Sharing this team as the gen is almost over and it performed the best for me by far (1911 elo whereas I generally hover in the 1700-1800 range with any other team). Also to share my theory that there is a Mew set that can fit on any given team and adapt to any meta.
https://pokepast.es/d72908e028e33239
The Mew is the only really original thing on this team so I’ll focus mostly on that.
I came up with it because I was running a team with a standard lead Mew set and realized people very often pick their lead with the assumption I will lead Mew. Thus, this team is meant to bait “countermeasures” that scarf Mew can catch off-guard.
The aura sphere OHKOs Weavile (very common lead when they see Mew), Bisharp (if no sash), and Kartana (if Kartana is scarf, Mew lives the knock off and kills it). There is also a scarf Obstagoon lead going around for some reason and its too free. It does decent chip into Heatran, Melmetal, Ferro, and Magnezone as well.
The ice beam hits spdef Lando and Garchomp for 75+ and if they’re not invested it of course OHKOs (my favorite is scarf Lando users that assume they can uturn for free). It outspeeds Dragonite even after a ddance and OHKOs if multiscale is broken, or also can live one hit and 2HKO it. Its also very useful into Rillaboom and Zapdos, and sometimes can catch a Tornadus switch in for a 2HKO.
The psychic kills Urshifu (they always try to uturn instead of hard switching for some reason), 2HKOs Toxapex, and can revenge +2 Hawlucha if Mew lives the 37% acrobatics roll. It also outspeeds LO Nidoking even after you’ve lost the scarf so that matchup is pretty free if you play it well. Otherwise it is just decent STAB.
I also generally manage to trick the scarf in every battle. It can cause massive problems for stall, and is also very satisfying to give it to a HO sweeper and have them click CM/SD with it lol. You can trick it on the HO Mew lead and they usually get stuck on a taunt and have to switch, and you should always trick if there is a Hatterene (especially on Trick Room teams), as even if they don’t lead Hatterene they will invariably switch it in. Against stall it is useful to trick it onto anything, although I prefer to get it on Clef if I can.
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The other kind of unique thing here is the custap spdef Seismitoad which can give massive problems to Lele, Specs Pult, and Blacephalon. The best thing is that they generally bring it within custap range after 2 hits so you can make great use of the item. It also shuts down Volcanion, flip turn swampert, and the ever annoying Rotom-W. I use Toad pretty recklessly to make as much progress as possible, unless there is an Eleki or rain team, in which case I’m very careful with it. If I see a Dragapult, I tend to lead toad over mew and click knock off if they go pult. Even if it uturns you get to take an item off something and also scout if it’s band, specs, or DD based on the uturn damage.
I like Twave Melmetal as it can catch Corviknight on the switch and flinch it down, and paralysis is very good in general. This thing really is broken and lives so many hits that it has no business living. I use it as a wallbreaker, status spreader, and a middle finger to Clefable.
I had Skarmory as my defensive tank but Magnezone is everywhere right now so I switched to Zapdos, which I’m pretty happy with. Static paralyzes way more than 30% of the time (as with every 30% interaction in this game). It has been worth losing the toxic immunity I think. I had whirlwind on Skarm which was incredibly useful, but chose toxic on Zapdos in that moveslot because its better vs Lando and opposing Zapdos.
Spdef trapper Heatran is pretty standard — I like taunt over toxic for stopping teleport escapes and stall breaking in general. I also went protect over toxic because protect is just so damn useful vs choice attackers, plus it gives more leftovers recovery, helps kill weather/terrain/trick room turns, etc.
Scarf Buzzwole is my main sweeper, I love this thing. It also serves as a secondary def tank in a pinch. I generally play with a plan of trying to eliminate Buzz’s counters and sweep from there. Its not always bad to get the scarf knocked off, as it can create better sweeping opportunities.
I dont have any momentum moves on this team as my playstyle is very double-switch heavy. I recommend in general to try playing without u-turn/teleport for a while as it can help develop your switching skills (and then when you go back to momentum moves they'll be even more useful). Having Zapdos also means that you can catch some paras on people’s uturns and even scare them into hard-switching. For example Tornadus, one of the best pivots, is significantly more manageable with Zapdos there.
Sorry I’m not very good with formatting and such but I hope this is sufficient. Hope y’all enjoy and would love to hear about some original Mew sets that you’ve used.
Proof of peak (I am Anibunnysomoney):
https://pokepast.es/d72908e028e33239
The Mew is the only really original thing on this team so I’ll focus mostly on that.
I came up with it because I was running a team with a standard lead Mew set and realized people very often pick their lead with the assumption I will lead Mew. Thus, this team is meant to bait “countermeasures” that scarf Mew can catch off-guard.
The aura sphere OHKOs Weavile (very common lead when they see Mew), Bisharp (if no sash), and Kartana (if Kartana is scarf, Mew lives the knock off and kills it). There is also a scarf Obstagoon lead going around for some reason and its too free. It does decent chip into Heatran, Melmetal, Ferro, and Magnezone as well.
The ice beam hits spdef Lando and Garchomp for 75+ and if they’re not invested it of course OHKOs (my favorite is scarf Lando users that assume they can uturn for free). It outspeeds Dragonite even after a ddance and OHKOs if multiscale is broken, or also can live one hit and 2HKO it. Its also very useful into Rillaboom and Zapdos, and sometimes can catch a Tornadus switch in for a 2HKO.
The psychic kills Urshifu (they always try to uturn instead of hard switching for some reason), 2HKOs Toxapex, and can revenge +2 Hawlucha if Mew lives the 37% acrobatics roll. It also outspeeds LO Nidoking even after you’ve lost the scarf so that matchup is pretty free if you play it well. Otherwise it is just decent STAB.
I also generally manage to trick the scarf in every battle. It can cause massive problems for stall, and is also very satisfying to give it to a HO sweeper and have them click CM/SD with it lol. You can trick it on the HO Mew lead and they usually get stuck on a taunt and have to switch, and you should always trick if there is a Hatterene (especially on Trick Room teams), as even if they don’t lead Hatterene they will invariably switch it in. Against stall it is useful to trick it onto anything, although I prefer to get it on Clef if I can.
—
The other kind of unique thing here is the custap spdef Seismitoad which can give massive problems to Lele, Specs Pult, and Blacephalon. The best thing is that they generally bring it within custap range after 2 hits so you can make great use of the item. It also shuts down Volcanion, flip turn swampert, and the ever annoying Rotom-W. I use Toad pretty recklessly to make as much progress as possible, unless there is an Eleki or rain team, in which case I’m very careful with it. If I see a Dragapult, I tend to lead toad over mew and click knock off if they go pult. Even if it uturns you get to take an item off something and also scout if it’s band, specs, or DD based on the uturn damage.
I like Twave Melmetal as it can catch Corviknight on the switch and flinch it down, and paralysis is very good in general. This thing really is broken and lives so many hits that it has no business living. I use it as a wallbreaker, status spreader, and a middle finger to Clefable.
I had Skarmory as my defensive tank but Magnezone is everywhere right now so I switched to Zapdos, which I’m pretty happy with. Static paralyzes way more than 30% of the time (as with every 30% interaction in this game). It has been worth losing the toxic immunity I think. I had whirlwind on Skarm which was incredibly useful, but chose toxic on Zapdos in that moveslot because its better vs Lando and opposing Zapdos.
Spdef trapper Heatran is pretty standard — I like taunt over toxic for stopping teleport escapes and stall breaking in general. I also went protect over toxic because protect is just so damn useful vs choice attackers, plus it gives more leftovers recovery, helps kill weather/terrain/trick room turns, etc.
Scarf Buzzwole is my main sweeper, I love this thing. It also serves as a secondary def tank in a pinch. I generally play with a plan of trying to eliminate Buzz’s counters and sweep from there. Its not always bad to get the scarf knocked off, as it can create better sweeping opportunities.
I dont have any momentum moves on this team as my playstyle is very double-switch heavy. I recommend in general to try playing without u-turn/teleport for a while as it can help develop your switching skills (and then when you go back to momentum moves they'll be even more useful). Having Zapdos also means that you can catch some paras on people’s uturns and even scare them into hard-switching. For example Tornadus, one of the best pivots, is significantly more manageable with Zapdos there.
Sorry I’m not very good with formatting and such but I hope this is sufficient. Hope y’all enjoy and would love to hear about some original Mew sets that you’ve used.
Proof of peak (I am Anibunnysomoney):
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