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Pokemon Lets Go Mew

Mew Pokedex ID: 151
Stat Amount Bar Graph
Max CP 600
Attack 100
Special Attack 100
Defense 100
Special Defense 100
HP 100
Speed 100

Overview

Pokemon Let's Go Mew is a Psychic Type pokemon also known as a New Species Pokémon, first discovered in the Kanto region. it's weak against Bug, Ghost, Dark type moves and has a Max CP of 600, 100 HP, 100 Attack, 100 SP Attack, 100 Defense, 100 SP Defense and 100 Speed. Considering it's stats, the best nature to have is Timid, this will increase it's Speed and decrease it's Attack stats.

Pokedex Entry

Apparently, it appears only to those people who are pure of heart and have a strong desire to see it.

Pokemon Lets Go Mew Evolutions

What level does Pokemon Let's Go Mew Evolve at?

Currently there is no evolutions for this Pokémon in Let's Go.

First Second Third Final
Mew600

How to catch Mew in Pokemon Let's Go

Where to catch and find Pokemon Lets Go Mew Locations and their Spawn Rate Chance for that Zone.

The best place to find pokemon let's go Mew is in the Cerulean Cave zone, it will have a Rare Spawn% chance to spawn in the area with a level range of 51-56. This also makes Cerulean Cave the best place to Catch Combo Chain hunt Shiny Mew or for a Flawless IV Stats.

Pokemon Area Spawn Chance Levels Encounter Floor

The list above shows all the spawn locations of this pokemon and it's evolution forms.

Where To Catch Mew will require players to purchase the Pokeball Plus, players will receive the pokemon Mew with their Pokeball Plus purchase. Its found within the Pokeball itself, at the moment this is the only known way of getting this Mythical Pokemon.
Pokeball Plus

Transferring and Catching

The type of Pokemon Candy you receive from Transferring and Catching Mew.

Best Nature for Mew

We recommend a Timid Nature for Mew, you can visit Madam Celadon to force encounter pokemon of Timid Nature.

Nature Increases Decreases Choice 1 Choice 2
Timid Speed Attack Pink Red
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Pokemon Lets Go Mew Moves

Level Up Moves

Pokemon Let's Go Mew Moves You Learn From Leveling Up.

LVL Move Type Class Pow PP Acc Effect
1 Confusion Psychic Special 50 25 100% Has a 10% chance to confuse the target.
1 Mimic Normal None -- 10 -- Copies the target's last used move.
1 Pound Normal Physical 40 35 100% Inflicts regular damage with no additional effect.
11 Swift Normal Special 60 20 -- Never misses.
22 Amnesia Psychic None -- 20 -- Raises the user's Special Defense by two stages.
33 Psywave Psychic Special 1 15 80% Inflicts damage between 50% and 150% of the user's level.
44 Barrier Psychic None -- 30 -- Raises the user's Defense by two stages.
55 Mega Punch Normal Physical 80 20 85% Inflicts regular damage with no additional effect.
66 Metronome Normal None -- 10 -- Randomly selects and uses any move in the game.
77 Psychic Psychic Special 90 10 100% Has a 10% chance to lower the target's Special Defense by one stage.
88 Nasty Plot Dark None -- 20 -- raises the user's Special Attack by two stages.
99 Transform Normal None -- 10 -- User becomes a copy of the target until it leaves battle.

Learnable TMs Moves

These are the Technical Machines (TM) Moves that Mew can Learn.

Item Move Type Class Pow PP Acc Effect
TM1 Headbutt Normal Physical 70 15 100% Has a 30% chance to make the target flinch.
TM2 Taunt Dark None -- 20 100% Opponent can only use moves that attack.
TM3 Helping Hand Normal None -- 20 -- boosts the power of the partner's move.
TM4 Teleport Psychic None -- 20 -- Immediately ends wild battles. No effect otherwise.
TM5 Rest Psychic None -- 10 -- User sleeps for two turns, completely healing itself.
TM6 Light Screen Psychic None -- 30 -- Reduces damage from special attacks by 50% for five turns..
TM7 Protect Normal None -- 10 -- prevents any attacks targeted at the user from striking, for the duration of the turn. It has priority +4 so will activate before most other moves.
TM8 Substitute Normal None -- 10 -- Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM9 Reflect Psychic None -- 20 -- Reduces damage from physical attacks by half.
TM10 Dig Ground Physical 80 10 100% User digs underground, dodging all attacks, and hits next turn.
TM11 Will-O-Wisp Fire None -- 15 85% Causes the target to become burned, if it hits. Burned Pokémon lose 1?8 of their maximum HP each turn and their Attack is decreased by 50%.
TM12 Facade Normal Physical 70 20 100% deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.
TM13 Brick Break Fighting Physical 75 15 100% deals damage, but removes the effects of Reflect and Light Screen before attacking.
TM14 Fly Flying Physical 90 15 95% User flies high into the air, dodging all attacks, and hits next turn.
TM15 Seismic Toss Fighting Physical 1 20 100% Inflicts damage equal to the user's level.
TM16 Thunder Wave Electric None -- 20 100% Paralyzes the target.
TM17 Dragon Tail Dragon Physical 60 10 90% In battles, the opponent switches. In the wild, the Pokémon runs.
TM18 U-turn Bug Physical 70 20 100% User switches out immediately after attacking.
TM19 Iron Tail Steel Physical 100 15 75% deals damage and has a 30% chance of lowering the target's Defense by one stage.
TM20 Dark Pulse Dark Special 80 15 100% deals damage and has a 20% chance of causing the target to flinch
TM21 Foul Play Dark Physical 95 15 100% uses the opponent's Attack stat instead of the user's in damage calculation. In other words, the move acts as if the target is attacking themselves, and thus is more powerful when the opponent has higher Attack.
TM22 Rock Slide Rock Physical 75 10 90% Has a 30% chance to make the target flinch.
TM23 Thunder Punch Electric Physical 75 15 100% deals damage and has a 10% chance of paralyzing the target.
TM24 X-Scissor Bug Physical 80 15 100% deals damage with no additional effect.
TM25 Waterfall Water Physical 80 15 100% Has a 20% chance to make the target flinch.
TM26 Poison Jab Poison Physical 80 20 100% deals damage and has a 30% chance of poisoning the target.
TM27 Toxic Poison None -- 10 90% Badly poisons the target, inflicting more damage every turn.
TM28 Tri Attack Normal Special 80 10 100% Has a 20% chance to burn, freeze, or paralyze the target.
TM29 Scald Water Special 80 15 100% deals damage and has a 30% chance of burning the target.
TM30 Bulk Up Fighting None -- 20 -- raises the user's Attack and Defense by one stage each.
TM31 Fire Punch Fire Physical 75 15 100% Has a 10% chance to burn the target.
TM32 Dazzling Gleam Fairy Special 80 10 100% deals damage and hits all adjacent opponents in double/triple battles.
TM33 Calm Mind Psychic None -- 20 -- raises the user's Special Attack and Special Defense by one stage each.
TM34 Dragon Pulse Dragon Special 85 10 100% deals damage with no additional effect.
TM35 Ice Punch Ice Physical 75 15 100% Has a 10% chance to freeze the target.
TM36 Thunderbolt Electric Special 95 15 100% Has a 10% chance to paralyze the target.
TM37 Flamethrower Fire Special 95 15 100% Has a 10% chance to burn the target.
TM38 Thunder Electric Special 95 15 100% Has a 10% chance to paralyze the target.
TM39 Outrage Dragon Physical 120 10 100% The user of Outrage attacks for 2-3 turns, during which it cannot switch out, and then becomes confused.
TM40 Psychic Psychic Special 90 10 100% Has a 10% chance to lower the target's Special Defense by one stage.
TM41 Earthquake Ground Physical 100 10 100% Inflicts regular damage and can hit Dig users.
TM42 Self-Destruct Normal Physical 200 5 100% Self-Destruct deals high damage, but causes the user to faint.
TM43 Shadow Ball Ghost Special 80 15 100% deals damage and has a 20% chance of lowering the target's Special Defense by one stage.
TM44 Play Rough Fairy Physical 90 10 90% deals damage and has a 10% chance of lowering the target's Attack by one stage.
TM45 Solar Beam Grass Special 120 10 100% The user of Solar Beam will absorb light on the first turn. On the second turn, Solar Beam deals damage.
TM46 Fire Blast Fire Special 120 5 85% Has a 10% chance to burn the target.
TM47 Surf Water Special 95 15 100% Inflicts regular damage and can hit Dive users.
TM48 Hyper Beam Normal Special 150 5 90% User foregoes its next turn to recharge.
TM49 Superpower Fighting Physical 120 5 100% deals damage but lowers the user's Attack and Defense by one stage each after attacking.
TM50 Roost Flying None -- 10 -- User recovers half of its max HP and loses the Flying type temporarily.
TM51 Blizzard Ice Special 120 5 70% Has a 10% chance to freeze the target.
TM52 Sludge Bomb Poison Special 90 10 100% deals damage and has a 30% chance of poisoning the target.
TM53 Mega Drain Grass Special 40 15 100% Heals the user by half the damage inflicted.
TM54 Flash Cannon Steel Special 80 10 100% deals damage and has a 10% chance of lowering the target's Special Defense by one stage.
TM55 Ice Beam Ice Special 95 10 100% Has a 10% chance to freeze the target.
TM56 Stealth Rock Rock None -- 20 -- lays a trap of stones around the foe, which hurts Pokémon switching in to the opposing field.
TM57 Pay Day Normal Physical 40 20 100% Scatters money on the ground worth five times the user's level.
TM58 Drill Run Ground Physical 80 10 95% deals damage and has an increased critical hit ratio
TM59 Dream Eater Psychic Special 100 15 100% Only works on sleeping Pokemon. Heals the user by half the damage inflicted.
TM60 Megahorn Bug Physical 120 10 85% deals damage with no additional effect.

Master Trainer

This pokemon does NOT have a Mew Master Trainer in Let's Go

Weak Against
Bug
2x
Ghost
2x
Dark
2x
Strong Against
Fighting
1/2
Psychic
1/2