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

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 |
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