Competitive Information for Mew [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Mew mew
Base Stats for Mew

Psychic

Abilities:
SynchronizeSynchronize: If another Pokemon burns/poisons/paralyzes this Pokemon, it also gets that status.


Evolutions / Family:
Mew

Weakness Chart for Psychic-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
2x
2x
  
  
  
0.5x
  
  
2x
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
  
0.5x
  
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for MewVisit Serebii's Pokedex for location, breeding, and other game details about MewVisit Bulbapedia for more information about MewVisit Pikalytics for competitive usage stats on Mew

Movesets for Singles


What is a good competitive moveset for Mew? These builds have been optimized for Pokemon competing in Sun/Moon Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sun/Moon generation metagame.


Common team mates for Mew in Pokemon Sun/Moon:

Tapu%20KokoLopunny-MegaVolcaronaCharizard-Mega-XDragoniteCrawdauntChanseyMawile-MegaTapu%20BuluCharizard-Mega-YTangrowthUmbreon


Mew is popular Psychic-typed Pokemon. It's a super common sight to see Mew out in the 7th generation battlefield. Mew is weak to Bug, Dark, and Ghost-typed attacks.


Species: Mew
Item: Leftovers / Rocky Helmet
Ability: Synchronize
Nature: Bold (+Def, -Atk)
EVs: 252 Hp / 252 Def / 4 SpA
Moveset:
- Ice Beam
- Defog / Roost
- Stealth Rock
- Will-O-Wisp

Physical Wall Mew (Analytic)

Mew is a legendary Physical Wall. This moveset attempts to take a good amount of physical hits while dealing some decent damage. Leftovers are always a great recovery option to ensure Mew last longer regaining it's it's life every turn. With Synchronize, if another pokemon burns/poisons/paralyzes Mew it also gets that status.

Ice Beam is a special 90-base power Ice-type move (10% chance to freeze the target).
Defog is a status move (-1 evasion; clears Mew and target side's hazards).
Roost is a status move (heals 50% hp. flying-type removed until turn ends).
Stealth Rock is a status move (hurts foes on switch-in. factors rock weakness).
Will-O-Wisp is a status move (burns the target).




Species: Mew
Item: Leftovers / Rocky Helmet
Ability: Synchronize
Nature: Modest (+SpA, -Atk)
EVs: 248 Hp / 252 Def / 8 SpD
Moveset:
- Ice Beam
- Defog / Defog
- Stealth Rock / Stealth Rock
- Will-O-Wisp / Will-O-Wisp

Special Sweeper Mew (Analytic)

Mew is a legendary Special Sweeper. It is designed to take down the opponent's team with high-damaging special attacks. Leftovers are always a great recovery option to ensure Mew last longer regaining it's it's health every turn. With Synchronize, if another pokemon burns/poisons/paralyzes Mew it also gets that status.

Ice Beam is a special 90-base power Ice-type move (10% chance to freeze the target).
Defog is a status move (-1 evasion; clears Mew and target side's hazards).
Defog is a status move (-1 evasion; clears Mew and target side's hazards).
Stealth Rock is a status move (hurts foes on switch-in. factors rock weakness).
Stealth Rock is a status move (hurts foes on switch-in. factors rock weakness).
Will-O-Wisp is a status move (burns the target).
Will-O-Wisp is a status move (burns the target).




Species: Mew
Item: Fightinium Z / Life Orb
Ability: Synchronize
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Superpower
- Double-Edge
- Outrage
- Zen Headbutt

Physical Sweeper Mew (Synchronize)

Mew is a legendary Physical Sweeper. This moveset attempts to take down the opponent's team with brute physical power. Life Orb boosts the power of Mew's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Synchronize, if another pokemon burns/poisons/paralyzes Mew it also gets that status.

Superpower is a physical 120-base power Fighting-type move (lowers your Mew's attack and defense by 1 stage).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Outrage is a physical 120-base power Dragon-type move (lasts 2-3 turns. confuses your Mew afterwards).
Zen Headbutt is a physical STAB-boosted 80-base power Psychic-type move (20% chance to flinch the target).




Species: Mew
Item: Psychium Z / Life Orb
Ability: Synchronize
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Psychic / Psyshock
- Overheat
- Sludge Wave
- Hyper Voice

Special Sweeper Mew (Synchronize)

Mew is a legendary Special Sweeper. It's purpose is to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Mew's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Synchronize, if another pokemon burns/poisons/paralyzes Mew it also gets that status.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
Overheat is a special 130-base power Fire-type move (lowers your Mew's special attack by 2 stages).
Sludge Wave is a special 95-base power Poison-type move (10% chance to poison adjacent pokemon).
Hyper Voice is a special 90-base power Normal-type move (no additional effect. hits adjacent foes).




Species: Mew
Item: Leftovers
Ability: Synchronize
Nature: Careful (+SpD, -SpA)
EVs: 252 Hp / 224 SpD / 32 Spe
Moveset:
- Knock Off / Psychic
- Taunt
- Giga Drain
- Roost

Mew Special Wall (Modern Mew**)

Mew is a legendary Special Wall. It was designed to take a hefty amount of hits from special attacks while dealing some decent damage. Leftovers are always a great recovery option to ensure Mew last longer regaining it's it's life every turn. With Synchronize, if another pokemon burns/poisons/paralyzes Mew it also gets that status.

Knock Off is a physical 65-base power Dark-type move (1.5x damage if foe holds an item; Note: This will also remove that item).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Taunt is a status move (target can't use status moves its next 3 turns).
Giga Drain is a special 75-base power Grass-type move (Mew recovers 50% of the damage dealt).
Roost is a status move (heals 50% hp. flying-type removed until turn ends).



Movesets for Doubles


What is a good doubles moveset for Mew? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Common team mates for Mew in Pokemon Sun/Moon:

Tapu%20KokoLopunny-MegaVolcaronaCharizard-Mega-XDragoniteCrawdauntChanseyMawile-MegaTapu%20BuluCharizard-Mega-YTangrowthUmbreon


Species: Mew
Item: Groundium Z / Life Orb
Ability: Synchronize
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Earthquake
- Rock Slide
- Outrage
- Double-Edge

Doubles Physical Sweeper Mew (Synchronize)

Mew is a legendary Physical Sweeper. It was designed to take down the opponent's team with brute physical power. Life Orb boosts the power of Mew's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Synchronize, if another pokemon burns/poisons/paralyzes Mew it also gets that status.

Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Outrage is a physical 120-base power Dragon-type move (lasts 2-3 turns. confuses your Mew afterwards).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).




Species: Mew
Item: Normalium Z / Life Orb
Ability: Synchronize
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Hyper Voice
- Heat Wave
- Dazzling Gleam
- Sludge Wave

Doubles Special Sweeper Mew (Synchronize)

Mew is a legendary Special Sweeper. It's primary goal is to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Mew's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Synchronize, if another pokemon burns/poisons/paralyzes Mew it also gets that status.

Hyper Voice is a special 90-base power Normal-type move (no additional effect. hits adjacent foes).
Heat Wave is a special 95-base power Fire-type move (10% chance to burn the foes).
Dazzling Gleam is a special 80-base power Fairy-type move (no additional effect. hits adjacent foes).
Sludge Wave is a special 95-base power Poison-type move (10% chance to poison adjacent pokemon).



Movepool


Wondering what moves can Mew learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Air Cutter
60
95%
25
High critical hit ratio. Hits adjacent foes.
Ancient Power
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Aura Sphere
80
--
20
This move does not check accuracy.
Blizzard
110
70%
5
10% chance to freeze foe(s). Can't miss in hail.
Brine
65
100%
10
Power doubles if the target's HP is 50% or less.
Bubble Beam
65
100%
20
10% chance to lower the target's Speed by 1.
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Dark Pulse
80
100%
15
20% chance to flinch the target.
Dazzling Gleam
80
100%
10
No additional effect. Hits adjacent foes.
Dragon Breath
60
100%
20
30% chance to paralyze the target.
Dragon Pulse
85
100%
10
No additional effect.
Dragon Rage
--
100%
10
Deals 40 HP of damage to the target.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Earth Power
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Echoed Voice
40
100%
15
Power increases when used on consecutive turns.
Electroweb
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Energy Ball
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Fire Blast
110
85%
5
10% chance to burn the target.
Flamethrower
90
100%
15
10% chance to burn the target.
Flash Cannon
80
100%
10
10% chance to lower the target's Sp. Def by 1.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Frost Breath
60
90%
10
Always results in a critical hit.
Giga Drain
75
100%
10
User recovers 50% of the damage dealt.
Grass Knot
--
100%
20
More power the heavier the target.
Heat Wave
95
90%
10
10% chance to burn the foe(s).
Hyper Beam
150
90%
5
User cannot move next turn.
Hyper Voice
90
100%
10
No additional effect. Hits adjacent foes.
Ice Beam
90
100%
10
10% chance to freeze the target.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Incinerate
60
100%
15
Destroys the foe(s) Berry/Gem.
Infestation
20
100%
20
Traps and damages the target for 4-5 turns.
Mega Drain
40
100%
15
User recovers 50% of the damage dealt.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Night Shade
--
100%
15
Does damage equal to the user's level.
Ominous Wind
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Overheat
130
90%
5
Lowers the user's Sp. Atk by 2.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Psyshock
80
100%
10
Damages target based on Defense, not Sp. Def.
Psywave
--
100%
15
Random damage equal to 0.5x-1.5x user's level.
Razor Wind
80
100%
10
Charges, then hits foe(s) turn 2. High crit ratio.
Round
60
100%
15
Power doubles if others used Round this turn.
Scald
80
100%
15
30% chance to burn the target. Thaws target.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Shock Wave
60
--
20
This move does not check accuracy.
Signal Beam
75
100%
15
10% chance to confuse the target.
Silver Wind
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Sludge Bomb
90
100%
10
30% chance to poison the target.
Sludge Wave
95
100%
10
10% chance to poison adjacent Pokemon.
Snarl
55
95%
15
100% chance to lower the foe(s) Sp. Atk by 1.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Solar Beam
120
100%
10
Charges turn 1. Hits turn 2. No charge in sunlight.
Struggle Bug
50
100%
20
100% chance to lower the foe(s) Sp. Atk by 1.
Surf
90
100%
15
Hits adjacent Pokemon. Double damage on Dive.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Thunder
110
70%
10
30% chance to paralyze. Can't miss in rain.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Tri Attack
80
100%
10
20% chance to paralyze or burn or freeze target.
Twister
40
100%
20
20% chance to flinch the foe(s).
Uproar
90
100%
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
Vacuum Wave
40
100%
30
Usually goes first.
Venoshock
65
100%
10
Power doubles if the target is poisoned.
Volt Switch
70
100%
20
User switches out after damaging the target.
Water Gun
40
100%
25
No additional effect.
Water Pulse
60
100%
20
20% chance to confuse the target.
Whirlpool
35
85%
15
Traps and damages the target for 4-5 turns.
Zap Cannon
120
50%
5
100% chance to paralyze the target.
Acrobatics
55
100%
15
Power doubles if the user has no held item.
Aerial Ace
60
--
20
This move does not check accuracy.
Aqua Tail
90
90%
10
No additional effect.
Avalanche
60
100%
10
Power doubles if user is damaged by the target.
Bide
--
--
10
Waits 2 turns; deals double the damage taken.
Bind
15
85%
20
Traps and damages the target for 4-5 turns.
Body Slam
85
100%
15
30% chance to paralyze the target.
Bounce
85
85%
5
Bounces turn 1. Hits turn 2. 30% paralyze.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Brutal Swing
60
100%
20
No additional effect. Hits adjacent Pokemon.
Bug Bite
60
100%
20
User steals and eats the target's Berry.
Bulldoze
60
100%
20
100% chance lower adjacent Pkmn Speed by 1.
Bullet Seed
25
100%
30
Hits 2-5 times in one turn.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Covet
60
100%
25
If the user has no item, it steals the target's.
Cut
50
95%
30
No additional effect.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Dive
80
100%
10
Dives underwater turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 33% recoil.
Dragon Claw
80
100%
15
No additional effect.
Dragon Tail
60
90%
10
Forces the target to switch to a random ally.
Drain Punch
75
100%
10
User recovers 50% of the damage dealt.
Drill Run
80
95%
10
High critical hit ratio.
Dual Chop
40
90%
15
Hits 2 times in one turn.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Earthquake
100
100%
10
Hits adjacent Pokemon. Double damage on Dig.
Egg Bomb
100
75%
10
No additional effect.
Endeavor
--
100%
5
Lowers the target's HP to the user's HP.
Explosion
250
100%
5
Hits adjacent Pokemon. The user faints.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fake Out
40
100%
10
Hits first. First turn out only. 100% flinch chance.
False Swipe
40
100%
40
Always leaves the target with at least 1 HP.
Feint Attack
60
--
20
This move does not check accuracy.
Fire Punch
75
100%
15
10% chance to burn the target.
Fissure
--
30%
5
OHKOs the target. Fails if user is a lower level.
Flame Charge
50
100%
20
100% chance to raise the user's Speed by 1.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Fly
90
95%
15
Flies up on first turn, then strikes the next turn.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Foul Play
95
100%
15
Uses target's Attack stat in damage calculation.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Fury Cutter
40
95%
20
Power doubles with each hit, up to 160.
Giga Impact
150
90%
5
User cannot move next turn.
Gunk Shot
120
80%
5
30% chance to poison the target.
Gyro Ball
--
100%
5
More power the slower the user than the target.
Headbutt
70
100%
15
30% chance to flinch the target.
Horn Drill
--
30%
5
OHKOs the target. Fails if user is a lower level.
Ice Punch
75
100%
15
10% chance to freeze the target.
Iron Head
80
100%
15
30% chance to flinch the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Knock Off
65
100%
20
1.5x damage if foe holds an item. Removes item.
Last Resort
140
100%
5
Fails unless each known move has been used.
Leech Life
80
100%
10
User recovers 50% of the damage dealt.
Liquidation
85
100%
10
20% chance to lower the target's Defense by 1.
Low Kick
--
100%
20
More power the heavier the target.
Low Sweep
65
100%
20
100% chance to lower the target's Speed by 1.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Outrage
120
100%
10
Lasts 2-3 turns. Confuses the user afterwards.
Pay Day
40
100%
20
Scatters coins.
Payback
50
100%
10
Power doubles if the user moves after the target.
Pluck
60
100%
20
User steals and eats the target's Berry.
Poison Jab
80
100%
20
30% chance to poison the target.
Pound
40
100%
35
No additional effect.
Power-Up Punch
40
100%
20
100% chance to raise the user's Attack by 1.
Rage
20
100%
20
Raises the user's Attack by 1 if hit during use.
Retaliate
70
100%
5
Power doubles if an ally fainted last turn.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Climb
90
85%
20
20% chance to confuse the target.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Rock Tomb
60
95%
15
100% chance to lower the target's Speed by 1.
Rollout
30
90%
20
Power doubles with each hit. Repeats for 5 turns.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seed Bomb
80
100%
15
No additional effect.
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Self-Destruct
200
100%
5
Hits adjacent Pokemon. The user faints.
Shadow Claw
70
100%
15
High critical hit ratio.
Skull Bash
130
100%
10
Raises user's Defense by 1 on turn 1. Hits turn 2.
Sky Attack
140
90%
5
Charges, then hits turn 2. 30% flinch. High crit.
Sky Drop
60
100%
10
User and foe fly up turn 1. Damages on turn 2.
Smack Down
50
100%
15
Removes the target's Ground immunity.
Smart Strike
70
--
10
This move does not check accuracy.
Steel Wing
70
90%
25
10% chance to raise the user's Defense by 1.
Stomping Tantrum
75
100%
10
Power doubles if the user's last move failed.
Stone Edge
100
80%
5
High critical hit ratio.
Strength
80
100%
15
No additional effect.
Submission
80
80%
20
Has 1/4 recoil.
Sucker Punch
70
100%
5
Usually goes first. Fails if target is not attacking.
Super Fang
--
90%
10
Does damage equal to 1/2 target's current HP.
Superpower
120
100%
5
Lowers the user's Attack and Defense by 1.
Take Down
90
85%
20
Has 1/4 recoil.
Thief
60
100%
25
If the user has no item, it steals the target's.
Throat Chop
80
100%
15
For 2 turns, the target cannot use sound moves.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
U-turn
70
100%
20
User switches out after damaging the target.
Waterfall
80
100%
15
20% chance to flinch the target.
Wild Charge
90
100%
15
Has 1/4 recoil.
X-Scissor
80
100%
15
No additional effect.
Zen Headbutt
80
90%
15
20% chance to flinch the target.
After You
--
--
15
The target makes its move right after the user.
Ally Switch
--
--
15
The user swaps positions with its ally.
Amnesia
--
--
20
Raises the user's Sp. Def by 2.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Aurora Veil
--
--
20
For 5 turns, damage to allies is halved. Hail only.
Barrier
--
--
20
Raises the user's Defense by 2.
Baton Pass
--
--
40
User switches, passing stat changes and more.
Block
--
--
5
Prevents the target from switching out.
Bulk Up
--
--
20
Raises the user's Attack and Defense by 1.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Defog
--
--
15
-1 evasion; clears user and target side's hazards.
Detect
--
--
5
Prevents moves from affecting the user this turn.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Embargo
--
100%
15
For 5 turns, the target's item has no effect.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Gastro Acid
--
100%
10
Nullifies the target's Ability.
Gravity
--
--
5
For 5 turns, negates all Ground immunities.
Hail
--
--
10
For 5 turns, hail crashes down.
Heal Bell
--
--
5
Cures the user's party of all status conditions.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Hone Claws
--
--
15
Raises the user's Attack and accuracy by 1.
Hypnosis
--
60%
20
Causes the target to fall asleep.
Iron Defense
--
--
15
Raises the user's Defense by 2.
Laser Focus
--
--
30
Until the end of the next turn, user's moves crit.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magic Coat
--
--
15
Bounces back certain non-damaging moves.
Magic Room
--
--
10
For 5 turns, all held items have no effect.
Magnet Rise
--
--
10
For 5 turns, the user has immunity to Ground.
Me First
--
--
20
Copies a foe at 1.5x power. User must be faster.
Metronome
--
--
10
Picks a random move.
Mimic
--
--
10
The last move the target used replaces this one.
Nasty Plot
--
--
20
Raises the user's Sp. Atk by 2.
Nature Power
--
--
20
Attack depends on terrain (default Tri Attack).
Nightmare
--
100%
15
A sleeping target is hurt by 1/4 max HP per turn.
Pain Split
--
--
20
Shares HP of user and target equally.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Quash
--
100%
15
Forces the target to move last this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Recycle
--
--
10
Restores the item the user last used.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Reflect Type
--
--
15
User becomes the same type as the target.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Roar
--
--
20
Forces the target to switch to a random ally.
Rock Polish
--
--
20
Raises the user's Speed by 2.
Role Play
--
--
10
User replaces its Ability with the target's.
Roost
--
--
10
Heals 50% HP. Flying-type removed 'til turn ends.
Safeguard
--
--
25
For 5 turns, protects user's party from status.
Sandstorm
--
--
10
For 5 turns, a sandstorm rages.
Skill Swap
--
--
10
The user and the target trade Abilities.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Snatch
--
--
10
User steals certain support moves to use itself.
Soft-Boiled
--
--
10
Heals the user by 50% of its max HP.
Spite
--
100%
10
Lowers the PP of the target's last move by 4.
Stealth Rock
--
--
20
Hurts foes on switch-in. Factors Rock weakness.
String Shot
--
95%
40
Lowers the foe(s) Speed by 2.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Sweet Scent
--
100%
20
Lowers the foe(s) evasiveness by 2.
Swords Dance
--
--
20
Raises the user's Attack by 2.
Synthesis
--
--
5
Heals the user by a weather-dependent amount.
Tailwind
--
--
15
For 4 turns, allies' Speed is doubled.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Telekinesis
--
--
15
For 3 turns, target floats but moves can't miss it.
Teleport
--
--
20
Fails when used.
Thunder Wave
--
90%
20
Paralyzes the target.
Torment
--
100%
15
Target can't select the same move twice in a row.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Transform
--
--
10
Copies target's stats, moves, types, and Ability.
Trick
--
100%
10
User switches its held item with the target's.
Trick Room
--
--
5
Goes last. For 5 turns, turn order is reversed.
Whirlwind
--
--
20
Forces the target to switch to a random ally.
Will-O-Wisp
--
85%
15
Burns the target.
Wonder Room
--
--
10
For 5 turns, all Defense and Sp. Def stats switch.
Work Up
--
--
30
Raises the user's Attack and Sp. Atk by 1.
Worry Seed
--
100%
10
The target's Ability becomes Insomnia.

Combo List


These are a list of several common move combinations Mew can perform in Sun/Moon. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SM Move and Ability Combos for Mew

Create a build


Have an idea in mind for Mew that you'd like to test? Customize the IVs, EVs and their Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



Hooh
This feature is currently in the final stages of development.