OU RMT - Mew was Uber!?

Introduction


In March I made a pretty successful Dream World rain team that shot me to the top of the leaderboard relatively quickly. I have since retired the team in favour of trying to get my head around the more active BW OU tier. I was overwhelmed at first at the diversity of the tier, as opposed to Dream World, and at how certain Pokemon are drastically different in terms of effectiveness despite using the same sets. At first I planned on making a similar team to the one I used in Dream World, but unfortunately found that the sets I needed weren't available in the tier. So, I went with plan B: use something I believe is undervalued and unexpected and build the team from there. Thus far the team has managed to climb its way into the top 200, and could possibly be higher if my internet provider had been more stable. I have great hopes for this team and believe with a little tweaking here and there it could become so much more.



At A Glance


151.png
385.png
472.png
479wash.png
485.png
639.png




Team Building Process


151.png

Undervalued and unexpected. I studied the April usage statistics to try to gain an understanding of the current metagame and was surprised to say the least when I saw Mew at #76. A Pokemon that was once Uber wasn't even above the OU cutoff. I had to use it. Mew brings unprecedented unpredictability and 9001 options. Mew's greatest asset isn't its well rounded bulk or its 101 HP subs, its how it keeps its opponent guessing. While there may be a Pokemon that can play Mew's chosen role better than it can I chose Mew because it can play so many roles that it keeps my opponent second guessing his/herself, keeping them on edge.

151.png
385.png

The one thing any Mew fears the most is powerful special attackers, such as Latios, Gengar and Calm Mind Reuniclus. What Jirachi brings to the team is a near-impenetrable specially defensive stronghold capable of comfortably wearing down just about every specially offensive Pokemon not named Heatran, as well as valuable Wish support. I chose Jirachi over Chansey/Blissey for the role of specially defensive wall for its ability to Iron Head flinch, immunity to Toxic Spikes and because it outspeeds Adamant Breloom, thus denying it the ability to put anything on my team to sleep.

151.png
385.png
472.png

It became glaringly obvious that I was going to have a problem facing the popular Conkeldurr, thanks to its incredible bulk, STAB Drain Punch and how it actually enjoys being hit with a status inducing move. Gliscor seemed to be the closest thing to a perfect counter I could find, resisting its STAB Drain Punch and ability to prevent set-up with Taunt. I was very surprised at just how effective Gliscor could be in this current metagame. I didn't think it could wall the powerful physical threats this generation introduced half as well as it does. I certainly undervalued its ability to regain 1/8th of its max HP each turn and its ability to stop the likes of Ferrothorn dead in its tracks.

151.png
385.png
472.png
479wash.png

As obvious as it was that Conkeldurr was going to be a problem Heatran seemed to be just as big of a threat, specifically those with Air Balloon and Hidden Power Ice. Whilst there are any number of ways to deal with Heatran nowadays I decided that Rotom-W would be the best for my team. Rotom-W gives the team a strong specially offensive force through Hydro Pump and Volt Switch, as well as valuable Fire and Water resists and an additional Ground immunity.

151.png
385.png
472.png
479wash.png
485.png

The team was devoid of any form of entry hazards, and would also appreciate another way to deal with Heatran if Rotom-W were to be KO'd. I originally considered Empoleon for the role as it can scare away any variant of Heatran due to its impressive special bulk, immunity to Toxic and ability to set up rocks itself. However the additional Ground weakness without Air Balloon was too unappealing. I chose Heatran as Air Balloon variants are close to the perfect Heatran counters, rather ironically, and because it can defeat most steel types without even breaking a sweat.

151.png
385.png
472.png
479wash.png
485.png
639.png

Terrakion acts as a makeshift Heatran check, taking only around 50% from a Modest Earth Power in the sand, as well as providing the team with an incredibly powerful physically offensive force that is capable of 2HKO-ing even the bulkiest of physical walls. If Chuck Norris played Pokemon he would have 6 Choice Banded Terrakion.


Previous Team Members

248.png
145.png
598.png

I previously used a mixed ScarfTar, a specially defensive Zapdos and a standard Ferrothorn in place of Jirachi, Rotom-W and Heatran. I really enjoyed using the former as Tyranitar and Zapdos added more of an element of surprise to the team. Tyranitar would lure in its normal counters to decimate them with Ice Beam or Fire Blast and also trapped fleeing Lati@s with Pursuit. Zapdos could come in on nearly any special attacker and proceed to stall them out through Light Screen, Roost and Discharge/Hidden Power Ice on top of its natural special bulk. However Zapdos' Stealth Rock weakness and vulnerability to Toxic made stalling some special attackers very difficult. It also couldn't do a thing to stop Calm Mind Reuniclus. I had to resort to risking sacrificing a Pokemon in order to stop it every time it switched in. I replaced it with Jirachi for those reasons, and then proceeded to replace Tyranitar and Ferrothorn in favour of Pokemon I believed would support the team better.



A Closer Look

Shiny_Myu_by_CoaCoaIcing.png


Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 216 Def / 40 Spe
Nature: Bold

- Taunt
- Will-O-Wisp
- Softboiled
- Ice Beam


With the advent of team preview the need for a dedicated lead has decreased dramatically. Regardless, Mew more often than not leads the team as a result of how common Tyranitar or Ferrothorn leads are. It never ceases to amaze me how often an opponent will switch in their Tyranitar, Ferrothorn or even Blissey on Mew expecting to set-up their hazards or KO. Mew is nothing short of amazing. Assuming Will-O-Wisp doesn't miss Mew can stall out almost every physically offensive Pokemon and almost all defensive Pokemon in the game. The rest of the team's goal is to eliminate anything that Mew can't stall out, such as Reuniclus and Conkeldurr, or that poses an immediate threat to Mew, such as Lati@s an Heatran.

I will usually use Will-O-Wisp first, as it neuters all physical threats and racks up residual damage on defensive Pokemon that want to switch in. I follow up with Taunt to stop any attempts by my opponent to get status on Mew or to restore their own HP, then proceed to stall them out with Softboiled. I chose Ice Beam over Psychic for extra damage against foes such as Tyranitar and Ferrothorn and so that I have the ability to stop SubChomp and Gliscor before they can do any real damage.

The 40 EVs in speed are to outpace the heavily crowded group of Pokemon aiming to hit the 244 speed marker by a couple of points, allowing me to fire off a Will-O-Wisp or Taunt before they get an opportunity to move, or in Gliscor's case KO with Ice Beam before it can Taunt Mew. The rest is dumped into HP and Def to maximise Mew's physical bulk.

The Pokemon that this Mew can lure in and stall out (or KO) includes, but is not limited to: Ferrothorn, Blissey, Skarmory, Forretress, Scizor, Garchomp, Gliscor, RestTalk Gyarados, Haxorus, Terrakion (lacking Swords Dance), Metagross, Swampert, Hippowdon and Tyranitar. To give you an idea of how physically bulky this Mew is neither Jolly (or even Adamant) ScarfChomp's crit Outrage or Adamant max Atk Choice Band Tyranitar's Crunch will KO, before being hit by Will-O-Wisp.


JirachitheTroll-1.png


Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 216 SpD / 40 Spe
Nature: Careful

- Thunder Wave
- Iron Head
- Wish
- Protect


Good ol' TrollRachi. Whether you love it or hate it, you can't deny it's effectiveness in today's metagame. Jirachi is pivotal to the team's success as it is the team's main answer to powerful special attackers such as Lati@s and Reuniclus, as well as rain teams, that otherwise give the team, specifically Mew a heap of trouble. Through the combination of paralysis and Iron Head the opponent's Pokemon only has a 30% chance of doing anything on a given turn, allowing me to slowly chip away at their health to the point where they are no longer a problem. I chose Thunder Wave over Body Slam as I wanted guaranteed paralysis on what I want paralysed. I know that Body Slam has a crazy 60% chance to inflict the status but in situations where I need the opponent paralysed I would rather have it guaranteed. This does however mean I miss out on paralysing threats such as SubSD 'Chomp or a Gliscor switch-in that has not yet activated its Toxic Orb which would make life much easier for myself

Whenever I see that the opponent is planning to lead with Deoxys-S I use Jirachi as my lead to limit the number of hazards it can possibly set down. However more and more Doexys-S leads seem to be running Trick with Choice Scarf to specifically stop Jirachi, knowing that Jirachi can't afford the turn to Protect, risking an extra layer of hazards Deoxys-S may not have gotten otherwise.

Jirachi also provides my more offensively oriented team members with valuable Wish support. Rotom in particular appreciates this as I often switch it in throughout the match to make use of Volt Switch, meaning Stealth Rock damage can really start to rack up on it. It also allows me to essentially have a 'free' switch-in to Mew or Gliscor on physical threats such as Garchomp that like to switch in to Jirachi.


The_Shiny_Gliscor_by_EddZab.png


Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 176 Def / 80 Spe
Nature: Impish

- Taunt
- Swords Dance
- Earthquake
- Ice Fang


Na na na na na na na na... no? Okay. :(
Gliscor's role is a rather simple one: wall the opponent's Conkeldurr and any other physical threats that I believe it can handle better than Mew, like SD Scizor. If I see that my opponent has a Conkelurr I will play very cautiously with Gliscor, bringing it in early against something that poses no threat to it so that I can activate Toxic Orb and then getting the hell out of dodge. I will often use Mew to burn threats such as Scizor then switch to Gliscor to stall them out. However this Gliscor isn't just limited to walling physical threats, it also functions as an effective stall-breaker through Taunt and Swords Dance. I believe this to be the best set for the team as it allows Gliscor to easily defeat physical threats without resorting to Flinging its Toxic Orb, allowing Mew to inflict them with a burn.

Gliscor is my backup counter to SubSD Chomp and SD Excadrill, the two most prominent physical sweepers in the current meta. Gliscor is essential to the team's success as it is the only member capable of easily defeating Conkeldurr, with the other being Rotom. Gliscor and Mew perform similar roles on the team, however their targets are very different. Between the two of them I can effectively wall every physical threat presented to the team.


RotomWash.jpg


Rotom-W @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Timid

- Hydro Pump
- Volt Switch
- Hidden Power Fire
- Trick


Rotom-W is my old nemesis from my Dream World days. The damage it can do to rain teams is astounding, especially choiced variants such as this one. Rotom is my primary answer to any variation of Heatran, as well as my most reliable Gliscor switch in seeing as how so few carry Facade these days. Rotom either forces both to switch out, allowing me to maintain pressure through Volt Switch, or easily KO them thanks to STAB Hydro Pump. I have won many battles solely because of Rotom's ability to keep the opponent switching out, racking up Stealth Rock and burn damage.

I chose a Choice Scarf variant so that I can outspeed non Rock Polish Terrakion and scare it away or KO, and so that I can outspeed Infernape. I've yet to run into an Infernape but I believe mixed variants can give my team a lot of trouble. It also allows me to Trick my scarf onto a defensive or paralyzed Pokemon giving Mew an easier time to switch in to heal or start its strategy.

Rotom and Jirachi pair very well together as Rotom can easily switch into the Heatran and Trick Scarf/Specs Pokemon that give Jirachi trouble, whilst Jirachi can easily switch into the likes of Lati@s, Virizion and Blissey that give Rotom trouble. Jirachi also provides Rotom invaluable Wish support, allowing Rotom to continue applying pressure onto the opponent without having to worry too much about entry hazards.


heatran_wuvs_balloon_by_pyritie-d2z6apb.png


Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Timid

- Stealth Rock
- Fire Blast
- Earth Power
- Hidden Power Ice


Heatran's role on the team is to set down the all important Stealth Rock and to pseudo check Chandelure and other Heatran, who otherwise gives the team a boat load of trouble. With Air Balloon Heatran can also serve as a check to Gliscor, Garchomp and Excadrill. However if the opponent has a Heatran I make certain to keep my own Heatran's Air Balloon intact.

I personally consider Heatran to be the weakest link of the team. It's main goals are to simply set down Stealth Rock and take fire attacks aimed at the rest of my team. However it does more than what one sees in plain sight. Heatran also scares off the likes of Ferrothorn and Forretress, preventing them from getting their entry hazards. This is particularly important in regards to Forretress as 2 layers of Toxic Spikes prevents Mew from doing what it does for as long as it would like to. I would appreciate any suggestions for a replacement for Heatran.


Terrakion_V2.png


Terrakion @ Choice Band
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly

- Close Combat
- Stone Edge
- X-Scissor
- Quick Attack


Terrakion is the powerhouse of the team, able to dish out obscene amounts of damage to anything that dares to switch into it. To give you a little taste of what Terrkion's power with Choice Band is:

Close Combat v 252/252 Impish Skarmory: 49.7% - 58.6% (100% 2HKO w/SR)
Close Combat v 252/252 Impish Hippowdon: 44.5% - 52.8% (20% 2HKO w/SR)
Close Combat v 4/0 Garchomp: 85.8% - 100.6% (41% OHKO w/SR)
Close Combat v 112/0 Rotom-W: 102.6% - 120.8%
Stone Edge v 252/184 Impish Gliscor: 44.9% - 52.8% (100% 2HKO w/SR & Toxic Orb not activated, 35.4% othewise)
Stone Edge v 4/0 Latios: 97.3% - 114.5% (84.3% OHKO, 100% w/SR)
Stone Edge v 252/252 Bold Reuniclus: 49.7% - 58.7% (63.2% 2HKO)

Terrakion's role on the team is to kick ass and chew bubble gum, and he's all out of gum. Terrkion creates huge manbearpig-shaped holes in the opponent's team, softening them up to make Mew's job a little easier. Terrakion doesn't cover any specific threats to Mew's stall-sweep like Jirachi does, instead netting KOs along they way to taking care of Mew's threats. Terrakion has proven to be more valuable than I first envisioned, as without prior damage caused by it Mew would have run out of PP for Softboiled on many occasions and failed to stall out the opponent's team. What was originally just a heavy hitter placed on the team to cause damage has become an invaluable asset to the team's success.

Terrakion fits onto the team relatively well thanks to its key resistance to fire moves and the special defence boost during sandstorm, acting as a makeshift counter to Heatran. Terrakion really appreciates Scizor being burned in the event that I'm able to pull off a Terrakion sweep. Because of the power behind Terrakion's Close Combat I finish off as many games with it as I do with Mew. It's somewhat of a backup strategy to paralyse faster threats with Jirachi then sweep with Terrakion in the event that Mew is KO'd.
 
Threat List

dpicon142.png
Aerodactyl: The few I've seen have been suicide leads, so I usually lead with Jirachi. Thunder Wave on their Stealth Rock then proceed to Iron Head for the 2HKO. They very rarely Taunt Jirachi in fear of not getting their rocks down so I feel perfectly comfortable going for the Thunder Wave. If it were an offensive variant used later-game I'm positive that I could easily take it on with Gliscor.

482MS.png
Azelf: I've yet to see one used thus far. I supposed any physical variant could be handled by either Mew or Gliscor, however I would be wary of HP Ice. I think Heatran could handle a Nasty Plot variant, taking a Thunderbolt at max HP then KOing back with Fire Blast, but I don't recall seeing any.

Ani242MS.png
Blissey: Mew can stall Blissey out through Taunt and Will-O-Wisp very easily, however stalling it out the entire way would reduce Softboiled's PP an awful lot. I usually Taunt with Mew then switch to Jirachi for healing or Gliscor to set-up. Jirachi simply poops on Blissey regardless of the set.

Ani286MS.png
Breloom: If Gliscor's Toxic Orb has activated it can't really do anything. Jirachi can Iron Head for a little over 25% after Poison Heal, Mew's Ice Beam hits for around 80% min. but can't OHKO. So long as Gliscor's poisoned it can't do anything worthwhile.

Ani437MS.png
Bronzong: It can only come in on Jirachi without taking a powerful attack, in which case I switch to either Rotom or Heatran in case they are a TrickScarf variant. If they're any other variant I switch to Mew and proceed to Taunt and Will-O-Wisp. If it's a TrickScarf lead I can get the Taunt off with Mew before it can Trick then proceed to Will-O-Wisp the switch in, which is usually a Tyranitar packing Pursuit.

Ani251MS.png
Celebi: Celebi can be an annoying little bugger. Most only run 36 EVs in Spe so I already have the advantage with Jirachi, who is usually my best answer if Heatran doesn't have its Air Balloon. Faster Nasty Plot variants with Hidden Power Fire and Earth Power can be a pain if Heatran doesn't have its balloon, but that set it beyond rare. A Taunt from Mew stops it from doing anything worthwhile.

609.png
Chandelure: I think it has the potential to be a huge problem, but the few times I've run into it I was able to handle it very easily. They usually switch in on Jirachi so I Protect to scout what they want to do then act accordingly, usually switching to Heatran to absorb the fire move. Thanks to Heatran it isn't much of a porblem.

113.png
Chansey: Chansey is just Blissey with more physical bulk and no special attack, so no Ice Beam. Gliscor shuts it down with Taunt and can proceed to Swords Dance. Mew has an easier time with them as they lack Leftovers so burn whittles them down twice as much. I can also Trick its Eviolite away with Rotom if given the opportunity. Terrakion doesn't even need mentioning.

091MS.png
Cloyster: Cloyster is a powerful threat with Shell Smash, but Jirachi handles it fine. It resits Icicle Spear and Rock Blast and can live a Shell Blade provided it doesn't crit. Mew can cripple it with a burn whilst not even losing half of its max HP from +2 LO Icicle Spear. Because they like to aim for 250 speed before Shell Smash Mew can't get a Taunt off before they set up.

534.png
Conkeldurr: So long as Gliscor is in good condition this thing isn't a problem. Like I said previously if I see Conkeldurr in team preview I play very cautiously with Gliscor to make sure it can come in in god condition.

555.png
Darmanitan: These guys are usually only seen on sun teams. I unfortunately have no weather of my own to weaken them so I have to play around it to see what item it has first, as I could easily predict scarf and switch to Heatran to take the Flare Blitz but proceed to be destroyed by Superpower. If it's a LO variant I have to rely on Gliscor to take a hit or two so that I can bring in Rotom. If it's a Scarf variant I act depending on the Pokemon it switched into. If it comes in on Jirachi I simply Protect and deal with it depending on the move. If I can get it paralyzed I have nothing to fear from it.

386DMS.png
Deoxys-D: I don't understand why Deoxys-D isn't used more, it has incredible support potential. The worst thing it can do is set up Spikes, which it won't be able to if I have Mew or Gliscor out. They tend not to invest in speed so they're very susceptible to Taunt. If I can get Mew in on it without being hit by Toxic I can wall it ferr dayyyz.

386SMS.png
Deoxys-S: Jirachi is the go-to guy for all variants. If I see that they plan to lead with it, or even just have it on their team I will lead with Jirachi. Paralyse it with Thunder Wave then let Iron Head do the rest. Worst case scenario is that it's a TrickScarfer, in which case it still only gets 1 layer of something as I paralyse it with T-wave then switch to Mew to Taunt. It can do a hell of a lot in a few turns so I aim not to give it a free turn. Expert Belt or Life Orb variants can't do enough damage to Jirachi to cause concern.

dpicon149.png
Dragonite: First thing to do is identify what set it's using. If it's a Dragon Dancer Gliscor can handle them pretty effectively. Choice Band variants are tricky seeing as how they 2HKO Gliscor with Outrage. If I can burn it it isn't much of a threat. Heatran can KO any variant that lacks Superpower pretty easily with Hidden Power. If I can get it to use Outrage I can paralyse it with Jirachi then proceed to KO with Heatran. Bulky Dragon Tail variants can't hurt Gliscor and have Multiscale ruined if I can burn it, however that puts Mew at risk of paralysis. Special variants are only seen in the rain and are handled very well by Jirachi and can be tricked a scarf by Rotom to make it even easier to handle. Terrakion can KO any variant so long as Multiscale isn't active.

051MS.png
Dugtrio: It isn't commonly used but it has great potential. Just need to take note if you see it in the team preview so as not to let Jirachi, Terrakion and balloon-less Heatran be easily revenge killed. It can't switch in on anything in fear of being KO'd or paralyzed in Jirachi's case.

dpicon466.png
Electivire: It can only become a problem if my opponent predicts a Volt Switch and switches in Electivire. Mew walls any variant easily, it won't stay in on Jirachi in fear of Body Slam so I can simply Wish stall if it has Life Orb or use Wish to make switching easier. So long as it doesn't have a Motor Drive boost behind it Terrakion can destroy it.

196MS.png
Espeon One of the few occasions I wish I used Body Slam over Iron Head. Regardless, Jirachi scares away any variant and Rotom's Hydro Pump deals 57% on average. The real threat it poses is its ability to reliably set up screens for something.

530.png
Excadrill: Gliscor handles it very well. Balloon variants can't deal enough damage to 2HKO and LO variants are KO'd by Earthquake. If Heatran has its balloon intact it only has to fear the rare Brick Break. So long as Gliscor is at >50% they aren't much of a problem. If they switch in on Mew they're met with a Will-O-Wisp. Surprisingly this happens as much as Tyranitar or Scizor switch ins.

598.png
Ferrothorn: Gliscor can Taunt and set up on it. Mew can stall it out. Rotom can KO weakened ones with Hidden Power Fire, or sacrifice itself to Trick it a Scarf. Heatran and Terrakion eat it for breakfast. More often than not it's a recipient of the Mew torture.

205MS.png
Forretress: It's very similar to Ferrothorn, except that it can carry Toxic Spikes. It is VERY important to keep these from being set, otherwise Mew is going to struggle to do its job. One layer is somewhat manageable, but 2 ruins Mew.

445.png
Garchomp: Garchomp is one of the biggest threats in the game today. Gliscor is my first option to go against it. If it's a ScarfChomp I know I'll be able to handle it easily thanks to Gliscor and Mew's bulk and the numerous Ground immunities on my team. If it's a Choice Band variant I'll switch to Jirachi to take 2nd hit then Protect on the 3rd or Thunder Wave the switch in if I am at a high enough health. Swords Dance variants are even more difficult too handle. As I have to rely on Gliscor to take a hit so that I can get an Ice Fang off. If Gliscor goes down Terrakion can guarantee a KO on any non-Scarf variant with a little damage prior. If it comes in on Mew I Taunt as it sets up its Substitute preventing it from using Swords Dance then proceed to Ice Beam. If it locks itself on Outrage whilst behind the sub then it's a dead 'Chomp.

094MS.png
Gengar: Most variants of Gengar are easily handled by Jirachi. If they're a Sub/Disable variant I'll Iron Head to break their sub then switch to Rotom on the predicted Disable. If they have Leftovers/Black Sludge I'll Volt Switch back to Jirachi to continue the cycle, if not I'll Hydro Pump as it has enough power at that range to guarantee a KO. Choiced variants are even easier to handle for Jirachi.

Ani472MS.png
Gliscor: Rotom is a great initial switch in, only fearing the Toxic or Facade, which most don't use nowadays. From there I'll usually Volt Switch to maintain pressure. Mew can OHKO with Ice Beam, however I don't like to switch it in on Gliscor in fear of Taunt or the rare Toxic. Heatran can switch in easily if it still has its Air Balloon intact, or even on a predicted Swords Dance or Taunt. Terrakion can 2HKO with Stone Edge if Gliscor switches in on it without having previously activated its Toxic Orb. My own Gliscor can Taunt then 2HKO with a +2 Ice Fang as most Gliscor are outsped by 2 points.

368MS.png
Gorebyss: Teams that use Gorebyss with Espeon support are very difficult to deal with. If Gorebyss tries to set up on Mew it's met with a Taunt to prevent it from Baton Passing. Jirachi can paralyse with Thunder Wave but can't do much afterwards as most carry White Herb to restore their defence. If I maintain pressure with Rotom it won't be able to find an opportunity to set up. It all depends on what it tries to set up on, and whether or not it has screen support.

Ani130MS.png
Gyarados: Gyarados can be very tricky to face. Mew can handle most variants with Will-O-Wisp, Rotom outspeeds all variants and threatens to KO with Volt Switch and Terrakion can OHKO any variant it's faster than provided it hasn't been Intimidated, in which case it can OHKO 50% of the time with Stealth Rock.

612.png
Haxorus: I hate facing this thing. It has the power to 2HKO everything on the team. Banded variants are the worst to face as even Mew risks losing 70% from an Outrage. Thankfully it isn't too fast, allowing Terrakion to outspeed and OHKO with Close Combat. If it comes in on Mew my best bet is to go for Will-O-Wisp as it Dragon Dances or Outrages. If it hits I'll have a much easier time dealing with it. If it's later in the game and it has lost around 1/3rd of its HP I'll try to KO with Ice Beam. Scarf variants are easier to handle as they don't pack as much of a punch, and players tend to carelessly lock themselves into Outrage early in the game. Dragon Dancers are definitely the most threatening, but they'll be hard pressed to find an opportunity to set up.

Ani485MS.png
Heatran: Rotom is my best switch in even though it risks taking a hefty chunk from Fire Blast. If I can get Rotom in I'll go for the Volt Switch if it's early in the game to maintain pressure. If I see they're not carrying Air Balloon I'll switch in my own Heatran to scare them away and get my rocks down. If they're using Tyranitar I can switch in Terrakion thanks to the special defence boost if I think I can force my opponent into a position where he'll lose a Pokemon if I use either Close Combat or Stone Edge.

450MS.png
Hippowdon: Gliscor can Taunt the hippo to prevent it from setting up rocks or Roaring. Rotom threatens to KO with Hydro Pump. Heatran can 2HKO with Fire Blast whilst the hippo gets it's own rocks up, or if it's later in the game and I still have my balloon I can deal out >50% preventing it from healing with Slack Off. Mew can Taunt and proceed to Will-O-Wisp wither it or the switch in, which like I've said before is usually a Tyranitar or Scizor. Always makes me smile. :)

635.png
Hydreigon: Jirachi is initially the best answer for Hydreigon as it resists Draco Meteor. Fire Blast does hurt quite a bit but it's basically inviting Heatran in for a Flash Fire boost so that it can roast anything that doesn't work in a Pokemon Centre. Scarf variants are very easy to handle, whilst Specs variants can cause Jirachi more trouble, but are easily taken care of by Terrakion. Speaking of which, if Hydreigon locks itself into Dark Pulse it's a free switch in to Terrakion with a x2.25 attack.

392MS.png
Infernape: Rotom scares Infernape away with Hydro Pump and Terrakion can force a speed tie, although I would much rather not resort to that. If I can paralyse it with Jirachi then it's not a problem. It usually wears itself down thanks to Stealth Rock and LO, as well as it's more common attacks, Close Combat and Overheat forcing itself to swtich out.

593MS.png
Jellicent: Jellicent can be very tricky to handle, as most usually use both Will-O-Wisp and Scald, so Taunt/Wisp stalling usually isn't a viable option. However if it uses Surf over Scald then it is very easy to take care of. Tricking it a scarf goes a long way to dealing with it more effectively. Terrakion deals 56.5% - 66.5% with Stone Edge so it can finish off a slightly weakened Jellicent, or 2HKO one expecting to switch into a Close Combat.

385MS.png
Jirachi: The most common variant of Jiarchi is the same specially defensive variant used in this team. If Gliscor's Toxic Orb has activated before Jirachi comes out then there is very little to fear from it, other than it Wish supporting it's team mates. If Heatran can get in on any move other than Body Slam or Thunder Wave then it can deal with Jirachi easily. The only other variant worth mentioning is the Calm Mind one, which Heatran handles very well. Terrakion deals 78% on average to max HP variants so all that's needed is a little prior damage. TrickScarfing with Rotom is also an effective tactic on the specially defensive variant as it loves to switch in on Rotom.

135MS.png
Jolteon: I haven't seen Jolteon as much this gen, which I assume is as a result of Thundurus. Nevertheless, they are very annoying to face on rain teams as they have Volt Absorb. Jirach is the best bet as it scares Jolteon away in fear of Body Slam and can then proceed to Wish support the rest of the team. Speaking of Wish, if the Jolteon is using LO Jirachi can easily stall it out with Wish. If the opponent is predicting Rotom to Volt Switch they'll usuallt switch in Jolteon without a second thought, so it may be a good idea to use Hydro Pump to KO. Rotom's Hydro Pump in the rain is extremely powerful and can finish off weakened foes. If you're really pushed for options Terrakion can survive a Timid LO Thunder after SR and KO with Close Combat, however Specs variants will OHKO 25% of the time without SR, and 63% of the time with SR. This is again one of the few instances where I'd much rather have Body Slam than Thunder Wave on Jirachi.

230MS.png
Kingdra: Kingdra's fairly uncommon nowadays, however they are still used in hopes of coming across a rain team to abuse Swift Swim with. Jirachi does a great job in dealing with it as it resists the STAB Dragon type attacks its more likely to use and can paralyse with Thunder Wave. Terrakion can OHKO any variant with Close Combat, requiring SR to guarantee the OHKO against those with 100 HP EVs. If it has been damaged by SR and is not running 100 HP EVs Stone Edge will also guarantee a KO.

646.png
Kyurem: Jirachi is the best switch in for Kyurem. It resists both of its STABs and isn't going to be hit too bad by anything else it has. They're commonly found on hail teams which this team handles fairly well. Between paralysis with Jirachi and Terrakion's STABs there's nothing to fear.

645.png
Landorus: The most common Landorus variant I came across was a Mixed Scarf in sandstorm. Mew's Will-O-Wisp goes a long way to deal with it. If it's a Swords Dance or Rock Polish variant they'll often try to set up against Mew. Rotom outspeeds it if it isn't using a Choice Scarf and threatens to KO with Hydro Pump. Heatran can come in on a predicted Earthquake if it still has it's balloon and threaten to KO with Hidden Power. Terrakion has a 60% chance to KO with Stone Edge after SR damage if it doesn't carry a scarf.

380.png
Latias: Jirachi easily deals with Latias. Most are bulkier Calm Mind/Recover users that can't touch Jirachi. The only thing to watch out for is if it's a trick user. If it isn't using a choice item Jirachi has little to fear from it.

381.png
Latios: Jirachi will always be the first switch in to Latios. The most common set is the Choice Specs set which can't really touch Jirachi. Similar to Latias the biggest thing to be wary of is Trick. However Latias becomes a lot less threatening after it has used Trick. Mew can Will-O-Wisp/Softboiled stall Latios without specs and Terrakion can switch in after it has used Draco Meteor to possibly KO the opponent's switch in. It is very important to keep Jirachi alive even if has been Tricked as Latios can blow huge holes into the team even without Specs.

Ani448MS.png
Lucario: Lucario has certainly fallen from grace this generation. It isn't used nearly as much as it was last gen but you may still come across it once in a while. If its a Swords Dance variant Gliscor is still one of the best possible switch-ins. If it turns out to be a Nasty Plot variant switch back to Jirachi to take the Hidden Power Ice and proceed to paralyse it. Terrakion can revenge kill Swords Dance variants as they don't often carry Mach Punch.

Ani068MS.png
Machamp: Like Lucario Machamp has suffered a huge drop in popularity with the generation shift. The Lum Berry lead set is the only one commonly used, and is as annoying as ever. One can lead with Mew to try to get the burn off with 2 Will-O-Wisps, however the probability of pulling that off is 28% if Machamp uses Dynamicpunch. Even if Machamp uses Payback, which does 44% - 52%, there is still only a 56.25% that it will work. What I like to do is Will-O-Wisp on turn 1, then I try to judge which Pokemon he's most likely switch in to take a follow-up WoW and switch accordingly. If you have the cajones you can try to lure a Payback on the 1st turn and switch to Terrakion to get the Justified boost, which guarantees a OHKO with Close Combat (which is otherwise has a 50% chance to OHKO standard 240 HP variants) whilst only taking a maximum of 38% from Bullet Punch.

Ani462MS.png
Magnezone: They'll usually try to switch in on Jirachi the first opportunity the get. I like to make a mental note when I see that my opponent has one so that when I bring out Jiachi I know I'm about to get some free damage against my opponent. I judge their team before hand to see whether Heatran's Fire Blast or Terrakion's Close Combat will do more damage. Magnezone is usually played so carelessly that it offers free switch-ins to powerful attackers. In the event that Magnezone does trap Jirachi there isn't an awful lot that can be done about it. This is yet another scenario where I'd greatly appreciate Body Slam as it deals more damage to Magnezone's subs than Iron Head. Magnezone doesn't even outspeed Jirachi so you can usually paralyse it before it subs. If Magnezone isn't carrying Charge Beam you can actually KO with Jirachi by using Wish + Protect to keep yourself healthy. Scarf variants are even more of a joke, with Thunderbolt dealing 28.4% - 33.6%. You can paralyse it and proceed to stall it out of PP with Wish + Protect.

Ani473MS.png
Mamoswine: They can be tricky if they're using Choice Scarf, but are otherwise easy to handle. Terrakion outspeeds and KOs with Close Combat, Heatran can KO with Fire Blast if it has its balloon and Rotom only fears the Superpower when switching in. Rotom is also able to outspeed Scarf variants. Mew can Will-O-Wisp Mamoswine, but should be wary about stalling it out as non-choiced Mamoswine often carry Endeavour. I personally like to take an Earthquake with Mew to get the burn off then switch to Rotom to force it out with Hydro Pump. Scarf variants can be a nasty surprise, outspeeding Terrakion and KOing with Earthquake.

Ani376MS.png
Metagross: Metagross is yet another Pokemon that has fallen from grace. Rotom is probably the best answer to Metagross as it resists Metagross' main STAB and takes little damage from its other moves, except Zen Headbutt. Mew can Will-O-Wisp it and proceed to stall it out with Softboiled, however that is a waste of Softboiled's PP. Gliscor can take on any Metagross that isn't using Ice Punch, but due to the popularity of Gliscor and Garchomp it would be best to assume Metagross is using Ice Punch on the rare occasion you face one.

151MS.png
Mew: There are 2 sets that Mew will commonly use: a Taunt/WoW set like the one I use or a Nasty Plot set with Psyshock/Aura Sphere/Fire Blast or Shadow Ball and LO. If it is the former Heatran is close to the perfect counter, as it doesn't mind Taunt if it has already set down rocks, gets a Flash Fire boost from Will-O-Wisp and can attack Mew on its weaker defence. The only thing Heatran must be wary of when facing this type of Mew is if it is using Aura Sphere as its sole attack, which will deal a maximum of 45%. This team has a harder time handling the latter variant as it can KO Jirachi with Fire Blast, however if Mew is using Shadow Ball Jirachi can easily switch in and proceed to paralyse it then Iron Head. If Mew is using Fire Blast it is best to sacrifice the least important member of the team so that you can switch in Terrakion and KO with X-Scissor. Nasty Plot Mew will likely try to set up against Terrakion after it has KO'd something with Close Combat. If you have SR Terrakion can 2HKO Mew 71.6% of the time with Close Combat, if you believe your opponent won't simply attack with Mew.

620.png
Mienshao: Gliscor is solid option to switch in, however Hidden Power Ice is becoming more common on them. Terrakion outspeeds and easily KO's with Close Combat. They can't do any worthwhile damage to Mew without: a) Being burned or b) Letting their switch-in being burned. I really like burning things. :D

038MS.png
Ninetales: Ninetales is handled easily by Heatran, only fearing those that carry Hypnosis. If I think they carry Hypnosis I'll use Gliscor to pivot to Heatran, often picking up a Flash Fire boost.

186MS.png
Politoed: Choice Specs sets are annoying as they deal an obscene amount of damage to Jirachi with Hydro Pump. Rotom can live one then Volt Switch and Terrakion can KO with Close Combat. If I used a bulkier variant of Rotom Politoed isn't much of a problem.

233.gif
Porygon2: Rotom can trick away its Eviolite so that the rest of the team can handle it easier. Jirachi can try paralysis and Iron Head but it's likely at some point the Porygon2 will get a Recover off. Terrakion scares it aways with Close Combat and Mew can stall it out easily because it lacks Leftovers.

243MS.png
Raikou: They're generally only seen on rain teams, so Jirachi is once again the best initial answer. The aim is to paralyse it then try to switch to something that immediately threatens it like Gliscor or Terrakion. Substitute variants are a little more annoying as it blocks Thunder Wave.

579MS.png
Reuniclus: If I see Reuniclus in the preview I try not to be WoW-happy as it can easily absorb the burn and become a burden. The easiest way to take care of it is to paralyse and Iron Head with Jirachi, but if I end up burning it then I have to get it down to around 50% and finish it off with Terrakion. Trick Room variants are very easy to handle with Jirachi.

Ani479OMS.png
Rotom-W: IF It wasn't for its SR weakness this thing would be a monster. LO variants in the sun are very tricky as they usually carry HP Ice for Gliscor. Rotom-W can take it on relatively well, but can't come in on a LO Thunderbolt more than once. Terrakion scares it off easily.

479WMS.png
Rotom-W: They're mostly 112 HP variants with Will-O-Wisp or Hidden Power Fire. Jirachi can beat those that lack Will-O-Wisp, and can Protect to scout for it. Rotom doesn't mind a burn too much and can get some extra damage with Volt Switch. Terrakion OHKO's the standard variant with Close Combat if it can find a way to switch in. Choiced variants are pretty easy to predict. Jirachi has a much easier time handling them as it can simply Protect to scout which move it wants to use. Specs variants is rain deal a boat load of damage with Hydro Pump so Terrakion usually has to revenge kill it.

373MS.png
Salamence: Salamence is a huge threat. Between Mew, Jirachi and Gliscor most possible sets are covered. They're usually mixed so Jirachi is the best initial switch in to take the Draco Meteor. If it turns out to be a Dragon Dancer then switch to Gliscor. If 'Mence comes in on Mew you're good to go as Mew can take the Draco Meteor from standard MixMence and burn it. The following Outrage won't KO Mew at that point even if both the Outrage and Draco Meteor do max damage, however it would be a smarter move to switch to Jirachi in case it decides to go for a second Draco Meteor.

586.png
Sawsbuck: One of the few things on sun teams that this team doesn't have a problem dealing with. Gliscor can easily take on the common Swords Dance variant, as can Mew. If Mew can burn it then there's little to worry about. Paralysis also helps, although Jirachi isn't exactly the best Pokemon to keep in on one.

212MS.png
Scizor: They usually come in early to try to U-Turn Mew, which even Choice Band variants fail to KO. More often than not they get burned and become dead weight. Gliscor handles any variant with relative ease, especially if it's burned. Rotom usually scare them away, as does Heatran but it's difficult to switch in as they usually carry Superpower or Brick Break.

560.png
Scrafty: Dragon Dance variants don't normally use Shed Skin so Jirachi can take a boosted Crunch and proceed to paralyse and Iron Head. It normally isn't a good idea to switch Gliscor in on DD variants as they normally pack Ice Punch. Bulk Up variants are handled well by Gliscor as it can simply Taunt Scrafty, take little damage and then boost up at twice the pace. If Terrakion outspeeds it then it can handle it well.

492-land.png
Shaymin: Jirachi handles most Shaymin with ease, as does Heatran if it can switch in on Earth Power. Terrakion outspeeds and KO's offensive variants with Close Combat after SR. They're very rare nowadays so it isn't something to worry about.

561.png
Sigilyph: If Terrakion can switch in on Cosmic Power it can easily KO with Stone Edge. Gliscor can come in easily if the Toxic Orb has activated and Taunt Sigilyph then proceed to boost up on a weak Stored Power. Rotom-W can trick away its Flame Orb, which can be used later to trick onto a physical attacker. Mew can Taunt to prevent being burned and letting Sigilyph set up. Heatran is unaffected by Psycho Shift and can hit it with powerful Fire Blasts.

Ani227MS.png
Skarmory: Skarmory can be dealt with by everything but Jirachi. Mew Taunts and burns, Rotom-W scares it off with Volt Switch, Gliscor Taunts and can set up and Heatran scares it off with Fire Blast. Terrakion can 2HKO, which is guaranteed if Skarmory decides to switch in on Terrakion.

080MS.png

Slowbro: Slowbro is handled well by Rotom. Rotom constantly scares it off with Volt Switch or can Trick to make it dead weight. Mew can Taunt to prevent Toxic then burn it, forcing it to switch out. Unfortunately Terrakion can only muster around half with X-Scissor, so only bring it out against a weakened Slowbro.

Ani143MS.png
Snorlax: Gliscor handles Snorlax with ease thanks to Taunt and Swords Dance. Terrakion threatens to KO with Close Combat and Mew can burn, but has to be wary of Body Slam. Tricking it a Choice Scarf makes it extremely easy to handle.

Ani121MS.png
Starmie: Jirachi is the best bet against Starme. It can't 2HKO outside of rain and can be PP stalled with Wish + Protect in rain. Rotom can handle it pretty effectively as it can live a Thunder and Volt Switch which will KO after SR.

245MS.png
Suicune: Rotom is a good initial switch in to scare Suicune off, whether it's an offensive or defensive variant. If you notice Suicune doesn't have Leftovers it's best to leave it to Jirachi. Terrakion can KO offensive variants with a little prior damage, but shouldn't be used against defensive variants as Close Combat will only deal 50% on average.

260MS.png
Swampert: Mew all the way. Taunt it to prevent rocks then burn and laugh at it. If it freezes with Ice Beam make sure to tell your opponent how much you don't like them. Rotom can switch in with ease and Hydro Pump for 47% on average. Terrakion can deal up to 68.3% on standard Relaxed 240/216 variants.

dpicon073.png
Tentacruel: This thing is a major pain. Like I mentioned with Forretress Toxic Spikes hurt Mew a lot, and there's very little this team can do to prevent them being set up. If they come in on Mew or Gliscor then they aren't getting their Toxic Spikes, but few players are careless enough to do that. Gliscor can take an Ice Beam and 2HKO with Earthquake, but it leaves me very vulnerable to Conkeldurr. Rotom can do more than 50% with Volt Switch, but at that point they'll have already gotten one layer. Terrakion can do up to 75% with Stone Edge whilst only really fearing Scald. I usually have to play aggressively in order to prevent it from setting up 2 layers, but it's almost guaranteed 1.

639.png
Terrakion: Gliscor handles most Terrakion so long as they aren't Adamant Banded, in which case Terrakion outspeeds and KO's. Mew can cripple it with a burn so that Gliscor has an easier time against it. Jirachi can take a Close Combat from any variant, although not well if it's banded or Adamant LO, and take it out with paralysis and Iron Head. It's important to keep Gliscor in good health to better deal with Terrakion.

642MS.png
Thundurus: Jirahi can handle Thundurus pretty well. Only the Nasty Plot variants give Jirachi trouble. It's important to get it paralysed to the rest of the team can handle it easier should Jirachi fail to KO.

641MS.png
Tornadus: Jirachi has an even easier time handling Tornadus as it resists STAB Hurricane and doesn't much damage from its other moves.

454MS.png
Toxicroak: Most people use a set containing Sub/Bulk Up or SD/Drain Punch/Sucker Punch, so Gliscor is a pretty safe switch in. If it comes in on Mew it's best to Taunt straight away as they're normally faster. Terrakion deals up to 87.6% with Close Combat, so if you can weaken it a little and prevent it from getting a sub up Terrakion can finish it off. If you Taunt with Mew as it subs then switch to Jirachi and spam Iron Head you'll easily win.

Ani248MS.png
Tyranitar: They're commonly seen as leads these days. They won't hesitate to use Crunch against Mew, allowing Mew to easily burn it. You can lure a Crunch and switch to Terrakion for the Justified boost and hit the switch in with a powerful Close Combat or Stone Edge. Jirachi can Iron Head for a 2HKO and Rotom can Hydro Pump for the same result. Gliscor has to be wary of Ice Beam but otherwise defeats it easily. Only Heatran has trouble with Tyranitar as it's Earth Power does pitiful damage against specially defensive variants. More often than not the opponent's Tyranitar gets burned by Will-O-Wisp as they think they can KO Mew.

134MS.png
Vaporeon: It doesn't really do much except pass huge Wishes. Rotom can dish out a lot of damage with Volt Switch, but has to be careful that they don't carry Toxic. Most carry Scald so Mew isn't the ideal Pokemon to switch in on it. Terrakion deals 67% on average, allowing it to finish off a weakened Vaporeon. It's usually handled by Taunting it then switching to Rotom.

003MS.png
Venusaur: One of the more troublesome sun threats. Getting it paralysed is the main goal. From there Jirachi can try to KO with Iron Head, or can switch to Heatran to attempt to receive a Flash Fire boost. Unfortunately it usually puts something to sleep, but so long as Heatran is around it can't cause too much damage.

494MS.png
Victini: They're pretty uncommon in OU, seeing as how sun isn't as effective as rain or sand. Gliscor and Rotom are both good initial switch-ins. It's important to identify which set it is using before it can do too much damage, so I'd recommend Rotom first, just in case it carries HP Ice. If they're a scarf Death Gambit user tell them how much you don't like them.

640MS.png
Virizion: Special variants are easily handled by Jirachi through paralysis. Swords Dance variants should be handled by Mew as opposed to Gliscor as most will carry HP Ice. Between the 2 pixies Virizion can't do much.

637MS.png
Volcarona: If you notice it in the team preview it's important to keep Heatran or Terrakion at good health, otherwise it can roll over this team. It's likely to try to set up on Mew, in which case switch to the healthiest between Heatran and Terrakion. If it comes in on Gliscor just use Earthquake to get damage on it. If it comes in on rocks the Earthquake can KO. If it tries to set up on Jirachi just Thunder Wave. Even if they carry Substitute they're unlikely to use it against Jirachi.

547.png
Whimsicott: It can't do much to this team. Gliscor is the best switch in, if you need to switch, as it doesn't lose HP from Leech seed. You can then Taunt and switch out to best deal with what you think they'll switch in on Gliscor. If it comes in on Mew just Taunt as it sets up a sub, then Will-O-Wisp the switch-in.

202MS.png
Wobbuffet: It can be a huge pain, but I've yet to see one. Similar to Mew and Deoxys-D I've no idea why this guy isn't used more. It can trap Terrakion, Rotom and Heatran with ease. In Heatran's case you can simply spam Stealth Rock until they Encore then deal with their switch-in appropriately. Gliscor, Mew and Jirachi are all perfectly capable of stalling it out.

178MS.png
Xatu: I personally don't see the appeal to Xatu. Everything on this team except Mew is capable of defeating it easily. Even then Mew can 3HKO with Ice Beam, however it allows Xatu to set up screens. I usually switch in Terrakion if it comes in on Mew, as they'll usually set up Light Screen first so I can hit their switch in with a full-power Stone Edge.

145MS.png
Zapdos: Offensive variants are handled easily by Jirachi and even Terrakion to an extent. Physically defensive variants can't handle Terrakion. Specially defensive variants won't normally carry HP Ice so Gliscor can wall it pretty effectively. Heatran can beat any defensive variant but has to be wary of Thunder Wave or Discharge. Mew can stall out any defensive variant as they normally only aim for 240 speed.

571MS.png
Zoroark: Zoroark isn't a problem unless you let it be. There are some things that can give a Zoroark away before it drops its disguise, such as ability, item and the damage it takes from SR. Jirachi can lose a chunk to Flamethrower but can easily defeat Zoroark through paralysis and Iron Head. Rotom is bulky enough to take any attack an KO back with Hydro Pump, however be careful of Night Daze's accuracy drop. Terrakion walks all over Zoroark.
 
Your team seems really solid, and it definitely has a more than adequate synergy to it. I especiallly like the set you're running on Mew. Now, I think you may have adressed this, but how would your team handle Reuniclus, or even Alakazam(who thanks to Magic Guard, is now quite common). I mean, say the Alakazam is running Shadow Ball, Focus Blast, Psychic(or Psyshock), and Calm Mind. If they lead with it, and you have Mew in, they'll almost definitely go for the CM, and I believe it would be faster than your Mew can Taunt. Of course, yes, Alakazam is essentially a glass cannon, and one hit from Terrakion can easily take him out, but if you switch out Mew on the first turn, then they essentially get the free +1 on whatever you send in. And with your team specificallly, it seems that the +1 would be quite valuable, seeing as how it could most likely OHKO a good majority of your team, because of its ridiculously effective type coverage. Might I suggest as an alternative to Heatran, a Scarfed Flash Fire Chandelure? That's just to help you out with sponging Fire-Type hits, and you could take down the afformentioned Alakazam with that glorious STAB Shadow Ball, easily. Then of course, there's the question of where to get your rocks from. Of course, you could always try swapping out a move on Jirachi or Mew(but that would maketh me sad cause I like your Mew). Sorry, I got a bit side-tracked, and sort of lost focus there. Just hoping to help. :3
 
i agree with everything Omniditto said, but i dont think you need to replace your Jirachi or your mew. Simply running stealthrocks over ice beam should solve your problems. Ice Beam wont do a lot of damage to Tyranitar anyway because most of them are running quite a bit of special defensive evs.
 
Both Alakazam and Reuniclus are handled by Jirachi through Thunder Wave and Iron Head flinching. If I were to switch Jirachi in as Alakazam uses Calm Mind I only face taking a maximum of 56.4% from Focus Blast the following turn, assuming Alakazam is Timid and holding a Life Orb. Unless it gets a critical hit I can fire off a Thunder Wave and proceed to Iron Head for the 2HKO. This gives me a 70% chance to KO the opponent's Alakazam in those 3 turns, whereas my opponent has less than a meagre 33.9% chance to KO during those 3 turns. I also have a 98.6% chance to at least paralyse the Alakazam so that I can bring in Terrakion to easily KO, should Jirachi be KO'd.

The case is similar for Reuniclus, except that it takes more than 2 turn to KO with Iron Head.
 
Hmmm,i love the Mew Idea,and is a very solid team,but you are weak at a good sun team. (not frequent,but be careful for venusaur,scarfed darma..).Hmmm Conk can take your team easy when scor was killed.Thus,why not put rotom on stall,and on tran put a scarfed nitar ? It's just an idea.

(i'm french,shit english.)
 
m2c2, Ice Beam isn't used primarily to cause damage, it's to prevent Leftovers recovery on burned foes such as Tyranitar so that I can save Softboiled PP. Without an attacking move Mew is hard pressed to stall out more than 2 of the opponent's Pokemon. It also lets me OHKO Gliscor, who can otherwise cause the team a great deal of damage through Toxic.

After composing the threat list I see that I may be better off using a bulkier Rotom like you suggested Linkjuhh. I'l test it over the next few days to see if the extra bulk outweighs the speed advantage. I've used a Choice Scarf TTar before and found that it wasn't as specially bulky as I had hoped, however I may try out a specially defensive variant with Stealth Rock as a replacement for Hetran.
 
Back
Top