[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]]
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]]
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