Milo
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reserving toxic ferro
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Toxic
- Leech Seed
- Protect
- Spikes
Lure mew in with the prospect of free setup on ferro that can't really touch it.
If mew runs taunt it can barely touch ferro anyway so you can toxic on the switch or leech on the switch.
Toxic it to put it on a timer and severely limit anything that it can do. Even at +6 defense and SpD it cant OHKO you.
0 SpA Mew Stored Power (260 BP) vs. 252 HP / 0 SpD Ferrothorn: 123-145 (34.9 - 41.1%)
+6 4 Def Mew Body Press vs. 252 HP / 252+ Def Ferrothorn: 274-324 (77.8 - 92%)
Then you can Leech Seed, and then alternate between protect and spikes to both get up your hazards and also rack up tons of damage and healing.
Reserving power trip Corviknight
The MewtilatorAh yes, Corviknight, one of the many OU mons passive enough for Mew to set up on. That is, until you set up on them in return. When they switch in preparing to set up a cosmic power, you surprise them with an agility and start spamming bulk up so once you shut down Mew's sweep, you can start a sweep of your very own.
the name sounded a lot cooler in my head tbh
Corviknight @ Leftovers
Ability: Mirror Armor
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Power Trip
- Bulk Up
- Agility
- Roost
Note: Corviknight's offensive calcs are assuming that Corviknight uses agility on turn 1 before spamming bulk up while Mew starts spamming cosmic power immediately.
->+1 0 Atk Corviknight Power Trip (100 BP) vs. +2 252 HP / 4 Def Mew: 96-114 (23.7 - 28.2%) -- possible 5HKO after Leftovers recovery
->+2 0 Atk Corviknight Power Trip (140 BP) vs. +3 252 HP / 4 Def Mew: 144-170 (35.6 - 42%) -- 87.1% chance to 3HKO after Leftovers recovery
->+3 0 Atk Corviknight Power Trip (180 BP) vs. +4 252 HP / 4 Def Mew: 192-226 (47.5 - 55.9%) -- 20.7% chance to 2HKO after Leftovers recovery
->+4 0 Atk Corviknight Power Trip (220 BP) vs. +5 252 HP / 4 Def Mew: 240-284 (59.4 - 70.2%) -- guaranteed 2HKO after Leftovers recovery
->+5 0 Atk Corviknight Power Trip (260 BP) vs. +6 252 HP / 4 Def Mew: 290-342 (71.7 - 84.6%) -- guaranteed 2HKO after Leftovers recovery
->+6 0 Atk Corviknight Power Trip (300 BP) vs. +6 252 HP / 4 Def Mew: 382-450 (94.5 - 111.3%) -- 68.8% chance to OHKO
->+6 4 Def Mew Body Press vs. 252 HP / 4 Def Corviknight: 220-259 (55 - 64.7%) -- guaranteed 2HKO after Leftovers recovery
->+6 4 Def Mew Body Press vs. +1 252 HP / 4 Def Corviknight: 147-174 (36.7 - 43.5%) -- 99.1% chance to 3HKO after Leftovers recovery
->+6 4 Def Mew Body Press vs. +2 252 HP / 4 Def Corviknight: 110-130 (27.5 - 32.5%) -- 64.8% chance to 4HKO after Leftovers recovery
->0 SpA Mew Stored Power (260 BP) vs. 252 HP / 252+ SpD Corviknight: 111-132 (27.7 - 33%) -- 80.4% chance to 4HKO after Leftovers recovery
After much more deliberation than my other noms here, I have come to a decision
Why doesn't slowbro get this move
Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Scald
- Future Sight
- Dragon Tail
- Teleport
I'm just gonna not colour code it this time if that's ok
Ah slowking, a mon which, though not passive, is setup fodder for mew due to psychic stab as well as a move which has a high chance of burning mew, which has the side-effect of also burning slowking.
Now, mew can also potentially taunt it before it gets to teleport out to weavile and simply set up on it if it attempts to attack. The solution? Stack up on hazards and dragon tail away.
Slowking does lose slack off but it doesn't need the recovery if it's just going to switch out anyway and dragon tail gives it the ability to phaze mew while not being vulnerable to taunt.
I know taunt isn't listed in the set but it is a large reason as to cp mew being hard to deal with because it stops mons from boosting up alongside it, statusing it, or just phazing it, so dragon tail does have utility which other ways of dealing with setup don't.
While slowking's typing is bad offensively for mew, it is a double edged sword here:
+6 4 Def Mew Body Press vs. 252 HP / 4 Def Slowking: 138-162 (35 - 41.1%) -- guaranteed 3HKO
Mew can't touch slowking, which may be a reason for switching out or not switching in, however:
0 SpA Slowking Scald vs. 252 HP / 0 SpD Mew: 87-103 (21.5 - 25.4%) -- possible 5HKO after Leftovers recovery
Like I said, slowking is set-up fodder itself, it doesn't touch mew in a best case scenario let alone a worst case one, which is why dragon tail gives it utility as a lure for its fellow psychic type.
Slowking-Galar @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Future Sight
- Yawn
- Slack Off
Mew uses the basic Assualt Vest Slowking-G as setup fodder due to it not being able to force Mew out or deal enough damage. Yawn changes that completely, not only does it force Mew to either switch or fall asleep; it enables dangerous sweepers and potentially eliminates Mew as a threat entirely.
Slowking-Galar @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Psychic
- Nasty Plot
- Trick
You can NP on it and out dps it and trick it a detrimental blacksludge which will force it to burn SO MUCH more roost pp than it should and it will be unlikely at all that it will be able to beat slowking-g since with poison + black sludge damage it has to spend A LOT of time roosting and u can spend that time boosting up as mew has more stuff to worry about
Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 252 Spe / 4 SpD
Jolly / Adamant Nature
- Horn Leech
- Close Combat
- Darkest Lariat
- Swords Dance
Slightly surprised this one wasn't taken, as it's been seeing usage for exactly this reason: Although Stone Edge is usually the better third move on SD Bulu, Darkest Lariat's found a niche on teams weak to Demon Mew, reliablyhittingluring it in with the promise of free terrain healing only to KO it straight through its Defense boosts.
+2 252 Atk Life Orb Tapu Bulu Darkest Lariat vs. 252 HP / 4 Def Mew: 481-567 (119 - 140.3%) -- guaranteed OHKO
252 Atk Life Orb Tapu Bulu Darkest Lariat vs. 252 HP / 4 Def Mew: 242-286 (59.9 - 70.7%) -- guaranteed 2HKO after Leftovers recovery and Grassy Terrain recovery
View attachment 426105
Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- V-create
- U-turn
- Final Gambit
- Trick
Victini can trick his choice scarf or one shot mew with final gambit (if at full health)
Victini usualy need to bank on a crit to beat mew with v create if the mew has some boost. Victini also doesn't seem like a sweep roadblock for mew.