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 #151 Mew
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Mew
Japan: Myuu
ミュウ
French: Mew
German: Mew
Korean:
National: #151
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #---
Mew is Genderless
Classification Height Weight Capture Rate Base Egg Steps
New Species Pokémon 1'04"
0.4m
8.8lbs
4kg
4530,720
Abilities: Synchronize
Synchronize: When this Pokémon becomes Poisoned, Paralyzed, or Burned, so does the opponent. However, Fire-type and Water Veil ability Pokémon cannot be Burned, Poison-type and Steel-type and Immunity ability Pokémon cannot be Poisoned, and Limber ability Pokémon cannot be Paralyzed.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,059,860 Points
Medium Slow
100 3 HP Point(s)
Not Eligible/Known
Wild Hold Item Egg Groups
  Mew cannot breed
Evolutionary Chain
Locations
X Transfer required
Y Transfer required
Omega Ruby  
Alpha Sapphire  
Generation VI Level Up
LevelAttack NameTypeAppealJam
Pound  
Quite an appealing move.
Reflect Type  
Works well if it is the same type as the move used by the last Pokémon.
Transform  
An appealing move that can be used repeatedly without boring the audience.
10 Mega Punch  
An appealing move that can be used repeatedly without boring the audience.
20 Metronome  
Effectiveness varies depending on when it is used.
30 Psychic  
Quite an appealing move.
40 Barrier  
Prevents the user from being startled until the turn ends.
50 Ancient Power  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
60 Amnesia  
Prevents the user from being startled until the turn ends.
70 Me First  
Causes the user to move earlier on the next turn.
80 Baton Pass  
Works well if the user is pumped up.
90 Nasty Plot  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
100 Aura Sphere  
Works great if the user goes first this turn.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM01 Hone Claws  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM02 Dragon Claw  
Quite an appealing move.
TM03 Psyshock
Badly startles the last Pokémon to act before the user.
TM04 Calm Mind  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM05 Roar  
Causes the user to move later on the next turn.
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM07 Hail
Badly startles all Pokémon that successfully showed their appeal.
TM08 Bulk Up  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM09 Venoshock  
Works well if it is the same type as the move used by the last Pokémon.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM11 Sunny Day  
Works better the more the crowd is excited.
TM12 Taunt
Badly startles Pokémon that the audience has high expectations of.
TM13 Ice Beam
Badly startles the last Pokémon to act before the user.
TM14 Blizzard
Badly startles the last Pokémon to act before the user.
TM15 Hyper Beam
Startles all other Pokémon. User cannot act in the next turn.
TM16 Light Screen  
Prevents the user from being startled one time this turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM18 Rain Dance  
Works better the more the crowd is excited.
TM19 Roost  
Makes the audience quickly grow bored when an appeal move has little effect.
TM20 Safeguard  
Prevents the user from being startled one time this turn.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM22 Solar Beam  
Affected by how well the previous Pokémon's move went.
TM23 Smack Down
Badly startles Pokémon that the audience has high expectations of.
TM24 Thunderbolt  
Quite an appealing move.
TM25 Thunder  
Works better the more the crowd is excited.
TM26 Earthquake
Badly startles all Pokémon that successfully showed their appeal.
TM27 Return  
Quite an appealing move.
TM28 Dig  
Prevents the user from being startled one time this turn.
TM29 Psychic  
Quite an appealing move.
TM30 Shadow Ball  
Quite an appealing move.
TM31 Brick Break  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM33 Reflect  
Prevents the user from being startled one time this turn.
TM34 Sludge Wave  
Brings down the energy of any Pokémon that have already used a move this turn.
TM35 Flamethrower  
Quite an appealing move.
TM36 Sludge Bomb
Badly startles Pokémon that the audience has high expectations of.
TM37 Sandstorm
Badly startles all Pokémon that successfully showed their appeal.
TM38 Fire Blast  
Works better the more the crowd is excited.
TM39 Rock Tomb  
Makes audience expect little of other contestants.
TM40 Aerial Ace  
Works great if the user goes first this turn.
TM41 Torment  
Makes the remaining Pokémon nervous.
TM42 Facade  
Works great if the user goes last this turn.
TM43 Flame Charge  
Works well if the user is pumped up.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM45 Attract  
Makes the remaining Pokémon nervous.
TM46 Thief  
Shows off the Pokémon’s appeal about as well as the move used just before it.
TM47 Low Sweep
Prevents the user from being startled until the turn ends.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM49 Echoed Voice  
An appealing move that can be used repeatedly without boring the audience.
TM50 Overheat  
A very appealing move, but after using this move, the user is more easily startled.
TM51 Steel Wing  
Affected by how well the previous Pokémon's move went.
TM52 Focus Blast  
Quite an appealing move.
TM53 Energy Ball  
Quite an appealing move.
TM54 False Swipe  
Makes the audience quickly grow bored when an appeal move has little effect.
TM55 Scald  
Makes the remaining Pokémon nervous.
TM56 Fling  
Brings down the energy of any Pokémon that have already used a move this turn.
TM57 Charge Beam  
Works well if the user is pumped up.
TM58 Sky Drop  
Temporarily stops the crowd from growing excited.
TM59 Incinerate  
Makes audience expect little of other contestants.
TM60 Quash  
Causes the user to move earlier on the next turn.
TM61 Will-O-Wisp  
Makes audience expect little of other contestants.
TM62 Acrobatics  
Works well if the user is pumped up.
TM63 Embargo  
Brings down the energy of any Pokémon that have already used a move this turn.
TM64 Explosion  
A move of huge appeal, but using it prevents the user from taking further contest moves.
TM65 Shadow Claw  
Quite an appealing move.
TM66 Payback  
Works great if the user goes last this turn.
TM67 Retaliate  
Affected by how well the previous Pokémon's move went.
TM68 Giga Impact
Startles all other Pokémon. User cannot act in the next turn.
TM69 Rock Polish  
Causes the user to move earlier on the next turn.
TM70 Flash  
Makes audience expect little of other contestants.
TM71 Stone Edge  
Affected by how well the previous Pokémon's move went.
TM72 Volt Switch  
Makes the audience quickly grow bored when an appeal move has little effect.
TM73 Thunder Wave
Startles all of the Pokémon to act before the user.
TM74 Gyro Ball  
Works better the later it is used in a turn.
TM75 Swords Dance  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM76 Struggle Bug  
Works great if the user goes last this turn.
TM77 Psych Up  
Works well if it is the same type as the move used by the last Pokémon.
TM78 Bulldoze
Badly startles the last Pokémon to act before the user.
TM79 Frost Breath  
Makes the audience quickly grow bored when an appeal move has little effect.
TM80 Rock Slide
Startles all of the Pokémon to act before the user.
TM81 X-Scissor
Badly startles Pokémon that used a move of the same type.
TM82 Dragon Tail  
Causes the user to move later on the next turn.
TM83 Infestation  
Temporarily stops the crowd from growing excited.
TM84 Poison Jab  
Quite an appealing move.
TM85 Dream Eater  
Works well if it is the same type as the move used by the last Pokémon.
TM86 Grass Knot  
Works better the later it is used in a turn.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM89 U-turn  
Makes the audience quickly grow bored when an appeal move has little effect.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM91 Flash Cannon  
Quite an appealing move.
TM92 Trick Room  
Scrambles the order in which Pokémon will move on the next turn.
TM93 Wild Charge  
A very appealing move, but after using this move, the user is more easily startled.
TM94 (XY)
HM06 (ΩRαS)
Rock Smash  
Quite an appealing move.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM95 Snarl  
Makes the audience quickly grow bored when an appeal move has little effect.
TM96 Nature Power  
Works better the more the crowd is excited.
TM97 Dark Pulse  
Quite an appealing move.
TM98 Power-Up Punch  
Works well if the user is pumped up.
TM99 Dazzling Gleam  
Quite an appealing move.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
HM01 Cut  
Quite an appealing move.
HM02 Fly  
Prevents the user from being startled one time this turn.
HM03 Surf
Startles all of the Pokémon to act before the user.
HM04 Strength  
Quite an appealing move.
HM05 Waterfall  
Quite an appealing move.
HM07 (ΩRαS) Dive  
Prevents the user from being startled one time this turn.
Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
After You  
Causes the user to move later on the next turn.
Aqua Tail  
Quite an appealing move.
Bind  
Temporarily stops the crowd from growing excited.
Block  
Makes the remaining Pokémon nervous.
Bounce  
Prevents the user from being startled until the turn ends.
Bug Bite  
Makes audience expect little of other contestants.
Covet  
Affected by how well the previous Pokémon's move went.
Dragon Pulse  
Quite an appealing move.
Drain Punch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Drill Run  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Dual Chop
Badly startles Pokémon that used a move of the same type.
Earth Power  
Quite an appealing move.
Electroweb
Badly startles Pokémon that the audience has high expectations of.
Endeavor  
Works great if the user goes last this turn.
Fire Punch  
Quite an appealing move.
Focus Punch  
Works great if the user goes last this turn.
Foul Play  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Gastro Acid  
Brings down the energy of any Pokémon that have already used a move this turn.
Giga Drain
Badly startles the last Pokémon to act before the user.
Gravity  
Makes the remaining Pokémon nervous.
Gunk Shot
Badly startles all Pokémon that successfully showed their appeal.
Heal Bell  
Prevents the user from being startled until the turn ends.
Heat Wave
Startles all of the Pokémon to act before the user.
Helping Hand  
Quite an appealing move.
Hyper Voice
Startles all of the Pokémon to act before the user.
Ice Punch  
Quite an appealing move.
Icy Wind  
Makes the audience quickly grow bored when an appeal move has little effect.
Iron Defense  
Prevents the user from being startled until the turn ends.
Iron Head  
Quite an appealing move.
Iron Tail  
Quite an appealing move.
Knock Off
Badly startles all of the Pokémon to act before the user.
Last Resort  
Works well if the user is pumped up.
Low Kick  
Works better the later it is used in a turn.
Magic Coat  
Works great if the user goes last this turn.
Magic Room  
Temporarily stops the crowd from growing excited.
Magnet Rise  
Makes the remaining Pokémon nervous.
Outrage  
A very appealing move, but after using this move, the user is more easily startled.
Pain Split  
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
Recycle  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Role Play  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Seed Bomb  
Quite an appealing move.
Shock Wave  
Works great if the user goes first this turn.
Signal Beam  
Makes audience expect little of other contestants.
Skill Swap  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Sky Attack  
Affected by how well the previous Pokémon's move went.
Snatch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Spite
Badly startles all Pokémon that successfully showed their appeal.
Stealth Rock  
Makes the remaining Pokémon nervous.
Super Fang
Badly startles all Pokémon that successfully showed their appeal.
Superpower  
A very appealing move, but after using this move, the user is more easily startled.
Synthesis  
Effectiveness varies depending on when it is used.
Tailwind  
Causes the user to move earlier on the next turn.
Thunder Punch  
Quite an appealing move.
Trick
Badly startles Pokémon that used a move of the same type.
Uproar
Badly startles Pokémon that the audience has high expectations of.
Water Pulse  
Makes audience expect little of other contestants.
Wonder Room  
Scrambles the order in which Pokémon will move on the next turn.
Worry Seed  
Makes the remaining Pokémon nervous.
Zen Headbutt  
Quite an appealing move.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Telekinesis   Gen V TM19
Makes the remaining Pokémon nervous.
Ally Switch   Gen V TM51
Scrambles the order in which Pokémon will move on the next turn.
Work Up   Gen V TM83
Excites the audience a lot if used first.
Pluck   Gen V TM88
Brings down the energy of any Pokémon that have already used a move this turn.
Dive   Gen V HM06
Prevents the user from being startled one time this turn.
Bullet Seed   Gen IV 331
Effectiveness varies depending on when it is used.
Brine   Gen IV 362
Affected by how well the previous Pokémon's move went.
Endure   Gen IV 203
Causes the user to move later on the next turn.
Silver Wind   Gen IV 318
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Avalanche   Gen IV 419
Affected by how well the previous Pokémon's move went.
Captivate   Gen IV 445
Makes the audience quickly grow bored when an appeal move has little effect.
Natural Gift   Gen IV 363
Works better the more the crowd is excited.
Pluck   Gen IV 365
Brings down the energy of any Pokémon that have already used a move this turn.
Defog   Gen IV 432
Works great if the user goes first this turn.
Whirlpool   Gen IV 250
Temporarily stops the crowd from growing excited.
Air Cutter   Move Tutor - PtHGSS
Quite an appealing move.
Dive   Move Tutor - PtHGSS
Prevents the user from being startled one time this turn.
Fury Cutter   Move Tutor - PtHGSS
An appealing move that can be used repeatedly without boring the audience.
Ominous Wind   Move Tutor - PtHGSS
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Sucker Punch   Move Tutor - PtHGSS
Excites the audience a lot if used first.
Vacuum Wave   Move Tutor - PtHGSS
Causes the user to move earlier on the next turn.
Swift   Move Tutor - PtHGSS
Works great if the user goes first this turn.
Mud-slap   Move Tutor - PtHGSS
Makes audience expect little of other contestants.
Rollout   Move Tutor - PtHGSS
An appealing move that can be used repeatedly without boring the audience.
Twister   Move Tutor - PtHGSS
Quite an appealing move.
String Shot Move Tutor - HGSS
Startles the last Pokémon to act before the user.
Headbutt   Move Tutor - HGSS
Quite an appealing move.
Mega Kick   Move Tutor - FRLG
Works better the more the crowd is excited.
Body Slam Move Tutor - FRLG
Badly startles the last Pokémon to act before the user.
Double-edge   Move Tutor - FRLG
A very appealing move, but after using this move, the user is more easily startled.
Counter   Move Tutor - FRLG
Works great if the user goes last this turn.
Seismic Toss   Move Tutor - FRLG
An appealing move that can be used repeatedly without boring the audience.
Mimic   Move Tutor - FRLG
Shows off the Pokémon’s appeal about as well as the move used just before it.
Soft-boiled   Move Tutor - FRLG
Works great if the user goes first this turn.
Dynamic Punch Move Tutor - Emerald
Badly startles Pokémon that the audience has high expectations of.
Rollout   Move Tutor - Emerald
An appealing move that can be used repeatedly without boring the audience.
Endure   Move Tutor - Emerald
Causes the user to move later on the next turn.
Mud-slap   Move Tutor - Emerald
Makes audience expect little of other contestants.
Swift   Move Tutor - Emerald
Works great if the user goes first this turn.
Defense Curl   Move Tutor - Emerald
Prevents the user from being startled one time this turn.
Fury Cutter   Move Tutor - Emerald
An appealing move that can be used repeatedly without boring the audience.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 600 100 100 100 100 100 100
Max Stats
Hindering Nature
Lv. 50 160 - 207 94 - 136 94 - 136 94 - 136 94 - 136 94 - 136
Lv. 100 310 - 404 184 - 269 184 - 269 184 - 269 184 - 269 184 - 269
Max Stats
Neutral Nature
Lv. 50 160 - 207 105 - 152 105 - 152 105 - 152 105 - 152 105 - 152
Lv. 100 310 - 404 205 - 299 205 - 299 205 - 299 205 - 299 205 - 299
Max Stats
Beneficial Nature
Lv. 50 160 - 207 115 - 167 115 - 167 115 - 167 115 - 167 115 - 167
Lv. 100 310 - 404 225 - 328 225 - 328 225 - 328 225 - 328 225 - 328

<--- #150
Mewtwo
#152
Chikorita
--->

 
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