in the hills
spreading confusion
[SET]
name: Bulky Steel-type
move 1: Iron Head
move 2: Roost
move 3: U-turn / Will-O-Wisp / Whirlwind
move 4: Spikes / Defog / Stealth Rock
item: Leftovers / Rocky Helmet
ability: Synchronize
nature: Impish
evs: 252 HP / 252 Def / 4 SpD
[SET COMMENTS]
Bulky Steel-type Mew is a potent wall in the metagame that utilizes its Steel / Flying typing to check threats such as Cresselia and Landorus-T. Iron Head is Mew's primary STAB attack and allows it to hit Calm Mind users such as Cresselia for consistent damage. Roost provides Mew with its Flying typing and complements this solid defensive typing by providing Mew with recovery. Mew is able to utilize U-turn to pivot on switch-ins such as Victini and Hydreigon and bring in a check. Will-O-Wisp is an alternative that allows Mew to check Swords Dance users such as Lycanroc-D, Scizor, and Excadrill properly. Whirlwind can be used to phaze setup sweepers and pairs nicely with Mew's entry hazard options. For the last slot, Mew has quite a few team support options to choose from, but Spikes is the most coveted and useful option that it can utilize well to complement its solid defensive presence. Defog is another support option that can be used to remove entry hazards and dual screens. Mew can utilize Stealth Rock as an entry hazard option that can hit Levitate and Flying-type Pokemon. Leftovers increases Mew's longevity by providing passive recovery, though Rocky Helmet can be used to weaken physical attackers such as Rillaboom, Landorus-T, and Heracross.
Setup sweepers such as Latias, Lycanroc-D, and Spectrier appreciate entry hazard support from Mew, as it allows them to break past threats more easily. Fighting-types such as Lycanroc-D, Landorus-T, and Pheromosa typically require a partner that can check Cresselia, and Mew is able to fill this role. Water / Ground Pokemon such as Hydreigon and Garchomp appreciate Mew's ability to switch into Rillaboom's Grassy Glide; in return, they are able to check Victini. Mew struggles with offensive Electric-types such as Latias, Clefable, and Naganadel, so it appreciates Ground-type teammates such as Hydreigon, Garchomp, and Slowking. Fire-resistant or Fire-immune partners are a must for Mew; Heatran, Garchomp, and Salamence fill this role the best. Since Mew generally runs Spikes, Rapid Spin users such as Pheromosa and Excadrill can provide entry hazard control support without removing your own entry hazards.
[STRATEGY COMMENTS]
Other Options
=============
Mew can run an alternate EV spread of 252 HP / 4 Def / 252 SpD with a Careful nature to maximize its specially defensive capabilities, which allows it to check Cresselia, Tapu Lele, and Ghost / Fairy Alakazam. While maximum Special Defense investment does help it check those threats more properly, Mew fits the role of a physical wall better. Teleport is an option over U-turn for slower pivoting, though U-turn is generally preferred because it can damage foes and still works if under Taunt. Dazzling Gleam can be used as a secondary STAB option to provide Mew with a Steel / Fairy defensive typing, allowing it to check threats such as Heracross and Rillaboom. This option has some major drawbacks however; it requires Mew to run Roost in another slot and reduces its support options while gaining a weakness to Ground-type attacks. Either Scald or Flip Turn can be used for a Water / Steel typing, which grants Mew alternatives to Will-O-Wisp and U-turn, respectively.
Checks and Counters
===================
**Victini**: Fire / Electric Victini is undoubtedly the best counter to Mew, as it threatens to OHKO with both of its STAB attacks while Mew's Iron Head does minimal damage against it.
**Fire-types**: Offensive Fire-types such as Entei, Arcanine, and Heatran make for solid checks to Mew because they threaten it with their Fire-type attacks while being resistant to Steel. Fire-types can be vulnerable to Mew's entry hazards unless running Heavy-Duty Boots, so it is important to keep them healthy against it. Additionally, these threats are immune to Mew's Will-O-Wisp, so it cannot hinder them throughout the battle.
**Electric-types**: Electric-types such as Latios, Clefable, Naganadel, and Magearna can threaten Mew with their STAB attacks; Clefable in particular is a solid check to Mew due to its immunity to entry hazards.
**Setup Sweepers**: Setup sweepers like Latias, Hydreigon, Volcarona, and Tornadus-T are able to take advantage of Mew's passive nature to set up and heavily threaten it and its teammates. Mew is able to pivot with U-turn into checks to these threats, but it runs the risk of being greatly weakened by their attacks in the process.
[CREDITS]
- Written by: [[In The Hills, 324242]]
- Quality checked by: [[a loser, 410702], [Dragonillis, 466276]]
- Grammar checked by: [[DC, 449990], [deetah, 297659]]
name: Bulky Steel-type
move 1: Iron Head
move 2: Roost
move 3: U-turn / Will-O-Wisp / Whirlwind
move 4: Spikes / Defog / Stealth Rock
item: Leftovers / Rocky Helmet
ability: Synchronize
nature: Impish
evs: 252 HP / 252 Def / 4 SpD
[SET COMMENTS]
Bulky Steel-type Mew is a potent wall in the metagame that utilizes its Steel / Flying typing to check threats such as Cresselia and Landorus-T. Iron Head is Mew's primary STAB attack and allows it to hit Calm Mind users such as Cresselia for consistent damage. Roost provides Mew with its Flying typing and complements this solid defensive typing by providing Mew with recovery. Mew is able to utilize U-turn to pivot on switch-ins such as Victini and Hydreigon and bring in a check. Will-O-Wisp is an alternative that allows Mew to check Swords Dance users such as Lycanroc-D, Scizor, and Excadrill properly. Whirlwind can be used to phaze setup sweepers and pairs nicely with Mew's entry hazard options. For the last slot, Mew has quite a few team support options to choose from, but Spikes is the most coveted and useful option that it can utilize well to complement its solid defensive presence. Defog is another support option that can be used to remove entry hazards and dual screens. Mew can utilize Stealth Rock as an entry hazard option that can hit Levitate and Flying-type Pokemon. Leftovers increases Mew's longevity by providing passive recovery, though Rocky Helmet can be used to weaken physical attackers such as Rillaboom, Landorus-T, and Heracross.
Setup sweepers such as Latias, Lycanroc-D, and Spectrier appreciate entry hazard support from Mew, as it allows them to break past threats more easily. Fighting-types such as Lycanroc-D, Landorus-T, and Pheromosa typically require a partner that can check Cresselia, and Mew is able to fill this role. Water / Ground Pokemon such as Hydreigon and Garchomp appreciate Mew's ability to switch into Rillaboom's Grassy Glide; in return, they are able to check Victini. Mew struggles with offensive Electric-types such as Latias, Clefable, and Naganadel, so it appreciates Ground-type teammates such as Hydreigon, Garchomp, and Slowking. Fire-resistant or Fire-immune partners are a must for Mew; Heatran, Garchomp, and Salamence fill this role the best. Since Mew generally runs Spikes, Rapid Spin users such as Pheromosa and Excadrill can provide entry hazard control support without removing your own entry hazards.
[STRATEGY COMMENTS]
Other Options
=============
Mew can run an alternate EV spread of 252 HP / 4 Def / 252 SpD with a Careful nature to maximize its specially defensive capabilities, which allows it to check Cresselia, Tapu Lele, and Ghost / Fairy Alakazam. While maximum Special Defense investment does help it check those threats more properly, Mew fits the role of a physical wall better. Teleport is an option over U-turn for slower pivoting, though U-turn is generally preferred because it can damage foes and still works if under Taunt. Dazzling Gleam can be used as a secondary STAB option to provide Mew with a Steel / Fairy defensive typing, allowing it to check threats such as Heracross and Rillaboom. This option has some major drawbacks however; it requires Mew to run Roost in another slot and reduces its support options while gaining a weakness to Ground-type attacks. Either Scald or Flip Turn can be used for a Water / Steel typing, which grants Mew alternatives to Will-O-Wisp and U-turn, respectively.
Checks and Counters
===================
**Victini**: Fire / Electric Victini is undoubtedly the best counter to Mew, as it threatens to OHKO with both of its STAB attacks while Mew's Iron Head does minimal damage against it.
**Fire-types**: Offensive Fire-types such as Entei, Arcanine, and Heatran make for solid checks to Mew because they threaten it with their Fire-type attacks while being resistant to Steel. Fire-types can be vulnerable to Mew's entry hazards unless running Heavy-Duty Boots, so it is important to keep them healthy against it. Additionally, these threats are immune to Mew's Will-O-Wisp, so it cannot hinder them throughout the battle.
**Electric-types**: Electric-types such as Latios, Clefable, Naganadel, and Magearna can threaten Mew with their STAB attacks; Clefable in particular is a solid check to Mew due to its immunity to entry hazards.
**Setup Sweepers**: Setup sweepers like Latias, Hydreigon, Volcarona, and Tornadus-T are able to take advantage of Mew's passive nature to set up and heavily threaten it and its teammates. Mew is able to pivot with U-turn into checks to these threats, but it runs the risk of being greatly weakened by their attacks in the process.
[CREDITS]
- Written by: [[In The Hills, 324242]]
- Quality checked by: [[a loser, 410702], [Dragonillis, 466276]]
- Grammar checked by: [[DC, 449990], [deetah, 297659]]
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