Gen 7 - Genesis Soup-ernova (Mew) [QC: 0/2] (2024)

[overview]
**Draft Order**: Late Round 1 onwards

**Price Range**: 17-18 Points

**Overview**: Mew is a true "Jack of All Trades", it's boundless movepool can allow it to function in multiple roles from setup sweeper to defensive hazard setter, and may complete many different tasks with a particular role. You typically pick Mew to fill particular weaknesses and holes in a team; Mew can use it's movepool to maintain momentum in spite of those weaknesses to make space for teammates to excel in their chosen roles and beat foes that may have posed a threat if Mew was not able to patch up. Mew

can be

is a reliable Z-Captain thanks again to its amazing offensive and great utility movepool, it also has Mewnium Z which will set up Psychic Terrain after being used. However, Mew has one notable weakness as it can be stretched thin if it wants to perform multiple roles and may find itself falling short of a Pokemon that performs well in a dedicated role. This should not detract from Mew as it still has incredible options and will be a boon to a majority of USUM teams.

Common Roles
========
**Bulky Setup Sweeper**: Mew's premier role is being able to leverage it's solid bulk to sweep through teams after some boosts. It can utilise items such as Weakness Policy to quickly become a game ending threat or use a damage-boosting item such as Expert Belt or Life Orb to super-charge it's damage output. Change this to Setup Sweeper

**Utility**: Mew has access to plenty of utility moves and is able to setup Stealth Rock. A few examples include running Defog and Roost to bring some reliable hazard removal with longevity, it can run Reflect and Light Screen in conjuction with Light Clay to give extra opportunities to it's teammates to setup and soften damage from opposing wallbreakers, and it can even run Whirlwind, Status moves, and Taunt to disrupt opposing setup strategies and afford some extra turns for chip damage.

**Offensive Pivot**: Mew has access to plenty of coverage and pivot moves in U-Turn and Volt Switch, this means it can work well as a pivot and deal solid damage to just about any Pokemon that wants to take it's attacks or cycle out to something that will check the foe's current Pokemon.

Common Moves
========
**Primary STAB Moves**: Psychic, Psyshock, Zen Headbutt

**Setup Moves**: Calm Mind, Nasty Plot, Swords Dance, Bulk Up, Rock Polish, Work Up, Barrier Remove Work Up

**Utility Moves**: Defog, U-Turn, Volt Switch, Stealth Rock, Thunder Wave, Toxic, Will-O-Wisp, Taunt, Soft-Boiled, Roost, Reflect, Light Screen, Heal Bell, Trick, Fake Out, Whirlwind, Roar, Dragon Tail Remove Fake out, never really used. Also add Protect, Seismic Toss, Night Shade and Super Fang.

**Coverage**: Mew has access to at least one move 80+ Base Power for each type (except Flying-type) and has access to such on both the Physical and Special sides. Each notable coverage move is listed here: Leech Life, Dark Pulse, Knock Off, Outrage, Dragon Claw, Dragon Pulse, Thunderbolt, Wild Charge, Dazzling Gleam, Aura Sphere, Focus Blast, Drain Punch, Superpower, Low Kick, Vacuum Wave, Fire Blast, Flamethrower, Overheat, Fire Punch, Shadow Ball, Energy Ball, Giga Drain, Seed Bomb, Earth Power, Earthquake, Ice Beam, Ice Punch, Body Slam, Return, Double-Edge, Sludge Bomb, Sludge Wave, Poison Jab, Gunk Shot, Rock Slide, Stone Edge, Flash Cannon, Iron Head, Scald, Surf, Liquidation.

Niche Moves
========
**Foul Play**: Utility variants of Mew may use Foul Play to discourage physical wallbreakers and setup sweepers from coming in and using Swords Dance or clicking strong STAB moves. Not niche, its a reliable options for defensive sets. Move to common

**Dragon Tail**: When running AV and Mew wants some phasing, Dragon Tail suffices where it cannot use Whirlwind or Roar. Remove this, already listed in common moves.

**Me First**: Mew may use Me First when faster than foes to catch them off-guard and hit them with a boosted version of their own attack. Z-Me First is even more potent as Mew can increase its speed and possibly set-up afterwards. Remove this, never a consistent option so It sees literally no usage

**Snatch**: Snatch allows Mew to flip the script on set-up sweepers that may start off slower than it such as Cloyster or bulkier Volcarona sets, then use Shell Smash or Quiver Dance itself to become incredibly deadly whilst wasting a foe's turn. Way too niche, needs to be removed.

**Recycle**: Mew can use Recycle to regain a super berry for extra longevity or recycle niche items like Resistance Berries. Has no real use when Mew can just click roost instead.

**Flame Charge**: Mew can use this to increase it's speed on Assault Vest sets; It can work when it wants to set-up whilst dealing minor chip damage.

**Endeavor**: Mew running a Sash Lead set could use this to cripple Pokemon in the early game and is particular potent when foes lack recovery. Sash lead Mew sets are often never the best one so endeavor has no value on its moveset.

**Trapping Moves**: Whirlpool / Infestation can work when Mew wants to go 1-for-1 with a particularly troublesome Pokemon by trapping it and utilising a Status move or it's excellent coverage to remove it.

Common Items
========
**Leftovers**: Best with bulkier and setup movesets, Mew appreciates the long term recovery offered by Leftovers to keep itself healthy across a game and give itself the best chance to spread chip or boost up.

**Choice Items**: Mew can find significant use out of Choice Band or Choice Specs with it's amazing coverage and utility such as Trick; foes will find themselves having a difficult time against Mew's damage output and the possible disruption. Choice Scarf can also work as a late-game cleaning option for Mew, it's at a solid enough speed tier where it would outspeed most foes and be able to clear up reliably with it's limitless movesets. Split this into Scarf and Specs/Band. Scarf is in the lower end of common meanwhile Specs/Band are niche

**Weakness Policy**: The go-to option for rapid boosting, Mew can quickly snowball into a game-ending threat in conjunction with Rock Polish and sweep through teams.

**Focus Sash**: One of Lead Mew's better items, it is able to setup Stealth Rock for free, get a chance to use Endeavor to bring a foe down to low HP, or use a Status move to provide significant early game progress. Not a viable set so Focus sash not even a niche

**Healing Berries**: Super berries can give Mew the extra longevity it needs to continue its set-up or finish cleaning through a team where Scarf or another item may be forgone. Mew also appreciates the health for bulky pivot and utility sets.

**Assault Vest**: Mew can leverage it's bulk even more by using Assault Vest to sponge attacks from special attackers and give them a piece of its mind and offensive attacking options. Move this to Niche

Niche Items
========
**Resistance Berries**: Mew can use resistance berries to grab an extra turn in a pinch, where it may use a status move or attempt to cripple a threatening foe using one of it's many options. Move this to common, Colbur/Tanga see enough usage on defensive sets that try to check mega gallade

**Rocky Helmet**: Physically defensive variants of Mew can use Rocky Helmet to snag some extra chip against foes with plenty of contact moves. Move this to common

**Z-Crystals**: Mew, though generally not the Z-Captain of choice, can use a few Z-Crystals to deal heavy damage, use a Z-Status move for a minor stat boost, or utilise Mewnium Z to get Psychic Terrain and attack in the same turn. Move this to common, its the premier item in set up sets

**Protective Pads**: Physically offensive Mew variants will appreciate Protective Pads when against bulkier checks and counters that can reliably run Rocky Helmet or have moves that have adverse contact effects. Remove It, not really a viable option when mew can just opt for a special set against the common helmet mons

**Red Card**: Mew can use it's great bulk to survive a boosted foes attack and phase them out with Red Card. Too niche with no specific case where its needed.

Add Expert Belt, arguably could be a common item due to the nature of Mew's coverage but niche is fine for now.

Add Kee and Maranga Berry, they offer an extra boost for Calm Mind and Bulk Up sets.

Draft Strategy
========
Mew is truly a "jack of all trades", but this means it's not particularly excelling in any particular role that it needs to fill but will absolutely do a solid job and can outperform plenty of other Pokemon doing so. Mention that Mew works best when paired with another high tier mon gotten in the first two rounds.

**Speed Control**: Mew isn't particularly fast even though it holds a solid speed tier, you'd be wise to look for Pokemon such as Mega Lopunny, Tornadus-T, and Zeraora are great choices for quelling checks faster than Mew.

**Wallbreakers**: Mew is also not the strongest of all Pokemon, so looking for Mega Charizard Y, Kartana or Kyurem-Black would be wise as this will enable Mew to run it's setup roles with less issues, as it would not be drawn into the wallbreaker role as often. Mega Charizard Y is not really a relevant mon in the meta, replace It with Mega Diancie.

**Entry Hazard Removal**: Lightening the hazard removal stress on Mew is going to be great long term, try to draft a Pokemon like Starmie, Tentacruel, or Excadrill who can all use Rapid Spin effectively within their movesets; Defoggers such as Skarmory, Rotom-Wash and Gliscor work as well to keep hazards off for Mew. Replace Gliscor with Serperior.

**Entry Hazard Setters**: Mew, when it doesn't want to serve a utility role, will appreciate if other Pokemon can set-up some hazards. Clefable and Heatran can reliably setup Stealth Rock, Ferrothorn and Skarmory are prominent Spikes users, Nihilego or Greninja may run Toxic Spikes to help wear down foes for Mew and Sticky Web from Araquanid or Galvantula can let it run another move or utility option over Rock Polish or another speed-boosting option. Remove the Sticky Web part, not needed for Mew and not really relevant as those mons are never drafted.

Checks and Counters
========
**Dark-types**: Dark-types can reliably hit Mew for big damage, particularly with STAB Knock Off; Bisharp, Hoopa-Unbound and Krookodile can reliably run Dark-type STAB moves to force Mew out, though foes must be aware of a possible Aura Sphere or Focus Blast. Hoopa-Unbound is quite a niche mon and Bisharp is not a relevant meta options, replace them with Alolan Muk for the knock off user and Greninja as a general dark type.

**Disruption and Phasing**: Walls with access to phasing, such as Skarmory or Mandibuzz, can remove setup Mew from the field and stop any sort of sweep with little effort.

**Entry Hazards**: Mew can be easily chipped down when serving as a bulky pivot or defensive utility, it has recovery in Soft-Boiled and Roost to off-set this but will find it incredibly difficult to maintain full HP. Pokemon like Ferrothorn, Scolipede or Greninja have access to multiple Hazards each and will be able to make sure Mew is more vulnerable to their wallbreaking teammates.

**Status moves**: Toxic puts setup variant of Mew on a timer and can shut down a sweep very quickly and Thunder Wave can cripple most offensive Mew variants; Pokemon such
as Starmie, Uxie and Mega Aggron can fit these moves into their sets and put alot of pressure on Mew. Replace Starmie and Mega Aggron with more common options like Zapdos and Zygarde.

Gen 7 - Genesis Soup-ernova (Mew) [QC: 0/2] (2024)

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