Mew

Mew, The New Specie Pokémon. Mew is said to possess the genetic composition of all Pokémon. It is capable of making itself invisible at will, so it entirely avoids notice even if it approaches people. Its DNA is said to contain the genetic codes of all Pokémon, so it can use all kinds of techniques. Because it can use all kinds of moves, many scientists believe Mew to be the ancestor of Pokémon.

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 moves 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. SM and USUM blessed Mew with a unique Z move that allows it to fire a powerful nuke with Genesis Supernova which sets up Psychic Terrain after its use. 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. That being said, Mew is still a Pokemon with very unique flexibility.
Positives
It learns just about EVERYTHING. 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 nigh inifinite movepool, it gives room for creativity.
Access to a unique Z-move in Genesis Supernova allows Mew to fire a strong Psychic nuke which sets Psychic Terrain after its use protecting Mew from priority attacks, while powering up Psychic through the rest of the match.

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 while being vulnerable to be trapped by Pursuit users such as Weavile and Tyranitar.
Faster Taunt users and Magic Bounce users like Espeon, Mega Absol and Mega Sableye can easily shut down defensive Mew sets while offensive Mew has issues breaking through walls such as Chansey.
Toxic is Mew's worst nightmare as it invalidates its great natural bulk making it easier to break through it. Offensive sets are completely crippled by paralysis.

Movesets

GENESIS

- Psychic
- Fire Blast / Aura Sphere
- Nasty Plot
- Rock Polish / Aura Sphere
Item Attached: Mewnium Z
Ability: Synchronize
EVs and Nature:
252 SpA / 4 SpD / 252 Spe
Modest / Timid Nature

Offensive Mew sets were usually mocked in the past due to being inferior to other offensive Psychic types like Latios, Reuniclus, Mega Alakazam and Hoopa-Unbound. However, the seventh generation of Pokemon blesses Mew with an unique Z-move that upgrades its STAB Psychic into Genesis Supernova. Genesis Supernova is a 180 BP STAB that not only hits extremely hard, especially after a Nasty Plot boost, but also sets Psychic Terrain after its use which further boosts Mew for the rest of the match powering up Psychic while giving it an immunity to priority attacks like Sucker Punch and Shadow Sneak. For the coverage move, Fire Blast allows Mew to destroy Mega Scizor, Ferrothorn, Mega Mawile and Aegislash after a boost while Aura Sphere destroys Tyranitar and Heatran, two Pokemon that would easily wall Mew otherwise. Nasty Plot is the mandatory boosting move for this set as otherwise Mew's Special Attack is average without the boost. Rock Polish allows Mew to outspeed threats such as Mega Gengar, Mega Lopunny, Marshadow and Scarf Latios after a single use. If Rock Polish's extra speed is not needed, you can run both Aura Sphere and Fire Blast, but keep in mind that Mew will be more vulnerable to be revenge killed.

Maximum Special Attack and Speed are required in order to maximize Mew's sweeping potential. The choice between using a Timid and a Modest nature depends on what you prefer: With a Timid nature, Mew is able to speed tie vs both Mega Charizard forms, Volcarona and outspeed +252 Spe Landorus-Therian while a Modest nature allows it to OHKO Mantine with a +2 Genesis Supernova. Additionally, an alternate spread of 176 HP / 252 SpA / 80 Spe with a Timid nature can be used to grant additional bulk to Mew while still being able to outspeed Scarf Gengar and Lati@s after a Rock Polish boost. The bulk investment also prevents Aegislash in Blade form from ever 2HKO-ing Mew with Shadow Sneak from full health.

ORIGIN

- Roost
- Will-O-Wisp
- Psychic / Ice Beam
- Defog / Stealth Rock / Volt Switch
Item Attached: Leftovers
Ability: Synchronize
EVs and Nature:
240 HP / 72 Def / 140 SpD / 56 Spe
Bold 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 cripple dangerous Pokemon such as Mega Medicham, Mega Lopunny, Mega Mawile and keep Tyranitar, Bisharp and Weavile at bay. Psychic is the preferred STAB as it allows Mew to chip down Mega Medicham while hitting Mega Lopunny, Toxapex and Mega Heracross super-effectively. Ice Beam is an option if Landorus-T and Zygarde are a major concern. 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. Stealth Rock is always a good option to consider on Singles and Mew can use it effectively due to the switches it can force. If both utility moves are not needed, Volt Switch is an option to regain momentum preventing Heatran from switching freely. Knock Off is also worth mentioning as it removes the foe's item and has great utility value.

240 HP and 72 +Def EVs with a Bold nature prevent +252 Mega Medicham from ever 2HKOing with Hi Jump Kick, while being able to avoid a 2HKO from its Thunder Punch under Electric Terrain if Mega Medicham has been paired with Tapu Koko. The 140 SpD EVs prevents 252 SpA Tapu Lele from 2HKOing Mew with Psychic & Moonblast. 56 Spe EVs are only needed to be faster than 252 Spe Adamant Mega Heracross, Tapu Bulu and defensive Landorus-Therian sets. Timid and 112 Spe is also another option to outpace 252 Spe Zygarde and hit it quite hard if your team requires it.

Other Options

Mew can use a physical set with Swords Dance and Zen Headbutt, Earthquake and Drain Punch. However, the lack of a strong and reliable STAB while being overall weak makes it easily outclassed by Nasty Plot + Mewnium Z as the latter grants an additional set up thanks to the Psychic Terrain provided by Genesis Supernova.
Mew can use a Taunt + Toxic set in order to combat defensive cores. However, with the prevalence of Mega Sableye, Tapu Fini and Gliscor, this makes this set completely outdated.
Tailwind can be used in order to provide more support to its team, however, 4 turns are simply not enough in Singles to guarantee the upper hand against the opponent.
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 Psychic types like Lati@s, Hoopa-Unbound and Tapu Lele who can fill this role much better.
Thunder Wave is a valid option to cripple Pokemon like Volcarona and Mega Charizard X who attempt to set up on Mew. However, the beneficial utility of burning physical Dark types and the reduction of their Attack, is much more helpful for Mew.
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.

VGC & Double Battle Options

Mew faces a similar fate in Doubles as it does in Singles. While it has a near limitless movepool, there's almost always something else that can do its job better. However, among all the sets it can perform to an average degree, there is one unique set it holds after all these years. Mew stands as one of many useful support Pokemon that gains access to Fake Out, and one of exactly two Fake Out users that also has access to Transform. However, unlike the alternative Smeargle, Mew actually has the stats to support itself without transforming, while also boasting an fairly high HP stat to use while transformed. Smeargle may still have access to tools such as Follow Me, though Mew still offers more than enough alternatives such as Tailwind, Knock Off, or even offensive moves such as Ice Beam. The biggest drawback to a utility set though, is that Fake Out Mew is incredibly difficult to obtain, as it requires a Japanese Mew event from Gen 3 to be transferred into Pokemon XD in order to learn it. However, Mew is difficult to justify in Doubles without it so if you plan to use it, make sure you can find one with Fake Out.

Dark Ether

- Fake Out
- Transform
- Tailwind
- Ice Beam / Taunt / Helping Hand
Item Attached: Aguav Berry
Ability: Synchronize
EVs and Nature:
252 HP / 4 SpA / 252 Spe
Timid Nature

Mew is fairly typical of your usual Fake Out user, filling a utility role for the team and setting itself apart with access to Transform. It cannot be stressed enough that if you can't get access to the rare Fake Out Mew, it's difficult to justify using Mew in Doubles. The utility it provides is nearly unmatched in Doubles, and it makes a world of a difference. Transform is what makes Mew special, as with its huge base 100 HP it can become a deadly support by transforming into a boosted teammate or even a boosted foe. This is most effective in formats that allow powerful legendaries such as Xerneas and the weather trio, as having a Fake Out use that can choose to turn into a second boosted legendary has incredibly dangerous potential. Tailwind is the most consistent speed control option and greatly worth the slot, as the foe may often try to counteract a boosting teammate by boosting their own speed, which can shift momentum heavily. Ice Beam is primarily useful in a more standard Doubles format where the ability to deal with Landorus-T or even Zygarde is more valuable. Otherwise Taunt can be used to prevent Trick Room, or Helping Hand can be used to boost a teammate that's dangerous to transform into. Mew's final slot is very flexible so you can choose whatever you feel helps the team most.

Maximum HP investment is used both for making Mew as bulky as possible and also boosting the only relevant stat while transformed. A Timid nature with maximum Speed investment is taken to make Mew as fast as possible, as many Pokemon including the likes of Groudon and Kyogre hover below the base 100 Speed range. Jolly can be taken if running a physical move such as Knock Off, though it's ultimately not a major difference since Mew is typically going to support or transform into something stronger. Aguav Berry is preferred because the extra 50% HP heal from a pinch berry can prove critical while transformed into a boosted teammate.

Other Options

- The options are near limitless, though at the end of the day the only slot with any real flexibility is Mew's final move slot. U-turn can provide some pivoting potential that few other Fake Out users get, though this is most useful in a 6v6 Doubles format.
- Alternative forms of Speed control are equally viable in Mew depending on the team, though Tailwind will usually still be the best choice. Icy Wind can provide some more lasting Speed control that can force more immediate switches while also dealing a bit of damage, and Trick Room can support slower foes that don't benefit enough from Tailwind.
- Stealth Rock is another support move that is mostly useful in a 6v6 Doubles format, though it can be difficult to fit Stealth Rock elsewhere on a Doubles team so Mew can be a great choice for that role.
- Mew gets Ally Switch, so of course it needs to be mentioned that Mew can make use of it. Use with extreme caution.

Countering Mew

While Mew's movepool is vast as the ocean, most of its popular sets are recognizable. Weavile, Tyranitar, Alolan Muk and Bisharp can easily exert pressure on Mew as most of the time it can't take the risk of eating a super-effective Crunch or having its item knocked off. However, Mew can burn them with Will-O-Wisp if they aren't cautious when switching into it and they can be defeated with Aura Sphere. Ash Greninja and special Hoopa-Unbound deserve a special mention since they targets Mew's Special Defense with an overwhelmingly powerful Dark Pulse while not caring about Will-O-Wisp. Mega Gengar deserves a mention as it can easily trap Mew and dent it with Shadow Ball, however, it hates taking a hit from Psychic. Alolan Marowak is not afraid of Mew as it cannot be burned and it easily forces it out with the threat of Shadow Bone. On a similar boat, Blacephalon can easily eat Mew alive while crippling defensive sets with Trick. Mimikyu usually carries a Ghostium Z and while it hates being burned, it can force Mew out.

Heatran is one of the best checks for Mew as it can easily switch into Will-O-Wisp and any Nasty Plot Mew without Aura Sphere is unable to get past it. However, Heatran must be wary of the possibility of being hit by Earthquake or Aura Sphere. Volcarona easily uses Mew as set up fodder since Mew is unable to get past it unless it uses the rare Toxic. Mega Charizard X and Y can switch into Mew freely, however, both are unable to set up against the Mewinum Z sets and they can get crippled by Toxic or Thunder Wave.

It's worth mentioning that Mew completely hates being poisoned as it cripples 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)
Event Only (Ruby/Sapphire)

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

Animé Appearences

Mew has made a few appearances in the anime. In it, it is often playful and helped fight Mewtwo to stop it from destroying the world.

# -English Episode Name- -Jap. Episode Name- Pics
M1 Mewtwo Strikes Back Mewtwo's Counterattack Pics
S2 Mewtwo Returns Mewtwo! I am Here Pics
M8 Lucario & The Mystery of Mew Mew & The Wave-Guiding Hero - Lucario Pics
S20 The Mastermind of Mirage Pokémon The Terrifying Mirage Pokémon Pics
M10 The Rise of Darkrai Dialga VS Palkia VS Darkrai Pics
560 Lean Mean Team Rocket Machine Return to the Basics, Team Rocket! Pics
M12 Arceus & The Jewel of Life Arceus - Towards Conquering Space-Time Pics
985 Alola, Kanto An Alola! in Kanto! Brock & Misty! Pics

 
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