[overview]
**Draft Order**: Round 3 onwards
**Price Range**: 13-15 points
**Overview**: Mew is defined by its unrivaled moveset flexibility. If a draft has a weakness, Mew can probably take advantage of it. Mew's solid bulk and Speed give it plenty of opportunities to set up and sweep, especially when using Tera. It also has access to plenty of utility moves, allowing it to support teammates when necessary. However, its offensive stats and base typing are nothing special, so it often has to rely on setup moves and Tera to deal meaningful damage. Most of its sets also have limited survivability due to its lack of reliable recovery moves.
[strategy comments]
Common Roles
========
**Cleaner**: Mew's numerous Speed-boosting options and nearly unlimited coverage let it reliably clean up weakened teams. Dragon Dance sets are most common, though it is also able to run Agility with a damage-boosting move or item.
**Bulky Setup**: Calm Mind and Bulk Up are used to win games by utilizing Mew's good defensive stats. It can stay healthy with Leftovers or moves like Drain Punch, Draining Kiss, and Rest.
**Utility**: Mew can act as a strong early-game entry hazard setter while remaining an offensive threat. It can also be used to disrupt the opponent's offense with status, Encore, or phazing.
**Wallbreaker**: Nasty Plot, Swords Dance, and other setup moves combined with Mew's coverage can be nearly impossible for defensive cores to withstand. Taunt and Toxic can also help it get through bulkier foes.
**Offensive Pivot**: Items like Assault Vest and Choice Scarf let Mew put its offensive movepool to work without setting up. Pivoting moves allow it to safely build momentum while it threatens KOs.
Common Moves
========
**Primary STAB Moves**: Psychic, Psyshock, Psychic Noise, Psychic Fangs, Stored Power
**Setup Moves**: Dragon Dance, Calm Mind, Bulk Up, Agility, Nasty Plot, Swords Dance, Iron Defense
**Utility Moves**: Stealth Rock, Spikes, Toxic Spikes, Encore, Taunt, U-turn, Flip Turn, Volt Switch, Knock Off, Will-O-Wisp, Thunder Wave, Toxic, Roar, Dragon Tail, Trick, Super Fang, Substitute, Pain Split, Reflect, Light Screen
**Coverage**: Mew has access to every TM, meaning it can use 80+ Base Power physical and special attacks of any type. Some notably powerful coverage options are Close Combat, Triple Axel, Poltergeist, Earthquake, Acrobatics, Gunk Shot, Thunderbolt, Ice Beam, Flamethrower, Focus Blast, Hurricane, and Sludge Wave. Common attacks with unique effects include Drain Punch, Leech Life, Vacuum Wave, Draining Kiss, Giga Drain, Scald, and Scorching Sands.
Niche Moves
========
**Future Sight**: Pivot Mew can run Future Sight to pressure opposing Psychic-resistant Pokemon that threaten Mew's teammates.
**Endeavor**: Lead sets can use Endeavor to deal considerable damage before fainting.
**Steel Beam / Misty Explosion**: Mew can KO itself after using support moves to damage a foe while bringing in a teammate.
**Hex**: Hex can be run alongside status-inflicting moves as an alternative to Shadow Ball.
**Foul Play**: Utility Mew can use Foul Play to threaten physical attackers, especially if they attempt to set up. Faster sets are also able to use it as a revenge killing option.
**Flame Charge / Trailblaze**: Swords Dance sets appreciate moves that act as coverage and setup at the same time.
**Meteor Beam**: Meteor Beam and a Power Herb allow Mew to boost its Special Attack without spending turns on status moves.
Common Items
========
**Leftovers**: Mew appreciates Leftovers in many matchups because of its natural bulk and lack of reliable recovery. Passive recovery has the biggest impact on setup and defensive utility builds.
**Heavy-Duty Boots**: An immunity to entry hazards allows Mew to stay healthy before it sets up, especially if Spikes or Toxic Spikes are a concern. It can also allow utility and pivot sets to enter the field more comfortably throughout games.
**Sitrus Berry**: When Mew is expected to take big hits, Sitrus Berry can provide more HP than Leftovers as it sets up.
**Lum Berry**: Lum Berry can serve as an answer to status-inflicting moves like Toxic and Thunder Wave that would hinder setup. Synchronize can also leave the foe in a bad spot if it isn't immune to its status-inflicting move.
**Mental Herb**: Mental Herb protects Mew from Taunt and Encore as it sets up or sets entry hazards.
**Weakness Policy**: Mew can make use of its bulk and weaknesses to common moves like U-turn and Knock Off to pick up boosts from Weakness Policy.
Niche Items
========
**Clear Amulet**: Clear Amulet helps Dragon Dance sets sweep against drafts with Intimidate users.
**Resistance Berries**: Colbur Berry and other similar items allow Mew to lure specific foes and KO them or set up more safely.
**Throat Spray / Power Herb**: Throat Spray can be used with moves like Psychic Noise, Alluring Voice, and Bug Buzz to increase Mew's damage output without using Calm Mind or Nasty Plot. Power Herb has a similar effect when paired with Meteor Beam. This strategy pairs well with Speed-boosting moves like Agility.
**Loaded Dice**: Mew has access to Scale Shot, Icicle Spear, Rock Blast, and Bullet Seed, which are normally not worth using. However, if multiple of these moves are useful in a matchup, Loaded Dice makes them strong options on physical setup variants.
**Chesto Berry**: Bulky setup and utility sets can use Chesto Berry and Rest to fully restore HP and remove status conditions once.
**Custap Berry**: Bulky lead sets use Custap Berry to act an extra time against faster foes, and offensive sets can run Endure with Custap Berry to stop opposing setup sweepers in a pinch.
**Damage-boosting Items**: Setup and wallbreaker sets can use items like Expert Belt to hit specific damage thresholds on foes.
**Choice Scarf**: Mew can use its decent Speed and wealth of coverage to act as a revenge killer when holding a Choice Scarf.
**Assault Vest**: Assault Vest allows Mew to check some special attackers while using moves like U-turn, Drain Punch, Scald, and Knock Off to frustrate foes.
**Red Card**: Utility-focused Mew sets can use Red Card to disrupt the opponent's gameplan. Thanks to its bulk, it can often survive boosted attacks and phaze the attacker without needing to use a move.
Tera
========
Tera amplifies Mew's setup potential, making it an excellent Tera Captain. Most Tera types are viable for resisting specific foes or bolstering coverage options. Tera Fairy and Steel are solid defensive options in many matchups, but the Tera type will often be chosen to help counter major threats to Mew or its team. Speed-boosting sets may seek to resist the opponent's revenge killing options, while defensive setup necessitates a good matchup against opposing wallbreakers. Tera Fighting helps Mew cover Dark-types, and other types can protect Mew from status conditions. Tera Psychic grants Mew powerful STAB attacks when its coverage and defensive typing are sufficient. As a lead, Tera Ghost allows Mew to act as a spinblocker while setting entry hazards.
Draft Strategy
========
Mew brings many useful roles and moves to a draft, though careful consideration is still required when building the rest of the team. It reaches its full potential as a Tera Captain, so it pairs best with high-value picks that don't rely on Tera. Drafting the rest of the team without considering Mew's utility options can be helpful as well, as this will result in a more flexible draft. It can fill many roles, but not all at once. The following are particularly important alongside Mew.
**Speed Control**: Mew's Speed is somewhat mediocre, so faster Pokemon like Greninja and Iron Valiant are valuable for managing fast foes. Strong priority options from Pokemon like Palafin and Rillaboom can be helpful as well.
**Wallbreakers**: Mew's offensive stats are also fairly average. Strong attackers with more immediate offense like Iron Hands and Enamorus are vital for pressuring teams.
**Entry Hazard Control**: One of the few notable categories of utility move that Mew lacks is entry hazard removal. Rapid Spin and Defog from Pokemon like Great Tusk and Corviknight can help Mew stay healthy, as it struggles to regain lost HP. Grounded Poison-types are also good to consider for their ability to remove Toxic Spikes.
**Entry Hazard Setters**: Although Mew has access to most entry hazards, it shouldn't be the primary setter. The presence of teammates like Garchomp and Overqwil keeps Mew flexible, and their entry hazards help Mew sweep more reliably.
Checks and Counters
========
**Status Conditions**: Toxic puts Mew on a timer, paralysis makes it easy to revenge kill, burn weakens physical sets, and sleep can feel like a KO. Synchronize can deter status-inflicting moves to a degree, but many status users are unaffected by it.
**Disruption / Phazing**: Encore and Taunt can seriously limit Mew's effectiveness as a setup sweeper and entry hazard setter, while Trick and Switcheroo can restrict it for the remainder of a battle. Phazing moves are especially harmful to setup variants, as Mew often doesn't have the longevity to set up a second time.
**Chip Damage**: Mew's lack of reliable recovery makes it susceptible to being worn down despite its good bulk. Entry hazards, stray hits, and damage from status moves add up quickly.
**Knock Off**: Mew is naturally weak to Dark, and it often heavily relies on its item to contribute.
[credits]
Written by:
https://www.smogon.com/forums/members/scionicle.599989/
Quality checked by:
https://www.smogon.com/forums/members/scribble.356084/
https://www.smogon.com/forums/members/olivia.620359/
Grammar checked by:
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**Draft Order**: Round 3 onwards
**Price Range**: 13-15 points
**Overview**: Mew is defined by its unrivaled moveset flexibility. If a draft has a weakness, Mew can probably take advantage of it. Mew's solid bulk and Speed give it plenty of opportunities to set up and sweep, especially when using Tera. It also has access to plenty of utility moves, allowing it to support teammates when necessary. However, its offensive stats and base typing are nothing special, so it often has to rely on setup moves and Tera to deal meaningful damage. Most of its sets also have limited survivability due to its lack of reliable recovery moves.
[strategy comments]
Common Roles
========
**Cleaner**: Mew's numerous Speed-boosting options and nearly unlimited coverage let it reliably clean up weakened teams. Dragon Dance sets are most common, though it is also able to run Agility with a damage-boosting move or item.
**Bulky Setup**: Calm Mind and Bulk Up are used to win games by utilizing Mew's good defensive stats. It can stay healthy with Leftovers or moves like Drain Punch, Draining Kiss, and Rest.
**Utility**: Mew can act as a strong early-game entry hazard setter while remaining an offensive threat. It can also be used to disrupt the opponent's offense with status, Encore, or phazing.
**Wallbreaker**: Nasty Plot, Swords Dance, and other setup moves combined with Mew's coverage can be nearly impossible for defensive cores to withstand. Taunt and Toxic can also help it get through bulkier foes.
**Offensive Pivot**: Items like Assault Vest and Choice Scarf let Mew put its offensive movepool to work without setting up. Pivoting moves allow it to safely build momentum while it threatens KOs.
Common Moves
========
**Primary STAB Moves**: Psychic, Psyshock, Psychic Noise, Psychic Fangs, Stored Power
**Setup Moves**: Dragon Dance, Calm Mind, Bulk Up, Agility, Nasty Plot, Swords Dance, Iron Defense
**Utility Moves**: Stealth Rock, Spikes, Toxic Spikes, Encore, Taunt, U-turn, Flip Turn, Volt Switch, Knock Off, Will-O-Wisp, Thunder Wave, Toxic, Roar, Dragon Tail, Trick, Super Fang, Substitute, Pain Split, Reflect, Light Screen
**Coverage**: Mew has access to every TM, meaning it can use 80+ Base Power physical and special attacks of any type. Some notably powerful coverage options are Close Combat, Triple Axel, Poltergeist, Earthquake, Acrobatics, Gunk Shot, Thunderbolt, Ice Beam, Flamethrower, Focus Blast, Hurricane, and Sludge Wave. Common attacks with unique effects include Drain Punch, Leech Life, Vacuum Wave, Draining Kiss, Giga Drain, Scald, and Scorching Sands.
Niche Moves
========
**Future Sight**: Pivot Mew can run Future Sight to pressure opposing Psychic-resistant Pokemon that threaten Mew's teammates.
**Endeavor**: Lead sets can use Endeavor to deal considerable damage before fainting.
**Steel Beam / Misty Explosion**: Mew can KO itself after using support moves to damage a foe while bringing in a teammate.
**Hex**: Hex can be run alongside status-inflicting moves as an alternative to Shadow Ball.
**Foul Play**: Utility Mew can use Foul Play to threaten physical attackers, especially if they attempt to set up. Faster sets are also able to use it as a revenge killing option.
**Flame Charge / Trailblaze**: Swords Dance sets appreciate moves that act as coverage and setup at the same time.
**Meteor Beam**: Meteor Beam and a Power Herb allow Mew to boost its Special Attack without spending turns on status moves.
Common Items
========
**Leftovers**: Mew appreciates Leftovers in many matchups because of its natural bulk and lack of reliable recovery. Passive recovery has the biggest impact on setup and defensive utility builds.
**Heavy-Duty Boots**: An immunity to entry hazards allows Mew to stay healthy before it sets up, especially if Spikes or Toxic Spikes are a concern. It can also allow utility and pivot sets to enter the field more comfortably throughout games.
**Sitrus Berry**: When Mew is expected to take big hits, Sitrus Berry can provide more HP than Leftovers as it sets up.
**Lum Berry**: Lum Berry can serve as an answer to status-inflicting moves like Toxic and Thunder Wave that would hinder setup. Synchronize can also leave the foe in a bad spot if it isn't immune to its status-inflicting move.
**Mental Herb**: Mental Herb protects Mew from Taunt and Encore as it sets up or sets entry hazards.
**Weakness Policy**: Mew can make use of its bulk and weaknesses to common moves like U-turn and Knock Off to pick up boosts from Weakness Policy.
Niche Items
========
**Clear Amulet**: Clear Amulet helps Dragon Dance sets sweep against drafts with Intimidate users.
**Resistance Berries**: Colbur Berry and other similar items allow Mew to lure specific foes and KO them or set up more safely.
**Throat Spray / Power Herb**: Throat Spray can be used with moves like Psychic Noise, Alluring Voice, and Bug Buzz to increase Mew's damage output without using Calm Mind or Nasty Plot. Power Herb has a similar effect when paired with Meteor Beam. This strategy pairs well with Speed-boosting moves like Agility.
**Loaded Dice**: Mew has access to Scale Shot, Icicle Spear, Rock Blast, and Bullet Seed, which are normally not worth using. However, if multiple of these moves are useful in a matchup, Loaded Dice makes them strong options on physical setup variants.
**Chesto Berry**: Bulky setup and utility sets can use Chesto Berry and Rest to fully restore HP and remove status conditions once.
**Custap Berry**: Bulky lead sets use Custap Berry to act an extra time against faster foes, and offensive sets can run Endure with Custap Berry to stop opposing setup sweepers in a pinch.
**Damage-boosting Items**: Setup and wallbreaker sets can use items like Expert Belt to hit specific damage thresholds on foes.
**Choice Scarf**: Mew can use its decent Speed and wealth of coverage to act as a revenge killer when holding a Choice Scarf.
**Assault Vest**: Assault Vest allows Mew to check some special attackers while using moves like U-turn, Drain Punch, Scald, and Knock Off to frustrate foes.
**Red Card**: Utility-focused Mew sets can use Red Card to disrupt the opponent's gameplan. Thanks to its bulk, it can often survive boosted attacks and phaze the attacker without needing to use a move.
Tera
========
Tera amplifies Mew's setup potential, making it an excellent Tera Captain. Most Tera types are viable for resisting specific foes or bolstering coverage options. Tera Fairy and Steel are solid defensive options in many matchups, but the Tera type will often be chosen to help counter major threats to Mew or its team. Speed-boosting sets may seek to resist the opponent's revenge killing options, while defensive setup necessitates a good matchup against opposing wallbreakers. Tera Fighting helps Mew cover Dark-types, and other types can protect Mew from status conditions. Tera Psychic grants Mew powerful STAB attacks when its coverage and defensive typing are sufficient. As a lead, Tera Ghost allows Mew to act as a spinblocker while setting entry hazards.
Draft Strategy
========
Mew brings many useful roles and moves to a draft, though careful consideration is still required when building the rest of the team. It reaches its full potential as a Tera Captain, so it pairs best with high-value picks that don't rely on Tera. Drafting the rest of the team without considering Mew's utility options can be helpful as well, as this will result in a more flexible draft. It can fill many roles, but not all at once. The following are particularly important alongside Mew.
**Speed Control**: Mew's Speed is somewhat mediocre, so faster Pokemon like Greninja and Iron Valiant are valuable for managing fast foes. Strong priority options from Pokemon like Palafin and Rillaboom can be helpful as well.
**Wallbreakers**: Mew's offensive stats are also fairly average. Strong attackers with more immediate offense like Iron Hands and Enamorus are vital for pressuring teams.
**Entry Hazard Control**: One of the few notable categories of utility move that Mew lacks is entry hazard removal. Rapid Spin and Defog from Pokemon like Great Tusk and Corviknight can help Mew stay healthy, as it struggles to regain lost HP. Grounded Poison-types are also good to consider for their ability to remove Toxic Spikes.
**Entry Hazard Setters**: Although Mew has access to most entry hazards, it shouldn't be the primary setter. The presence of teammates like Garchomp and Overqwil keeps Mew flexible, and their entry hazards help Mew sweep more reliably.
Checks and Counters
========
**Status Conditions**: Toxic puts Mew on a timer, paralysis makes it easy to revenge kill, burn weakens physical sets, and sleep can feel like a KO. Synchronize can deter status-inflicting moves to a degree, but many status users are unaffected by it.
**Disruption / Phazing**: Encore and Taunt can seriously limit Mew's effectiveness as a setup sweeper and entry hazard setter, while Trick and Switcheroo can restrict it for the remainder of a battle. Phazing moves are especially harmful to setup variants, as Mew often doesn't have the longevity to set up a second time.
**Chip Damage**: Mew's lack of reliable recovery makes it susceptible to being worn down despite its good bulk. Entry hazards, stray hits, and damage from status moves add up quickly.
**Knock Off**: Mew is naturally weak to Dark, and it often heavily relies on its item to contribute.
[credits]
Written by:
https://www.smogon.com/forums/members/scionicle.599989/
Quality checked by:
https://www.smogon.com/forums/members/scribble.356084/
https://www.smogon.com/forums/members/olivia.620359/
Grammar checked by:
https://www.smogon.com/forums/members/solarbeam.470115/
Last edited: