Strengths:
+ Extremely versatile because of move swap letting it adapt to a variety of situations.
+ Move swap gives Mew extra damage and playmaking potential that no other mage can even dream of getting.
+ Very strong early burst damage that gives it both great securing and fighting, making it one of the best earlygame Pokemon.
+ Huge and long range burst damage that only gets better later into the match because of Mew’s good scaling.
+ Incredible self peel options for a squishy backliner due to Unite Move’s invincibility, move swaps to Surf, and having relatively good self peel options in its second move slot.
Weaknesses:
– Probably the worst unboosted auto attack in the game, making its rip on farm and objectives abysmal if no teammates are around and Mew is on cooldown.
– Solar Beam and Surf have notably long cooldowns that can make doing lower impact uses of this move potentially very punishing.
– Squishy.
bingus
The best moveset? Electro Ball/Light Screen Earlygame , Solar Beam/Light Screen Lategame.
Keep reading though cause it’s way deeper than that.
Items: Choice Specs, Slick Spoon, Wise Glasses
– Choice Specs is a core item on most mage type Pokemon. Mew is no exception, especially since it also has a very high natural special attack stat.
– Slick Spoon is an appreciable increase to Mew’s burst damage and early securing power.
– Wise Glasses is the usual third option here. It brings a nice boost to Mew’s special attack and the 7% increase to special attack works nicely with Mew’s naturally high special attack.
– Sp. Atk Specs will generally provide higher output if you’re able to get fully stacked and could replace Wise Glasses, but you need to get a good amount of stacks to get proper value over Wise Glasses and it disrupts your otherwise good laning to get said stacks if you don’t wipe them.
Battle Item: Eject Button
– Eject Button will be a constant go to repositioning and escape tool for squishy mages. You can also eject while casting Solar Beam, which can occasionally net you some neat dodges or beam hits you wouldn’t have gotten otherwise.
– Full Heal is an interesting alternative option for some specific matchups where potential assassination threats (think Drill Kick Dodrio, Feint Claw Zoroark, and Machamp) have a high amount of CC chain potential can stun you out of being able to use Mystical Mirage and end you. You’re giving up the very important positioning game offered up Eject Button and the ability to just dodge these kinds of moves entirely if you react well, but Full Heal still is an interesting thought as a failsafe and winning a few niche interactions during offensive Mystical Mirage plays.
Emblems: 7 Black 6 Green
– Standard emblem build for mages works very well here, as Mew is completely reliant on its skills for its damage output and charging up boosted auto attacks.
About Move Reset:
Gained at level 5, you press this button to be able to change your moveset on a 25 second cooldown that gets reduced on a kill (40%), assist (20%), or scoring (5%). Since all your moves don’t share any cooldowns, this means that whatever move you swap to after using this will likely be off cooldown and be ready to get fired out immediately. You should be getting good at getting decently fast at swapping moves on the fly, but you generally don’t need to worry about crazy fast instaswitching to be doing your job on the character.
You also get about 4-5% of your Unite move’s cooldown taken off whenever you use Move Reset. It’s not much, but it can be helpful for farming one back faster in the downtime before a huge teamfight.
Getting better at knowing when to use Move Reset and what set to change to will take time as you learn different situations. Other than sheer brute force trial and error, there’s some things you can do to speed this process up. Get familiar with the applications of each individual move and watch when and how good Mew players use their swaps. Whenever you think an interaction could’ve went better or you died while you had Move Swap up, consider whether or not a move swap could’ve been worthwhile and affected the outcome of the fight. (The answer is usually yes)
About Boosted Auto:
Every time Mew casts one of its utility move, it gets a boost counter. Every time Mew hits one of its offensive moves, it gets a boost counter. With 3 boost counters, it increases the range of your next auto attack that turns it into a long range homing psychic ball of big damage that does more damage the further away you are from the target when it hits. Keep in mind that although it has basically infinite tracking distance once fired, it can be body blocked by players. However, it travels through wild Pokemon if it isn’t what the boosted auto is already locked onto.
Very handy to know that you can throw your moves out during the latter end of Boosted Auto’s startup, letting you add another layer of safety or setting up bigger bursts. Especially helpful with used with Solar Beam and Electro Ball for doing a lot of damage all at once or with Agility to help create more distance for it.
HOW TO PLAY MEW GOOD:
Mew is a character with both a lot of complexity and simplicity. Your general gameplan is fairly simple. Secure bully lanes, get to Solar Beam+ at level 10, hit good Solar Beams from the backlines, and use your Unite or Surf + Agility to peel for yourself during lategame fights. However, the presence of move swap gives you so much room to optimize and make more plays that distinguish you from other attackers. To start with, let’s go over what every move does and what they’re good for.
Electro Ball – Bingus Ball
Move reset direction for Switch players: LEFT
A sure hit yellow ball with low cooldown that does damage and slows people caught by it and its splash radius. It also has 9% missing HP bonus damage that caps at 1200 bonus damage on wilds, which also makes it a good and reliable secure move both on farm and on objectives as well as great for finishing off low HP targets. This will be your go to move during early laning for its low cooldown and power, and will probably continue to see a good amount of use for general combat until you get Solar Beam+ at level 10.
You usually switch to this move from something else when you’re close to an objective to secure it and to clean up low health enemies while you’re off cooldown. Electro Ball is a good general fighting option in more hectic closer to mid range confrontations where the low cooldown and sure hit nature is more valuable.
Surf – Bingus Wave
Move Reset direction for Switch players: DOWN
Mew gets a shield and rides forward on a wave, hitting enemies hard and pushing them with the wave much like Blastoise’s surf. This move has a very long cooldown, so be ready to account for the fact that you’re going to have a lot of downtime after casting Surf. If you don’t get any kills or assists out of it, your overall potential as a damage character is drastically shot because of the cooldown and not being able to Move Swap for a while. Make those Surfs count!
Think of this move as your get out of jail card because of it being essentially a CCing dash that gives you a shield. You can also engage or peel for teammates with it, but it’s usually not on you to do that unless you’re going for an ult combo or you need to emergency save an important teammate when nobody else can.
Solar Beam – Bingus Beam
Move Reset direction for Switch players: RIGHT
Mew shoots a very long range and hard hitting beam of light. While this move has a very long cooldown in the earlygame, it becomes much more forgiving to use at level 10’s upgrade to this moveslot, which reduces Solar Beam’s cooldown by .7s per enemy hit on top of just having more natural CDR by then. Because of this, Solar Beam becomes your main damage and farming tool at level 10.
Beam still has a pretty long startup animation, so you’re going to have to do some prediction work to hit your targets to make sure you don’t just miss or have your beam get side stepped. Alternatively, you can also wait until enemies are preoccupied or work off a CC engage to hit easy and big beams.
You switch to this move from something else earlygame when you can line up a huge beam on multiple people or to finish off people from a long distance that you can’t safely get to on Electro Ball. During the lategame, you ideally want to be on Solar Beam + Light Screen as much as possible when you get a good backline position to fire away from.
Coaching – Bingus Boost
Move Reset direction for Switch players: LEFT
Teleports you to a designated ally to give them a shield and a boost to auto attack speed for a short time while reducing the cooldown of your other move by 2 seconds and gives you a boost counter. A timer indicator will also appear on an ally that’s been coached within the last 7 seconds. If you coaching onto an ally that doesn’t have this, the cooldown of Coaching itself is reduced almost completely.
This is easily Mew’s most situational move, but it’s also very good in the situations it’s good in. Especially during laning phase, the shielding and auto attack speed boost is great for enabling strong auto attackers to greatly boost the killing power of your lane and spam more Electro Balls. You can also occasionally use it to save someone’s life with a shield or take advantage of the teleporting to an ally aspect to escape a situation if the positioning works out. Keep in mind that this move can’t even be casted if you don’t have teammates nearby.
If using this while in a combat situation, be wary of the fact that using this on your frontliners or divers means that you’re also instantly flinging your squishy self right into the thick of it. Don’t coach into your death. This goes both ways though, as allies in convenient safe positions can also let Coaching be used as an instant reposition lifeline to get you out of a tight spot.
Agility – Bingus Dash
Move Reset direction for Switch Players: DOWN
A simple dash in a direction that builds a boost counter and gives you a short and small speed boost afterwards. Holds up to 2 uses in reserve. This is mainly used as a self peel or mobility option. Good for scrappy situations where having a dash is very helpful for constantly repositioning on your own terms or just moving around the map more quickly. You can also use agility while casting boosted autos, letting you create more distance between your and your opponent for extra damage.
Light Screen – Bingus Wall
Move Reset direction for Switch players: RIGHT
Pushes out a wall in the designated direction that gives a boost counter while stunning and pushing back anyone that happens to be in the way while it’s coming out. You can then recast it the bring the light screen back to you for another boost counter, where it loses its wall properties but gives you 25% damage reduction. Good for building up boost stacks and as a defensive option with both the push and as a wall.
Any of your own Surfs, Electro Balls, and Solar Beams that pass through the Light Screen also becomes empowered. This move has self peel and utility potential with the shove and the wall’s existence, as well as greatly increasing the damage and width of your Solar Beam and Electro Balls. Empowered Surf has increased wave distance and speed while attaching the screen to Mew if it isn’t already.
Light Screen’s duration also refreshes upon recasting it to retract it back to you. If you manage to line up your cooldowns well, this means you can often get more than one screen boosted move in one Light screen cycle. Take advantage of this to further boost your damage output.
Light Screen also continues to linger even after you switch off it to a different moveset, which means you can fit in a screen boosted move in this window without even having Light Screen in your moveset!
About Mystical Mirage :
The defining feature of this Unite move is its ability to make you completely invincible as long as you don’t use any auto attacks or moves that would take away your invincibility and stealth while still keeping the mirage. This makes its first and foremost use be one of the single best defensive tools that a backline powerhouse could ever ask for. However, there’s a lot of other applications to this move’s delayed AoE burst after 4 seconds and stealth properties that can greatly enhance your playmaking potential.
Mystical Mirage can also be used offensively if you see an opportunity. Walk up your enemies while invincible, then nail them with one of your offensive moves right when the mirage is about to end and deal damage for a fat combo. Even Eject Button can be used while in the mirage without giving up your invincibility. Although your other moves can work in a pinch, this is best when used in tandem with Surf. Surf’s immediate unstoppable out of the mirage pretty much removes any possibility of getting your play eaten by an unfortunately timed enemy stun. The stun on Surf itself also helps keeps your targets unable to hit you while you wait for the mirage to end and do its damage.
This is also a handy tool for objective flip situations. If you predict the rip timing well, you can sometimes be able to time your Unite move to be able to do its damage close to when it’s in secure range so you can burst it with that plus one of your moves at the same time. If you’re really balling with an Electro Ball or Solar Beam secure attempt, you can even exit your invincibility with a boosted auto, then throw out one of those moves as that’s starting for even MORE burst. Even if you don’t line up that situational timing, just having the invincibility frames is still extremely helpful for getting yourself in a position to safely contest the objective.
The stealth property of this Unite move is also real. Provided they don’t use attacks while in it, The mirage area around Mew essentially functions as a moving bush for your teammates that they can use to not get targeted by sure hits and auto attacks and/or mask their exact positioning to make hitting them with skillshots more difficult. In a coordinated setting, a unique possible play with this move is starting it to hide your teammates in it while they’re out of enemy vision range and start looking for a dive. Because the enemy team won’t be able to see the exact numbers and positions of whoever’s in your mirage, this can lead to some really nasty surprise plays when an unexpected amount of people come out of the mirage.
The Unite buffs here are also fairly notable. You get 30% move speed, 30% CDR, and 20% max HP shield. The CDR is the main thing to pay attention to here, as you’ll be able to get much lower cooldowns on your moves (especially Surf) than what you would normally expect. Plan your plays during and shortly after you ult accordingly.
That’s a lot of possible moveset combinations, but truth is that a lot of possible move combinations are either suboptimal or highly situational, but understanding the capabilities and applications of each move individually well are the keys to being able to effectively take advantage of an off beat set in those uncommon moments.
You’ll likely only be using a few combinations extensively during a real match and these should be able to work for just almost any situation presented to you. Here are said relevant combinations that you should be building your game around so you can be able to utilize and switch to them fly.
Screen Ball – Electro Ball + Light Screen
Move Reset inputs for Switch Players: LEFT RIGHT
This should be your go to moveset for early laning. On top of its usual defensive utilities, Light Screen gives a very appreciable boost to Electro Ball’s damage that makes an already solid secure move straight up amazing at securing farm. Pre level 10, this is also arguably your best moveset for general fighting and farming because of the spammability of Electro Ball and Light Screen’s many applications.
There’s two weaknesses to keep track of when laning with this set. You can’t target things that are in a bush because of the Sure Hit property, so be ready to start dragging farm towards you to make sure that doesn’t happen. Mew’s unboosted auto attack is also pathetic and doesn’t want to be using its damaging move to rip farm faster since it’ll be very likely to lose contested farm doing that, so it’s very reliant on its teammate or the enemy helping out in that department.
The nuts burst damage of the Boosted Auto > Electro Ball is also great for securing farms from much higher ranges than usual or just putting a ton of damage on your enemy at once. Especially if you coordinate this burst to be combined with another strong secure partner like Snorlax or Slowbro, you can burst out farm from like ~70% of its HP if a Boosted Auto is in the mix.
Electro Ball’s 9% missing HP bonus damage and single hit nature makes it also very good at securing objectives, doing damage that’s comparable to Solar Beam + Light Screen on low health objectives. If you’re close enough to be able to get off a screen boosted Electro Ball, this is an very good and reliable secure that isn’t as likely to get cheesed between ticks.
Beam Screen – Solar Beam + Light Screen
Move Reset inputs for Switch Players: RIGHT RIGHT
Light Screen should just about always be your main go to move to use with Solar Beam since non screen boosted Solar Beam’s damage can leave a lot to be desired. Agility + Solar Beam may seem appealing as well due to being able to reposition while charging up beam with Agility, but it’s bait because you lose out on so much damage that it’s generally not worth it unless you’re specifically looking for long range damage while staying mobile. While Solarbeam’s long cooldown before the plus version makes it harder to use earlygame, a well placed beam screen even at that point of the game is still potentially devastating to anyone that gets caught by it and Solarbeam’s long range also still gives it some use over Electro Ball’s more limited range.
Come level 10, this should be your main moveset for general damage dealing due to the cooldown of Solar Beam being reduced per enemy hit. Try to line up beams that hit multiple people for more cooldown reduction and bigger value per beam. Most backliners and mages also can’t really contest the sheer range of beam as well while also getting their healthbars melted if they take a clean shot, making them one of your main targets to look for.
Don’t be afraid to hold off on beaming for a little bit so you can hit easy and fat beams off CC engages or to wait for shields to go away so your beam damage sticks more. Especially post Beam cooldown nerfs, you’re gonna have to think a little harder to make sure your beams count. As alluded to earlier, Solar Beam’s damage without Light Screen’s boost is often not worthwhile for how long its cooldown can be. Unless you know you can get big value from an unboosted beam like finishing something off or getting off an extra bit of damage for a teammate to finish the job or in do or die objective secure situations where you can’t afford to wait for screen’s cooldown, it may often be better to just wait for your screen.
During a teamfight, it’s often a good idea to not retract your Light Screen to keep up the wall to make approaching you more awkward for the enemy, then retract it for the boost counter once that isn’t happening or when it’s about to expire for the boost counter. Especially if you have Light Screen+ at level 12, you can easily block off the narrow corridor areas with it to make it tough for enemies to get to you while being able to fire off beams from behind it.
Light Screen’s first cast is also very good self peel, so be sure to have it ready if you think a dive is imminent. Another important trick you should know how to do is casting Light Screen 1 during Beam’s startup. If you do it fast enough, you should be able to still get off the Light Screen boost while also being able to reactively push any surprise divers away if someone appears the moment you start your beam.
WE OUT – Surf + Agility
Move Reset inputs for Switch players: DOWN DOWN
This is usually used as the get out of jail free card and Agility is the best with Surf regardless. The typical combo is to use Surf to get out, then Agility away with a boosted auto if someone gets hit for both self peel AND big damage. Because it’s a push, you can also still try to use Surf to set up engages or peel for teammates if its applicable.
This set also sees a lot of use when used in tandem with an offensive Unite Move. You can use the Unite’s invincibility to get into position, then time a Surf onto your target(s) to keep them stunned for the Unite’s detonation for massive damage.
This moveset is also the best for just getting around the map quickly while being likely to survive any confrontations. Mainly applicable to the post Rayquaza scramble for scores.
Agiliball – Electro Ball + Agility
Move Reset inputs for Switch players: LEFT DOWN
This moveset is solid for more scrappy general fighting where having low cooldowns and constant repositioning is valued that makes it a fine option for solo holding a lane. This is also the best set for chasing down and finishing off injured targets due to Electro Ball’s executes and Agility’s mobility.
Coaching + Electro Ball
Move Rest inputs for Switch players: LEFT LEFT
This is a great option as your earlygame moveset if you have a lane partner that has a strong auto attack that they can get aggressive with. Coaching lets them stay in the thick of it longer and pump out more auto attack damage while basically taking off about half of Electro Ball’s cooldown. If you do Electro Ball into immediately applying Coaching to your teammate twice, then that’s more or less a full CD reset for Electro Ball at the cost of putting Coaching on its full cooldown.
If played right, this can make some genuinely scary fight lanes when paired with very auto attack heavy laners like Eldegoss, Hoopa, and Mamoswine. It can also turn the griefing lane Cinderace into somewhat of a threat. Play to start putting damage pressure on enemy laners to try to kill them. If you kill them, great! If not, then you’ve still likely put on a lot of damage pressure that creates an opening for you and your lane partner to comfortably get their side’s farm and any contested farm. Just be wary of Electro Ball having a much lower secure range without Light Screen.
Because of Coaching’s cooldown reduction properties on top of the auto attack speed boost for your teammates, this set is also ideal for ripping objectives as fast as possible. It lets you get out more Electro Balls on top of helping your teammates rip faster. It’s also serviceable for general fighting in the early half of the match as long as you’re careful about not flinging yourself into a dangerous spot.
These are Pokémon that our team has determined MEW is strong against. MEW will generally be able to shut down these opponents playstyle's or have the advantage in a one on one fight.
PENDING
These are Pokémon that our team has determined MEW is weak against. These Pokémon will have the upper hand in a fight or be able to exploit MEW's weaknesses.
PENDING
PSA: THE GUIDE IS NO LONGER MANAGED OR UPDATED IN ANY FORM, AND WILL NOT BE FOR THE FORSEEABLE FUTURE. Joe thanks everyone for their support (and ad revenue ;) ) and hope the site helped improve their play and hopes you kids enjoy your lives. We encourage you to use the information here in combination with Unite-DB and Mathcord as a jumping off point for your own builds.
Share This Guide: