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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

0 votes

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

One of my new favorite sets. EVs give bulk and speed.
Swords Dance, well...boosts Attack! What else can be said? xD
Flame Charge is a way of doing damage, but raising Speed. Even at base 40, it will hurt after Swords Dance.
Zen Headbutt is STAB, and also hurts after Swords Dance.
Drain Punch ALSO hurts after Swords Dance. It'll restore your health if it's running low.

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Annoying Mew (Mew) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
~ Thunder Wave
~ Will-O-Wisp
~ Transform
~ Psyshock / Psychic

This set is highly annoying as well as particularly useful. This Mew acts as a useful lead and has great speed allowing it to cripple fast or physical attackers with the status of your choice. Then, if the Pokemon has used a set-up move, such as Quiver/Swords Dance, etc, you can steal the stat boost and be better off than the opponent after crippling it's speed or attack stat and performing a sweep with their Pokemon instead via Transform. The extra HP helps to beat out the opponent after a Transform and Psyshock allows you to attack frail Fighting/Poison-types with STAB.

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Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 4 Def / 4 SpD / 252 Spe
Timid Nature
- Flamethrower
- Aura Sphere
- Dazzling Gleam
- Psyshock / Psychic

This is a fast special sweeper, slightly bulky with all those EVs. Flamethrower is for type coverage against Bug-types, Aura Sphere for Dark, Dazzling Gleam also for Dark and Ghost. Psyshock / Psychic for STAB.

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Tricky Mew

Mew @ Assault Vest
Ability: Synchronize
EVs: 4 Def / 252 Atk / 252 Spe
Impish / Adamant Nature
- Sucker Punch
- Drain Punch
- Earthquake / Leech Life
- Fake Out

This set is actually pretty cool. A lot people tend to keep fragile leads in on Mew, thinking they can OHKO him. Your only real problem is Knock Off.
Use Fake Out first. Sucker Punch is priority, Earthquake is coverage. Drain Punch increases your life span. Leech Life is also an option, because a lot of other Psychics tend to switch into this.
Adamant nature for more power, Impish for longevity.

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Is "SPD" speed or special defense?
speed.
imma fix it...
thanks
Um.. I don’t get your explanation very well.  Why do people tend to keep fragile leads, and what does fragile leads mean. Who thinks that, you or the opponent (people tend to keep  fragile leads). What does OHKO mean. Why is Knock a problem. I also have more questions. So in total, can you explain your strategy more so people could understand. I know a little but not a lot. Please help me!
Sure! A "lead" is the first pokemon you send out in a battle. A "fragile lead" is a pokemon with low defenses and/or low health. Because Mew can learn so many moves, he is often (in my experience) used as mainly an attacker, so people don't expect him to be bulky (defense-oriented). "OHKO" is an abbreviation for "One-hit-Knock-out". Knock off, and other item-stealing moves are a problem because they remove Mew's Assault vest, which lowers his Special Defense.
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Shiny haha (Mew) @ Mewium Z
Ability: Synchronize
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Psychic
- Aura Sphere
- Fire Blast / Flamethrower

Nasty Plot to set up.
Aura Sphere and Fire Blast/Flamethrower For coverage.
Psychic for STAB and Genesis Supernova.
Hope this helped ya :D
PS: it doesn't have to be a shiny.

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Actually, if (Shiny Haha) is nickname, then it were to get imported to PS! teambuilder, it will take "Shiny Haha" as a Pokemon, not nickname. As such, if Shiny haha is a nickname, it should be without brackets and mew in brackets.
I.e.
Shiny haha (Mew) @ Mewium Z  
Ability: Synchronize  
EVs: 4 HP / 252 SpA / 252 Spe  
Timid Nature  
- Nasty Plot  
- Psychic  
- Aura Sphere  
- Fire Blast/ Flamethrower
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Gen 7 / Gen 8 (Why haven't I seen a Z-Set yet?)

Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Jolly Nature
- Aura Sphere
- Dark Pulse / Shadow Ball
- Dazzling Gleam
- Psychic

  • Aura Sphere: Perfect Dark-type coverage.
  • Dark Pulse / Shadow Ball: Someone may send in another Psychic-type.
  • Dazzling Gleam: Yet another coverage move.
  • Psychic: STAB, + Makes Genesis Supernova available.

(Feedback is appreciated.)

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Jolly lowers special attack, do you mean Timid?
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Mew
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 128 Def / 128 SpD
Sassy Nature
- Will-O-Wisp
- Skitter Smack
- Roost
- Psychic

• Will-O-Wisp: Cripple physical mons
• Skitter Smack: Cripple special mons
• Roost: Recovery
• Psychic: STAB

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0 votes

This is the Mew I use in Gen 8 Monotype.

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 96 Def / 32 SpA / 128 SpD
Bold Nature
- Calm Mind
- Iron Defense
- Stored Power
- Dazzling Gleam / Roost / Agility

Stored Power Sweeper. EVs and nature make it a mixed wall. Set up with Calm Mind and Iron Defense so you're nearly indestructible. I use Dazzling Gleam in the last slot for Dark coverage, but originally had Agility for Speed. Roost can be used too, as it provides instant healing.

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YGMew (Mew) @ Twisted Spoon
Ability: Synchronize
EVs: 252 Atk / 252 SpA / 4 Spe
Naive Nature
- Mystical Fire
- Fly
- Megahorn
- Psychic

This set was initially made to counter my friend's Grass-main team. With this set, you always have something that you can hit the opponent with. The EV spread allows Mew to function as a mixed attacker, while the nature sacrifices special defense for speed. Mystical Fire turns things like Kartana into crispy chicken dinners, Fly takes down things like Breloom, Megahorn rips things like Shiftry limb from limb, and Psychic is there as a powerful STAB. If you transfer this set from Gen 8 to Gen 7, you can potentially switch the Twisted Spoon for a Mewnium Z and let Psychic hit even harder. I'd personally combine this set with something that has Nasty Plot, Swords Dance, and Baton Pass. Bring in your booster first, set up Swords Dance and Nasty Plot, Baton Pass those over to Mew, and then just let Mew destroy the other team.

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Fly's usually bad. The opponent can just switch out.
Yeah, but I tried to pick the most powerful moves that had the least recoil so yeah. I forget whether or not I could put in Aerial Ace.
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Doubles OU

Mew @ Sitrus Berry / Mental Herb
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Fake Out
- Tailwind
- Taunt
- Helping Hand / Pollen Puff

Fake Out is to flinch an opponent, allowing your ally to attack or set up more safely. It can also be used to stop opposing Pokémon from using Fake Out, since Mew is one of the fastest Fake Out users in the metagame. Tailwind doubles your teams speed for 4 turns. Taunt prevents the opponent from setting up Trick Room (if they have it) and even Protect, leaving them much more vulnerable. Helping Hand powers up your ally's attack while Pollen Puff heals them and prevents Mew from being completely ruined by Taunt (which is what the Mental Herb is for).

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Gen 8 UU


Mew @ Red Card / Leftovers / Heavy-Duty Boots
Ability: Synchronize
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Future Sight
- Spikes
- Teleport
- Knock Off / Roost / Soft-Boiled

Probably UU's best Spiker. Future Sight is great utility that makes teammates harder to switch into, Teleport can be used to pivot into something like Moltres or Keldeo while the enemy switches to a Steel type or a Dark type such as Scizor or Krookodile to evade Future Sight. The negative priority is really nice. Spikes chip the enemy as it comes in and are incredibly utility on all sorts of teams. Knock Off can be used for crippling walls and offensive Pokemon switching in even further in conjunction with Spikes and Future Sight. Roost or Soft-Boiled can be used instead to be able to set Spikes up more consistently throughout a game.

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you do realize teleport is trash in gen 7 right
it was regular priority
Oh **** lol I meant gen 8
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Gen 1
Mew
Stat Experience: Max them all
- Swords Dance
- Earthquake
- Body Slam
- Soft-Boiled
In Gen 1, there are no items your Pokemon can hold. Stat Experience is like EVs, except every time you defeat a Pokemon, you get their EVs converted into its highest stat. You want to max them all, obviously so you can do the most damage, tank hits well, etc. Swords Dance boosts your Attack to sky high levels. Earthquake beats Gengar, and other Pokemon that wall it if it doesn't have Earthquake. Body Slam is powerful with Swords Dance, and can paralyze. Soft Boiled is healing.

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0 votes

Mew @ Leftovers
Ability: Synchronize
EVs: 200 HP / 56 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Ice Beam
- Taunt
- Psyshock

This is a lead Mew. Psyshock is STAB. Ice Beam is for opposing Lando-T. Taunt keeps opponents from getting Stealth Rocks up.

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0 votes

Thanks for the boosts (Mew) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Imprison
- Transform
- Roost
- Encore or anything else you'd like

Use imprison, then transform so that the opposing Pokemon can only use struggle. I usually use this on minimize users, but you can use this on anything that annoys you :)

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And what if the opponent switches after you transform?
That's why people use Block, except for Ghost-types
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Gen 8 OU

Mew @ Red Card
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Flare Blitz / Ice Beam

Mew is an excellent hazard lead for Hyper Offense teams. Flare Blitz hits Ferrothorn quite hard. Ice Beam may be used to hit opposing leads such as Ferrothorn and Garchomp. Red Card annoys direct attackers and may allow you to get up another layer of spikes. The primary purpose of this set is setting stealth rock. This set works well with defog detterents such as Galarian Zapdos, and Defiant Bisharp.

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Okay be honest. Everyone here has fallen to Toxic Stall. This Mew easily counters that.

Mew @ Leftovers
Ability: Synchronize
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Taunt
- Psyshock
- Shadow Ball / Aura Sphere
- Nasty Plot

Taunt will prevent the use of Status moves and Nasty Plot gives Mew some serious firepower. Since Chansey is the most common staller Psyshock will make great use of Mew's SpA and Chansey's incredibly low Physical defense. Shadow Ball is coverage against Ghost types. Aura Sphere can hit dark types for super-effective damage.

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Mew @ Choice Scarf / Choice Specs / Weakness Policy
Ability: Synchronize
EVs: 252 SpA / 6 SpD / 252 Spe
Modest / Timid Nature
- Psychic
- Aura Sphere
- Dark Pulse
- Flamethrower / Flash Cannon

Psychic for STAB and a chance to lower Special Defense, Dark Pulse for the chance to flinch, Flamethrower or Flash Cannon (Flamethrower for Steel type coverage, Flash Cannon for a chance to lower Special Defense) and Aura Sphere for coverage (can be used for Steel type coverage as well but Flamethrower is better in some cases).

There are so many ways to run Mew, but this is my favourite set to use.

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Mew @ Leftovers
Ability: Synchronize
EVs: 80 HP / 80 Def / 18 SpA / 80 SpD / 252 Spe
Modest Nature
- Meteor Beam
- Body Press
- Shadow Ball / Dark Pulse / Stored Power
- Cosmic Power

EVs are unorthodoxically spreaded just for trying to achieve a balance tank that can hit, with that EV spread, it will give you 110 points in HPs and both defenses, and 130 points in speed, SAtk gets all the remaining leftover EVs and nature boost since he is still using 2 special based moves, but meteor beam will boost its SAtk, enough to sweep "some" of the opponents with its shadow ball and meteor beam respectively, which actually offer coverage against bug and ghost, meanwhile body press ( goes very well with cosmic power ) covers dark, and spam boosting cosmic power will give it tremendously high defenses making it even harder to kill, thus this build is more of an experimental build, but so far it works for me, giving them element of surprise since mew is usually used to set hazards in the field, I understand my build is quite "unusual" but I am open for suggestions for furthermore improvements of my experimental build, and in case some of you are finding some error, Im very much open for constructive criticisms in the most respective way possible only, thank you and have a great day ahead

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Gen 9 NU Dragon Dance

Mew @ Lum Berry / Life Orb
Ability: Synchronize
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Psychic Fangs
- Earthquake
- Leech Life

A Dragon Dance set Mew can use in Gen 9 NU. Necrozma got banned from Gen 9 NU, so Mew basically fills in the void Necrozma has left. Dragon Dance allows Mew to boost its Attack and Speed stats to allow Mew to become a potent wincon. Psychic Fangs is used for the Psychic STAB since it is Mew's strongest Psychic STAB. Earthquake is used for coverage against Steel-types such as Registeel, Copperajah, Lucario, Klefki, and Magnezone. Earthquake also hits Pokemon such as Alolan-Muk, Overqwil, and Incineroar. Leech Life allows Mew to hit Psychic- and Dark-types such as Slowbro, opposing Mew, Krookodile, Brute Bonnet, and Reuniclus, as well as healing some HP. Plus, no Pokemon in the tier can resist Psychic, Ground, and Bug coverage. Lum Berry is used to heal off a status condition, while Life Orb can be used to boost the power of Mew's attacks. Tera Ground allows Mew's Earthquake to hit harder.

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From gen 9 OU to this
Do you mean Psychic Fangs is Mew's strongest physical Psychic STAB?
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Gen 9 NU HO Lead

Mew @ Power Herb
Ability: Synchronize
Tera Type: Ground
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Psychic
- Meteor Beam
- Earth Power

A lead set Mew can use on HO teams in Gen 9 NU. This is essentially the lead set Necrozma uses, but Necrozma is banned from NU, so Mew does its very best to fill in the void Necrozma left. Stealth Rock lets Mew setup a hazard that chips opposing Pokemon switching in. Psychic is used since it is Mew's powerful STAB that isn't Future Sight. Meteor Beam is used to allow Mew to have a powerful move that can raise its Special Attack and be used in one turn thanks to Power Herb. Earth Power lets Mew hit Steel-types such as Registeel, Copperajah, Magnezone, Klefki, as well as Alolan Muk and Overqwil super effectively. Tera Ground allows Mew's Earth Power to become a STAB move.

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