UU Mew QC 3/3 GP 2/2


[OVERVIEW]

Mew's niche in the UU tier stems from its diverse movepool and well-rounded stats, which allow it to fulfill the role of a stallbreaker or provide utility to its team in the form of Stealth Rock and Defog support. Mew's ability to outspeed most defensive Pokemon grants it multiple opportunities to get off a fast Taunt to limit bulkier Pokemon like Hippowdon, Pyukumuku, and Blissey from using their recovery moves or prevent Pokemon like Empoleon and Gligar from setting or removing entry hazards. Access to the combination of Seismic Toss and Taunt also allows Mew to beat almost every entry hazard user in the tier, including the likes of Empoleon, Rhyperior, and Mega Aggron, something very few Pokemon can claim. However, Mew is let down by its pure Psychic typing, which leaves it unable to effectively check a majority of offensive threats the UU tier has to offer, including staples such as Scizor, Bisharp, and Mega Sharpedo. This is worsened by its inability to carry coverage options outside of Seismic Toss and Knock Off effectively, making Mew extremely passive and easily exploited by threats like Infernape, Gengar, Facade Mega Altaria, and Hydreigon, the first of which it would be able to check with STAB coverage if its role permitted it. Mew is also susceptible to status moves like Toxic and Thunder Wave, which hinders it in its role as a stallbreaker and is especially troublesome for a Defog user, as its typing leaves it vulnerable to being worn down by every entry hazard. Mew struggles to deal with common threats like Hydreigon, Calm Mind Latias, and Celebi, as it is unable to punish them outside of Seismic Toss or status moves like Will-O-Wisp and Toxic, thus allowing the latter two to use Mew as a setup opportunity in most cases. Celebi in particular is able to shrug off all of Mew's responses through means like Recover, Giga Drain, and Natural Cure. Mew is also unable to run an offensive set, facing competition against other offensive Psychic-types such as Latias and Celebi, the latter of which, while sharing the same stat distribution, has a secondary typing to break through bulkier teams, unlike Mew.

[SET]
name: Stallbreaker
move 1: Seismic Toss / Knock Off
move 2: Taunt
move 3: Will-O-Wisp / Toxic
move 4: Soft-Boiled
item: Leftovers
ability: Synchronize
nature: Jolly
evs: 252 HP / 4 Def / 252 Spe

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

Seismic Toss is a consistent source of damage that lets Mew break through Pokemon like Mega Steelix, Empoleon, and Quagsire reliably as well as beat strong offensive threats such as Substitute Kyurem and non-Choice Scarf Krookodile. Alternatively, Knock Off provides good utility by removing key items from users like Empoleon, Nidoking, Blissey, and Gligar. It also makes Mew less passive against Ghost-types like Gengar and Chandelure, preventing them from freely setting up a Substitute against it; however, forgoing Seismic Toss leaves Mew unable to break past sturdier walls such as Mega Aggron and Mega Steelix. Taunt is essential for shutting down bulky Pokemon like Pyukumuku, Blissey, Gligar, and Mega Aggron by preventing them from using recovery, setting or removing entry hazards, or retaliating with status moves such as Toxic. Taunt is also useful to prevent slower offensive Pokemon like Nasty Plot Lucario and Substitute Kyurem from taking advantage of Mew's passivity by setting up. Will-O-Wisp allows Mew to burn physical threats such as Cobalion, Krookodile, and Terrakion, allowing it to pivot into them safely at a later point and eventually beat them if utilizing Seismic Toss. Toxic can be used as an alternative status move that lets Mew cripple foes like Latias, Hydreigon, and Mega Slowbro that otherwise use Mew as an opportunity to wallbreak or set up. However, it can be difficult to forgo Will-O-Wisp, as it leaves Mew unable to cripple physical attackers, some of which it cannot threaten out with just Seismic Toss or Knock Off. Soft-Boiled provides Mew with a form of reliable recovery to let it keep pivoting into offensive and defensive threats alike such as Cobalion and Hippowdon.

Set Details
========

Maximum Speed investment allows Mew to outpace foes like Kyurem, Mimikyu, and non-Choice Scarf Krookodile in order to cripple them with a status ailment or potentially remove their item with Knock Off. Leftovers provides Mew with a form of passive recovery to switch into Pokemon like Tentacruel and Mega Aggron consistently. Colbur Berry can be used over Leftovers to give Mew a safer opportunity to cripple the likes of Krookodile, Mega Sharpedo, and Hydreigon with Will-O-Wisp or, if running Toxic, put the latter on a timer. Synchronize allows Mew to punish status users like Rotom-H, Hippowdon, and Alomomola that attempt to beat it with Toxic.

Usage Tips
========

Mew should primarily focus on switching into bulkier foes like Blissey, Pyukumuku, Amoonguss, and Mega Aggron that can't threaten it offensively in order to beat them with the combination of Taunt and Seismic Toss; however, it must be wary of status moves such as Toxic. This combination also allows Mew to avoid being setup bait against foes like Calm Mind Mega Slowbro and Suicune and beat them one-on-one; however, Mew must switch into them immediately, as it will struggle to beat them if they have already accumulated multiple boosts. Taunt should also be used to prevent the removal or setup of entry hazards by common users like Hippowdon, Rotom-H, and Swampert. Knock Off provides Mew with the ability to remove items from offensive Pokemon like Nidoqueen and Nidoking; if running this move, Mew shouldn't be afraid to stay in and potentially remove their Life Orb. Against bulkier foes like Empoleon, Suicune, and Gligar, removing their items can be key, as the former two are reliant on Leftovers as their only form of recovery, while Gligar needs its Eviolite to check the foes it wants to. Mew should be careful when using Knock Off as its primary move, however, as unlike Seismic Toss, it could give foes such as Lucario, Cobalion, and Terrakion a Justified boost if it's spammed, which is very problematic if Mew lacks Will-O-Wisp. Mew can attempt to soft check threats like Cobalion and Mega Aerodactyl by weakening them with Will-O-Wisp and safely recovering any lost health the following turn. Mew can also use Will-O-Wisp to beat Stealth Rock Krookodile at the expense of its Leftovers; however, without Colbur Berry, it struggles to deal with Choice Scarf variants of Krookodile, which can revenge kill Mew with Knock Off or Crunch. Mew should be wary of spamming its status moves too much, as that can boost Mega Altaria's Facade, which allows it to break past Mew without a Dragon Dance boost. If Mew is carrying Toxic, it should prioritize crippling the likes of Hydreigon and Kyurem; however, it should attempt to hit the former on the switch, as it threatens to 2HKO Mew with Dark Pulse otherwise. While Synchronize can give Mew ways to punish status users, it should be careful to avoid Toxic and Thunder Wave nonetheless. Toxic severely hinders its ability to beat the aforementioned bulkier Pokemon with Taunt because Mew will eventually be forced to switch out, which creates opportunities for them to recover any lost health once Taunt wears off. Likewise, being crippled by Thunder Wave is detrimental, as Mew is reliant on its ability to outspeed Pokemon like Suicune, Mamoswine, and Stealth Rock Krookodile in order to beat them. When running Seismic Toss, Mew must be exceptionally careful not to give Ghost-types like Gengar and Chandelure too many free opportunities to set up a Substitute, as it gives them an easier time to wallbreak, so against foes like these, it is best to double switch in order to not give up momentum. Other Ghost-types like Mimikyu can be punished with Will-O-Wisp, though Mew still is left unable to break its Disguise if lacking Knock Off, which gives Mimikyu the potential to set up multiple Swords Dance boosts to cancel out the effect of the burn regardless.

Team Options
========

Mew fits best on bulky offense and balance teams that appreciate the stallbreaking and defensive capabilities it can provide. Fairy-types like Mega Altaria and Togekiss make for great partners for Mew, as they can check Hydreigon and Choice Scarf Krookodile and provide strong wallbreaking capabilities that can support Mew in pressuring bulkier teams. Mega Altaria's access to Refresh also allows it to absorb status moves such as Toxic for Mew, while Togekiss has access to Heal Bell to cure Mew of status ailments. Entry hazard setters like Rhyperior, Nidoqueen, and Cobalion appreciate Mew's ability to keep their hazards up with Taunt. Cobalion in particular appreciates Mew pressuring bulkier foes like Quagsire, Gligar, and Pyukumuku that it struggles to break, and in return, it can check Hydreigon and Scizor for Mew. Nidoqueen also has the added benefit of being able to set up Toxic Spikes, which helps Mew break through bulkier Pokemon like Blissey in tandem with Taunt. Pokemon that struggle to break through bulky Pokemon like Hippowdon, Blissey, and Mega Aggron appreciate Mew's ability to cripple and beat them, so Mega Manectric, Mega Aerodactyl, and Primarina pair well with Mew. Empoleon, Tentacruel, Moltres, and Rotom-H can help Mew by removing entry hazards like Toxic Spikes, which Mew is susceptible to. Tentacruel also appreciates Mew keeping its Toxic Spikes up, while the latter two enjoy Mew preventing Stealth Rock from being set up easily. Strong wallbreakers like Terrakion and Infernape take pressure off Mew having to break through stall teams and make up for its lack of an offensive presence. In return, both appreciate Mew's ability to weaken their checks in defensive Mega Altaria, Gligar, and Alomomola. Mew's passivity can be exploited by common setup sweepers in Celebi and Latias, while Ghost-types like Gengar and Chandelure can also freely set up a Substitute if Mew lacks Knock Off, so Pursuit users like Choice Band Scizor and Choice Scarf Krookodile are great partners to trap and remove them. Steel-types like Mega Steelix, Mega Aggron, and Klefki can handle the likes of Latias, Mega Sharpedo, and Mega Altaria that Mew has issues checking. All of these Steel-types also appreciate Mew's ability to keep their entry hazards up and deal with bulky setup users such as Mega Slowbro and Suicune that they invite in. Partners that can make up for Mew's rather mediocre Speed stat like Mega Aerodactyl and Choice Scarf users in Hydreigon and Krookodile can help deal with threats such as Celebi and Latias that Mew is otherwise unable to threaten.

[SET]
name: Defensive Utility
move 1: Seismic Toss / Knock Off
move 2: Defog / Stealth Rock
move 3: Taunt
move 4: Soft-Boiled
item: Leftovers
ability: Synchronize
nature: Jolly
evs: 252 HP / 80 Def / 176 Spe

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

Seismic Toss gives Mew a consistent way to whittle down bulkier foes that it otherwise struggles to chip down effectively such as Empoleon and Mega Aggron. Knock Off is an alternative option that lets Mew cripple Pokemon like Rhyperior, Gligar, and Tentacruel that are reliant on their items. Mew is a great user of Defog, as it is capable of beating a vast majority of the tier's entry hazard setters like Hippowdon, Mega Aggron, and Empoleon. Stealth Rock is an alternative option if no other teammate has the move, as in conjunction with Taunt, Mew has an easy time keeping its entry hazard up against most of the tier's Defog users such as Empoleon and Gligar. Taunt also allows Mew to prevent bulkier Pokemon like Hippowdon and Blissey from using their recovery moves to keep them chipped down for its teammates, as well as stop them from setting up their own entry hazards. Taunt is also important for preventing some sweepers like Mega Altaria, Lucario, and Togekiss from using Mew as a free setup opportunity due to its inability to threaten them. Soft-Boiled provides Mew with reliable recovery to let it keep switching in to remove or set entry hazards.

Set Details
========

176 Speed EVs allow Mew to outspeed base 90 Speed Pokemon and below such as Lucario, Mega Altaria, and Nidoking, which prevents the latter two from using it as setup fodder when using Knock Off and, in the case of the last, lets Mew remove the Life Orb it is so reliant on. Maximum HP investment makes Mew as bulky as possible, and the rest of the EVs are placed in Defense for additional bulk. Leftovers provides Mew with a passive form of recovery, allowing it to mitigate chip damage taken from entry hazards. Synchronize allows Mew to punish common status users in Swampert, Rotom-H, and Quagsire. Alternatively, a spread with 196 Speed EVs can be used to outpace Kyurem to prevent it from freely setting a Substitute against Mew and remove it with Seismic Toss once it's weakened.

Usage Tips
========

Mew should focus on setting or removing entry hazards due to its great matchup against common users of Stealth Rock and Defog, being able to switch into foes like Empoleon and Hippowdon and use Taunt to keep its own entry hazards up reliably or keep opposing ones off the field. When using Seismic Toss, Mew is also capable of beating these Pokemon one-on-one. Taunt is also a great utility tool to stop bulkier foes like Blissey and Pyukumuku from using their recovery moves and completely shut down the latter. Aggressively pivoting Mew into other entry hazard users like Tentacruel and Empoleon is an option to potentially reflect a Scald burn against them with Synchronize so that Mew can whittle them down more easily. However, Mew must be careful of losing its item to Knock Off or potentially being crippled by Toxic from Empoleon on the switch, so unless a teammate has Heal Bell, Mew might need to find another opportunity later to remove their entry hazards. Mew shouldn't attempt to check the tier's many Fighting-types, as its lack of a status move to cripple Cobalion and Terrakion leaves it as setup bait for them, especially if it's carrying Knock Off, which can give them a Justified boost. Infernape is another problematic Fighting-type, as it also has access to Slack Off to recover any health lost to Mew's Seismic Toss and can use Mew as setup fodder. Mew struggles to deal with offensive Stealth Rock users in Krookodile and Cobalion, as the former is capable of 2HKOing it, while the latter can set up a Swords Dance boost to break past Mew and force it out with relative ease, allowing them both to keep their entry hazards up against it. In this scenario, it is best for Mew to whittle them down with Seismic Toss as they switch in or double switch to a partner capable of removing them and find an opportunity to use Defog later. If Mew has already set up or removed entry hazards, prioritize using Knock Off on the switches it can force to cripple pivots like Empoleon and Suicune that are dependent on their items for passive recovery. Mew also struggles to deal with most Dark- and Ghost-types. Hydreigon in particular is capable of shrugging off everything Mew can throw at it and can reliably remove Mew's entry hazards with Defog, while others like Krookodile and Bisharp can proceed to Pursuit trap it. Similarly, foes like Gengar, Doublade, and Mimikyu are able to simply wall Mew if it lacks Knock Off and set up a Substitute or Swords Dance. Therefore, when facing foes like these, Mew should consider prioritizing double switching instead of using Stealth Rock or Defog, especially against these Ghost-types, in order to not give up momentum.

Team Options
========

Mew fits best on bulky offensive and balanced teams that appreciate its ability to beat common entry hazard users and compress the ability to both set and remove entry hazards depending on the role it needs to fulfill. Pokemon capable of checking Dark-types like Hydreigon and Krookodile make for essential partners for Mew, so Fairy-types like Mega Altaria, Diancie, Togekiss, and defensive Primarina are great options. Coincidentally, all of them are also able to support Mew by absorbing status moves like Toxic that severely cripple it in its role as a Defog or Stealth Rock user through means like Heal Bell, Rest, and Refresh. Klefki is another option; however, it should only be partnered with Mew if Mew is carrying Stealth Rock so that Mew does not remove the Spikes it is capable of setting. Cobalion makes a great core with Mew, as it can also check Hydreigon and some variants of Krookodile but, unlike the prominent Fairy-types, is able to pivot into Bisharp, which can take advantage of Defog to gain a Defiant boost. Cobalion is also able to check non-Superpower Scizor for Mew and punish U-turn users with Rocky Helmet, a move that Mew provides a free opportunity for Scizor to use. Cobalion can also set up Stealth Rock, which frees up the option for Mew to run its preferred utility move in Defog. Other Pokemon capable of taking on Scizor such as Rotom-H, Moltres, and Suicune make for great partners for Mew. The former two also greatly appreciate Mew's ability to alleviate their Stealth Rock weakness while Rotom-H in particular enjoys having a free moveslot opened up to run Pain Split. Checks to powerful Fighting-types such as Terrakion, Cobalion, and Infernape are essential, such as Gligar, Moltres, and Mega Altaria; as even with a resistance to their Fighting-type STAB attacks, Mew is too easily overwhelmed due to the passivity of its set, especially when carrying Knock Off. Poison-types like Nidoqueen, Amoonguss, and Tentacruel can absorb Toxic Spikes for Mew, which would otherwise hinder its ability to remove or set entry hazards consistently. They are also able to check powerful threats like Mega Altaria and some of the aforementioned Fighting-types that use Mew as a setup opportunity. Strong wallbreakers like Terrakion, Primarina, Kyurem, and Infernape can make up for Mew's passivity while also appreciating Mew's ability to greatly weaken bulky walls like Hippowdon, Blissey, and Quagsire for them. Kyurem, in particular, enjoys having more opportunities to switch in with Mew removing Stealth Rock, and in return, it can remove Stealth Rock Krookodile. Checks to Ghost-types like Mimikyu, Doublade, and Gengar are very important, so Pokemon like Hydreigon, Krookodile, and Mega Steelix are essential. Pursuit users are also able to capitalize on Mew inviting in Ghost-types, so Choice Band Scizor, Assault Vest Bisharp, and Mega Aerodactyl make for exceptional partners. Krookodile can fulfill the role of a Pursuit user, but it can also support Mew as an offensive Stealth Rock setter that can pressure bulkier teams with Taunt and Knock Off to alleviate pressure off Mew. These Pursuit users also help remove threats like Celebi and Latias, which use Mew as setup bait. Steel-types like Mega Aggron and Doublade are able to check the likes of Latias and Celebi that set up on Mew, while Doublade can also switch into Terrakion and Cobalion for it. Mega Aggron also appreciates Mew's ability to keep its entry hazard up against common Defog users like Gligar and Rotom-H that it otherwise loses to.

[STRATEGY COMMENTS]
Other Options
=============
An offensive set with Nasty Plot can be run to act as a late-game sweeper, with moves like Focus Blast and Fire Blast to break through Steel-types and Taunt to break apart stall teams offensively; however, Mew has severe four-moveslot syndrome, making it difficult for it to find an ideal combination of moves that doesn't leave it walled against common threats. Mew also faces a lot of competition with Celebi as a Nasty Plot user, whose secondary STAB typing and less situational ability in Natural Cure provide it with a better matchup against defensive builds. Alternative move options like Flamethrower and Ice Beam can be used on the above sets over Knock Off or Seismic Toss. Flamethrower allows Mew to remove the likes of Cobalion and Scizor more effectively, while Ice Beam can pressure Mega Altaria, Krookodile, Gligar, and Hydreigon. However, Mew struggles to weaken and break through bulkier Pokemon like Blissey and Quagsire as a result. U-turn is an option to generate momentum off of Mew's common switch-ins such as Latias, Celebi, and Gengar, but Mew struggles to fit this move on its sets. A more defensive EV spread can be run on utility sets to pivot into offensive threats like Nidoqueen, Terrakion, and Mamoswine more effectively.

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

**Dark-types**: Dark-types like Bisharp and Krookodile give Mew a lot of trouble; however, they do have to be careful about being crippled by Will-O-Wisp. Hydreigon is another Dark-type that Mew has a very hard time dealing with, as it can shrug off a burn and isn't fazed by any of the coverage moves Mew can afford to carry thanks to its access to Roost. Mega Sharpedo is also able to OHKO Mew with Crunch, and due to its ability to accumulate a free Speed Boost with Protect, it can avoid being burned by Will-O-Wisp in the process.

**Ghost-types**: Gengar, Mimikyu, and Doublade can easily use Mew as a free chance to set up, but the latter two can be punished by a burn. Sets lacking Will-O-Wisp and Knock Off leave Mew walled by them, which makes them extremely problematic to deal with. Gengar in particular is faster and can OHKO Mew with Never-Ending Nightmare. Chandelure can also take advantage of Mew, as Will-O-Wisp can give it a Flash Fire boost, and it can also set up a Substitute or Calm Mind for free against Seismic Toss sets.

**Strong Offensive Threats**: Powerful threats such as Mega Altaria, Terrakion, and Infernape can give Mew a lot of issues. Mew is extremely reliant on Will-O-Wisp to be able to combat the former two, but Terrakion is faster and can OHKO it with a +2 Continental Crush or 2HKO it with a Choice Band-boosted Stone Edge on the switch, while Mega Altaria can carry Facade to 2HKO Mew after being burned. Infernape simply uses Mew as a free wallbreaking opportunity, as it cannot be burned and does not care about Mew's low damage output.

**Toxic Users**: Toxic prevents Mew from consistently breaking through Pokemon such as Quagsire and Blissey because it forces Mew to switch out, which gives multiple opportunities for them to recover any lost health once Taunt wears off. The combination of switching into entry hazards and Toxic also greatly hinders Mew's longevity as a Defog user.

[CREDITS]
- Written by: [[Twilight, 344575]]
- Quality checked by: [[Nuked, 382658], [Hilomilo, 313384], [Martha, 384270]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [Empress, 175616]]
 
Last edited:

[OVERVIEW]

  • Mew's niche stems from its vast movepool and well-rounded stats allowing it to perform the role of a stallbreaker or providing utility to its team in Stealth Rock and Defog support.
  • Mew is able to outspeed a decent amount of the tier, which grants it multiple opportunities to get off a Taunt to limit bulkier Pokemon like Hippowdon, Pykumuku, and Blissey from using their recovery moves or to prevent entry hazards being set or removed for its teammates. (I would change this to specify "outspeed most defensive Pokemon" because most offensive ones outspeed it)
  • Having access to Seismic Toss and Taunt allows Mew to beat almost every entry hazard user in the tier including ones like Empoleon, Rotom-H, and Mega Aggron something very few Pokemon are capable of rivaling.
  • However, Mew is let down by its pure Psychic typing, which leaves it is unable to effectively check a predominant amount of offensive threats the UU tier has to offer, including most of the tiers Fighting-types like Infernape. This is further worsened by its inability to effectively carry coverage options outside of Seismic Toss and Knock Off, making Mew very passive and is thus easily exploited by threats like Gengar, Mimikyu, and Hydreigon depending on the coverage it opts for. (also mention that it's completely weak to every entry hazard due to its typing)
  • Mew is also very susceptible to status moves in Toxic, which hinders its ability to perform the role of a stallbreaker and is especially troublesome if it has to come in to clear entry hazards like Stealth Rock as a Defog user. (mention Thunder Wave here too)
  • Mew struggles to deal with top threats like Hydreigon, Calm Mind Latias, and Celebi because it can't punish them outside of Seismic Toss or status moves in Will-O-Wisp and Toxic, allowing the latter two to use Mew as a setup opportunity in most cases. Celebi, in particular, being able to shrug off all of Mew's responses through means like Recover, Giga Drain, and Natural Cure.

[SET]
name: Stallbreaker
move 1: Seismic Toss / Knock Off
move 2: Taunt
move 3: Will-O-Wisp / Toxic
move 4: Soft-Boiled
item: Leftovers
ability: Synchronize
nature: Jolly
evs: 252 HP / 4 Def / 252 Spe

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

  • Seismic Toss is a consistent source of damage that lets Mew breakthrough Pokemon like Mega Steelix, Empoleon, and Quagsire reliably.
  • Alternatively, Knock Off provides good utility in removing key items from users like Empoleon, Nidoking, and Gligar. It also makes Mew less passive against Ghost-types like Gengar, which otherwise doesn't care too much about a burn from Will-O-Wisp. (I don't think the wisp burn part is what's important, running Knock means Gengar just doesn't get a completely free sub on it, which is important)
  • Taunt is essential for shutting down a lot of bulkier Pokemon like Pyukumuku, (Blissey), Gligar, and Mega Aggron from using recovery, setting or removing entry hazards, or trying to retaliate with status ailments such as Toxic.
  • Will-O-Wisp allows Mew to burn physical threats such as Cobalion, Krookodile, and Terrakion allowing it to safely pivot into them at a later point and eventually beat them if utilizing Seismic Toss.
  • Toxic can be used as an alternative status move, which lets Mew cripple users like Kyurem, Hydreigon, and Mega Slowbro greatly hindering their ability to wallbreak or sweep. (I'd mention Latias instead of Kyurem because Kyurem really dislikes burns while Latias doesn't mind them that much)
  • Soft-Boiled provides Mew with a form of reliable recovery to keep pivoting into both offensive and defensive threats alike such as Cobalion and Hippowdon.

Set Details
========

  • Maximum Speed investment allows Mew to outpace foes like Kyurem, Mimikyu, and (non scarf) Krookodile in order to cripple them with a status ailment or potentially remove their item.
  • Leftovers provide Mew with a form of passive recovery to keep switching into users like Tentacruel and Mega Aggron to cripple and beat them.
  • Colbur Berry can be used over Leftovers to give Mew an easier opportunity to cripple likes of Krookodile, Mega Sharpedo, and Hydreigon with Will-O-Wisp, and in the case of the latter potentially put it on a timer with Toxic.
  • Synchronize is Mew's only ability, which can punish status users like Rotom-H, Hippowdon, and Alomomola that can put it on a timer with Toxic on the switch-in.

Usage Tips
========

  • Mew should primarily focus on switching into bulkier foes like Blissey, Pyukumuku, Amoonguss, and Mega Aggron that can't offensively threaten Mew and beat them down with the combination of Taunt and Seismic Toss. This combination also allowing Mew not be set up bait against users like Calm Mind Mega Slowbro and Suicune and being able to beat them 1 on 1.
  • Taunt also having the utility of preventing both the removal or setting of entry hazards from common users like Hippowdon, Rotom-H, and Swampert allowing Mew to support its teammates further.
  • Knock Off provides Mew with the utility to remove items off of offensive Pokemon like Nidoqueen and Nidoking so if running this move Mew shouldn't be afraid to stay in and potentially take away their damage source in Life Orb. Against bulkier foes like Empoleon, Suicune, and Gligar removing their items can be key as the former two are reliant on Leftovers as their only form of recovery while Gligar needs its Eviolite to check the foes it wants to.
  • Mew can attempt to soft check threats like Cobalion and Mega Aerodactyl thanks to Will-O-Wisp being able to weaken them and let Mew recover its health the following turn. Mew can also take on Stealth Rock Krookodile at the expense of its Leftovers thanks to Will-O-Wisp, however, it struggles to deal with Choice Scarf variants of Krookodile, which can reliably revenge kill Mew with Knock Off or Crunch. Mew should be wary of spamming its status move as it can potentially provide Mega Altaria with a Facade boost allowing it to break past Mew without a Dragon Dance boost.
  • If running Toxic look to catch its most common switch-in Hydreigon, which otherwise is fairly unphased by Mew's presence especially if Hydreigon is running Roost. Toxic also allows Mew to better combat the likes of Kyurem and Suicune, in comparison to beating them through the steady chip of Will-O-Wisp. (It's not that important with Suicune since Seismic Toss + Taunt is enough to beat it in itself so remove / replace this example)
  • While Synchronize can give Mew ways to punish status users, it should be careful to avoid Toxic nonetheless as this prevents it from beating these aforementioned Pokemon with Taunt because it will be forced to switch out and potentially give them an opportunity to recover any lost health once Taunt wears off. (You should also mention Thunder Wave here since Mew's speed is very important)
  • (Talk about playing around Ghost-types if running Seismic Toss)

Team Options
========

  • Mew fits best on bulky offense and balance teams that appreciate the stall breaking and defensive capabilities it can provide.
  • Fairy-types like Mega Altaria and Togekiss make great partners for Mew as they can check Hydreigon and Choice Scarf Krookodile one of the best responses and ways to remove Mew and they are also strong breakers that can support Mew in pressuring bulkier teams. Mega Altaria's access to Refresh and Togekiss's access to Heal Bell can alleviate Mew's susceptibility to status moves like Toxic or Thunder Wave.
  • Entry hazard users like Rhyperior, Nidoqueen, and Cobalion make great partners for Mew as they appreciate it being able to keep their hazards up with Taunt. Cobalion, in particular, appreciates Mew pressuring bulkier foes like Quagsire, Gligar, and Pyukumuku that it struggles to break and in return can check Hydreigon and Scizor for Mew.
  • Pokemon that struggle to break through bulky Pokemon like Hippowdon, Blissey, and Mega Aggron appreciate Mew being able to cripple and beat them, so Mega Manectric, Mega Aerodactyl, and Primarina make good partners for this reason.
  • Empoleon, Tentacruel, Moltres, and Rotom-H can help Mew by removing entry hazards like Toxic Spikes, which Mew is very susceptible to. Tentacruel also appreciates Mew being able to keep its Toxic Spikes up while the latter two appreciate Mew preventing Stealth Rock from being easily set up against it.
  • Strong wallbreakers like Terrakion and Infernape make great partners as they take pressure off Mew to pressure stall and make up for its lack of offensive presence. Both, in turn, appreciate Mew's capability to break down their checks in defensive Mega Altaria, Gligar, and Alomomola.
  • Mew's passivity can be abused by common set up sweepers in Celebi and Latias. Ghost-types like Gengar and Chandelure can also freely set up a Substitute if Mew lacks Knock Off, so Pursuit users like Choice Band Scizor and Choice Scarf Krookodile are great partners to trap and remove them.
  • Steel-types like Mega Steelix, Mega Aggron, and Klefki also make great partners for their ability to handle the likes of Latias, Mega Sharpedo, and Mega Altaria that Mew can have issues checking. All of these examples also appreciate Mew being able to keep their entry hazards up and deal with bulky setup users in Mega Slowbro and Suicune, that they invite in.

[SET]
name: Defensive Utility
move 1: Seismic Toss / Knock Off
move 2: Defog / Stealth Rock
move 3: Taunt
move 4: Soft-Boiled
item: Leftovers
ability: Synchronize
nature: Jolly
evs: 240 HP / 92 Def / 176 Spe

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

  • Seismic Toss gives Mew a consistent move that lets it whittle down bulkier foes that it otherwise struggles to chip down effectively.
  • Knock Off is an alternative option that lets Mew cripple Pokemon like Rhyperior, Swampert, and Tentacruel that are reliant on their items. (mention gligar over swampert)
  • Mew is a great user of Defog, as it is capable of beating a vast majority of the tiers entry hazard users in Hippowdon, Mega Aggron, and Empoleon.
  • Stealth Rock is an alternative option if no other teammate is capable of fulfilling the role as in conjunction with Taunt it has an easy time keeping its entry hazard up against most of the tier's Defog users.
  • Taunt also allows Mew to pressure bulkier Pokemon like Hippowdon and Blissey from using their recovery moves to keep them chipped down for its teammates. Taunt is also important for preventing some sweepers like Mega Altaria, Lucario, and Togekiss from using Mew as a free setup opportunity due to its inability to threaten them.
  • Soft-Boiled provides Mew with reliable recovery to reliably keep switching in to remove or set entry hazards.

Set Details
========

  • 176 Speed EVs allow Mew to outspeed base 90s and below such as Lucario, Mega Altaria, and Nidoking. This being great for Mew to prevent the latter two from setting up on Mew and if running Knock Off, remove the Life Orb that Nidoking is so reliant on. The 240 HP EVs help maximize the value of Leftovers recovery and the rest is placed in Defense for additional bulk.
  • Leftovers provide Mew with a passive form of recovery, which is greatly appreciated given it can be chipped down by entry hazards like Stealth Rock as a Defog user.
  • Synchronize is Mew's only ability but it allows it to punish common status users in Swampert, Rotom-H, and Quagsire however Mew should still attempt to avoid being poisoned by Toxic where possible, as it cuts into its longevity. (this should not be in team options)
  • Alternatively, a spread with 196 Spe EVs can be used to outpace Kyurem to prevent it from freely setting a Substitute against you and remove it once weakened.

Usage Tips
========

  • Mew should focus on setting or removing hazards due to its great matchup against common users of Stealth Rock and Defog.
  • Mew should switch into users like Empoleon and Hippowdon and use Taunt to reliably keep its own hazards up or keep opposing ones off the field. When used in conjunction with Seismic Toss Mew is also capable of beating these Pokemon 1 on 1. Taunt is also a great utility tool to pressure bulkier foes like Blissey and Pyukumuku from using their recovery and in the case of the latter completely shutting it down.
  • Aggressively pivoting into other entry hazard users like Tentacruel and Empoleon is an option to potentially synchronize a Scald burn against them, so that Mew can whittle them down easier. However, when switching into foes like Empoleon, Mew must be careful of being poisoned by Toxic on the switch in so unless a teammate has Heal Bell this is a risk that may not be worth taking and thus Mew should find another opportunity later to remove their entry hazards.
  • Mew shouldn't attempt to check the tier's many Fighting-types as its lack of a status move to cripple Cobalion and Terrakion leave it as setup bait for them, especially if carrying Knock Off.
  • Mew struggles to deal with offensive Stealth Rock users in Krookodile and Cobalion as the former is capable of 2OHKOing it while Cobalion can set up a Swords Dance to break past and force Mew out with relative ease, allowing them both to keep their entry hazards up against it. For this reason, Mew needs to be partnered with teammates capable of removing them for it. (this sounds weird almost like something I'd find in team options, so remove this or reword it to be more clear about what you're trying to say)
  • Mew also needs support to deal with Dark- and Ghost-types that it has no way of threatening. Hydreigon, in particular, is capable of shrugging off everything and can reliably remove Mew's entry hazards with Defog. Similarly, foes like Gengar, Doublade, and Mimikyu are able to simply wall Mew if it lacks Knock Off, and set up a Substitute or Swords Dance. So, when facing up against foes like this Mew should consider prioritizing doubling instead of using Stealth Rock or Defog, especially in the case of these Ghost-types, in order to not give up momentum.

Team Options
========

  • Pokemon capable of checking Dark-types like Hydreigon and Krookodile make essential partners for Mew, so Fairy-types like Mega Altaria, Diancie, Togekiss, and defensive Primarina are great options for this reason. Coincidentally all of which are also able to support Mew by absorbing status like Toxic that severely cripples its role as a Defog or Stealth Rock user, through means like Heal Bell, Rest, or Refresh. (Flash Cannon LO Hydreigon would tear through most of these Fairy-types so I'd try to include something like Klefki here as well)
  • Cobalion makes a great core with Mew as it can also check Hydreigon and some variants of Krookodile but, unlike the prominent Fairy-types, is able to pivot into Bisharp who can take advantage of Defog Mew to gain a Defiant boost. Cobalion is also able to check Scizor for Mew and its ability to set Stealth Rock frees up the option for Mew to run its preferred utility move in Defog. (Saying Cobalion can flat out check Scizor is just wrong, so I'd specify here non-Superpower Scizor or something or specify Z-Move Cobalion because otherwise Cobalion really isn't a great check to Scizor)
  • Other Pokemon capable of taking on Scizor such as Rotom-H, Moltres, and Suicune make great partners for Mew. The former two also greatly appreciate Mew being able to alleviate their Stealth Rock weakness, making it easier for them to check the threats they need to while Rotom-H, in particular, enjoys having a free slot opened up to run Pain Split.
  • Checks to powerful Fighting-types in Terrakion, Cobalion, and Infernape are essential, as while Mew's pure Psychic typing resists their Fighting STAB it is too easily overwhelmed due to the passivity of its set. Thus, partners such as Gligar, Moltres, or the aforementioned Mega Altaria pair extremely well with Mew.
  • Poison-types like Nidoqueen, Amoonguss, and Tentacruel make great partners as they can absorb Toxic Spikes for Mew, which would otherwise hinder its ability to consistently remove or set entry hazards. They are also able to check powerful threats like Mega Altaria and some of the aforementioned Fighting-types that use Mew as a setup opportunity.
  • Strong wall breakers like Terrakion, Primarina, Kyurem, and Infernape can make up for Mew's passivity while also appreciating it being able to greatly weaken bulky walls like Hippwdon, Blissey, and Quagsire for them. Kyurem, in particular, appreciates having more opportunities to switch in with Mew being able to remove Stealth Rock and in return can remove Stealth Rock Krookodile, which Mew struggles to beat.
  • Checks to Ghost-types like Mimikyu, Doublade, and Gengar are very important so Pokemon like Hydreigon, Krookodile, or Mega Steelix are essential. Pursuit users are also able to capitalize on Mew inviting in Ghost-types so other partners in Choice Band Scizor, Assault Vest Bisharp, and Mega Aerodactyl make exceptional partners. Krookodile is also able to fulfill the role of a Pursuit user, but it can also support Mew as an offensive Stealth Rock setter that can pressure bulkier teams with Taunt and Knock Off to alleviate pressure off Mew. These Pursuit users also help remove threats like Celebi and Latias, which use Mew as set up bait.
  • Steel-types like Mega Aggron and Doublade make good partners as they are able to check the likes of Latias and Celebi that setup on Mew. Mega Aggron also appreciates Mew being able to keep its entry hazard up against common Defog users like Gligar and Rotom-H that it otherwise loses to.

[STRATEGY COMMENTS]
Other Options
=============
  • An offensive set with Nasty Plot can be run to act as a late-game sweeper, however, Mew has a big 4MSS making it difficult for Mew to find an ideal combination of moves that don't leave it struggling against common Pokemon in the tier. Mew also faces a lot of competition with Celebi as a Nasty Plot user, because it has a secondary STAB move and a less situational ability in Natural Cure.
  • Alternative move options in Flamethrower and Ice Beam can be used. Flamethrower allowing Mew to better remove the likes of Cobalion and Scizor, while Ice Beam can pressure Mega Altaria, Krookodile, and Hydreigon. However, in doing so Mew struggles to weaken and breakthrough bulkier Pokemon like Blissey and Quagsire especially if lacking a status move.
  • U-turn is an option to generate momentum off its common switches in such as Latias, Celebi, and Gengar, but Mew struggles to find the room to fit this on its sets.
  • A more defensive EV spread can be run on the utility sets to better pivot into physical or special threats like Nidoqueen, Terrakion, and Mamoswine.

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

**Dark-types**: Dark-types like Bisharp and Krookodile give Mew a lot of troubles, however, they do have to be careful about being crippled by Will-O-Wisp. Hydreigon is another Dark-type that Mew has a very hard time dealing with as it can shrug off a burn and isn't phased by any of the coverage moves Mew can afford to carry with it having access to Roost. (Add Mega Sharpedo here because Crunch basically always OHKOes, and also reverse the order of examples because honestly Krook and Bisharp really don't want to get burned and can't switch in well whereas Hydreigon just doesn't care and can Roost off damage)

**Ghost-types**: Gengar, Mimikyu, and Doublade can easily use Mew as a free chance to set up, but the latter two can be punished by a burn. Sets lacking Will-O-Wisp and Knock Off leave Mew walled by them, which makes them extremely problematic to deal with. Gengar, in particular, is faster and can OHKO Mew with a Never-Ending Nightmare.

**Strong Offensive Threats**: Powerful threats such as Mega Altaria, Terrakion, and Infernape can give Mew a lot of issues. Mew is extremely reliant on Will-O-Wisp to be able to combat the former two, but Terrakion is faster and can OHKO with a +2 Continental Crush or with a Choice Band Stone Edge on the switch while Mega Altaria can potentially carry Facade to 2HKO Mew after being burned. Infernape simply uses Mew as a free wallbreaking opportunity as it cannot be burned and does not care for the little damage that Mew outputs.

**Toxic Users**: Mew is very susceptible to Toxic as it prevents it from fulfilling the roles it needs to as a stallbreaker or entry hazard remover because it creates opportunities for the bulkier Pokemon it can normally break like Blissey and Quagsire to use their recovery options if Mew is forced out, while the combination of switching into entry hazards and Toxic greatly wears its longevity down as a Defog user. (this sentence is kind of unnecessarily long, it would have been fine to just say "Toxic prevents Mew from consistently breaking through Pokemon such as Quagsire and Blissey because...")

[CREDITS]
- Written by: [[Twilight, 344575]]
- Quality checked by: [[Nuked, 382658], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]
QC 1/3
 
Last edited:

Estarossa

moo?
is a Site Content Manageris an official Team Rateris a Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Smogon Discord Contributoris a Tiering Contributoris a Top Contributoris a Smogon Media Contributoris a Dedicated Tournament Hostis a Battle Simulator Moderator
C&C Leader
friendly AM check, comments in red



[OVERVIEW]

  • Mew's niche stems from its vast movepool and well-rounded stats allowing it to perform the role of a stallbreaker or providing utility to its team in Stealth Rock and Defog support.
  • Mew is able to outspeed most defensive Pokemon, which grants it multiple opportunities to get off a Taunt to limit bulkier Pokemon like Hippowdon, Pykumuku, and Blissey from using their recovery moves or to prevent entry hazards being set or removed for its teammates.
  • Having access to Seismic Toss and Taunt allows Mew to beat almost every entry hazard user in the tier including ones like Empoleon, Rotom-H, and Mega Aggron something very few Pokemon are capable of rivaling.
  • However, Mew is let down by its pure Psychic typing, which leaves it is unable to effectively check a predominant amount of offensive threats the UU tier has to offer, including most of the tiers Fighting-types like Infernape. This is further worsened by its inability to effectively carry coverage options outside of Seismic Toss and Knock Off, making Mew very passive and is thus easily exploited by threats like Gengar, Mimikyu, and Hydreigon depending on the coverage it opts for.
  • Mew is also very susceptible to status moves in Toxic and Thunder Wave, which hinders its ability to perform the role of a stallbreaker and is especially troublesome if it has to come in to clear entry hazards as a Defog user, all of which it is susceptible to because of its mono-Psychic typing.
  • Mew struggles to deal with top threats like Hydreigon, Calm Mind Latias, and Celebi because it can't punish them outside of Seismic Toss or status moves in Will-O-Wisp and Toxic, allowing the latter two to use Mew as a setup opportunity in most cases. Celebi, in particular, being able to shrug off all of Mew's responses through means like Recover, Giga Drain, and Natural Cure.
[SET]
name: Stallbreaker
move 1: Seismic Toss / Knock Off
move 2: Taunt
move 3: Will-O-Wisp / Toxic
move 4: Soft-Boiled
item: Leftovers
ability: Synchronize
nature: Jolly
evs: 252 HP / 4 Def / 252 Spe

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

  • Seismic Toss is a consistent source of damage that lets Mew breakthrough Pokemon like Mega Steelix, Empoleon, and Quagsire reliably.
  • Alternatively, Knock Off provides good utility in removing key items from users like Empoleon, Nidoking, and Gligar. It also makes Mew less passive against Ghost-types like Gengar, which are unable to freely set up a Substitute. Also allows you to break Blissey better, which otherwise takes very little damage from seismic toss and recovers most of the HP back with leftovers and taunt turns, by removing leftovers so that it constantly loses HP instead (when burned) and can't recover from hazard damage.
  • Taunt is essential for shutting down a lot of bulkier Pokemon like Pyukumuku, Blissey, Gligar, and Mega Aggron from using recovery, setting or removing entry hazards, or trying to retaliate with status ailments such as Toxic.
  • Will-O-Wisp allows Mew to burn physical threats such as Cobalion, Krookodile, and Terrakion allowing it to safely pivot into them at a later point and eventually beat them if utilizing Seismic Toss.
  • Toxic can be used as an alternative status move, which lets Mew cripple users like Latias, Hydreigon, and Mega Slowbro greatly hindering their ability to wallbreak or sweep.
  • Soft-Boiled provides Mew with a form of reliable recovery to keep pivoting into both offensive and defensive threats alike such as Cobalion and Hippowdon.
Set Details
========

  • Maximum Speed investment allows Mew to outpace foes like Kyurem, Mimikyu, and non-Choice Scarfed Krookodile in order to cripple them with a status ailment or potentially remove their item.
  • Leftovers provide Mew with a form of passive recovery to keep switching into users like Tentacruel and Mega Aggron to cripple and beat them.
  • Colbur Berry can be used over Leftovers to give Mew an easier opportunity to cripple the likes of Krookodile, Mega Sharpedo, and Hydreigon with Will-O-Wisp, and in the case of the latter put it on a timer if running Toxic.
  • Synchronize is Mew's only ability, which can punish status users like Rotom-H, Hippowdon, and Alomomola that can put it on a timer with Toxic on the switch-in.
Usage Tips
========

  • Mew should primarily focus on switching into bulkier foes like Blissey, Pyukumuku, Amoonguss, and Mega Aggron that can't offensively threaten Mew and beat them down with the combination of Taunt and Seismic Toss. This combination also allowing Mew not be set up bait against users like Calm Mind Mega Slowbro and Suicune and being able to beat them 1 on 1. You mention being careful of swapping in on Toxic later on, but being careful when doing this feels quite important a mention right here at the start, as 3 of these Pokemon carry Toxic and the other can spore you, making wildly swapping in risky as these mons can stall them out or punish you with the sleep turns. This bullet makes it sound like swapping in isn't particularly risky currently until the reader reads much further.
  • Taunt also having the utility of preventing both the removal or setting of entry hazards from common users like Hippowdon, Rotom-H, and Swampert allowing Mew to support its teammates further.
  • Knock Off provides Mew with the utility to remove items off of offensive Pokemon like Nidoqueen and Nidoking so if running this move Mew shouldn't be afraid to stay in and potentially take away their damage source in Life Orb. Against bulkier foes like Empoleon, Suicune, and Gligar removing their items can be key as the former two are reliant on Leftovers as their only form of recovery while Gligar needs its Eviolite to check the foes it wants to. Maybe mentioning being careful of raw Knocking, especially when running Toxic instead as there is no burn risk involved, when around Terrakion, due to the threat of Justified allowing +1 Z-Stone Edge to OHKO you. If Toxic + Knock is being considered a sub par choice because of problems such as these, then probably worth mentioning earlier, as nothing in the moves section sugests this is unviable.
  • Mew can attempt to soft check threats like Cobalion and Mega Aerodactyl thanks to Will-O-Wisp being able to weaken them and let Mew recover its health the following turn. Mew can also take on Stealth Rock Krookodile at the expense of its Leftovers thanks to Will-O-Wisp, however, it struggles to deal with Choice Scarf variants of Krookodile, which can reliably revenge kill Mew with Knock Off or Crunch. Maybe mention how this matchup is less of an issue when running Colbur Berry, feel like a point about how and when to use mew against Pokemon such as Krookodile and Shark when running Colburr is worth including in usage tips, as colbur is totally unmentioned here atm. Mew should be wary of spamming its status move as it can potentially provide Mega Altaria with a Facade boost allowing it to break past Mew without a Dragon Dance boost.
  • If running Toxic look to catch its most common switch-in Hydreigon, which otherwise is fairly unphased by Mew's presence especially if Hydreigon is running Roost. Toxic also allows Mew to better combat the likes of Kyurem, in comparison to beating them through the steady chip of Will-O-Wisp.
  • While Synchronize can give Mew ways to punish status users, it should be careful to avoid Toxic and Thunder Wave nonetheless, as Toxic prevents it from beating these aforementioned Pokemon with Taunt because it will be forced to switch out and create opportunities for them to recover any lost health once Taunt wears off. Likewise, being crippled by Thunder Wave is detrimental as it is reliant on its ability to outspeed Pokemon like Suicune, Mamoswine, and Stealth Rock Krookodile to be able to beat them.
  • Against Ghost-types being Gengar and Chandelure, Mew must be exceptionally careful not to give them too many free opportunities to set up a Substitute to wall break, particularly when it is running Seismic Toss. Against foes like this, it is ideal to double switch in order to not give up momentum. Other Ghost-types like Mimikyu can be punished with Will-O-Wisp but while this is the case, Mew is left unable to break its Disguise, which gives Mimikyu the potential to set up multiple Swords Dance's to cancel out the effect of the burn regardless.
Team Options
========

  • Mew fits best on bulky offense and balance teams that appreciate the stall breaking and defensive capabilities it can provide.
  • Fairy-types like Mega Altaria and Togekiss make great partners for Mew as they can check Hydreigon and Choice Scarf Krookodile one of the best responses and ways to remove Mew and they are also strong breakers that can support Mew in pressuring bulkier teams. Mega Altaria's access to Refresh and Togekiss's access to Heal Bell can alleviate Mew's susceptibility to status moves like Toxic or Thunder Wave.
  • Entry hazard users like Rhyperior, Nidoqueen, and Cobalion make great partners for Mew as they appreciate it being able to keep their hazards up with Taunt. Cobalion, in particular, appreciates Mew pressuring bulkier foes like Quagsire, Gligar, and Pyukumuku that it struggles to break and in return can check Hydreigon and Scizor for Mew. Toxic Spikes from Nidoqueen can also help Mew break through fatter teams, especially if running seismic toss which wall cause it to struggle to break blissey otherwise, while appreciating mew helping keeping them up through Taunt.
  • Pokemon that struggle to break through bulky Pokemon like Hippowdon, Blissey, and Mega Aggron appreciate Mew being able to cripple and beat them, so Mega Manectric, Mega Aerodactyl, and Primarina make good partners for this reason.
  • Empoleon, Tentacruel, Moltres, and Rotom-H can help Mew by removing entry hazards like Toxic Spikes, which Mew is very susceptible to. Tentacruel also appreciates Mew being able to keep its Toxic Spikes up while the latter two appreciate Mew preventing Stealth Rock from being easily set up against it.
  • Strong wallbreakers like Terrakion and Infernape make great partners as they take pressure off Mew to pressure stall and make up for its lack of offensive presence. Both, in turn, appreciate Mew's capability to break down their checks in defensive Mega Altaria, Gligar, and Alomomola. Mew realistically struggles to break down Alomomola due to regenerator, alomomola in general can waste a lot of mew's PP in the stall matchup.
  • Mew's passivity can be abused by common set up sweepers in Celebi and Latias. Ghost-types like Gengar and Chandelure can also freely set up a Substitute if Mew lacks Knock Off, so Pursuit users like Choice Band Scizor and Choice Scarf Krookodile are great partners to trap and remove them.
  • Steel-types like Mega Steelix, Mega Aggron, and Klefki also make great partners for their ability to handle the likes of Latias, Mega Sharpedo, and Mega Altaria that Mew can have issues checking. All of these examples also appreciate Mew being able to keep their entry hazards up and deal with bulky setup users in Mega Slowbro and Suicune, that they invite in.

One of this sets biggest problems in breaking fatter teams is the existence of double regenerator cores such as slowbro + amoongus, or amoonguss + meinshao, which can eternally waste its PP and make it essentially null and void, while potentially punishing any swap with moves such as Spore, Calm Mind or U-turn. While this isn't at all commonplace on stall teams it can severely limit Mew's ability to break through certain balances employing these sort of cores. Nasty plot togekiss has been mentioned earlier and can typically punish these sort of cores fairly heavily, so could maybe be incorporated into that point.

[SET]
name: Defensive Utility
move 1: Seismic Toss / Knock Off
move 2: Defog / Stealth Rock
move 3: Taunt
move 4: Soft-Boiled
item: Leftovers
ability: Synchronize
nature: Jolly
evs: 240 HP / 92 Def / 176 Spe

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

  • Seismic Toss gives Mew a consistent move that lets it whittle down bulkier foes that it otherwise struggles to chip down effectively.
  • Knock Off is an alternative option that lets Mew cripple Pokemon like Rhyperior, Gligar, and Tentacruel that are reliant on their items.
  • Mew is a great user of Defog, as it is capable of beating a vast majority of the tiers entry hazard users in Hippowdon, Mega Aggron, and Empoleon.
  • Stealth Rock is an alternative option if no other teammate is capable of fulfilling the role as in conjunction with Taunt it has an easy time keeping its entry hazard up against most of the tier's Defog users.
  • Taunt also allows Mew to pressure bulkier Pokemon like Hippowdon and Blissey from using their recovery moves to keep them chipped down for its teammates. Taunt is also important for preventing some sweepers like Mega Altaria, Lucario, and Togekiss from using Mew as a free setup opportunity due to its inability to threaten them.
  • Soft-Boiled provides Mew with reliable recovery to reliably keep switching in to remove or set entry hazards.
Set Details
========

  • 176 Speed EVs allow Mew to outspeed base 90s and below such as Lucario, Mega Altaria, and Nidoking. This being great for Mew to prevent the latter two from setting up on Mew and if running Knock Off, remove the Life Orb that Nidoking is so reliant on. The 240 HP EVs help maximize the value of Leftovers recovery and the rest is placed in Defense for additional bulk.
  • Leftovers provide Mew with a passive form of recovery, which is greatly appreciated given it can be chipped down by entry hazards like Stealth Rock as a Defog user.
  • Synchronize is Mew's only ability but it allows it to punish common status users in Swampert, Rotom-H, and Quagsire.
  • Alternatively, a spread with 196 Spe EVs can be used to outpace Kyurem to prevent it from freely setting a Substitute against you and remove it once weakened.
Usage Tips
========

  • Mew should focus on setting or removing hazards due to its great matchup against common users of Stealth Rock and Defog.
  • Mew should switch into users like Empoleon and Hippowdon and use Taunt to reliably keep its own hazards up or keep opposing ones off the field. When used in conjunction with Seismic Toss Mew is also capable of beating these Pokemon 1 on 1. Taunt is also a great utility tool to pressure bulkier foes like Blissey and Pyukumuku from using their recovery and in the case of the latter completely shutting it down.
  • Aggressively pivoting into other entry hazard users like Tentacruel and Empoleon is an option to potentially synchronize a Scald burn against them, so that Mew can whittle them down easier. However, when switching into foes like Empoleon, Mew must be careful of being crippled by Toxic on the switch in so unless a teammate has Heal Bell this is a risk that may not be worth taking and thus Mew should find another opportunity later to remove their entry hazards. Maybe a point about being wary of Knock Off from both, and Sludge Bomb poisons from Tentacruel when not running heal bell as a teammate, which when combined will rapidly chip away at Mew's health.
  • Mew shouldn't attempt to check the tier's many Fighting-types as its lack of a status move to cripple Cobalion and Terrakion leave it as setup bait for them, especially if carrying Knock Off. As before, worth mentioning the risks of clicking Knock Off when these two are present due to justified, due to not having Will-O-Wisp on this set.
  • Mew struggles to deal with offensive Stealth Rock users in Krookodile and Cobalion as the former is capable of 2OHKOing it while Cobalion can set up a Swords Dance to break past and force Mew out with relative ease, allowing them both to keep their entry hazards up against it.
  • Mew also struggles to deal with Dark- and Ghost-types that it has no way of threatening. Hydreigon, in particular, is capable of shrugging off everything and can reliably remove Mew's entry hazards with Defog. Similarly, foes like Gengar, Doublade, and Mimikyu are able to simply wall Mew if it lacks Knock Off, and set up a Substitute or Swords Dance. So, when facing up against foes like this Mew should consider prioritizing doubling instead of using Stealth Rock or Defog, especially in the case of these Ghost-types, in order to not give up momentum. Pursuit users such as Krookodile or AV Bisharp probably worth mentioning here when talking about Dark-types, as this set is very weak to them, especially when running Knock Off as it has no way of really harming Dark-types sufficiently then, at the cost of potentially removing a Krookodile's Scarf or a Bisharps Assault Vest.
Team Options
========

  • Pokemon capable of checking Dark-types like Hydreigon and Krookodile make essential partners for Mew, so Fairy-types like Mega Altaria, Diancie, Togekiss, and defensive Primarina are great options for this reason. Coincidentally all of which are also able to support Mew by absorbing status like Toxic that severely cripples its role as a Defog or Stealth Rock user, through means like Heal Bell, Rest, or Refresh. Klefki is another option as it is capable of dealing with Flash Cannon variants of Hydreigon unlike the other Fairy-types, however, it should only be partnered with Mew if it is carrying Stealth Rock to not remove the Spikes it is capable of setting.
  • Cobalion makes a great core with Mew as it can also check Hydreigon and some variants of Krookodile but, unlike the prominent Fairy-types, is able to pivot into Bisharp who can take advantage of Defog Mew to gain a Defiant boost. Cobalion is also able to check non-Superpower Scizor for Mew and punish U-turn with Rocky Helmet, a move that Mew provides a free opportunity for Scizor to use. Cobalion is also able to set up Stealth Rock, which frees up the option for Mew to run its preferred utility move in Defog.
  • Other Pokemon capable of taking on Scizor such as Rotom-H, Moltres, and Suicune make great partners for Mew. The former two also greatly appreciate Mew being able to alleviate their Stealth Rock weakness, making it easier for them to check the threats they need to while Rotom-H, in particular, enjoys having a free slot opened up to run Pain Split.
  • Checks to powerful Fighting-types in Terrakion, Cobalion, and Infernape are essential, as while Mew's pure Psychic typing resists their Fighting STAB it is too easily overwhelmed due to the passivity of its set, especially Knock-off variants which are complete set up fodder. Thus, partners such as Gligar, Moltres, or the aforementioned Mega Altaria pair extremely well with Mew.
  • Poison-types like Nidoqueen, Amoonguss, and Tentacruel make great partners as they can absorb Toxic Spikes for Mew, which would otherwise hinder its ability to consistently remove or set entry hazards. They are also able to check powerful threats like Mega Altaria and some of the aforementioned Fighting-types that use Mew as a setup opportunity.
  • Strong wall breakers like Terrakion, Primarina, Kyurem, and Infernape can make up for Mew's passivity while also appreciating it being able to greatly weaken bulky walls like Hippowdon, Blissey, and Quagsire for them. Kyurem, in particular, appreciates having more opportunities to switch in with Mew being able to remove Stealth Rock and in return can remove Stealth Rock Krookodile, which Mew struggles to beat.
  • Checks to Ghost-types like Mimikyu, Doublade, and Gengar are very important so Pokemon like Hydreigon, Krookodile, or Mega Steelix are essential. Pursuit users are also able to capitalize on Mew inviting in Ghost-types so other partners in Choice Band Scizor, Assault Vest Bisharp, and Mega Aerodactyl make exceptional partners. Krookodile is also able to fulfill the role of a Pursuit user, but it can also support Mew as an offensive Stealth Rock setter that can pressure bulkier teams with Taunt and Knock Off to alleviate pressure off Mew. These Pursuit users also help remove threats like Celebi and Latias, which use Mew as set up bait.
  • Steel-types like Mega Aggron and Doublade make good partners as they are able to check the likes of Latias and Celebi that setup on Mew. Mega Aggron also appreciates Mew being able to keep its entry hazard up against common Defog users like Gligar and Rotom-H that it otherwise loses to. Doublade is also a fantastic answer to SD Cobalion/Terrakion which abuse this Mew set.
[STRATEGY COMMENTS]
Other Options
=============
  • An offensive set with Nasty Plot can be run to act as a late-game sweeper, however, Mew has a big 4MSS making it difficult for Mew to find an ideal combination of moves that don't leave it struggling against common Pokemon in the tier. Mew also faces a lot of competition with Celebi as a Nasty Plot user, because it has a secondary STAB move and a less situational ability in Natural Cure. Probably worth mentioning the benefits it provides over celebi, such as access to focus blast allowing it to break through bulky steels like mega aggron more easily, while taunt allows it to still break through pyukumuku like NP recover celebi does.
  • Alternative move options in Flamethrower and Ice Beam can be used. Flamethrower allowing Mew to better remove the likes of Cobalion and Scizor, while Ice Beam can pressure Mega Altaria, Krookodile, and Hydreigon. However, in doing so Mew struggles to weaken and breakthrough bulkier Pokemon like Blissey and Quagsire especially if lacking a status move.
  • U-turn is an option to generate momentum off its common switches in such as Latias, Celebi, and Gengar, but Mew struggles to find the room to fit this on its sets.
  • A more defensive EV spread can be run on the utility sets to better pivot into physical or special threats like Nidoqueen, Terrakion, and Mamoswine.
Checks and Counters
===================

**Dark-types**: Dark-types like Bisharp and Krookodile give Mew a lot of troubles, however, they do have to be careful about being crippled by Will-O-Wisp. Hydreigon is another Dark-type that Mew has a very hard time dealing with as it can shrug off a burn and isn't phased by any of the coverage moves Mew can afford to carry with it having access to Roost. Mega Sharpedo is also able to OHKO Mew with Crunch and due to its ability to accumulate a free Speed Boost with Protect can avoid being burned by Will-O-Wisp in the process.

**Ghost-types**: Gengar, Mimikyu, and Doublade can easily use Mew as a free chance to set up, but the latter two can be punished by a burn. Sets lacking Will-O-Wisp and Knock Off leave Mew walled by them, which makes them extremely problematic to deal with. Gengar, in particular, is faster and can OHKO Mew with a Never-Ending Nightmare.

**Strong Offensive Threats**: Powerful threats such as Mega Altaria, Terrakion, and Infernape can give Mew a lot of issues. Mew is extremely reliant on Will-O-Wisp to be able to combat the former two, but Terrakion is faster and can OHKO with a +2 Continental Crush or with a Choice Band Stone Edge on the switch while Mega Altaria can potentially carry Facade to 2HKO Mew after being burned. Infernape simply uses Mew as a free wall-breaking opportunity as it cannot be burned and does not care for the little damage that Mew outputs.

**Toxic Users**: Toxic prevents Mew from consistently breaking through Pokemon such as Quagsire and Blissey because it forces Mew to switch out, which gives multiple opportunities for them to recover any lost health once Taunt wears off. The combination of switching into entry hazards and Toxic also greatly wears down its longevity as a Defog user.

[CREDITS]
- Written by: [[Twilight, 344575]]
- Quality checked by: [[Nuked, 382658], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]
 
As a heads up I basically implemented all of this am check bar the big Regenerator Mon point, which I don't necessarily disagree with but you do cripple enough with wisp + knock. I'll leave it to another qc member cos I'm tired. But good job Estarossa
 

Hilomilo

High-low My-low
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnus
Overview
- In your line on Mew's typing burdening it, I don't think citing its inability to reliably check Infernape is a great way to emphasize the point. I'd instead bring up its shaky matchup against UU staples like Scizor, Bisharp, and Mega Sharpedo. I'd still talk about Mew's moveslot difficulties complicating its ability to check certain Pokemon then cite Infernape and maybe Facade Mega Altaria as an example. Doing this would also allow you to talk about how strapped Mew is for moveslots, which I think needs to more emphasized than currently.
- Bring up its merely decent stats as a detriment in some cases. They complicate Mew's ability to really shine outside of its more specific sets due to several other Psychic-types proving more worthy in offensive roles. Be sure to mention Latias and Celebi as its particular competitors.

Set: Stallbreaker
Moves
- I'd add in the Taunt line that it can prevent slower Pokemon like NP Lucario or Substitute Kyurem from taking advantage of Mew's passiveness.
- I'd add in the Toxic line that it often is too risky to fit due to the utility of crippling physical attackers WoW provides.

Usage Tips
- This section's tips are good but I think you should closely proofread for grammar. In the first two lines and your line on the Hydreigon matchup especially there are some notable errors in the forms of run-on sentences or just clunky flow overall. Be sure to fix that before sending this into GP.

Team Options
- I'd add some examples of speed control to this section since I think they can often help in the matchups against stuff like Latias, Celebi, other things that can take advantage of Mew. Scarf Hydreigon notably deals with Psychic- and Ghost-types pretty well.

Set: Defensive Utility
Set Details
- "This being great for Mew to prevent the latter two from setting up on Mew and if running Knock Off, remove the Life Orb that Nidoking is so reliant on" - I would find a way to condense this part of your line on Mew's Speed. Try merging it in with your first sentence. The information is good but presenting it in a more efficient way than what you've got here will help the flow of the analysis.
- I also feel like you could cut back on word count in your line on Leftovers. Saying something along the lines of "allowing it to mitigate chip damage taken from entry hazards" more cleanly gets the point across.

Usage Tips
- Your line on its shabby matchup against offensive rockers like Cobalion and Krookodile is good but I'd expand a little more on what it can do in scenarios against the aforementioned Pokemon.
- Talk a bit about how you can use Knock Off on forced switches if Defog/SR don't need to be used.

Team Options
- Specifically bring up archetypes Mew can do well on in the beginning of the section.
- "Klefki is another option as it is capable of dealing with Flash Cannon variants of Hydreigon unlike the other Fairy-types" Flash Cannon is far less common than Fire Blast so I don't particularly like this point. I would just scrap it. Keep the mention of only pairing it up with Mew if Mew is running rocks, though.

Other Options
- When you bring up Celebi, mention that the tools you list provide it a stronger matchup against defensive builds.
- Definitely bring Gligar up as an Ice Beam target.

Checks and Counters
- Looks great! Only thing I'd add is Chandelure in the Ghost-type section. Say that it can take advantage of Will-O-Wisp if running Flash Fire and can also set up Substitute against Seismic Toss sets.

Great job! :] I know this seems like a lot but it's mainly because this is a pretty lengthy analysis by nature. Make sure this all gets implemented and give yourself 2/3! Let me know if you have questions or disagree with something.
 

autumn

only i will remain
is a Site Content Manageris a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Top Contributoris a Social Media Contributor Alumnusis a Top Smogon Media Contributor Alumnusis an Administrator Alumnusis a Battle Simulator Moderator Alumnus
C&C Leader
QC 3/3
[OVERVIEW]

Mew's niche in the UU tier stems from its diverse movepool and well-rounded stats, which allow it to fulfill the role of a stallbreaker or provide utility to its team in the form of Stealth Rock and Defog support. Mew's ability to outspeed most defensive Pokemon, grants it multiple opportunities to get off a fast Taunt to limit bulkier Pokemon like Hippowdon, Pykumuku, and Blissey from using their recovery moves or to prevent entry hazards being set or removed. Access to the combination of Seismic Toss and Taunt also allows Mew to beat almost every entry hazard user in the tier including the likes of Empoleon, Rhyperior, and Mega Aggron something very few Pokemon can rival Mew for the role of. However, Mew is let down by its pure Psychic typing, which leaves it is unable to effectively check a predominant amount of offensive threats the UU tier has to offer, including staples such as Scizor, Bisharp, and Mega Sharpedo. This is further worsened by its inability to effectively carry coverage options outside of Seismic Toss and Knock Off, making Mew extremely passive and easily exploited by threats like Gengar, Infernape, Facade Mega Altaria, and Hydreigon as a result. (with infernape you can single it out and mention how its typing would normally allow it to check with stab but its role can limit that) Mew is also susceptible to status moves like Toxic and Thunder Wave, which hinders its ability to perform the role of a stallbreaker and is especially troublesome as a Defog user, as its typing leaves it susceptible to being worn down by every entry hazard. Mew struggles to deal with common threats like Hydreigon, Calm Mind Latias, and Celebi as it is unable to punish them outside of Seismic Toss or with status moves like Will-O-Wisp and Toxic, thus allowing the latter two to use Mew as a setup opportunity in most cases. Celebi, in particular, is able to shrug off all of Mew's responses through means like Recover, Giga Drain, and Natural Cure. While Mew has decent stats it proves to be a hindrance to its ability to run an offensive set (not really clear how you mean offensive stats hinder its ability to run an offensive set. just remove tje positive part because it's a positive and you already talk about well-rounded stats in the first line) when competing with other offensive Psychic-types such as Latias and Celebi, the latter of which, while sharing the same stat distribution, has a secondary typing to break through bulkier teams, unlike Mew.

[SET]
name: Stallbreaker
move 1: Seismic Toss / Knock Off
move 2: Taunt
move 3: Will-O-Wisp / Toxic
move 4: Soft-Boiled
item: Leftovers
ability: Synchronize
nature: Jolly
evs: 252 HP / 4 Def / 252 Spe

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

Seismic Toss is a consistent source of damage that lets Mew breakthrough Pokemon like Mega Steelix, Empoleon, and Quagsire reliably. Alternatively, Knock Off provides good utility by removing key items from users like Empoleon, Nidoking, Blissey, and Gligar. It also makes Mew less passive against Ghost-types like Gengar and Chandelure as Mew can prevent them from freely setting up a Substitute against it. (make it clearer why stoss is preferred because you give more positives for knock) Taunt is essential for shutting down bulky Pokemon like Pyukumuku, Blissey, Gligar, and Mega Aggron by preventing the use of recovery, the setting or removing entry hazards, or trying to retaliate with status ailments such as Toxic. Taunt is also useful to prevent slower offensive Pokemon like Lucario and Kyurem from taking advantage of Mew's passivity by setting up a Nasty Plot or Substitute respectively. Will-O-Wisp allows Mew to burn physical threats such as Cobalion, Krookodile, and Terrakion, allowing it to safely pivot into them at a later point and eventually beat them if utilizing Seismic Toss. Toxic can be used as an alternative status move that lets Mew cripple users like Latias, Hydreigon, and Mega Slowbro that otherwise use Mew as an opportunity to wallbreak or setup. However, it can be difficult to forgo Will-O-Wisp as it leaves Mew unable to cripple physical attackers, some of which it cannot threaten out with either Seismic Toss or Knock Off. Soft-Boiled provides Mew with a form of reliable recovery to keep pivoting into both offensive and defensive threats alike such as Cobalion and Hippowdon.

Set Details
========

Maximum Speed investment allows Mew to outpace foes like Kyurem, Mimikyu, and non-Choice Scarfed Krookodile in order to cripple them with a status ailment or potentially remove their item with Knock Off. Leftovers provide Mew with a form of passive recovery to consistently switch into users (users of what? just say pokemon or foes if you're not referring to using a specific move to punish mew) like Tentacruel and Mega Aggron. Colbur Berry can be used over Leftovers to give Mew an easier opportunity to cripple the likes of Krookodile, Mega Sharpedo, and Hydreigon with Will-O-Wisp, and in the case of the latter put it on a timer if running Toxic. Synchronize is Mew's only ability, but it allows it to punish status users like Rotom-H, Hippowdon, and Alomomola that attempt to put Mew on a timer with Toxic.

Usage Tips
========

Mew should primarily focus on switching into bulkier foes like Blissey, Pyukumuku, Amoonguss, and Mega Aggron that can't offensively threaten Mew, in order to beat them with the combination of Taunt and Seismic Toss, however, Mew must be wary of being crippled by them with status moves such as Toxic. This combination also allows Mew to not be set up bait against users like Calm Mind Mega Slowbro and Suicune and being able to beat them one on one. (mention switching mew into them too before they've started boosting to 1v1 then and even synch scald burns) Taunt should also be used to prevent both the removal or setting of entry hazards from common users like Hippowdon, Rotom-H, and Swampert allowing Mew to support its teammates further. Knock Off provides Mew with the utility to remove items off of offensive Pokemon like Nidoqueen and Nidoking so if running this move Mew shouldn't be afraid to stay in and potentially remove their damage source in Life Orb. Against bulkier foes like Empoleon, Suicune, and Gligar removing their items can be key as the former two are reliant on Leftovers as their only form of recovery, while Gligar needs its Eviolite to check the foes it wants to. Mew should be careful (should be careful to spam knock as its primary move like you can with stoss) however when facing foes such as Lucario, Cobalion, and Terrakion as it could potentially give them a Justified boost, this being very problematic if it lacks Will-O-Wisp. Mew can attempt to soft check threats like Cobalion and Mega Aerodactyl by virtue of Will-O-Wisp weakening them and thus allowing Mew to safely recover any lost health the following turn. Mew can also use Will-O-Wisp to beat Stealth Rock Krookodile at the expense of its Leftovers, however, it struggles to deal with Choice Scarf variants of Krookodile if lacking Colbur Berry as it otherwise revenge kills Mew with Knock Off or Crunch. Mew should be wary of spamming its status moves too much as it can potentially provide Mega Altaria with a Facade boost, which allows it to break past Mew without a Dragon Dance boost. If Mew is carrying Toxic then it should prioritize crippling the likes of Hydreigon and Kyurem, especially the former on the switch-in as it is unphased by the rest of Mew's coverage options and threatens to 2HKO it otherwise. While Synchronize can give Mew ways to punish status users, it should be careful to avoid Toxic and Thunder Wave nonetheless. Toxic severely hinders its ability to beat the aforementioned bulkier Pokemon with Taunt because Mew will eventually be forced to switch out, which creates opportunities for them to recover any lost health once Taunt wears off. Likewise, being crippled by Thunder Wave is detrimental as it is reliant on its ability to outspeed Pokemon like Suicune, Mamoswine, and Stealth Rock Krookodile in order to beat them. Mew must be exceptionally careful when running Seismic Toss not to give Ghost-types like Gengar and Chandelure too many free opportunities to set up a Substitute to wall break, so against foes like this it is best to double switch in order to not give up momentum. Other Ghost-types like Mimikyu can be punished with Will-O-Wisp but while this is the case, Mew is left unable to break its Disguise if lacking Knock Off, which gives Mimikyu the potential to set up multiple Swords Dance's to cancel out the effect of the burn regardless.

Team Options
========

Mew fits best on bulky offense and balance teams that appreciate the stall breaking and defensive capabilities it can provide. Fairy-types like Mega Altaria and Togekiss make great partners for Mew as they can check Hydreigon and Choice Scarf Krookodile and they also double-up as strong breakers that can support Mew in pressuring bulkier teams. Mega Altaria's access to Refresh and Togekiss's access to Heal Bell can also alleviate Mew's susceptibility to status moves like Toxic or Thunder Wave. (refresh only heals altaria so unless you mean just switching into toxic users so mabe clear that up a bit) Entry hazard users like Rhyperior, Nidoqueen, and Cobalion make great partners for Mew as they appreciate it being able to keep their hazards up with Taunt. Cobalion, in particular, appreciates Mew pressuring bulkier foes like Quagsire, Gligar, and Pyukumuku that it struggles to break and in return can check Hydreigon and Scizor for Mew. Nidoqueen also has the added benefit of being able to set up Toxic Spikes, which helps Mew break through bulkier Pokemon like Blissey with the combination of Taunt. Pokemon that struggle to break through bulky Pokemon like Hippowdon, Blissey, and Mega Aggron appreciate Mew being able to cripple and beat them, so Mega Manectric, Mega Aerodactyl, and Primarina make good partners for this reason. Empoleon, Tentacruel, Moltres, and Rotom-H can help Mew by removing entry hazards like Toxic Spikes, which Mew is susceptible to. Tentacruel also appreciates Mew being able to keep its Toxic Spikes up while the latter two appreciate Mew preventing Stealth Rock from being easily set up against it. Strong wallbreakers like Terrakion and Infernape make great partners as they take pressure off Mew having to breakthrough stall teams and they also make up for its lack of an offensive presence. Both, in turn, appreciate Mew's capability to weaken their checks in defensive Mega Altaria, Gligar, and Alomomola. Mew's passivity can be abused by common set up sweepers in Celebi and Latias, while Ghost-types like Gengar and Chandelure can also freely set up a Substitute if Mew lacks Knock Off, so Pursuit users like Choice Band Scizor and Choice Scarf Krookodile are great partners to trap and remove them. Steel-types like Mega Steelix, Mega Aggron, and Klefki also make great partners as they can handle the likes of Latias, Mega Sharpedo, and Mega Altaria that Mew has issues checking. All of these examples also appreciate Mew being able to keep their entry hazards up and deal with bulky setup users in Mega Slowbro and Suicune, that they invite in. Partners that can make up for Mew's rather mediocre Speed stat like Mega Aerodactyl and Choice Scarf users in Hydreigon and Krookodile can help deal with threats such as Celebi and Latias that Mew is otherwise unable to threaten and used as set up fodder as a result.

[SET]
name: Defensive Utility
move 1: Seismic Toss / Knock Off
move 2: Defog / Stealth Rock
move 3: Taunt
move 4: Soft-Boiled
item: Leftovers
ability: Synchronize
nature: Jolly
evs: 240 HP / 92 Def / 176 Spe

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

Seismic Toss gives Mew a consistent way to whittle down bulkier foes that it otherwise struggles to chip down effectively such as Empoleon and Mega Aggron. Knock Off is an alternative option that lets Mew cripple Pokemon like Rhyperior, Gligar, and Tentacruel that are reliant on their items. Mew is a great user of Defog, as it is capable of beating a vast majority of the tiers entry hazard users in Hippowdon, Mega Aggron, and Empoleon. Stealth Rock is an alternative option if no other teammate is capable of fulfilling the role as in conjunction with Taunt it has an easy time keeping its entry hazard up against most of the tier's Defog users. (mention some it beats) Taunt also allows Mew to pressure bulkier Pokemon like Hippowdon and Blissey from using their recovery moves to keep them chipped down for its teammates as well as setting up their own entry hazards. Taunt is also important for preventing some sweepers like Mega Altaria, Lucario, and Togekiss from using Mew as a free setup opportunity due to its inability to threaten them. Soft-Boiled provides Mew with reliable recovery to reliably keep switching in to remove or set entry hazards.

Set Details
========

176 Speed EVs allow Mew to outspeed base 90s and below such as Lucario, Mega Altaria, and Nidoking, which prevents the latter two from using it as set up fodder when using Knock Off and in the case of the latter remove the Life Orb it is so reliant on. The 240 HP EVs help maximize the value of Leftovers recovery and the rest is placed in Defense for additional bulk. Leftovers provide Mew with a passive form of recovery allowing it to mitigate chip damage taken from entry hazards. Synchronize is Mew's only ability but it allows it to punish common status users in Swampert, Rotom-H, and Quagsire. Alternatively, a spread with 196 Speed EVs can be used to outpace Kyurem to prevent it from freely setting a Substitute against you and remove it with Seismic Toss once weakened.

Usage Tips
========

Mew should focus on setting or removing hazards due to its great matchup against common users of Stealth Rock and Defog. Mew should switch into users like Empoleon and Hippowdon and use Taunt to reliably keep its own hazards up or keep opposing ones off the field. When used in conjunction with Seismic Toss Mew is also capable of beating these Pokemon one on one. Taunt is also a great utility tool to pressure bulkier foes like Blissey and Pyukumuku from using their recovery and in the case of the latter completely shutting it down. Aggressively pivoting into other entry hazard users like Tentacruel and Empoleon is an option to potentially synchronize a Scald burn against them, so that Mew can whittle them down easier. However, Mew must be careful of them carrying Knock Off to remove its item or potentially be crippled by Toxic from Empoleon on the switch in, so unless a teammate has Heal Bell this is a risk that could wear down Mew and thus Mew should find another opportunity later to remove their entry hazards. Mew shouldn't attempt to check the tier's many Fighting-types as its lack of a status move to cripple Cobalion and Terrakion leaves it as setup bait for them, especially if carrying Knock Off as it can give them a Justified boost. Infernape is another problematic Fighting-type as it also has access to Slack Off to recover any lost health mew may inflict with Seismic Toss. (and it can also set up in front of mew not fearing much else) Mew struggles to deal with offensive Stealth Rock users in Krookodile and Cobalion as the former is capable of 2OHKOing it while Cobalion can set up a Swords Dance to break past and force Mew out with relative ease, allowing them both to keep their entry hazards up against it. In this scenario, it is best for Mew to whittle them down with Seismic Toss on the switch-in or double into a partner capable of removing them to find an opportunity to Defog later. If Mew has already set up or removed entry hazards then prioritize using Knock Off on the switch-ins it can force to cripple pivots like Empoleon and Suicune that are dependant on their items for passive recovery. Mew also struggles to deal with Dark- and Ghost-types that it has no way of threatening. Hydreigon, in particular, is capable of shrugging off everything and can reliably remove Mew's entry hazards with Defog, while others like Krookodile and Bisharp can proceed to Pursuit trap it. Similarly, foes like Gengar, Doublade, and Mimikyu are able to simply wall Mew if it lacks Knock Off, and set up a Substitute or Swords Dance. So, when facing up against foes like this Mew should consider prioritizing doubling instead of using Stealth Rock or Defog, especially in the case of these Ghost-types, in order to not give up momentum.

Team Options
========

Mew fits best on bulky offense and balanced teams that appreciate its ability to beat common entry hazard users and compress the ability to either set or remove entry hazards depending on the role it needs to fulfill. Pokemon capable of checking Dark-types like Hydreigon and Krookodile make essential partners for Mew, so Fairy-types like Mega Altaria, Diancie, Togekiss, and defensive Primarina are great options for this reason. Coincidentally all of which are also able to support Mew by absorbing status like Toxic that severely cripples its role as a Defog or Stealth Rock user, through means like Heal Bell, Rest, or Refresh. Klefki is another option, however, it should only be partnered with Mew if it is carrying Stealth Rock so that Mew does not remove the Spikes it is capable of setting. Cobalion makes a great core with Mew as it can also check Hydreigon and some variants of Krookodile but, unlike the prominent Fairy-types, is able to pivot into Bisharp who can take advantage of Defog Mew to gain a Defiant boost. Cobalion is also able to check non-Superpower Scizor for Mew and punish U-turn with Rocky Helmet, a move that Mew provides a free opportunity for Scizor to use. Cobalion can also set up Stealth Rock, which frees up the option for Mew to run its preferred utility move in Defog. Other Pokemon capable of taking on Scizor such as Rotom-H, Moltres, and Suicune make great partners for Mew. The former two also greatly appreciate Mew being able to alleviate their Stealth Rock weakness, which makes it easier for them to check the threats they need to while Rotom-H, in particular, enjoys having a free slot opened up to run Pain Split. Checks to powerful Fighting-types in Terrakion, Cobalion, and Infernape are essential, as while Mew's pure Psychic typing resists their Fighting STAB it is too easily overwhelmed due to the passivity of its set, especially when carrying Knock Off. Thus, partners such as Gligar, Moltres, and Mega Altaria pair extremely well with Mew. Poison-types like Nidoqueen, Amoonguss, and Tentacruel make great partners as they can absorb Toxic Spikes for Mew, which would otherwise hinder its ability to consistently remove or set entry hazards. They are also able to check powerful threats like Mega Altaria and some of the aforementioned Fighting-types that use Mew as a setup opportunity. Strong wall breakers like Terrakion, Primarina, Kyurem, and Infernape can make up for Mew's passivity while also appreciating it being able to greatly weaken bulky walls like Hippowdon, Blissey, and Quagsire for them. Kyurem, in particular, appreciates having more opportunities to switch in with Mew being able to remove Stealth Rock and in return can remove Stealth Rock Krookodile, which Mew struggles to beat. Checks to Ghost-types like Mimikyu, Doublade, and Gengar are very important so Pokemon like Hydreigon, Krookodile, or Mega Steelix are essential. Pursuit users are also able to capitalize on Mew inviting in Ghost-types so other partners in Choice Band Scizor, Assault Vest Bisharp, and Mega Aerodactyl make exceptional partners. Krookodile is also able to fulfill the role of a Pursuit user, but it can also support Mew as an offensive Stealth Rock setter that can pressure bulkier teams with Taunt and Knock Off to alleviate pressure off Mew. These Pursuit users also help remove threats like Celebi and Latias, which use Mew as set up bait. Steel-types like Mega Aggron and Doublade make good partners as they are able to check the likes of Latias and Celebi that setup on Mew, while Doublade can also switch into Terrakion and Cobalion for it. Mega Aggron also appreciates Mew being able to keep its entry hazard up against common Defog users like Gligar and Rotom-H that it otherwise loses to.

[STRATEGY COMMENTS]
Other Options
=============
An offensive set with Nasty Plot can be run to act as a late-game sweeper with access to moves like Focus Blast and Fire Blast to break through Steel-types and Taunt to offensively break apart stall teams, however, Mew has a big 4MSS making it difficult for it to find an ideal combination of moves that don't leave it walled against common staples in the tier. Mew also faces a lot of competition with Celebi as a Nasty Plot user, because it has a secondary STAB move and a less situational ability in Natural Cure, which provides it with a stronger matchup at breaking defensive builds. Alternative move options like Flamethrower and Ice Beam can be used. (make it clearer you mean for the above sets and not np) Flamethrower allows Mew to better remove the likes of Cobalion and Scizor, while Ice Beam can pressure Mega Altaria, Krookodile, Gligar, and Hydreigon. However, in doing so Mew struggles to weaken and breakthrough bulkier Pokemon like Blissey and Quagsire especially if lacking a status move. U-turn is an option to generate momentum off its common switches in such as Latias, Celebi, and Gengar, but Mew struggles to find the room to fit this on its sets. A more defensive EV spread can be run on the utility sets to better pivot into physical or special threats like Nidoqueen, Terrakion, and Mamoswine.

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

**Dark-types**: Dark-types like Bisharp and Krookodile give Mew a lot of troubles, however, they do have to be careful about being crippled by Will-O-Wisp. Hydreigon is another Dark-type that Mew has a very hard time dealing with as it can shrug off a burn and isn't phased by any of the coverage moves Mew can afford to carry with it having access to Roost. Mega Sharpedo is also able to OHKO Mew with Crunch and due to its ability to accumulate a free Speed Boost with Protect can avoid being burned by Will-O-Wisp in the process.

**Ghost-types**: Gengar, Mimikyu, and Doublade can easily use Mew as a free chance to set up, but the latter two can be punished by a burn. Sets lacking Will-O-Wisp and Knock Off leave Mew walled by them, which makes them extremely problematic to deal with. Gengar, in particular, is faster and can OHKO Mew with a Never-Ending Nightmare. Chandelure can also take advantage of Mew as Will-O-Wisp can give it a Flash Fire boost and it can also set up a Substitute or Calm Mind for free against Seismic Toss sets.

**Strong Offensive Threats**: Powerful threats such as Mega Altaria, Terrakion, and Infernape can give Mew a lot of issues. Mew is extremely reliant on Will-O-Wisp to be able to combat the former two, but Terrakion is faster and can OHKO with a +2 Continental Crush or with a Choice Band Stone Edge on the switch (banded edge doesn't ohko so make the wording clearer so it doesn't assume that) while Mega Altaria can potentially carry Facade to 2HKO Mew after being burned. Infernape simply uses Mew as a free wall-breaking opportunity as it cannot be burned and does not care for the little damage that Mew outputs.

**Toxic Users**: Toxic prevents Mew from consistently breaking through Pokemon such as Quagsire and Blissey because it forces Mew to switch out, which gives multiple opportunities for them to recover any lost health once Taunt wears off. The combination of switching into entry hazards and Toxic also greatly wears down its longevity as a Defog user.

[CREDITS]
- Written by: [[Twilight, 344575]]
- Quality checked by: [[Nuked, 382658], [Hilomilo, 313384], [, ]]
- Grammar checked by: [[, ], [, ]]
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Mew's niche in the UU tier stems from its diverse movepool and well-rounded stats, which allow it to fulfill the role of a stallbreaker or provide utility to its team in the form of Stealth Rock and Defog support. Mew's ability to outspeed most defensive Pokemon (RC) grants it multiple opportunities to get off a fast Taunt to limit bulkier Pokemon like Hippowdon, Pykumuku Pyukumuku, and Blissey from using their recovery moves or to prevent entry hazards being set or removed Pokemon like <...> from setting or removing entry hazards. Access to the combination of Seismic Toss and Taunt also allows Mew to beat almost every entry hazard user in the tier, (AC) including the likes of Empoleon, Rhyperior, and Mega Aggron, (AC) something very few Pokemon can rival Mew for the role of claim. (if that's what you mean? it's not rly a role per se so) However, Mew is let down by its pure Psychic typing, which leaves it is unable to effectively check a predominant amount majority (unless you mean something else) of offensive threats the UU tier has to offer, including staples such as Scizor, Bisharp, and Mega Sharpedo. This is further worsened by its inability to effectively carry coverage options outside of Seismic Toss and Knock Off, making Mew extremely passive and easily exploited by threats like Infernape, Gengar, Facade Mega Altaria, and Hydreigon, the former first (or "former two" if you mean both ape and gar) of which it would normally be have been able to check with STAB coverage but its role limits the ability to do so if its role permitted it. (?) Mew is also susceptible to status moves like Toxic and Thunder Wave, which hinders it in its ability to perform the role of as a stallbreaker and is especially troublesome as for a Defog user, as its typing leaves it susceptible to being worn down by every entry hazard. Mew struggles to deal with common threats like Hydreigon, Calm Mind Latias, and Celebi, (AC) as it is unable to punish them outside of Seismic Toss or with status moves like Will-O-Wisp and Toxic, thus allowing the latter two to use Mew as a setup opportunity in most cases. Celebi, in particular, is able to shrug off all of Mew's responses through means like Recover, Giga Drain, and Natural Cure. Mew is also unable to run an offensive set, (AC) with having to compete facing competiton against other offensive Psychic-types such as Latias and Celebi, the latter of which, while sharing the same stat distribution, has a secondary typing to break through bulkier teams, unlike Mew.

[SET]
name: Stallbreaker
move 1: Seismic Toss / Knock Off
move 2: Taunt
move 3: Will-O-Wisp / Toxic
move 4: Soft-Boiled
item: Leftovers
ability: Synchronize
nature: Jolly
evs: 252 HP / 4 Def / 252 Spe

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

Seismic Toss is a consistent source of damage that lets Mew breakthrough break through Pokemon like Mega Steelix, Empoleon, and Quagsire reliably as well as let it beat strong offensive threats such as Substitute Kyurem and non-Choice Scarfed Scarf Krookodile. Alternatively, Knock Off provides good utility by removing key items from users like Empoleon, Nidoking, Blissey, and Gligar. It also makes Mew less passive against Ghost-types like Gengar and Chandelure, (AC) as Mew can preventing them from freely setting up a Substitute against it; (SC) however, it forgoing Seismic Toss (optional) leaves Mew unable to break past sturdier walls such as Mega Aggron and Mega Steelix. Taunt is essential for shutting down bulky Pokemon like Pyukumuku, Blissey, Gligar, and Mega Aggron by preventing the use of them from using recovery, the setting or removing entry hazards, or trying to retaliate retaliating with status ailments moves such as Toxic. Taunt is also useful to prevent slower offensive Pokemon like Nasty Plot Lucario and Substitute Kyurem from taking advantage of Mew's passivity by setting up a Nasty Plot or Substitute respectively. Will-O-Wisp allows Mew to burn physical threats such as Cobalion, Krookodile, and Terrakion, allowing it to safely pivot into them at a later point and eventually beat them if utilizing Seismic Toss. Toxic can be used as an alternative status move that lets Mew cripple users foes like Latias, Hydreigon, and Mega Slowbro that otherwise use Mew as an opportunity to wallbreak or setup set up. However, it can be difficult to forgo Will-O-Wisp, (AC) as it leaves Mew unable to cripple physical attackers, some of which it cannot threaten out with either just Seismic Toss or Knock Off. Soft-Boiled provides Mew with a form of reliable recovery to keep pivoting into both offensive and defensive threats alike such as Cobalion and Hippowdon.

Set Details
========

Maximum Speed investment allows Mew to outpace foes like Kyurem, Mimikyu, and non-Choice Scarfed Scarf Krookodile in order to cripple them with a status ailment or potentially remove their item with Knock Off. Leftovers provide provides Mew with a form of passive recovery to consistently switch into Pokemon like Tentacruel and Mega Aggron. Colbur Berry can be used over Leftovers to give Mew an easier safer opportunity to cripple the likes of Krookodile, Mega Sharpedo, and Hydreigon with Will-O-Wisp, and in the case of or, if running Toxic, put the latter put it on a timer if running Toxic. Synchronize is Mew's only ability, but it allows it Mew to punish status users like Rotom-H, Hippowdon, and Alomomola that attempt to put Mew it on a timer with Toxic.

Usage Tips
========

Mew should primarily focus on switching into bulkier foes like Blissey, Pyukumuku, Amoonguss, and Mega Aggron that can't offensively threaten Mew, it in order to beat them with the combination of Taunt and Seismic Toss; (SC) however, Mew it must be wary of being crippled by them with status moves such as Toxic. This combination also allows Mew to not be set up avoid being setup bait against users foes like Calm Mind Mega Slowbro and Suicune and being able to beat them one-on-one; (AH, SC) however, (AC) Mew must switch into them immediately, (AC) as it will struggle to beat them if they have already accumulated multiple boosts. Taunt should also be used to prevent both the removal or setting setup of entry hazards from by common users like Hippowdon, Rotom-H, and Swampert allowing Mew to support its teammates further. Knock Off provides Mew with the utility ability to remove items off of from offensive Pokemon like Nidoqueen and Nidoking; (SC) so if running this move, (AC) Mew shouldn't be afraid to stay in and potentially remove their damage source in Life Orb. Against bulkier foes like Empoleon, Suicune, and Gligar removing their items can be key, (AC) as the former two are reliant on Leftovers as their only form of recovery, while Gligar needs its Eviolite to check the foes it wants to. Mew should be careful however when using Knock Off as its primary move, however, as it is unable to spam it unlike Seismic Toss because it could give foes such as Lucario, Cobalion, and Terrakion could potentially get a Justified boost if it's spammed, (feel free to leave this bit out entirely though if it's not necessary) this being which is very problematic if it Mew lacks Will-O-Wisp. Mew can attempt to soft check threats like Cobalion and Mega Aerodactyl by virtue of Will-O-Wisp weakening them with Will-O-Wisp and thus allowing Mew to safely recovering any lost health the following turn. Mew can also use Will-O-Wisp to beat Stealth Rock Krookodile at the expense of its Leftovers; (SC) however, it struggles to deal with Choice Scarf variants of Krookodile if lacking Colbur Berry, (AC) as it otherwise which revenge kills Mew with Knock Off or Crunch. Mew should be wary of spamming its status moves too much, (AC) as it they can potentially provide boost Mega Altaria's with a Facade boost, which allows it to break past Mew without a Dragon Dance boost. If Mew is carrying Toxic then it should prioritize crippling the likes of Hydreigon and Kyurem on the switch, (if this works? helps tons w/ readability but idk about content) especially the former, (AC) on the switch-in as it is unphased unfazed by the rest of Mew's coverage options and threatens to 2HKO it otherwise. While Synchronize can give Mew ways to punish status users, it should be careful to avoid Toxic and Thunder Wave nonetheless. Toxic severely hinders its ability to beat the aforementioned bulkier Pokemon with Taunt because Mew will eventually be forced to switch out, which creates opportunities for them to recover any lost health once Taunt wears off. Likewise, being crippled by Thunder Wave is detrimental, (AC) as it Mew is reliant on its ability to outspeed Pokemon like Suicune, Mamoswine, and Stealth Rock Krookodile in order to beat them. When running Seismic Toss, Mew must be exceptionally careful when running Seismic Toss not to give Ghost-types like Gengar and Chandelure too many free opportunities to set up a Substitute to wall break wallbreak, so against foes like this these it is best to double switch in order to not give up momentum. Other Ghost-types like Mimikyu can be punished with Will-O-Wisp but while this is the case, though Mew still is left unable to break its Disguise if lacking Knock Off, which gives Mimikyu the potential to set up multiple Swords Dance's Dances to cancel out the effect of the burn regardless.

Team Options
========

Mew fits best on bulky offense and balance teams that appreciate the stall breaking stallbreaking and defensive capabilities it can provide. Fairy-types like Mega Altaria and Togekiss make great partners for Mew, (AC) as they can check Hydreigon and Choice Scarf Krookodile and they also double-up as provide strong breakers that can support Mew in pressuring bulkier teams. Mega Altaria's access to Refresh also allows it to absorb status moves such as Toxic for Mew, (AC) while Togekiss has access to Heal Bell to cure it (Mew, itself, or its team?) of status ailments. Entry hazard users setters like Rhyperior, Nidoqueen, and Cobalion make great partners for Mew as they appreciate it being able Mew's ability to keep their hazards up with Taunt; (SC) Cobalion, in particular, appreciates Mew pressuring bulkier foes like Quagsire, Gligar, and Pyukumuku that it struggles to break, (AC) and in return it can check Hydreigon and Scizor for Mew. Nidoqueen also has the added benefit of being able to set up Toxic Spikes, which helps Mew break through bulkier Pokemon like Blissey in tandem with the combination of Taunt. Pokemon that struggle to break through bulky Pokemon like Hippowdon, Blissey, and Mega Aggron appreciate Mew's ability being able to cripple and beat them, so Mega Manectric, Mega Aerodactyl, and Primarina make good partners for this reason. Empoleon, Tentacruel, Moltres, and Rotom-H can help Mew by removing entry hazards like Toxic Spikes, which Mew is susceptible to. Tentacruel also appreciates Mew being able to keeping its Toxic Spikes up, (AC) while the latter two appreciate enjoy (repetition) Mew preventing Stealth Rock from being easily set up against it. Strong wallbreakers like Terrakion and Infernape make great partners, (AC) as they take pressure off Mew having to breakthrough break through stall teams and they also make up for its lack of an offensive presence. Both, in turn, appreciate Mew's capability to weaken their checks in defensive Mega Altaria, Gligar, and Alomomola. Mew's passivity can be abused exploited by common set up setup sweepers in Celebi and Latias, while Ghost-types like Gengar and Chandelure can also freely set up a Substitute if Mew lacks Knock Off, so Pursuit users like Choice Band Scizor and Choice Scarf Krookodile are great partners to trap and remove them. Steel-types like Mega Steelix, Mega Aggron, and Klefki also make great partners, (AC) as they can handle the likes of Latias, Mega Sharpedo, and Mega Altaria that Mew has issues checking. All of these examples also appreciate Mew's ability being able to keep their entry hazards up and deal with bulky setup users in such as (unless it's just these two) Mega Slowbro and Suicune (RC) that they invite in. Partners that can make up for Mew's rather mediocre Speed stat like Mega Aerodactyl and Choice Scarf users in Hydreigon and Krookodile can help deal with threats such as Celebi and Latias that Mew is otherwise unable to threaten and used use it as set up setup fodder as a result.

[SET]
name: Defensive Utility
move 1: Seismic Toss / Knock Off
move 2: Defog / Stealth Rock
move 3: Taunt
move 4: Soft-Boiled
item: Leftovers
ability: Synchronize
nature: Jolly
evs: 240 HP / 92 Def / 176 Spe

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

Seismic Toss gives Mew a consistent way to whittle down bulkier foes that it otherwise struggles to chip down effectively such as Empoleon and Mega Aggron. Knock Off is an alternative option that lets Mew cripple Pokemon like Rhyperior, Gligar, and Tentacruel that are reliant on their items. Mew is a great user of Defog, as it is capable of beating a vast majority of the tiers tier's entry hazard users setters in Hippowdon, Mega Aggron, and Empoleon. Stealth Rock is an alternative option if no other teammate is capable of fulfilling the role, (AC) as in conjunction with Taunt, (AC) it Mew has an easy time keeping its entry hazard up against most of the tier's Defog users such as Empoleon and Gligar. Taunt also allows Mew to pressure prevent bulkier Pokemon like Hippowdon and Blissey from using their recovery moves to keep them chipped down for its teammates as well as stop them from setting up their own entry hazards. Taunt is also important for preventing some sweepers like Mega Altaria, Lucario, and Togekiss from using Mew as a free setup opportunity due to its inability to threaten them. Soft-Boiled provides Mew with reliable recovery to reliably keep switching in to remove or set entry hazards.

Set Details
========

176 Speed EVs allow Mew to outspeed base 90s and below such as Lucario, Mega Altaria, and Nidoking, which prevents the latter two from using it as set up setup fodder when using Knock Off and, (AC) in the case of the latter, (AC) lets it remove the Life Orb it is so reliant on. The 240 HP EVs help maximize the value of Leftovers recovery, (AC, also leftovers numbers are dumb bc all this technically does is lower max HP while giving the same amount of recovery; is there any practical reason why those evs are better in defense?) and the rest is placed in Defense for additional bulk. Leftovers provide Mew with a passive form of recovery, (AC) allowing it to mitigate chip damage taken from entry hazards. Synchronize is Mew's only ability but it allows it Mew to punish common status users in Swampert, Rotom-H, and Quagsire. Alternatively, a spread with 196 Speed EVs can be used to outpace Kyurem to prevent it from freely setting a Substitute against you Mew and remove it with Seismic Toss once it's weakened.

Usage Tips
========

Mew should focus on setting or removing entry hazards due to its great matchup against common users of Stealth Rock and Defog, (comma) Mew should being able to (repetitive sentence structure) switch into users foes like Empoleon and Hippowdon and use Taunt to reliably keep its own hazards up or keep opposing ones off the field. When used in conjunction with using Seismic Toss, (AC) Mew is also capable of beating these Pokemon one-on-one. (AH) Taunt is also a great utility tool to pressure stop bulkier foes like Blissey and Pyukumuku from using their recovery and in the case of the latter completely shutting it down the latter. Aggressively pivoting Mew into other entry hazard users like Tentacruel and Empoleon is an option to potentially synchronize reflect a Scald burn against them with Synchronize (RC) so that Mew can whittle them down easier more easily. However, Mew must be careful of them carrying Knock Off to remove losing its item to Knock Off or potentially being crippled by Toxic from Empoleon on the switch in, so unless a teammate has Heal Bell, (AC) this is a risk that could wear down Mew and thus Mew should might need to find another opportunity later to remove their entry hazards. Mew shouldn't attempt to check the tier's many Fighting-types, (AC) as its lack of a status move to cripple Cobalion and Terrakion leaves it as setup bait for them, especially if it's carrying Knock Off, (AC) as it which can give them a Justified boost. Infernape is another problematic Fighting-type, (AC) as it also has access to Slack Off to recover any lost health lost to Mew's may inflict with Seismic Toss and it can use Mew as set up setup fodder. Mew struggles to deal with offensive Stealth Rock users in Krookodile and Cobalion, (AC) as the former is capable of 2OHKOing 2HKOing it, (AC) while Cobalion can set up a Swords Dance to break past Mew and force Mew it out with relative ease, allowing them both to keep their entry hazards up against it. In this scenario, it is best for Mew to whittle them down with Seismic Toss on the as they switch in (RH) or double into switch to a partner capable of removing them to and find an opportunity to Defog later. If Mew has already set up or removed entry hazards, (AC) then prioritize using Knock Off on the switch-ins switches it can force to cripple pivots like Empoleon and Suicune that are dependant dependent on their items for passive recovery. Mew also struggles to deal with Dark- and Ghost-types that it has no way of threatening. Hydreigon, in particular, is capable of shrugging off everything and can reliably remove Mew's entry hazards with Defog, while others like Krookodile and Bisharp can proceed to Pursuit trap it. Similarly, foes like Gengar, Doublade, and Mimikyu are able to simply wall Mew if it lacks Knock Off (RC) and set up a Substitute or Swords Dance. So, Therefore, when facing up against foes like this these, Mew should consider prioritizing double switching instead of using Stealth Rock or Defog, especially in the case of these Ghost-types, in order to not give up momentum.

Team Options
========

Mew fits best on bulky offense and balanced teams that appreciate its ability to beat common entry hazard users and compress the ability to either set or remove entry hazards depending on the role it needs to fulfill. Pokemon capable of checking Dark-types like Hydreigon and Krookodile make essential partners for Mew, so Fairy-types like Mega Altaria, Diancie, Togekiss, and defensive Primarina are great options for this reason. Coincidentally, (AC) all of which are also able to support Mew by absorbing status moves like Toxic that severely cripples cripple it in its role as a Defog or Stealth Rock user (RC) through means like Heal Bell, Rest, or and Refresh. Klefki is another option; (SC) however, it should only be partnered with Mew if it Mew is carrying Stealth Rock so that Mew does not remove the Spikes it is capable of setting. Cobalion makes a great core with Mew, (AC) as it can also check Hydreigon and some variants of Krookodile but, unlike the prominent Fairy-types, is able to pivot into Bisharp, (AC) who which can take advantage of Defog Mew to gain a Defiant boost. Cobalion is also able to check non-Superpower Scizor for Mew and punish U-turn with Rocky Helmet, a move that Mew provides a free opportunity for Scizor to use. Cobalion can also set up Stealth Rock, which frees up the option for Mew to run its preferred utility move in Defog. Other Pokemon capable of taking on Scizor such as Rotom-H, Moltres, and Suicune make great partners for Mew. The former two also greatly appreciate Mew's ability being able to alleviate their Stealth Rock weakness, which makes it easier for them to check the threats they need to, (AC) while Rotom-H, in particular, enjoys having a free slot opened up to run Pain Split. Checks to powerful Fighting-types in (or such as? see prior note) Terrakion, Cobalion, and Infernape are essential, such as Gligar, Moltres, and Mega Altaria; (SC) as while Mew's pure Psychic typing resists even with a resistance to their Fighting-type STAB attacks, Mew it is too easily overwhelmed due to the passivity of its set, especially when carrying Knock Off. Thus, partners such as Gligar, Moltres, and Mega Altaria pair extremely well with Mew. Poison-types like Nidoqueen, Amoonguss, and Tentacruel make great partners, (AC) as they can absorb Toxic Spikes for Mew, which would otherwise hinder its ability to consistently remove or set entry hazards. They are also able to check powerful threats like Mega Altaria and some of the aforementioned Fighting-types that use Mew as a setup opportunity. Strong wall breakers like Terrakion, Primarina, Kyurem, and Infernape can make up for Mew's passivity while also appreciating it being able Mew's ability to greatly weaken bulky walls like Hippowdon, Blissey, and Quagsire for them. Kyurem, in particular, appreciates enjoys (repetition) having more opportunities to switch in with Mew being able to remove removing Stealth Rock, (AC) and in return it can remove Stealth Rock Krookodile, which Mew struggles to beat. Checks to Ghost-types like Mimikyu, Doublade, and Gengar are very important so Pokemon like Hydreigon, Krookodile, or Mega Steelix are essential. Pursuit users are also able to capitalize on Mew inviting in Ghost-types, (AC) so other partners in Choice Band Scizor, Assault Vest Bisharp, and Mega Aerodactyl make exceptional partners. Krookodile is also able to fulfill the role of a Pursuit user, but it can also support Mew as an offensive Stealth Rock setter that can pressure bulkier teams with Taunt and Knock Off to alleviate pressure off Mew. These Pursuit users also help remove threats like Celebi and Latias, which use Mew as set up setup bait. Steel-types like Mega Aggron and Doublade make good partners, (AC) as they are able to check the likes of Latias and Celebi that setup on Mew, while Doublade can also switch into Terrakion and Cobalion for it. Mega Aggron also appreciates Mew's ability being able to keep its entry hazard up against common Defog users like Gligar and Rotom-H that it otherwise loses to.

[STRATEGY COMMENTS]
Other Options
=============
An offensive set with Nasty Plot can be run to act as a late-game sweeper, (AC) with access to moves like Focus Blast and Fire Blast to break through Steel-types and Taunt to offensively break apart stall teams; (SC) however, Mew has a big 4MSS four-moveslot syndrome, making it difficult for it to find an ideal combination of moves that don't doesn't leave it walled against common staples in the tier threats. Mew also faces a lot of competition with Celebi as a Nasty Plot user, because it has a whose secondary STAB move and a less situational ability in Natural Cure, which provides provide it with a stronger better matchup at breaking defensive builds. Alternative move options like Flamethrower and Ice Beam can be used on the above sets over Knock Off or Seismic Toss. Flamethrower allows Mew to better more effectively remove the likes of Cobalion and Scizor, while Ice Beam can pressure Mega Altaria, Krookodile, Gligar, and Hydreigon. However, in doing so as a result, Mew struggles to weaken and breakthrough break through bulkier Pokemon like Blissey and Quagsire, (AC) especially if lacking a status move. U-turn is an option to generate momentum off its common switches in switch-ins such as Latias, Celebi, and Gengar, but Mew struggles to find the room to fit this on its sets. A more defensive EV spread can be run on the utility sets to better pivot into physical or special threats like Nidoqueen, Terrakion, and Mamoswine.

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

**Dark-types**: Dark-types like Bisharp and Krookodile give Mew a lot of troubles trouble; (SC) however, they do have to be careful about being crippled by Will-O-Wisp. Hydreigon is another Dark-type that Mew has a very hard time dealing with, (AC) as it can shrug off a burn and isn't phased fazed by any of the coverage moves Mew can afford to carry with it having thanks to its access to Roost. Mega Sharpedo is also able to OHKO Mew with Crunch, (AC) and due to its ability to accumulate a free Speed Boost with Protect, (AC) it can avoid being burned by Will-O-Wisp in the process.

**Ghost-types**: Gengar, Mimikyu, and Doublade can easily use Mew as a free chance to set up, but the latter two can be punished by a burn. Sets lacking Will-O-Wisp and Knock Off leave Mew walled by them, which makes them extremely problematic to deal with. Gengar, in particular, is faster and can OHKO Mew with a Never-Ending Nightmare. Chandelure can also take advantage of Mew, (AC) as Will-O-Wisp can give it a Flash Fire boost, (AC) and it can also set up a Substitute or Calm Mind for free against Seismic Toss sets.

**Strong Offensive Threats**: Powerful threats such as Mega Altaria, Terrakion, and Infernape can give Mew a lot of issues. Mew is extremely reliant on Will-O-Wisp to be able to combat the former two, but Terrakion is faster and can OHKO it with a +2 Continental Crush or 2HKO it with a Choice Band-boosted (AH) Stone Edge on the switch, while Mega Altaria can potentially carry Facade to 2HKO Mew after being burned. Infernape simply uses Mew as a free wall-breaking wallbreaking opportunity, (AC) as it cannot be burned and does not care for the little damage that Mew's outputs low damage output.

**Toxic Users**: Toxic prevents Mew from consistently breaking through Pokemon such as Quagsire and Blissey because it forces Mew to switch out, which gives multiple opportunities for them to recover any lost health once Taunt wears off. The combination of switching into entry hazards and Toxic also greatly wears down its hinders Mew's longevity as a Defog user.

[CREDITS]
- Written by: [[Twilight, 344575]]
- Quality checked by: [[Nuked, 382658], [Hilomilo, 313384], [Martha, 384270]]
- Grammar checked by: [[, ], [, ]]
 

Empress

Don't waffle or you'll get pancaked
is a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
add remove comment
[OVERVIEW]

Mew's niche in the UU tier stems from its diverse movepool and well-rounded stats, which allow it to fulfill the role of a stallbreaker or provide utility to its team in the form of Stealth Rock and Defog support. Mew's ability to outspeed most defensive Pokemon grants it multiple opportunities to get off a fast Taunt to limit bulkier Pokemon like Hippowdon, Pyukumuku, and Blissey from using their recovery moves or prevent Pokemon like Empoleon and Gligar from setting or removing entry hazards. Access to the combination of Seismic Toss and Taunt also allows Mew to beat almost every entry hazard user in the tier, including the likes of Empoleon, Rhyperior, and Mega Aggron, something very few Pokemon can claim. However, Mew is let down by its pure Psychic typing, which leaves it unable to effectively check a majority of offensive threats the UU tier has to offer, including staples such as Scizor, Bisharp, and Mega Sharpedo. This is worsened by its inability to effectively carry coverage options outside of Seismic Toss and Knock Off effectively, making Mew extremely passive and easily exploited by threats like Infernape, Gengar, Facade Mega Altaria, and Hydreigon, the first of which it would have been be able to check with STAB coverage if its role permitted it. Mew is also susceptible to status moves like Toxic and Thunder Wave, which hinders it in its role as a stallbreaker and is especially troublesome for a Defog user, as its typing leaves it susceptible vulnerable (repetition) to being worn down by every entry hazard. Mew struggles to deal with common threats like Hydreigon, Calm Mind Latias, and Celebi, as it is unable to punish them outside of Seismic Toss or status moves like Will-O-Wisp and Toxic, thus allowing the latter two to use Mew as a setup opportunity in most cases. Celebi, (RC) in particular, (RC) is able to shrug off all of Mew's responses through means like Recover, Giga Drain, and Natural Cure. Mew is also unable to run an offensive set, facing competition against other offensive Psychic-types such as Latias and Celebi, the latter of which, while sharing the same stat distribution, has a secondary typing to break through bulkier teams, unlike Mew.

[SET]
name: Stallbreaker
move 1: Seismic Toss / Knock Off
move 2: Taunt
move 3: Will-O-Wisp / Toxic
move 4: Soft-Boiled
item: Leftovers
ability: Synchronize
nature: Jolly
evs: 252 HP / 4 Def / 252 Spe

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

Seismic Toss is a consistent source of damage that lets Mew break through Pokemon like Mega Steelix, Empoleon, and Quagsire reliably as well as beat strong offensive threats such as Substitute Kyurem and non-Choice Scarf Krookodile. Alternatively, Knock Off provides good utility by removing key items from users like Empoleon, Nidoking, Blissey, and Gligar. It also makes Mew less passive against Ghost-types like Gengar and Chandelure, preventing them from freely setting up a Substitute against it; however, forgoing Seismic Toss leaves Mew unable to break past sturdier walls such as Mega Aggron and Mega Steelix. Taunt is essential for shutting down bulky Pokemon like Pyukumuku, Blissey, Gligar, and Mega Aggron by preventing them from using recovery, setting or removing entry hazards, or retaliating with status moves such as Toxic. Taunt is also useful to prevent slower offensive Pokemon like Nasty Plot Lucario and Substitute Kyurem from taking advantage of Mew's passivity by setting up. Will-O-Wisp allows Mew to burn physical threats such as Cobalion, Krookodile, and Terrakion, allowing it to safely pivot into them safely at a later point and eventually beat them if utilizing Seismic Toss. Toxic can be used as an alternative status move that lets Mew cripple foes like Latias, Hydreigon, and Mega Slowbro that otherwise use Mew as an opportunity to wallbreak or set up. However, it can be difficult to forgo Will-O-Wisp, as it leaves Mew unable to cripple physical attackers, some of which it cannot threaten out with just Seismic Toss or Knock Off. Soft-Boiled provides Mew with a form of reliable recovery to let it keep pivoting into offensive and defensive threats alike such as Cobalion and Hippowdon.

Set Details
========

Maximum Speed investment allows Mew to outpace foes like Kyurem, Mimikyu, and non-Choice Scarf Krookodile in order to cripple them with a status ailment or potentially remove their item with Knock Off. Leftovers provides Mew with a form of passive recovery to consistently switch into Pokemon like Tentacruel and Mega Aggron consistently. Colbur Berry can be used over Leftovers to give Mew a safer opportunity to cripple the likes of Krookodile, Mega Sharpedo, and Hydreigon with Will-O-Wisp or, if running Toxic, put the latter on a timer. Synchronize allows Mew to punish status users like Rotom-H, Hippowdon, and Alomomola that attempt to put it on a timer beat it (repetition)with Toxic.

Usage Tips
========

Mew should primarily focus on switching into bulkier foes like Blissey, Pyukumuku, Amoonguss, and Mega Aggron that can't offensively threaten it offensively in order to beat them with the combination of Taunt and Seismic Toss; however, it must be wary of status moves such as Toxic. This combination also allows Mew to avoid being setup bait against foes like Calm Mind Mega Slowbro and Suicune and beat them one-on-one; however, Mew must switch into them immediately, as it will struggle to beat them if they have already accumulated multiple boosts. Taunt should also be used to prevent the removal or setup of entry hazards by common users like Hippowdon, Rotom-H, and Swampert. Knock Off provides Mew with the ability to remove items from offensive Pokemon like Nidoqueen and Nidoking; if running this move, Mew shouldn't be afraid to stay in and potentially remove their damage source in (They'd deal damage with or without the Life Orb) Life Orb. Against bulkier foes like Empoleon, Suicune, and Gligar, (AC) removing their items can be key, as the former two are reliant on Leftovers as their only form of recovery, while Gligar needs its Eviolite to check the foes it wants to. Mew should be careful when using Knock Off as its primary move, however, as unlike Seismic Toss, (AC) it could give foes such as Lucario, Cobalion, and Terrakion a Justified boost if it's spammed, which is very problematic if Mew lacks Will-O-Wisp. Mew can attempt to soft check threats like Cobalion and Mega Aerodactyl by weakening them with Will-O-Wisp and safely recovering any lost health the following turn. Mew can also use Will-O-Wisp to beat Stealth Rock Krookodile at the expense of its Leftovers; however, without Colbur Berry, it struggles to deal with Choice Scarf variants of Krookodile if lacking Colbur Berry, which can revenge kills kill Mew with Knock Off or Crunch. Mew should be wary of spamming its status moves too much, as they that (It looks like it only carries one of WoW or Taunt at a time) can boost Mega Altaria's Facade, which allows it to break past Mew without a Dragon Dance boost. If Mew is carrying Toxic, (AC) it should prioritize crippling the likes of Hydreigon and Kyurem; however, it should attempt to cripple hit (repetition the former on the switch, (AC) as it threatens to 2HKO Mew with Dark Pulse otherwise. While Synchronize can give Mew ways to punish status users, it should be careful to avoid Toxic and Thunder Wave nonetheless. Toxic severely hinders its ability to beat the aforementioned bulkier Pokemon with Taunt because Mew will eventually be forced to switch out, which creates opportunities for them to recover any lost health once Taunt wears off. Likewise, being crippled by Thunder Wave is detrimental, as Mew is reliant on its ability to outspeed Pokemon like Suicune, Mamoswine, and Stealth Rock Krookodile in order to beat them. When running Seismic Toss, Mew must be exceptionally careful not to give Ghost-types like Gengar and Chandelure too many free opportunities to set up a Substitute (or?) to wallbreak, so against foes like these, (AC) it is best to double switch in order to not give up momentum. Other Ghost-types like Mimikyu can be punished with Will-O-Wisp, (AC) though Mew still is left unable to break its Disguise if lacking Knock Off, which gives Mimikyu the potential to set up multiple Swords Dances Dance boosts to cancel out the effect of the burn regardless.

Team Options
========

Mew fits best on bulky offense and balance teams that appreciate the stallbreaking and defensive capabilities it can provide. Fairy-types like Mega Altaria and Togekiss make for great partners for Mew, as they can check Hydreigon and Choice Scarf Krookodile and provide strong (wall?)breakers (If this is the case, try "wallbreaking capabilities" over "wallbreakers") that can support Mew in pressuring bulkier teams. Mega Altaria's access to Refresh also allows it to absorb status moves such as Toxic for Mew, while Togekiss has access to Heal Bell to cure Mew of status ailments. Entry hazard setters like Rhyperior, Nidoqueen, and Cobalion appreciate Mew's ability to keep their hazards up with Taunt; Taunt. (long-ish sentence; broke it into two) Cobalion, (RC) in particular, (RC) appreciates Mew pressuring bulkier foes like Quagsire, Gligar, and Pyukumuku that it struggles to break, and in return, (AC) it can check Hydreigon and Scizor for Mew. Nidoqueen also has the added benefit of being able to set up Toxic Spikes, which helps Mew break through bulkier Pokemon like Blissey in tandem with Taunt. Pokemon that struggle to break through bulky Pokemon like Hippowdon, Blissey, and Mega Aggron appreciate Mew's ability to cripple and beat them, so Mega Manectric, Mega Aerodactyl, and Primarina make for good partners. Empoleon, Tentacruel, Moltres, and Rotom-H can help Mew by removing entry hazards like Toxic Spikes, which Mew is susceptible to. Tentacruel also appreciates Mew keeping its Toxic Spikes up, while the latter two enjoy Mew preventing Stealth Rock from being easily set up against it easily. (phrasing) Strong wallbreakers like Terrakion and Infernape make for great partners, (You don't need "make for great partners" all the time; I'd consider removing a few uses of that term to cut down on wordiness) as they take pressure off Mew having to break through stall teams and make up for its lack of an offensive presence. Both, in turn, In return, both ("in turn" means "as a result of"; it is not synonymous with "in return") appreciate Mew's capability ability (not sure "capability" is the best word choice here) to weaken their checks in defensive Mega Altaria, Gligar, and Alomomola. Mew's passivity can be exploited by common setup sweepers in Celebi and Latias, while Ghost-types like Gengar and Chandelure can also freely set up a Substitute if Mew lacks Knock Off, so Pursuit users like Choice Band Scizor and Choice Scarf Krookodile are great partners to trap and remove them. Steel-types like Mega Steelix, Mega Aggron, and Klefki also make for great partners, as they can handle the likes of Latias, Mega Sharpedo, and Mega Altaria that Mew has issues checking. All of these examples Steel-types also appreciate Mew's ability to keep their entry hazards up and deal with bulky setup users such as Mega Slowbro and Suicune that they invite in. Partners that can make up for Mew's rather mediocre Speed stat like Mega Aerodactyl and Choice Scarf users in Hydreigon and Krookodile can help deal with threats such as Celebi and Latias that Mew is otherwise unable to threaten and use it as setup fodder. (You change the subject here; this doesn't really fit as a result)

[SET]
name: Defensive Utility
move 1: Seismic Toss / Knock Off
move 2: Defog / Stealth Rock
move 3: Taunt
move 4: Soft-Boiled
item: Leftovers
ability: Synchronize
nature: Jolly
evs: 252 HP / 80 Def / 176 Spe

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

Seismic Toss gives Mew a consistent way to whittle down bulkier foes that it otherwise struggles to chip down effectively such as Empoleon and Mega Aggron. Knock Off is an alternative option that lets Mew cripple Pokemon like Rhyperior, Gligar, and Tentacruel that are reliant on their items. Mew is a great user of Defog, as it is capable of beating a vast majority of the tier's entry hazard setters in like (Unless there are so few viable entry hazard setters that three is a large number?) Hippowdon, Mega Aggron, and Empoleon. Stealth Rock is an alternative option if no other teammate is capable of fulfilling the role has the move, (Stealth Rock itself isn't a role) as in conjunction with Taunt, Mew has an easy time keeping its entry hazard up against most of the tier's Defog users such as Empoleon and Gligar. Taunt also allows Mew to prevent bulkier Pokemon like Hippowdon and Blissey from using their recovery moves to keep them chipped down for its teammates, (AC) as well as stop them from setting up their own entry hazards. Taunt is also important for preventing some sweepers like Mega Altaria, Lucario, and Togekiss from using Mew as a free setup opportunity due to its inability to threaten them. Soft-Boiled provides Mew with reliable recovery to reliably let it keep switching in to remove or set entry hazards.

Set Details
========

176 Speed EVs allow Mew to outspeed base 90s 90 Speed Pokemon and below such as Lucario, Mega Altaria, and Nidoking, which prevents the latter two from using it as setup fodder when using Knock Off and, in the case of the latter last, lets Mew remove the Life Orb it is so reliant on. Maximum HP investment makes Mew as bulky as possible, (AC) and the rest of the EVs are placed in Defense for additional bulk. Leftovers provide provides Mew with a passive form of recovery, allowing it to mitigate chip damage taken from entry hazards. Synchronize allows Mew to punish common status users in Swampert, Rotom-H, and Quagsire. Alternatively, a spread with 196 Speed EVs can be used to outpace Kyurem to prevent it from freely setting a Substitute against Mew and remove it with Seismic Toss once it's weakened.

Usage Tips
========

Mew should focus on setting or removing entry hazards due to its great matchup against common users of Stealth Rock and Defog, being able to switch into foes like Empoleon and Hippowdon and use Taunt to reliably keep its own entry hazards up reliably or keep opposing ones off the field. When using Seismic Toss, Mew is also capable of beating these Pokemon one-on-one. Taunt is also a great utility tool to stop bulkier foes like Blissey and Pyukumuku from using their recovery moves and completely shut down the latter. Aggressively pivoting Mew into other entry hazard users like Tentacruel and Empoleon is an option to potentially reflect a Scald burn against them with Synchronize so that Mew can whittle them down more easily. However, Mew must be careful of losing its item to Knock Off or potentially being crippled by Toxic from Empoleon on the switch, so unless a teammate has Heal Bell, Mew might need to find another opportunity later to remove their entry hazards. Mew shouldn't attempt to check the tier's many Fighting-types, as its lack of a status move to cripple Cobalion and Terrakion leaves it as setup bait for them, especially if it's carrying Knock Off, which can give them a Justified boost. Infernape is another problematic Fighting-type, as it also has access to Slack Off to recover any health lost to Mew's Seismic Toss and can use Mew as setup fodder. Mew struggles to deal with offensive Stealth Rock users in Krookodile and Cobalion, as the former is capable of 2HKOing it, while Cobalion the latter (parallelism) can set up a Swords Dance boost to break past Mew and force it out with relative ease, allowing them both to keep their entry hazards up against it. In this scenario, it is best for Mew to whittle them down with Seismic Toss as they switch in or double switch to a partner capable of removing them and find an opportunity to use Defog later. If Mew has already set up or removed entry hazards, prioritize using Knock Off on the switches it can force to cripple pivots like Empoleon and Suicune that are dependent on their items for passive recovery. Mew also struggles to deal with most Dark- and Ghost-types that it has no way of threatening. (That's kinda given/redundant, I think) Hydreigon, (RC) in particular, (RC) is capable of shrugging off everything Mew can throw at it and can reliably remove Mew's entry hazards with Defog, while others like Krookodile and Bisharp can proceed to Pursuit trap it. Similarly, foes like Gengar, Doublade, and Mimikyu are able to simply wall Mew if it lacks Knock Off and set up a Substitute or Swords Dance. Therefore, when facing foes like these, (AC) Mew should consider prioritizing double switching instead of using Stealth Rock or Defog, especially in the case of against these Ghost-types, in order to not give up momentum.

Team Options
========

Mew fits best on bulky offense offensive (parallelism; either do this or change "balanced" to "balance") and balanced teams that appreciate its ability to beat common entry hazard users and compress the ability to either both set or and (role compression implies "both/and", not "either/or") remove entry hazards depending on the role it needs to fulfill. Pokemon capable of checking Dark-types like Hydreigon and Krookodile make for essential partners for Mew, so Fairy-types like Mega Altaria, Diancie, Togekiss, and defensive Primarina are great options. Coincidentally, all of them are also able to support Mew by absorbing status moves like Toxic that severely cripple it in its role as a Defog or Stealth Rock user through means like Heal Bell, Rest, and Refresh. Klefki is another option; however, it should only be partnered with Mew if Mew is carrying Stealth Rock so that Mew does not remove the Spikes it is capable of setting. Cobalion makes a great core with Mew, as it can also check Hydreigon and some variants of Krookodile but, unlike the prominent Fairy-types, is able to pivot into Bisharp, which can take advantage of Defog Mew to gain a Defiant boost. Cobalion is also able to check non-Superpower Scizor for Mew and punish U-turn users with Rocky Helmet, a move that Mew provides a free opportunity for Scizor to use. Cobalion can also set up Stealth Rock, which frees up the option for Mew to run its preferred utility move in Defog. Other Pokemon capable of taking on Scizor such as Rotom-H, Moltres, and Suicune make for great partners for Mew. The former two also greatly appreciate Mew's ability to alleviate their Stealth Rock weakness, which makes it easier for them to check the threats they need to, (Are you sure you need this?) while Rotom-H, (RC) in particular, (RC) enjoys having a free moveslot opened up to run Pain Split. Checks to powerful Fighting-types such as Terrakion, Cobalion, and Infernape are essential, such as Gligar, Moltres, and Mega Altaria; even with a resistance to their Fighting-type STAB attacks, Mew is too easily overwhelmed due to the passivity of its set, especially when carrying Knock Off. Poison-types like Nidoqueen, Amoonguss, and Tentacruel make for great partners, as they can absorb Toxic Spikes for Mew, which would otherwise hinder its ability to consistently remove or set entry hazards consistently. They are also able to check powerful threats like Mega Altaria and some of the aforementioned Fighting-types that use Mew as a setup opportunity. Strong wall(remove space)breakers like Terrakion, Primarina, Kyurem, and Infernape can make up for Mew's passivity while also appreciating Mew's ability to greatly weaken bulky walls like Hippowdon, Blissey, and Quagsire for them. Kyurem, (RC) in particular, (RC) enjoys having more opportunities to switch in with Mew removing Stealth Rock, and in return, (AC) it can remove Stealth Rock Krookodile, which Mew struggles to beat. (Again, are you sure this clarifier is needed?) Checks to Ghost-types like Mimikyu, Doublade, and Gengar are very important, (AC) so Pokemon like Hydreigon, Krookodile, or and Mega Steelix are essential. Pursuit users are also able to capitalize on Mew inviting in Ghost-types, so Choice Band Scizor, Assault Vest Bisharp, and Mega Aerodactyl make for exceptional partners. Krookodile is also able to can fulfill the role of a Pursuit user, but it can also support Mew as an offensive Stealth Rock setter that can pressure bulkier teams with Taunt and Knock Off to alleviate pressure off Mew. These Pursuit users also help remove threats like Celebi and Latias, which use Mew as setup bait. Steel-types like Mega Aggron and Doublade make for good partners, as they are able to check the likes of Latias and Celebi that set(space)up on Mew, while Doublade can also switch into Terrakion and Cobalion for it. Mega Aggron also appreciates Mew's ability to keep its entry hazard up against common Defog users like Gligar and Rotom-H that it otherwise loses to.

[STRATEGY COMMENTS]
Other Options
=============
An offensive set with Nasty Plot can be run to act as a late-game sweeper, with moves like Focus Blast and Fire Blast to break through Steel-types and Taunt to offensively break apart stall teams offensively; however, Mew has a big severe four-moveslot syndrome, making it difficult for it to find an ideal combination of moves that doesn't leave it walled against common threats. Mew also faces a lot of competition with Celebi as a Nasty Plot user, whose secondary STAB move typing and less situational ability in Natural Cure provide it with a better matchup at breaking against defensive builds. Alternative move options like Flamethrower and Ice Beam can be used on the above sets over Knock Off or Seismic Toss. Flamethrower allows Mew to more effectively remove the likes of Cobalion and Scizor more effectively, while Ice Beam can pressure Mega Altaria, Krookodile, Gligar, and Hydreigon. However, as a result, Mew struggles to weaken and break through bulkier Pokemon like Blissey and Quagsire as a result, especially if lacking a status move. (You might not need this if Flamethrower/Ice Beam would not replace a status move) U-turn is an option to generate momentum off its of Mew's common switch-ins such as Latias, Celebi, and Gengar, but Mew struggles to find the room to (A tad redundant) fit this move on its sets. A more defensive EV spread can be run on the utility sets to better pivot into physical or special offensive threats like Nidoqueen, Terrakion, and Mamoswine more effectively.

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

**Dark-types**: Dark-types like Bisharp and Krookodile give Mew a lot of trouble; however, they do have to be careful about being crippled by Will-O-Wisp. Hydreigon is another Dark-type that Mew has a very hard time dealing with, as it can shrug off a burn and isn't fazed by any of the coverage moves Mew can afford to carry thanks to its access to Roost. Mega Sharpedo is also able to OHKO Mew with Crunch, and due to its ability to accumulate a free Speed Boost with Protect, it can avoid being burned by Will-O-Wisp in the process.

**Ghost-types**: Gengar, Mimikyu, and Doublade can easily use Mew as a free chance to set up, but the latter two can be punished by a burn. Sets lacking Will-O-Wisp and Knock Off leave Mew walled by them, which makes them extremely problematic to deal with. Gengar, (RC) in particular, (RC) is faster and can OHKO Mew with a Never-Ending Nightmare. Chandelure can also take advantage of Mew, as Will-O-Wisp can give it a Flash Fire boost, and it can also set up a Substitute or Calm Mind for free against Seismic Toss sets.

**Strong Offensive Threats**: Powerful threats such as Mega Altaria, Terrakion, and Infernape can give Mew a lot of issues. Mew is extremely reliant on Will-O-Wisp to be able to combat the former two, but Terrakion is faster and can OHKO it with a +2 Continental Crush or 2HKO it with a Choice Band-boosted Stone Edge on the switch, while Mega Altaria can carry Facade to 2HKO Mew after being burned. Infernape simply uses Mew as a free wallbreaking opportunity, as it cannot be burned and does not care for about Mew's low damage output.

**Toxic Users**: Toxic prevents Mew from consistently breaking through Pokemon such as Quagsire and Blissey because it forces Mew to switch out, which gives multiple opportunities for them to recover any lost health once Taunt wears off. The combination of switching into entry hazards and Toxic also greatly hinders Mew's longevity as a Defog user.

[CREDITS]
- Written by: [[Twilight, 344575]]
- Quality checked by: [[Nuked, 382658], [Hilomilo, 313384], [Martha, 384270]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [, ]]
That should do the trick. GP 2/2
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top