n10siT
Hoopa can do anything!
[OVERVIEW]
Mew is a very unique and versatile Pokemon, as it has access to many valuable moves. This, coupled with a solid Speed tier and good bulk, allows Mew to support its team in a number of ways. However, while its bulk is good, its Psychic typing leaves it walled heavily by Incineroar and Mega Metagross, as well as causing a weakness to U-turn, a prevalent move. It can carry offensive options such as Ice Beam or Overheat, as well to help with certain threats but it can't provide much offense outside of specifically preparing for matchups. It's important to remember that while Mew may not be the best option for filling one specific role, its ability to perform multiple roles in one slot is what makes it useful. On the same token, if the selected moveset isn't particularly helpful in a certain matchup, Mew can be quite the momentum suck.
[SET]
name: Bulky Utility
move 1: Fake Out / U-turn
move 2: Ice Beam
move 3: Stealth Rock
move 4: Tailwind
item: Wiki Berry
ability: Synchronize
nature: Timid
evs: 252 HP / 68 Def / 40 SpA / 12 SpD / 136 Spe
[SET COMMENTS]
Moves
========
Fake Out is a great move in Doubles, as it can stop a foe from moving for a turn, which provides Mew and its partner with the ability to avoid damage from the target for that turn. Ice Beam is Mew's most reliable coverage move, as it covers Ground-types like Landorus-T and Zygarde as well as Grass-types like Tapu Bulu. Stealth Rock supports the team by punishing the opponent more for switching, especially into Pokemon that would like to switch into Mew, such as Incineroar and Kyurem-B. Tailwind speeds up your side of the field for a time, allowing your team to swing the momentum by outspeeding the opposing Pokemon. U-turn is a solid option that allows Mew to pivot out into a partner, which can be useful because Mew needs to leave the field after its support is given. Transform is a unique option that allows Mew to take the form of any other Pokemon on the field; this can be used to take advantage of both allies and foes that have used setup moves. It's important to remember when picking Mew's four moves that almost none of them are "mandatory"—many of the moves suggested on this set can go in any slot, and Mew's set should be tailored to fit the team it is placed on.
Set Details
========
The given EVs in Speed allow Mew to outspeed all Kommo-o variants. The EVs placed into HP and the two defensive stats allow Mew to survive either a Bloom Doom from Kartana or a Gigavolt Havoc from Tapu Koko in Electric Terrain. The remaining EVs are placed into Special Attack in order to boost the power of Ice Beam. Wiki Berry provides recovery and is the pinch Berry of choice to confuse opposing Adamant natured Pokemon that might steal the Berry, such as Mega Scizor.
Usage Tips
========
Mew is a very solid lead, as it can set either Stealth Rock or Tailwind, and even if Mew isn't carrying Fake Out, the opponent has to respect the possibility on Turn 1. It can be vitally important to keep Mew healthy into the late-game if it is the team's primary means of setting speed control. If there are other reliable sources of speed control, Mew can be sacrificed in order to get a more powerful offensive Pokemon on the field. U-turn allows Mew to get off the field in a way that can provide more momentum than a hard switch. U-turn is used often because once speed control has been set and there isn't much more for Mew to do, it needs to be replaced by another teammate that can actually provide offensive pressure. Transform can be useful both offensively and defensively to become a copy of either an ally or a foe that has boosted its stats. It can also be useful to transform into a more offensive threat once Mew's utility is used up.
Team Options
========
Mew is used best when supporting offensive Pokemon like Zygarde and Kartana. Mew is unique in that it can provide speed control, pivoting, and entry hazards all in one slot. This role compression really benefits its teammates by putting them in a better position to defeat opposing Pokemon. Most of Mew's teammates need to be offensive, benefit from the support Mew provides in some way, or both, as Mew provides very little offense, so the rest of the team composition will need to be more offensive. Mew needs teammates that can damage Steel-types like Mega Metagross and Genesect. Incineroar and Volcanion are good Fire-types that fill this role. Mew is walled by the very common Incineroar, so teammates like Landorus-T and Zygarde help Mew a lot with that matchup. Tapu Fini can usually sit in front of Mew and punish its lack of offense with Calm Mind, though it has to be wary of Transform. Checks to Tapu Fini include Tapu Koko and Tapu Bulu.
[STRATEGY COMMENTS]
Other Options
=============
Flamethrower hits Steel-types, most notably Genesect and Mega Scizor, for big damage. Overheat is usable too, as it nets KOs on Mega Scizor and Ferrothorn, but has the drawback of not being able to do a lot of damage again without switching out. Trick Room is another option to be used on Mew, providing speed control for slower team compositions. If Trick Room is used, the given Speed EVs should be moved into Defense and the Speed IVs should be set to 0. Helping Hand allows Mew to boost the power of an ally's move, giving it a way to help provide offense in a way it wouldn't normally be able to. Super Fang is a good support option that gives Mew greater offensive presence, which supports Pokemon like Zygarde that appreciate the chip damage. Toxic allows Mew to wear down some of its easier defensive switch-ins, like Gastrodon and Incineroar. However, Toxic shouldn't be used if Tapu Fini is a teammate and is obviously nullified when there is an opposing Tapu Fini with Terrain control. Defog is a niche pick that can be used to remove Stealth Rock if the team has a lot of Pokemon with a Rock-type weakness or a Mega Charizard Y. If Stealth Rock is not an issue for the team, Defog is not necessary.
Checks and Counters
===================
**Steel-types**: Pokemon like Genesect and Mega Metagross make fantastic switch-ins to Mew, though they can be covered with a Fire-type move.
**Dark-types**: Incineroar and Tyranitar are both very good Mew switch-ins, as Mew can do little back to them.
**Fire-types**: Fire-types like Victini and Mega Charizard Y switch into Mew comfortably, though they need to be wary of Stealth Rock.
**Opposing Speed Control**: Opposing Tailwind or Trick Room can hinder Mew's ability to provide team support, as a big portion of Mew's utility is providing speed control.
**Taunt**: Taunt really puts a hold on anything Mew tries to do, as it cannot provide support if it can't use its status moves.
[CREDITS]
- Written by: [[n10sit, 267148]]
- Earlier versions by: [[Memoric, 215000]]
- Quality checked by: [[talkingtree, 232101], [MajorBowman, 188164]]
- Grammar checked by: [[Fireflame479, 231476], [Estronic, 240732]]
Mew is a very unique and versatile Pokemon, as it has access to many valuable moves. This, coupled with a solid Speed tier and good bulk, allows Mew to support its team in a number of ways. However, while its bulk is good, its Psychic typing leaves it walled heavily by Incineroar and Mega Metagross, as well as causing a weakness to U-turn, a prevalent move. It can carry offensive options such as Ice Beam or Overheat, as well to help with certain threats but it can't provide much offense outside of specifically preparing for matchups. It's important to remember that while Mew may not be the best option for filling one specific role, its ability to perform multiple roles in one slot is what makes it useful. On the same token, if the selected moveset isn't particularly helpful in a certain matchup, Mew can be quite the momentum suck.
[SET]
name: Bulky Utility
move 1: Fake Out / U-turn
move 2: Ice Beam
move 3: Stealth Rock
move 4: Tailwind
item: Wiki Berry
ability: Synchronize
nature: Timid
evs: 252 HP / 68 Def / 40 SpA / 12 SpD / 136 Spe
[SET COMMENTS]
Moves
========
Fake Out is a great move in Doubles, as it can stop a foe from moving for a turn, which provides Mew and its partner with the ability to avoid damage from the target for that turn. Ice Beam is Mew's most reliable coverage move, as it covers Ground-types like Landorus-T and Zygarde as well as Grass-types like Tapu Bulu. Stealth Rock supports the team by punishing the opponent more for switching, especially into Pokemon that would like to switch into Mew, such as Incineroar and Kyurem-B. Tailwind speeds up your side of the field for a time, allowing your team to swing the momentum by outspeeding the opposing Pokemon. U-turn is a solid option that allows Mew to pivot out into a partner, which can be useful because Mew needs to leave the field after its support is given. Transform is a unique option that allows Mew to take the form of any other Pokemon on the field; this can be used to take advantage of both allies and foes that have used setup moves. It's important to remember when picking Mew's four moves that almost none of them are "mandatory"—many of the moves suggested on this set can go in any slot, and Mew's set should be tailored to fit the team it is placed on.
Set Details
========
The given EVs in Speed allow Mew to outspeed all Kommo-o variants. The EVs placed into HP and the two defensive stats allow Mew to survive either a Bloom Doom from Kartana or a Gigavolt Havoc from Tapu Koko in Electric Terrain. The remaining EVs are placed into Special Attack in order to boost the power of Ice Beam. Wiki Berry provides recovery and is the pinch Berry of choice to confuse opposing Adamant natured Pokemon that might steal the Berry, such as Mega Scizor.
Usage Tips
========
Mew is a very solid lead, as it can set either Stealth Rock or Tailwind, and even if Mew isn't carrying Fake Out, the opponent has to respect the possibility on Turn 1. It can be vitally important to keep Mew healthy into the late-game if it is the team's primary means of setting speed control. If there are other reliable sources of speed control, Mew can be sacrificed in order to get a more powerful offensive Pokemon on the field. U-turn allows Mew to get off the field in a way that can provide more momentum than a hard switch. U-turn is used often because once speed control has been set and there isn't much more for Mew to do, it needs to be replaced by another teammate that can actually provide offensive pressure. Transform can be useful both offensively and defensively to become a copy of either an ally or a foe that has boosted its stats. It can also be useful to transform into a more offensive threat once Mew's utility is used up.
Team Options
========
Mew is used best when supporting offensive Pokemon like Zygarde and Kartana. Mew is unique in that it can provide speed control, pivoting, and entry hazards all in one slot. This role compression really benefits its teammates by putting them in a better position to defeat opposing Pokemon. Most of Mew's teammates need to be offensive, benefit from the support Mew provides in some way, or both, as Mew provides very little offense, so the rest of the team composition will need to be more offensive. Mew needs teammates that can damage Steel-types like Mega Metagross and Genesect. Incineroar and Volcanion are good Fire-types that fill this role. Mew is walled by the very common Incineroar, so teammates like Landorus-T and Zygarde help Mew a lot with that matchup. Tapu Fini can usually sit in front of Mew and punish its lack of offense with Calm Mind, though it has to be wary of Transform. Checks to Tapu Fini include Tapu Koko and Tapu Bulu.
[STRATEGY COMMENTS]
Other Options
=============
Flamethrower hits Steel-types, most notably Genesect and Mega Scizor, for big damage. Overheat is usable too, as it nets KOs on Mega Scizor and Ferrothorn, but has the drawback of not being able to do a lot of damage again without switching out. Trick Room is another option to be used on Mew, providing speed control for slower team compositions. If Trick Room is used, the given Speed EVs should be moved into Defense and the Speed IVs should be set to 0. Helping Hand allows Mew to boost the power of an ally's move, giving it a way to help provide offense in a way it wouldn't normally be able to. Super Fang is a good support option that gives Mew greater offensive presence, which supports Pokemon like Zygarde that appreciate the chip damage. Toxic allows Mew to wear down some of its easier defensive switch-ins, like Gastrodon and Incineroar. However, Toxic shouldn't be used if Tapu Fini is a teammate and is obviously nullified when there is an opposing Tapu Fini with Terrain control. Defog is a niche pick that can be used to remove Stealth Rock if the team has a lot of Pokemon with a Rock-type weakness or a Mega Charizard Y. If Stealth Rock is not an issue for the team, Defog is not necessary.
Checks and Counters
===================
**Steel-types**: Pokemon like Genesect and Mega Metagross make fantastic switch-ins to Mew, though they can be covered with a Fire-type move.
**Dark-types**: Incineroar and Tyranitar are both very good Mew switch-ins, as Mew can do little back to them.
**Fire-types**: Fire-types like Victini and Mega Charizard Y switch into Mew comfortably, though they need to be wary of Stealth Rock.
**Opposing Speed Control**: Opposing Tailwind or Trick Room can hinder Mew's ability to provide team support, as a big portion of Mew's utility is providing speed control.
**Taunt**: Taunt really puts a hold on anything Mew tries to do, as it cannot provide support if it can't use its status moves.
[CREDITS]
- Written by: [[n10sit, 267148]]
- Earlier versions by: [[Memoric, 215000]]
- Quality checked by: [[talkingtree, 232101], [MajorBowman, 188164]]
- Grammar checked by: [[Fireflame479, 231476], [Estronic, 240732]]
Last edited: