Mewtwo

Pressure
Enemy attacks lose one extra PP. Increases wild encounter rate.
Unnerve
Prevents the foe from consuming its held Berry item.
Type Tier
Psychic Uber
Level 100 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
106
- 353 416 -
Atk
110
230 256 319 350
Def
90
194 216 279 306
SpA
154
309 344 407 447
SpD
90
194 216 279 306
Spe
130
266 296 359 394
  • Uber

Overview

The classic God of Pokemon has always been one of the most fearsome combatants of Ubers, but BW has given Mewtwo a gift so great that even Arceus is jealous: Psystrike. This move strikes fear into old nemeses Blissey, Ho-Oh, and Kyogre, as it makes Mewtwo a fearsome mixed attacker with almost none of the previous downsides! Like many other Uber Pokemon, Mewtwo has the stats and movepool to do virtually anything it wants. With viable sets that range from a fearsome sweeper to a frustrating staller, its versatility ensures that there is absolutely nothing that can counter it. However, while it is by no means frail, Mewtwo is not the bulkiest Pokemon around, and with its susceptibility to entry hazards and priority attacks, its longevity is an issue in the hard hitting Uber metagame. Like other Pokemon with huge movepools, it is a pity that Mewtwo can only use four of them at the same time. These problems highlight its greatest flaw of all: Mewtwo is unable to run everything at once. You have to choose between bulk and power, and Mewtwo's typing is rather poor defensively. BW2 also introduced Genesect, which made Mewtwo a lot easier to check for offensive teams. It is otherwise perfect, as its flaws end here. Dr. Fuji's dream was to create the world's most powerful Pokemon, and he most definitely succeeded.

Name Item Nature

Psycho Killer

Life Orb Timid
Moveset EVs
~ Psystrike
~ Ice Beam
~ Aura Sphere / Fire Blast
~ Fire Blast / Calm Mind
4 Def / 252 SpA / 252 Spe

If there is one set in the game that embodies the word "uncounterable", this is probably it. Mewtwo's blazing base 130 Speed and sky-high base 154 Special Attack make it a terrifying sweeper and end-game cleaner. Psystrike allows Mewtwo to take out all sorts of special walls, namely Blissey, Chansey, Ho-Oh, and Kyogre, without needing to waste EVs in Attack, by striking (pun unintended) their weaker Defense. Between Aura Sphere, Ice Beam, and Fire Blast, Mewtwo hits everything that resists Psystrike. Aura Sphere destroys the likes of Tyranitar and Darkrai, while doing a lot of damage to Dialga. Ice Beam brings down Lugia and Giratina, especially physically defensive variants. Fire Blast fries Genesect, Scizor, and Ferrothorn, and is Mewtwo's most powerful option in the sun, OHKOing bulky threats such as Jirachi and Steel Arceus, as well as Lugia, after Stealth Rock damage. Calm Mind pushes Mewtwo's Special Attack to even higher levels, allowing it to take down walls effectively. It also makes Mewtwo surprisingly resilient on the special side, letting it take attacks such as Draco Meteor from Choice Scarf Palkia. Without Calm Mind, Pokemon such as Lugia, Giratina, and 252/0 Arceus avoid being 2HKOed by its attacks.

As for move selection, Psystrike along with three coverage moves is a fine choice. Four attacks Mewtwo is preferable, since setup opportunities are usually quite limited for it. Calm Mind, however, makes Mewtwo much harder to wall. The best moveset for Calm Mind Mewtwo is Calm Mind, Psystrike, Aura Sphere, and Ice Beam, which retains excellent coverage while hitting Lugia and Giratina, the two bulkiest walls in the tier, for super effective damage. If you can give Mewtwo sun support, Fire Blast should replace Ice Beam due to its power and coverage, especially against Genesect. The only Pokemon that stands a chance of walling Calm Mind Mewtwo in the sun is physically defensive Giratina, who can phaze Mewtwo out with Dragon Tail, but even it risks getting 2HKOed by Psystrike. While Fire Blast Mewtwo is the most potent variant, rain's popularity makes Fire Blast less attractive for teams that don't have sun support.

Team Options & Additional Comments >>>
Name Item Nature

Bulky Booster

Leftovers Timid
Moveset EVs
~ Calm Mind
~ Psystrike
~ Recover
~ Flamethrower / Aura Sphere / Ice Beam
252 HP / 4 Def / 252 Spe

This set maximizes Mewtwo's bulk, allowing it to set up Calm Mind with greater ease but sacrificing Mewtwo's immediate destructive power for greater longevity. With Calm Mind and Recover, Mewtwo can slowly boost in front of special attackers. This set is particularly useful on sand teams and teams that are more susceptible to Fighting-types such as Fighting Arceus. Normally, entry hazard damage and sandstorm recoil can easily whittle Mewtwo down, but this set allows Mewtwo to stick around for longer to counter threats such as Fighting Arceus. Be aware, though, that this Mewtwo set has significant coverage issues. Psystrike is Mewtwo's STAB attack, and helps it win Calm Mind wars. Flamethrower allows Mewtwo to hit most Steel-types for super-effective damage, in particular OHKOing Genesect. This is especially important because with a bulky spread, Mewtwo can survive both U-turn and Bug Buzz from Choice Scarf Genesect. Flamethrower also allows Mewtwo to hit most Steel-types for super effective damage. Aura Sphere hits Tyranitar, Dialga, and Darkrai for super effective damage. Ice Beam might not appear to add significant coverage, but it does hit Lugia and Giratina for super effective damage, and being able to quickly OHKO Rayquaza is always nice as well.

Team Options & Additional Comments >>>
Name Item Nature

Support (StallTwo)

Leftovers Timid
Moveset EVs
~ Taunt
~ Recover
~ Will-O-Wisp / Toxic
~ Psystrike / Light Screen / Substitute
252 HP / 72 SpD / 184 Spe

Defensive Mewtwo seems rather weird, but it is surprisingly effective. It is especially useful against opposing stall teams thanks to Mewtwo's great Speed and support movepool, traits that let it stall out a wide variety of threats. Taunt forces defensive Pokemon to hit it with weak attacks instead of healing or using support moves, allowing Mewtwo to easily stall them out. Recover in conjunction with Mewtwo's Speed allows it to heal before most things can even touch it, making it extremely hard to break. Furthermore, when combined with Pressure, Recover can easily sap up all of the opponent's PP. This is handy in a tier filled with 8 PP moves such as Spacial Rend and Draco Meteor. Once again, four-moveslot syndrome kicks in for Mewtwo. Will-O-Wisp allows Mewtwo to stall out physical attackers quite effectively, letting it repeatedly heal while they slowly die to burn damage, and easily cripples many initial switch-ins to Mewtwo, such as Genesect and Tyranitar. Toxic does more damage in the long run, and hits Fire-types outside of Heatran, with the downside of leaving Mewtwo helpless against Steel-types and without a way to cushion the blows of physical powerhouses such as Zekrom and Groudon. As such, Will-O-Wisp is usually the better option because Mewtwo's defenses, while not especially low, are not amazing either.

Psystrike is Mewtwo's only option to hit Ho-Oh and Reshiram if you are running Will-O-Wisp. It also lets Mewtwo prevent powerful attackers such as Kyogre and Kyurem-W from switching in for free. Light Screen lets Mewtwo sponge all but the most powerful of special attacks, and makes Mewtwo hard to crack when used with Will-O-Wisp. Substitute is useful for scouting a switch in and preventing status. It also lets Mewtwo Pressure stall more effectively. As a bonus, Mewtwo's Substitute is strong enough to survive most Dragon Tails, while Roar and Whirlwind are blocked by Taunt. Without Substitute, stall teams can still Dragon Tail Mewtwo out, which can get annoying when combined with entry hazards. There is very little reason to run any item other than Leftovers. While Mewtwo really specializes in neutering things with Taunt + Status + Recover spam, it will often rely on prediction between status and Taunt (Gyro Ball vs Leech Seed on Ferrothorn, for example). One wrong move can prove fatal.

Team Options & Additional Comments >>>
Name Item Nature

Choice Scarf

Choice Scarf Timid
Moveset EVs
~ Psystrike
~ Ice Beam
~ Aura Sphere / Fire Blast / Flamethrower
~ Fire Blast / Trick / Flamethrower
4 HP / 252 SpA / 252 Spe

Mewtwo's power and excellent Speed let it outpace many dangerous threats and be a decent revenge killer. With a Choice Scarf, it reaches 591 Speed, outspeeding anything not at +2. Besides revenge killing, Mewtwo can also clean late-game when its counters, such as Lugia, are weakened. Psystrike is for STAB and is generally Mewtwo's most powerful move, but beware of trappers such as Tyranitar coming in for free. Thanks to Psystrike, Mewtwo has a good chance of breaking past Blissey and Chansey with entry hazard support. Mewtwo easily OHKOes Pokemon such as Rayquaza and Salamence with Ice Beam. Fire Blast, Flamethrower and Aura Sphere let it revenge kill Excadrill and most Steel-types. Additionally, it's good to have Aura Sphere in there somewhere for neutral-Speed-natured SmashPass recipients such as Dialga, as well as Choice Scarf Darkrai. Aura Sphere is also Mewtwo's only option to 2HKO defensive Tyranitar, and nails Heatran for solid damage too. Trick can let Mewtwo cripple a wall, such as Lugia and Giratina, which would both be more willing to switch in if they see no Life Orb recoil. It can also surprise Latias and Latios by removing their prized Soul Dew.

Team Options & Additional Comments >>>

Other Options

Physical sets with Bulk Up can be used to surprise certain checks such as Tyranitar. Bulk Up also helps to reduce damage from potential revenge killers such as Arceus with ExtremeSpeed and Giratina-O with Shadow Sneak. However, physical Mewtwo is easily walled by Giratina, Lugia, Groudon, and even Ho-Oh depending on the coverage moves Mewtwo has. It is also very weak unboosted.

Mewtwo does have a massive movepool, but is generally most effective sticking to the sets listed. Dual Screens + Selfdestruct + Taunt can be used on offensive or Baton Pass teams, but sacrificing Mewtwo for this usually not worth it. Choice Specs is rather mediocre because Mewtwo prefers the ability to switch moves, but the extra power gained from Choice Specs can surprise opponents. Defense boosting moves such as Barrier can be used on the StallTwo set, but pure defensive roles are better left to bulkier walls such as Lugia and Giratina.

Checks and Counters

Mewtwo does not have any failsafe counters. Ever. It has such amazing power and coverage that there is no such thing as a safe switch-in, and its checks depend purely on what move and set it is using. Choice Scarf Genesect is probably the best check, as it can easily OHKO Mewtwo with a +1 U-turn or Bug Buzz. However, one wrong switch into Fire Blast will end it, and even Psystrike or Aura Sphere will punch a huge hole into Genesect, which means it can only come in safely after one of its teammates has fallen. Since Mewtwo lacks any true counters, revenge killers are often used. Choice Scarf Kyurem-B, Zekrom, Ho-Oh, Kyogre and Reshiram are the more prominent ones. Be wary of going straight to revenge killers though, as few things outright KO full HP Mewtwo, so hazards and racking up Life Orb recoil via prediction are often useful before the revenge killer comes in. Toxic Spikes, sandstorm damage, and the fact that Mewtwo commonly carries Life Orb can help wear it down quickly. Giratina-O can make a dent in Mewtwo with Shadow Sneak. Ghost Arceus can take a hit and deal major damage with Judgment. Physical Ghost Arceus can bypass any boosts Mewtwo might have obtained with Shadow Claw, but will fail against StallTwo. Victini resists all of Mewtwo's commonly used moves and can OHKO with V-create in the sun. However, despite its resistance, Mewtwo can still 2HKO it after Stealth Rock, so it has to be careful switching into too many Psystrikes or the rare Shadow Ball. While normally rare in Ubers, Bisharp can revenge kill Mewtwo with Sucker Punch, but requires good prediction as Mewtwo can easily play mind games with Calm Mind and Substitute. Lastly, Choice Scarf Heracross can OHKO any Mewtwo set with Megahorn and has Guts to ignore StallTwo's Will-O-Wisp. One also must be careful because checks to offensive Mewtwo often fall flat against a support variant or even a more defensively oriented attacking set.

Defensive Dark Arceus with Payback is a bit gimmicky, but is one of the closest things to a "counter" to offensive Mewtwo out there; however, it will lose to StallTwo. In a similar vein, Psychic Arceus walls the Psycho Killer if Mewtwo lacks Fire Blast, or if the sun isn't shining, and can 2HKO Mewtwo with Payback and ExtremeSpeed. Jirachi can check offensive variants in the rain or even neutral weather if they lack Fire Blast, as +1 Aura Sphere fails to 2HKO. Jirachi can cripple Mewtwo with poison or paralysis, effectively neutering it. Metagross or Bronzong can be used for a more offensive check in the rain as long as Mewtwo lacks Fire Blast. Lugia and Giratina can attempt to check Mewtwo by forcing it out with Dragon Tail, but will fail to do anything significant to StallTwo. As for StallTwo, powerful special attackers such as Kyogre and Reshiram are good choices to take it out. Ho-Oh and Reshiram are immune to StallTwo's Will-O-Wisp, but cannot take multiple Psystrikes.

If Mewtwo lacks Aura Sphere, Dialga, Heatran, and Tyranitar can all act as effective checks. Tyranitar can safely KO Mewtwo with a super effective Crunch or Pursuit it if it tries to switch out. Wobbuffet can very effectively check non-Taunt variants, as even +1 Shadow Ball will never OHKO 28/252+ Wobbuffet after Stealth Rock. +1 Fire Blast in the sun, however, has a decent chance (a little over 50%) to OHKO Wobbuffet after Stealth Rock.