AAA Unaware Mew [Done]

UT

Old habits die SCREAMING
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Appeals + C&C Lead
[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]]
 
Last edited:

Isaiah

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A R C

[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]
Thanks to its good physical bulk, lack of common weaknesses, Foul Play, and wide support movepool including reliable recovery, Mew is a solid Unaware wall. It is able to consistently check physical setup sweepers such as Garchomp, Talonflame, and Triage Kommo-o Power Construct Zygarde-10% (It gets Poisoned by Zyg-C and put away for good LOL). It's also able to check Triage Lele. Foul Play takes advantage of the Mew's unpredictability and punishes reckless set up. Will-O-Wisp permanently cripples physical attackers that stay in and provides chip damage against opposing walls. Spikes is the preferred option in the last slot to take advantage of the free turns it 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, while Volt Switch avoids contact effects like Rocky Helmet. 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 more reliable entry hazard control. Since Unaware Mew forgoes a defense-boosting ability, it needs maximum 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 move 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 physically defensive 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; 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 is reliant on Will-O-Wisp to neuter 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. (Maybe something about pairing it with special walls too (regenvest mons, blissey, etc.) to help vs special attackers that might try to capitalize on Mew only having foul play as coverage?)

[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. (Maybe mention that if it's being used on stall, it can actually get away with double recovery to avoid being PPstalled by setup mons over time? Very niche, but not unviable) 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 weather or Terrain setters, but these teams are generally inconsistent.

Checks and Counters
===================

**Fire-types**: Defensive Mew sets are heavily reliant on Will-O-Wisp to check physical attackers, making it 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.

**Pivoting Attackers**: Galarian Zapdos and Barraskewda are hard for Mew to check, as they do respectable damage to it while pivoting, wearing it down.

[CREDITS]
- Written by: [[UT, 523866]]
- Quality checked by: [[Osake, 524664], [Isaiah, 375662]]
- Grammar checked by: [[Adeleine, 517429]]
Well done! 1/2
 

hayedenn

forgotten me already?
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add remove conjecture other

[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]
Thanks to its good physical bulk, lack of common weaknesses, Foul Play, and wide support movepool including reliable recovery, Mew is a solid Unaware wall. Mew is a solid Unaware wall thanks to its good physical bulk, lack of common weaknesses, Foul Play, and wide support movepool including reliable recovery. It is able to 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 the Mew's unpredictability and punishes reckless set up. Will-O-Wisp permanently cripples physical attackers that stay in and provides chip damage against opposing walls. Spikes is the preferred option in the last slot to take advantage of the free turns it 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, while Volt Switch avoids contact effects like Rocky Helmet. 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 more reliable entry hazard control. Since Unaware Mew forgoes a defense-boosting ability, it needs maximum 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 physically defensive 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; Regenerator Kommo-o effectively checks most common pivoting wallbreakers. maybe rephrase this to say that mew lacks the ability to switch into pivots without being worn down 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 is reliant relies on Will-O-Wisp to neuter 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 is unable to 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 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 insanely passive.

Checks and Counters
===================

**Fire-types**: Defensive Mew sets are heavily reliant heavily relies on Will-O-Wisp to check physical attackers, making it 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 to it while pivoting, wearing it down.

[CREDITS]
- Written by: [[UT, 523866]]
- Quality checked by: [[beauts, 484270 ], [Isaiah, 375662]]
- Grammar checked by: [[Adeleine, 517429]]
qc 2/2
 

Adeleine

after committing a dangerous crime
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Add/Fix Remove Comment
[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 support utility movepool including reliable recovery. It is able to 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 the Mew's unpredictability and punishes unpredictability, punishing (if this doesnt make sense, it may help to elaborate on how FP takes advantage of mews unpredictability. theres reasons i think this change of mine is a lil messy but it's kinda complicated, if you care just do what you want or ask me) reckless set up. setup. Will-O-Wisp permanently cripples debilitates physical attackers that stay in and provides chip damage against (you could do "chips" if you want but i get the nuances may be different) opposing walls. Spikes is the preferred option preferred in the last moveslot to take advantage of the free turns it 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, (technically protect blocks it) (technically ground typing and volt absorb are distinct immunity sources) (if you have a better phrasing feel free) 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 more reliable entry hazard control. Since Unaware Mew forgoes a defense-boosting 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 physically defensive 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 something some foe (idk i dont feel as strongly on this as i used to, maybe not worth changing? idk) 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 neuter neutralize physical attackers, it can struggle against Cinderace, Entei, and a well-played Talonflame; (possible elaboration opportunity on what a "well-played Talonflame" means in this context. emphasis on optional here, tho) 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 (if appropriate) 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 relies rely on Will-O-Wisp to check physical attackers, making it 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]]

Adeleine.gif

GP Team done

ur writing looking kinda nice, like beyond the standard gp stuff you know
 

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