Camomons Water-type and Nasty Plot Mew [Done]

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a loser

I'm a loser, baby, so why don't you kill me?
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[SET]
name: Bulky Water-type
move 1: Flip Turn / Scald
move 2: Earth Power / Dazzling Gleam / Roost
move 3: Spikes / Stealth Rock / Defog
move 4: Roost / Will-O-Wisp / Volt Switch
item: Leftovers / Heavy-Duty Boots
ability: Synchronize
nature: Bold
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
Water-type Mew can select several great defensive typings that allow it to check various metagame threats and serve a valuable support role. Mew gets its Water typing from Flip Turn, which is a fairly weak move but allows it to be an effective pivot. Scald is another option that makes Mew less passive and can threaten foes with burns. In order to take on threats like Victini, Mew can run Earth Power for a Water / Ground typing to gain Electric-type immunity. This typing lets Mew resist Stealth Rock, which helps it stay healthy and check more offensive threats. Mew can opt for Dazzling Gleam so that it can take on certain Dragon-types like Garchomp and Salamence, as well as Dark / Fighting Lycanroc-D and Urshifu-S, but this opens it up to an Electric-type weakness, meaning it can't check Victini. Roost is a third option, granting Mew a Water / Flying typing to check Ground-types like Excadrill, Haxorus, and Landorus-T while still having a useful typing to resist Fighting. Mew has a plethora of support moves to choose from, and the best options are Spikes and Stealth Rock to chip the opposing team or Defog if the team needs entry hazard removal. Flying-type Mew can opt for Will-O-Wisp for its last move if not running Scald, or Volt Switch if not running Flip Turn. Leftovers are best for the Ground- and Fairy-type sets for passive recovery, while the Flying-type set needs Heavy-Duty Boots in order to come in on Stealth Rock reliably.

Setup sweepers such as Latias, Lycanroc-D, and Spectrier appreciate entry hazard support from Mew, as it allows them to break past threats more easily. Mew can also bring them in safely when pivoting with Flip Turn. Special wallbreakers like Dragapult and Spectrier appreciate Earth Power Mew's ability to pressure their checks like Unaware Clefable and Dark / Poison RegenVest Tornadus-T. Water-type Mew is highly threatened by Rillaboom's Grass-type STAB moves, so teammates like Poison / Fairy Cresselia and Steel / Flying Salamence help by easily switching into its attacks. Other Salamence variants like Dragon / Ghost can also help Mew's Fairy- and Flying-type sets by checking threats like Victini and Rillaboom.

[SET]
name: Nasty Plot
move 1: Hurricane
move 2: Thunderbolt
move 3: Nasty Plot
move 4: Soft-Boiled
item: Heavy-Duty Boots
ability: Synchronize
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Mew takes advantage of its solid bulk, offenses, and great longevity to become a threatening setup sweeper and late-game cleaner. Hurricane and Thunderbolt give Mew a great Flying / Electric typing and allow it to pressure various threats in the metagame. Hurricane has unreliable accuracy but is worth using due to its great Base Power and ability to hit threats like Landorus-T, Rillaboom, and Tornadus-T. Thunderbolt hits the Steel-types that resist Hurricane, like Magearna, opposing Mew, Reuniclus, and Scizor. Nasty Plot makes Mew extremely threatening even to specially defensive Pokemon like Blissey and RegenVest Slowking, as Mew can easily set up in front of them while healing away any damage it takes with Soft-Boiled. Soft-Boiled is chosen over Roost to prevent slower Ground-types like Hydreigon and Haxorus from hitting Mew while it has landed.

Physical attackers like Entei, Rillaboom, and Lycanroc-D appreciate Mew's ability to pressure their physically defensive checks, like Salamence, Slowbro, and Buzzwole. Both Magic Guard and Unaware Clefable have various means of punishing Mew and forcing it out, so Mew appreciates strong physical attackers like Garchomp and Heracross that threaten Clefable. These teammates can also set entry hazards to open up opportunities for Mew later. Water-types like Hydreigon and Latias are also good teammates, as they pressure bulky Ground-types like Garchomp and Heatran that resist Mew's attacks.

[STRATEGY COMMENTS]
Other Options
=============

Water-type defensive sets can run Volt Switch in the second slot alongside Scald for a Water / Electric typing to serve as a pivot and a Flying-resistant Pokemon, but this makes Mew vulnerable to Ground-types, as they can hit it super effectively and are immune to Volt Switch. Nasty Plot Mew can run various moves in its second slot to fit team needs, like Earth Power, Flamethrower, Scald, and many more. Outside of Earth Power variants, these sets also are dependent on Heavy-Duty Boots for more reliable longevity.

Checks and Counters
===================

**Clefable**: Unaware Clefable ignores Nasty Plot Mew's boosts and can cripple it with Knock Off and Toxic while gaining momentum with moves like Stealth Rock and Teleport. Offensive Thunderbolt Clefable resists Mew's STAB moves and can set up with Calm Mind to force Mew out.

**Rillaboom**: Rillaboom's Terrain-boosted Grass-type STAB moves heavily threaten bulky Water-type Mew, even Water / Flying set variants, as a Life Orb-boosted Wood Hammer cleanly 2HKOes it.

**Latios**: Electric-type variants of Latios such as Electric / Water and Electric / Dragon can easily switch into both Water-type and Nasty Plot Mew, resisting all of its STAB moves bar Dazzling Gleam and threatening it out with Draco Meteor, Surf, and Thunderbolt. These variants can also use Mew as setup fodder to accumulate Calm Mind boosts while healing off any chip with Recover.

**Special Attackers**: With Mew investing in physical bulk, strong special attackers like Latios, Porygon-Z, and Spectrier all threaten it with strong boosted attacks and can also cripple Mew with moves like Trick and Taunt.

[CREDITS]
- Written by: [[a loser, 410702]]
- Quality checked by: [[In The Hills, 324242], [The Number Man, 475804]]
- Grammar checked by: [[deetah, 297659]]
 
Last edited:

in the hills

spreading confusion
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[SET]
name: Bulky Water-type
move 1: Flip Turn / Scald
move 2: Earth Power / Dazzling Gleam / Roost
move 3: Spikes / Stealth Rock / Defog
move 4: Roost / Will-O-Wisp / Volt Switch
item: Leftovers / Heavy-Duty Boots
ability: Synchronize
nature: Bold
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
Water-type Mew can select several great defensive typings that allow it to check various metagame threats and serve a valuable support role. Mew gets its Water typing from Flip Turn, which is a fairly weak move but allows it to be an effective pivot. Scald is another option that makes Mew less passive and can threaten foes with burns. In order to take on threats like Victini and Zeraora, Mew runs Earth Power for a Water / Ground typing to gain Electric-type immunity. This typing lets Mew resist Stealth Rock, which helps it stay healthy and check more offensive threats. Mew can opt for Dazzling Gleam so that it can take on certain Dragon-types like Garchomp and Salamence,(AC) as well as and Dark / Fighting Lycanroc-D and Urshifu, but this opens it up to an Electric-type weakness, meaning it can't check Victini and Zeraora. Roost is a third option, granting Mew a Water / Flying typing to check Ground-types like Excadrill, Haxorus, and Landorus-T while still having a useful Fighting-type resist. Mew has a plethora of support moves to choose from, and the best options are Spikes or Stealth Rock to chip the opposing team or Defog if the team needs entry hazard removal. Flying-type Mew can opt for Will-O-Wisp for its last move if not running Scald or Volt Switch if not running Flip Turn. Leftovers are best for the Ground- and Fairy-type sets for passive recovery while the Flying-type set needs Heavy-Duty Boots in order to come in on Stealth Rock reliably.

Setup sweepers such as Latias, Lycanroc-D, and Spectrier appreciate hazard support from Mew as it allows them to break past threats easier. Mew can also bring them in safely when pivoting with Flip Turn. Special breakers like Dragapult and Spectrier appreciate Earth Power Mew's ability to pressure their checks like Unaware Clefable and Dark / Poison RegenVest Tornadus-T. Water-type Mew is highly threatened by Rillaboom's Grass-type STAB moves, so teammates like Poison / Fairy Cresselia and Steel / Flying Salamence help by easily switching into its attacks. Other Salamence variants like Dragon / Ghost can also help Mew's Fairy- and Flying-type sets by checking threats like Victini and Zeraora.

[SET]
name: Nasty Plot
move 1: Hurricane
move 2: Thunderbolt
move 3: Nasty Plot
move 4: Soft-Boiled
item: Heavy-Duty Boots
ability: Synchronize
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Mew takes advantage of its solid bulk, offenses, and great longevity to become a threatening setup sweeper and late-game cleaner. Hurricane and Thunderbolt give Mew a great Flying / Electric typing that is hard to break through and allows Mew to pressure various threats in the metagame. Hurricane has unreliable accuracy but is worth using due to its great Base Power and ability to hit a large portion of the metagame hard (Examples?). Thunderbolt hits the Steel-types hoping to resist Hurricane, like Garchomp (most Steel-type Garchomp are also Electric-resistant) Reuniclus (or Scizor if you were going for something offensive, or both lol), Magearna, and opposing Mew. Nasty Plot makes Mew extremely threatening even to specially defensive Pokemon like Blissey and RegenVest Slowking, (AC) as Mew can easily set up in front of them while healing away any damage it takes with Soft-Boiled. Soft-Boiled is chosen over Roost to prevent slower Ground-types like Hydreigon and Haxorus from predicting it and hitting Mew while it has landed.

Hurricane Mew fits well on rain teams as its best STAB move is boosted to 100% accuracy (this is probably more of a tangent than a suggestion, but I'm not sure if it's worth mentioning the fact that it faces competition from Zapdos, which has more immediate power and Weather Ball at the cost of NP, in this sense. just a thought i guess lol). Physical attackers like Entei, Rillaboom, and Lycanroc-D appreciate Mew's ability to pressure their physically defensive checks, like Salamence, Slowbro, and Buzzwole. Mew is easily kept in check by Unaware Clefable, which can punish Mew with Knock Off and Toxic and set Stealth Rock to limit Mew's ability to enter battle safely. Offensive Clefable can also set up alongside Mew with Calm Mind and resist its STAB moves when using Fairy / Electric typing. Strong physical attackers like Garchomp and Heracross threaten Clefable, are usually not threatened by Unaware Clefable's attacks, and can set entry hazards of their own as well to open up opportunities for Mew later. (maybe try to find a way to condense these last 3 sentences, because i wasnt sure where you were going with it at first despite it being factually correct)

[STRATEGY COMMENTS]
Other Options
=============

Water-type defensive sets can run Volt Switch in the second slot alongside Scald for a Water / Electric typing to serve as a pivot and a Flying resist, but this opens Mew up to a Ground-type weakness and a natural immunity to its STAB move (what's this mean?). Nasty Plot Mew can run various moves in its second slot to fit team needs, like Earth Power, Flamethrower, Scald, and many more. Outside of Earth Power variants, these sets also are dependent on Heavy-Duty Boots for more reliable longevity.

Checks and Counters
===================

**Clefable**: Unaware Clefable ignores Nasty Plot Mew's boosts and can cripple it with Knock Off and Toxic while gaining momentum with moves like Stealth Rock and Teleport. Offensive Thunderbolt Clefable resists Mew's STAB moves and can set up with Calm Mind to force Mew out.

**Rillaboom**: Rillaboom's terrain-boosted Grass STAB moves heavily threaten Bulky Water-type Mew, (for clarity) even Water / Flying Mew, as Life Orb Wood Hammer cleanly 2HKOes and Mew doesn't benefit from terrain healing as it isn't grounded.

**Special Attackers**: With Mew investing in physical bulk, strong special attackers like Latios, Porygon-Z, and Spectrier all threaten it with strong choice or stat-boosted attacks and can also cripple Mew with moves like Trick and Taunt.

[CREDITS]
- Written by: [[a loser, 410702]]
- Quality checked by: [[In The Hills, 324242], [username2, userid2]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
Add Remove Comment
QC 1/2

Really great work! I had a few more comments than usual but that's just me having a lot of thoughts about Mew rather than anything you did lol
 
[SET]
name: Bulky Water-type
move 1: Flip Turn / Scald
move 2: Earth Power / Dazzling Gleam / Roost
move 3: Spikes / Stealth Rock / Defog
move 4: Roost / Will-O-Wisp / Volt Switch
item: Leftovers / Heavy-Duty Boots
ability: Synchronize
nature: Bold
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
Water-type Mew can select several great defensive typings that allow it to check various metagame threats and serve a valuable support role. Mew gets its Water typing from Flip Turn, which is a fairly weak move but allows it to be an effective pivot. Scald is another option that makes Mew less passive and can threaten foes with burns. In order to take on threats like Victini and Zeraora, Mew runs Earth Power for a Water / Ground typing to gain Electric-type immunity. This typing lets Mew resist Stealth Rock, which helps it stay healthy and check more offensive threats. Mew can opt for Dazzling Gleam so that it can take on certain Dragon-types like Garchomp and Salamence, as well as Dark / Fighting Lycanroc-D and Urshifu, but this opens it up to an Electric-type weakness, meaning it can't check Victini and Zeraora. Roost is a third option, granting Mew a Water / Flying typing to check Ground-types like Excadrill, Haxorus, and Landorus-T while still having a useful Fighting-type resist. Mew has a plethora of support moves to choose from, and the best options are Spikes or Stealth Rock to chip the opposing team or Defog if the team needs entry hazard removal. Flying-type Mew can opt for Will-O-Wisp for its last move if not running Scald or Volt Switch if not running Flip Turn. Leftovers are best for the Ground- and Fairy-type sets for passive recovery while the Flying-type set needs Heavy-Duty Boots in order to come in on Stealth Rock reliably.

Setup sweepers such as Latias, Lycanroc-D, and Spectrier appreciate hazard support from Mew as it allows them to break past threats easier. Mew can also bring them in safely when pivoting with Flip Turn. Special breakers like Dragapult and Spectrier appreciate Earth Power Mew's ability to pressure their checks like Unaware Clefable and Dark / Poison RegenVest Tornadus-T. Water-type Mew is highly threatened by Rillaboom's Grass-type STAB moves, so teammates like Poison / Fairy Cresselia and Steel / Flying Salamence help by easily switching into its attacks. Other Salamence variants like Dragon / Ghost can also help Mew's Fairy- and Flying-type sets by checking threats like Victini and Zeraora.

[SET]
name: Nasty Plot
move 1: Hurricane
move 2: Thunderbolt
move 3: Nasty Plot
move 4: Soft-Boiled
item: Heavy-Duty Boots
ability: Synchronize
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Mew takes advantage of its solid bulk, offenses, and great longevity to become a threatening setup sweeper and late-game cleaner. Hurricane and Thunderbolt give Mew a great Flying / Electric typing and allows Mew to pressure various threats in the metagame. Hurricane has unreliable accuracy but is worth using due to its great Base Power and ability to hit threats like Landorus-T, Rillaboom, and Tornadus-T. Thunderbolt hits the Steel-types hoping to resist Hurricane, like Magearna, opposing Mew, Reuniclus, and Scizor. Nasty Plot makes Mew extremely threatening even to specially defensive Pokemon like Blissey and RegenVest Slowking, as Mew can easily set up in front of them while healing away any damage it takes with Soft-Boiled. Soft-Boiled is chosen over Roost to prevent slower Ground-types like Hydreigon and Haxorus from hitting Mew while it has landed.

Physical attackers like Entei, Rillaboom, and Lycanroc-D appreciate Mew's ability to pressure their physically defensive checks, like Salamence, Slowbro, and Buzzwole. Both Magic Guard and Unaware Clefable have various means of punishing Mew and forcing it out, so Mew appreciates strong physical attacking teammates like Garchomp and Heracross threaten Clefable. These teammates can also set entry hazards to open up opportunities for Mew later. Water-types like Hydreigon and Latias are also good teammates as they pressure bulky Ground-types like Garchomp and Heatran that resist Mew's attacks.

[STRATEGY COMMENTS]
Other Options
=============

Water-type defensive sets can run Volt Switch in the second slot alongside Scald for a Water / Electric typing to serve as a pivot and a Flying resist, but this makes Mew vulnerable to Ground-types as they can hit Mew super effectively and are immune to Volt Switch. Nasty Plot Mew can run various moves in its second slot to fit team needs, like Earth Power, Flamethrower, Scald, and many more. Outside of Earth Power variants, these sets also are dependent on Heavy-Duty Boots for more reliable longevity.

Checks and Counters
===================

**Clefable**: Unaware Clefable ignores Nasty Plot Mew's boosts and can cripple it with Knock Off and Toxic while gaining momentum with moves like Stealth Rock and Teleport. Offensive Thunderbolt Clefable resists Mew's STAB moves and can set up with Calm Mind to force Mew out.

**Rillaboom**: Rillaboom's terrain-boosted Grass STAB moves heavily threaten bulky Water-type Mew, even Water / Flying Mew, as Life Orb Wood Hammer cleanly 2HKOes and Mew doesn't benefit from terrain healing as it isn't grounded.

**Latios**: Electric type variants of Latios such as Electric/Water and Electric/Dragon can easily switch into both Water-type Mew as well as Nasty Plot Mew, resisting all of Mew's STAB moves and threatening it out with Draco Meteor, Surf or use it as setup fodder to accumulate Calm Mind boosts, while healing off any chip with Recover.

**Special Attackers**: With Mew investing in physical bulk, strong special attackers like Latios, Porygon-Z, and Spectrier all threaten it with strong choice or stat-boosted attacks and can also cripple Mew with moves like Trick and Taunt.

I think Latios deserves a special mention here, since it can more or less freely come in on Mew (similarly to Tbolt Clef), heal off any chip and force it out due to the threat of Calm Mind boosts (As opposed to PZ and Spect who get worn down due to no recovery).

[CREDITS]
- Written by: [[a loser, 410702]]
- Quality checked by: [[In The Hills, 324242], [username2, userid2]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
Great work, I just have one minor suggestion. QC 2/2 once implemented
 
this is an amcheck (amateur check), meaning none of these changes need to be implemented, im simply interested in giving feedback unofficially


add remove comments - AC = add comma, AS = remove space, RC = remove comma, RS = remove space
[SET]
name: Bulky Water-type
move 1: Flip Turn / Scald
move 2: Earth Power / Dazzling Gleam / Roost
move 3: Spikes / Stealth Rock / Defog
move 4: Roost / Will-O-Wisp / Volt Switch
item: Leftovers / Heavy-Duty Boots
ability: Synchronize
nature: Bold
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
Water-type Mew can select several great defensive typings that allow it to check various metagame threats and serve a valuable support role. Mew gets its Water typing from Flip Turn, which is a fairly weak move but one that allows it to be an effective pivot. Scald is another option that makes Mew less passive and can threaten foes with burns. In order to take on threats like Victini, Mew runs can run Earth Power for a Water / Ground typing to gain Electric-type immunity immunity to Electric-type moves (it is not immediately clear what "electric-type immunity" means, imo). This typing lets Mew it resist Stealth Rock, which helps it stay healthy and check more offensive threats. Mew can opt for Dazzling Gleam instead so that it can to take on certain Dragon-types like Garchomp and Salamence, as well as Dark / Fighting Lycanroc-D and Urshifu, but this opens it up to an Electric-type weakness, meaning it can't check Victini (fairly iffy on the second half of this sentence, as the importance of checking victini was referenced when talking about earth power). Roost is a third option, granting Mew a Water / Flying typing to check Ground-types like Excadrill, Haxorus, and Landorus-T while still having a useful Fighting-type resist resistance. Mew has a plethora of support moves to choose from, and the best options are Spikes or Stealth Rock to chip the opposing team or Defog if the team needs entry hazard removal. Flying-type Mew can opt for Will-O-Wisp for as its last move if not running Scald or Volt Switch if not running Flip Turn. Leftovers are best for the Ground- and Fairy-type sets for passive recovery (redundant to state exactly what the item does) while the Flying-type set needs Heavy-Duty Boots in order to come in on Stealth Rock reliably.

Setup sweepers such as Latias, Lycanroc-D, and Spectrier appreciate hazard support from Mew as it allows them to break past threats easier more easily. Mew can also bring them in safely when pivoting with Flip Turn. Special wallbreakers like Dragapult and Spectrier appreciate benefit from (verb variety would help here imo) Earth Power Mew's ability to pressure their checks like Unaware Clefable and Dark / Poison RegenVest Tornadus-T. Water-type Mew is highly threatened by Rillaboom's Grass-type STAB moves, so teammates like Poison / Fairy Cresselia and Steel / Flying Salamence help by easily switching into its attacks. Other Salamence variants like Dragon / Ghost can also (i dont think also fits here but await a second opinion) help Mew's Fairy- and Flying-type sets by checking threats like Victini and Rillaboom.

[SET]
name: Nasty Plot
move 1: Hurricane
move 2: Thunderbolt
move 3: Nasty Plot
move 4: Soft-Boiled
item: Heavy-Duty Boots
ability: Synchronize
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Mew takes advantage of its solid bulk, offenses, and great longevity to become a threatening setup sweeper and late-game cleaner. Hurricane and Thunderbolt give Mew a great Flying / Electric typing and allows allow Mew to pressure various threats in the metagame. Hurricane has unreliable accuracy but is worth using due to its great Base Power and ability to hit threats like Landorus-T, Rillaboom, and Tornadus-T. Thunderbolt hits the Steel-types hoping to resist Hurricane, like Magearna, opposing Mew, Reuniclus, and Scizor. Nasty Plot makes Mew extremely threatening dangerous (threatening and threats have been used a lot imo) even to specially defensive Pokemon like Blissey and RegenVest Slowking, as Mew it can easily set up in front of on them while healing away any damage it takes with Soft-Boiled. Soft-Boiled is chosen over Roost to prevent slower Ground-types like Hydreigon and Haxorus from hitting Mew while it has landed. (shouldnt a type combination be provided for these two pokemon?)

Physical attackers like Entei, Rillaboom, and Lycanroc-D appreciate Mew's ability to pressure their physically defensive checks, like Salamence, Slowbro, and Buzzwole. Both Magic Guard and Unaware Clefable have various means of punishing Mew and forcing it out, so Mew appreciates works well with (again, verb variety) strong physical attacking teammates like Garchomp and Heracross, who threaten Clefable. These teammates can also set entry hazards to open up opportunities for Mew it later. Water-types like Hydreigon and Latias are also good teammates as they pressure bulky Ground-types like Garchomp and Heatran(AC) that which resist Mew's attacks. (once again asking, shouldnt type combos be provided here?)

[STRATEGY COMMENTS]
Other Options
=============

Water-type defensive sets can run Volt Switch in the second slot moveslot alongside Scald for a Water / Electric typing to serve as a pivot and a Flying resist, but this makes Mew vulnerable to Ground-types as they can hit Mew super effectively and are immune to Volt Switch. Nasty Plot Mew can run use various moves in its second slot to fit team needs, like Earth Power, Flamethrower, Scald, and many more. Outside of Earth Power variants, these sets also are dependent on Heavy-Duty Boots for more reliable longevity.

Checks and Counters
===================

**Clefable**: Unaware Clefable ignores Nasty Plot Mew's boosts and can cripple it with Knock Off and Toxic while gaining momentum with moves like Stealth Rock and Teleport. Offensive Thunderbolt Clefable resists Mew's STAB moves and can set up with Calm Mind to force Mew it out.

**Rillaboom**: Rillaboom's terrain-boosted Grass STAB moves heavily threaten bulky Water-type Mew, even Water / Flying Mew sets, as Life Orb Wood Hammer cleanly 2HKOes and Mew doesn't benefit from terrain healing as it isn't grounded.

**Latios**: Electric-type variants of Latios such as Electric / Water and Electric / Dragon can easily switch into both Water-type and Nasty Plot Mew, resisting all of Mew's STAB moves bar Dazzling Gleam and threatening it out with Draco Meteor, Surf, and Thunderbolt, or use it as setup fodder to accumulate Calm Mind boosts while healing off any chip with Recover.

**Special Attackers**: With Mew investing in physical bulk, strong special attackers like Latios, Porygon-Z, and Spectrier all threaten it with strong potent (strong was used 1 sentence ago, so it looks weird imo) Choice- or stat-boosted attacks and can also cripple Mew with moves like Trick and or (pretty sure "or" is the grammatically correct word here) Taunt.

[CREDITS]
- Written by: [[a loser, 410702]]
- Quality checked by: [[In The Hills, 324242], [The Number Man, 475804]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
 

deetah

Delicate as silk
is a Site Content Manageris a Top Social Media Contributoris an Artistis a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a Top Contributoris a Smogon Media Contributor
GP & SocMed Lead
Add Remove Comments (AC) = Add Comma (AP) = Add Period
Added some of tenzhii's changes that I agreed with into my own check.

GP 1/1 (Was told that Camomons analyses only need one check but I'm not sure, up to mods)

Mona_Stamp.gif


[SET]
name: Bulky Water-type
move 1: Flip Turn / Scald
move 2: Earth Power / Dazzling Gleam / Roost
move 3: Spikes / Stealth Rock / Defog
move 4: Roost / Will-O-Wisp / Volt Switch
item: Leftovers / Heavy-Duty Boots
ability: Synchronize
nature: Bold
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
Water-type Mew can select several great defensive typings that allow it to check various metagame threats and serve a valuable support role. Mew gets its Water typing from Flip Turn, which is a fairly weak move but allows it to be an effective pivot. Scald is another option that makes Mew less passive and can threaten foes with burns. In order to take on threats like Victini, Mew runs can run Earth Power for a Water / Ground typing to gain Electric-type immunity. This typing lets Mew resist Stealth Rock, which helps it stay healthy and check more offensive threats. Mew can opt for Dazzling Gleam so that it can take on certain Dragon-types like Garchomp and Salamence, as well as Dark / Fighting Lycanroc-D and Urshifu (Specify whether you mean Urshifu-S or Urshifu-R, if you're referring to both either list them both separately or write "both Urshifu formes"), but this opens it up to an Electric-type weakness, meaning it can't check Victini. Roost is a third option, granting Mew a Water / Flying typing to check Ground-types like Excadrill, Haxorus, and Landorus-T while still having a useful Fighting-type typing to resist Fighting. Mew has a plethora of support moves to choose from, and the best options are Spikes or and Stealth Rock to chip the opposing team or Defog if the team needs entry hazard removal. Flying-type Mew can opt for Will-O-Wisp for its last move if not running Scald, (AC) or Volt Switch if not running Flip Turn. Leftovers are best for the Ground- and Fairy-type sets for passive recovery, (AC) while the Flying-type set needs Heavy-Duty Boots in order to come in on Stealth Rock reliably.

Setup sweepers such as Latias, Lycanroc-D, and Spectrier appreciate entry hazard support from Mew, (AC) as it allows them to break past threats easier more easily. Mew can also bring them in safely when pivoting with Flip Turn. Special wallbreakers like Dragapult and Spectrier appreciate Earth Power Mew's ability to pressure their checks like Unaware Clefable and Dark / Poison RegenVest Tornadus-T. Water-type Mew is highly threatened by Rillaboom's Grass-type STAB moves, so teammates like Poison / Fairy Cresselia and Steel / Flying Salamence help by easily switching into its attacks. Other Salamence variants like Dragon / Ghost can also help Mew's Fairy- and Flying-type sets by checking threats like Victini and Rillaboom.

[SET]
name: Nasty Plot
move 1: Hurricane
move 2: Thunderbolt
move 3: Nasty Plot
move 4: Soft-Boiled
item: Heavy-Duty Boots
ability: Synchronize
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Mew takes advantage of its solid bulk, offenses, and great longevity to become a threatening setup sweeper and late-game cleaner. Hurricane and Thunderbolt give Mew a great Flying / Electric typing and allows Mew allow it to pressure various threats in the metagame. Hurricane has unreliable accuracy but is worth using due to its great Base Power and ability to hit threats like Landorus-T, Rillaboom, and Tornadus-T. Thunderbolt hits the Steel-types hoping to that resist Hurricane, like Magearna, opposing Mew, Reuniclus, and Scizor. Nasty Plot makes Mew extremely threatening even to specially defensive Pokemon like Blissey and RegenVest Slowking, as Mew can easily set up in front of them while healing away any damage it takes with Soft-Boiled. Soft-Boiled is chosen over Roost to prevent slower Ground-types like Hydreigon and Haxorus from hitting Mew while it has landed.

Physical attackers like Entei, Rillaboom, and Lycanroc-D appreciate Mew's ability to pressure their physically defensive checks, like Salamence, Slowbro, and Buzzwole. Both Magic Guard and Unaware Clefable have various means of punishing Mew and forcing it out, so Mew appreciates strong physical attacking teammates attackers like Garchomp and Heracross that threaten Clefable. These teammates can also set entry hazards to open up opportunities for Mew later. Water-types like Hydreigon and Latias are also good teammates, (AC) as they pressure bulky Ground-types like Garchomp and Heatran that resist Mew's attacks.

[STRATEGY COMMENTS]
Other Options
=============

Water-type defensive sets can run Volt Switch in the second slot alongside Scald for a Water / Electric typing to serve as a pivot and a Flying resist Flying-resistant Pokemon, but this makes Mew vulnerable to Ground-types, (AC) as they can hit Mew it super effectively and are immune to Volt Switch. Nasty Plot Mew can run various moves in its second slot to fit team needs, like Earth Power, Flamethrower, Scald, and many more. Outside of Earth Power variants, these sets also are dependent on Heavy-Duty Boots for more reliable longevity.

Checks and Counters
===================

**Clefable**: Unaware Clefable ignores Nasty Plot Mew's boosts and can cripple it with Knock Off and Toxic while gaining momentum with moves like Stealth Rock and Teleport. Offensive Thunderbolt Clefable resists Mew's STAB moves and can set up with Calm Mind to force Mew out.

**Rillaboom**: Rillaboom's Terrain-boosted (Capitalize) Grass-type STAB moves heavily threaten bulky Water-type Mew, even Water / Flying Mew set variants, as a Life Orb-boosted Wood Hammer cleanly 2HKOes and Mew doesn't benefit from terrain healing as it isn't grounded it.

**Latios**: Electric-type variants of Latios such as Electric / Water and Electric / Dragon can easily switch into both Water-type and Nasty Plot Mew, resisting all of Mew's its STAB moves bar Dazzling Gleam and threatening it out with Draco Meteor, Surf, and Thunderbolt. (AP) or These variants can also use it Mew as setup fodder to accumulate Calm Mind boosts while healing off any chip with Recover. (Broke long sentence into two)

**Special Attackers**: With Mew investing in physical bulk, strong special attackers like Latios, Porygon-Z, and Spectrier all threaten it with strong choice or stat-boosted boosted attacks and can also cripple Mew with moves like Trick and Taunt.

[CREDITS]
- Written by: [[a loser, 410702]]
- Quality checked by: [[In The Hills, 324242], [The Number Man, 475804]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
 
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