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14 votes
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If you have a good competitive moveset for Mew, post an answer below and upvote the best ones. Movesets for any of its pre-evolutions can also be shared on this thread.

Be sure to include full set details in your post, e.g. items, abilities, natures and EVs. Some detail, including the intended game mode for your set, is also appreciated. Access the full list of guidelines here.

Mew Pokédex and learnset for reference.

Sprite

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41 Answers

5 votes

Well, I don't post movesets here. I find it difficult to come up with new and interesting sets.

However!

"There are so many movesets it can have."
Trachy

Ah so true, dear trachy.

My annoyer Mew which I like to use in UU.


MewMew(Mew [duh]) @ Leftovers
Mew
Trait: Synchronize
EVs: 248 HP / 252 SDef / 8 Spd
Calm Nature
- Substitute
- Roost
- Psychic
- Will-O-Wisp

Well now aint this cozy. A Special Wall Mew. Will-O-Wisp screws physical attackers, set up substitute, roost to your heart's delight. Psychic hates them guts abilities like Machamp and a few others who take a stroll in UU. Synchronize is also a hatin'. Cripple the cripplers as it is.

The most effective way to date for me to counter Heracross, is to set up a sub before he comes in, and then attack him with psychic. If I don't have that Sub up then I get OHKO'd by Megahorn. Guts ability prevents me from crippling him as well.

What else to say? I love it. Beautiful.

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True, good move set. But let's say a Pokèmon with Water Veil comes in? Any suggestions?
Houndoom and Incineroar say hi. :)
252 SpA Houndoom Dark Pulse vs. 248 HP / 252+ SpD Mew: 168-200 (41.6 - 49.6%) -- guaranteed 3HKO after Leftovers recovery

252+ Atk Incineroar Darkest Lariat vs. 248 HP / 0 Def Mew: 282-332 (69.9 - 82.3%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk burned Incineroar Darkest Lariat vs. 248 HP / 0 Def Mew: 141-166 (34.9 - 41.1%) -- 67.4% chance to 3HKO after Leftovers recovery

So Mew says Hi back :)
How can incenroar be burned?
also, what can mew do back to houndoom and incenroar?
If it meet houndoom and incineroar, the only thing it can do is either fainted, defeat them with struggle(almost impossible), or let them struggle to death(also likely to be impossible)
2 votes

Gen V

Mew @ Leftovers
Ability: Synchronize
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Flame Charge
- Swords Dance
- Sucker Punch
- Drain Punch

Physical sweeping Mew is awesome. Use Swords Dance to increase your attack, then use Flame Charge. It will do good enough damage comuing off Swords Dance boosts, and will raise your Speed. Sucker Punch deals with Ghost types and other Psychic types (who tend to carry around Shadow Ball) through priority. Drain Punch is just an awesome move, and provides good type coverage in addition to healing. Leftovers protects you from residual damage. Sweeper EVs.

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2 votes

Mew @ Leftovers
Ability: Synchronize
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Brine
- Super Fang
- Psychic
- Giga Drain


Super Fang + Brine combo. Super Fang to instantly damage any Pokemon that switches in, while Brine does double the damage the next turn. Coupled with SR or any entry hazards, it will potentially KO any non-Ghost foe. Psychic is STAB, and Giga Drain is for coverage.

Credits to: J98, Trachy, SF

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Thats pretty good, but a water type can stall that set, especially Water Dark types.
I like the Brine+Super Fang strategy. Speed is right though. Replace Flamethrower with Thunderbolt or Giga Drain and Shadow Ball with Psychic or Psyshock. Psychic/Psyshock should be able to take down most Grass type foes. And as for Water types, Super Fang follwed by a SE hit should be able to take them down.
Uhhh.. only water/dark is sharpedo/carvahna, and they have extremely frail defenses...
No there is Also Crawdaunt, and Hydregion also resists that.
Crawdaunt isn't going to be seen in the same tier as Mew, like ever.
I mean, there's the rare occasion that an idiot like me might throw him in a weather team, but for the most part he sticks to his stuff.

Hydreigon is always a noteable weakness, but having one pokemon be able to counter a set is good and fine, better than a majority.

I agree with Trachy. STAB and Thunderbolt / Giga drain will make it nice.

Love the thought of Super Fang + Brine btw.
2 votes

IMO this is the best Special Wall in UU

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Substitute
- Roost
- Night Shade / Seismic Toss
- Will-O-Wisp

With max HP EVs, Substitute takes 2 Seismic Toss to break with 101 HP. After a burn the Sub can usually take 2 or 3 hits from physical attackers. I prefer Night Shade over Seismic Toss just so Chandelure doesn't shut Mew down and force it out, which ruins its set up.

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2 votes

Mew @ Weakness Policy
Ability: Synchronize
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Rock Polish
- Psyshock
- Aura Sphere
- Dazzling Gleam / Roost

Sweeper. First, go for a Rock Polish. Then, hope your opponent goes for a move you are weak to. Then, sweep with Psyshock, Aura Sphere, and Dazzling Gleam. Psyshock is for STAB. Aura Sphere is for Dark coverage. Dazzling Gleam is for those pesky M-Sableyes that are immune to both of your previous attacks, but Roost can be an option for recovery if you don't play OU with this set.

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1 vote

Role: Double/Triple Battle Support

Mew @ Leftovers
Ability: Synchronize
EVs: 4 HP / 252 Def / 252 SpD
Timid Nature
- Aura Sphere
- Flamethrower
- Reflect
- Me First

Not your average Mew... Me First is pretty unexpected. You are gonna need those EVs in defenses and Reflect will help. Aura Sphere and Flamethrower get rid of those pesky Dark- and Bug-types.

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Me First doesn't have priority so it will fail if your slower than the opponent. If you use a speed reducing nature it might not work well.
thanks for the tip. i edited.
Vampire Mew? Awesome. At least that's what it looks like to me.
1 vote

Support Mew

Mew @ Leftovers
Ability: Synchronize
EVs: 58 HP / 200 SpA / 252 Spe
Timid Nature
- Taunt
- Heal Bell
- Volt Switch
- Ice Beam / Reflect / Light Screen


Taunt Supports by getting rid of annoying Pokemon that try to cripple your team or boost. Heal Bell heals crippled teammates. Volt Switch is coverage then switching. Ice Beam is more coverage, Reflect and Light Screen are for team support. I have always found it interesting that Mew looks like an unborn baby, and how it is said to be the beginning of all Pokemon, like unborn babies are the beginning of all life.

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Mew can't learn Aromatherapy. It can learn Heal Bell, which is essentially the same.
1 vote

Double/Triple Mew Physical

Mew @ Leftovers / Muscle Band / Kings Rock
Ability: Synchronize
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- Heal Bell
- Fire Punch / Reflect / Light Screen


Rock Slide hits multiple foes and is coverage. Earthquake hits everything and is coverage. Heal Bell restores team mates to normal condition. Fire Punch is coverage while Light Screen/Reflect is team support.

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Does equake affect everyone in a tripple battle
If in the middle yes, if on the side then the closest 3 Pokemon.
1 vote

Double/Triple Battle

Mew @ Life Orb / Smooth Rock
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Transform
- Tailwind
- Sandstorm
- Psychic

Okay, nobody cares about any moves besides Transform. That is right, this is a Transform Mew. Part of the classic Double Landorus and Excadrill Triple Battle team. Tranform into Landorus, then KO everything with the combined might of three of the most powerful Earthquakes of all time.

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1 vote

Mew @ Weakness Policy
Ability: Synchronize
EVs: 252 HP / 100 Def / 156 SpD
Bold Nature
- Amnesia
- Iron Defense
- Baton Pass
- Roost

This set works well with a speed passer like ninjask blaziken or scolipede. with some speedboosts it wil outspeed anything so you can use amnesia or iron defense or roost before they hit you. If you are lucky youre opponent wil hit you with a bug dark or ghost type attack. if you have maxed out youre defences you can use baton pass. use baton pass to go in a bulky sweeper like ttar. it wil have the speed to outspeed almost anything an it is indestructible.

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1 vote

This is a very handy Baton pass set which has helped me out a lot of times. You can choose from the physical or the special one.

Physical:

Mew @ Maranga Berry
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Flame Charge
- Roost
- Bulk Up
- Baton Pass

Special:

Mew @ Kee Berry
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Flame Charge
- Roost
- Calm Mind
- Baton Pass

So here's the logic:
For the physical set you will pass down Atk and Def boosts from Bulk Up, an SpD boost from the Maranga berry and Spe boosts from Flame Charge. A Careful nature because you don't need SpA but you do need the SpD boost. You should also put 252 EVs in SpD since you can already boost Def with Bulk Up. Roost is there to heal.

For the special set you will pass down SpA and SpD boosts from Calm Mind, a Def boost from the Kee berry and Spe boosts from Flame Charge. An Impish nature because you don't need SpA but you do need the Def boost. You should also put 252 EVs in Def since you can already boost SpD with Calm Mind. Roost is there to heal.

Furthermore, you should put 252 EVs on HP for maximum endurance and the 4 Atk Evs are just there for Flame Charge, although it really doesn't make a big difference.

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People gone gonna be bamboozled when they see a maxed Sp.A Mew use Flame Charge. I love it.
1 vote

Mew @ Chesto Berry
Ability: Synchronize
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Recycle
- Swagger
- Foul Play

Rest, Recycle, and a Chesto Berry is a great combo for a defensive Pokémon like Mew. Swagger confuses opponents at the cost of an attack boost. Max Defense/HP and a Bold nature helps Mew take those Physichal hits, and Foul Play gets a boost in power.

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I damn love this set.
1 vote

Mew
Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Fire Blast
- Nasty Plot
- Rock Polish

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Just be careful of Dark - Water types like Mega Sharpedo and Crawdaunt. They're perfect counters for this so Energy Ball is recommended over Rock Polish so they can be countered.
1 vote

Idk how it's possible to have no one come up with this. A pretty well known gimmick mew:
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 176 Def / 80 SpD
Calm Nature
IVs: 0 Atk
- Block
- Transform
- Imprison
- Roost
Essentially, you first block them in so they can't escape. You then imprison them, leading up to transform. They key to this whole set, they are trapped and can't use the same moves you have, which after transforming, is all their moves. Stuck, all they can do is struggle, and after 3 or four turns they faint, and you now have their Pokemon :). Oh, and Roost is to heal up if you attempt to use it against multiple opponents.

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Yeah sure it's creative and gimmicky but Knock Off Weavile, a common OU sweeper could kill it off easily. Here's some proof:

With lefties: 252+ Atk Weavile Knock Off (97.5 BP) vs. 252 HP / 176 Def Mew: 278-330 (68.8 - 81.6%) -- guaranteed 2HKO
2nd Knock Off: 252+ Atk Weavile Knock Off vs. 252 HP / 176 Def Mew: 186-222 (46 - 54.9%) -- guaranteed OHKO

Weavile @ Heavy-Duty Boots
Level: 100
Adamant Nature
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
- Triple Axel
- Knock Off
- Ice Shard
- Swords Dance

Weavile will always outspeed so Roost will be pointless since you can't pull it off and even x2 min. roll can 2HKO it. It could even SD twice and prepare to sweep if given the Jolly Nature. I'm not saying this set is bad, but common threats can easily make rid so I'd just stay away from this gimmicky set but if you think it does well against the pokemon you commonly face like Dusknoir then go for it.
1 vote

Mew @ Leftovers

Ability: Synchronize
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Transform
- Taunt
- Imprison
- Detect

So here's how it should go: Use Imprison or Taunt at the start of the battle, depends on the Pokemon you're facing, (if you used taunt, use imprison next) after using imprison you can either stall with detect or use transform, the Imprison + Transform combo will leave the enemy with no moves to use, making them deal damage to themselves by Struggle and do nothing the rest of the game.

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Transform can only be used once every time you switch in, and you don't have a move like Block to prevent switching. Pokemon also take no recoil if a defensive move like Detect is used so you MUST take the hits. Imprison also only works best with Transform so Imprison would be useless without it.
1 vote

Mew @ Damp Rock
Ability: Synchronize
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Attack
- Rain Dance
- Scald
- Hurricane
- Thunder

Explanation: Mew learns literally every single TM and TR in the game. So there are lots of options for this Pokemon. I decided to make a set for a rain team. First, set up the rain using Rain Dance. Scald gets boosted power from the rain and can burn opponents. This helps against physical attackers. Thunder and Hurricane are on this set because they have high base power and they always hit in rain. Thunder can paralyze and Hurricane can confuse, making it so that opponents might not be able to move. Damp Rock to extend the duration of rain.

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Nice, very unique +1
1 vote

Found this on Smogon at:
smogon.com/dex/ss/pokemon/mew/ou/

Gen 8 OU
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Cosmic Power
- Stored Power
- Body Press
- Roost

Use Cosmic Power and Roost to build up bulk and just spam Stored Power. Body Press deletes Dark Types. Use this with a 'mon that has Parting Shot to make setting up easier.

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0 votes

Double/Triple Mew Special

Mew @ Leftovers / Wise Glasses
Ability: Synchronize
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Blizzard
- Surf
- Thunderbolt / Air Cutter
- Heal Bell / Light Screen / Reflect


Blizzard hits all foes and is coverage. Surf hits everything and is coverage. Thunderbolt is coverage, Air Cutter hits all foes but is not very powerful. Heal Bell/Light Screen/Reflect choose your support move.

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0 votes

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 196 Def / 60 SpD
Careful Nature
- Super Fang
- Roost
- Transform
- Night Shade


An interesting set, that I'm actually using in a rain team of mine.

Super Fang breaks down walls, and that works well. Roost heals off HP, as he's gonna be taking hits a lot. Transform gives him the option to copy an opponents layout when they're low on hp ( Useful ) while Night Shade is instant damage to walls again, or to anything.

Kind of a wall breaker I guess. He can play a lot of roles.

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0 votes

Screwtheprez (Mew) @ Icy Rock
Ability: Synchronize
EVs: 204 HP / 252 SpA / 52 SpD
Modest Nature
- Will-O-Wisp
- Hail
- Volt Switch
- Blizzard

" Screw the president " - Josh

I'm Josh.

Will-O-Wisp makes this thing bulky and cripples sweepers. It's a nice slot to have on a lead to cripple lead sweeps and switch ins.
Hail sets up the weather in the case that you indeed to want to " Screw the president " and not use Obamasnow. Next Volt Switch + Blizzard is bolt-beam coverage. Blizzard actually hitting because of hail, and Volt Switch being an escaping attack to use after setting up hail. I personally love using Mew > Mr. President.

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