Competitive Information for Mew [Sword/Shield]

Competitive Pokemon Sword/Shield 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

Optimize Mew's EVs for Sword/Shield

Movesets for Singles


What is a good competitive moveset for Mew? These builds have been optimized for Pokemon competing in Sword/Shield 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 Sword/Shield generation metagame.


Common team mates for Mew in Pokemon Sword/Shield:

BisharpAegislashCloysterGrimmsnarlMelmetalMimikyuKeldeoGyaradosToxtricityGardevoir


Mew is an awesome Psychic-typed Pokemon. Mew is a common Pokemon to see in Generation 8. Mew is weak to Bug, Dark, and Ghost-typed attacks.


Species: Mew
Item: Leftovers / Life Orb
Ability: Synchronize
Nature: Adamant (+Atk, -SpA)
EVs: 12 Hp / 252 Atk / 244 Spe
Moveset:
- Psycho Cut / Psychic Fangs
- Steel Roller / Double-Edge
- Brave Bird / Superpower
- Outrage

Physical Sweeper Mew (Synchronize)

Mew is a legendary Physical Sweeper. It is meant to take down the opponent's team with brute physical power. Leftovers are always a great recovery option to ensure Mew last longer regaining it's it's health points every turn. 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.

Psycho Cut is a physical STAB-boosted 70-base power Psychic-type move (high critical hit ratio).
Psychic Fangs is a physical STAB-boosted 85-base power Psychic-type move (destroys screens, unless the target is immune).
Steel Roller is a physical 130-base power Steel-type move (fails if there is no terrain active. ends the effects of terrain).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Brave Bird is a physical 120-base power Flying-type move (has 33% recoil).
Superpower is a physical 120-base power Fighting-type move (lowers your Mew's attack and defense by 1 stage).
Outrage is a physical 120-base power Dragon-type move (lasts 2-3 turns. confuses your Mew afterwards).



Species: Mew
Item: Life Orb / Choice Specs
Ability: Synchronize
Nature: Modest (+SpA, -Atk)
EVs: 12 Hp / 252 SpA / 244 Spe
Moveset:
- Psychic / Psyshock
- Leaf Storm
- Overheat
- Misty Explosion / Weather Ball

Special Sweeper Mew (Synchronize)

Mew is a legendary Special Sweeper. It is meant to take down the opponent's team with high-damaging special attacks. Choice Specs will increase the damage of Mew's special moves by 1.5x but will lock you into the first move you pick. 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. Misty Explosion was added to provide additional threat coverage.

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).
Leaf Storm is a special 130-base power Grass-type move (lowers your Mew's special attack by 2 stages).
Overheat is a special 130-base power Fire-type move (lowers your Mew's special attack by 2 stages).
Misty Explosion is a special 100-base power Fairy-type move (Mew faints. Mew on misty terrain: 1.5x power).
Weather Ball is a special 50-base power Normal-type move (power doubles and type varies in each weather).



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 is designed to take a great 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 health 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 Sword/Shield 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 Sword/Shield generation metagame.


Common team mates for Mew in Pokemon Sword/Shield:

BisharpAegislashCloysterGrimmsnarlMelmetalMimikyuKeldeoGyaradosToxtricityGardevoir


Species: Mew
Item: Life Orb / Choice Band
Ability: Synchronize
Nature: Adamant (+Atk, -SpA)
EVs: 12 Hp / 252 Atk / 244 Spe
Moveset:
- Earthquake
- Psycho Cut / Psychic Fangs
- Rock Slide
- Steel Roller / Breaking Swipe

Doubles Physical Sweeper Mew (Synchronize)

Mew is a legendary Physical Sweeper. It's purpose is to take down the opponent's team with brute physical power. Choice Band will increase the damage of Mew's physical moves by 1.5x at the cost of locking you into the first move you pick. 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).
Psycho Cut is a physical STAB-boosted 70-base power Psychic-type move (high critical hit ratio).
Psychic Fangs is a physical STAB-boosted 85-base power Psychic-type move (destroys screens, unless the target is immune).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Steel Roller is a physical 130-base power Steel-type move (fails if there is no terrain active. ends the effects of terrain).
Breaking Swipe is a physical 60-base power Dragon-type move (100% chance to lower the foes attack by 1 stage).



Species: Mew
Item: Throat Spray / Life Orb
Ability: Synchronize
Nature: Modest (+SpA, -Atk)
EVs: 12 Hp / 252 SpA / 244 Spe
Moveset:
- Hyper Voice
- Heat Wave
- Dazzling Gleam
- Air Cutter

Doubles Special Sweeper Mew (Synchronize)

Mew is a legendary Special Sweeper. It tries to take down the opponent's team with high-damaging special attacks. Throat Spray activates when a Pokemon uses a sound-based move (in this case Hyper Voice) and boosts Mew's special attack stat by 2 stages. 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).
Air Cutter is a special 60-base power Flying-type move (high critical hit ratio. hits adjacent foes).


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.
Air Slash
75
95%
15
30% chance to flinch the target.
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.
Bug Buzz
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Burning Jealousy
70
100%
5
100% burns a target that had a stat rise this turn.
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Confusion
50
100%
25
10% chance to confuse the target.
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.
Draining Kiss
50
100%
10
User recovers 75% of the damage dealt.
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.
Electro Ball
--
100%
10
More power the faster the user is than the target.
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.
Expanding Force
80
100%
10
User on Psychic Terrain: 1.5x power, hits foes.
Fire Blast
110
85%
5
10% chance to burn the target.
Fire Spin
35
85%
15
Traps and damages the target for 4-5 turns.
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.
Future Sight
120
100%
10
Hits two turns after being used.
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).
Hex
65
100%
10
Power doubles if the target has a status ailment.
Hurricane
110
70%
10
30% chance to confuse target. Can't miss in rain.
Hydro Pump
110
80%
5
No additional effect.
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.
Leaf Storm
130
90%
5
Lowers the user's Sp. Atk by 2.
Magical Leaf
60
--
20
This move does not check accuracy.
Mega Drain
40
100%
15
User recovers 50% of the damage dealt.
Meteor Beam
120
90%
10
Raises user's Sp. Atk by 1 on turn 1. Hits turn 2.
Misty Explosion
100
100%
5
User faints. User on Misty Terrain: 1.5x power.
Mud Shot
55
95%
15
100% chance to lower the target's Speed by 1.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Muddy Water
90
85%
10
30% chance to lower the foe(s) accuracy by 1.
Mystical Fire
75
100%
10
100% chance to lower the target's Sp. Atk by 1.
Night Shade
--
100%
15
Does damage equal to the user's level.
Overheat
130
90%
5
Lowers the user's Sp. Atk by 2.
Pollen Puff
90
100%
15
If the target is an ally, heals 50% of its max HP.
Power Gem
80
100%
20
No additional effect.
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.
Rising Voltage
70
100%
20
2x power if target is grounded in Electric Terrain.
Round
60
100%
15
Power doubles if others used Round this turn.
Scald
80
100%
15
30% chance to burn the target. Thaws target.
Scorching Sands
70
100%
10
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.
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.
Stored Power
20
100%
10
+ 20 power for each of the user's stat boosts.
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.
Terrain Pulse
50
100%
10
User on terrain: power doubles, type varies.
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.
Weather Ball
50
100%
10
Power doubles and type varies in each weather.
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.
Assurance
60
100%
10
Power doubles if target was damaged this turn.
Avalanche
60
100%
10
Power doubles if user is damaged by the target.
Beat Up
--
100%
10
All healthy allies aid in damaging the target.
Bind
15
85%
20
Traps and damages the target for 4-5 turns.
Blaze Kick
85
90%
10
High critical hit ratio. 10% chance to burn.
Body Press
80
100%
10
Uses user's Def stat as Atk in damage calculation.
Body Slam
85
100%
15
30% chance to paralyze the target.
Bounce
85
85%
5
Bounces turn 1. Hits turn 2. 30% paralyze.
Brave Bird
120
100%
15
Has 33% recoil.
Breaking Swipe
60
100%
15
100% chance to lower the foe(s) Attack by 1.
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.
Close Combat
120
100%
5
Lowers the user's Defense and Sp. Def by 1.
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.
Cross Poison
70
100%
20
High critical hit ratio. 10% chance to poison.
Crunch
80
100%
15
20% chance to lower the target's Defense by 1.
Cut
50
95%
30
No additional effect.
Darkest Lariat
85
100%
10
Ignores the target's stat stage changes.
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.
Dual Wingbeat
40
90%
10
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.
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.
Fire Fang
65
95%
15
10% chance to burn. 10% chance to flinch.
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.
Flare Blitz
120
100%
15
Has 33% recoil. 10% chance to burn. Thaws user.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Flip Turn
60
100%
20
User switches out after damaging the target.
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.
Fury Cutter
40
95%
20
Power doubles with each hit, up to 160.
Giga Impact
150
90%
5
User cannot move next turn.
Grassy Glide
70
100%
20
User on Grassy Terrain: +1 priority.
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.
Heat Crash
--
100%
10
More power the heavier the user than the target.
Heavy Slam
--
100%
10
More power the heavier the user than the target.
High Horsepower
95
95%
10
No additional effect.
Horn Drill
--
30%
5
OHKOs the target. Fails if user is a lower level.
Ice Fang
65
95%
15
10% chance to freeze. 10% chance to flinch.
Ice Punch
75
100%
15
10% chance to freeze the target.
Icicle Spear
25
100%
30
Hits 2-5 times in one turn.
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.
Lash Out
75
100%
5
2x power if the user had a stat lowered this turn.
Last Resort
140
100%
5
Fails unless each known move has been used.
Leaf Blade
90
100%
15
High critical hit ratio.
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.
Megahorn
120
85%
10
No additional effect.
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.
Phantom Force
90
100%
10
Disappears turn 1. Hits turn 2. Breaks protection.
Pin Missile
25
95%
20
Hits 2-5 times in one turn.
Play Rough
90
90%
10
10% chance to lower the target's Attack by 1.
Pluck
60
100%
20
User steals and eats the target's Berry.
Poison Jab
80
100%
20
30% chance to poison the target.
Poltergeist
110
90%
5
Fails if the target has no held item.
Pound
40
100%
35
No additional effect.
Power Whip
120
85%
10
No additional effect.
Power-Up Punch
40
100%
20
100% chance to raise the user's Attack by 1.
Psychic Fangs
85
100%
10
Destroys screens, unless the target is immune.
Psycho Cut
70
100%
20
High critical hit ratio.
Razor Shell
75
95%
10
50% chance to lower the target's Defense by 1.
Retaliate
70
100%
5
Power doubles if an ally fainted last turn.
Revenge
60
100%
10
Power doubles if user is damaged by the target.
Reversal
--
100%
15
More power the less HP the user has left.
Rock Blast
25
90%
10
Hits 2-5 times in one turn.
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.
Sand Tomb
35
85%
15
Traps and damages the target for 4-5 turns.
Scale Shot
25
90%
20
Hits 2-5 times. User: -1 Def, +1 Spe after last hit.
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.
Skitter Smack
70
90%
10
100% chance to lower target's Sp. Atk by 1.
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.
Smack Down
50
100%
15
Removes the target's Ground immunity.
Smart Strike
70
--
10
This move does not check accuracy.
Solar Blade
125
100%
10
Charges turn 1. Hits turn 2. No charge in sunlight.
Steel Roller
130
100%
5
Fails if there is no terrain active. Ends the effects of terrain.
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.
Tail Slap
25
85%
10
Hits 2-5 times in one turn.
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 Fang
65
95%
15
10% chance to paralyze. 10% chance to flinch.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Triple Axel
20
90%
10
Hits 3 times. Each hit can miss, but power rises.
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.
Agility
--
--
30
Raises the user's Speed by 2.
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.
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.
Charm
--
100%
20
Lowers the target's Attack by 2.
Coaching
--
--
10
Raises an ally's Attack and Defense by 1.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Corrosive Gas
--
100%
40
Removes adjacent Pokemon's held items.
Cosmic Power
--
--
20
Raises the user's Defense and Sp. Def 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 terrain and hazards on both sides.
Detect
--
--
5
Prevents moves from affecting the user this turn.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Dragon Dance
--
--
20
Raises the user's Attack and Speed by 1.
Eerie Impulse
--
100%
15
Lowers the target's Sp. Atk by 2.
Electric Terrain
--
--
10
5 turns. Grounded: +Electric power, can't sleep.
Encore
--
100%
5
Target repeats its last move for its next 3 turns.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Fake Tears
--
100%
20
Lowers the target's Sp. Def by 2.
Focus Energy
--
--
30
Raises the user's critical hit ratio by 2.
Gastro Acid
--
100%
10
Nullifies the target's Ability.
Grassy Terrain
--
--
10
5 turns. Grounded: +Grass power, +1/16 max HP.
Gravity
--
--
5
For 5 turns, negates all Ground immunities.
Guard Swap
--
--
10
Swaps Defense and Sp. Def changes with target.
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.
Imprison
--
--
10
No foe can use any move known by the user.
Iron Defense
--
--
15
Raises the user's Defense by 2.
Laser Focus
--
--
30
Until the end of the next turn, user's moves crit.
Life Dew
--
--
10
Heals the user and its allies by 1/4 their max HP.
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.
Metronome
--
--
10
Picks a random move.
Mimic
--
--
10
The last move the target used replaces this one.
Misty Terrain
--
--
10
5 turns. Can't status,-Dragon power vs grounded.
Nasty Plot
--
--
20
Raises the user's Sp. Atk by 2.
Nature Power
--
--
20
Attack depends on terrain (default Tri Attack).
Pain Split
--
--
20
Shares HP of user and target equally.
Power Swap
--
--
10
Swaps Attack and Sp. Atk stat stages with target.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Psychic Terrain
--
--
10
5 turns. Grounded: +Psychic power, priority-safe.
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.
Scary Face
--
100%
10
Lowers the target's Speed by 2.
Screech
--
85%
40
Lowers the target's Defense by 2.
Skill Swap
--
--
10
The user and the target trade Abilities.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Soft-Boiled
--
--
10
Heals the user by 50% of its max HP.
Speed Swap
--
--
10
Swaps Speed stat with target.
Spikes
--
--
20
Hurts grounded foes on switch-in. Max 3 layers.
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.
Teleport
--
--
20
User switches out.
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.
Toxic Spikes
--
--
20
Poisons grounded foes on switch-in. Max 2 layers.
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.
Venom Drench
--
100%
20
Lowers Atk/Sp. Atk/Speed of poisoned foes by 1.
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 Sword/Shield. 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 SS Move and Ability Combos for Mew

Related Videos


Here are various how-to-use and competitive moveset video guides for Mew in Sword/Shield. These featured videos will most likely contain additional strategies and combos not listed on our site. Disclaimer: All videos belong to their respective owners along with the views, thoughts, and opinions expressed in the videos. They belong solely to the author and not to us.





Hooh
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