Type to start searching.

Available search filters:

  • .ability, .a
  • .type, .t
  • .damage, .dmg (damage category for moves)
  • .description, .desc, .d
  • .tag
In other gens:

Mewtwo

In-battle formes

HP:106
Attack:110
Defense:90
Sp. Atk:154
Sp. Def:90
Speed:130
Min (-ve nature, 0 IVs)238
Default296
Max Neutral359
Max Positive394
Max Neutral (+1)538
Max Positive (+1)591
Max Neutral (+2)718
Max Positive (+2)788
Uber
Calm Mind394
All-Out Attacker394
Physically Defensive352
Choice Scarf385
Dual Screens394

Strategies

  • en
Formats:
  • Uber
Written by Fireburn, Theorymon, and twash

Overview

Mewtwo, also known as the classic "God" of Pokemon, is certainly no slouch. Its offensive stats and huge Speed coupled with its amazing offensive movepool, giving coverage on pretty much any Pokemon, are hard to compare with other Pokemon. Mewtwo might have to share its throne with Kyogre, Darkrai, and other powerful threats; however, Mewtwo has a lot going for it with its "perfectly placed" stats and vast movepool. One of Mewtwo's most fearsome qualities is its amazing versatility. It can function well as a sweeper, a wall to many threats in the Ubers metagame with its underestimated bulk and plethora of defensive moves, or a supporter, so one must be extremely careful of Mewtwo's sheer unpredictability. In fact, Mewtwo's many skills make it pretty much uncounterable. Mewtwo's only bad qualities are its bad STAB and lack of resistances that a lot of other Uber Pokemon can boast, but these are very minor faults. "Fear" is the one thing you should think about when facing a Mewtwo, as it is one of the most dangerous Pokemon in the game.

Calm Mind

Move 1
Move 2
  • Ice Beam
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power95 BP
    Accuracy100%
Move 3
  • Aura Sphere
    This move does not check accuracy.
    TypeFighting
    CategorySpecial
    Power90 BP
  • Thunder
    30% chance to paralyze. Can't miss in rain.
    TypeElectric
    CategorySpecial
    Power120 BP
    Accuracy70%
Move 4

This is a bulkier Mewtwo who focuses on being able to take hits better while setting up. Calm Mind is once again the crux of the set, boosting Mewtwo's Special Attack and Special Defense to very high levels before attempting a sweep. This time however, Mewtwo focuses of using either Substitute or Recover to help set up. Substitute gives Mewtwo a shield against users of Pursuit (Scizor, Metagross, and Tyranitar come to mind) and revenge killers such as Choice Scarf Palkia, allowing you to switch out to a more suitable counter without being utterly annihilated. Substitute also gives Mewtwo some protection against status users such as Blissey and Lugia. (Beware if the latter has Whirlwind to phaze you as you are setting up.) Recover allows Mewtwo to take hits while setting up, decreasing its vulnerability to revenge killers as well as letting it set up in any point of the game. It is a good idea to switch Mewtwo into a burn or one layer of Toxic Spikes, as that way Mewtwo cannot be paralyzed or slapped with Toxic. The residual damage with burn or normal poison is easily taken care of with Recover, and it makes Mewtwo almost unbreakable for stall teams since it cannot be hit with Toxic.

Ice Beam and Aura Sphere are the best offensive options for this set. Ice Beam hits the plethora of Dragon-type Pokemon for lethal damage while Aura Sphere takes care of Tyranitar, Darkrai, and most Steel-types. If one wishes for it, Aura Sphere can be dropped to use both Substitute and Recover. This way Mewtwo can block status and deflect Pursuit while being able to heal itself, making it into a quite dangerous Pokemon for defensive teams to try and fight off. However, if you go this route, Magneton or Magnezone support is highly recommended to take care of any Steel-types. With Ice Beam as its sole attack, Mewtwo will be totally and completely walled by them.

204 HP allows Mewtwo to make 101 HP Substitutes, meaning that Blissey will not be able to break the Substitute with one Seismic Toss, allowing Mewtwo to set up on Blissey. Maximum Speed allows Mewtwo to tie with other maximum Speed Mewtwo and to outpace anything slower than Shaymin-S. The rest of the EVs goes into Special Attack for a little extra oomph. Leftovers is the preferred item to use, as it allows Mewtwo to take hits a little better while boosting with Calm Mind.

This set and the previous set share similar counters, so any partner for the Taunt + Calm Mind set will also work very well with this one. However, this Mewtwo is extremely prone to getting trapped and KOed by Wobbuffet, as Mewtwo can do nothing to stop Encore, forcing it to either let Wobbuffet KO it with Mirror Coat or let another Pokemon set up for a sweep. Without Substitute, Blissey will be a huge problem as Toxic or Thunder Wave will render Mewtwo incapable of sweeping. The best way to save Mewtwo from those dangerous foes is to lure them out and KO them with a mixed attacker such as Lustrous Orb Palkia or Expert Belt Dialga. The opponent will often be fooled into thinking they are holding a Choice item and switch in their Wobbuffet or Blissey only to be slapped with a lethal physical attack such as Outrage, bypassing Wobbuffet's Mirror Coat and likely 2HKOing Blissey. This gives Mewtwo a clear shot at setting up. Toxic Spikes is also useful to wear down Wobbuffet, Blissey, and other defensive Pokemon to help Mewtwo break through them. It is also particularly useful if Mewtwo has Recover. Forretress can set up them easily since it resists all of Mewtwo's weaknesses. It can also use Rapid Spin to get rid of Toxic Spikes and other entry hazards from Mewtwo's side of the field, which could compromise its sweeping potential. A mixed Giratina-O is a good partner if using Forretress to stop the opponent from getting rid of your Toxic Spikes. Giratina can also stop Blissey quite easily with Outrage, and it can help get rid of Wobbuffet since the blue blob cannot use Counter on Giratina-O's physical attacks.

All-Out Attacker

Move 1
Move 2
  • Ice Beam
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power95 BP
    Accuracy100%
Move 3
  • Self-Destruct
    Target's Def halved during damage. User faints.
    TypeNormal
    CategoryPhysical
    Power200 BP
    Accuracy100%
Move 4
  • Fire Blast
    10% chance to burn the target.
    TypeFire
    CategorySpecial
    Power120 BP
    Accuracy85%
  • Thunder
    30% chance to paralyze. Can't miss in rain.
    TypeElectric
    CategorySpecial
    Power120 BP
    Accuracy70%
  • Grass Knot
    More power the heavier the target.
    TypeGrass
    CategorySpecial
    Accuracy100%

With just a Life Orb in hand, Mewtwo is capable of at least 2HKOing almost every Pokemon in the Ubers metagame, thus making it a great revenge killer when combined with Mewtwo's blistering 130 base Speed.

With Aura Sphere, Mewtwo becomes one of the best Darkrai revenge killers in the game, being able to always OHKO it as long as it is not holding Chople Berry. Aura Sphere will also 2HKO Dialga, Heatran, and specially defensive Tyranitar 100% of the time. Registeel is only 3HKOed by Aura Sphere, and thus should only be used if the weather is rainy or if you lack a Fire-type attack. Ice Beam complements Aura Sphere's coverage well, hitting the Flying-types who resist Aura Sphere super effectively, in addition to KOing several key Pokemon whom Aura Sphere can't. For example, Ice Beam will OHKO Rayquaza, Shaymin-S, and Garchomp, while naive Giratina-O has around a 20% chance of being OHKOed after Stealth Rock damage. Lugia and Latias are also 2HKOed 100% of the time by Ice Beam after Stealth Rock damage (watch out for Calm Mind Latias though), while the standard 112 HP Rock Polish Groudon will take 90% minimum from Ice Beam. Finally, Self-Destruct is Mewtwo's speedy suicidal finisher, being able to OHKO Blissey, Ho-Oh, and max HP Kyogre. Self-Destruct is also Life Orb Mewtwo's only way of defeating Wobbuffet, dealing 87.1%-100% to Calm Wobbuffet. If you desire a way to OHKO Ho-Oh without sacrificing Mewtwo, Stone Edge can be a good choice.

The last move is chosen depending on what you want Mewtwo to revenge kill. Fire Blast is usually the best choice, as it will OHKO Both Scizor--a Pokemon who normally gives Mewtwo problems--and Forretress regardless of the weather. As long as it is not raining, Fire Blast will also OHKO Bronzong, Metagross, and specially defensive Jirachi. If used with Groudon's Drought, Fire Blast will do a massive amount of damage to most Pokemon who don't resist it. For example, in the sun, Fire Blast will OHKO offensive Mewtwo after it takes Stealth Rock damage, while Calm Wobbuffet is 2HKOed. If Fire Blast's accuracy puts you off, Flamethrower is a suitable replacement, though Forretress and some Scizor have a chance of surviving it in the rain. If defeating Steel-types isn't too important, Thunder can be a good choice with Kyogre's rain support. Thunder is Mewtwo's best chance at defeating Kyogre, dealing 84.2%-99.4% to 4 HP Kyogre, and 71.3%-84.2% to maximum HP Kyogre. Thunder will also allow Mewtwo to 2HKO Palkia, Lugia, Forretress, and most Scizor and Metagross. Finally, if you don't care about Steel-types or the weather, Grass Knot can be used to still 2HKO Palkia with a 100% accurate move in the sun, and OHKO 252 HP / 60 SpD Groudon around 79% of the time.

Both Naive and Hasty are viable natures, and should be chosen based on whether you prefer Mewtwo to take less from priority attacks or special attacks. With a Naive nature, Adamant Lucario will only have a 41% chance to OHKO Mewtwo with a +2 Extreme Speed after Stealth Rock and Spikes damage, while Hasty Mewtwo will always be KOed by that under the same conditions. Naive Mewtwo will also only be 2HKOed by a Jolly Rayquaza's unboosted Extreme Speed around 19% of the time after Stealth Rock damage, while Hasty Mewtwo will be 2HKOed around 99% of the time after Stealth Rock damage. As for Hasty Mewtwo, it will survive a Choice Scarf Palkia's or Kyogre's Surf in the rain around 54% of the time after it takes Stealth Rock damage (allowing Mewtwo to Self-Destruct), while Naive Mewtwo is always OHKOed after Stealth Rock damage by the same attack. Additionally, Hasty Mewtwo will have around a 67% chance of surviving Choice Scarf Draco Meteors from Palkia and Dialga after Stealth Rock damage, while Naive Mewtwo is always OHKOed by the same attack after Stealth Rock damage.

This Mewtwo set also works well in the lead position as it is capable of 2HKOing most of the common leads seen in Ubers. Groudon and Kyogre will both fall to a Grass Knot, while Focus Blast will annihilate Dialga and Tyranitar. Scizor and Forretress will be destroyed by a Fire Blast, and Mew will also be 2HKOed by Fire Blast boosted by Life Orb. Ice Beam will also destroy the mighty Lead Rayquaza that is devastating to so many offensive teams. However, Lead Deoxys will get 2 layers of entry hazards against Mewtwo, so having Forretress is recommended to get rid of the Stealth Rock and/or Spikes that was set up by Deoxys after it is KOed. Lead Giratina-O, Lead Darkrai, and Lead Shaymin-S are also difficult to deal with. Having a sleep absorber such as Sleep Talk Kyogre or Heracross will help deal with Darkrai, and Lead Shaymin-S and Giratina-O will not be able to do much to a defensive Jirachi or Heatran.

Many of Life Orb Mewtwo's problems are dependent on the last move chosen. If Fire Blast or Flamethrower is chosen, Palkia will be a huge issue. Mewtwo will only have around a 54% chance of 2HKOing Palkia after Stealth Rock damage with Ice Beam, while Lustrous Orb Palkia will OHKO Mewtwo with rain-boosted Surfs. Kyogre will wall Mewtwo's moveset barring Self-Destruct, and smash it with STAB, rain-boosted Surfs. Latias and Latios make superb teammates in this case, being able to take Palkia's Surfs, and threatening to OHKO it with Dragon Pulse. Latias can also switch into Kyogre that lack Thunder Wave, and set up Calm Mind on it, while Latios can slam it with Thunder or Grass Knot. Palkia can also take a Choiced Kyogre's Water Spouts without being 2HKOed most of the time, and shock it with Thunder. A Heatran can lure out Kyogre, and OHKO it with Explosion, and can also take Choiced Spacial Rends from Palkia.

If you choose to forgo a Fire-type attack, Life Orb Mewtwo will have problems with several Steel-types. Although Thunder will 2HKO most Scizor and Metagross, they can revenge kill Mewtwo with U-turn and Meteor Mash respectively. Bronzong is never 2HKOed by Thunder, while Bronzong will 2HKO Mewtwo with Payback after Stealth Rock damage (and Life Orb recoil in Naive Mewtwo's case). Specially defensive Jirachi will also never be 2HKOed by Thunder, and can cripple Mewtwo with paralysis from Thunder Wave or Body Slam. Finally, if using Grass Knot, specially defensive Skarmory can attempt to stall Mewtwo with Roost. Groudon makes a superb teammate in this case. Groudon can generally handle Scizor's U-turns, and can scare out Metagross and Jirachi with the threat of STAB Earthquake. Groudon also has the option of using Overheat to fry incoming Skarmory and weaken Bronzong. Kyogre can switch into Metagross's Meteor Mash, Bronzong's Payback, or Skarmory's Roost, and threaten to crush them all with Surf. Heatran can easily switch into all of the Steel-types listed, and threaten to crisp them with its STAB Fire-type attacks. In a similar manner, Dialga can threaten to roast all of the above Steel-types with Fire Blast, or hit Metagross hard with Earth Power. Hidden Power Latios can be a good Scizor lure in the sun as well.

There are 3 Pokemon in particular who will almost always force Mewtwo to use Self-Destruct if faced with them. Unless Mewtwo has Stone Edge, Ho-Oh will scoff at most of Mewtwo's non-suicidal attacks, and smash it with Sacred Fire or Brave Bird. Even Thunder will fail to OHKO Ho-Oh without Stealth Rock, and the sunny weather that often comes with Ho-Oh will lower Thunder's accuracy to 50%. Blissey's massive Special Defense and HP laughs at Mewtwo's attempts to hurt her, and can even use Protect if Self-Destruct is predicted. Finally, unless Mewtwo uses Fire Blast in the sun as Wobbuffet switches in, Mewtwo will be forced to use Self-Destruct in fear that Wobbuffet will destroy Mewtwo with Mirror Coat. Ho-Oh doesn't have a true counter, thus the best way to deal with it is to either revenge kill it with a faster Pokemon who has Stone Edge, or a faster Kyogre. Due to Shadow Tag, Wobbuffet also has no true counters. If you want a surefire way of defeating Blissey, you can use Tickle Wobbuffet with a Pursuit user to ensure Blissey's demise. Alternately, you can use Dugtrio to finish off a Blissey whom Wobbuffet has Encored into a support move, such as Toxic. Mixed attackers who pose as Choice Scarf users (such as Dialga and Palkia) are a great way of luring in Blissey and weakening Wobbuffet into Mewtwo's KO range. Strong physical attackers, such as Groudon, Garchomp, and Lucario, will usually force Blissey out as well.

Physically Defensive

Move 1
Move 2
Move 3
  • Taunt
    For 3-5 turns, the target can't use status moves.
    TypeDark
    Accuracy100%
Move 4

When you first see this set, the first thing that may come into your mind is, "What on earth?". Yes, "what on earth?" is a fairly logical and acceptable response, as turning Mewtwo into a physical wall is very unexpected.

This set attempts to abuse Mewtwo's underrated physically defensive capabilities via Reflect and Will-O-Wisp, a move learned by so few in the Uber metagame. With Will-O-Wisp and Reflect, Mewtwo can quickly shut down many of its usual counters, such as Scizor, Tyranitar, and Metagross, as well as stopping pretty much all physical sweepers dead in their tracks. Taunt prevents recovery, so even Blissey will be hard pressed to bring a stop to this set. With Taunt, Mewtwo can also prevent Pokemon such as Jirachi and Forretress from suffocating it with Toxic, or setting up Spikes / Toxic Spikes. Taunt, in tandem with Recover on the same set, is something no other physical walls in Ubers besides Deoxys-D can boast; however, Mewtwo's superior Speed allows it to abuse Taunt more efficiently, thus Mewtwo is not simply an inferior Giratina or Lugia and should not be treated as such. Thunder is an option over Reflect if you feel it's absolutely necessary to have an attacking move on the set. Thunder covers up Ho-Oh and Kyogre rather nicely, as they don't suffer much from your other three moves. Ice Beam and Seismic Toss are other options that can be used in that slot. Ice Beam hits Rayquaza, Garchomp, and Groudon while Seismic Toss will deal consistent damage and helps with wearing down foes faster. If you do not feel you need an attacking move, you may also use Substitute in the second slot to help Mewtwo protect itself against status, and to also help it outstall slower opponents such as Palkia or Dialga.

The EVs generate 416 HP, 256 Defense, and 352 Speed. The 352 Speed allows Mewtwo to outrun max Speed Jolly Garchomp, the fastest physical attacker you'll see in Ubers, as well as max Speed base 100s like Mew and Palkia.

This Mewtwo has a lot of trouble with most special attackers in the Uber tier. Dialga, Palkia, Latias, and Latios can easily piledrive Mewtwo into the ground with their powerful Dragon-type strikes. Heatran is immune to Will-O-Wisp and will beat Mewtwo senseless with its powerful Fire Blast. Kyogre can come in on anything but Thunder and OHKO Mewtwo with Water Spout. Darkrai can outspeed this variant of Mewtwo, put it to sleep with Dark Void, and set up on it with Nasty Plot. Opposing Mewtwo can also be a pain as they will usually carry a faster Taunt and can set up using Calm Mind while shrugging off any attack that this Mewtwo can throw at it. Finally, Ho-Oh is one of the few physical attackers that Mewtwo will have serious trouble trying to beat, as it is immune to Will-O-Wisp, does not fear Mewtwo's other moves, and will usually be able to overpower Mewtwo with sun-boosted Sacred Fires. Scizor is an excellent choice to pair with this Mewtwo, as it can trap and KO Latias, Latios, and Mewtwo without a Fire-type attack with Pursuit, OHKO to Darkrai with U-turn, and can come in on Choiced Dragon-type attacks from Dialga and Palkia to easily slam them both with Superpower. Kyogre can easily survive a boosted Dark Pulse from Darkrai and most non-super effective attacks from Mewtwo and will OHKO them back with Surf. Kyogre also does not fear Ho-Oh or Heatran that much and can use said Surf to drown the fiery duo. Latias is a great answer to Kyogre, able to survive any of its attacks, destroy it with Grass Knot, and can easily Recover off any damage dealt.

Choice Scarf

Move 1
  • Ice Beam
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power95 BP
    Accuracy100%
Move 2
  • Thunder
    30% chance to paralyze. Can't miss in rain.
    TypeElectric
    CategorySpecial
    Power120 BP
    Accuracy70%
  • Flamethrower
    10% chance to burn the target.
    TypeFire
    CategorySpecial
    Power95 BP
    Accuracy100%
Move 3
  • Grass Knot
    More power the heavier the target.
    TypeGrass
    CategorySpecial
    Accuracy100%
Move 4
  • Trick
    User switches its held item with the target's.
    TypePsychic
    Accuracy100%
  • Aura Sphere
    This move does not check accuracy.
    TypeFighting
    CategorySpecial
    Power90 BP
  • Self-Destruct
    Target's Def halved during damage. User faints.
    TypeNormal
    CategoryPhysical
    Power200 BP
    Accuracy100%

Mewtwo's high Special Attack means it is undoubtedly capable of dealing lots of damage, but often Mewtwo fails to find turns to utilize it, mostly because of the high usage of Choice Scarf in Ubers. Giving Mewtwo a Choice Scarf of its own immediately transforms it into an astonishingly quick revenge killer, and Mewtwo's solid defenses also allow it to take a hit or two late-game, where it is often able to clean up the opponent's team with a move of choice.

Ice Beam, Thunder, and Grass Knot are Mewtwo's best attacking options for a set designed to revenge kill and check offensive threats. Together, you hit your main revenge kill targets--Rayquaza, Groudon, and Kyogre--for super effective damage. Rayquaza can threaten teams via either Swords Dance or Dragon Dance, but Mewtwo will always be able to take a +2 Life Orb Extreme Speed (even after Stealth Rock) and OHKO back with Ice Beam, whereas Dragon Dance versions are much less threatening and can only muster up to a maximum of 65% damage with a +1 Adamant Life Orb Extreme Speed. Mewtwo also checks Rock Polish Groudon, as Mewtwo outspeeds all Adamant +2 Groudon and deals 85-100% damage to 112 HP / 0 SpD Groudon, which is an OHKO after Stealth Rock and one turn of Life Orb recoil. Admittedly, +2 Jolly Groudon is not outsped, but it will fail to OHKO Mewtwo with a Life Orb Earthquake, even after two switches into Stealth Rock. In a straight 1v1 situation, Kyogre will beat Choice Scarf Mewtwo, but the 62% minimum damage to 4 HP / 0 SpD Kyogre with either Thunder or Grass Knot is hardly shabby. Kyogre also runs the risk of being crippled by paralysis from Thunder. If one is using this Mewtwo in a sun-centric team, Flamethrower is the preferred option in slot three so Mewtwo can still hit Steel-types, such as Scizor and Forretress, for good damage. Kyogre and Lugia will still be covered by Grass Knot and Ice Beam, respectively, although without Thunder Mewtwo will not be able to deal significant damage to Ho-Oh.

Trick is the best general move for the last slot, as it allows you to play mind games and plan out a strong late-game plan, also crippling Blissey and Latias. However, there are other options. Aura Sphere will help against Darkrai and Dialga (and can alternatively be changed for the much riskier Focus Blast). Self-Destruct can damage most Pokemon even with a hindering nature (Mewtwo needs its defenses), and can put the pain on Blissey and Latias.

Mewtwo's downfalls with this set are its hugely exploitable Pursuit weakness, and its ability to be trapped and easily KOed by Wobbuffet. Forretress makes a superb supporting teammate, easily Spiking/Rapid Spinning on Choiced Scizor and Tyranitar stuck on Pursuit, while also being able to Spike against Wobbuffet. Wobbuffet can Encore, but in reality most Uber threats are setting up on Forretress anyway, so its importance is often not great. Choice Specs Dialga can blast holes in opposing teams, especially if an opponent's Scizor has been weakened, or their Blissey Tricked. A bulky Kyogre also goes very well with Mewtwo, providing rain so that Thunder is 100% accurate, while also being able to sponge status and weaker special attacks if using Rest. Stacking up on fast and powerful sweepers such as Rayquaza, Lucario, and Darkrai is suggested, so you can fully utilize Mewtwo's ability to check lots of dangerous setup Pokemon who would otherwise destroy strong but frail teams.

Dual Screens

Move 1
  • Taunt
    For 3-5 turns, the target can't use status moves.
    TypeDark
    Accuracy100%
Move 2
Move 3
Move 4
  • Self-Destruct
    Target's Def halved during damage. User faints.
    TypeNormal
    CategoryPhysical
    Power200 BP
    Accuracy100%

This Mewtwo works very well as a team supporter as it is centered around preventing your opponent from setting up their strategies or using status moves, while raising protective screens to double the defenses of your team. While this set is almost identical to Deoxys-S' "Dual Screens" set, Mewtwo has significantly higher base HP, so it can oftentimes set up the screens more reliably. Self-Destruct allows Mewtwo to take down a Pokemon after setting up while allowing a free switch in for another teammate.

Taunt, in conjunction with Mewtwo's high base Speed, allows Mewtwo to shut down any slower support leads such as Dialga and Groudon. Under a Light Screen, Mewtwo will always outpace, set up a Light Screen and survive a Choice Specs Kyogre's Water Spout and a Choice Specs Dialga's Draco Meteor. Likewise, Reflect + Taunt, easily stops supporting Groudon and Bulk Up Dialga from doing any major damage. Light Clay is the preferred item for this set. It boosts the length of screens from five turns to eight, a welcome addition to any team in the fast-paced Uber metagame.

Mewtwo mainly dislikes Pokemon who will hamper its set up. Scizor, Mixed Dialga, and Mixed Rayquaza commonly carry Brick Break, which breaks the screens, and all three of them can take advantage of this opening to KO Mewtwo. Mewtwo also hates Pokemon with a faster Taunt. Fortunately, this usually only applies to Deoxys-S, who is almost always a suicide lead and is usually KOed early on in the match. While Ghost-types are immune to Brick Break, most of them can't handle Scizor, Mixed Dialga, or Mixed Rayquaza by themselves. Choice Scarf Gengar probably comes the closest, as it can come in on Brick Break and inflict serious damage to Scizor with Hidden Power Fire, Dialga with Focus Blast, and Rayquaza with Hidden Power Ice. (You will have to choose which Hidden Power to use depending on whether you want to OHKO Scizor or Rayquaza. It should be noted, however, that Scizor will still take a lot of damage from Focus Blast, as will Rayquaza from Shadow Ball.) Garchomp will not take too much from Brick Break, and also has a super effective attack for Scizor (Fire Fang), Dialga (Earthquake), and Rayquaza (Dragon Claw).

However, the best teammates for this Mewtwo are Pokemon who benefit from its screens. There aren't any Pokemon who won't benefit from dual screens, but there are a few who stand out. Mew can easily capitalize on the protection of the screens to use stat up moves such as Rock Polish and Swords Dance, allowing it to then Baton Pass the stats to a recipient such as Groudon, which will often spell death for your opponent if successful. Speaking of Groudon, a Rock Polish and Swords Dance set can easily take advantage of its bolstered defenses to use both boosting moves, and then go on to ravage the opponent's team. Users of Substitute, such as Giratina-O, benefit greatly from dual screens, as they often get more time to stat up thanks to screens making their Substitutes harder to break. Any other sweepers, especially ones such as Rayquaza, Lucario, and Garchomp who only need one turn to wreak havoc on your opponent, will enjoy dual screen support, as it can give them more opportunities to set up and it makes them harder to revenge kill.

Other Options

Grass Knot is acceptable on many of the sets listed here, able to hit both Groudon and Kyogre for super effective damage without being reliant on the weather, but with so many Pokemon in Ubers resisting it, it isn't the best option. Psychic is a STAB option, but has the same problems as Grass Knot has: too many Pokemon resist it, or, in Psychic's case, are immune to it. Bulk Up Mewtwo can allow Mewtwo to surprise opponents with its underrated base 110 Attack Stat. Mewtwo has many physical attacks to choose from with its decent Attack stat of 110, but without Bulk Up they won't be terribly effective. Mewtwo can also create 101 HP Substitutes and use Focus Punch.

Checks and Counters

Blissey is probably the closest thing to a Mewtwo counter. Since most Mewtwo focus on boosting its Special Attack, the special wall should be able to handle it. Taunt and Substitute sets are Blissey's bane; without Seismic Toss, Taunt Mewtwo sets up on Blissey. With Substitute, Blissey has more issues to deal with. Self-Destruct will eliminate Blissey with little problems. While she is a fantastic counter to Mewtwo, you must always be on your guard against it.

Scizor and Metagross can make Mewtwo's life miserable if it lacks Flamethrower or Fire Blast. Scizor's Bullet Punch, U-turn, and Pursuit will put Mewtwo in a hard spot. Metagross has a weaker Pursuit; however, STAB Meteor Mash isn't something to underestimate either. Beware of Will-O-Wisp and Reflect: it will soften the impact from these attacks. Tyranitar has many powerful attacks at its disposal, and is capable of surviving an Aura Sphere from even a Choice Specs Mewtwo with a Special Defensive EV spread.

Kyogre and Ho-Oh don't have too many problems countering Calm Mind sets. Kyogre's massive Special Defense, resistance to Ice Beam, and its own ability to Calm Mind let it take on Mewtwo with ease. Furthermore, Surf really hurts Mewtwo due to the rain and its massive Special Attack. Ho-Oh, on the other hand, bypasses Mewtwo's Calm Mind boosted Special Defense with Sacred Fire or Punishment, and with its Special Defense rivaling Mewtwo's Special Attack, Ho-Oh easily shrugs off Ice Beam and Aura Sphere. Both should not be hasty in switching into Mewtwo, however, for there are chances where Mewtwo might carry Thunder or Self-Destruct. Heatran can easily revenge kill Mewtwo with a Choice Scarf, and immunity to Toxic and Will-O-Wisp make it well suited to countering defensive Mewtwo as well. Giratina-O is bulky enough to handle most hits from Mewtwo, and it can easily scare a 2HKO with Shadow Sneak while also bypassing Mewtwo's great Speed.

Otherwise, focus on being faster than Mewtwo. Any Deoxys formes, excluding Deoxys-D, are faster than Mewtwo. Choice Scarf users such as Palkia, Kyogre, Ho-Oh, Jirachi, Darkrai, and Dialga also make good options to eliminating Mewtwo.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
20
Raises the user's Sp. Def by 2.
 
Power
90
Accuracy
90%
PP
10
No additional effect.
 
Power
90
Accuracy
PP
20
This move does not check accuracy.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
Accuracy
PP
30
Raises the user's Defense by 2.
 
Power
120
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Hail.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, even if the target is immune.
 
Power
Accuracy
PP
20
Raises the user's Attack and Defense by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
50
Accuracy
100%
PP
25
10% chance to confuse the target.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
Accuracy
80%
PP
20
For 4-7 turns, disables the target's last move.
 
Power
120
Accuracy
100%
PP
15
Has 1/3 recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
60
Accuracy
100%
PP
5
User recovers 50% of the damage dealt.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Power doubles on Dig.
 
Power
Accuracy
100%
PP
15
For 5 turns, the target's item has no effect.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
120
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
95
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
80
Accuracy
90%
PP
15
Hits two turns after being used.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
5
5 turns: no Ground immunities, 1.67x accuracy.
 
Power
Accuracy
PP
10
Swaps Defense and Sp. Def changes with target.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
95
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
Accuracy
PP
20
Copies a foe at 1.5x power. User must be faster.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
Picks a random move.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
PP
40
Psychic hits Dark. Evasiveness ignored.
 
Power
Accuracy
PP
30
For 5 turns, protects user's party from stat drops.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
Accuracy
100%
PP
15
A sleeping target is hurt by 1/4 max HP per turn.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
Accuracy
PP
10
Swaps Attack and Sp. Atk stat stages with target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
Heals the user by 50% of its max HP.
 
Power
Accuracy
PP
10
Restores the item the user last used.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
90
Accuracy
85%
PP
20
20% chance to confuse the target.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
80%
PP
10
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
10
User replaces its Ability with the target's.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
200
Accuracy
100%
PP
5
Target's Def halved during damage. User faints.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
Accuracy
PP
10
The user and the target trade Abilities.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
Accuracy
PP
10
User steals certain support moves to use itself.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
100%
PP
20
For 3-5 turns, the target can't use status moves.
 
Power
120
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
95
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
100%
PP
20
Paralyzes the target.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
85%
PP
10
Badly poisons the target.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
Accuracy
PP
5
Goes last. For 5 turns, turn order is reversed.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
Accuracy
75%
PP
15
Burns the target.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
Loading...