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AAA Mew [QC 2/2, GP 1/1]

UT

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Appellate Judge
[SET]
name: Dauntless Shield
move 1: Ice Beam / Body Press
move 2: Will-O-Wisp
move 3: Roost
move 4: Teleport / Volt Switch
item: Leftovers / Heavy-Duty Boots
ability: Dauntless Shield
nature: Bold
evs: 252 HP / 252 Def / 4 Spe
ivs: 0 Atk

[SET COMMENTS]
Dauntless Shield Mew is one of the sturdiest physical walls in the game. With its good natural bulk and Dauntless Shield, it can reliably switch into dangerous physical wallbreakers like Terrakion and Zygarde-10% and threaten them with a burn. It can also take any one hit from Unburden Kommo-o, one of the most threatening sweepers in the tier. Ice Beam allows Mew to hit Garchomp, Zygarde-10%, and Landorus-T hard, while Body Press deals more consistent damage and nails targets like Ferrothorn and Terrakion. Will-O-Wisp allows it to force out most physical attackers. The last moveslot is usually a pivoting move; Teleport allows it to bring in a teammate safely without being blocked by Ground-types, while Volt Switch deals chip damage and is not shut down by Taunt. U-turn is also an other option to avoid Taunt.

Mew is a solid choice for any playstyle that is looking to patch up a weakness to strong physical wallbreakers. Frail attackers that have a hard time getting in like Barraskewda, Azelf, and Tapu Lele appreciate Mew getting them in safely with a slow pivot. Strong Defoggers like Corviknight and Tapu Fini are recommended to ease Mew's pivoting. Mew is also worse at checking Fire-types due to their immunity to Will-O-Wisp; Kommo-o and Primordial Sea Zapdos make great partners to cover that weakness. Mew is also unable to check strong Dark- and Ghost-types like Zarude and Dhelmise, so partners like Kommo-o and Corviknight that can switch into those are helpful.

[SET]
name: Choice Scarf Regenerator
move 1: U-turn / Flip Turn
move 2: Will-O-Wisp
move 3: Trick
move 4: Psychic / Gunk Shot
item: Choice Scarf
ability: Regenerator
nature: Impish / Bold
evs: 248 HP / 104 Def / 156 Spe

[SET COMMENTS]
Thanks to its high natural bulk, Choice Scarf Regenerator Mew is a fantastic pivot and utility check to a wide range of threats like Terrakion, Zygarde-10%, and Tapu Lele. Mew can be switched in aggressively and rely on pivoting and Regenerator to stay healthy, preserving momentum for its team. For its pivoting move, U-turn has no immunities, but Flip Turn can pressure some key threats like Terrakion more if they try to stay in. Will-O-Wisp cripples physical attackers, and Trick frustrates a bulky foe by giving them its Choice Scarf. Psychic allows it to actually do damage when needed, especially cleaning up weakened fast threats late-game, while Gunk Shot threatens Fairy-types like Tapu Lele and Tapu Koko. Mew's Speed investment allows it to outspeed Barraskewda while still having as much physical bulk as possible.

Mew is useful on offensive teams to check a wide range of physical threats while maintaining momentum. It is especially potent against Choice Band users, as it is rarely OHKOed by any move, and it can then pivot to a proper check that resists the attack while recovering HP with Regenerator. Since Mew is efficient at pivoting, it pairs well with powerful wallbreakers like Tapu Lele and Terrakion, which enjoy the free turns it generates. Mew does struggle to check Fire-types, as they are immune to Will-O-Wisp and are often immune to Flip Turn with Desolate Land, so strong answers to them like Primordial Sea Zapdos and Kommo-o make great partners. Mew can also be overwhelmed by repeated strong attacks, since it is reliant on Regenerator to recover, so other bulky switch-ins like Tapu Fini, Genesect, and Jirachi make good partners as well.

[SET]
name: Cosmic Power
move 1: Cosmic Power
move 2: Roost
move 3: Stored Power / Psychic
move 4: Body Press
item: Leftovers / Life Orb
ability: Magic Bounce / Magic Guard
nature: Bold
evs: 252 HP / 252 Def / 4 Spe
ivs: 0 Atk

[SET COMMENTS]
Cosmic Power Mew is a bulky wincon with Roost that can be extremely difficult to KO, allowing it to set up multiple times. Magic Guard provides a complete immunity to Toxic damage, such as from Toxic Spikes and Silvally's Poison Fang, and allows it to run Life Orb without a drawback, while Magic Bounce also protects against Taunt, Thunder Wave, and Roar and Whirlwind. Magic Bounce also can provide mid-game utility by bouncing back entry hazards. Cosmic Power boots its considerable bulk while powering up Stored Power and Body Press. Psychic is an other option with Magic Guard and Life Orb to beat Prankster Toxapex, which otherwise walls Mew. Maximum physical bulk makes setup easier while also powering up Body Press.

Cosmic Power Mew is commonly found on hyper offense teams, or as the wincon on bulky teams. Most of the support Mew needs is removing specific hard counters, after which it sweeps relatively reliably. Unaware users and Prankster Toxapex—if Mew lacks Psychic—stop it, so lures like Galvanize Kommo-o make great partners. Zarude ignores Defense boosts with Darkest Lariat, with Pokemon like Kommo-o providing adequate counterplay. Tapu Fini can answer Dragon Tail users like defensive Kommo-o and Garchomp.

[STRATEGY COMMENTS]
Other Options
=============
Mew is one of the few viable Spikes users in the tier. Thanks to Foul Play, Mew can also function as an Unaware wall, although Mandibuzz is usually better for this role. Mew has a variety of other support moves—Taunt, Defog, Toxic Spikes, Stealth Rock, Whirlwind, Heal Bell—that can satisfy particular teams' needs, but in many cases there are better users. Mew can also pull off a wide range of offensive sets—No Guard + Zap Cannon, Dragon Dance + Guts + Facade, Weakness Policy + Unburden—that are all generally outclassed by other users, but can have a nice surprise factor on Mew. Mew is also one of the better weather or Terrain setters, but these teams are generally inconsistent.

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

**Fire-types**: Defensive Mew sets are heavily reliant on Will-O-Wisp to check physical attackers, making it a poor check to Cinderace, Talonflame, and Entei.

**Zarude and Dhelmise**: Zarude and Dhelmise are powerful physical attackers that can threaten Mew with their super effective STAB options. Additionally, Zarude also ignores Dauntless Shield and Cosmic Power boosts thanks to Darkest Lariat.

**Pivoting Attackers**: Genesect, Galarian Zapdos, and Barraskewda are hard for Mew to check, as they do respectable damage to it while pivoting, wearing it down.

[CREDITS]
- Written by: [[UT, 523866]]
- Quality checked by: [[Osake, 524664], [Isaiah, 375662]]
- Grammar checked by: [[Finland, 517429]]
 
Last edited:
add remove comment

[SET]
name: Dauntless Shield
move 1: Ice Beam / Body Press
move 2: Will-o-wisp Will-O-Wisp
move 3: Roost
move 4: Teleport / Volt Switch
item: Leftovers / Heavy-Duty Boots
ability: Dauntless Shield
nature: Bold
evs: 252 HP / 252 Def / 4 Spe
ivs: 0 Atk

[SET COMMENTS]
Dauntless Shield Mew is one of the sturdiest physical walls in the game. With its good natural bulk and Dauntless Shield, it is able to reliably switch into dangerous physical breakers like Terrakion and Zygarde-10%, and threaten them with a burn. It can also live any one hit from Jolly it also lives adamant Unburden Kommo-o, one of the most threatening sweepers in the tier. Leftovers helps give Mew extra longevity, while Heavy-Duty Boots allow it to avoid extra chip when switching in, especially if the team does not have reliable hazard control. Ice Beam allows it to hit Garchomp, Zygarde-10%, and Landorus-T hard, while Body Press deals more consistent damage to a wider range of foes. Will-o-wisp Will-O-Wisp allows it to threaten out most physical attackers, while Roost keeps it healthy throughout the match. The last moveslot is usually a pivoting move; Teleport allows it to bring in a teammate safely without being blocked by Ground-types, while Volt Switch deals chip damage and is not shut down by Taunt. idk if it should be mentioned here, but I think you can say that u-turn works too, and you can also use it as a spikes setter Mew fully invests in HP and Defense to best check the physical attackers it is tasked with handling.

Mew is a solid choice for any playstyle that is looking to patch up a weakness to strong physical breakers. Frail attackers that have a hard time getting in like Barraskewda, Azelf, and Tapu Lele appreciate Mew's ability to get them in safely with a slow pivot. Mew can also partner with a number of other physically defensive Pokemon to cover their weaknesses, such as Corviknight and Kommo-o. You don't mention those "weaknesses" and you mention Corvi and Kommo-o after so I feel like this line is useless Since Mew does not have Regenerator, it can be worn down by hazards, so strong Defoggers like Corviknight and Tapu Fini are recommended. Mew is also less effective at checking Fire-types due to their immunity to Will-o-wisp Will-O-Wisp; Kommo-o and Primordial Sea Zapdos make great partners to cover that weakness. Mew is also unable to check strong Dark- and Ghost-types like Zarude and Dhelmise, so partners like Kommo-o and Corviknight that can switch into those are helpful.

i dont know if its fittable somewhere, but i'd like to mention that Taunt completely shutdowns Mew and can be very annoying - it's fine if you cant fit it (maybe, say that ice beam can also threaten taunt users such as zapdos-g that complety shutdown Mew otherwise or something like that)

[SET]
name: Scarf Regenerator
move 1: U-turn / Flip Turn
move 2: Will-o-wisp Will-O-Wisp
move 3: Trick
move 4: Psychic id slash gunk shot here
item: Choice Scarf
ability: Regenerator
nature: Timid
evs: 252 HP / 4 SpA / 252 Spe id use something like that EVs: 248 HP / 104 Def / 156 Spe + Impish Nature bc you definitely do not need all that speed imo

[SET COMMENTS]
Scarf Regenerator Mew is a fantastic pivot and utility check to a wide range of threats. Thanks to its high natural bulk, it can switch into dangerous attackers like Terrakion not without EVs, and you mentioned it in the DS set so I would mention something else (maybe lele if u slash GS), Zygarde-10%, and Garchomp and threaten them with a burn. Mew can be switched in aggressively and rely on Regenerator to keep it healthy, preserving momentum for its team. U-turn and Flip Turn are both options for its pivoting move; U-turn has no immunities, but Flip Turn can pressure some key threats like Terrakion more if they try to stay in. Will-o-wisp Will-O-Wisp allows it to cripple physical attackers, while Trick allows it still put in work against fatter teams by Tricking away its Choice Scarf nah, the main point of this set is to trick something (unlike scarf azelf for example), so the goal is to trick a fat mon on the opposite team, but you can keep the scarf against offensive teams/as long as u need it/depending of the MU. idk how to phrase that tho, but this should be mentioned in a way. Psychic allows it to actually do damage when needed, especially cleaning up weakened fast threats late game. Mew runs maximum HP and Speed investment to make the most of its bulk and speed tier so it can continually switch in against fast threats. the spread i put outspeed scarf fini I think (so barras, and things that speed creep barras), while keeping some bulk to actually switch easily on physical threats

Mew is useful on offensive teams that to check a wide range of physical threats while maintaining momentum. It is especially potent against Choice Band users, as it is rarely OHKOed by any move, and can then pivot to a proper resist while recovering HP with Regenerator. Since Mew is efficient at pivoting, it pairs well with powerful wallbreakers like Tapu Lele and Terrakion who enjoy the free turns it generates. Mew does struggle to check Fire-types as they are immune to Will-o-wisp Will-O-Wisp, and often immune to Flip Turn with Desolate Land, so strong Fire-resists like Primordial Sea Zapdos and Kommo-o make great partners. Mew can also be overwhelmed by repeated strong attacks since it is reliant on Regenerator to recover, so other bulky switch-ins like Tapu Fini, Genesect and Jirachi make good partners as well.

[SET]
name: Cosmic Power
move 1: Cosmic Power
move 2: Roost
move 3: Stored Power / Psychic
move 4: Body Press
item: Leftovers / Life Orb
ability: Magic Bounce / Magic Guard
nature: Bold
evs: 252 HP / 252 Def / 4 Spe
ivs: 0 Atk

[SET COMMENTS]
Cosmic Power Mew is a bulky win condition that can set up and win against many teams. Due to its naturally high bulk, access to Cosmic Power and Roost, it can be extremely difficult to KO, allowing it to set up multiple times. Magic Guard and Magic Bounce both increase its effectiveness; Magic Guard provides a complete immunity to Toxic damage mention pfang from Silvally and allows it to run Life Orb for drawback-free damage amplification, while Magic Bounce also protects against Taunt, Thunder Wave, and Roar/Whirlwind. Cosmic Power allows it to boost its considerable bulk, while also powering up its main attacks in Stored Power and Body Press. Psychic is an other option on the Magic Guard Life Orb set, as it can beat Prankster Toxapex, who otherwise walls Mew. Maximum physical bulk helps easy set up while also powering up Body Press. mention that bounce can be useful in mid game (bc of bounce)

Cosmic Power Mew is commonly found on hyper offense teams, or as the win condition on bulky teams. Because Mew is a relatively reliable win condition once its hard counters are removed, most of the team support it needs is removing those. Mew is unable to beat Unaware users or Prankster Toxapex (without Psychic), so lures like Galvanize Kommo-o make great partners to remove these threats. Similarly, Zarude is able to threaten Mew since Darkest Lariat ignores defense boosts, so adequate counterplay to Zarude is required. Mew also struggles to deal with Dragon Tail, so good answers to defensive Kommo-o and Garchomp such as Tapu Fini are recommended.

[STRATEGY COMMENTS]
Other Options
=============
Mew can also opt to run Magic Bounce on defense sets to deter hazards and status. It is also one of the few viable Spike users in the tier, allowing it to provide valuable hazard support. Mew has a variety of other support moves--Taunt, Defog, Toxic Spikes, Stealth Rock, Whirlwind, Heal Bell--that can be customized for your teams needs, but in many cases there are better users. Mew can also pull off a wide range of offensive sets--No Guard Zap Cannon, Dragon Dance Guts Facade, Weakness Policy Unburden--that are all generally outclassed by other users, but can have a nice surprise factor on Mew.
unaware + foul play
maybe weather/terrain setter bc of great movepool


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

**Fire-types**: Defensive Mew sets are heavily reliant on the threat of Will-o-wisp Will-O-Wisp to check physical attackers, making it a poor check to Cinderace, Talonflame, and Entei.

**Zarude and Dhelmise**: Zarude and Dhelmise are powerful physical attackers who can threaten Mew with their super-effective STAB options. Moreover, Zarude can ignore Dauntless Shield thanks to Darkest Lariat, making it really threatening for Mew. (feel free to rephrase it in a better english)

**U-turn** I would mention Pivot, bc Barras is annoying too and some VS users can chip it - you can say that u-turn attackers are particularly annoying
: U-turn attackers like Genesect, Galarian Zapdos, and Cinderace are hard for Mew to check, as they are able to do respectable damage to it while pivoting, wearing it down.

[CREDITS]
- Written by: [[UT, 523866]]
- Quality checked by: [[Osake, 524664], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
looks good, but I would like to take a second look after these things have been implemented, will give QC after that but very good analysis, as always !
 
Add Remove Conjecture

[SET]
name: Dauntless Shield
move 1: Ice Beam / Body Press
move 2: Will-O-Wisp
move 3: Roost
move 4: Teleport / Volt Switch
item: Leftovers / Heavy-Duty Boots
ability: Dauntless Shield
nature: Bold
evs: 252 HP / 252 Def / 4 Spe
ivs: 0 Atk

[SET COMMENTS]
Dauntless Shield Mew is one of the sturdiest physical walls in the game. With its good natural bulk and Dauntless Shield, it is able to reliably switch into dangerous physical breakers like Terrakion and Zygarde-10%, and threaten them with a burn. It can also live any one hit from Unburden Kommo-o, one of the most threatening sweepers in the tier. Leftovers helps give Mew extra longevity, while Heavy-Duty Boots allow it to avoid extra chip when switching in, especially if the team does not have reliable hazard control. Ice Beam allows it to hit Garchomp, Zygarde-10%, and Landorus-T hard, while Body Press deals more consistent damage to targets like Ferrothorn and Terrakion. a wider range of foes. These attacks can also threaten common Taunt users like Heatran and Galarian Zapdos, which otherwise completely shut down Mew. Neither Heatran nor gzap can reliably switch into mew out of fear of bpress and ice beam, so I wouldn't say they completely shut it down. Will-O-Wisp allows it to threaten out most physical attackers, while Roost keeps it healthy throughout the match. The last moveslot is usually a pivoting move; Teleport allows it to bring in a teammate safely without being blocked by Ground-types, while Volt Switch deals chip damage and is not shut down by Taunt. U-turn is also an other option to avoid Taunt. Mew fully invests in HP and Defense to best check the physical attackers it is tasked with handling.

Mew is a solid choice for any playstyle that is looking to patch up a weakness to strong physical breakers. Frail attackers that have a hard time getting in like Barraskewda, Azelf, and Tapu Lele appreciate Mew's ability to get them in safely with a slow pivot. Since Mew does not have Regenerator, it can be worn down by hazards, so strong Defoggers like Corviknight and Tapu Fini are recommended. Mew is also less effective at checking Fire-types due to their immunity to Will-O-Wisp; Kommo-o and Primordial Sea Zapdos make great partners to cover that weakness. Mew is also unable to check strong Dark- and Ghost-types like Zarude and Dhelmise, so partners like Kommo-o and Corviknight that can switch into those are helpful.

[SET]
name: Scarf Regenerator
move 1: U-turn / Flip Turn
move 2: Will-O-Wisp
move 3: Trick
move 4: Psychic / Gunk Shot
item: Choice Scarf
ability: Regenerator
nature: Impish / Bold
evs: 248 HP / 104 Def/ 156 Spe

[SET COMMENTS]
Scarf Regenerator Mew is a fantastic pivot and utility check to a wide range of threats. Thanks to its high natural bulk, it can switch into dangerous attackers like Terrakion, Zygarde-10%, and Tapu Lele. Mew can be switched in aggressively and rely on Regenerator to keep it healthy, preserving momentum for its team. (Maybe combine the high natural bulk sentence with the switching in aggressively sentence to make it all the same statement? e.g. thanks to its high natural bulk, mew can be switched in aggressively to dangerous attackers like a, b, c,...regen keeps it healthy, retains momentum) U-turn and Flip Turn are both options for its pivoting move; U-turn has no immunities, but Flip Turn can pressure some key threats like Terrakion more if they try to stay in. Will-O-Wisp allows it to cripple physical attackers, and Trick allows it frustrate a bulky foe by Trick them its Choice Scarf. Psychic allows it to actually do damage when needed, especially cleaning up weakened fast threats late game, while Gunk Shot allows it to threaten Fairy-types like Tapu Lele and Tapu Koko. Mew's Speed investment allows it to outspeed Barraskewda while still having as much physical bulk as possible.

Mew is useful on offensive teams that to check a wide range of physical threats while maintaining momentum. It is especially potent against Choice Band users, as it is rarely OHKOed by any move, and can then pivot to a proper resist while recovering HP with Regenerator. Since Mew is efficient at pivoting, it pairs well with powerful wallbreakers like Tapu Lele and Terrakion who enjoy the free turns it generates. Mew does struggle to check Fire-types as they are immune to Will-O-Wisp, and often immune to Flip Turn with Desolate Land, so strong Fire-resists like Primordial Sea Zapdos and Kommo-o make great partners. Mew can also be overwhelmed by repeated strong attacks since it is reliant on Regenerator to recover, so other bulky switch-ins like Tapu Fini, Genesect and Jirachi make good partners as well.

[SET]
name: Cosmic Power
move 1: Cosmic Power
move 2: Roost
move 3: Stored Power / Psychic
move 4: Body Press
item: Leftovers / Life Orb
ability: Magic Bounce / Magic Guard
nature: Bold
evs: 252 HP / 252 Def / 4 Spe
ivs: 0 Atk

[SET COMMENTS]
Cosmic Power Mew is a bulky win condition that can set up and win against many teams. Due to its naturally high bulk, access to Cosmic Power and Roost, it can be extremely difficult to KO, allowing it to set up multiple times. Magic Guard and Magic Bounce both increase its effectiveness; Magic Guard provides a complete immunity to Toxic damage, such as from Toxic Spikes and Silvally's Poison Fang, and allows it to run Life Orb for drawback-free damage amplification, while Magic Bounce also protects against Taunt, Thunder Wave, and Roar/Whirlwind. Magic Bounce also can provide mid-game utility by bouncing back hazards. Cosmic Power allows it to boost its considerable bulk, while also powering up its main attacks in Stored Power and Body Press. Psychic is an other option on the Magic Guard Life Orb set, as it can beat Prankster Toxapex, who otherwise walls Mew. Maximum physical bulk helps easy set up while also powering up Body Press.

Cosmic Power Mew is commonly found on hyper offense teams, or as the win condition on bulky teams. Because Mew is a relatively reliable win condition once its hard counters are removed, most of the team support it needs is removing those. Mew is unable to beat Unaware users or Prankster Toxapex (without Psychic), so lures like Galvanize Kommo-o make great partners to remove these threats. Similarly, Zarude is able to threaten Mew since Darkest Lariat ignores defense boosts, so adequate counterplay to Zarude is required. Mew also struggles to deal with Dragon Tail, so good answers to defensive Kommo-o and Garchomp such as Tapu Fini are recommended.

[STRATEGY COMMENTS]
Other Options
=============
Mew can also opt to run Magic Bounce on defense sets to deter hazards and status. Didn't you already mention mbounce in the main analysis? It is also one of the few viable Spike users in the tier, allowing it to provide valuable hazard support. Thanks to its access to Foul Play, Mew can also function as an Unaware wall, although Mandibuzz is usually better for this role. Mew has a variety of other support moves--Taunt, Defog, Toxic Spikes, Stealth Rock, Whirlwind, Heal Bell--that can be customized for your teams needs, but in many cases there are better users. Mew can also pull off a wide range of offensive sets--No Guard Zap Cannon, Dragon Dance Guts Facade, Weakness Policy Unburden--that are all generally outclassed by other users, but can have a nice surprise factor on Mew. Mew is also one of the better weather or terrain setters, but these teams are generally inconsistent.

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

**Fire-types**: Defensive Mew sets are heavily reliant on the threat of Will-O-Wisp to check physical attackers, making it a poor check to Cinderace, Talonflame, and Entei.

**Zarude and Dhelmise**: Zarude and Dhelmise are powerful physical attackers who can threaten Mew with their super-effective STAB options. Additionally, Zarude also ignores Dauntless Shield or Cosmic Power boosts thanks to Darkest Lariat.

**Pivoting attackers**: Genesect, Galarian Zapdos, and Barraskewda are hard for Mew to check, as they are able to do respectable damage to it while pivoting, wearing it down.

[CREDITS]
- Written by: [[UT, 523866]]
- Quality checked by: [[Osake, 524664], [Isaiah, 375662]]
- Grammar checked by: [[username1, userid1]]

osake covered the main issues already, very minor things to fix
2/2
 
Add/Fix Remove Comment
(AC)/(RC): Add/Remove Comma

[SET]
name: Dauntless Shield
move 1: Ice Beam / Body Press
move 2: Will-O-Wisp
move 3: Roost
move 4: Teleport / Volt Switch
item: Leftovers / Heavy-Duty Boots
ability: Dauntless Shield
nature: Bold
evs: 252 HP / 252 Def / 4 Spe
ivs: 0 Atk

[SET COMMENTS]
Dauntless Shield Mew is one of the sturdiest physical walls in the game. With its good natural bulk and Dauntless Shield, it is able to can reliably switch into dangerous physical wallbreakers like Terrakion and Zygarde-10% (RC) and threaten them with a burn. It can also live take any one hit from Unburden Kommo-o, one of the most threatening sweepers in the tier. Leftovers helps give Mew extra longevity, while Heavy-Duty Boots allow it to avoid extra chip when switching in, especially if the team does not have reliable hazard control. Ice Beam allows it Mew to hit Garchomp, Zygarde-10%, and Landorus-T hard, while Body Press deals more consistent damage to and nails (I imagine this makes sense?) targets like Ferrothorn and Terrakion. Will-O-Wisp allows it to threaten force out most physical attackers, while Roost keeps it healthy throughout the match. The last moveslot is usually a pivoting move; Teleport allows it to bring in a teammate safely without being blocked by Ground-types, while Volt Switch deals chip damage and is not shut down by Taunt. U-turn is also an other option to avoid Taunt. Mew fully invests in HP and Defense to best check the physical attackers it is tasked with handling.

Mew is a solid choice for any playstyle that is looking to patch up a weakness to strong physical wallbreakers. Frail attackers that have a hard time getting in like Barraskewda, Azelf, and Tapu Lele appreciate Mew's ability to get Mew getting them in safely with a slow pivot. Since Mew does not have Regenerator, it can be worn down by hazards, so Strong Defoggers like Corviknight and Tapu Fini are recommended to ease Mew's pivoting. Mew is also less effective worse at checking Fire-types due to their immunity to Will-O-Wisp; Kommo-o and Primordial Sea Zapdos make great partners to cover that weakness. Mew is also unable to check strong Dark- and Ghost-types like Zarude and Dhelmise, so partners like Kommo-o and Corviknight that can switch into those are helpful.

[SET]
name: Choice Scarf Regenerator
move 1: U-turn / Flip Turn
move 2: Will-O-Wisp
move 3: Trick
move 4: Psychic / Gunk Shot
item: Choice Scarf
ability: Regenerator
nature: Impish / Bold
evs: 248 HP / 104 Def (added missing space) / 156 Spe

[SET COMMENTS]
Thanks to its high natural bulk, Choice Scarf Regenerator Mew is a fantastic pivot and utility check to a wide range of threats like Terrakion, Zygarde-10%, and Tapu Lele. Mew can be switched in aggressively and rely on pivoting and Regenerator to keep it stay healthy, preserving momentum for its team. U-turn and Flip Turn are both options for its pivoting move; For its pivoting move, U-turn has no immunities, but Flip Turn can pressure some key threats like Terrakion more if they try to stay in. Will-O-Wisp allows it to cripple cripples physical attackers, and Trick allows it frustrate a bulky foe by Trick them frustrates a bulky foe by giving them its Choice Scarf. Psychic allows it to actually do damage when needed, especially cleaning up weakened fast threats late-game, (added hyphen) while Gunk Shot allows it to threaten threatens Fairy-types like Tapu Lele and Tapu Koko. Mew's Speed investment allows it to outspeed Barraskewda while still having as much physical bulk as possible.

Mew is useful on offensive teams that to check a wide range of physical threats while maintaining momentum. It is especially potent against Choice Band users, as it is rarely OHKOed by any move, and it can then pivot to a proper resist check that resists the attack while recovering HP with Regenerator. Since Mew is efficient at pivoting, it pairs well with powerful wallbreakers like Tapu Lele and Terrakion, (AC) who which enjoy the free turns it generates. Mew does struggle to check Fire-types, (AC) as they are immune to Will-O-Wisp (RC) and are often immune to Flip Turn with Desolate Land, so strong Fire-resists answers to them like Primordial Sea Zapdos and Kommo-o make great partners. Mew can also be overwhelmed by repeated strong attacks, (AC) since it is reliant on Regenerator to recover, so other bulky switch-ins like Tapu Fini, Genesect, (AC) and Jirachi make good partners as well.

[SET]
name: Cosmic Power
move 1: Cosmic Power
move 2: Roost
move 3: Stored Power / Psychic
move 4: Body Press
item: Leftovers / Life Orb
ability: Magic Bounce / Magic Guard
nature: Bold
evs: 252 HP / 252 Def / 4 Spe
ivs: 0 Atk

[SET COMMENTS]
Cosmic Power Mew is a bulky win condition that can set up and win against many teams. Due to its naturally high bulk, access to Cosmic Power and Roost, it wincon with Roost that can be extremely difficult to KO, allowing it to set up multiple times. Magic Guard and Magic Bounce both increase its effectiveness; Magic Guard provides a complete immunity to Toxic damage, such as from Toxic Spikes and Silvally's Poison Fang, and allows it to run Life Orb for drawback-free damage amplification, without a drawback, while Magic Bounce also protects against Taunt, Thunder Wave, and Roar/Whirlwind. Roar and Whirlwind. Magic Bounce also can provide mid-game utility by bouncing back entry hazards. Cosmic Power allows it to boost its considerable bulk, while also powering up its main attacks in boosts its considerable bulk while powering up Stored Power and Body Press. Psychic is an other option on the Magic Guard Life Orb set, as it can with Magic Guard and Life Orb to beat Prankster Toxapex, who which otherwise walls Mew. Maximum physical bulk helps easy set up makes setup easier while also powering up Body Press.

Cosmic Power Mew is commonly found on hyper offense teams, or as the win condition wincon on bulky teams. Because Mew is a relatively reliable win condition once its hard counters are removed, most of the team support it needs is removing those. Mew is unable to beat Unaware users or Prankster Toxapex (without Psychic), so lures like Galvanize Kommo-o make great partners to remove these threats. Similarly, Zarude is able to threaten Mew since Darkest Lariat ignores defense boosts, so adequate counterplay to Zarude is required. Mew also struggles to deal with Dragon Tail, so good answers to defensive Kommo-o and Garchomp such as Tapu Fini are recommended. Most of the support Mew needs is removing specific hard counters, after which it sweeps relatively reliably. Unaware users and Prankster Toxapex—if Mew lacks Psychic—stop it, so lures like Galvanize Kommo-o make great partners. Zarude ignores Defense boosts with Darkest Lariat, with Pokemon like (fill in the blank with 1+ mons) providing adequate counterplay. Tapu Fini can answer Dragon Tail users like defensive Kommo-o and Garchomp.

[STRATEGY COMMENTS]
Other Options
=============
Mew is one of the few viable Spike users in the tier, allowing it to provide valuable hazard support. Spikes users in the tier. Thanks to its access to Foul Play, Mew can also function as an Unaware wall, although Mandibuzz is usually better for this role. Mew has a variety of other support moves—Taunt, Defog, Toxic Spikes, Stealth Rock, Whirlwind, Heal Bell—that can be customized for your teams satisfy particular teams' needs, but in many cases there are better users. Mew can also pull off a wide range of offensive sets—No Guard + Zap Cannon, Dragon Dance + Guts + Facade, Weakness Policy + Unburden—that are all generally outclassed by other users, but can have a nice surprise factor on Mew. Mew is also one of the better weather or Terrain setters, but these teams are generally inconsistent.

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

**Fire-types**: Defensive Mew sets are heavily reliant on the threat of Will-O-Wisp to check physical attackers, making it a poor check to Cinderace, Talonflame, and Entei.

**Zarude and Dhelmise**: Zarude and Dhelmise are powerful physical attackers who that can threaten Mew with their super effective (removed hyphen) STAB options. Additionally, Zarude also ignores Dauntless Shield or and Cosmic Power boosts thanks to Darkest Lariat.

**Pivoting Attackers**: Genesect, Galarian Zapdos, and Barraskewda are hard for Mew to check, as they are able to do respectable damage to it while pivoting, wearing it down.

[CREDITS]
- Written by: [[UT, 523866]]
- Quality checked by: [[Osake, 524664], [Isaiah, 375662]]
- Grammar checked by: [[Finland, 517429]]
hikari.gif
1/1, just implement carefully
 
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