Other The Next Best Thing - ORAS OU Edition (Discussing Gardevoir sets) Check Post #920

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I tried Hone Claws Kyub some months ago...It's really manly and all but it simply didn't put in work during matches :[

So I think I'll go with Silver97's AV Kyu-B
 
Ok, so it looks like we have a tie between aesf's WP Bulky Kyu-B and Silver97's AV Kyu-B

Everyone has to revote, with only two options now:
aesf's WP Bulky Kyurem-B - 6
silver97's AV Kyurem-B - 8

Anyone that did not vote for one of these must revote.
 
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I still don't really know what AV Cube does? I mean it doesn't wall Ninja anymore which is the only thing I remembered it did before ORAS
 
well arikado still hasn't voted, but it doesn't matter, since silver97's AV Kyurem-B has won!

Our new test subject will be...
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Mew
lots of room for innovation!
 
Swords Dance Physical Mew

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Mew @ Life Orb / Lum Berry
Ability: Synchronize
EVs: 252 Atk / 252 Spe / Def
Jolly Nature
- Swords Dance
- Drain Punch / Baton Pass
- Zen Headbutt
- Knock Off / Roost (Soft-Boiled)

If this isn't innovative, I don't know what is. This is a great lure set that brings in things like Heatran, only to get nailed with a Drain Punch. Mew packs a surprising amount of firepower, and after a Swords Dance, there are few things that want to take a hit. Mew also has reliable recovery and great bulk, and 100 Speed isn't terrible. After a Swords Dance, Mew hits around the same power as a +2 Talonflame.

Will write more when I get onto my computer
 
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Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 Def / 32 Spe OR 176 HP / 252 Def / 80 Spe
Bold Nature
- Taunt
- Will-O-Wisp
- Seismic Toss
- Roost

Physically defensive Mew was something considered in the XY metagame, but it was never really run because there was so much value in SpD in the metagame including checking the likes of Greninja/Thundurus. Mew also ran a lot of Speed at that time, which isn't really conducive to the defensive role that physically defensive Mew likes to play in this metagame. Physically defensive Mew was never a standard choice, but it has a lot of merit in this metagame because it handles some top threats with high effectiveness. Physically defensive Mew counters Mega Metagross (bar Attack raises), Mega Lopunny, Azumarill, non-Life Orb Excadrill, Mamoswine, and non-SD Garchomp off of sheer defensive might while not caring one bit about Scarftar, being able to beat a variety of physical attackers in 1v1 scenarios thanks to Will-O-Wisp, checking Diggersby with the faster spread, and having the ability to Roost off Mega Beedrill's U-turn with relative ease if it is at high health. By the way, Seismic Toss is run to do more consistent and significant damage to some of these Pokemon so that it can actually deal with them in a quick/efficient manner; it is also for breaking Mega Lopunny's Substitutes.

Here are some calcs that help illustrate some of the things I mentioned:

252 Atk Tough Claws Mega Metagross Meteor Mash vs. 252 HP / 224+ Def Mew: 157-186 (38.8 - 46%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
252 Atk Mega Lopunny Return vs. 252 HP / 224+ Def Mew: 127-151 (31.4 - 37.3%) -- 83.4% chance to 3HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 252 HP / 224+ Def Mew: 198-234 (49 - 57.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 252 HP / 224+ Def Mew: 234-276 (57.9 - 68.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery (it dies to burned +6 Knock Off, but it can cripple Azumarill with a burn which makes it much easier to deal with)
252+ Atk Excadrill Earthquake vs. 252 HP / 224+ Def Mew: 135-160 (33.4 - 39.6%) -- guaranteed 3HKO after Stealth Rock, sandstorm damage, and Leftovers recovery
252+ Atk Life Orb Huge Power Diggersby Return vs. 176 HP / 252+ Def Mew: 203-239 (52.7 - 62%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Adaptability Mega Beedrill U-turn vs. 176 HP / 252+ Def Mew: 248-292 (64.4 - 75.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery (so assume 70% roll then it's only taken 14% net damage if it goes for Roost)
252 Atk Tyranitar Crunch vs. 252 HP / 224+ Def Mew: 198-234 (49 - 57.9%) -- guaranteed 2HKO after Stealth Rock, sandstorm damage, and Leftovers recovery

The biggest advantage Mew possesses over, say, Slowbro, is Speed. Mew is almost as bulky as Slowbro overall, and while it obviously doesn't beat everything that Slowbro does, its Speed and breaking capabilities with Taunt + Wisp give it an advantage. Mew also beats Grass Knot Mega Metagross, which Slowbro does not, and cares less about Toxic Mega Lopunny wearing it down because Synchronize ensures that Mega Lopunny cripples itself in the process. Beating two of the best Megas in the tier is more than enough for physically defensive Mew to have a niche. While it's often stated that Mew is useless against Mega Sableye, this couldn't be further from the truth; Synchronize allows Mew to burn Mega Sableye, which can be absolutely crucial in wearing it down and beating it over the course of a match. Mew also still has access to its trademark Taunt + Wisp combo, which still allows it to take advantage of a variety of defensive threats effectively. Finally, I feel like physically defensive Mew is better in the metagame as a whole than offensive lure versions of Mew, which are incredibly team-specific and squander Mew's excellent defensive capabilities.
 
Was able to test the first spread of this set up above and just want to say it's reaaaally good. Taking 33% from Scarf Lando-T's Earthquake is hilarious and looking forward to using it more.
 
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 Spe / 4 Sdef
Jolly Nature
- Trick Room
- Soft-Boiled
- Will-O-Wisp
- U-turn

The Evs are standard to outspeed adamant exca and jolly mega heracross, but it's moveset is quite different from the most common one. This set aims to provide TR teams something that sets trick room and then brings in a powerful attacker safely thanks to the "slow" U-turn. What's great is that thanks to reliable recovery and good bulk it can set up TR multiple times during the match, while when outside of trick room it can proceed to burn things just like it normally does or lure in fire types and generate momentum with U-turn.
 
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dEnIsSsS(Mew) @ Shed Shell
Ability: Synchronize
EVs: 104 HP / 252 SpA / 152 Spe
Bold Nature
-Dragon Tail
-Substitute
-Magic Coat
-Frost Breath

Ok so not much explanation but kinda trolls dEnIsSsS BP squads lulz
252 SpA Mew Frost Breath vs. 0 HP / 40 SpD Smeargle on a critical hit: 142-168 (56.5 - 66.9%) -- guaranteed 2HKO
252 SpA Mew Frost Breath vs. 252 HP / 4 SpD Whimsicott on a critical hit: 208-246 (64.1 - 75.9%) -- guaranteed 2HKO

lol just spam Frost Breath if he tries to go into Espeon just Dragon Tail him. Vs Smeargle just Sub to dodge any sleep move then Frost Breath him and watch the forfeit. Be careful vs Whimsicott and Cottonee and spam Magic Coat at the right time hope he doesn't encore and go for Frost Breath. Shed Shell so you can dodge any ((BAN ME PLEASE))Goth. Plus Frost Breath breaks Espeon subs so yea just hope you predict right and Dragon Tail when he uses Morning Sun. You can also customize the moves to counterteam other BP variants

evs creep max speed Smeargle and rest into HP to minimize damage from random stuff like Azelf explosion
also +3 stored power is only 3hko but if you let him get to +4 u be dead its 2hko

edit-oops forgot Espeon calc
252 SpA Mew Frost Breath vs. 252 HP / 0 SpD Espeon on a critical hit: 86-102 (25.7 - 30.5%)
yea deni 5xs always runs bold espeons right? spread was like almost max hp and def and rest speed so yea
 
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idk about accepting this. BP teams aren't that common on the ladder, and if you really want to troll deniss and beat his BP squads, just use something like haze quagsire.
 
Dude he has like Taunt on literally half his team tho you'll never get it off plus haze Quag only beat the old squad the Glorious pass one the newest one is actually the one that can beat all the Psong counterteam stuff cuz much Taunt.

btw I'll change EV spread n stuff later cuz idk how much I need to live +3 stored powers etc spread is just filler I need to speedcreep smeargle and then rest into HP

edit: if he's smart he boosts more with Espeon when you try to sack stuff
 
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Once he baton passes to espeon, sack something, get in quag safely, and then you just use haze. afaik, his espeon does not carry taunt, espeon's move set was like morning sun / stored power / moonblast or HP fighting I forgot / sub.
Using mew on your team just to beat baton pass is kind of a waste of a team slot, you could be using that slot for different purposes. Baton pass is also pretty uncommon anyways.

e: 700th post :D
 
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Mew @ Normal Gem
Ability: Synchronize
EVs: 252 Atk / 252 Spd / 4 Def
Jolly/Adamant Nature
-Explosion
-Stealth Rock
-Tailwind / Taunt / Magic Coat
-Skill Swap

This is a suicide-lead Mew set that should be able to get rocks up on a lot of things including Mega Sableye. Its purpose is to get up rocks and prevent Rapid Spin and Defog by Explosion and Taunt, respectively.Taunt isn't absolutely needed but it is nice for some stallbreaking. It could be replaced with Tailwind for an early game sweep or Magic Coat for opposing Taunters, Spore, etc. This Mew works well with gottagofast offensive teams, I guess *shrugs* Why use it over Azelf? Surprise factor since most Mews don't go hard.

Edit: Tailwind is the main move and Taunt is now slashed thanks to Jukain's suggestion.
 
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lead mew was ok in gen 5 and i imagine it's alright now, but i would definitely advise running tailwind as otherwise you might as well just run azelf, which is 100% better aside from surprise factor which only means so much. skill swap is a nice touch because mew actually beats mega sableye with it, unlike azelf which is forced into a 50/50.
 
With Mew's amazing moveset, it is fabulous glue. My favourite innovative set for Mew is a VoltTurn Defogger:

Mew @ Leftovers/Life Orb
182 speed, 252 attack, 74 HP or 252 HP, 252 defense, 4 speed
Adamant Nature or Bold Nature

Defog
U-Turn
Sucker Punch/Knock Off
Drain Punch/Roost

This Mew was one I thought up when I needed an offensive defogger with VoltTurn for a VoltTurn team I once had. Defog is obvious, as is U-Turn as that's the point of this set. Sucker Punch was priority which I used as my team lacked priority, and Knock Off is for more utility with item removing, or if you don't need priority much. The final slot depends on the EVs/Nature. Drain Punch is for the offensive approach, able to hit dark and steel types such as Heatran and Bisharp that otherwise would be difficult for this Mew to deal with, whereas roost is more reliable healing. The offensive EVs allow you to outspeed and OHKO Bisharp (anyone who sucker punches Mew is insane or an amazing predicter) and the defensive one maximises physical bulk as Knock Off isextremely prominent, and PhysDef Mew has less problems with it than SpDef Mew. Sorry for not being importable, I'm on my phone right now.
 
due to the amount of mews that run defensive sets i tried a few weeks back a lure mew set. pretty much uses 3 attacks+ roost or 4 attacks. The set is made to counter the things that often times come in on mew such as heatran (easy switch into mew and gets rocks+taunt assuming it outspeeds mew) lum berry lead garchomps (sets up rocks vs mew and lets lum take the burn) as well as things such as bisharp on the switch. its by no means perfect but under some situations it could be useful.

Mew @ Life Orb/expert belt
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Earth Power
- Ice Beam
- Thunderbolt /softboiled/fire blast
- Psyshock

this set as you can see is by no means normal (probably not very good) but has it uses as the above ice beam on lead chomps the turn they gets rocks, earth power tran on the switch or heal then earth power it. Does a good job dealing with things like scizor (assuming it comes in to hit you with u-turn or knock off that is), hit bisharp on the switch. Thunder bolt is for bolt beam coverage and hits water types that try to come in on mew. t bolt also hites talonflame. should be noted that the life orb gives it away your offensive and if you dont have softboiled a e-belt might be better. Psyshock is for the stab of course. Softboiled is recomended on the lo mew as you will slowly lose your health but not all that important. While calcs might not matter here they are anyways with what the set hits on the stuff that counters mew.

252 SpA Life Orb Mew Ice Beam vs. 0 HP / 0- SpD Garchomp: 546-645 (152.9 - 180.6%) -- guaranteed OHKO
252 SpA Life Orb Mew Earth Power vs. 248 HP / 220+ SpD Heatran: 302-359 (78.4 - 93.2%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Mew Thunderbolt vs. 0 HP / 0 SpD Talonflame: 289-341 (97.3 - 114.8%) -- 81.3% chance to OHKO
252 SpA Life Orb Mew Thunderbolt vs. 248 HP / 252+ SpD Talonflame: 192-229 (53.4 - 63.7%) -- guaranteed 2HKO after Leftovers recovery (stall breaker set)

this set is pure inovation so its probably not that good but like i said it does have its moments.
 
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 144 Atk / 112 Spe
Adamant Nature
- Substitute
- Focus Punch
- Swords Dance / Roost
- Zen Headbutt / Baton Pass

SubPunch Mew can catch many opponents by surprise. Max HP is for 101 Subs and 112 Spe is for Jolly Breloom and Bisharp (actually outspeeds them by 2 point to speedcreep) so you can sub before breloom can spore you. The rest in the EVs are put in attack for stronger Focus Punches or Zen Headbutts but they can also be put into SpD to have a more solid substitute against weak scalds and boost much easier. Mew lures in many pokemon like Heatran which gives you a free sub so you can either punch them or baton pass your sub / SD boost. If SubPunch doesn't work very well for whatever reason, you can also try to baton pass substitutes for teammates.
 
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Mew @ Leftovers/Life orb
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Nasty Plot
- Dazzling Gleam
- Psyshock

Many of the amazing stallbreakers that were great in the xy era (gliscor, talonflame, mew) have suffered since mega sableye decided to put foot in the OU metagame and it is so influential that mega sableye made this stallbreakers explore other possibilities in sets just to break through it. Talonflame went taunt + swords dance, gliscor went with a swords dance and then we have this.

Meet stallbreaker Mew 2.0. This set is designed to do what mew do best, stallbreak, but far more aggressively. Luring mega sableye really well and being able to beat or damage a good portion of your standard stall build by itself. EVs are pretty straightforward, max special attack and speed for maximum power, 0 atk IVs to reduce foul play damage (important agaisnt spD mega sableye variants). The choice of leftovers or life orb is up to you but Id rather have leftovers cause this set lack the reliable recovery so some passive recovery can be really useful. Some team support for stuff like steel types and the omnipresent unaware clefable and it can do its thing.

Cheers!
 
Interesting sets so far!

Recrean'ts SD Physical Mew
Jukain's Physically Defensive Mew
silver97's Trick Room Mew
ArchPhantom's Lead Mew
s0me1 b0red's U-turn Defog Mew
darkshadowfire's Offensive Lure Mew
SketchUp's SubPunch Mew
MrAldo's Stallbreaker Mew 2.0
 
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