
Mew
Attacker · Ranged
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-lensBattle Item
eject-buttonItems Only
Support
Held Items
exp-sharechoice-specswise-glassesBattle Item
eject-buttonThis set focuses heavily on use of Coaching
Moves
Move timings, descriptions, upgrades, and hidden detail text.

Synchronize
Each time Mew uses a move, Mew and nearby allies have their movement speed increased by 15% for 2s.
Attack
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
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
9sSurf
12s
Coaching
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
9sAgility
10s
Mystical Mirage
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.







