>>13720976Jumpluff
Sleep Powder - Shuts Mew down for a few turns
Leech Seed - Since Leech Seed heals based on the opponent's HP in Gen V, Jumpluff gets full recovery from Mews infinite HP every turn.
Substitute - Stops Metronome from doing pretty much anything, can be used as long as there's still PP because of fully healing from Leech Seed every turn
Cotton Spore - has 64 PP at max so Jumpluff can last longer without running out of moves, plus lowering Mew's speed could possibly come in handy if it gets some sort of speed boosting move
Also, give it a Focus Sash so it can survive if Mew gets a hit in somehow or other.
Eventually, Mew will get a self-sacrificing move of some kind and faint. Even if it's assumed it will never get such a move or will somehow survive anyway, Jumpluff ideally ought to be able to survive 120 turns based on the PP for the moves it has, but it could possibly not last as long.
The only big problem I see with this strategy is that if Mew gets Icicle Spear, Jumpluff is pretty much done. Not sure how to deal with that.