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Mew (Pokemon GO)
Can Mew learn any moves
Mew • Sword & Shield Pokedex • MEW
It's never been able to learn every move. It's only able to learn every TM and most Move Tutors. It can't learn things like, say, Tackle. It should have also started with Pound and learned Transform at level Mega Punch is at level 20 and Metronome is at level It will learn Psychic at. 1 Answer That would be insane. Mew can not learn every move, but it can learn every TM and HM move, every Move Tutor Move, and a fair bit.
Mew • Sword & Shield Pokedex • MEW
Is it true that mew can learn all TM/HM?What moves does mew learn and when?Mew (Pokemon GO)Mew (Pokemon)
Close Advanced. Mew's Base Stats HP: Attack: Defense: Atk: Def: Speed: Total: Info Height: 1'4" 0. Gender Ratio: Genderless. Mew's Abilities Here is what ability Mew has, along with its effect. Mew's Moves Enable move tooltips? Below is a list of all of the moves that Mew can learn, along with what level it learns the move, the TM or TR number, and what egg moves it can learn, if any. Here are all of the moves Mew learns via level up. Anything marked "Evo. Atk, Sp. Def, and Speed by one stage. Def by one stage. These moves can be taught an unlimited number of times once the TM is obtained. Scatters coins after the fight. Can't be hit on the first turn, attacks on the second turn. Charges for a turn, attacks on the second turn. No charge time in the sun; half damage in the rain. Reduces damage from Special-based moves for 5 turns. Reduces damage from Physical-based moves for 5 turns. Protects your team from status conditions for the next 5 turns. Mew restores its HP to full and falls asleep for two turns. Can only be used while asleep. Protects Mew from attacks for a turn. Low chance of working on consecutive turns. Deals extra damage to targets using Dive. Does double damage if Mew is poisoned, burned, or paralyzed. Attacks last; if damaged this turn, hits for double damage. Doubles its power and changes its type based on the weather condition. Lowers the target's Special Defense by two stages. Does double damage if Mew attacks after the target. Does double damage if the target was already damaged this turn. Throws Mew's held item. Type and power depend on the item. Mew swaps any modifiers to its Attack and Special Attack with the target's. Mew swaps any modifiers to its Defense and Special Defense stats with the target's. Priority still functions as usual. Higher crit rate. Damage is doubled if the target is already poisoned. Deals double damage if the target is affected by a major status condition. Damage is doubled if Mew has no held item when this attack hits. Atk by one stage. Power is doubled if Mew missed the target last turn. Does more damage depending on how heavy the target is. Sets up a Substitute to block effects and damage. Sets a layer of spikes to do damage upon switching in. Up to three layers can be set. Psyshock uses the target's Defense stat to calculate damage instead of its Special Defense. Will survive any hit with at least 1 HP left this turn. Uses one of Mew's moves at random. Forces the target to use its recent move for a few turns. Lose control for up to 5 turns. Prevents the target from using Status moves for the next few turns. Raises Mew's Defense and Special Defense by one stage. Does more damage based on how much lower Mew's Speed is compared to the target's. Lowers Mew's Defense and Special Defense by one stage. Sets down 1 layer of Toxic Spikes. Sets floating rocks on the enemy's field. Power ranges from 40— based on Mew's weight vs. Power ranges from 60— based on Mew's Speed vs. Foul Play uses the target's Attack stat instead of Mew's to calculate damage. Increases power by 20 for each positive stat modifier Mew has, excluding accuracy or evasion. Switches places with Mew for the rest of the battle. Raises Mew's Attack and Special Attack by one stage. Lowers all nearby enemies' Attack, Special Attack, and Speed by one stage if it is poisoned. Prevents the target from using any sound-based moves for the next two turns. Does more damage based on how high Mew's Defense stat is. Here are all of the moves that Mew can learn from Move Tutors. However, there are a few moves that can be taught aside from this. If a Terrain is active, Terrain Pulse becomes the type that matches that Terrain and its power is doubled before applying the boost of the Terrain. If used as Max Strike, the type-changing effect of Terrain Pulse still applies. Burns all targets that had their stats raised during this turn. If used during Electric Terrain, Rising Voltage does double damage. Hits up to three times in a row, with 20, 40, and 60 power. Each hit is affected by accuracy and evasion, and the move ends if it misses a hit. Raises the Attack and Defense of Mew's allies by one stage each. Raises Mew's Sp. Charges for a turn, attacks on second turn. Hits the target two to five times in a row. If Mew's stats were lowered this turn, Lash Out's power is doubled. Steel Roller fails if used while there is no Terrain in effect. After doing damage, any active Terrain effect is removed. Mew is knocked out after using Misty Explosion. Mew's Detailed Stats Below you'll find a more detailed table containing Mew's calculated stats , which are the stats that you actually see displayed in game. Where to Find Mew If you're looking for where to find Mew , you'll find the various methods listed down below, along with any notes or special locations. Currently this does not show most "strong" static encounters or Max Raid Battles. It's very intelligent and can use an incredible variety of moves. Omega Ruby Alpha Sapphire. It is capable of making itself invisible at will, so it entirely avoids notice even if it approaches people. Black White Black 2 White 2. Diamond Pearl Platinum. Apparently, it appears only to those people who are pure of heart and have a strong desire to see it. Ruby Sapphire. It is very intelligent and learns any move. So rare that it is still said to be a mirage by many experts. Only a few people have seen it worldwide. Red Blue. Pound Damages the target. Reflect Type Mew changes its type to the target's. Amnesia Raises Mew's Special Defense by two stages. Metronome Uses a random move. Imprison Mew can't use any moves Mew knows. Transform Transforms into the target. Aura Sphere Doesn't miss the target. Mega Punch Damages the target. Mega Kick Damages the target. Pay Day Scatters coins after the fight. Fly Can't be hit on the first turn, attacks on the second turn. Pin Missile Hits the target two to five times in a row. Hyper Beam Requires a turn to recharge unless it misses. Giga Impact Requires a turn to recharge unless it misses. Magical Leaf Doesn't miss the target. Solar Beam Charges for a turn, attacks on the second turn. Solar Blade Charges for a turn, attacks on the second turn. Thunder Wave Paralyzes the target. Dig Can't be hit on the first turn, attacks on the second turn. Screech Lowers the target's Defense by two stages. Light Screen Reduces damage from Special-based moves for 5 turns. Reflect Reduces damage from Physical-based moves for 5 turns. Safeguard Protects your team from status conditions for the next 5 turns. Self-Destruct Mew is knocked out after using Self-Destruct. Rest Mew restores its HP to full and falls asleep for two turns. Thief Damages the target and steals its held item. Snore Can only be used while asleep. Protect Protects Mew from attacks for a turn. Scary Face Lowers the target's Speed by two stages. Giga Drain Heals Mew by half the damage dealt. Charm Lowers the target's Attack by two stages. Sandstorm Changes the weather to a sandstorm for 5 turns. Rain Dance Changes the weather to rainy for 5 turns. Sunny Day Changes the weather to sunny for 5 turns. Hail Changes the weather to hail for 5 turns. Will-O-Wisp Burns the target. Facade Does double damage if Mew is poisoned, burned, or paralyzed. Swift Doesn't miss all nearby enemies. Revenge Attacks last; if damaged this turn, hits for double damage. Dive Can't be hit on the first turn, attacks on the second turn. Weather Ball Doubles its power and changes its type based on the weather condition. Fake Tears Lowers the target's Special Defense by two stages. Bullet Seed Hits the target two to five times in a row. Icicle Spear Hits the target two to five times in a row. Bounce Can't be hit on the first turn, attacks on the second turn. Rock Blast Hits the target two to five times in a row. U-turn Forces Mew to switch out after dealing damage. Payback Does double damage if Mew attacks after the target. Assurance Does double damage if the target was already damaged this turn. Fling Throws Mew's held item. Speed Swap Swaps Mew's Speed stat with the target's. Drain Punch Heals Mew by half the damage dealt. Avalanche Attacks last; if damaged this turn, hits for double damage. Shadow Claw Has a higher critical hit rate. Psycho Cut Has a higher critical hit rate. Venoshock Damage is doubled if the target is already poisoned. Low Sweep Lowers the target's Speed by one stage. Hex Deals double damage if the target is affected by a major status condition. Acrobatics Damage is doubled if Mew has no held item when this attack hits. Volt Switch Forces Mew to switch out after dealing damage. Electroweb Lowers all nearby enemies' Speed by one stage. Tail Slap Hits the target two to five times in a row. Phantom Force Can't be hit on the first turn, attacks on the second turn. Eerie Impulse Lowers the target's Special Attack by two stages. Smart Strike Doesn't miss the target. Stomping Tantrum Power is doubled if Mew missed the target last turn. Breaking Swipe Lowers all nearby enemies' Attack by one stage. Swords Dance Raises Mew's Attack by two stages. Hydro Pump Damages the target. Surf Deals extra damage to targets using Dive. Low Kick Does more damage depending on how heavy the target is. Earthquake Does double damage against targets using Dig. Agility Raises Mew's Speed by two stages. Focus Energy Raises critical hit rate by two stages. Leech Life Heals Mew by half the damage dealt. Reversal Does more damage when Mew's HP is low. Spikes Sets a layer of spikes to do damage upon switching in. Outrage Confuses Mew after 2—3 turns. Psyshock Psyshock uses the target's Defense stat to calculate damage instead of its Special Defense. Endure Will survive any hit with at least 1 HP left this turn. Sleep Talk Can only be used while asleep. Megahorn Damages the target. Encore Forces the target to use its recent move for a few turns. Future Sight Does its damage after two more turns have passed. Uproar Lose control for up to 5 turns. Taunt Prevents the target from using Status moves for the next few turns. Trick Switches Mew's held item with the target's. Superpower Lowers Mew's Attack and Defense by one stage. Skill Swap Swaps Mew's ability with the target's. Hyper Voice Damages all nearby enemies. Overheat Lowers Mew's Special Attack by two stages. Iron Defense Raises Mew's Defense by two stages. Dragon Claw Damages the target. Leaf Blade Has a higher critical hit rate. Gyro Ball Does more damage based on how much lower Mew's Speed is compared to the target's. Toxic Spikes Sets down 1 layer of Toxic Spikes. Seed Bomb Damages the target. X-Scissor Damages the target. Dragon Pulse Damages the target. Power Gem Damages the target. Power Whip Damages the target. Stone Edge Has a higher critical hit rate. Stealth Rock Sets floating rocks on the enemy's field. Grass Knot Does more damage depending on how heavy the target is. Heavy Slam Power ranges from 40— based on Mew's weight vs. Electro Ball Power ranges from 60— based on Mew's Speed vs. Stored Power Increases power by 20 for each positive stat modifier Mew has, excluding accuracy or evasion. Ally Switch Switches places with Mew for the rest of the battle. Drill Run Has a higher critical hit rate. Heat Crash Power ranges from 40— based on Mew's weight vs. Dazzling Gleam Damages all nearby enemies. Darkest Lariat Ignores any stat modifiers on the target. High Horsepower Damages the target. Throat Chop Prevents the target from using any sound-based moves for the next two turns. Body Press Does more damage based on how high Mew's Defense stat is. Terrain Pulse If a Terrain is active, Terrain Pulse becomes the type that matches that Terrain and its power is doubled before applying the boost of the Terrain. Burning Jealousy Burns all targets that had their stats raised during this turn. Flip Turn Forces Mew to switch out after dealing damage. Triple Axel Hits up to three times in a row, with 20, 40, and 60 power. Coaching Raises the Attack and Defense of Mew's allies by one stage each. Corrosive Gas Removes any held item the target is holding. Dual Wingbeat Hits the target two times in a row. Meteor Beam Raises Mew's Sp. Poltergeist Fails if the target is not holding an item. Scale Shot Hits the target two to five times in a row. Steel Roller Steel Roller fails if used while there is no Terrain in effect. Misty Explosion Mew is knocked out after using Misty Explosion.
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