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Gen 6 Mew [WIP]

[OVERVIEW] - note to self - Mew -> Keep lead mew, slash wisp next to twave. 2nd set = utility (wisp + volt/uturn + fog/rocks). 3rd set = NP + roost. 4th set = Stallbreaker

The genetic progenitor of modern Pokemon, Mew enjoys an incredibly diverse movepool alongside well-rounded stats. As a pure Psychic-type, it has few resistances; nonetheless, its bulk makes it a strong defensive pivot against threats like Mega Medicham, Mega Lopunny, and Mega Metagross. Its ability, Synchronize, dissuades status moves from the likes of Rotom-W and Slowbro. Synchronize also bypasses Magic Bounce, allowing Mew to trade status with Mega Diancie. Mew can fulfill a variety of high-profile roles; notably, it can set hazards with Stealth Rock as readily as it can remove them with Defog. Alternatively, it can fully invest in its Speed to serve as an offensive lead with a wide bag of disruptive moves like Thunder Wave and Explosion. Nasty Plot variants can snowball through the passive walls that otherwise check Mew, such as Clefable and Gliscor. With Taunt, it can also adopt a stallbreaking set that slowly breaks down defensive pieces like Chansey and opposing Mew. However, Mew ultimately struggles with passivity, lacking the power to threaten very many Pokemon outside of status. As a result, threats like Volcarona can abuse its middling offensive presence. Weaknesses to Bug- and Dark-type attacks also mean that Mew struggles to pivot into common attacks like U-Turn or Knock Off.

[SET]

name: Lead
move 1: Stealth Rock
move 2: Taunt
move 3: Thunder Wave / Will-O-Wisp
move 4: Explosion
item: Mental Herb / Colbur Berry
ability: Synchronize
nature: Jolly
evs: 252 HP / 4 Att / 252 Spe


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

Mew leverages its solid Speed and defensive profile to control the hazard game. Taunt blocks opposing hazards from setters like Landorus-T, Excadrill, and Heatran. It also prevents Zapdos and Skarmory from using Defog, ensuring its hazards stay up. Thunder Wave cripples threats like Serperior, Mega Alakazam, and Mega Diancie. Alternatively, Will-O-Wisp gives Mew more control over physical leads, most notably Excadrill. Explosion lets Mew exit the field with a bang, threatening solid damage while setting up a partner to come in afterwards.

Set Details
========

252 Speed EVs allow Mew to outspeed most hazard setters and shut them down with Taunt. 252 HP EVs give it decent bulk, buying it time to disrupt the opposing team. Mental Herb is the item of choice, denying faster Taunt users like Thundurus and Serperior so that Mew can set hazards. Colbur Berry is a viable alternative that prevents the OHKO from Weavile, allowing Mew to lead with impunity.

Usage Tips
========

As a lead, Mew is typically sent out first to set hazards and prevent opposing setters like Landorus-T and Excadrill from doing the same. Its bulk means that few leads can both outspeed it and threaten an OHKO. The main exception is Weavile, which can even use Beat Up to break through Colbur Berry. In this matchup, consider leading with another team member to avoid an unnecessary sacrifice. Another noteworthy matchup is Excadrill, which can continuously clear hazards using Rapid Spin. Since Mew lacks the PP to keep up hazards, switching out is preferable, at least in the lead matchup. Clever switching ensures Excadrill only comes in as Mew uses Stealth Rock; Mew can then prevent Rapid Spin with Explosion. Alternatively, Will-O-Wisp cripples Excadrill with a burn, ensuring Mew will outlast it outright.

Team Options
========

Mew fits well alongside offensive partners like Volcarona, Mega Gyarados, and Thundurus, as they appreciate its ability to prevent early hazards. Volcarona is noteworthy as its Flame Body can burn Excadrill as it uses Rapid Spin, helping Mew win the hazard war. Mew's ability to paralyze fast threats like Mega Diancie and Serperior also enables slower attackers like Manaphy and Bisharp. Will-O-Wisp variants can cripple common switch-ins like Excadrill. Colbur Berry allows Mew to lure strong Dark-types like Weavile, opening up partners like Mega Pinsir.

[SET]

name: Utility
move 1: Roost
move 2: Stealth Rock / Defog
move 3: Will-O-Wisp
move 4: Volt Switch / U-Turn / Knock Off
item: Rocky Helmet / Leftovers
ability: Synchronize
nature: Bold / Impish
EVs: 252 HP / 192 Def / 48 SpD / 16 Spe


[SET COMMENTS]
Moves
=========
Roost is a reliable recovery move that keeps Mew healthy to check Psychic- and Fighting-type threats. Mew's strong defensive stats allow it to set Stealth Rock against other setters like Landorus-T, Garchomp, and Excadrill. It can also use Defog to clear hazards, especially as most setters fear its Will-O-Wisp. Volt Switch allows Mew to safely regain momentum on switch-ins, though U-Turn is a fine alternative if the team is weak to Serperior or Gliscor. Knock Off is another option that strips items from common switch-ins like Clefable and Heatran. However, neither U-Turn nor Knock Off can break Keldeo's Substitute, allowing it to set up against Mew.


Set Details
========
Maximum HP investment makes Mew as bulky as possible. 192 Defense EVs and a Bold nature allow Mew to survive Choice Band Weavile's Knock Off from full. 16 Speed EVs enable Mew to outspeed neutral-natured base 70 Speed Pokemon like Bisharp. The remaining EVs are put into Special Defense, giving Mew better rolls against special attackers like Mega Diancie. Rocky Helmet pressures physical attackers like Mega Lopunny and Mega Metagross. Alternatively, Leftovers gives Mew passive recovery, saving it turns on Roost.


Usage Tips
========
Mew's strong neutral bulk lets it position aggressively against the majority of the tier. Even with minimal investment, Mew can comfortably absorb special attacks like Thundurus's and Zapdos's Volt Switch. With Stealth Rock, it can find many opportunities to set hazards. Teams looking for hazard control can run Defog instead, with Mew forcing out most hazard setters with Will-O-Wisp. Mew is highly susceptible to passive damage like status, entry hazards, and sand. While Synchronize is useful, trading status can leave Mew in range of powerful attacks like Mega Medicham's High Jump Kick. Utility variants of Garchomp and Excadrill often carry Toxic, so be mindful when switching Mew into them. Although Mew can check most physical attackers, it relies heavily on Will-O-Wisp to do so.


Team Options
========
Entry hazards like Spikes and Toxic Spikes cut into Mew's longevity, making Defog users like Mega Scizor and Zapdos strong partners. Excadrill is noteworthy for clearing hazards and checking Magic Guard Clefable, which can otherwise take advantage of utility Mew. Partners like Clefable, Chansey, and Mega Altaria can also provide cleric support, letting Mew use Synchronize to spread status without crippling itself long-term. Mew's weaknesses to Bug- and Dark-type attacks make Keldeo a strong partner, as it checks threats like Mega Scizor, Weavile, and Bisharp. Using Rest and Sleep Talk, Keldeo can also absorb common status conditions, such as burns from Heatran's Lava Plume. Garchomp is another strong partner, as it checks Fire-types like Mega Charizard Y and Volcarona.

[SET]

name: Nasty Plot
move 1: Roost
move 2: Nasty Plot
move 3: Psychic
move 4: Aura Sphere
item: Rocky Helmet
ability: Synchronize
nature: Bold
evs: 248 HP / 192 Def / 36 SpA / 32 Spe


[SET COMMENTS]
Moves
=========
Nasty Plot gives Mew the power to break past checks like Clefable and Gliscor. Strong natural bulk alongside reliable recovery in Roost allows Mew to exploit passive walls like Hippowdon, Ferrothorn, and Skarmory. Psychic is Mew's main STAB attack, dealing solid neutral damage after a boost. Aura Sphere compliments it well, nailing Dark- and Steel-types like Tyranitar, Heatran, and Bisharp.

Set Details
========
The listed bulk investment allows Mew to survive Choice Band Weavile's Knock Off. 32 Speed EVs enable Mew to outspeed Jolly Tyranitar and Adamant Bisharp, while the remaining EVs are invested in Special Attack to augment Nasty Plot. Notably, this allows Mew to 2HKO Clefable after a Nasty Plot, even considering Leftovers recovery.

Usage Tips
========
Mew is an extremely potent breaker into balance structures, as the combination of Nasty Plot and Roost gives it great longevity against them. While it can't hurt the likes of Mega Latias or Slowbro, Mew can survive their attacks and set up on top of them.


Team Options
========



Other Options
=============

Earthquake is a feasible alternative to Explosion for lead Mew. This puts more pressure on Excadrill leads, especially alongside Will-O-Wisp. It also lures Heatran, a major boon for offensive partners like Talonflame and Volcarona. Utility Mew can run niche options like Thunder Wave or Heal Bell, though it already suffers from limited moveslots. Colbur Berry is a niche alternative to Rocky Helmet for teams struggling with Weavile, letting Mew stay in and burn it.

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

Strong Dark-types: Weavile, Bisharp, and Tyranitar all threaten Mew with their powerful STAB attacks. They can also use Pursuit to trap it on the switch, with Weavile notably outspeeding it. Moreover, Bisharp can switch into its Defog for a two-stage Attack raise. However, none of them can safely come in for fear of burns.

Fire-types: With their immunity to burns, Fire-types can abuse Mew's passivity. Notably, Mega Charizard X and Volcarona can use Mew as an opportunity to boost and run away with the game.

Substitute: Utility variants of Mew rely heavily on Will-O-Wisp for defensive pressure. However, Substitute users like Garchomp, Serperior, and Keldeo can exploit this passivity to set up on top of it.

Status-resistant Pokemon: Magic Guard users like Clefable and Reuniclus welcome Will-O-Wisp, as burns protect them from paralysis. If Poison Heal is active, Gliscor also safely switches in and sets up on most Mew variants.


[CREDITS]
Written by:
xxx
Quality checked by:
yyy
zzz
Grammar checked by:
abc
 
Last edited:
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