I've been using this Mew set on and off for actually years, and usually it kills at least 2 mons. Super casual player(first post on forums!), usually do randoms, but every now and then I'll try to come up with Gen5 teams that don't use ALL of the usual suspects/strategies. I did eventually cave a bit, as you see below. But first, the Mew I mentioned.
Grab the Broom
Mew @ Leftovers/Lum Berry
Ability: Synchronize
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Swords Dance
- Flame Charge
- Drain Punch
- Zen Headbutt/Outrage
+1 Speed puts it above Jolly Zam but im not sure if that matters. Outrage because its the same BP, 100acc, and the coverage is better for other psychics, which stand in the way after the steels are dead. +2 Drain Punch (my experience, on aervage) does around 72% to Thorn, 48% to Skarm, 65-85 to Heatran, 39-50 to Jirachi, OHKOs TTar, even with some damage and Choptle Berry itll still kill. +2 Flame charge OHKOS Scizor and everyone and their grandmother switches it in on the SD. +2 Zen Headbutt OHKOS a lot of things with rocks. So you get the idea. Get it in off a pivot, SD on steel switchin(almost always assumed to be special/utility), ideally use the coverage moves to keep it alive longer or boost speed, and go from there. Also notable that if i can Drain Punch back to 80ish health, often times I'll manage a second SD.
Other things worth noting. It's bulky enough to not worry about most priority moves. Rarely see Sucker Punch, and when I do its very predictable. Banded Bullet Punch or Dnitee Expremespeed 3hk0s at the very most.
Big Enemies: Starmie, Latios, Jellicent, Gliscor, Status in general.
Mind-game enemies:
Volc. Max speed is a tie at best without a boost so I risk getting destroyed before I set anything up. I'll generally Flame Charge first if its in the lineup and looks like they they think is their best switchin, which it kills with rocks, 2hk0s without rocks with no SD. OHKOs +1 +2 Zen Headbutt.
Lando-T. +1 Zen Heabutt beats it and outspeeds almost always, regardless of Flame Charge. An example of a mon I'll sometimes finish off with Flame Charge for that boost, but +1 Zen Headbutt is not the strongest, and misses.
This team just worked around it to do its thing really well, winning way way more often than my 60% win rate in gen5OU.
The Basics:
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 44 Atk / 144 Def / 68 SpD
Impish Nature
- U-turn
- Earthquake
- Stealth Rock
- Rock Polish/ HP Ice/ Stone Edge
Standard with a twist on the rock polish for a faster switchin, like a starmie. Ensures those rocks stay up.
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 56 SpA / 200 SpD
Calm Nature
IVs: 0 Atk
- Taunt
- Flamethrower/Stealth Rock/ Dark Pulse
- Ice Beam
- Thunderbolt
Skarm was killing me, this has been a great answer for it. I like the coverage since TTar doesnt seem to stay in for more than a few turns anyway. The fake pursuiter.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Thunder Wave
- Wish
- Iron Head
- U-turn
You know the deal, Wish passes are really crucial on this team. I kind of want to replace Iron Head with a spatk move so someone can take a burn. I needed spammable spA in general and an all-purpose physical attack sponge to keep everyone else healthy, and sack it when the times comes. Enter the prince who for whatever reason, put it all together.
The Glue:
Seadra @ Eviolite
Ability: Poison Point
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Clear Smog
- Rest
- Sleep Talk
As I said, sponges any physical attack not named Bullet Seed. Absolutely eats Earthquakes from anyone and absorbs status, which is essential. 314HP, 475 Def, 189spD. Tanks resisted special attacks in a pinch. Resttalk is so nice here. Nothing sets up except steels, who get burned. Haven't encountered sub setups yet, but realize thatll be a problem. The Scald is no joke at 227spA. Unlike most NFEs(I died on a Tangela/togetic hill), resttalk allows it to hang around in sand. This is also, of course, the least important member of the team besides maybe Ttar, and once it chips the attackers threatening the rest of the team, it's the one to sack, usually. Followed by
Weavile @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Pursuit
- Night Slash
- Low Kick
Key partner-in-crime for Mew and the real Pursuit/revenge killer. Once I realized that banded, Pursuit kills most things weak to it regardless if it switches or not in sand+rocks, I'll sac in front of Mew counter when the times right for the key revenge.
I really just wanted to do a firsttime post but this has climbed me up the ladder in gen5OU just as I was about to give up on it after seeing the same teams over and over. Haven't done a full checklist but I'm sure im super susceptible to stuff. Volc caught me once without rocks up, and Quiver Danced on Lando's EQ. Obviously a concern. Let me know what you think if you have any suggestions. Everyone besides Mew I have no issues swapping out, but Lil Seadra starting to grow on me.
Grab the Broom
Mew @ Leftovers/Lum Berry
Ability: Synchronize
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Swords Dance
- Flame Charge
- Drain Punch
- Zen Headbutt/Outrage
+1 Speed puts it above Jolly Zam but im not sure if that matters. Outrage because its the same BP, 100acc, and the coverage is better for other psychics, which stand in the way after the steels are dead. +2 Drain Punch (my experience, on aervage) does around 72% to Thorn, 48% to Skarm, 65-85 to Heatran, 39-50 to Jirachi, OHKOs TTar, even with some damage and Choptle Berry itll still kill. +2 Flame charge OHKOS Scizor and everyone and their grandmother switches it in on the SD. +2 Zen Headbutt OHKOS a lot of things with rocks. So you get the idea. Get it in off a pivot, SD on steel switchin(almost always assumed to be special/utility), ideally use the coverage moves to keep it alive longer or boost speed, and go from there. Also notable that if i can Drain Punch back to 80ish health, often times I'll manage a second SD.
Other things worth noting. It's bulky enough to not worry about most priority moves. Rarely see Sucker Punch, and when I do its very predictable. Banded Bullet Punch or Dnitee Expremespeed 3hk0s at the very most.
Big Enemies: Starmie, Latios, Jellicent, Gliscor, Status in general.
Mind-game enemies:
Volc. Max speed is a tie at best without a boost so I risk getting destroyed before I set anything up. I'll generally Flame Charge first if its in the lineup and looks like they they think is their best switchin, which it kills with rocks, 2hk0s without rocks with no SD. OHKOs +1 +2 Zen Headbutt.
Lando-T. +1 Zen Heabutt beats it and outspeeds almost always, regardless of Flame Charge. An example of a mon I'll sometimes finish off with Flame Charge for that boost, but +1 Zen Headbutt is not the strongest, and misses.
This team just worked around it to do its thing really well, winning way way more often than my 60% win rate in gen5OU.
The Basics:
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 44 Atk / 144 Def / 68 SpD
Impish Nature
- U-turn
- Earthquake
- Stealth Rock
- Rock Polish/ HP Ice/ Stone Edge
Standard with a twist on the rock polish for a faster switchin, like a starmie. Ensures those rocks stay up.
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 56 SpA / 200 SpD
Calm Nature
IVs: 0 Atk
- Taunt
- Flamethrower/Stealth Rock/ Dark Pulse
- Ice Beam
- Thunderbolt
Skarm was killing me, this has been a great answer for it. I like the coverage since TTar doesnt seem to stay in for more than a few turns anyway. The fake pursuiter.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Thunder Wave
- Wish
- Iron Head
- U-turn
You know the deal, Wish passes are really crucial on this team. I kind of want to replace Iron Head with a spatk move so someone can take a burn. I needed spammable spA in general and an all-purpose physical attack sponge to keep everyone else healthy, and sack it when the times comes. Enter the prince who for whatever reason, put it all together.
The Glue:
Seadra @ Eviolite
Ability: Poison Point
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Clear Smog
- Rest
- Sleep Talk
As I said, sponges any physical attack not named Bullet Seed. Absolutely eats Earthquakes from anyone and absorbs status, which is essential. 314HP, 475 Def, 189spD. Tanks resisted special attacks in a pinch. Resttalk is so nice here. Nothing sets up except steels, who get burned. Haven't encountered sub setups yet, but realize thatll be a problem. The Scald is no joke at 227spA. Unlike most NFEs(I died on a Tangela/togetic hill), resttalk allows it to hang around in sand. This is also, of course, the least important member of the team besides maybe Ttar, and once it chips the attackers threatening the rest of the team, it's the one to sack, usually. Followed by
Weavile @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Pursuit
- Night Slash
- Low Kick
Key partner-in-crime for Mew and the real Pursuit/revenge killer. Once I realized that banded, Pursuit kills most things weak to it regardless if it switches or not in sand+rocks, I'll sac in front of Mew counter when the times right for the key revenge.
I really just wanted to do a firsttime post but this has climbed me up the ladder in gen5OU just as I was about to give up on it after seeing the same teams over and over. Haven't done a full checklist but I'm sure im super susceptible to stuff. Volc caught me once without rocks up, and Quiver Danced on Lando's EQ. Obviously a concern. Let me know what you think if you have any suggestions. Everyone besides Mew I have no issues swapping out, but Lil Seadra starting to grow on me.
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