SM OU Teambuilding Competition Round 12: Alakazam (Building Phase)

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Terrakion was supposed to do this round but was sick so ill be doing it instead. This rounds pokemon Is Mew! Mew just got its Z-crystal so the focus of this round will be Mew+z-item. All Teams must have mewnium-Z mew.

Edit: Terrakion will be taking over this round.


The deadline for you to submit teams is February 5th! Good luck!
 
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Yoshi

I know you're dying trying to figure me out
is a Pre-Contributor

Mew's Massacre
Zarya (Mew) @ Mewnium Z
Ability: Synchronize
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Psychic
- Nasty Plot
- Soft-Boiled
- U-turn

Koko Puffs (Tapu Koko) @ Life Orb
Ability: Electric Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch
- U-turn

Ursula (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
- Scald
- Moonblast
- Taunt
- Nature's Madness

Grandpa (Landorus-Therian) @ Rockium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Swords Dance
- Stone Edge
- Stealth Rock

Soldier: 76 (Scizor) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 16 Atk / 60 Def / 124 SpD / 60 Spe
Adamant Nature
- Swords Dance
- Roost
- Bullet Punch
- Bug Bite

Aquaman (Greninja-Ash) @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Water Shuriken
- Dark Pulse
- U-turn
- Hydro Pump


This team started out with the obvious Mewnium-Z Mew. I decided to add Tapu Koko for some Dark coverage, and added Tapu Fini for some bulk. I used the standard sets for most of these for convenience, however other sets on those Pokemon work. I then added Landorus-Therian because what team doesn't have Lando-T. I added the offensive Z move set because it's near broken. When reviewing the team as it was, I realized that it was extremely Metagross weak. So, I added the only objective counter, Mega Scizor. Last but not least, I added Ash Greninja for some offensive water coverage. I understand this team is Tapu Lele weak, but it can be played around if you set up everything correctly. Every team does have a weakness after all, and this one happens to be Tapu Lele like a lot of other teams. Also, the nicknames were an artistic touch. Enjoy!
 

MegaStarUniverse

Banned deucer.


Mewnium Z Mew + Celesteela-Scizor

=== [gen7ou] Mewnium Z Mew + Celesteela-Scizor ===

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Def / 216 SpD
Careful Nature
- Defog
- Bullet Punch
- U-turn
- Roost

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 232 Def / 24 SpD
Relaxed Nature
- Heavy Slam
- Flamethrower
- Leech Seed
- Protect

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 80 HP / 216 Atk / 212 Spe
Adamant Nature
- Swords Dance
- Fire Punch
- Shadow Bone
- Stealth Rock

Mew @ Mewnium Z
Ability: Synchronize
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Dazzling Gleam
- Nasty Plot

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Dragon Claw
- Stone Edge

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 8 Def / 160 SpD / 88 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split


very cool team around Mewnium Z and Celesteela-Scizor. Chomp is here to check a lot of the metagame with its scarf set and marowak is here to set rocks for the team and hit hard while rotom-w is the backbone and pivot of the team because it can volt switch on so much and gain momentum. Mew has great coverage in Psychic, Fighting , and fairy which allows it to hit M-Sableye And the team has Celesteela and M-Scizor as the Steel types which help a lot vs Lele and Dragon types such as Salamence, Garchomp, and Latios.
 
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Dumb Semi-Stall thing slapped together in about 5 mins. Figured it would be cool to run double dance Mew on a more defensive team with Z-Move being able to remove something annoying on an opposing defensive team or clean up a weakened offensive one (yes, we know how double dance works). Shiny-Eyeballs to bounce hazards, Taunts, status, spread its own status, and just generally not die as standard. Clef to keep set-up sweepers back and to set up on their faces too if possible or pass Wishes; I was considering Haze Quag initially but wasn't really sure what that would accomplish, also Volc with Giga Drain is a thing and Clef can, albeit not great, handle that a little better. Mag to remove troubles like Scarm, Ferro, and Celesteela which can be baited in by quite a few members, to give me a good pivot and a solid answer to Fat Waters which could be quite annoying. Lando as Ground immunity, Rocker, and defensive pivot who forms a good Volt-Turn core with Mag helping with the afore-mentioned removal of the Steels I mentioned earlier. Standard Defensive with HP Ice for opposing grounds, figured Smack Down was a tad redundant against any standard switch-in besides Rotom-W because of Mag, but with Shed Shell being on near every Skarm it might not be a bad shout either. Tenta in last as a Toxic Spikes stacker, Poison spammer, and Spinner. Figured the synergy between mag, Lando, and Tenta was better than that of something like Mag, Skarm, and Pex for somewhat obvious reasons so Tenta was the best option I'd have thought despite there being arguably better options for fat Waters in most circumstances.
Create You (Mew) @ Mewnium Z
Ability: Synchronize
EVs: 148 HP / 252 SpA / 108 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Rock Polish
- Nasty Plot

Depress you (Sableye-Mega) @ Sablenite
Ability: Prankster
EVs: 248 HP / 116 Def / 144 SpD
Careful Nature
- Knock Off
- Recover
- Toxic
- Will-O-Wisp

Caught You (Magnezone) @ Assault Vest
Ability: Magnet Pull
EVs: 132 HP / 252 SpA / 124 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]

Ignore You (Clefable) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Moonblast
- Calm Mind
- Protect
- Wish

Shake You (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 232 Def / 20 SpD / 8 Spe
Impish Nature
IVs: 30 Def
- Earthquake
- U-turn
- Hidden Power [Ice]
- Stealth Rock

Poison You (Tentacruel) @ Black Sludge
Ability: Clear Body
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Timid Nature
IVs: 0 Atk
- Toxic Spikes
- Acid Spray
- Scald
- Rapid Spin
 
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Mew @ Mewnium Z
Ability: Synchronize
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Nasty Plot
- Soft-boiled
- Aura Sphere

Landorus-Therian @ Soft Sand
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Rock Slide
- Stealth Rock

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 88 SpD / 168 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Thunder Wave

Magearna @ Choice Specs
Ability: Soul-Heart
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Fleur Cannon
- Flash Cannon
- Volt Switch
- Aura Sphere

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Outrage
- Rock Slide
- Fire Blast

threw a team around supporing mewnium or sd lando-t sweep. went with recover over rp on mew bc i can sort of check pheromosa and offense with scarfchomp. specs magearna provides a breaker + hard hitter to help with fatter teams and a solid dark resist alongside lando-t. sitrus rotom-w outruns scizor which was a threat in testing. felt this was a more offensive build than leftovers could provide hence the item. bumped up magearna's speed to outrun ada wak

i guess mag's an option if celesteela really becomes a huge issue but +2 lando-t does enough to pressure it imo.
 
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Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Fire Blast
- Giga Drain

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Nature's Madness
- Moonblast
- Defog
- Taunt

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Hidden Power [Ice]
- U-turn

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Quick Attack
- Return
- Earthquake

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 240 HP / 28 Def / 240 SpD
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Will-O-Wisp


It was interesting trying to make an offensive Mew work in the current metagame, and well all that it did was bring one of my testing showdown names from fresh to 1300 with a W:14 L:2 count I think it made it at least worth a shot submitting it to see if people like it. So I took one of the old Nasty Plot Mew sets and smacked a Mewnium Z to start the team. I added Tapu Fini to help take Dark attacks from enemies, and Landorus-Therian to punish heavy U-turn spam. Magnezone helps eliminate steel types mainly Ferrothorn and also Skarmory for Pinsir to sweep. Pinsir acts as the main sweeper, hitting even the very common Mega-Metagross hard with +2 Earthquake where it can find a good amount of opportunities to setup a Swords Dance. Rotom-Wash acted as the glue to the party since I needed something that can take on special attacks better (well, it could do it better honestly...) and help make a Volt-Turn synergy with Landorus-Therian. In practice Mew can take out threats if given the right opportunity as it can take at least one attack from faster offensive pokemon, while having a good move coverage for the meta overall.
 


Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Lava Plume
- Toxic
- Taunt

Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Hydro Pump
- Scald
- Hidden Power [Electric]

Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Rock Polish
- Nasty Plot
- Psychic
- Aura Sphere

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- U-turn
- Hidden Power [Ice]

Tapu Koko @ Zap Plate
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- U-turn
- Hidden Power [Ice]

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 8 Atk / 184 Def / 68 Spe
Impish Nature
- Pursuit
- Bullet Punch
- Roost
- U-turn


This is some standard BO team, made to eliminate most of mews checks before a sweep. Heatran was the first partner, as it beat scizor, checked bisharp and baited in fini for mew. Then I realized that heatran isn't really that good of a bish check, as I added keldeo to the team. As it checked bish and ash gren,which are big nuisances to mew. Pursuit mzor was added to take care of mews best check, mmeta; and give volt turn support. Koko was added to help with speed control and be nice offensive pivot. The last partner was lando; as it setup rocks and served as a good ground resist.
 

Mew @ Mewnium Z
Ability: Synchronize
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Focus Blast
- Dazzling Gleam

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 160 HP / 128 Atk / 40 SpD / 180 Spe
Adamant Nature
- Flare Blitz
- Shadow Bone
- Earthquake
- Swords Dance

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
IVs: 30 Atk
- Thunderbolt
- Hidden Power [Ice]
- U-turn
- Volt Switch

Pheromosa @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- U-turn
- Rapid Spin
- Ice Beam
- High Jump Kick

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Stealth Rock
- Knock Off
- U-turn
- Earthquake

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 32 Def / 224 SpD
Sassy Nature
- Leech Seed
- Protect
- Heavy Slam
- Flamethrower


This is a hyper offence volt-turn team. I chose volt-turn because I believe it will better help mew switch in to certain things. This type of mew can cripple stall as well with having such things as focus blast for heatran or for steels in general, psychic to have the boosted Z-move, nasty plot to set up and sweep late game or early game when against stall at some times, and dazzling gleam for dark types easier and sableyes. marowak is also to help hit stall harder as well, along with tanking hits from koko and from char-y, swords dance can let me set up easier on stall as well. Tapu koko is to help create momentum and the volt-turn presence. I decided to give it magnet to represent that the opponent might think that it could be specs in a way. U-turn and volt-switch to help the momentum even better and HP Ice to kill off weakened landos and chomps. Mosa is also for the momentum of volt-turn with rapid spin to help get rid of hazards if needed so. Ice beam is for lando, chomp, etc. Lando is help give the team some bulk, while also adding a bit more volt-turn presence. It is also the hazard setter for the team along with being a good switch-in to other landos. Then celesteela is for tapu leles and for being a good special defensive tank. Providing leeching recovery to other mons as well.


 
Central Boiiz :]


Sweaters (Mew) @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Nasty Plot
- Dazzling Gleam
- Aura Sphere

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 220 Def / 28 SpD / 12 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
- U-turn

hEateR (Volcanion) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 212 Def / 48 Spe
Bold Nature
IVs: 0 Atk
- Steam Eruption
- Toxic
- Flamethrower
- Haze

Latios @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Trick
- Psyshock
- Defog

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk / 29 Spe
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
- Fleur Cannon

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 12 Atk / 116 Def / 132 SpD
Impish Nature
- Roost
- Swords Dance
- Bullet Punch
- U-turn


At first I wanted to create a fun Volt Turn team using Mew to set up and break them into pieces, and with the current meta state and this moveset you can do so, standard psychic + fighting coverage with DG for hitting likes of Mega Eye, The best partners that go with Mew has to be Magearna + Lando-T, allowing for free momentum, and soft checking the things mew doesn't enjoy tanking, Volcanion was added because I needed a water resist and also a decent check to steels to likes of Ferro, Tran, Sciz, Skarm..etc, Scarf Lati was added because I needed some speed control and also hazard removal for the Volt Turn and Lati, also trick is to cripple fat stuff like Fini, Ferro, Tang.etc also giving me more set up opportunities with Mega Scizor and Mew after the teams get weakened a bit thanks to the Volt Turn.
There are some threats to the team such as Mosa and Koko, but they can both be played around, either revenged by Scizor, Lati.
You can make changes to your own personal tastes. Enjoy, also the team Synergy is quite amazing.
 
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Eclipse

Like a chimp with a machine gun
is a Contributor Alumnus

Yes, Mew has to be shiny
Mew @ Mewnium Z
Ability: Synchronize
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Rock Polish
- Psychic
- Fire Blast

Latios @ Expert Belt
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Earthquake
- Thunder
- Hidden Power [Fire]

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Earthquake
- Rock Slide
- Fire Blast

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Leaf Storm
- Knock Off
- Earthquake
- Hidden Power [Fire]

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 240 HP / 96 SpD / 172 Spe
Careful Nature
- Stealth Rock
- Healing Wish
- Iron Head
- U-turn

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Thunderbolt
- U-turn
- Hidden Power [Ice]
- Brave Bird


So I decided to go with Dual Dance Mew for this team with Fire Blast as my coverage option to blow past Metagross/Sciz/Ferrothorn and annoying steel types, although Tran still walls, but good thing that the rest of the team covers Tran well. The Latios set looks real funky, but the main idea was an all-out-attacker set to lure in a lot of irritating threats to the team, such as Thunder for Tapu Fini and Celesteela (I greatly prefer the power of Thunder to 2HKO SpDef Celesteela, but you could absolutely go Tbolt > Thunder if you're not man enough), EQ for Tran and Ttar, and HP Fire for Sciz and Ferrothorn which can still be an annoyance since Sciz just pivots around you a ton. Next is standard Scarf Chomp as an emergency check to setup sweepers like Mence, Volcarona, etc. AV Tangrowth was added in since i need some assistance against special attackers, mainly the likes of Ash Gren, since Rachi isn't handling that set well. SpDef Rocks Rachi helps as my main rocks setter/pivot/Psychic check. And finally, LO Tapu Koko w/ Brave Bird since opposing Tangrowth/Venusaur can be very annoying to the team. I don't think Mew itself is very good, even with Mewnium-Z (you could literally just replace it with just about any other Z-move sweeper and make it better) but for what it is, it seems alright to me.


http://replay.pokemonshowdown.com/gen7ou-526800664 - Mew didnt do much in this match since i kinda screwed up and threw it out there way too early, but it at least shows the decent synergy of the rest of the team being able to wear down the opposing team.
 

Mew @ Mewnium Z
Ability: Synchronize
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Rock Polish
- Psychic
- Aura Sphere

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Moonblast
- Focus Blast
- Hidden Power [Fire]

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 216 Def / 24 SpD / 16 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Hidden Power [Ice]
- U-turn

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Nature's Madness
- Moonblast
- Scald

Magnezone @ Assault Vest
Ability: Magnet Pull
Shiny: Yes
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 1 Atk
- Thunderbolt
- Hidden Power [Fire]
- Volt Switch
- Flash Cannon

Zygarde @ Leftovers
Ability: Aura Break
EVs: 200 HP / 252 SpD / 56 Spe
Careful Nature
- Coil
- Thousand Arrows
- Substitute
- Toxic


Decided to start the team with the core Mew + Tapu Lele, Tapu Lele can support Mew since it enhances the power of Genesis Supernova and it's a solid revenge killer, Mew has the Double Dance set because it can choose what to boost depending on the situation and it has Aura Sphere to hit steels such as TTar, Bisharp and Heatran. Landorus-T is here to deal with physical attackers in general and it can check Metagross-Mega as long it doesn't carry Ice Punch, i gave it Hidden Power Ice for other Landos and take a damage in Tapu-Bulu. Next poke is Tapu Fini and i chose it since it defeats dark types such as Weavile and Greninja-Ash which can trouble Mew and Tapu Lele. Next poke is Magnezone since i need to eliminate steel types went with the AV set to check opposing Tapus better. Lastly i put Zygarde as it can deal with fire types such as Volcarona, Heatran, Mega Charizard Y and is a threatening win condition due to SubCoil.
 
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Psychic Spam Mew-Z

MrWhiskers (Mew) @ Mewnium Z
Ability: Synchronize
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Aura Sphere
- Fire Blast
- Nasty Plot

Chrysalis (Tapu Lele) @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Shadow Ball
- Hidden Power [Fire]

Miranda (Pheromosa) @ Focus Sash
Ability: Beast Boost
EVs: 224 Atk / 32 SpA / 252 Spe
Naughty Nature
- U-turn
- High Jump Kick
- Ice Beam
- Poison Jab

Irwin (Mantine) (M) @ Leftovers
Ability: Water Absorb
Shiny: Yes
EVs: 252 HP / 100 Def / 4 SpA / 152 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Roost
- Air Slash
- Defog

Leroy (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 216 Def / 24 SpD / 16 Spe
Impish Nature
- Stealth Rock
- U-turn
- Earthquake
- Knock Off

Tesla (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]


The idea behind the team is to abuse and spam psychic as much as possible with Mew and Tapu Lele. This two pokemon might seem redundant on the same team, but they serve different purposes. One of the main problems when trying to use Mew-Z or psychic terrain in general is that people will switch to psychic resists, forcing you to switch and waste turns of the terrain. With that in mind, Tapu can be used to set and reset the terrain more times than Mew can. The main problems are steel, dark and psychic types, and that is why I have tried to spread the two pokemon movepools to deal with their problems. Mew has Fire Blast for coverage and damage against steel types, and Aura Sphere to deal with Heatran and some dark types. While Tapu has Moonblast to deal with Dark types and Shadow ball for psychic types, HP fire is for emergencies to help against fire types, but for the most part, Mew is the one that deals with Steel types while Tapu handles Dark types. I also have tried Tapu with terrain extender, which has been useful, but the loss of speed has also hurt Tapu, which has helped me more as a revenge killer. A problem I found using Mew was that, without bulk investment and recovery, it can't take hits from some heavyhitters, meaning that there are less opportunities to set up. If the terrain has been already set and Mew is low in health, he could use Genesis Supernova under psychic terrain to fire a one time nuke right before it faints. You can also fire stronger Psychic attacks under psychic terrain without having to use your Z-move right away, find a good opportunity to Nasty Plot, and then use your +2 Z-move to set up Psychic terrain again and continue your killing spree. There's also the chance of pulling off a +2 Genesis Supernova under a Psychic terrain, which is usually overkill but can get you some necessary OHKO.
Just to give you an idea of how strong a +2 Genesis Supernova under Psychic Terrain is:
+2 252 SpA Mew Genesis Supernova vs. 252 HP / 252+ SpD Celesteela: 269-317 (67.5 - 79.6%) -- guaranteed 2HKO

Of course, Mew and Tapu work best being use mid to late game, when you have gotten rid of the Psychic resistances or have taken enough damage to faint from a resisted psychic under the terrain. That is why the rest of the team has been develop to aid Mew and Tapu. Phermosa is a key player of the team, being able to hit Steel, Dark and psychic types super effectively and very hard. Ice beam is for dragons and 4x weaknesses and Poison Jab is for Fairies. Her EV spread is to raise Attack with Beast Boost. Even without a +speed nature, phermosa will be outspeeding the majority of the meta, and only has to worry about a couple of scarfed Pokémon. But if they outspeed the focus sash will let her survive, hit back with a boasted attack or escape with u-turn to be used later against a slower opponent. focus Sash also helps against pokemon that have set up boosts. Also phermosa appreciates not worrying about priority moves under psychic terrain.

Landorus-T is the physical wall, mainly meant to take physical steel and dark types, lowering their attack and hurting them with rocky helmet. It also sets rocks and can use knock off to get rid of annoying scarfs or leftovers. It has a physical bulky spread, itching out of the ordinary. Lando worries about water and ice attacks, which Mantine is usually able to absorb or take well.

Mantine is my Special wall and defogger. Mantine has good synergy with the team, resisting Steel, fire, and immune to water and ground. It is helpful against Lando-t, Heatran and Scizor. Scale is the main attack move and is used to fish for burns. With Mantine's high special def and a burned opponent, it can take hits from both sides relatively well. Air slash deals with grass types and random flinches are useful to give it an extra turn of leftovers recovery. Between leftovers, roost and water absorb, it can stay healthy for a while. It worries about electric attacks, which lando and magnezone can take well. It also has a hard time with physical attackers, which lando is usually able to handle.

Finally, Magnezone helps trap Steel types like Celeestela and Ferrotorn, and can help deal with Tapu Fini. Thunderbolt is its strongest move. Flash cannon can help it deal with fairies like Tapu lele. It can also help deal somewhat against koko. Half my team carries volt/turn to help scout for good opportunities to set up Nasty Plot for Mew, or reset the terrain if necessary.


http://replay.pokemonshowdown.com/gen7ou-527374785
http://replay.pokemonshowdown.com/gen7ou-527136287
http://replay.pokemonshowdown.com/gen7ou-527422084 I was using Terrain extender on Tapu for this team, but I am adding it to show how using Mew's Z-move at the right time saved me from losing the match.
http://replay.pokemonshowdown.com/gen7ou-526858394 This is an older team I was using. I am just adding this to show how much damage an unboosted Z-Move under psychic terrain does to this Celesteela
 
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Mew @ Mewnium Z
Ability: Synchronize
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam/Fire blast
- Focus Blast/Aura Sphere
- Nasty Plot

Venusaur @ Venusaurite
Ability: Overgrow
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Leech Seed
- Synthesis

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Leech Seed
- Toxic
- Heavy Slam
- Protect

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Toxic/Earth Power
- Lava Plume
- Stealth Rock

Pheromosa @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Ice Beam
- U-turn
- High Jump Kick
- Poison Jab

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Calm Mind
- Taunt/Defog
- Surf
- Moonblast


This team is designed to hopefully maximize mew's effectiveness as a late game cleaner. I would classify is as an aggressive take on tox-seed. Mewzium-z mew hits insanely hard, but there is a lot of set up to be done before it can utilize Mewzium-Z to its maximum potential, namely the pokemon that outspeed mew, and dark type pokemon in general.

Mew: I leave a lot of mew's set open because I think it all depends on how the user plays and what he/she prefers. Its designed to maximize coverage so that mew can kill virtually any threat late-game. Fire blast can hit opposing steel types that aura sphere won't quite kill if you prefer aura sphere's accuracy.

Mega Venusaur: A lot of members on this team are designed to simply outlast your opponent's pokemon if you make the right plays. It has plenty of recovery with leech seed and synthesis, and it is very hard to kill with anything other than a hard-hitting flying or psychic-type move. Hidden Power fire can be useful for opposing ferrothorn and celesteela, but I ultimately find continuously applying leech seed pressure and being able to recover extremely valuable.

Celesteela: The other leech seed member of this team, Celesteela is extremely important to this team's longevity, and it must be played correctly. Letting celesteela take too much chip damage and knocked-off is a mistake I make all the time, and it needs as much health as it can get, because its meant to take on hard hitters such as tapu lele, keldeo, and greninja. Toxic and leech seed on the same pokemon is a deadly combination and pokemon get worn down so quickly.

Heatran: Spdef Heatran continues to provide support for the team by getting up rocks, providing more toxic support, and killing opposing grass and steel types. Taunt is so tapu fini can't defog when it switches in, and so other pokemon can't set up when heatran is trying to get up rocks. Because tapu fini has taunt, earth power may be a more valuable option in certain situations.

Pheromosa: This is the heavy hitter of the team. Fast U-turns and Life orb attacks hit extremely hard and are designed to kill the opposing dark types that give mew trouble as well as both zygarde forms, which really give this team trouble otherwise.

Tapu Fini: This thing can really help the team in certain situations. Taunt stops other pokemon from setting up, providing status after misty terrain ends, or getting up hazards, while tapu fini can begin calm minding away on unsuspecting mons.

I have a very specific mind set when playing with this team. Since tapu fini will likely be on both players' teams, I start by applying as much leech seed pressure as I can while also trying to kill the opposing tapu fini. Once I have control as to when pokemon can be status, I try to toxic as many mons as possible before switching to protecting my own team from status as much as possible. I then try to pivot around, taking hits until the opposing team is worn down, and mew, pheromosa, or calm mind tapu fini can clean up.
 


Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 HP / 200 SpD / 56 Spe
Calm Nature
IVs: 0 Atk
- Psychic
- Baton Pass
- Roost
- Nasty Plot

Magearna @ Metal Coat
Ability: Soul-Heart
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Aura Sphere
- Thunderbolt
- Flash Cannon

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 228 Def / 32 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Hidden Power [Ice]

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Atk
- Thunderbolt
- Hidden Power [Ice]
- U-turn
- Volt Switch

Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Sleep Powder
- Giga Drain
- Knock Off
- Stun Spore


I personally don't think Mew is all that impressive as a offensive pokemon, Genesis Supernova is a nuke but it's one time use, and it's not like it's any stronger than other Z-moves, because it's not even close.

252+ SpA Mew Genesis Supernova vs. 0 HP / 0 SpD Arceus: 237-279 (62.2 - 73.2%)
252 SpA Tapu Koko Gigavolt Havoc (175 BP) vs. 0 HP / 0 SpD Arceus in Electric Terrain: 295-348 (77.4 - 91.3%)
252+ Atk Landorus-Therian Supersonic Skystrike (175 BP) vs. 0 HP / 0 Def Arceus: 291-343 (76.3 - 90%)

Setting Psychic Terrain for boosting its STAB is cool but that lasts five turns and can be reset by any tapu not named lele, and most team are gonna have one of those. Couple this with a mediocre defensive typing that provides extremely few good resistances to use when setting up (let alone a double dance set) and I simply think that it's a mediocre offensive mon, I would much rather use Z-Fly Salamence if I wanted a boosting Z-move user.

So I instead took a different take on Mewnium-Z and used SDef NastyPass Mew. This set aims to do most of what SDef Mew is capable of doing (it's a bit harder without leftovers and knock off, but the aim is not to wall things indefinitely, it's to take a hit and successfully pass a NP boost) while supporting its BP recipients.

Mewnium-Z has merit on this set, it allows Mew to threaten serious damage at any point (even without investment, GS hits about as hard as Koko's TBolt) and gives Mew a chance to sweep, as even without investment +2 Terrain Boosted Psychics really sting. It also acts as a contrived Mental Herb, punishing an opponent for taunting by KO'ing whatever fired off the taunt.

Magearna was chosen as the first BP recipient as it can boost its speed with Shift Gear, at +2/+2 it's absolutely devastating and only gets scarier as it accumulates Soul Heart boosts. It also takes advantage of Dark-types and things like Ferrothorn which may switch in on Mew in order to handle it.

Keldeo checks damn near everything that Mew hates, namely Greninja, Tyranitar, Bisharp, most Steels, and more. Mew also takes advantage of things like Tapu Fini, Mega Venu, Amoonguss, etc. that Keldeo hates. Scarf is chosen for the speed control, Icy Wind is for Salamence because it 6-0's my team otherwise. It can also switch in to Fire moves for Magearna. Scarfed +2 Keldeo is also about as ridiculous as Magearna but the choice locking means it's less able to sweep teams.

Lando-T everyone knows what this does. It gives a ground switch in for Magearna, electric switch in for Keldeo, provides rocks, soft checks most physical attackers, and intimidate is handy for giving Mew set-up opportunities.

Tapu Koko is added because I wanted something that could stop Mega Pinsir if it got out of hand. It is also a third possible BP recipient but doesn't abuse the boost quite as well.

Tangrowth was added last, I struggled with Mega Metagross at this point and wanted a semi-consistent stop to it. This is one I'm unsure about but Mega Metagross is just such a bitch to handle. I chose double power because spreading PAR is useful for making set up opportunities for Mew.
 
Closing this round.
I would like to thank everyone for entering. The following entrants include:

Team 1:


Zarya (Mew) @ Mewnium Z
Ability: Synchronize
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Psychic
- Nasty Plot
- Soft-Boiled
- U-turn

Koko Puffs (Tapu Koko) @ Life Orb
Ability: Electric Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch
- U-turn

Ursula (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
- Scald
- Moonblast
- Taunt
- Nature's Madness

Grandpa (Landorus-Therian) @ Rockium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Swords Dance
- Stone Edge
- Stealth Rock

Soldier: 76 (Scizor) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 16 Atk / 60 Def / 124 SpD / 60 Spe
Adamant Nature
- Swords Dance
- Roost
- Bullet Punch
- Bug Bite

Aquaman (Greninja-Ash) @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Water Shuriken
- Dark Pulse
- U-turn
- Hydro Pump


This team started out with the obvious Mewnium-Z Mew. I decided to add Tapu Koko for some Dark coverage, and added Tapu Fini for some bulk. I used the standard sets for most of these for convenience, however other sets on those Pokemon work. I then added Landorus-Therian because what team doesn't have Lando-T. I added the offensive Z move set because it's near broken. When reviewing the team as it was, I realized that it was extremely Metagross weak. So, I added the only objective counter, Mega Scizor. Last but not least, I added Ash Greninja for some offensive water coverage. I understand this team is Tapu Lele weak, but it can be played around if you set up everything correctly. Every team does have a weakness after all, and this one happens to be Tapu Lele like a lot of other teams. Also, the nicknames were an artistic touch. Enjoy!


Team 2:


Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Def / 216 SpD
Careful Nature
- Defog
- Bullet Punch
- U-turn
- Roost

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 232 Def / 24 SpD
Relaxed Nature
- Heavy Slam
- Flamethrower
- Leech Seed
- Protect

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 80 HP / 216 Atk / 212 Spe
Adamant Nature
- Swords Dance
- Fire Punch
- Shadow Bone
- Stealth Rock

Mew @ Mewnium Z
Ability: Synchronize
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Dazzling Gleam
- Nasty Plot

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Dragon Claw
- Stone Edge

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 8 Def / 160 SpD / 88 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split


very cool team around Mewnium Z and Celesteela-Scizor. Chomp is here to check a lot of the metagame with its scarf set and marowak is here to set rocks for the team and hit hard while rotom-w is the backbone and pivot of the team because it can volt switch on so much and gain momentum. Mew has great coverage in Psychic, Fighting , and fairy which allows it to hit M-Sableye And the team has Celesteela and M-Scizor as the Steel types which help a lot vs Lele and Dragon types such as Salamence, Garchomp, and Latios.


Team 3:


Create You (Mew) @ Mewnium Z
Ability: Synchronize
EVs: 148 HP / 252 SpA / 108 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Rock Polish
- Nasty Plot

Depress you (Sableye-Mega) @ Sablenite
Ability: Prankster
EVs: 248 HP / 116 Def / 144 SpD
Careful Nature
- Knock Off
- Recover
- Toxic
- Will-O-Wisp

Caught You (Magnezone) @ Assault Vest
Ability: Magnet Pull
EVs: 132 HP / 252 SpA / 124 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]

Ignore You (Clefable) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Moonblast
- Calm Mind
- Protect
- Wish

Shake You (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 232 Def / 20 SpD / 8 Spe
Impish Nature
IVs: 30 Def
- Earthquake
- U-turn
- Hidden Power [Ice]
- Stealth Rock

Poison You (Tentacruel) @ Black Sludge
Ability: Clear Body
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Timid Nature
IVs: 0 Atk
- Toxic Spikes
- Acid Spray
- Scald
- Rapid Spin


Dumb Semi-Stall thing slapped together in about 5 mins. Figured it would be cool to run double dance Mew on a more defensive team with Z-Move being able to remove something annoying on an opposing defensive team or clean up a weakened offensive one (yes, we know how double dance works). Shiny-Eyeballs to bounce hazards, Taunts, status, spread its own status, and just generally not die as standard. Clef to keep set-up sweepers back and to set up on their faces too if possible or pass Wishes; I was considering Haze Quag initially but wasn't really sure what that would accomplish, also Volc with Giga Drain is a thing and Clef can, albeit not great, handle that a little better. Mag to remove troubles like Scarm, Ferro, and Celesteela which can be baited in by quite a few members, to give me a good pivot and a solid answer to Fat Waters which could be quite annoying. Lando as Ground immunity, Rocker, and defensive pivot who forms a good Volt-Turn core with Mag helping with the afore-mentioned removal of the Steels I mentioned earlier. Standard Defensive with HP Ice for opposing grounds, figured Smack Down was a tad redundant against any standard switch-in besides Rotom-W because of Mag, but with Shed Shell being on near every Skarm it might not be a bad shout either. Tenta in last as a Toxic Spikes stacker, Poison spammer, and Spinner. Figured the synergy between mag, Lando, and Tenta was better than that of something like Mag, Skarm, and Pex for somewhat obvious reasons so Tenta was the best option I'd have thought despite there being arguably better options for fat Waters in most circumstances.


Team 4:


Mew @ Mewnium Z
Ability: Synchronize
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Nasty Plot
- Soft-boiled
- Aura Sphere

Landorus-Therian @ Soft Sand
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Rock Slide
- Stealth Rock

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 88 SpD / 168 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Thunder Wave

Magearna @ Choice Specs
Ability: Soul-Heart
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Fleur Cannon
- Flash Cannon
- Volt Switch
- Aura Sphere

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Outrage
- Rock Slide
- Fire Blast


threw a team around supporing mewnium or sd lando-t sweep. went with recover over rp on mew bc i can sort of check pheromosa and offense with scarfchomp. specs magearna provides a breaker + hard hitter to help with fatter teams and a solid dark resist alongside lando-t. sitrus rotom-w outruns scizor which was a threat in testing. felt this was a more offensive build than leftovers could provide hence the item. bumped up magearna's speed to outrun ada wak

i guess mag's an option if celesteela really becomes a huge issue but +2 lando-t does enough to pressure it imo.


Team 5:


Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Fire Blast
- Giga Drain

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Nature's Madness
- Moonblast
- Defog
- Taunt

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Hidden Power [Ice]
- U-turn

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Quick Attack
- Return
- Earthquake

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 240 HP / 28 Def / 240 SpD
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Will-O-Wisp


It was interesting trying to make an offensive Mew work in the current metagame, and well all that it did was bring one of my testing showdown names from fresh to 1300 with a W:14 L:2 count I think it made it at least worth a shot submitting it to see if people like it. So I took one of the old Nasty Plot Mew sets and smacked a Mewnium Z to start the team. I added Tapu Fini to help take Dark attacks from enemies, and Landorus-Therian to punish heavy U-turn spam. Magnezone helps eliminate steel types mainly Ferrothorn and also Skarmory for Pinsir to sweep. Pinsir acts as the main sweeper, hitting even the very common Mega-Metagross hard with +2 Earthquake where it can find a good amount of opportunities to setup a Swords Dance. Rotom-Wash acted as the glue to the party since I needed something that can take on special attacks better (well, it could do it better honestly...) and help make a Volt-Turn synergy with Landorus-Therian. In practice Mew can take out threats if given the right opportunity as it can take at least one attack from faster offensive pokemon, while having a good move coverage for the meta overall.


Team 6:


Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Lava Plume
- Toxic
- Taunt

Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Hydro Pump
- Scald
- Hidden Power [Electric]

Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Rock Polish
- Nasty Plot
- Psychic
- Aura Sphere

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- U-turn
- Hidden Power [Ice]

Tapu Koko @ Zap Plate
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- U-turn
- Hidden Power [Ice]

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 8 Atk / 184 Def / 68 Spe
Impish Nature
- Pursuit
- Bullet Punch
- Roost
- U-turn


This is some standard BO team, made to eliminate most of mews checks before a sweep. Heatran was the first partner, as it beat scizor, checked bisharp and baited in fini for mew. Then I realized that heatran isn't really that good of a bish check, as I added keldeo to the team. As it checked bish and ash gren,which are big nuisances to mew. Pursuit mzor was added to take care of mews best check, mmeta; and give volt turn support. Koko was added to help with speed control and be nice offensive pivot. The last partner was lando; as it setup rocks and served as a good ground resist.


Team 7:


Mew @ Mewnium Z
Ability: Synchronize
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Focus Blast
- Dazzling Gleam

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 160 HP / 128 Atk / 40 SpD / 180 Spe
Adamant Nature
- Flare Blitz
- Shadow Bone
- Earthquake
- Swords Dance

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
IVs: 30 Atk
- Thunderbolt
- Hidden Power [Ice]
- U-turn
- Volt Switch

Pheromosa @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- U-turn
- Rapid Spin
- Ice Beam
- High Jump Kick

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Stealth Rock
- Knock Off
- U-turn
- Earthquake

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 32 Def / 224 SpD
Sassy Nature
- Leech Seed
- Protect
- Heavy Slam
- Flamethrower


This is a hyper offence volt-turn team. I chose volt-turn because I believe it will better help mew switch in to certain things. This type of mew can cripple stall as well with having such things as focus blast for heatran or for steels in general, psychic to have the boosted Z-move, nasty plot to set up and sweep late game or early game when against stall at some times, and dazzling gleam for dark types easier and sableyes. marowak is also to help hit stall harder as well, along with tanking hits from koko and from char-y, swords dance can let me set up easier on stall as well. Tapu koko is to help create momentum and the volt-turn presence. I decided to give it magnet to represent that the opponent might think that it could be specs in a way. U-turn and volt-switch to help the momentum even better and HP Ice to kill off weakened landos and chomps. Mosa is also for the momentum of volt-turn with rapid spin to help get rid of hazards if needed so. Ice beam is for lando, chomp, etc. Lando is help give the team some bulk, while also adding a bit more volt-turn presence. It is also the hazard setter for the team along with being a good switch-in to other landos. Then celesteela is for tapu leles and for being a good special defensive tank. Providing leeching recovery to other mons as well.


Team 8:


Sweaters (Mew) @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Nasty Plot
- Dazzling Gleam
- Aura Sphere

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 220 Def / 28 SpD / 12 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
- U-turn

hEateR (Volcanion) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 212 Def / 48 Spe
Bold Nature
IVs: 0 Atk
- Steam Eruption
- Toxic
- Flamethrower
- Haze

Latios @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Trick
- Psyshock
- Defog

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk / 29 Spe
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
- Fleur Cannon

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 12 Atk / 116 Def / 132 SpD
Impish Nature
- Roost
- Swords Dance
- Bullet Punch
- U-turn


At first I wanted to create a fun Volt Turn team using Mew to set up and break them into pieces, and with the current meta state and this moveset you can do so, standard psychic + fighting coverage with DG for hitting likes of Mega Eye, The best partners that go with Mew has to be Magearna + Lando-T, allowing for free momentum, and soft checking the things mew doesn't enjoy tanking, Volcanion was added because I needed a water resist and also a decent check to steels to likes of Ferro, Tran, Sciz, Skarm..etc, Scarf Lati was added because I needed some speed control and also hazard removal for the Volt Turn and Lati, also trick is to cripple fat stuff like Fini, Ferro, Tang.etc also giving me more set up opportunities with Mega Scizor and Mew after the teams get weakened a bit thanks to the Volt Turn.
There are some threats to the team such as Mosa and Koko, but they can both be played around, either revenged by Scizor, Lati.
You can make changes to your own personal tastes. Enjoy, also the team Synergy is quite amazing.


Team 9:


Mew @ Mewnium Z
Ability: Synchronize
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Rock Polish
- Psychic
- Fire Blast

Latios @ Expert Belt
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Earthquake
- Thunder
- Hidden Power [Fire]

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Earthquake
- Rock Slide
- Fire Blast

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Leaf Storm
- Knock Off
- Earthquake
- Hidden Power [Fire]

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 240 HP / 96 SpD / 172 Spe
Careful Nature
- Stealth Rock
- Healing Wish
- Iron Head
- U-turn

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Thunderbolt
- U-turn
- Hidden Power [Ice]
- Brave Bird


So I decided to go with Dual Dance Mew for this team with Fire Blast as my coverage option to blow past Metagross/Sciz/Ferrothorn and annoying steel types, although Tran still walls, but good thing that the rest of the team covers Tran well. The Latios set looks real funky, but the main idea was an all-out-attacker set to lure in a lot of irritating threats to the team, such as Thunder for Tapu Fini and Celesteela (I greatly prefer the power of Thunder to 2HKO SpDef Celesteela, but you could absolutely go Tbolt > Thunder if you're not man enough), EQ for Tran and Ttar, and HP Fire for Sciz and Ferrothorn which can still be an annoyance since Sciz just pivots around you a ton. Next is standard Scarf Chomp as an emergency check to setup sweepers like Mence, Volcarona, etc. AV Tangrowth was added in since i need some assistance against special attackers, mainly the likes of Ash Gren, since Rachi isn't handling that set well. SpDef Rocks Rachi helps as my main rocks setter/pivot/Psychic check. And finally, LO Tapu Koko w/ Brave Bird since opposing Tangrowth/Venusaur can be very annoying to the team. I don't think Mew itself is very good, even with Mewnium-Z (you could literally just replace it with just about any other Z-move sweeper and make it better) but for what it is, it seems alright to me.


Team 10:


Mew @ Mewnium Z
Ability: Synchronize
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Rock Polish
- Psychic
- Aura Sphere

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Moonblast
- Focus Blast
- Hidden Power [Fire]

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 216 Def / 24 SpD / 16 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Hidden Power [Ice]
- U-turn

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Nature's Madness
- Moonblast
- Scald

Magnezone @ Assault Vest
Ability: Magnet Pull
Shiny: Yes
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 1 Atk
- Thunderbolt
- Hidden Power [Fire]
- Volt Switch
- Flash Cannon

Zygarde @ Leftovers
Ability: Aura Break
EVs: 200 HP / 252 SpD / 56 Spe
Careful Nature
- Coil
- Thousand Arrows
- Substitute
- Toxic


Decided to start the team with the core Mew + Tapu Lele, Tapu Lele can support Mew since it enhances the power of Genesis Supernova and it's a solid revenge killer, Mew has the Double Dance set because it can choose what to boost depending on the situation and it has Aura Sphere to hit steels such as TTar, Bisharp and Heatran. Landorus-T is here to deal with physical attackers in general and it can check Metagross-Mega as long it doesn't carry Ice Punch, i gave it Hidden Power Ice for other Landos and take a damage in Tapu-Bulu. Next poke is Tapu Fini and i chose it since it defeats dark types such as Weavile and Greninja-Ash which can trouble Mew and Tapu Lele. Next poke is Magnezone since i need to eliminate steel types went with the AV set to check opposing Tapus better. Lastly i put Zygarde as it can deal with fire types such as Volcarona, Heatran, Mega Charizard Y and is a threatening win condition due to SubCoil.


Team 11:


MrWhiskers (Mew) @ Mewnium Z
Ability: Synchronize
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Aura Sphere
- Fire Blast
- Nasty Plot

Chrysalis (Tapu Lele) @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Shadow Ball
- Hidden Power [Fire]

Miranda (Pheromosa) @ Focus Sash
Ability: Beast Boost
EVs: 224 Atk / 32 SpA / 252 Spe
Naughty Nature
- U-turn
- High Jump Kick
- Ice Beam
- Poison Jab

Irwin (Mantine) (M) @ Leftovers
Ability: Water Absorb
Shiny: Yes
EVs: 252 HP / 100 Def / 4 SpA / 152 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Roost
- Air Slash
- Defog

Leroy (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 216 Def / 24 SpD / 16 Spe
Impish Nature
- Stealth Rock
- U-turn
- Earthquake
- Knock Off

Tesla (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]


The idea behind the team is to abuse and spam psychic as much as possible with Mew and Tapu Lele. This two pokemon might seem redundant on the same team, but they serve different purposes. One of the main problems when trying to use Mew-Z or psychic terrain in general is that people will switch to psychic resists, forcing you to switch and waste turns of the terrain. With that in mind, Tapu can be used to set and reset the terrain more times than Mew can. The main problems are steel, dark and psychic types, and that is why I have tried to spread the two pokemon movepools to deal with their problems. Mew has Fire Blast for coverage and damage against steel types, and Aura Sphere to deal with Heatran and some dark types. While Tapu has Moonblast to deal with Dark types and Shadow ball for psychic types, HP fire is for emergencies to help against fire types, but for the most part, Mew is the one that deals with Steel types while Tapu handles Dark types. I also have tried Tapu with terrain extender, which has been useful, but the loss of speed has also hurt Tapu, which has helped me more as a revenge killer. A problem I found using Mew was that, without bulk investment and recovery, it can't take hits from some heavyhitters, meaning that there are less opportunities to set up. If the terrain has been already set and Mew is low in health, he could use Genesis Supernova under psychic terrain to fire a one time nuke right before it faints. You can also fire stronger Psychic attacks under psychic terrain without having to use your Z-move right away, find a good opportunity to Nasty Plot, and then use your +2 Z-move to set up Psychic terrain again and continue your killing spree. There's also the chance of pulling off a +2 Genesis Supernova under a Psychic terrain, which is usually overkill but can get you some necessary OHKO.
Just to give you an idea of how strong a +2 Genesis Supernova under Psychic Terrain is:
+2 252 SpA Mew Genesis Supernova vs. 252 HP / 252+ SpD Celesteela: 269-317 (67.5 - 79.6%) -- guaranteed 2HKO
Of course, Mew and Tapu work best being use mid to late game, when you have gotten rid of the Psychic resistances or have taken enough damage to faint from a resisted psychic under the terrain. That is why the rest of the team has been develop to aid Mew and Tapu. Phermosa is a key player of the team, being able to hit Steel, Dark and psychic types super effectively and very hard. Ice beam is for dragons and 4x weaknesses and Poison Jab is for Fairies. Her EV spread is to raise Attack with Beast Boost. Even without a +speed nature, phermosa will be outspeeding the majority of the meta, and only has to worry about a couple of scarfed Pokémon. But if they outspeed the focus sash will let her survive, hit back with a boasted attack or escape with u-turn to be used later against a slower opponent. focus Sash also helps against pokemon that have set up boosts. Also phermosa appreciates not worrying about priority moves under psychic terrain.

Landorus-T is the physical wall, mainly meant to take physical steel and dark types, lowering their attack and hurting them with rocky helmet. It also sets rocks and can use knock off to get rid of annoying scarfs or leftovers. It has a physical bulky spread, itching out of the ordinary. Lando worries about water and ice attacks, which Mantine is usually able to absorb or take well.

Mantine is my Special wall and defogger. Mantine has good synergy with the team, resisting Steel, fire, and immune to water and ground. It is helpful against Lando-t, Heatran and Scizor. Scale is the main attack move and is used to fish for burns. With Mantine's high special def and a burned opponent, it can take hits from both sides relatively well. Air slash deals with grass types and random flinches are useful to give it an extra turn of leftovers recovery. Between leftovers, roost and water absorb, it can stay healthy for a while. It worries about electric attacks, which lando and magnezone can take well. It also has a hard time with physical attackers, which lando is usually able to handle.

Finally, Magnezone helps trap Steel types like Celeestela and Ferrotorn, and can help deal with Tapu Fini. Thunderbolt is its strongest move. Flash cannon can help it deal with fairies like Tapu lele. It can also help deal somewhat against koko. Half my team carries volt/turn to help scout for good opportunities to set up Nasty Plot for Mew, or reset the terrain if necessary.

Team 12:


Mew @ Mewnium Z
Ability: Synchronize
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam/Fire blast
- Focus Blast/Aura Sphere
- Nasty Plot

Venusaur @ Venusaurite
Ability: Overgrow
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Leech Seed
- Synthesis

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Leech Seed
- Toxic
- Heavy Slam
- Protect

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Toxic/Earth Power
- Lava Plume
- Stealth Rock

Pheromosa @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Ice Beam
- U-turn
- High Jump Kick
- Poison Jab

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Calm Mind
- Taunt/Defog
- Surf
- Moonblast


This team is designed to hopefully maximize mew's effectiveness as a late game cleaner. I would classify is as an aggressive take on tox-seed. Mewzium-z mew hits insanely hard, but there is a lot of set up to be done before it can utilize Mewzium-Z to its maximum potential, namely the pokemon that outspeed mew, and dark type pokemon in general.

Mew: I leave a lot of mew's set open because I think it all depends on how the user plays and what he/she prefers. Its designed to maximize coverage so that mew can kill virtually any threat late-game. Fire blast can hit opposing steel types that aura sphere won't quite kill if you prefer aura sphere's accuracy.

Mega Venusaur: A lot of members on this team are designed to simply outlast your opponent's pokemon if you make the right plays. It has plenty of recovery with leech seed and synthesis, and it is very hard to kill with anything other than a hard-hitting flying or psychic-type move. Hidden Power fire can be useful for opposing ferrothorn and celesteela, but I ultimately find continuously applying leech seed pressure and being able to recover extremely valuable.

Celesteela: The other leech seed member of this team, Celesteela is extremely important to this team's longevity, and it must be played correctly. Letting celesteela take too much chip damage and knocked-off is a mistake I make all the time, and it needs as much health as it can get, because its meant to take on hard hitters such as tapu lele, keldeo, and greninja. Toxic and leech seed on the same pokemon is a deadly combination and pokemon get worn down so quickly.

Heatran: Spdef Heatran continues to provide support for the team by getting up rocks, providing more toxic support, and killing opposing grass and steel types. Taunt is so tapu fini can't defog when it switches in, and so other pokemon can't set up when heatran is trying to get up rocks. Because tapu fini has taunt, earth power may be a more valuable option in certain situations.

Pheromosa: This is the heavy hitter of the team. Fast U-turns and Life orb attacks hit extremely hard and are designed to kill the opposing dark types that give mew trouble as well as both zygarde forms, which really give this team trouble otherwise.

Tapu Fini: This thing can really help the team in certain situations. Taunt stops other pokemon from setting up, providing status after misty terrain ends, or getting up hazards, while tapu fini can begin calm minding away on unsuspecting mons.

I have a very specific mind set when playing with this team. Since tapu fini will likely be on both players' teams, I start by applying as much leech seed pressure as I can while also trying to kill the opposing tapu fini. Once I have control as to when pokemon can be status, I try to toxic as many mons as possible before switching to protecting my own team from status as much as possible. I then try to pivot around, taking hits until the opposing team is worn down, and mew, pheromosa, or calm mind tapu fini can clean up.

Team 13:


Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 HP / 200 SpD / 56 Spe
Calm Nature
IVs: 0 Atk
- Psychic
- Baton Pass
- Roost
- Nasty Plot

Magearna @ Metal Coat
Ability: Soul-Heart
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Aura Sphere
- Thunderbolt
- Flash Cannon

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 228 Def / 32 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Hidden Power [Ice]

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Atk
- Thunderbolt
- Hidden Power [Ice]
- U-turn
- Volt Switch

Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Sleep Powder
- Giga Drain
- Knock Off
- Stun Spore


I personally don't think Mew is all that impressive as a offensive pokemon, Genesis Supernova is a nuke but it's one time use, and it's not like it's any stronger than other Z-moves, because it's not even close.

252+ SpA Mew Genesis Supernova vs. 0 HP / 0 SpD Arceus: 237-279 (62.2 - 73.2%)
252 SpA Tapu Koko Gigavolt Havoc (175 BP) vs. 0 HP / 0 SpD Arceus in Electric Terrain: 295-348 (77.4 - 91.3%)
252+ Atk Landorus-Therian Supersonic Skystrike (175 BP) vs. 0 HP / 0 Def Arceus: 291-343 (76.3 - 90%)

Setting Psychic Terrain for boosting its STAB is cool but that lasts five turns and can be reset by any tapu not named lele, and most team are gonna have one of those. Couple this with a mediocre defensive typing that provides extremely few good resistances to use when setting up (let alone a double dance set) and I simply think that it's a mediocre offensive mon, I would much rather use Z-Fly Salamence if I wanted a boosting Z-move user.

So I instead took a different take on Mewnium-Z and used SDef NastyPass Mew. This set aims to do most of what SDef Mew is capable of doing (it's a bit harder without leftovers and knock off, but the aim is not to wall things indefinitely, it's to take a hit and successfully pass a NP boost) while supporting its BP recipients.

Mewnium-Z has merit on this set, it allows Mew to threaten serious damage at any point (even without investment, GS hits about as hard as Koko's TBolt) and gives Mew a chance to sweep, as even without investment +2 Terrain Boosted Psychics really sting. It also acts as a contrived Mental Herb, punishing an opponent for taunting by KO'ing whatever fired off the taunt.

Magearna was chosen as the first BP recipient as it can boost its speed with Shift Gear, at +2/+2 it's absolutely devastating and only gets scarier as it accumulates Soul Heart boosts. It also takes advantage of Dark-types and things like Ferrothorn which may switch in on Mew in order to handle it.

Keldeo checks damn near everything that Mew hates, namely Greninja, Tyranitar, Bisharp, most Steels, and more. Mew also takes advantage of things like Tapu Fini, Mega Venu, Amoonguss, etc. that Keldeo hates. Scarf is chosen for the speed control, Icy Wind is for Salamence because it 6-0's my team otherwise. It can also switch in to Fire moves for Magearna. Scarfed +2 Keldeo is also about as ridiculous as Magearna but the choice locking means it's less able to sweep teams.

Lando-T everyone knows what this does. It gives a ground switch in for Magearna, electric switch in for Keldeo, provides rocks, soft checks most physical attackers, and intimidate is handy for giving Mew set-up opportunities.

Tapu Koko is added because I wanted something that could stop Mega Pinsir if it got out of hand. It is also a third possible BP recipient but doesn't abuse the boost quite as well.

Tangrowth was added last, I struggled with Mega Metagross at this point and wanted a semi-consistent stop to it. This is one I'm unsure about but Mega Metagross is just such a bitch to handle. I chose double power because spreading PAR is useful for making set up opportunities for Mew.


Voting ends February 8th.
 
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