UU Mew [QC: 3/3] [GP: 2/2]

[OVERVIEW]

Mew is the most versatile Pokemon in the tier thanks to its expansive movepool, which allows it to fit on any team archetype from hyper offense to stall. Mew excels at supporting its teammates through its many utility options such as Knock Off, Will-O-Wisp, and Taunt, which makes it a huge nuisance to pivot into and makes it a great entry hazard setter and remover. Cosmic Power also makes Mew an obnoxious late-game wincon due to how hard it is to break through once it accumulates multiple boosts. However, this set does lack a lot of immediate power and can be PP stalled by foes like Celesteela and Slowking. Mew also is very reliant on its natural bulk and Speed tier to check a vast majority of the tier's offensive threats, such as Tapu Bulu and Mamoswine, as its typing doesn't offer much defensive utility. It struggles to fit all the options it wants onto its sets, leaving it with four-moveslot syndrome. Although Mew could realistically run an enormous number of sets, only a few aren't done better by another Pokemon. Mew only having base 100 stats across the board greatly limits its offensive potential, especially compared to other Psychic-types like Alakazam, which pulls off a Nasty Plot set better thanks to its greater Special Attack and Speed stats.

[SET]
name: Suicide Lead
move 1: Spikes
move 2: Stealth Rock
move 3: Taunt
move 4: Explosion
item: Red Card
ability: Synchronize
nature: Jolly
evs: 252 HP / 4 SpD / 252 Spe

[SET COMMENTS]

Mew's natural bulk and Speed allow it to set up Stealth Rock and one layer of Spikes in a majority of matchups, making it a great suicide lead for hyper offense teams. Taunt prevents opposing entry hazards from being set, as well as stopping Defog from clearing Mew's own hazards from the field. It is also useful for preventing setup users like Scizor from taking advantage of Mew's passivity. Explosion helps bring in Mew's partners safely while getting notable damage off against a foe. Explosion is also useful to prevent Rapid Spin users like Tentacruel from clearing Mew's entry hazards. Misty Explosion, with a Timid nature, is an alternative to Explosion, as it can OHKO offensive Kommo-o; however, it is weaker than Explosion against most foes it hits 2x super effectively, such as Keldeo, and it worsens Mew's ability to wear down foes like Rotom-H and Tentacruel. Red Card can forcibly bring in a more passive foe that lets Mew set up an extra layer of hazards. It can also prevent faster setup users like Latias from setting up on Mew and wallbreaking. Focus Sash can be considered to guarantee that one hazard is set up; however, this isn't usually preferred, as there aren't many Pokemon in the metagame capable of both outspeeding and OHKOing Mew. Custap Berry is an option that can let Mew set another hazard or use Explosion before fainting, and it also lets you preserve Mew to get a fast Taunt off against a setup sweeper; however, this item is a lot more situational and requires Mew to fall below 25% health.

Mew should be the lead in almost every match for hyper offense teams; however, there are some matchups where it struggles to get entry hazards up. Hatterene blocks Mew's entry hazards thanks to Magic Bounce, while Grimmsnarl can use priority Taunt to shut down Mew. For this reason, partners that can help pressure them like Scizor and Nihilego are appreciated. Meteor Beam Nihilego is usually limited to one boosting opportunity, so Spikes support is greatly appreciated to wear down foes like Kommo-o and Nidoqueen into range of its coverage. Bisharp can take advantage of the many Defog attempts that Mew's entry hazards force in order to gain a Defiant boost to break through defensive walls like Skarmory and Kommo-o more easily. Belly Drum Azumarill values the entry hazard support bringing its faster revenge killers such as Zarude, Tapu Bulu, and Primarina into range of a boosted Aqua Jet. Other late-game cleaners such as Clangorous Soul Kommo-o and Calm Mind Latias appreciate their defensive checks like Primarina, Jirachi, and Chansey being worn down into range of their attacks.

[SET]
name: Utility
move 1: Knock Off / Psychic
move 2: Defog / Spikes / Stealth Rock
move 3: Will-O-Wisp / Taunt
move 4: Soft-Boiled
item: Leftovers / Colbur Berry
ability: Synchronize
nature: Jolly / Timid
evs: 252 HP / 4 SpD / 252 Spe

[SET COMMENTS]

Knock Off allows Mew to remove key items from foes like Celesteela and Jirachi; however, Mew must be wary of giving a foe like Terrakion a Justified boost. Psychic is an alternative option that allows Mew to check Fighting-types like Kommo-o and Conkeldurr better. It also helps break through Nidoqueen and Tentacruel more quickly, though removing Nidoqueen's Life Orb with Knock Off makes it significantly easier to deal with regardless. Mew is a very good Defogger, as it is capable of switching into and beating almost every entry hazard user with a few exceptions, such as Krookodile, though it can reliably take Krookodile on if it has been crippled by Will-O-Wisp. Mew is also an effective Spikes user, as it can beat the tier's entry hazard removers, and it doesn't face much competition due to the tier's lack of viable Spikes users outside of Skarmory. Stealth Rock is also a viable option for similar reasons of pressuring hazard removers. Will-O-Wisp lets Mew cripple physical attackers like Scizor, Bisharp, and Mamoswine that it would otherwise give free wallbreaking opportunities to. Taunt is an option over Will-O-Wisp that can shut down bulkier walls like Quagsire and Amoonguss, but it significantly worsens Mew's ability to punish offensive threats. It can also be run in the second slot to let Mew break through bulkier cores more easily, but a lot of Mew's usefulness stems from the utility it can provide with or against entry hazards. Leftovers provides Mew with passive recovery, though Colbur Berry is an option to cripple foes like Krookodile and Bisharp safely. The EV spread lets Mew outspeed foes like Krookodile and Kyurem and cripple them with Will-O-Wisp or Knock Off. If Mew isn't using Will-O-Wisp or Knock Off, it can run a bulkier spread of 252 HP / 116 Def / 144 Spe to outspeed the Rotom formes and Kommo-o.

Partners like Nihilego and Kyurem appreciate Mew removing Leftovers from foes like Celesteela and Jirachi to make it easier to break past them. Choice Specs Kyurem also greatly appreciates the Defog support Mew provides to alleviate its Stealth Rock weakness. Tapu Bulu can help check foes like Krookodile and Crawdaunt for Mew and provide Grassy Terrain support to make it easier for Mew to switch into threats like Mamoswine. Tapu Bulu can also check Keldeo, a Fighting-type Mew struggles to deal with. Your own Keldeo can help check Incineroar for Mew, a Dark-type it can't cripple with Will-O-Wisp. To help Keldeo, Mew can remove Heavy-Duty Boots from foes like Slowking, making it easier to wear them down with entry hazards. Latias can freely set up a Calm Mind on Mew, though this is usually at the cost of its item; partners like Celesteela and Stakataka can alleviate this weakness. Nidoqueen works well in tandem with Mew, as they can ease each other's matchups against Fighting-types like Terrakion; however, the core can be extremely vulnerable to Latias, so use it alongside the aforementioned partners. Also, either Nidoqueen or Mew can run Stealth Rock, which lets the other fit Toxic Spikes or Spikes, respectively. Wallbreakers like Terrakion, Lycanroc-D, and Latias appreciate entry hazard support from Mew wearing down their checks like Tangrowth, Chansey, and Skarmory into range of their attacks. Pivots like Zeraora and Scizor can provide Mew with ample opportunities to remove or set hazards, and both greatly value the combination of hazards and their pivoting moves wearing down their checks.

[SET]
name: Cosmic Power
move 1: Cosmic Power
move 2: Stored Power
move 3: Body Press
move 4: Rest
item: Leftovers / Chesto Berry
ability: Synchronize
nature: Bold
evs: 252 HP / 180 Def / 76 Spe

[SET COMMENTS]

Cosmic Power boosts both Mew's Defense and Special Defense stats, making it extremely difficult to revenge kill if it accumulates multiple boosts. Stored Power notably helps it beat Unaware users like Quagsire, OHKOing it after getting +6 in both defenses. Body Press allows Mew to hit Dark-types, gives it neutral coverage against Steel-types like Celesteela, Jirachi, and Scizor, and is also strengthened by Cosmic Power. Rest is the preferred recovery option on Mew, as it heals it to full while curing it of any status ailments. However, Rest does make Mew very passive while trying to burn off sleep turns. Chesto Berry can provide a one-time means of avoiding this passivity, but Leftovers is generally preferred to reduce how often Mew needs to use Rest. Synchronize is especially useful on this set, as Mew can punish status and Scald users and proceed to cure its own status ailments. The EV spread makes Mew faster than Jolly Bisharp and Tapu Bulu. The remaining EVs are put into Defense to improve its bulk and the damage of Body Press, notably letting it OHKO non-Chople Berry Krookodile at +2.

This set should primarily be brought in late-game to sweep when the enemy team has been severely weakened, as it is extremely passive in a lot of matchups, especially if foes like Slowking and Celesteela haven't been removed. Grimmsnarl can provide dual screens support to give Mew ample opportunities to set up multiple boosts. Wallbreakers like Galarian Moltres and Thundurus-T are required to break through defensive foes like Celesteela and Slowking that can pivot around Mew and PP stall it. Dark-resistant teammates like Terrakion and Tapu Bulu are appreciated, as some Dark-types such as Krookodile commonly carry Darkest Lariat, which can bypass Mew's Defense boosts. Stealth Rock support from Krookodile and Nidoqueen can help whittle down teams for Mew to sweep. Nidoqueen can also provide Toxic Spikes support to put bulkier foes like Chansey and Quagsire on a timer, preventing them from staying in and trying to stall Mew out of PP. Chansey can provide Heal Bell support to wake Mew up from Rest, which lets it set up again later on without the need to burn multiple sleep turns.

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

A more physically defensive EV spread can be used to check Fighting-types like Conkeldurr and Terrakion better, though Mew can still struggle to take a Megahorn from the latter. Likewise, a more specially defensive EV spread can be used to pivot into Latias and Nidoqueen better. Seismic Toss is an option to have consistent damage output against foes like Celesteela, but Knock Off is generally better and can still cripple them greatly. Seismic Toss also leaves Mew completely walled by Chandelure. Thunder Wave can cripple foes like Latias and Terrakion, making them easier for Mew's teammates to offensively check. Toxic can also be considered, as it cripples Kyurem, Latias, and Slowking better than Will-O-Wisp. Flamethrower allows Mew to OHKO Scizor and hit other Steel-types like Celesteela and Jirachi, but it's difficult for Mew to fit.

Mew can use boosting moves besides Cosmic Power, but other Pokemon tend to use them better. Nasty Plot with options like Psyshock, Flamethrower, and Focus Blast makes Mew a potent wallbreaker; however, this set suffers from four-moveslot syndrome, struggling to fit coverage to hit opposing Psychic-types, and is usually done better by the faster and stronger Alakazam. Dragon Dance or Swords Dance with Psychic Fangs, Close Combat, and either Darkest Lariat or Flare Blitz makes Mew a potential wincon, but a Dragon Dance set is fairly weak even with a Life Orb, and Necrozma can run both boosting moves with greater power and similar bulk improved by Prism Armor. A set consisting of Imprison / Block / Transform / Soft-Boiled can be used to trap defensive foes like Celesteela and Tangrowth, giving Mew a phenomenal matchup against bulkier teams; however, it can be a complete momentum drain against offensive teams once revealed. U-turn and Teleport are options on Utility Mew to pivot out of foes like Incineroar and Celesteela, and the latter guarantees the partner is brought in safely. Toxic Spikes is a hazard option that could be considered on very specific teams, as Mew has the ability to force out all the common Poison-types in the tier, preventing them from safely switching in to absorb them.

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

**Dark-types**: Mew is often forced out by foes like Krookodile and Galarian Moltres, as it lacks the coverage to hit them super effectively on its utility set. However, Pokemon like Krookodile and Bisharp do have to be wary of Will-O-Wisp. Incineroar is immune to Will-O-Wisp, though it doesn't appreciate losing its Heavy-Duty Boots.

**Toxic**: Toxic prevents Mew from clearing entry hazards or attempting to break bulkier teams long-term. Chansey is a common Toxic user that is not bothered by the effects of Synchronize, as it has Natural Cure.

**Ghost-types**: There may not be many offensive Ghost-types, but Chandelure can be a problem for Mew, albeit one that has to be wary of Knock Off. Polteageist is in a similar position, as it can take a Knock Off and threatens to 2HKO with Shadow Ball or set up a Shell Smash.

[CREDITS]
- Written by: [[Twilight, 344575]]
- Quality checked by: [[Hilomilo, 313384], [Estarossa, 461329], [Lilburr, 481709]]
- Grammar checked by: [[Finland, 517429], [The Dutch Plumberjack, 232216]]
 
Last edited:
[OVERVIEW]

- Mew is the most versatile Pokemon in the tier due to its expansive movepool

- Mew excels at supporting its teammates through utility such as entry hazards, Will-O-Wisp, and Knock Off I'd like for its specific niches to be highlighted a bit more here, e.g. specific sentences on how it's a good hazard setter or stallbreaker though you already have one for cosmic power

- Mew can fit on every play style from HO to Stall connect this a bit more to the previous bullet, though this is probably easier to manage when writing up

- Cosmic Power makes Mew an obnoxious wincon that can be difficult to break through

- Mew is very reliant on its natural bulk and Speed tier to check a vast majority of the tier's physical attackers as its typing doesn't offer much defensive utility.

- Mew having such an expansive move pool also means it struggles to fit all the options it wants on its sets.

- Although Mew could realistically run a numerous amount of sets it can only run a few viably that aren't done better by another Pokemon. maybe find a way to tie this in with its stat spread being good but not remarkable from an offensive standpoint.

In general this is a bit bare-bones, but I know that's because this hasn't been written up yet but just keep that in mind for now.

[SET]
name: Suicide Lead
move 1: Spikes
move 2: Stealth Rock
move 3: Taunt
move 4: Explosion / Misty Explosion
item: Red Card
ability: Synchronize
nature: Jolly / Timid
evs: 252 HP / 4 SpD / 252 Spe

[SET COMMENTS]

Paragraph 1
- Mew's natural bulk allows it to setup a Stealth Rock and one layer of Spikes most of the time

- Taunt is required to prevent opposing hazards going up and to stop Defog

- Explosion brings in a partner safely while getting off notable damage on foes. It particularly helps with stopping Tentacruel spinning away your hazards.

- Misty Explosion can be used instead as does a lot more damage to Kommo-o not sure this is really worth a slash at this point in the meta

- Red Card forces out the current Pokemon once it hits Mew. This can be useful if it brings in a more passive foe for Mew to set up another layer of hazards. It can also prevent faster set up users like Latias from setting up on it and wallbreaking.

- Focus Sash can be considered to guarantee that one hazard is set up. why isn't this as preferable? elaborate

- Custap Berry is an option, which can let you get off an important layer up or click Explosion for guaranteed chip. I'd consider highlighting why this is a bit more niche

Paragraph 2
- Mew should primarily be the lead in every match for HO teams; however, there are some matchups where it struggles to get entry hazards up. elaborate a little more

- Mew can't get entry hazards up against a lead Hatterene and Tentacruel elaborate. It also struggles with faster Taunt users like Grimmsnarl.

- Partners that can threaten them like Jirachi, Nihilego, and Thundurus are appreciated.

- Bisharp can punish Defog with Defiant. Defiant boost is good.

- BD Azumarill and Clangorous Kommo-o appreciate Mew's hazards weakening stuff in range of their attacks

- Other sweepers like Latias, Scizor, etc.

I feel like this needs to be WAY beefier even if it's in bullet points. Try giving it some more substance, you're obviously a trusted writer but this isn't enough info

[SET]
name: Demon Mew
move 1: Cosmic Power
move 2: Stored Power
move 3: Body Press
move 4: Rest
item: Leftovers / Chesto Berry
ability: Synchronize
nature: Bold
evs: 252 HP / 180 Def / 76 Spe

[SET COMMENTS]

Paragraph 1
- Cosmic Power boosts both Mew's Defense and SpD making it difficult to revenge kill if it gets going

- Stored Power is preferred as it scales off boosting its defensive stats bring up its ability to help Mew break past stuff like Quagsire bc of this

- Body Press allows Mew to hit Dark-types and neutral coverage against the more common Steel-types in Celesteela, Jirachi, and Scizor. mention that it's synergistic with Body Press

- Rest lets Mew recover to full and cure it of any status ailments. It's very passive without sleep talk.

- Chesto Berry can be used to avoid this passivity one time. leftovers should be mentioned here too

- Synchronize is especially useful on this set as you can punish status and Scald users and proceed to cure your own ailment with Rest later.

- EV Spread makes you faster than Jolly Bisharp and Tapu Bulu, as well as Modest Galarian Moltres. The rest of the EVs in Defense to be as bulkier as possible and maximize Body Press damage.

Paragraph 2
- This set should primarily be brought in late-game when the enemy team has been severely weakened for it to pull off a sweep.

- Grimmsnarl can provide dual screens support to give Mew ample opportunities to set up. Alolan Ninetales can also do this and potentially provide Safeguard support.

- Wallbreakers like Galarian Moltres and Thundurus are required to break through defensive foes like Celesteela and Slowing that can pivot around Mew and stall it out.

- Dark resists like Terrakion and Tapu Bulu are appreciated as some of them like Krookodile commonly carry Darkest Lariat, which can bypass its boosts.

- Stealth Rock support from Krookodile and Nidoqueen can help whittle down teams making it easier for Mew to sweep. Nidoqueen can also provide Toxic Spikes support to put bulkier foes like Chansey and Quagsire on a timer preventing them from staying in an trying to stall Mew out.

[SET]
name: Utility
move 1: Knock Off / Psychic
move 2: Defog / Stealth Rock / Spikes
move 3: Will-O-Wisp / Taunt
move 4: Soft-Boiled
item: Leftovers
ability: Synchronize
nature: Jolly / Timid
evs: 252 HP / 4 SpD / 252 Spe

[SET COMMENTS]

Paragraph 1
- Knock Off lets Mew cripple foes like Celesteela and Jirachi

- Psychic lets Mew check Fighting-types like Conkeldurr and Kommo-o better

- Mew is a decent hazard remover as it's capable of beating every hazard user except Krookodile if it hasn't been crippled by Wisp maybe elaborate more as to how this is the case

- Stealth Rock is an option if you can't fit it elsewhere and another user can fit Defog or removal isn't mandatory.

- If both roles have been fulfilled then Spikes is an option to support the teams breakers

- Wisp lets Mew cripple foes like Scizor, Bisharp, and Mamoswine making them easier to deal with.

- Taunt is an option that can shut down bulkier walls but it significantly worsens its ability to check certain threats

- EV spread makes you faster than Adamant Scolipede so that you can cripple it with Wisp first if you run it. If you aren't using Wisp and Knock Off then you can run a slower spread of 252 HP / 116 Def / 144 Spe to be faster than the Rotom forms and Kommo-o.

- A more physically defensive spread can be used to check Fighting-types like Conkeldurr and Terrakion better. Likewise a more specially defensive spread can be used to pivot into Latias and Nidoqueen better.

Paragraph 2
- Wallbreakers like Terrakion, Lycanroc-D, and Latias appreciate the entry hazard support Mew can provide in addition to this, bring up Pokemon that pair well with it that also appreciate Defog support if it's fitted

- Partners like Nihilego and Kyurem appreciate Mew removing Leftovers from foes like Celesteela and Jirachi, making it easier for them to break past them.

- Tapu Bulu can help check Krookodile and Crawdaunt for Mew and the Grassy Terrain support makes it easier for Mew to switch into Mamoswine. Bulk can also check Keldeo.

- Keldeo can help check Incineroar for Mew, a Dark-type it can't cripple with Wisp. Mew can also potentially remove Boots from Slowking making it easier to wear it down with hazards.

- Celesteela can help check Latias, which Mew lets set up, though at the cost of its item. Steela also appreciates the entry hazard removal Mew provides.

- Nidoqueen and Tangrowth can help check Terrakion for Mew, which is a fighter it can be overwhelmed by.

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

[SET COMMENTS]

Paragraph 1
- Break fat mons through status and Taunt. Knock Off also crippling them

- Psychic is an option to check Fighters better. Also does more damage to Nidoqueen

- EV spread makes you faster than Adamant Scolipede so that you can cripple it with Wisp first. This also makes you faster than Kyurem so you can Knock Off its Leftovers or Choice Specs first.

- A more physically defensive spread can be used to check Fighting-types like Conkeldurr and Terrakion better. Likewise a more specially defensive spread can be used to pivot into Latias and Nidoqueen better.

this honestly reads like it's still in WIP. Some of your information here is good but the writing needs a lot more flow/fuller sentences

Paragraph 2
- Nidoqueen and Tentacruel can provide Toxic Spikes support making it easier for Mew to break through balance and stall teams

- Tapu Bulu and Kommo-o can check the tier's Dark-types for Mew. Kommo-o with Bulletproof can also take on Chandelure

- Pokemon like Primarina and Salamence appreciate Mew wearing down bulkier foes as they can struggle to make progress against foes like Chansey and Celesteela.

- Zeraora appreciates Mew being able to cripple foes like Tapu Bulu, Amoonguss, and Tangrowth. In return, it can offensively pressure Latias.

- Wallbreakers like Diggersby and Conkeldurr appreciate Mew taking pressure off them having to break through bulkier archetypes.

- Celesteela and Chansey can help check Latias for Mew, which it lets in freely to set up on. Mew can remove its Life Orb though, making it easier for these partners to defensively check it. Chansey can also provide Heal Bell support.

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

- Seismic Toss is an option to have consistent damage against foes like Chansey and Celesteela but Knock Off is generally better and can still cripple them greatly

- Thunder Wave can cripple foes like Latias and Terrakion making them easier for Mew's teammates to offensively check

- Toxic can be considered as it cripples Kyurem, Latias, and Slowking more than Wisp.

- Flamethrower can allow Mew to OHKO Scizor and hit other Steel-types like Celesteela and Jirachi but its difficult to fit

- Colbur Berry lets Mew take a hit from Zeraora, Krookodile, and Bisharp more easily to cripple them with Wisp.

- Nasty Plot with options like Psyshock, Flamethrower, Volt Switch, and Focus Blast can be considered to make it a potent wallbreaker; however, it suffers from 4MSS and struggles to fit coverage to hit opposing Psychic-types. This set is also usually done better by Alakazam who is faster and stronger than Mew.

- Dragon Dance with Psychic Fangs, Close Combat, and Darkest Lariat can be considered making it a potential wincon. However, it is fairly weak without a Life Orb and does face some competition from Necrozma who is stronger and has similar bulk, further improved by Prism Armor.

- Swords Dance variants can run a similar set to the above to wallbreak but again it does still face some competition from Necrozma.

- Imprison + Block can be used to trap foes and force them to struggle. this kinda feels too niche to bring up

- U-turn can let more defensive Mew sets pivot out of foes like Incineroar and Celesteela.

- Teleport can be considered for a similar reason but guarantees the partner is brought in safely

- Trick with a Choice Cpecs or Choice Scarf set could be considered to cripple foes like Celesteela but this is generally done better by Pokemon like Latias meh I'm not really convinced this is worth mentioning for Mew specifically

- Toxic Spikes is a hazard option that could be considered in very specific scenarios as Mew has the ability to force out all the common Poison-types in the tier preventing them from safely switching in to absorb them.

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

**Dark-types**: Mew is often forced out by foes like Krookodile and Galarian Moltres as it lacks the coverage to hit them super effectively on its more utility sets. However, Krookodile and Bisharp do have to be wary of taking a potential Wisp. Galarian Moltres is a Pokemon Mew can't punish and Incineroar is also immune to Wisp, though doesn't appreciate losing its boots.

**Toxic users**: Chansey is a common Toxic user that can put Mew on a timer and ignore the effects of Synchronize with Natural Cure curing itself upon switching. Toxic prevents Mew from being able to clear entry hazards or attempting to break bulkier teams long term.

**Ghost-types**: Albeit there not being many offensive Ghost-types, Chandelure can be problematic for Mew. Chandelure has to be careful of Knock Off but it can force Mew out. Polteageist can likewise do the same thing as it lives a Knock Off and threatens to 2HKO or set up a Shell Smash on Mew.

[CREDITS]
- Written by: [[username1, userid1]]
- Quality checked by: [[username1, userid1], [username2, userid2], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
I'll give this 1/3 but before you open it up for the second check I really think you need to flesh out your bullet points though. This is only really passable because you're a trusted writer but there needs to be way more specificity and cohesion in your sentences. It's too bare-bones atm and lacks flow and I don't think this would fly as easily with a newer writer. Please make sure you polish it up.
 
[OVERVIEW]

- Mew is the most versatile Pokemon in the tier due to its expansive movepool and thus Mew can fit on every play style from HO to Stall.

- Mew excels at supporting its teammates through utility over anything else. Unlike other entry hazard setters or removers, only Mew is capable of utilizing moves such as Knock Off, Will-O-Wisp, and Taunt in conjunction, giving it a very good matchup against both common setters and removers. This sort of makes it sound like its only really helpful against setters and removers? honestly all of this stuff makes it just painful for anything to switch into rly and makes it especially nasty for bulkier teams to deal with properly if it is a taunt + knock wisp set instead of the hazards one.

- Cosmic Power makes Mew an obnoxious wincon that can be difficult to break through once it gets going. i'd probably comment on its downsides for this set specifically; its kinda difficult to take down but its also unable to rly break through stuff like slowking and celesteela, in a lot of matchups versus bulkier stuff it typically ends up just pp stalling like 80 turns lol. not getting actual spa boosts just makes stored power too weak to rly do a lot versus some bulkier fight resists.

- Mew is very reliant on its natural bulk and Speed tier to check a vast majority of the tier's physical attackers as its typing doesn't offer much defensive utility.

- Mew having such an expansive move pool also means it struggles to fit all the options it wants on its sets. Suffers from 4MSS.

- Although Mew could realistically run a numerous amount of sets it can only run a few viably that aren't done better by another Pokemon. Mew only having base 100 stats across the board greatly limits its offensive potential especially compared to another Psychic-type like Alakazam that pulls off a NP set better thanks to its greater SpA and Spe stat.

[SET]
name: Suicide Lead
move 1: Spikes
move 2: Stealth Rock
move 3: Taunt
move 4: Explosion
item: Red Card
ability: Synchronize
nature: Jolly
evs: 252 HP / 4 SpD / 252 Spe

[SET COMMENTS]

Paragraph 1
- Mew's natural bulk allows it to setup a Stealth Rock and one layer of Spikes most of the time

- Taunt is required to prevent opposing hazards going up and to stop Defog. Also helpful for stopping certain set up users from taking advantage of Mew. could probably give an example or two here like SD scizor since you specify "certain" set up users.

- Explosion brings in a partner safely while getting off notable damage on foes. It particularly helps with stopping Tentacruel spinning away your hazards.

- Misty Explosion can be used with a Timid nature as it has a chance to OHKO offensive Kommo-o. can probably mention that its very weak versus tentacruel for instance on the other hand.

- Red Card forces out the current Pokemon once it hits Mew. This can be useful if it brings in a more passive foe for Mew to set up another layer of hazards. It can also prevent faster set up users like Latias from setting up on it and wallbreaking.

- Focus Sash can be considered to guarantee that one hazard is set up; however, this isn't usually preferred as there isn't much in the metagame capable of both outspeeding and OHKOing Mew.

- Custap Berry is an option, which can let you get off an important layer up or click Explosion for the guaranteed chip. It can also come in handy to preserve Mew if it falls under this threshold to get a priority Taunt off against a set up sweeper.

Paragraph 2
- Mew should primarily be the lead in every match for HO teams; however, there are some matchups where it struggles to get entry hazards up.

- Mew can't get entry hazards up against a lead Hatterene and Tentacruel. Hatterene's Magic Bounce simply prevents Mew from setting up hazards, while Tentacruel can use Rapid Spin first turn to remove the hazards and guaranteed to be faster than Mew. though this would just proc red card, so you can technically set one layer and then immediately explode or go to a ghost, and if they spin then theyy switch if they stay in ur still faster. This prevents Mew from clicking Explosion first to deny an attempt at Rapid Spinning. It also struggles with faster Taunt users like Grimmsnarl.

- Partners that can threaten them like Jirachi, Nihilego, and Thundurus are appreciated. CM Jirachi and Meteor Beam Nihilego, in particular, aren't very strong without accumulating multiple boosts so Spikes support greatly helps them to wear down foes like Tangrowth and Kommo-o.

- Bisharp can punish Defog with Defiant. Defiant boost is good. It's one of the primary Defog deterrents that becomes extremely scary after an Attack boost.

- BD Azumarill and Clangorous Kommo-o appreciate Mew's hazards weakening stuff like Tangrowth and Primarina in range of their attacks

- Other sweepers like Latias, Scizor, etc. abuse Spikes as their checks like Jirachi, Keldeo, Slowking, etc. get worn down

- Mamoswine is a great wallbreaker that appreciates Spikes support. It also appreciates Mew fitting SR so it can freely run Knock Off.

[SET]
name: Utility
move 1: Knock Off / Psychic
move 2: Defog / Stealth Rock / Spikes
move 3: Will-O-Wisp / Taunt
move 4: Soft-Boiled
item: Leftovers
ability: Synchronize
nature: Jolly / Timid
evs: 252 HP / 4 SpD / 252 Spe

[SET COMMENTS]

Paragraph 1
- Knock Off lets Mew cripple foes like Celesteela and Jirachi

- Psychic lets Mew check Fighting-types like Conkeldurr and Kommo-o better worth noting that it makes u a p decent nidoqueen check if its chipped too, take at most 60% if u try and switch in and ur faster and do like 70%+ with psychic. could also mak that comment with knock off cause of sheer force if you wanted since you wall it after life orb is gone.

- Mew is a decent hazard remover as it's capable of switching into and beating every hazard user except Krookodile if it hasn't been crippled by Wisp, as it takes too much from Knock Off. i know you mentioned it in OO but personally i'd bump a colbur mention up to mentions for stuff like this + checking bish.

- Stealth Rock is an option if you can't fit it elsewhere and another user can fit Defog or removal isn't mandatory. this sounds a little negative honestly? like its pretty good at keeping them up realistically since it pressures removers nicely and doesn't struggle to fit it too much in a lot of situations.

- If both roles have been fulfilled then Spikes is an option to support the teams breakers i'd perosnally bump this up to 2nd slash before sr, just cause like spikes users are a lot rarer really and mews actually decent at kkeeping them up too.

- Wisp lets Mew cripple foes like Scizor, Bisharp, and Mamoswine making them easier to deal with. It can risk going for it against them as it is faster and can stomach a super-effective hit if crippled.

- Taunt is an option that can shut down bulkier walls like Quagsire and Amoonguss but it significantly worsens its ability to check certain threats like the ones mentioned above. Nuke the stallbreaker set and just mention that u can run it with knock willo taunt to break through bulky cores and be a pain in the arse to deal with here as discussed in qc channel.

- EV spread makes you faster than Adamant Scolipede so that you can cripple it with Wisp first if you run it. gotta be more relevant examples here like krook / kyurem honestly. If you aren't using Wisp and Knock Off then you can run a slower spread of 252 HP / 116 Def / 144 Spe to be faster than the Rotom forms and Kommo-o.

- A more physically defensive spread can be used to check Fighting-types like Conkeldurr and Terrakion better. Still struggles a lot with megahorn terrak fwiw, might be worth mentioning Likewise a more specially defensive spread can be used to pivot into Latias and Nidoqueen better.

Paragraph 2
- Wallbreakers like Terrakion, Lycanroc-D, and Latias appreciate the entry hazard support Mew can provide. Tangrowth, Chansey, and Skarmory being worn down into range of their attacks. this bit reads really weirdly just fix on write up.

- Partners like Nihilego and Kyurem appreciate Mew removing Leftovers from foes like Celesteela and Jirachi, making it easier for them to break past them. u could maybe comment on how like a subroost kyurem appreciates defog mew so it can go lefties to bulk this commnt out a little.

- Tapu Bulu can help check Krookodile and Crawdaunt for Mew and the Grassy Terrain support makes it easier for Mew to switch into Mamoswine. Bulu can also check Keldeo for Mew, a fighter it can't handle. Bulu also likes stuff like amoong / tang having their helmets removed by mew, and it checking some stuff like mixed clanger.

- Keldeo can help check Incineroar for Mew, a Dark-type it can't cripple with Wisp. Mew can also potentially remove Boots from Slowking making it easier to wear it down with hazards.

- Celesteela can help check Latias, which Mew lets set up, though at the cost of its item. Steela also appreciates the entry hazard removal Mew provides.

- Nidoqueen and Tangrowth can help check Terrakion for Mew, which is a fighter it can be overwhelmed by due to Stone Edge being too strong from a boosted Terrakion. This sorta sounds like queen is an actual terrak switch-in which might be a bit widega. can maybe comment here on how like mew + queen opens up your options in terms of tspikes on queen or spikes on mew that might be harder to fit otherwise.

- Specs Kyurem and Chandelure appreciate Mew being able to clear entry hazards for them as they can get easily worn down otherwise. Kyurem also struggles to break past Chansey so Mew potentially removing its Eviolite greatly helps it. i'd just move this to the point before with kyurem probably, feels a bit weird talking about it twice for two diff sets.

Zeraora mention maybe? obligitory cause like spikes + zeraora = ouch, mew just sets more spikes up against the fat grasses if somethings foddered or its taunt too.


[SET]
name: Demon Mew
move 1: Cosmic Power
move 2: Stored Power
move 3: Body Press
move 4: Rest / Recover? (see below, feel free to ignore if you disagree)
item: Leftovers / Chesto Berry
ability: Synchronize
nature: Bold
evs: 252 HP / 180 Def / 76 Spe

[SET COMMENTS]

Paragraph 1
- Cosmic Power boosts both Mew's Defense and SpD making it difficult to revenge kill if it gets going

- Stored Power is preferred as it scales off boosting its defensive stats to break Unaware users like Quag easier. i might give some examples of OHKOs / 2HKOs etc in terms of stored power and body press for your examples in this area just to better paint a picture of how it works, ie. quag is actually OHKO'd at +6 / +6 by stored power.

- Body Press allows Mew to hit Dark-types and neutral coverage against the more common Steel-types in Celesteela, Jirachi, and Scizor. Body Press also increases in damage thanks to Cosmic Power Def boost.

- Rest lets Mew recover to full and cure it of any status ailments. However, one must keep in mind that it's very passive without sleep talk. I'd mention recover as an option, maybe even slash it, but comment that you kinda needa run clerics with it. makes you a lot less passive vs stuff like SD scizor at the cost of struggling more vs stuff that can burn u like slowking. Also helps versus stuff like darkest lariat krook since you stay out of range of it a lot better, since it only does like 50%.

- Chesto Berry can be used to avoid this passivity one time; however, the passive recovery of Lefties is generally preferred.

- Synchronize is especially useful on this set as you can punish status and Scald users and proceed to cure your own ailment with Rest later.

- EV Spread makes you faster than Jolly Bisharp and Tapu Bulu, as well as Modest Galarian Moltres. The rest of the EVs in Defense to be as bulkier as possible and maximize Body Press damage. its enough defense to just guarantee an OHKO on scarf krook at +2 if you wanted to mention a specific example.

Paragraph 2
- This set should primarily be brought in late-game when the enemy team has been severely weakened for it to pull off a sweep, as it is extremely passive in a lot of matchups if foes like Slowking and Celesteela haven't been removed.

- Grimmsnarl can provide dual screens support to give Mew ample opportunities to set up. Alolan Ninetales can also do this and potentially provide Safeguard support.

- Wallbreakers like Galarian Moltres and Thundurus are required to break through defensive foes like Celesteela and Slowing that can pivot around Mew and stall it out.

- Dark resists like Terrakion and Tapu Bulu are appreciated as some of them like Krookodile commonly carry Darkest Lariat, which can bypass its boosts.

- Stealth Rock support from Krookodile and Nidoqueen can help whittle down teams making it easier for Mew to sweep. Nidoqueen can also provide Toxic Spikes support to put bulkier foes like Chansey and Quagsire on a timer preventing them from staying in and trying to stall Mew out.

This set can kinda fit on fatter stuff decently too, might give a s/o to that, especially with like a heal bell mention etc.

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

[SET COMMENTS]

Paragraph 1
- Break fat mons like Chansey and Palossand through status and Taunt. Knock Off also crippling them. This prevents them from using their recovery moves or removing their only form of reliable recovery.

- Psychic is an option to check Fighters better. Also does more damage to Nidoqueen than Knock Off but removing its LO makes it much easier to switch into.

- EV spread makes you faster than Adamant Scolipede so that you can cripple it with Wisp first. This also makes you faster than Kyurem so you can Knock Off its Leftovers or Choice Specs first.

- A more physically defensive spread can be used to check Fighting-types like Conkeldurr and Terrakion better. Likewise, a more specially defensive spread can be used to pivot into Latias and Nidoqueen better.

Paragraph 2
- Nidoqueen and Tentacruel can provide Toxic Spikes support making it easier for Mew to break through balance and stall teams.

- Tapu Bulu and Kommo-o can check the tier's Dark-types for Mew. Kommo-o with Bulletproof can also take on Chandelure

- Pokemon like Primarina and Salamence appreciate Mew wearing down bulkier foes as they can struggle to make progress against foes like Chansey and Celesteela.

- Zeraora appreciates Mew being able to cripple foes like Tapu Bulu, Amoonguss, and Tangrowth. In return, it can offensively pressure Latias.

- Wallbreakers like Diggersby and Conkeldurr appreciate Mew taking pressure off them having to break through bulkier archetypes.


- Celesteela and Chansey can help check Latias for Mew, which it lets in freely to set up on. Mew can remove its Life Orb though, making it easier for these partners to defensively check it. Chansey can also provide Heal Bell support.

Just merge this with the other similar spread as disussed in QC.

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

- Seismic Toss is an option to have consistent damage against foes like Chansey peepo this does like negative 6% dmg to chansey. and Celesteela but Knock Off is generally better and can still cripple them greatly would mention that this leaves you utterly vulnerable to chandelure too, which you literally can't touch when running wow + stoss.

- Thunder Wave can cripple foes like Latias and Terrakion making them easier for Mew's teammates to offensively check

- Toxic can be considered as it cripples Kyurem, Latias, and Slowking more than Wisp.

- Flamethrower can allow Mew to OHKO Scizor and hit other Steel-types like Celesteela and Jirachi but its difficult to fit

- Colbur Berry lets Mew take a hit from Zeraora, Krookodile, and Bisharp more easily to cripple them with Wisp. move this up to mentions imo, its genuinely a lot more solid than most of these options.

- Nasty Plot with options like Psyshock, Flamethrower, Volt Switch, and Focus Blast can be considered to make it a potent wallbreaker; however, it suffers from 4MSS and struggles to fit coverage to hit opposing Psychic-types. This set is also usually done better by Alakazam who is faster and stronger than Mew.

- Dragon Dance with Psychic Fangs, Close Combat, and Darkest Lariat can be considered making it a potential wincon. However, it is fairly weak without a Life Orb what item would this set run then? i'd assume life orb but this makes it sound like something else which you should probably specify and does face some competition from Necrozma who is stronger and has similar bulk, further improved by Prism Armor.

- Swords Dance variants can run a similar set to the above to wallbreak but again it does still face some competition from Necrozma. worth noting that both of these sets can actually serve as rather nasty checks to grassy seed psychic stuff, (albeit a bit vulnerable to scald glowbro, but not much latias or reuni can do to deal with boosted lariats)

- Imprison + Block + Transform can be used to trap foes and force them to struggle. would mention that it makes it like a deadly stall/fat breaker, but that versus more offensive teams this set can just be a total momentum drain once revealed as it takes too many turns to set up, although it can quite easily claim a surprise kill if played well still.

- U-turn can let more defensive Mew sets pivot out of foes like Incineroar and Celesteela.

- Teleport can be considered for a similar reason but guarantees the partner is brought in safely.

- Toxic Spikes is a hazard option that could be considered in very specific scenarios as Mew has the ability to force out all the common Poison-types in the tier preventing them from safely switching in to absorb them.

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

**Dark-types**: Mew is often forced out by foes like Krookodile and Galarian Moltres as it lacks the coverage to hit them super effectively on its more utility sets. However, Krookodile and Bisharp do have to be wary of taking a potential Wisp. Galarian Moltres is a Pokemon Mew can't punish and Incineroar is also immune to Wisp, though doesn't appreciate losing its boots. idk about mew being unable to punish moltres per se, knock removing boots / wp is painful and it can still taunt double dance sets

**Toxic Users**: Chansey is a common Toxic user that can put Mew on a timer and ignore the effects of Synchronize with Natural Cure curing itself upon switching. Toxic prevents Mew from being able to clear entry hazards or attempting to break bulkier teams long term.

**Ghost-types**: Albeit there not being many offensive Ghost-types, Chandelure can be problematic for Mew. Chandelure has to be careful of Knock Off but it can force Mew out. Polteageist can likewise do the same thing as it lives a Knock Off and threatens to 2HKO or set up a Shell Smash on Mew.

[CREDITS]
- Written by: [[username1, userid1]]
- Quality checked by: [[username1, userid1], [username2, userid2], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]

nice work, 2/3

Estarossa-QC.gif
 
Last edited:
[OVERVIEW]

Mew is the most versatile Pokemon in the tier thanks to its expansive movepool, which allows Mew to fit on any team archetype from hyper offense to stall. Mew excels at supporting its teammates through its many utility options such as Knock Off, Will-O-Wisp, and Taunt, which makes it a huge nuisance to pivot into and allow Mew to excel as both an entry hazard setter and remover. Cosmic Power makes Mew an obnoxious late-game win condition due to its difficulty to break through once it accumulates multiples boosts. However, this set does lack a lot of immediate power itself and can result in it being PP stalled by foes like Celesteela and Slowking. Mew is very reliant on its natural bulk and Speed tier to check a vast majority of the tier's offensive threats such as Tapu Bulu and Mamoswine, as its typing doesn't offer much defensive utility. Mew having such a large movepool means it struggles to fit all the options it wants onto its sets leaving it with minor 4MSS understatement of the century. Although Mew could realistically run a numerous amount of sets it can only run a few viably that aren't done better by another Pokemon. Mew only having base 100 stats across the board greatly limits its offensive potential especially compared to another Psychic-type like Alakazam that pulls off a Nasty Plot set better thanks to its greater Special Attack and Speed stat.

[SET]
name: Suicide Lead
move 1: Spikes
move 2: Stealth Rock
move 3: Taunt
move 4: Explosion
item: Red Card
ability: Synchronize
nature: Jolly
evs: 252 HP / 4 SpD / 252 Spe

[SET COMMENTS]

Mew's natural bulk and Speed - this is pretty important bc it's what sets it apart from other similar Pokemon like Skarm/Aloslash/whatever else idk fuckin Coalossal allows it to set up Stealth Rock and one layer of Spikes in a majority of matchups making it a great suicide lead for hyper offense teams. Taunt prevents opposing entry hazards from being set, as well as preventing its own hazards from being cleared from the field with Defog. slightly misleading, taunt's not preventing spin. Taunt is also useful for preventing setup users like Scizor from taking advantage of Mew's passivity. Explosion helps bring in Mew's partners safely while getting notable damage off against a foe. Explosion is also useful to prevent Rapid Spin users like Tentacruel from clearing Mew's entry hazards. Misty Explosion, with a Timid nature, is an alternative to Explosion as it can OHKO offensive Kommo-o; however, it's its weaker damage output leaves it doing less to foes it hits super effectively such as Keldeo and worsening Mew's ability to wear down foes like Rotom-H and Tentacruel. Red Card forces out the current Pokemon once it hits Mew, which can be useful if it brings in a more passive foe that lets Mew set up an extra layer of hazards. It can also prevent faster set up users like Latias from setting up on Mew and wallbreaking. Focus Sash can be considered to guarantee that one hazard is set up; however, this isn't usually preferred as there aren't many Pokemon in the metagame capable of both outspeeding and OHKOing Mew. Custap Berry is an option, which can let Mew set another hazard up or use Explosion for the guaranteed chip. It can also come in handy to preserve Mew to get a priority Taunt off against a setup sweeper; however, this item is a lot more situational and requires Mew to fall below the given threshold of 25% (might be worth specifying).

Mew should be the lead in every match for hyper offense teams; however, there are some matchups where it struggles to get entry hazards up. Mew is unable to get entry hazards up against Hatterene thanks to Magic Bounce, while Grimmsnarl has access to priority Taunt to shut down Mew. For this reason, partners that can help pressure them like Scizor and Nihilego are appreciated. Meteor Beam Nihilego is usually limited to one Special Attack boost so Spikes support is greatly appreciated to wear down foes like Kommo-o and Nidoqueen into range of its coverage. Bisharp can take advantage of the many Defog attempts that the entry hazards force in order to gain a Defiant boost to break through defensive walls like Skarmory and Kommo-o more easily. Belly Drum Azumarill values the entry hazard support bringing its faster revenge killers such as Zarude, Tapu Bulu, and Primarina into range of a boosted Aqua Jet. Other late-game cleaners such as Clangorous Soul Kommo-o and Calm Mind Latias appreciate their defensive checks like Primarina, Jirachi, and Chansey being worn down into range of their attacks.

[SET]
name: Utility
move 1: Knock Off / Psychic
move 2: Defog / Spikes / Stealth Rock
move 3: Will-O-Wisp / Taunt
move 4: Soft-Boiled
item: Leftovers
ability: Synchronize
nature: Jolly / Timid
evs: 252 HP / 4 SpD / 252 Spe

[SET COMMENTS]

Knock Off allows Mew to cripple and remove key items from foes like Celesteela and Jirachi; however, Mew must be wary of giving a foe like Terrakion a potential Justified boost. Psychic is an alternative option that allows Mew to check Fighting-types like Kommo-o and Conkeldurr better. It also helps break through Nidoqueen and Tentacruel faster, though removing Nidoqueen's Life Orb with Knock Off also makes this threat significantly easier to deal with regardless. Mew is a very good Defogger this should be Defog user i'm pretty sure as it is capable of switching into and beating almost every entry hazard user with a few exceptions such as Krookodile, though it can reliably take it on if it has been crippled by Will-O-Wisp. Mew is an effective Spikes user as it can beat the tier's entry hazard removers. Stealth Rock is also a viable option for similar reasons feel like it should be specified that spikes are much more effective because the tier has a lot of good rockers but not a lot of good spikers. Will-O-Wisp lets Mew cripple physical attackers like Scizor, Bisharp, and Mamoswine that it would otherwise give free wallbreaking opportunities to. Taunt is an option over Will-O-Wisp that can shut down bulkier walls like Quagsire and Amoonguss but it significantly worsens its ability to punish offensive threats. Taunt can be ran in the second slot to let Mew break through bulkier cores more easily, but a lot of Mew's usefulness stems from the utility it can provide with or against entry hazards. Colbur Berry is an option to cripple foes like Krookodile and Bisharp safely, though Leftovers passive recovery is generally preferred. i think this set's honestly a lot better with colbur and it should probably be slashed second if not first The EV spread lets Mew outspeed foes like Krookodile and Kyurem and cripple them with Will-O-Wisp or Knock Off. If you aren't using Will-O-Wisp and Knock Off then you can run a bulkier spread of 252 HP / 116 Def / 144 Spe with enough Speed to be faster than the Rotom formes and Kommo-o. you're not rlly supposed to say "you" here, it should be referring to mew and not the player

Wallbreakers like Terrakion, Lycanroc-D, and Latias appreciate the entry hazard support Mew can provide to wear down their checks such as Tangrowth, Chansey, and Skarmory into range of their attacks. Partners like Nihilego and Kyurem appreciate Mew removing Leftovers from foes like Celesteela and Jirachi to make it easier to break past them. Kyurem also greatly appreciates the Defog support Mew provides to alleviate its Stealth Rock weakness. maybe specify specs kyurem, subroost runs boots Tapu Bulu can help check foes like Krookodile and Crawdaunt for Mew and provide Grassy Terrain support to make it easier for Mew to switch into threats like Mamoswine. Tapu Bulu can also check Keldeo, a Fighting-type Mew struggles to deal with. Keldeo can help check Incineroar for Mew, a Dark-type it can't cripple with Will-O-Wisp. In return, Mew can remove Heavy-Duty Boots from foes like Slowking making it easier to wear it down with entry hazards, something Mew can also provide for Keldeo. Latias is a problematic threat for Mew as it gives Latias free opportunities to set up a Calm Mind, though it is usually at the cost of Latias's item. Partners like Celesteela and Stakataka can help alleviate this. Nidoqueen works well in tandem with Mew as both can help ease each other's matchups against Fighting-types like Terrakion. They also open up opportunities for one another through Nidoqueen being able to fit Toxic Spikes or Mew Spikes depending on which fulfills the role of the Stealth Rock setter i'd note that mew + queen is particularly weak to latias as a core so you really really need to pack strong checks if you're using both. Pivots like Zeraora and Scizor can provide Mew with ample opportunities to remove or set hazards, both of which greatly valuing the combination of hazards and their pivoting moves wearing down their checks.

[SET]
name: Demon Mew
move 1: Cosmic Power
move 2: Stored Power
move 3: Body Press
move 4: Rest / Soft-Boiled
item: Leftovers / Chesto Berry
ability: Synchronize
nature: Bold
evs: 252 HP / 180 Def / 76 Spe

[SET COMMENTS]

Cosmic Power boosts both Mew's Defense and Special Defense stats making it extremely difficult to revenge kill if it accumulates multiple boosts. Stored Power is preferred as it scales off of boosting both of its defensive stats and notably helps it beat Unaware users like Quagsire, OHKOing it after getting +6 in both its defenses. Body Press allows Mew to hit Dark-types and gives it neutral coverage against Steel-types like Celesteela, Jirachi, and Scizor. Body Press also increases in damage thanks to Cosmic Power Defense boost. Rest is the preferred recovery option on Mew as it provides it heals it to full while curing Mew of any status ailments. However, this does make Mew very passive while trying to burn off sleep turns. Soft-Boiled is an alternative that provides it with good recovery without the passive ramifications; however, it does make Mew susceptible to Toxic. this set's already garbage and a mu fish as is, i don't think making it vulnerable to toxic is ever a good idea. Chesto Berry can provide a one time means of avoiding the passivity issues Rest creates; however, the passive recovery of Lefties Leftovers is generally preferred to reduce how often it needs to use Rest. Synchronize is especially useful on this set as Mew can punish status and Scald users then proceed to cure its own status ailments. The EV Spread makes you Mew faster than Jolly Bisharp and Tapu Bulu. The remaining EVs are put into Defense to improve its bulk and the damage of Body Press, notably OHKOing non-Chople Berry Krookodile at +2.

This set should primarily be brought in late-game when the enemy team has been severely weakened for it to pull off a sweep, as it is extremely passive in a lot of matchups especially if foes like Slowking and Celesteela haven't been removed. Grimmsnarl can provide dual screens support to give Mew ample opportunities to set up multiple boosts. Alolan Ninetales can also do this through Aurora Veil and provide Safeguard support freeing the option for Mew to run Soft-Boiled more easily. Wallbreakers like Galarian Moltres and Thundurus-T are required to break through defensive foes like Celesteela and Slowking that can pivot around Mew and PP stall it. Dark resists Dark-resistant teammates like Terrakion and Tapu Bulu are appreciated as some of them Dark-types such as Krookodile commonly carry Darkest Lariat, which can bypass its Mew's defense boosts. Stealth Rock support from Krookodile and Nidoqueen can help whittle down teams making it easier for Mew to sweep. Nidoqueen can also provide Toxic Spikes support to put bulkier foes like Chansey and Quagsire on a timer preventing them from staying in and trying to stall Mew out of PP. Chansey can provide Heal Bell support if Mew forgoes Rest to alleviate its susceptibility to status ailments.

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

A more physically defensive EV spread can be used to check Fighting-types like Conkeldurr and Terrakion better, though it can still struggle to take a Megahorn from the latter. Likewise, a more specially defensive EV spread can be used to pivot into Latias and Nidoqueen better. Seismic Toss is an option to have consistent damage output against foes like Celesteela, but Knock Off is generally better and can still cripple them greatly. Seismic Toss also leaves Mew completely walled by Chandelure. Thunder Wave can cripple foes like Latias and Terrakion making them easier for Mew's teammates to offensively check. Toxic can also be considered as it cripples Kyurem, Latias, and Slowking better than Will-O-Wisp. Flamethrower can allow Mew to OHKO Scizor and hit other Steel-types like Celesteela and Jirachi but it's difficult for Mew to fit. Nasty Plot with options like Psyshock, Flamethrower, Volt Switch if i have a mon with nasty plot + every special move in the game i'm sure as shit not using volt switch, and Focus Blast can be considered to make it a potent wallbreaker; however, it suffers from 4MSS and struggles to fit coverage to hit opposing Psychic-types. This set is also usually done better by Alakazam who is faster and stronger than Mew. Dragon Dance with Psychic Fangs, Close Combat, and Darkest Lariat or Flare Blitz can be considered making it a potential wincon. However, it is fairly weak even with a Life Orb and does face some competition from Necrozma who is stronger and has similar bulk, which is further improved by Prism Armor. Swords Dance variants can run a similar set to the above in order to wallbreak but again it does still face some competition from Necrozma. A set consisting of Imprison / Block / Transform / Soft-Boiled can be used to trap defensive foes like Celesteela and Tangrowth giving it a phenomenal matchup against bulkier teams; however, it can be a complete momentum drain against offensive teams once revealed. U-turn is an option on Utility Mew to pivot out of foes like Incineroar and Celesteela. Teleport can be considered for a similar reason but guarantees the partner is brought in safely through a slow pivot. Toxic Spikes is a hazard option that could be considered, in very specific scenarios, as Mew has the ability to force out all the common Poison-types in the tier preventing them from safely switching in to absorb them.

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

**Dark-types**: Mew is often forced out by foes like Krookodile and Galarian Moltres as it lacks the coverage to hit them super effectively on its more utility sets. However, Pokemon like Krookodile and Bisharp do have to be wary of taking a potential Will-O-Wisp. Incineroar is also a Dark-type that gives Mew troubles as it is immune to Will-O-Wisp, though it doesn't appreciate losing its Heavy-Duty Boots.

**Toxic Users**: Toxic prevents Mew from being able to clear entry hazards or attempting to break bulkier teams long term reliably. Chansey is a common Toxic user that can put Mew on a timer and not be bothered by the effects of Synchronize, as Natural Cure can remove the status ailment upon switching out.

**Ghost-types**: Albeit there not being many offensive Ghost-types, Chandelure can be problematic for Mew, albeit having to be wary of Knock Off. Polteageist can likewise do the same thing as it lives a Knock Off and threatens to 2HKO with Shadow Ball or set up a Shell Smash against Mew.

[CREDITS]
- Written by: [[Twilight, 344575]]
- Quality checked by: [[Hilomilo, 313384], [Estarossa, 461329], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]

qc 3/3
 
Last edited:
Add/Fix Remove Comment
(AC)/(RC): Add/Remove Comment

[OVERVIEW]

Mew is the most versatile Pokemon in the tier thanks to its expansive movepool, which allows Mew it to fit on any team archetype from hyper offense to stall. Mew excels at supporting its teammates through its many utility options such as Knock Off, Will-O-Wisp, and Taunt, which makes it a huge nuisance to pivot into and allow Mew allows it to excel as both an entry hazard setter and remover. Cosmic Power makes Mew an obnoxious late-game win condition wincon due to its difficulty how hard it is to break through once it accumulates multiples boosts. However, this set does lack a lot of immediate power itself and can result in it being be PP stalled by foes like Celesteela and Slowking. Mew is very reliant on its natural bulk and Speed tier to check a vast majority of the tier's offensive threats, (AC) such as Tapu Bulu and Mamoswine, as its typing doesn't offer much defensive utility. Mew having such a large movepool means It struggles to fit all the options it wants onto its sets, (AC) leaving it with 4MSS four-moveslot syndrome. Although Mew could realistically run a numerous amount an enormous number of sets, (AC) it can only run a few viably that only a few aren't done better by another Pokemon. Mew only having base 100 stats across the board greatly limits its offensive potential, (AC) especially compared to another Psychic-type other Psychic-types like Alakazam, (AC) that which pulls off a Nasty Plot set better thanks to its greater Special Attack and Speed stats.

[SET]
name: Suicide Lead
move 1: Spikes
move 2: Stealth Rock
move 3: Taunt
move 4: Explosion
item: Red Card
ability: Synchronize
nature: Jolly
evs: 252 HP / 4 SpD / 252 Spe

[SET COMMENTS]

Mew's natural bulk and Speed allows it to set up Stealth Rock and one layer of Spikes in a majority of matchups, (AC) making it a great suicide lead for hyper offense teams. Taunt prevents opposing entry hazards from being set, as well as preventing its Mew's own hazards from being cleared from the field with Defog. Taunt is also useful for preventing setup users like Scizor from taking advantage of Mew's passivity. Explosion helps bring in Mew's partners safely while getting notable damage off against a foe. Explosion is also useful to prevent Rapid Spin users like Tentacruel from clearing Mew's entry hazards. Misty Explosion, with a Timid nature, is an alternative to Explosion, (AC) as it can OHKO offensive Kommo-o; however, its weaker damage output leaves it doing less to it is weaker than Explosion against most foes it hits 2x super effectively, (AC) such as Keldeo, (AC) and worsening it worsens Mew's ability to wear down foes like Rotom-H and Tentacruel. Red Card forces out the current Pokemon once it hits Mew, which can be useful if it brings in can forcibly bring in a more passive foe that lets Mew set up an extra layer of hazards. It can also prevent faster setup (was "set up") users like Latias from setting up on Mew and wallbreaking. Focus Sash can be considered to guarantee that one hazard is set up; however, this isn't usually preferred, (AC) as there aren't many Pokemon in the metagame capable of both outspeeding and OHKOing Mew. Custap Berry is an option (RC) which that can let Mew set another hazard up or use Explosion for the guaranteed chip. It can also come in handy to preserve Mew to before fainting, and it also lets you preserve Mew to get a priority fast Taunt off against a setup sweeper; however, this item is a lot more situational and requires Mew to fall below the given threshold of 25% reach 25% health.

Mew should be the lead in almost (I imagine, bc all u can do on hat is boom) every match for hyper offense teams; however, there are some matchups where it struggles to get entry hazards up. Mew is unable to get entry hazards up against Hatterene blocks Mew's entry hazards thanks to Magic Bounce, while Grimmsnarl has access to can use priority Taunt to shut down Mew. For this reason, partners that can help pressure them like Scizor and Nihilego are appreciated. Meteor Beam Nihilego is usually limited to one Special Attack boost boosting opportunity, (AC) so Spikes support is greatly appreciated to wear down foes like Kommo-o and Nidoqueen into range of its coverage. Bisharp can take advantage of the many Defog attempts that the Mew's entry hazards force in order to gain a Defiant boost to break through defensive walls like Skarmory and Kommo-o more easily. Belly Drum Azumarill values the entry hazard support bringing its faster revenge killers such as Zarude, Tapu Bulu, and Primarina into range of a boosted Aqua Jet. Other late-game cleaners such as Clangorous Soul Kommo-o and Calm Mind Latias appreciate their defensive checks like Primarina, Jirachi, and Chansey being worn down into range of their attacks.

[SET]
name: Utility
move 1: Knock Off / Psychic
move 2: Defog / Spikes / Stealth Rock
move 3: Will-O-Wisp / Taunt
move 4: Soft-Boiled
item: Leftovers / Colbur Berry
ability: Synchronize
nature: Jolly / Timid
evs: 252 HP / 4 SpD / 252 Spe

[SET COMMENTS]

Knock Off allows Mew to cripple and remove key items from foes like Celesteela and Jirachi; however, Mew must be wary of giving a foe like Terrakion a potential Justified boost. Psychic is an alternative option that allows Mew to check Fighting-types like Kommo-o and Conkeldurr better. It also helps break through Nidoqueen and Tentacruel faster more quickly, though removing Nidoqueen's Life Orb with Knock Off also makes this threat it significantly easier to deal with regardless. Mew is a very good Defogger, (AC) as it is capable of switching into and beating almost every entry hazard user with a few exceptions, (AC) such as Krookodile, though it can reliably take it Krookodile on if it has been crippled by Will-O-Wisp. Mew is also an effective Spikes user, (AC) as it can beat the tier's entry hazard removers, (AC) and it doesn't face much competition due to the tier's lack of viable Spikes users outside of Skarmory. Stealth Rock is also a viable option for similar reasons of pressuring hazard removers. Will-O-Wisp lets Mew cripple physical attackers like Scizor, Bisharp, and Mamoswine that it would otherwise give free wallbreaking opportunities to. Taunt is an option over Will-O-Wisp that can shut down bulkier walls like Quagsire and Amoonguss, (AC) but it significantly worsens its Mew's ability to punish offensive threats. Taunt can be ran run in the second slot to let Mew break through bulkier cores more easily, but a lot of Mew's usefulness stems from the utility it can provide with or against entry hazards. Leftovers provides Mew with passive recovery, though Colbur Berry is an option to cripple foes like Krookodile and Bisharp safely. The EV spread lets Mew outspeed foes like Krookodile and Kyurem and cripple them with Will-O-Wisp or Knock Off. If Mew isn't using Will-O-Wisp and or Knock Off, (AC) then it can run a bulkier spread of 252 HP / 116 Def / 144 Spe with enough Speed to be faster than to outspeed the Rotom formes and Kommo-o.

Wallbreakers like Terrakion, Lycanroc-D, and Latias appreciate the entry hazard support Mew can provide to wear down their checks such as Tangrowth, Chansey, and Skarmory into range of their attacks. Partners like Nihilego and Kyurem appreciate Mew removing Leftovers from foes like Celesteela and Jirachi to make it easier to break past them. Choice Specs Kyurem also greatly appreciates the Defog support Mew provides to alleviate its Stealth Rock weakness. Tapu Bulu can help check foes like Krookodile and Crawdaunt for Mew and provide Grassy Terrain support to make it easier for Mew to switch into threats like Mamoswine. Tapu Bulu can also check Keldeo, a Fighting-type Mew struggles to deal with. Keldeo can help check Incineroar for Mew, a Dark-type it can't cripple with Will-O-Wisp. In return To help both Tapu Bulu and Keldeo, (or did you mean "To help bulu, mew can remove boots from foes like Slowking and Keldeo"? adjust as needed) Mew can remove Heavy-Duty Boots from foes like Slowking, (AC) making it easier to wear it them down with entry hazards. (comma -> period) something Mew can also provide for Keldeo. Latias is a problematic threat for Mew as it gives Latias free opportunities to set up a Calm Mind, though it is Latias can freely set up a Calm Mind on Mew, though this is usually at the cost of Latias's its item. Partners like Celesteela and Stakataka can help alleviate this weakness. Nidoqueen works well in tandem with Mew, (AC) as both they can help ease each other's matchups against Fighting-types like Terrakion; however, the core can be extremely vulnerable to Latias, (AC) so use it alongside the aforementioned partners. They also open up opportunities for one another through Nidoqueen being able to fit Toxic Spikes or Mew Spikes depending on which fulfills the role of the Stealth Rock setter. Also, either Nidoqueen or Mew can run Stealth Rock, which lets the other fit Toxic Spikes or Spikes, respectively. Wallbreakers like Terrakion, Lycanroc-D, and Latias appreciate entry hazard support from Mew wearing down their checks like Tangrowth, Chansey, and Skarmory into range of their attacks. Pivots like Zeraora and Scizor can provide Mew with ample opportunities to remove or set hazards, both of which greatly valuing and both greatly value the combination of hazards and their pivoting moves wearing down their checks.

[SET]
name: Demon Mew
move 1: Cosmic Power
move 2: Stored Power
move 3: Body Press
move 4: Rest
item: Leftovers / Chesto Berry
ability: Synchronize
nature: Bold
evs: 252 HP / 180 Def / 76 Spe

[SET COMMENTS]

Cosmic Power boosts both Mew's Defense and Special Defense stats, (AC) making it extremely difficult to revenge kill if it accumulates multiple boosts. Stored Power is preferred as it scales off of boosting both of its defensive stats and notably helps it beat Unaware users like Quagsire, OHKOing it after getting +6 in both its defenses. Body Press allows Mew to hit Dark-types, (AC) and gives it neutral coverage against Steel-types like Celesteela, Jirachi, and Scizor, (period -> comma) Body Press also increases in damage thanks to Cosmic Power's Defense boost and is also strengthened by Cosmic Power. Rest is the preferred recovery option on Mew, as it provides it heals it to full while curing Mew it of any status ailments. However, this Rest does make Mew very passive while trying to burn off sleep turns. Chesto Berry can provide a one-time (added hyphen) means of avoiding the passivity issues Rest creates; however, the passive recovery of this passivity, but Leftovers is generally preferred to reduce how often it needs to use Rest. Synchronize is especially useful on this set, (AC) as Mew can punish status and Scald users and then proceed to cure its own status ailments. The EV spread makes Mew faster than Jolly Bisharp and Tapu Bulu. The remaining EVs are put into Defense to improve its bulk and the damage of Body Press, notably OHKOing letting it OHKO non-Chople Berry Krookodile at +2.

This set should primarily be brought in late-game to sweep when the enemy team has been severely weakened for it to pull off a sweep, as it is extremely passive in a lot of matchups, (AC) especially if foes like Slowking and Celesteela haven't been removed. Grimmsnarl can provide dual screens support to give Mew ample opportunities to set up multiple boosts. Wallbreakers like Galarian Moltres and Thundurus-T are required to break through defensive foes like Celesteela and Slowking that can pivot around Mew and PP stall it. Dark-resistant teammates like Terrakion and Tapu Bulu are appreciated, (AC) as some Dark-types such as Krookodile commonly carry Darkest Lariat, which can bypass Mew's Defense boosts. Stealth Rock support from Krookodile and Nidoqueen can help whittle down teams making it easier for Mew to sweep. Nidoqueen can also provide Toxic Spikes support to put bulkier foes like Chansey and Quagsire on a timer, (AC) preventing them from staying in and trying to stall Mew out of PP. Chansey can provide Heal Bell support to wake Mew up from Rest, which gives it ample opportunities to lets it set up again later on without the need to burn multiple sleep turns.

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

A more physically defensive EV spread can be used to check Fighting-types like Conkeldurr and Terrakion better, though it can still struggle to take a Megahorn from the latter. Likewise, a more specially defensive EV spread can be used to pivot into Latias and Nidoqueen better. Seismic Toss is an option to have consistent damage output against foes like Celesteela, but Knock Off is generally better and can still cripple them greatly. Seismic Toss also leaves Mew completely walled by Chandelure. Thunder Wave can cripple foes like Latias and Terrakion, (AC) making them easier for Mew's teammates to offensively check. Toxic can also be considered, (AC) as it cripples Kyurem, Latias, and Slowking better than Will-O-Wisp. Flamethrower can allow allows Mew to OHKO Scizor and hit other Steel-types like Celesteela and Jirachi, (AC) but it's difficult for Mew to fit. (paragraph break under)

Mew can use boosting moves besides Cosmic Power, but other Pokemon tend to use them better. Nasty Plot with options like Psyshock, Flamethrower, and Focus Blast can be considered to make it makes Mew a potent wallbreaker; however, it this set suffers from 4MSS four-moveslot syndrome, (AC) struggling to fit coverage to hit opposing Psychic-types, (period -> comma) This set is also and is usually done better by Alakazam who is faster and stronger than Mew. the faster and stronger Alakazam. Dragon Dance or Swords Dance with Psychic Fangs, Close Combat, and either Darkest Lariat or Flare Blitz can be considered, making it a potential wincon. However, it makes Mew a potential wincon, but Dragon Dance is fairly weak even with a Life Orb, (AC) and does face some competition from Necrozma who is stronger and has similar bulk, which is further improved by Prism Armor. Swords Dance variants can run a similar set to the above in order to wallbreak but again it does still face some competition from Necrozma. and Necrozma can run both boosting moves with greater power and similar bulk improved by Prism Armor. A set consisting of Imprison / Block / Transform / Soft-Boiled can be used to trap defensive foes like Celesteela and Tangrowth, (AC) giving it Mew a phenomenal matchup against bulkier teams; however, it can be a complete momentum drain against offensive teams once revealed. U-turn is an option and Teleport are options on Utility Mew to pivot out of foes like Incineroar and Celesteela, (period -> comma) Teleport can be considered for a similar reason but and the latter guarantees the partner is brought in safely through a slow pivot. Toxic Spikes is a hazard option that could be considered (RC) in very specific scenarios teams (optional, but brief elaboration of the sorts of teams may help), as Mew has the ability to force out all the common Poison-types in the tier, (AC) preventing them from safely switching in to absorb them.

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

**Dark-types**: Mew is often forced out by foes like Krookodile and Galarian Moltres, (AC) as it lacks the coverage to hit them super effectively on its utility set. However, Pokemon like Krookodile and Bisharp do have to be wary of taking a potential Will-O-Wisp. Incineroar is also a Dark-type that gives Mew troubles as it is immune to Will-O-Wisp, though it doesn't appreciate losing its Heavy-Duty Boots.

**Toxic Users**: Toxic prevents Mew from being able to clear clearing entry hazards or attempting to break bulkier teams long term reliably long-term. Chansey is a common Toxic user that can put Mew on a timer and not be is not bothered by the effects of Synchronize, as it has Natural Cure can remove the status ailment upon switching out.

**Ghost-types**: Albeit there not being There may not be many offensive Ghost-types, but Chandelure can be problematic a problem for Mew, albeit having one that has to be wary of Knock Off. Polteageist can likewise do the same thing is in a similar position, (AC) as it lives a Knock Off and threatens to 2HKO with Shadow Ball or set up a Shell Smash against Mew.

[CREDITS]
- Written by: [[Twilight, 344575]]
- Quality checked by: [[Hilomilo, 313384], [Estarossa, 461329], [Lilburr, 481709]]
- Grammar checked by: [[Finland, 517429], [username2, userid2]]
GP 1/2
 
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]

Mew is the most versatile Pokemon in the tier thanks to its expansive movepool, which allows it to fit on any team archetype from hyper offense to stall. Mew excels at supporting its teammates through its many utility options such as Knock Off, Will-O-Wisp, and Taunt, which makes it a huge nuisance to pivot into and allows it to excel as both an makes it a great (repetition) entry hazard setter and remover. Cosmic Power also makes Mew an obnoxious late-game wincon due to how hard it is to break through once it accumulates multiple boosts. However, this set does lack a lot of immediate power and can be PP stalled by foes like Celesteela and Slowking. Mew also is very reliant on its natural bulk and Speed tier to check a vast majority of the tier's offensive threats, such as Tapu Bulu and Mamoswine, as its typing doesn't offer much defensive utility. It struggles to fit all the options it wants onto its sets, leaving it with four-moveslot syndrome. Although Mew could realistically run an enormous number of sets, only a few aren't done better by another Pokemon. Mew only having base 100 stats across the board greatly limits its offensive potential, especially compared to other Psychic-types like Alakazam, which pulls off a Nasty Plot set better thanks to its greater Special Attack and Speed stats.

[SET]
name: Suicide Lead
move 1: Spikes
move 2: Stealth Rock
move 3: Taunt
move 4: Explosion
item: Red Card
ability: Synchronize
nature: Jolly
evs: 252 HP / 4 SpD / 252 Spe

[SET COMMENTS]

Mew's natural bulk and Speed allow it to set up Stealth Rock and one layer of Spikes in a majority of matchups, making it a great suicide lead for hyper offense teams. Taunt prevents opposing entry hazards from being set, as well as preventing stopping Defog from clearing Mew's own hazards from being cleared from the field with Defog. Taunt It is also useful for preventing setup users like Scizor from taking advantage of Mew's passivity. Explosion helps bring in Mew's partners safely while getting notable damage off against a foe. Explosion is also useful to prevent Rapid Spin users like Tentacruel from clearing Mew's entry hazards. Misty Explosion, with a Timid nature, is an alternative to Explosion, as it can OHKO offensive Kommo-o; however, it is weaker than Explosion against most foes it hits 2x super effectively, such as Keldeo, and it worsens Mew's ability to wear down foes like Rotom-H and Tentacruel. Red Card can forcibly bring in a more passive foe that lets Mew set up an extra layer of hazards. It can also prevent faster setup users like Latias from setting up on Mew and wallbreaking. Focus Sash can be considered to guarantee that one hazard is set up; however, this isn't usually preferred, as there aren't many Pokemon in the metagame capable of both outspeeding and OHKOing Mew. Custap Berry is an option that can let Mew set another hazard or use Explosion before fainting, and it also lets you preserve Mew to get a fast Taunt off against a setup sweeper; however, this item is a lot more situational and requires Mew to reach fall below 25% health.

Mew should be the lead in almost every match for hyper offense teams; however, there are some matchups where it struggles to get entry hazards up. Hatterene blocks Mew's entry hazards thanks to Magic Bounce, while Grimmsnarl can use priority Taunt to shut down Mew. For this reason, partners that can help pressure them like Scizor and Nihilego are appreciated. Meteor Beam Nihilego is usually limited to one boosting opportunity, so Spikes support is greatly appreciated to wear down foes like Kommo-o and Nidoqueen into range of its coverage. Bisharp can take advantage of the many Defog attempts that Mew's entry hazards force in order to gain a Defiant boost to break through defensive walls like Skarmory and Kommo-o more easily. Belly Drum Azumarill values the entry hazard support bringing its faster revenge killers such as Zarude, Tapu Bulu, and Primarina into range of a boosted Aqua Jet. Other late-game cleaners such as Clangorous Soul Kommo-o and Calm Mind Latias appreciate their defensive checks like Primarina, Jirachi, and Chansey being worn down into range of their attacks.

[SET]
name: Utility
move 1: Knock Off / Psychic
move 2: Defog / Spikes / Stealth Rock
move 3: Will-O-Wisp / Taunt
move 4: Soft-Boiled
item: Leftovers / Colbur Berry
ability: Synchronize
nature: Jolly / Timid
evs: 252 HP / 4 SpD / 252 Spe

[SET COMMENTS]

Knock Off allows Mew to remove key items from foes like Celesteela and Jirachi; however, Mew must be wary of giving a foe like Terrakion a Justified boost. Psychic is an alternative option that allows Mew to check Fighting-types like Kommo-o and Conkeldurr better. It also helps break through Nidoqueen and Tentacruel more quickly, though removing Nidoqueen's Life Orb with Knock Off makes it significantly easier to deal with regardless. Mew is a very good Defogger, as it is capable of switching into and beating almost every entry hazard user with a few exceptions, such as Krookodile, though it can reliably take Krookodile on if it has been crippled by Will-O-Wisp. Mew is also an effective Spikes user, as it can beat the tier's entry hazard removers, and it doesn't face much competition due to the tier's lack of viable Spikes users outside of Skarmory. Stealth Rock is also a viable option for similar reasons of pressuring hazard removers. Will-O-Wisp lets Mew cripple physical attackers like Scizor, Bisharp, and Mamoswine that it would otherwise give free wallbreaking opportunities to. Taunt is an option over Will-O-Wisp that can shut down bulkier walls like Quagsire and Amoonguss, but it significantly worsens Mew's ability to punish offensive threats. Taunt It can also be run in the second slot to let Mew break through bulkier cores more easily, but a lot of Mew's usefulness stems from the utility it can provide with or against entry hazards. Leftovers provides Mew with passive recovery, though Colbur Berry is an option to cripple foes like Krookodile and Bisharp safely. The EV spread lets Mew outspeed foes like Krookodile and Kyurem and cripple them with Will-O-Wisp or Knock Off. If Mew isn't using Will-O-Wisp or Knock Off, then it can run a bulkier spread of 252 HP / 116 Def / 144 Spe to outspeed the Rotom formes and Kommo-o.

Partners like Nihilego and Kyurem appreciate Mew removing Leftovers from foes like Celesteela and Jirachi to make it easier to break past them. Choice Specs Kyurem also greatly appreciates the Defog support Mew provides to alleviate its Stealth Rock weakness. Tapu Bulu can help check foes like Krookodile and Crawdaunt for Mew and provide Grassy Terrain support to make it easier for Mew to switch into threats like Mamoswine. Tapu Bulu can also check Keldeo, a Fighting-type Mew struggles to deal with. Your own Keldeo can help check Incineroar for Mew, a Dark-type it can't cripple with Will-O-Wisp. To help Keldeo, Mew can remove Heavy-Duty Boots from foes like Slowking, making it easier to wear them down with entry hazards. Latias can freely set up a Calm Mind on Mew, though this is usually at the cost of its item; partners like Celesteela and Stakataka can alleviate this weakness. Nidoqueen works well in tandem with Mew, as they can ease each other's matchups against Fighting-types like Terrakion; however, the core can be extremely vulnerable to Latias, so use it alongside the aforementioned partners. Also, either Nidoqueen or Mew can run Stealth Rock, which lets the other fit Toxic Spikes or Spikes, respectively. Wallbreakers like Terrakion, Lycanroc-D, and Latias appreciate entry hazard support from Mew wearing down their checks like Tangrowth, Chansey, and Skarmory into range of their attacks. Pivots like Zeraora and Scizor can provide Mew with ample opportunities to remove or set hazards, and both greatly value the combination of hazards and their pivoting moves wearing down their checks.

[SET]
name: Demon Mew (add serious set name too)
move 1: Cosmic Power
move 2: Stored Power
move 3: Body Press
move 4: Rest
item: Leftovers / Chesto Berry
ability: Synchronize
nature: Bold
evs: 252 HP / 180 Def / 76 Spe

[SET COMMENTS]

Cosmic Power boosts both Mew's Defense and Special Defense stats, making it extremely difficult to revenge kill if it accumulates multiple boosts. Stored Power notably helps it beat Unaware users like Quagsire, OHKOing it after getting +6 in both defenses. Body Press allows Mew to hit Dark-types, gives it neutral coverage against Steel-types like Celesteela, Jirachi, and Scizor, and is also strengthened by Cosmic Power. Rest is the preferred recovery option on Mew, as it heals it to full while curing it of any status ailments. However, Rest does make Mew very passive while trying to burn off sleep turns. Chesto Berry can provide a one-time means of avoiding this passivity, but Leftovers is generally preferred to reduce how often it Mew needs to use Rest. Synchronize is especially useful on this set, as Mew can punish status and Scald users and then proceed to cure its own status ailments. The EV spread makes Mew faster than Jolly Bisharp and Tapu Bulu. The remaining EVs are put into Defense to improve its bulk and the damage of Body Press, notably letting it OHKO non-Chople Berry Krookodile at +2.

This set should primarily be brought in late-game to sweep when the enemy team has been severely weakened, as it is extremely passive in a lot of matchups, especially if foes like Slowking and Celesteela haven't been removed. Grimmsnarl can provide dual screens support to give Mew ample opportunities to set up multiple boosts. Wallbreakers like Galarian Moltres and Thundurus-T are required to break through defensive foes like Celesteela and Slowking that can pivot around Mew and PP stall it. Dark-resistant teammates like Terrakion and Tapu Bulu are appreciated, as some Dark-types such as Krookodile commonly carry Darkest Lariat, which can bypass Mew's Defense boosts. Stealth Rock support from Krookodile and Nidoqueen can help whittle down teams for Mew to sweep. Nidoqueen can also provide Toxic Spikes support to put bulkier foes like Chansey and Quagsire on a timer, preventing them from staying in and trying to stall Mew out of PP. Chansey can provide Heal Bell support to wake Mew up from Rest, which lets it set up again later on without the need to burn multiple sleep turns.

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

A more physically defensive EV spread can be used to check Fighting-types like Conkeldurr and Terrakion better, though it Mew can still struggle to take a Megahorn from the latter. Likewise, a more specially defensive EV spread can be used to pivot into Latias and Nidoqueen better. Seismic Toss is an option to have consistent damage output against foes like Celesteela, but Knock Off is generally better and can still cripple them greatly. Seismic Toss also leaves Mew completely walled by Chandelure. Thunder Wave can cripple foes like Latias and Terrakion, making them easier for Mew's teammates to offensively check. Toxic can also be considered, as it cripples Kyurem, Latias, and Slowking better than Will-O-Wisp. Flamethrower allows Mew to OHKO Scizor and hit other Steel-types like Celesteela and Jirachi, but it's difficult for Mew to fit. (paragraph break under)

Mew can use boosting moves besides Cosmic Power, but other Pokemon tend to use them better. Nasty Plot with options like Psyshock, Flamethrower, and Focus Blast makes Mew a potent wallbreaker; however, this set suffers from four-moveslot syndrome, struggling to fit coverage to hit opposing Psychic-types, and is usually done better by the faster and stronger Alakazam. Dragon Dance or Swords Dance with Psychic Fangs, Close Combat, and either Darkest Lariat or Flare Blitz makes Mew a potential wincon, but a Dragon Dance set is fairly weak even with a Life Orb, and Necrozma can run both boosting moves with greater power and similar bulk improved by Prism Armor. A set consisting of Imprison / Block / Transform / Soft-Boiled can be used to trap defensive foes like Celesteela and Tangrowth, giving Mew a phenomenal matchup against bulkier teams; however, it can be a complete momentum drain against offensive teams once revealed. U-turn and Teleport are options on Utility Mew to pivot out of foes like Incineroar and Celesteela, and the latter guarantees the partner is brought in safely. Toxic Spikes is a hazard option that could be considered in on very specific teams, as Mew has the ability to force out all the common Poison-types in the tier, preventing them from safely switching in to absorb them.

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

**Dark-types**: Mew is often forced out by foes like Krookodile and Galarian Moltres, as it lacks the coverage to hit them super effectively on its utility set. However, Pokemon like Krookodile and Bisharp do have to be wary of Will-O-Wisp. Incineroar is immune to Will-O-Wisp, though it doesn't appreciate losing its Heavy-Duty Boots.

**Toxic**: Toxic prevents Mew from clearing entry hazards or attempting to break bulkier teams long-term. Chansey is a common Toxic user that is not bothered by the effects of Synchronize, as it has Natural Cure.

**Ghost-types**: There may not be many offensive Ghost-types, but Chandelure can be a problem for Mew, albeit one that has to be wary of Knock Off. Polteageist is in a similar position, as it lives can take a Knock Off and threatens to 2HKO with Shadow Ball or set up a Shell Smash.

[CREDITS]
- Written by: [[Twilight, 344575]]
- Quality checked by: [[Hilomilo, 313384], [Estarossa, 461329], [Lilburr, 481709]]
- Grammar checked by: [[Finland, 517429], [username2, userid2]]
 
Back
Top