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Mew

Attacker · Ranged

SpecialExpert

Only basic attacks can critically strike (not boosted attacks), but Mew has 0% base Critical-Hit rate at all levels. At level 9, Mew gains 12.5% spell vamp (restores HP when dealing Special Attack damage).

Builds

Saved move and item loadouts for common play patterns.

Items Only

Anywhere Damage

Held Items

choice-specswise-glassesdrive-lens

Battle Item

eject-button

Items Only

Support

Held Items

exp-sharechoice-specswise-glasses

Battle Item

eject-button

This set focuses heavily on use of Coaching

Moves

Move timings, descriptions, upgrades, and hidden detail text.

Synchronize

Passive

Each time Mew uses a move, Mew and nearby allies have their movement speed increased by 15% for 2s.

Attack

Basic

Each time Mew uses a move, they gain a boost counter. A maximum of 3 boost counters can be stored. After 3 counters are stored (they have to be consumed within 8s or they disappear), Mew's next basic attack becomes a boosted attack that consumes all counters and launches a ball of psychic energy at an enemy. During the lock-on animation Mew can use moves. The further the ball travels, the more damage it deals (4% more damage per threshold, stacking additively). This ball pierces through wild Pokémon, but will stop traveling upon contact with the first enemy player.

Electro Ball

Move 1Sure Hit5s

Hurl an electric orb, dealing damage to enemies in the area-of-effect and leaving them paralyzed (40% slow, 10% attack speed reduction) for 2s. This move deals more damage the lower the enemies' remaining HP is.

Solar Beam

9s

Surf

12s

Coaching

Move 2Buff7s

Teleport to an ally, granting them a shield for 3s and increasing basic attack speed by 40% for 2s. If this move is used on an ally who hasn't been coached within 7s, the cooldown of this move is reduced by 90%. If this move is used on an ally who has been recently coached, this move goes on cooldown. The cooldown of Electro Ball, Solar Beam, and Surf is reduced by 1s each time this move is used.

Light Screen

9s

Agility

10s

Mystical Mirage

UniteArea123s

Mew becomes unstoppable and floats in the air for 1s, then becoming invincible and invisible for up to 6s until using an attack or move. A field is created around Mew for 5s This field travels with Mew. Mew and all allies within the area become stealthed for 4s. After the field expires, this move deals damage to enemies within the area-of-effect.

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© 2026 dittobase.com. All rights reserved.

This website is an independent platform and is not associated with, validated, backed, or sponsored by Nintendo, Game Freak, Niantic, or The Pokémon Company.

UNI / Pokémon

Mew

Mew

Attacker · Ranged

SpecialExpert

Only basic attacks can critically strike (not boosted attacks), but Mew has 0% base Critical-Hit rate at all levels. At level 9, Mew gains 12.5% spell vamp (restores HP when dealing Special Attack damage).

Builds

Saved move and item loadouts for common play patterns.

Items Only

Anywhere Damage

Held Items

choice-specswise-glassesdrive-lens

Battle Item

eject-button

Items Only

Support

Held Items

exp-sharechoice-specswise-glasses

Battle Item

eject-button

This set focuses heavily on use of Coaching

Moves

Move timings, descriptions, upgrades, and hidden detail text.

Synchronize

Passive

Each time Mew uses a move, Mew and nearby allies have their movement speed increased by 15% for 2s.

Attack

Basic

Each time Mew uses a move, they gain a boost counter. A maximum of 3 boost counters can be stored. After 3 counters are stored (they have to be consumed within 8s or they disappear), Mew's next basic attack becomes a boosted attack that consumes all counters and launches a ball of psychic energy at an enemy. During the lock-on animation Mew can use moves. The further the ball travels, the more damage it deals (4% more damage per threshold, stacking additively). This ball pierces through wild Pokémon, but will stop traveling upon contact with the first enemy player.

Electro Ball

Move 1Sure Hit5s

Hurl an electric orb, dealing damage to enemies in the area-of-effect and leaving them paralyzed (40% slow, 10% attack speed reduction) for 2s. This move deals more damage the lower the enemies' remaining HP is.

Solar Beam

9s

Surf

12s

Coaching

Move 2Buff7s

Teleport to an ally, granting them a shield for 3s and increasing basic attack speed by 40% for 2s. If this move is used on an ally who hasn't been coached within 7s, the cooldown of this move is reduced by 90%. If this move is used on an ally who has been recently coached, this move goes on cooldown. The cooldown of Electro Ball, Solar Beam, and Surf is reduced by 1s each time this move is used.

Light Screen

9s

Agility

10s

Mystical Mirage

UniteArea123s

Mew becomes unstoppable and floats in the air for 1s, then becoming invincible and invisible for up to 6s until using an attack or move. A field is created around Mew for 5s This field travels with Mew. Mew and all allies within the area become stealthed for 4s. After the field expires, this move deals damage to enemies within the area-of-effect.

Dittobase

© 2026 dittobase.com. All rights reserved.

This website is an independent platform and is not associated with, validated, backed, or sponsored by Nintendo, Game Freak, Niantic, or The Pokémon Company.