[SET]
name: Unaware Wall
move 1: Foul Play
move 2: Roost
move 3: Will-O-Wisp
move 4: Spikes / U-turn / Volt Switch
item: Heavy-Duty Boots / Leftovers
ability: Unaware
nature: Bold
evs: 248 HP / 252 Def / 8 SpD
[SET COMMENTS]
Mew is a solid Unaware wall thanks to its good physical bulk, lack of common weaknesses, Foul Play, and wide utility movepool including reliable recovery. It can consistently check physical setup sweepers such as Garchomp, Talonflame, and Triage Kommo-o, as well as a few special threats like Triage Tapu Lele. Foul Play takes advantage of Mew's unpredictability, punishing reckless setup from foes that do not expect Unaware. Will-O-Wisp permanently debilitates physical attackers that stay in and provides chip damage against opposing walls. Spikes is preferred in the last moveslot to take advantage of the free turns Mew generates and accrue additional chip damage. U-turn and Volt Switch allow Mew to instead generate momentum; U-turn has the advantage of being unblockable via immunities, while Volt Switch avoids contact effects like Rocky Helmet damage. Heavy-Duty Boots is the preferred item to reliably switch in through entry hazards, especially as Spikes variants pair poorly with Defog support; Leftovers is an option with reliable entry hazard control. Since Unaware Mew forgoes a Defense-boosting ability, it needs maximum Defense investment to withstand opposing wallbreakers and sweepers.
Unaware Mew fits best on bulky and balance teams that appreciate its role compression and ability to deter opposing setup; pivoting variants can still find a home on more offensive teams, however. While Unaware Mew effectively checks dangerous threats like Swords Dance Garchomp and Talonflame, it is easily overwhelmed by powerful wallbreakers like Choice Band Terrakion, Dhelmise, and especially its nemesis, Zarude; bulky physical walls like Intimidate Corviknight and Dauntless Shield Hippowdon are strongly recommended to cover its weakness to standard wallbreakers. Mew is also vulnerable to opposing pivots like Barraskewda and Cinderace, as they deny it a chance to recover by switching to some foe that forces Mew out; Regenerator Kommo-o effectively checks most common pivoting wallbreakers. If forgoing Heavy-Duty Boots, Mew requires reliable entry hazard support from Corviknight or Tapu Fini to avoid being 2HKOed as it switches in. Since Mew relies on Will-O-Wisp to neutralize physical attackers, it can struggle against Cinderace, Entei, and a well-played Talonflame; a reliable secondary answer to these threats like Primordial Sea Zapdos is encouraged. Since Mew cannot do meaningful damage to special attackers, reliable special walls like Blissey and RegenVest Jirachi make great teammates.
[STRATEGY COMMENTS]
Other Options
=============
Mew has a variety of other support moves—Taunt, Defog, Toxic Spikes, Stealth Rock, Whirlwind, Heal Bell—that can satisfy particular teams' needs, but in many cases there are better users. Mew can also pull off a wide range of offensive sets—No Guard + Zap Cannon, Dragon Dance + Guts + Facade, Dragon Dance + Tough Claws—that are all generally outclassed by other users, but can have a nice surprise factor on Mew. Mew is also one of the better dedicated weather or Terrain setters, but these teams are generally inconsistent. On stall teams, Mew can run both Roost and Recover for better longevity at the cost of being passive.
Checks and Counters
===================
**Fire-types**: Defensive Mew sets heavily rely on Will-O-Wisp to check physical attackers, making them a poor check to Cinderace, Talonflame, and Entei.
**Zarude and Dhelmise**: Zarude and Dhelmise are powerful physical attackers that can threaten Mew with their super effective STAB options. Additionally, Zarude also ignores Dauntless Shield and Cosmic Power boosts thanks to Darkest Lariat. However, they fear switching into Will-O-Wisp.
**Pivoting Attackers**: Galarian Zapdos and Barraskewda are hard for Mew to check, as they do respectable damage while pivoting, wearing it down.
[CREDITS]
- Written by: [[UT, 523866]]
- Quality checked by: [[beauts, 484270 ], [Isaiah, 375662]]
- Grammar checked by: [[Adeleine, 517429]]
name: Unaware Wall
move 1: Foul Play
move 2: Roost
move 3: Will-O-Wisp
move 4: Spikes / U-turn / Volt Switch
item: Heavy-Duty Boots / Leftovers
ability: Unaware
nature: Bold
evs: 248 HP / 252 Def / 8 SpD
[SET COMMENTS]
Mew is a solid Unaware wall thanks to its good physical bulk, lack of common weaknesses, Foul Play, and wide utility movepool including reliable recovery. It can consistently check physical setup sweepers such as Garchomp, Talonflame, and Triage Kommo-o, as well as a few special threats like Triage Tapu Lele. Foul Play takes advantage of Mew's unpredictability, punishing reckless setup from foes that do not expect Unaware. Will-O-Wisp permanently debilitates physical attackers that stay in and provides chip damage against opposing walls. Spikes is preferred in the last moveslot to take advantage of the free turns Mew generates and accrue additional chip damage. U-turn and Volt Switch allow Mew to instead generate momentum; U-turn has the advantage of being unblockable via immunities, while Volt Switch avoids contact effects like Rocky Helmet damage. Heavy-Duty Boots is the preferred item to reliably switch in through entry hazards, especially as Spikes variants pair poorly with Defog support; Leftovers is an option with reliable entry hazard control. Since Unaware Mew forgoes a Defense-boosting ability, it needs maximum Defense investment to withstand opposing wallbreakers and sweepers.
Unaware Mew fits best on bulky and balance teams that appreciate its role compression and ability to deter opposing setup; pivoting variants can still find a home on more offensive teams, however. While Unaware Mew effectively checks dangerous threats like Swords Dance Garchomp and Talonflame, it is easily overwhelmed by powerful wallbreakers like Choice Band Terrakion, Dhelmise, and especially its nemesis, Zarude; bulky physical walls like Intimidate Corviknight and Dauntless Shield Hippowdon are strongly recommended to cover its weakness to standard wallbreakers. Mew is also vulnerable to opposing pivots like Barraskewda and Cinderace, as they deny it a chance to recover by switching to some foe that forces Mew out; Regenerator Kommo-o effectively checks most common pivoting wallbreakers. If forgoing Heavy-Duty Boots, Mew requires reliable entry hazard support from Corviknight or Tapu Fini to avoid being 2HKOed as it switches in. Since Mew relies on Will-O-Wisp to neutralize physical attackers, it can struggle against Cinderace, Entei, and a well-played Talonflame; a reliable secondary answer to these threats like Primordial Sea Zapdos is encouraged. Since Mew cannot do meaningful damage to special attackers, reliable special walls like Blissey and RegenVest Jirachi make great teammates.
[STRATEGY COMMENTS]
Other Options
=============
Mew has a variety of other support moves—Taunt, Defog, Toxic Spikes, Stealth Rock, Whirlwind, Heal Bell—that can satisfy particular teams' needs, but in many cases there are better users. Mew can also pull off a wide range of offensive sets—No Guard + Zap Cannon, Dragon Dance + Guts + Facade, Dragon Dance + Tough Claws—that are all generally outclassed by other users, but can have a nice surprise factor on Mew. Mew is also one of the better dedicated weather or Terrain setters, but these teams are generally inconsistent. On stall teams, Mew can run both Roost and Recover for better longevity at the cost of being passive.
Checks and Counters
===================
**Fire-types**: Defensive Mew sets heavily rely on Will-O-Wisp to check physical attackers, making them a poor check to Cinderace, Talonflame, and Entei.
**Zarude and Dhelmise**: Zarude and Dhelmise are powerful physical attackers that can threaten Mew with their super effective STAB options. Additionally, Zarude also ignores Dauntless Shield and Cosmic Power boosts thanks to Darkest Lariat. However, they fear switching into Will-O-Wisp.
**Pivoting Attackers**: Galarian Zapdos and Barraskewda are hard for Mew to check, as they do respectable damage while pivoting, wearing it down.
[CREDITS]
- Written by: [[UT, 523866]]
- Quality checked by: [[beauts, 484270 ], [Isaiah, 375662]]
- Grammar checked by: [[Adeleine, 517429]]
Last edited: