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.
This is a set perfectly designed for Mewtwo. Its bulk, 130 base Speed, and sky-high Special Attack make this set destructive when played correctly. Many walls, Blissey, Lugia, and Giratina in particular, carry moves that are easily shut down by Taunt. After using Taunt, proceed to Calm Mind, bolstering your Special Attack and Special Defense stats. Aura Sphere is the best option here, as it does severe damage to Pokemon such as Dialga and Blissey while hitting Scizor and Metagross for neutral damage. Ice Beam should be the next attack to consider. Fighting and Ice complement each other, especially since many Uber Pokemon are hit for super effective damage by this combination. Thunder pairs well with Ice Beam, obliterating Kyogre and Groudon respectively with no problems. Shadow Ball, on the other hand, pairs well with Aura Sphere. Shadow Ball hits the abundant Psychic- and Ghost-types in Ubers while maintaining perfect coverage.
Leftovers is the best item for this set because it keeps Mewtwo alive so it can Calm Mind more times before it is forced to attack. Expert Belt and Life Orb sound very appealing; however, this set should focus on being as bulky as possible. While this Mewtwo does remarkably against stall teams, it is hampered by Forretress with Gyro Ball (or Payback) and Blissey with Seismic Toss, provided Blissey hasn't switched into Mewtwo. To be fair, Mewtwo can 2HKO Blissey most of the time after 3 Calm Minds. In return, Mewtwo is suffering a 5HKO from Seismic Toss.Team Options & Additional Comments >>>
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 phase you out as you are setting up.) Speaking of Blissey, Mewtwo can make 101 HP Substitutes, allowing it to always defeat Seismic Toss Blissey one-on-one as long as Toxic Spikes are not up on Mewtwo's side of the field. Because of this, Substitute Mewtwo can be quite a menace to stall teams as their main special wall, Blissey, cannot stop this Mewtwo. (Although Payback Forretress will still give you a headache.). Recover is also a viable option over Substitute. 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. However, without Substitute, Mewtwo will become more vulnerable to being trapped by Pursuit and status moves. If using Recover, 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.Team Options & Additional Comments >>>
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, Selfdestruct is Mewtwo's speedy suicidal finisher, being able to OHKO Blissey, Ho-Oh, and max HP Kyogre. Selfdestruct 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.Team Options & Additional Comments >>>
This set takes a different approach to the first Calm Mind set, attempting to sweep with only one Calm Mind under its belt instead of several. After just one use of Calm Mind, Mewtwo will be able to OHKO the majority of the Ubers metagame!
Much like the Life Orb set, Ice Beam's main purpose is to OHKO Rayquaza, Garchomp, and Shaymin-S before a boost. With one Calm Mind under its belt, Mewtwo's Ice Beam will OHKO most Giratina-O and all but the most specially defensive of Groudon. Lugia and Latios are also OHKOed by a boosted Ice Beam after taking Stealth Rock damage, while Giratina takes a massive 76.7%-90.7% from the same attack (an OHKO after Stealth Rock and Spikes damage). Even Latias is always 2HKOed by a boosted Ice Beam, and thanks to Mewtwo's insane 130 base Speed, Latias cannot save itself by using Calm Mind. If you decide to forgo using Aura Sphere, Ice Beam will also 2HKO all Dialga variants with the exception of Bulk Up Dialga. Thunder is Mewtwo's most powerful attack in the rain. After one Calm Mind, maximum HP Kyogre is OHKOed by Thunder 100% of the time, making this Mewtwo a great Kyogre lure since most Mewtwo struggle to get past it. Both Lugia and Ho-Oh are OHKOed around 74% of the time by a boosted Thunder (be warned, the sunlight that often accompanies Ho-Oh will reduce Thunder's accuracy to 50%), while offensive Mewtwo are OHKOed by a boosted Thunder after taking Stealth Rock damage. Finally, a boosted Thunder will OHKO Palkia, Metagross, Forretress, and Scizor after they take Stealth Rock and Spikes damage, while Wobbuffet, Bronzong, and specially defensive Jirachi are 2HKOed by a +1 Thunder. If you settle for Flamethrower or Fire Blast as your last move and have ways of dealing with Ho-Oh and Heatran, Grass Knot is an acceptable alternative to Thunder that has the bonus of being 100% accurate in the sun.
The last moveslot is contested between Aura Sphere, Flamethrower, and Fire Blast. Aura Sphere is usually the best choice for several reasons. Like the Life Orb set, Aura Sphere makes Mewtwo an excellent Darkrai revenge killer before a Calm Mind. After one use of Calm Mind, Aura Sphere will OHKO all variants of Tyranitar, OHKO the most specially defensive of Heatran after Stealth Rock damage, and OHKO all Dialga sets after Stealth Rock damage with the exception of Bulk Up Dialga. Flamethrower does have a few advantages over Aura Sphere though when used in the sun. In the sun, Flamethrower will be able to OHKO Darkrai after it takes Stealth Rock damage, while a +1 Flamethrower will still OHKO offensive Dialga and Mewtwo, and 2HKO Bulk Up Dialga. Flamethrower will also ensure that Mewtwo will destroy most Steel-types in the sun without relying on the shaky 50% accurate Thunder. If you prefer power over reliability, Fire Blast can be a workable choice over Flamethrower as well. Fire Blast's main advantages over Flamethrower are that in the sun, a +1 Fire Blast will OHKO specially defensive Mewtwo and support Dialga, in addition to having around a 58% chance to OHKO Calm Wobbuffet after Stealth Rock damage (100% chance with both Spikes and Stealth Rock). The main downfalls of choosing a Fire-type attack over Aura Sphere is that Mewtwo will have a much harder time against Tyranitar. Bulk Up Dialga can also be a pain in the rain, and Heatran can be difficult to take down in the sun.Team Options & Additional Comments >>>
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.Team Options & Additional Comments >>>
This Mewtwo is the special defensive counterpart of the physical defensive Mewtwo mentioned above. With Light Screen, Mewtwo can soak up many special attacks, including a Surf from a RestTalk Kyogre, Spacial Rends from either Choice Scarf or Specs Palkia, as well as Dialga's Specs Draco Meteor without much of a hassle. (Substitute is also an option on this set for reason mentioned in the previous set, if you do not feel Light Screen is necessary.) Mewtwo can then proceed to inflict a status ailment of choice on the opponent; Will-O-Wisp is the preferred option as it cushions Mewtwo's more vulnerable physical side, allowing it to switch out of Tyranitar or Scizor Pursuits with HP to spare, as well as having the added bonus of being able to damage Dialga and Jirachi. Toxic is can also be used as it takes down opponents much faster than Will-O-Wisp can, and as such it will be more useful against Pokemon against whom Mewtwo doesn't want a prolonged stay, such as Ho-Oh and more offensive variants of Kyogre. Taunt stops any attempt of recovering, supporting, and statusing Mewtwo, making it very hard for Pokemon such as Blissey to get past it. Finally, Mewtwo is fortunate enough to be gifted with a reliable recovery move in Recover, allowing Mewtwo to replenish its health quickly and efficiently, and coupled with Mewtwo's Pressure ability, allows it to stall out low PP moves like the aforementioned Draco Meteor and Spacial Rend.Team Options & Additional Comments >>>
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 ExtremeSpeed (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 ExtremeSpeed. 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). Selfdestruct can damage most Pokemon even with a hindering nature (Mewtwo needs its defenses), and can put the pain on Blissey and Latias.Team Options & Additional Comments >>>
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. Selfdestruct 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.Team Options & Additional Comments >>>
Choice Specs Mewtwo hits incredibly hard right off the bat, easily reaching a monstrous Special Attack stat of 611, although at the cost restricting itself to one attack. Aura Sphere and Ice Beam shuts down many Uber Pokemon while Thunder and Grass Knot handle Kyogre, the latter not relying on weather to affect its accuracy. Thunder's 30% paralysis rate is very appealing, as it still cripples most Pokemon who attempt to switch into Mewtwo. Flamethrower is the best option in slot four to hurt opposing Scizor, Forretress, and Metagross. Fire Blast should only be considered for the ability to OHKO those Scizor who concentrate EVs in Special Defense in the rain. If you don't care about Scizor, Forretress, or Metagross, Trick is a wonderful replacement for Flamethrower to cripple common switch-ins to Mewtwo, such as Blissey and Forretress. Take care to only use Trick against physical Pokemon: it isn't a very good idea to use this on Pokemon who focus on special attacks, even if they are a wall. (Unless it is Blissey.)Team Options & Additional Comments >>>
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. Selfdestruct 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 Selfdestruct. 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.