Mew, The New Species Pokémon. It's very intelligent and can use an incredible variety of moves. Many believe that all other Pokémon are descendants of this one. This mythical Pokémon is said to be extinct, but sightings of it are still being reported to this day.
Overview
The first mythical Pokemon ever to be released, Mew is quite recognizable for two things: for how rare it is and the fact that it learns any TM/TR move in the games. Mew is a pure Psychic-type with perfectly balanced stats of 100 across the board. The fact that it can learn any move tutor or TM available in the game it is present, makes it extremely versatile and the possibilities are simply endless. However, because of Mew's stats not being impressive overall and the limitations of its defensively mediocre typing, Mew can't use every single set successfully as it becomes either niche or completely inferior to other Pokemon who can do a better job in certain roles. This makes Mew more of a "jack of all trades, master of none" Pokemon. That being said, Mew is still a Pokemon with very unique flexibility.
Positives
It learns just about EVERYTHING learnable. The possibilities are endless with Mew and with such an expansive movepool, Mew can pull out virtually any set.
Base 100 stats across the boards grants Mew respectable stats. Combined with its inifinite movepool, it gives room for creativity.
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Negatives
While Mew's stats are good, they are not exceptionally high which limits how effectively it can use custom tailored sets for it.
As a pure Psychic type, Mew suffers from having a poor defensive typing with little resistances making it harder to deal with offensive threats such as Dragapult and Tyranitar.
Toxic is Mew's worst nightmare as it invalidates its great natural bulk making it easier to break through it. Offensive sets are completely hinderd by paralysis.
Due to its typing and grounded status, Mew is vulnerable to all forms of hazards making it an unreliable Defogger on the long run, specially with Toxic Spikes being life-threatening for it.
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Movesets
Genesis Supernova
- Taunt
- Stealth Rock
- Spikes
- Explosion / Flare Blitz
Item Attached: Red Card
Ability: Synchronize
EVs and Nature:
252 HP / 4 Atk / 252 Spe
Jolly Nature
Mew gained access to a new move in Spikes thanks to Sword and Shield making the move accessible through a TR. With access to Spikes and Stealth Rock along with its natural bulk, Mew can set up hazards to support its team reliably. Taunt is used to prevent defensive Pokemon such as Mandibuzz and Corviknight from blowing away its hazards with Defog. It also prevents Ferrothorn and Toxapex from setting up freely on Mew. Finally, the last move is Explosion which will allow Mew to faint and swing momentum at your favor to bring a partner safely. It also prevents Rapid Spinners and Defoggers from freely removing its hazards on the switch. Flare Blitz is an alternative that allows Mew to hit Ferrothorn for super-effective damage while avoiding it from getting walled by other Steel types.
DYNAMAX:
Don't waste your Dynamax on this Mew and keep it for an offensive sweeper in your team. This Mew's role is meant to set up hazards and then blow away to prevent the opponent from comfortable removing them.
EVs and Items:
Maximum HP and Speed gives Mew enough Speed to tie with other Pokemon such as Volcarona and being faster than other Pokemon like Landorus-Therian and Moltres while also providing as much bulk as possible. The rest goes into Attack to slightly power-up its nuke. A Red Card allows Mew to force an opponent out of the field, if Mew survives the hit, and give more opportunities to set up more hazards if the new match-up is much more favorable for Mew. This can also be used in your favor to force out a set-up sweeper if the situation calls for it as Mew can switch into a predicted move that can't OHKO it.
Partners:
Strong sweepers such as Clangorous Soul Kommo-o, Dragon Dance Dragonite and Swords Dance Rillaboom appreciate the hazard stacking support from Mew. You can also pair it with Alolan Ninetales for screen support and roll over the opponent. Urshifu Single Strike is a great partner capable of protecting Mew from Dark and Ghost attacks while threatening them with a super-effective Fight move, a devastating Wicked Blow or a priority Sucker Punch for faster opponents like Dragapult. Scizor threatens Hatterene who could otherwise bounce its hazards and Grimmsnarl who can use Prankster Taunt to stop it. Melmetal also goes on the same boat.
Origin of Life
- Roost
- Will-O-Wisp
- Psychic / Knock Off / Ice Beam
- Defog / Stealth Rock / Spikes
Item Attached: Leftovers
Ability: Synchronize
EVs and Nature:
252 HP / 4 SpA / 252 Spe
Timid / Jolly Nature
Mew's natural bulk allows it to switch into many threats and check a plethora of physical attackers throughout the match. Roost is Mew's main way to maintain itself healthy. Will-O-Wisp is the most important move on this set allowing Mew to burn and hinder dangerous Pokemon such as Melmetal, Garchomp, Kartana and keep Tyranitar, Bisharp and Urshifu-Single Strike at bay. Your offensive move of choice depends on the Pokemon you want to check: Psychic allows Mew to beat Toxapex 1-v-1 and nail Buzzwole. Knock Off is an incredible move that allows Mew to remove the opponent's item which is incredibly useful to hinder Pokemon like Blissey. Ice Beam allows Mew to handle Dragonite and Garchomp from freely set-up on Mew. Flamethrower toasts Ferrothorn while still retaining coverage on Buzzwole. Finally on the last slot, the choice depends on what your team needs. Defog allows Mew to remove hazards although it must be wary of the presence of Bisharp and Galarian Zapdos. Stealth Rock is always a good option to consider on Singles and Mew can use it effectively due to the switches it can force. Spikes is an alternative hazard in the case that your team has a Pokemon who knows Stealth Rock already.
DYNAMAX:
Just like the first set, you don't want to use Dynamax on this Mew either. This set focuses more as a support unit in your team and there's infinitely better options in your team to take advantage of Dynamax.
EVs and Items:
Max HP and Speed makes Mew as fast as possible while making it harder to break with the increased bulk. A Timid nature is preferred on this set since Mew appreciates the higher Speed stat and due to its defensive nature, it will want to use its special attacks and stick around as much as possible. If you're running Knock Off as your offensive move, use a Jolly nature instead. Leftovers grants Mew the passive recovery it needs although a Colbur Berry or Kasib Berry are also valid options to tank a hit from the likes of Tyranitar or Dragapult and set an additional layer.
Partners:
Because this Mew is more focused to be an utility support set, you want more offensive partners that can take advantage of the hazard removal. Pokemon like Volcarona and Dragonite appreciate the support and they can also take advantage of hazards being set up on the opponent's side of the field. Bisharp is a solid partner to punish opposing defoggers and threaten with a boost. Mew definitely appreciates having Scizor or Melmetal on its side to prevent Grimmsnarl from Taunting it and put a cold stop on Mew.
Other Options
Mew can use a physical set with Swords Dance and Zen Headbutt, Flare Blitz and Sucker Punch. However, the lack of a strong and reliable STAB while being overall weak makes it easily outclassed by other physical sweepers.
On the same lane, Mew can use a Nasty Plot set with Psychic, Flamethrower and Aura Sphere. However, it lacks the ability to set up reliably as Mew is already hard checked by Dragapult.
Mew can use a Taunt + Toxic set in order to combat strong defensive regenerator cores. However, a stall-breaker set would be pretty much dead-weight against more offensive and fast paced teams.
Baton Pass sets are always an option since Mew learns stat boosting moves such as Calm Mind / Iron Defense / Nasty Plot / Swords Dance / Rock Polish. However, in order to pull it off, Mew needs a dedicated Baton Pass team to work into it.
Mew has access to Trick and it can use a Choice Band / Specs / Scarf set, however, Mew is easily outclassed by other Trick users which makes it really hard to justify this set due to the lack of a secondary STAB and higher offensive stats.
Mew's movepool is near infinite and it can be tailored to whatever niche you consider your team could need. Evaluate each possibility carefully and see what Mew could bring into the table that other Pokemon with similar roles cannot do.
Countering Mew
While Mew's movepool is vast as the ocean, most of its popular sets are recognizable. Suicide sets mostly focus on setting up hazards and while it can be hard to prevent it from doing that, strong Dark and Ghost types like Spectrier and Dragapult will always force Mew out due to their high offensive stats and STAB moves. Spectrier also is incredibly threatening due to Grim Neigh's threat of getting a boost. Obstagoon deserves a shout-out as due to Guts, it can't be hinderd with a burn and a STAB Guts-boosted Knock Off, will easily destroy Mew.
Galarian Moltres doesn't really cares about burns and it can easily set up on Mew thanks to its STAB Fiery Wrath. While Urshifu-Single Strike doesn't appreciates a burn, it's Wicked Blow will make Mew feel the pain of one thousand deaths.
Heatran is one of the best checks for Mew as it can easily switch into Will-O-Wisp or Flare Blitz to activate a Flash Fire boost while not taking a lot of damage from Explosion. There's not really much that Heatran can do to prevent Mew from setting hazards but it's an extraordinary check for utility and more offensive sets (as long as they are not running any Ground moves).
It's worth mentioning that Mew completely hates being poisoned as it hinders its durability. While Synchronize has the possibility to bounce it back against the user, it won't be able to do so against opposing Poison types like Toxapex or Steel types who can carry the move like Heatran and Skarmory. Mew is also vulnerable to all forms of hazards, so Toxic Spikes can easily pressure it.
Locations in Games
Red/Blue/Yellow:
Event only
Gold/Silver/Crystal:
Event only
Ruby/Sapphire/Emerald:
Faraway Island (Emerald)
Event only
FireRed/LeafGreen:
Event only
Colosseum/XD:
Event only
Diamond/Pearl/Platinum:
Event only
HeartGold/SoulSilver:
Event only
Black/White:
Event only
Black 2/White 2:
Event only
X/Y:
Event only
Omega Ruby/Alpha Sapphire:
Event only
Sun/Moon:
Event only
Ultra Sun/Ultra Moon:
Event only
Let's Go, Pikachu!/Let's Go, Eevee!:
Event only
Sword/Shield:
Event only
Anime Appearences