful. On the same token, if the selected moveset isn't particularly helpful in a certain matchup, Mew can be quite the momentum suck.

[SET]
name: Bulky Utility
move 1: Fake Out / U-turn
move 2: Ice Beam
move 3: Stealth Rock
move 4: Tailwind
item: Wiki Berry
ability: Synchronize
nature: Timid
evs: 252 HP / 68 Def / 40 SpA / 12 SpD / 136 Spe

[SET COMMENTS]
Moves
========

Fake Out is a great move in Doubles, as it can stop a foe from moving for a turn, which provides Mew and its partner with the ability to avoid damage from the target for that turn. Ice Beam is Mew's most reliable coverage move, as it covers Ground-types like Landorus-T and Zygarde as well as Grass-types like Tapu Bulu. Stealth Rock supports the team by punishing the opponent more for switching, especially into Pokemon that would like to switch into Mew, such as Incineroar and Kyurem-B. Tailwind speeds up your side of the field for a time, allowing your team to swing the momentum by outspeeding the opposing Pokemon. U-turn is a solid option that allows Mew to pivot out into a partner, which can be useful because Mew needs to leave the field after its support is given. Transform is a unique option that allows Mew to take the form of any other Pokemon on the field; this can be used to take advantage of both allies and foes that have used setup moves. It's important to remember when picking Mew's four moves that almost none of them are "mandatory"—many of the moves suggested on this set can go in any slot, and Mew's set should be tailored to fit the team it is placed on.

Set Details
========

The given EVs in Speed allow Mew to outspeed all Kommo-o variants. The EVs placed into HP and the two defensive stats allow Mew to survive either a Bloom Doom from Kartana or a Gigavolt Havoc from Tapu Koko in Electric Terrain. The remaining EVs are placed into Special Attack in order to boost the power of Ice Beam. Wiki Berry provides recovery and is the pinch Berry of choice to confuse opposing Adamant natured Pokemon that might steal the Berry, such as Mega Scizor.

Usage Tips
========

Mew is a very solid lead, as it can set either Stealth Rock or Tailwind, and even if Mew isn't carrying Fake Out, the opponent has to respect the possibility on Turn 1. It can be vitally important to keep Mew healthy into the late-game if it is the team's primary means of setting speed control. If there are other reliable sources of speed control, Mew can be sacrificed in order to get a more powerful offensive Pokemon on the field. U-turn allows Mew to get off the field in a way that can provide more momentum than a hard switch. U-turn is used often because once speed control has been set and there isn't much more for Mew to do, it needs to be replaced by another teammate that can actually provide offensive pressure. Transform can be useful both offensively and defensively to become a copy of either an ally or a foe that has boosted its stats. It can also be useful to transform into a more offensive threat once Mew's utility is used up.

Team Options
========

Mew is used best when supporting offensive Pokemon like Zygarde and Kartana. Mew is unique in that it can provide speed control, pivoting, and entry hazards all in one slot. This role compression really benefits its teammates by putting them in a better position to defeat opposing Pokemon. Most of Mew's teammates need to be offensive, benefit from the support Mew provides in some way, or both, as Mew provides very little offense, so the rest of the team composition will need to be more offensive. Mew needs teammates that can damage Steel-types like Mega Metagross and Genesect. Incineroar and Volcanion are good Fire-types that fill this role. Mew is walled by the very common Incineroar, so teammates like Landorus-T and Zygarde help Mew a lot with that matchup. Tapu Fini can usually sit in front of Mew and punish its lack of offense with Calm Mind, though it has to be wary of Transform. Checks to Tapu Fini include Tapu Koko and Tapu Bulu.

[STRATEGY COMMENTS]
Other Options
=============

Flamethrower hits Steel-types, most notably Genesect and Mega Scizor, for big damage. Overheat is usable too, as it nets KOs on Mega Scizor and Ferrothorn, but has the drawback of not being able to do a lot of damage again without switching out. Trick Room is another option to be used on Mew, providing speed control for slower team compositions. If Trick Room is used, the given Speed EVs should be moved into Defense and the Speed IVs should be set to 0. Helping Hand allows Mew to boost the power of an ally's move, giving it a way to help provide offense in a way it wouldn't normally be able to. Super Fang is a good support option that gives Mew greater offensive presence, which supports Pokemon like Zygarde that appreciate the chip damage. Toxic allows Mew to wear down some of its easier defensive switch-ins, like Gastrodon and Incineroar. However, Toxic shouldn't be used if Tapu Fini is a teammate and is obviously nullified when there is an opposing Tapu Fini with Terrain control. Defog is a niche pick that can be used to remove Stealth Rock if the team has a lot of Pokemon with a Rock-type weakness or a Mega Charizard Y. If Stealth Rock is not an issue for the team, Defog is not necessary.

Checks and Counters
===================

**Steel-types**: Pokemon like Genesect and Mega Metagross make fantastic switch-ins to Mew, though they can be covered with a Fire-type move.

**Dark-types**: Incineroar and Tyranitar are both very good Mew switch-ins, as Mew can do little back to them.

**Fire-types**: Fire-types like Victini and Mega Charizard Y switch into Mew comfortably, though they need to be wary of Stealth Rock.

**Opposing Speed Control**: Opposing Tailwind or Trick Room can hinder Mew's ability to provide team support, as a big portion of Mew's utility is providing speed control.

**Taunt**: Taunt really puts a hold on anything Mew tries to do, as it cannot provide support if it can't use its status moves.

[CREDITS]
- Written by: [[n10sit, 267148]]
- Earlier versions by: [[Memoric, 215000]]
- Quality checked by: [[talkingtree, 232101], [MajorBowman, 188164]]
- Grammar checked by: [[Fireflame479, 231476], [Estronic, 240732]]
 
Last edited:

talkingtree

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Quick thoughts on another potential spread (feel free to bring these up with the rest of QC): 252 HP / 68 Def / 40 SpA / 12 SpD / 136 Spe; Timid

252 Atk Kartana Bloom Doom (175 BP) vs. 252 HP / 68 Def Mew: 342-403 (84.6 - 99.7%) -- guaranteed 2HKO
252 SpA Tapu Koko Gigavolt Havoc (175 BP) vs. 252 HP / 12 SpD Mew in Electric Terrain: 340-402 (84.1 - 99.5%) -- guaranteed 2HKO
taking these two Z-Moves from faster offensive mons and being able to live to Tailwind / U-turn / set rocks / whatever seems pretty important

136+ Speed to outspeed all Kommo-o (also all Zygarde), dump in SpA. this also guarantees the OHKO on 0/4 Lando-T with Ice Beam

Regardless of that, here's the rest of your QC check:
  • [Overview] I would say it doesn't provide any offense outside of the specific matchups it prepares for. Carrying Ice Beam / Overheat is enough to do significant damage to the things that are 4x weak to it
  • [Moves] I'd clarify that U-turn can go over other moves in the set - this is probably best handled by just saying that none of Mew's moves are mandatory and the moveset can be altered however you like
  • [Usage Tips] Expand on "some stuff about how to use U-turn" heh
  • [Usage Tips] Might be worth mentioning that Mew's better off getting off the field instead of trying to do damage unless it has a super-effective attack
  • [Team Options] Putting things that damage Steels/Incineroar isn't *wrong*, but it's less important for Mew to have its defensive answers taken care of than it is for other mons, if that makes sense. I'd rather you start this off with what Mew provides to the team, so what kind of teammates like Mew, and maybe a bit about versatility and not needing a ton in return. Then you can mention answers to the things that wall it later
    • That said, the bit about teammates needing to be offensive is a really good point and is something that Mew needs from its team
  • [Other Options] With Flamethrower, also mention Overheat since that KOes Mega Scizor / Ferrothorn where Flamethrower can't
  • [Other Options] Other things to consider adding: Super Fang, Normalium Z with Transform, Genesis Supernova, Toxic, Defog, and Taunt. I don't think I'd add all of these, but they're all potentially worth mentioning so wanted to give the full list
  • [Checks and Counters] I'd probably add Taunt in here, especially something like Taunt Tapu Koko really limits Mew's capabilities
  • [Checks and Counters] In Fire-types, mention Victini instead of Incineroar - you'll already be covering Incineroar in Dark-types and I think that's where it's more relevant. Victini is epsecially punishing because it has Incinerate to burn up your berry and Glaciate to counteract Tailwind
There's a fair amount here, so check in with me after you're done implementing and I'll give it another look. I'm gonna be pretty picky on this one, it's tricky to get right.
 

talkingtree

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  • [Moves] When you talk about SR in the writeup talk more about which matchups it eases (Kyu-B, Incin, Zard-Y)
  • [Set Details] Update this to match the new spread
  • [Usage Tips] A quick line about when to Transform would be a worthwhile add at the end, since Transform has a moves mention
  • [Other Options] idk how I feel about Toxic anymore, feel free to axe that if you want. I actually do feel Normalium Z Transform deserves a mention, it's an entirely unique type of set
  • [Checks and Counters] For Fire-types, make sure you point out that they don't like Mew setting SR
that should be all, go ahead and write it up once you've done the above! QC 1/2
 

MajorBowman

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I don't really have many suggestions, you and talkingtree covered pretty much anything. I liked the discussion on role compression, since that's really the only reason to use Mew. Might be worth talking about how it's not the best at any of the roles it can fill, but its ability to fill multiple roles is what sets it apart. Otherwise good stuff, QC 2/2
 

Fireflame

Silksong when
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Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
[OVERVIEW]

Mew is a very unique and versatile Pokemon, as it has access to so many valuable moves. This, coupled with a solid Speed tier and good bulk, allows Mew to support its team in a number of ways. While its bulk is good, its Psychic typing leaves it walled heavily by Incineroar and Mega Metagross, as well as causing a weakness to U-turn, a prevalent move. It can carry offensive options as well to help with certain threats, such as Ice Beam or and Overheat, but it can't provide much offense outside of the specifically prepared preparing for matchups. It's important to remember that while Mew may not be the best option for filling one specific role, its ability to perform multiple roles in one slot is what makes it useful. On the same token, if the selected moveset isn't particularly helpful in a certain matchup, Mew can be quite the momentum suck.

[SET]
name: Bulky Utility
move 1: Fake Out / U-turn
move 2: Ice Beam
move 3: Stealth Rock
move 4: Tailwind
item: Wiki Berry
ability: Synchronize
nature: Timid
evs: 252 HP / 68 Def / 40 SpA / 12 SpD / 136 Spe

[SET COMMENTS]
Moves
========

Fake Out is a great move in doubles,(AC) as it can stop an opponent a foe from moving for a turn,(AC) which provides Mew and its partner with the ability to avoid damage from the target for this turn. Ice Beam is Mew's most reliable coverage move, as it covers Ground-types like Landorus-T and Zygarde,(RC) as well as Grass-types like Tapu Bulu. Stealth Rock supports the team by punishing the opponent more for switching, especially into Pokemon that would like to switch into Mew, like such as Incineroar or Kyurem-Black and Kyurem-B. Tailwind speeds up your side of the field for a time, allowing your team to swing the momentum by outspeeding the opposing Pokemon. U-turn is a solid option that allows Mew to pivot out into a partner, which can be useful as because Mew needs to leave the field after its support is given. Transform is a unique option that allows Mew to take the form of any other Pokemon on the field,(RC);(SC) this can be used to take advantage of both allies and foes that have used set up setup moves. It's important to remember when picking Mew's four moves that almost none of them are "mandatory"—many (code for the long dash that you wanted to use) of the moves suggested on this set can go in any slot and the Mew Mew's set should be tailor made tailored to fit the team it is placed on.

Set Details
========

The given EVs in Speed allow Mew to outspeed all Kommo-o. The EVs placed into HP and the two defensive stats allow Mew to live survive either a Z-Leaf Blade Bloom Doom from Kartana or a Z-Thunderbolt Gigavolt Havoc from Tapu Koko in Electric Terrain. The remaining EVs are placed into Special Attack in order to boost the power of Ice Beam. Wiki Berry provides recovery, and is the pinch Berry of choice to confuse opposing Adamant natured Pokemon that might steal the Berry, such as Mega Scizor.

Usage Tips
========

Mew is a very solid lead, as it can set either Stealth Rock or Tailwind, and even if the particular Mew set isn't carrying Fake Out, the opponent has to respect the possibility on Turn one 1. It can be vitally important to keep Mew healthy into the late-(AH)game if it is the teams team's primary means of setting speed control. If there are other reliable sources of speed control, Mew can be sacked sacrificed in order to get a more powerful offensive Pokemon on the field. U-turn allows Mew to get off the field in a way that can provide more momentum than a hard switch. U turn is used often because once speed control has been set and there isn't much more for Mew to do, it needs to be replaced by another teammate that can actually provide offensive pressure. Transform can be useful both offensively and defensively,(RC) to become a copy of either an ally or a foe that has boosted its stats,(RC) or an opposing Pokemon that has done the same. It can also be useful to transform into a more offensive threat once Mews Mew's utility is used up,(RC) by transforming into a more offensive threat.

Team Options
========

Mew is used best when it is used to supporting offensive Pokemon like Zygarde and Kartana. Mew is unique in that it can provide speed control, pivoting, and entry hazards all in one slot. This role compression really benefits its teammates by putting them in a better position to defeat opposing Pokemon. Most of Mews Mew's teammates need to be offensive and / or benefit from the support Mew provides in some way, as Mew provides very little offense, so the rest of the team composition will need to be more offensive. Mew needs teammates that can damage Steel-(AH)types like Meta Metagross and Genesect. Incineroar or and Volcanion are good Fire-types that fill this role. Mew is walled by the very common Incineroar, so teammates like Landorus-T and Zygarde help Mew a lot with that matchup. Tapu Fini can usually sit in front of Mew and punish its lack of offense with Calm Mind, although it has to be wary of Transform. Checks to Tapu Fini include Tapu Koko and Tapu Bulu.

[STRATEGY COMMENTS]
Other Options
=============

Flamethrower hits Steel-(AH)types, most notably Genesect and Mega Scizor, for big damage. Overheat is usable too,(AC) as it nets KOs on Mega Scizor and Ferrothorn, but has the drawback being of not being able to do a lot of damage again without switching out. Trick Room is another option to be used on Mew, to provide providing speed control for slower team compositions. If Trick Room is used,(AC) the given Speed EVs should be moved into Defense and the Speed IVs should be set to 0. Helping Hand allows Mew to boost the power of an allies ally's move, giving it a way to help provide offense in a way it wouldn't normally be able to. Super Fang is a good support option that allows gives Mew some more psuedo-offense, this also greater offensive presence and supports Pokemon like Zygarde that appreciate the chip damage. Toxic allows Mew to wear down some of the its easier defensive switch-ins, like Gastrodon or and Incineroar. This Toxic shouldn't be used if Tapu Fini is a teammate,(RC) and is obviously nullified when there is an opposing Tapu Fini with Terrain control. Defog is a niche pick that can be used to remove Stealth Rock if the team has a lot of Pokemon with a Rock-type weakness or has a Mega Charizard Y. If Stealth Rocks are Rock is not an issue for the team, Defog is not necessary.

Checks and Counters
===================

**Steel-types**: Pokemon like Genesect and Mega Metagross make fantastic switch-(AH)ins to Mew, although these they can be covered with a Fire-type move.

**Dark-types**: Incineroar and Tyranitar are both very good Mew switch-(AH)ins, and Mew can do little back to them.

**Fire-types**: Fire-types like Victini and Mega Charizard Y switch into Mew comfortably as well, though these they need to be wary of Mews Mew's Stealth Rock.

**Opposing Speed Control**: Opposing Tailwind or Trick Room can hinder Mew's ability to provide team support, as a big portion of Mew's utility is providing speed control.

**Taunt**: Taunt really puts a hold on anything Mew tries to do, as it cannot provide support if it can't use its status moves.

[CREDITS]
- Written by: [[n10sit, 267148]]
- Earlier versions by: [[Memoric, 215000]]
- Quality checked by: [[talkingtree, 232101], [name, ID]]
- Grammar checked by: [[name, ID], [name, ID]]
GP 1/2
 

Astra

talk to me nice
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add remove (comments)
[OVERVIEW]

Mew is a very unique and versatile Pokemon, as it has access to so many valuable moves. This, coupled with a solid speed Speed tier and good bulk, allows Mew to support its team in a number of ways. While However, (AC) while (help with changing the subject) its bulk is good, its Psychic typing leaves it walled heavily by Incineroar and Mega Metagross, as well as causing a weakness to U-turn, a prevalent move. It can carry offensive options such as Ice Beam and Overheat as well to help with certain threats, such as Ice Beam and Overheat, but it can't provide much offense outside of specifically preparing for matchups. It's important to remember that while Mew may not be the best option for filling one specific role, its ability to perform multiple roles in one slot is what makes it useful. On the same token, if the selected moveset isn't particularly helpful in a certain matchup, Mew can be quite the momentum suck.

[SET]
name: Bulky Utility
move 1: Fake Out / U-turn
move 2: Ice Beam
move 3: Stealth Rock
move 4: Tailwind
item: Wiki Berry
ability: Synchronize
nature: Timid
evs: 252 HP / 68 Def / 40 SpA / 12 SpD / 136 Spe

[SET COMMENTS]
Moves
========

Fake Out is a great move in doubles Doubles, as it can stop a foe from moving for a turn, which provides Mew and its partner with the ability to avoid damage from the target for this that turn. Ice Beam is Mew's most reliable coverage move, as it covers Ground-types like Landorus-T and Zygarde as well as Grass-types like Tapu Bulu. Stealth Rock supports the team by punishing the opponent more for switching, especially into Pokemon that would like to switch into Mew, such as Incineroar and Kyurem-B. Tailwind speeds up your side of the field for a time, allowing your team to swing the momentum by outspeeding the opposing Pokemon. U-turn is a solid option that allows Mew to pivot out into a partner, which can be useful because Mew needs to leave the field after its support is given. Transform is a unique option that allows Mew to take the form of any other Pokemon on the field; this can be used to take advantage of both allies and foes that have used setup moves. It's important to remember when picking Mew's four moves that almost none of them are "mandatory"—many of the moves suggested on this set can go in any slot, (AC) and Mew's set should be tailored to fit the team it is placed on.

Set Details
========

The given EVs in Speed allow Mew to outspeed all Kommo-o variants (or any word that means this tbh). The EVs placed into HP and the two defensive stats allow Mew to survive either a Bloom Doom from Kartana or and a Gigavolt Havoc from Tapu Koko in Electric Terrain (i'm assuming that you mean mew can survive both with the one ev spread, if not then ignore). The remaining EVs are placed into Special Attack in order to boost the power of Ice Beam. Wiki Berry provides recovery, (RC) and is the pinch Berry of choice to confuse opposing Adamant natured Pokemon that might steal the Berry, such as Mega Scizor.

Usage Tips
========

Mew is a very solid lead, as it can set either Stealth Rock or Tailwind, and even if Mew isn't carrying Fake Out, the opponent has to respect the possibility of it on Turn 1. It can be vitally important to keep Mew healthy into the late-game if it is the team's primary means of setting speed control. If there are other reliable sources of speed control, Mew can be sacrificed in order to get a more powerful offensive Pokemon on the field. U-turn allows Mew to get off the field in a way that can provide more momentum than a hard switch. U-turn (AH) is used often because once speed control has been set and there isn't much more for Mew to do, it needs to be replaced by another teammate that can actually provide offensive pressure. Transform can be useful both offensively and defensively to become a copy of either an ally or a foe that has boosted its stats. It can also be useful to transform into a more offensive threat once Mew's utility is used up.

Team Options
========

Mew is used best when supporting offensive Pokemon like Zygarde and Kartana. Mew is unique in that it can provide speed control, pivoting, and entry hazards all in one slot. This role compression really benefits its teammates by putting them in a better position to defeat opposing Pokemon. Most of Mew's teammates need to be offensive, (AC) and / or benefit from the support Mew provides in some way, or both, (AC) as Mew provides very little offense, so the rest of the team composition will need to be more offensive. Mew needs teammates that can damage Steel-types like Meta Mega Metagross and Genesect. Incineroar and Volcanion are good Fire-types that fill this role. Mew is walled by the very common Incineroar, so teammates like Landorus-T and Zygarde help Mew a lot with that matchup. Tapu Fini can usually sit in front of Mew and punish its lack of offense with Calm Mind, although it has to be wary of Transform. Checks to Tapu Fini include Tapu Koko and Tapu Bulu.

[STRATEGY COMMENTS]
Other Options
=============

Flamethrower hits Steel-types, most notably Genesect and Mega Scizor, for big damage. Overheat is usable too, as it nets KOs on Mega Scizor and Ferrothorn, but has the drawback of not being able to do a lot of damage again without switching out. Trick Room is another option to be used on Mew, providing speed control for slower team compositions. If Trick Room is used, the given Speed EVs should be moved into Defense and the Speed IVs should be set to 0. Helping Hand allows Mew to boost the power of an ally's move, giving it a way to help provide offense in a way it wouldn't normally be able to. Super Fang is a good support option that gives Mew greater offensive presence, (AC) which supports Pokemon like Zygarde that appreciate the chip damage. Toxic allows Mew to wear down some of its easier defensive switch-ins, like Gastrodon or and Incineroar. However, (AC) Toxic shouldn't be used if Tapu Fini is a teammate and is obviously nullified when there is an opposing Tapu Fini with Terrain control. Defog is a niche pick that can be used to remove Stealth Rock if the team has a lot of Pokemon with a Rock-type weakness or has a Mega Charizard Y. If Stealth Rock is not an issue for the team, Defog is not necessary.

Checks and Counters
===================

**Steel-types**: Pokemon like Genesect and Mega Metagross make fantastic switch-ins to Mew, although they can be covered with a Fire-type move.

**Dark-types**: Incineroar and Tyranitar are both very good Mew switch-ins, and as Mew can do little back to them.

**Fire-types**: Fire-types like Victini and Mega Charizard Y switch into Mew comfortably, though they need to be wary of Mew's Stealth Rock.

**Opposing Speed Control**: Opposing Tailwind or Trick Room can hinder Mew's ability to provide team support, as a big portion of Mew's utility is providing speed control.

**Taunt**: Taunt really puts a hold on anything Mew tries to do, as it cannot provide support if it can't use its status moves.

[CREDITS]
- Written by: [[n10sit, 267148]]
- Earlier versions by: [[Memoric, 215000]]
- Quality checked by: [[talkingtree, 232101], [MajorBowman, 188164]]
- Grammar checked by: [[Fireflame479, 231476], [name, ID]]
2/2 :blobthumbsup:
181396
 

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