Mewtwo

haxiom

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Mewtwo



[QC: 3/3] -- Shrang / Sweep / WreckDra
[GP: 1/2] -- Winry. / x

Overview
########

Mewtwo has exceptionally high base offensive stats and two separate Mega Evolutions which grant it great versatility and unpredictability to the point where it is nearly impossible to counter before its forme is revealed. Furthermore, Mewtwo sits at a Speed tier where it can outspeed the majority of the unboosted Ubers metagame bar some Deoxys formes. It also has access to a wide movepool, with many viable coverage moves in addition to moves such as Taunt and Calm Mind, which further its versatility. Mewtwo's abilities, while not particularly great, are all situationally useful. All this makes Mewtwo a formidable mid-game Pokemon that can break down opposing teams, with the potential to clean late-game as well. However, in spite of sky-high offenses, Mewtwo's attacks fall short of a lot of important OHKOs, and its typing leaves much to be desired defensively, being a bit lacking in useful resistances. Nevertheless, Mewtwo is a frighteningly versatile and powerful offensive monster in the Ubers metagame.

Special Attacker
########
name: Special Attacker
move 1: Psystrike
move 2: Focus Blast
move 3: Ice Beam / Shadow Ball
move 4: Fire Blast / Taunt / Calm Mind
ability: Pressure
item: Life Orb / Mewtwonite Y
evs: 4 Def / 252 SpA / 252 Spe
nature: Timid

Moves
========

Psystrike serves as the obligatory STAB move, dealing a lot of damage to neutral foes and circumventing dedicated special walls. Focus Blast allows Mewtwo to hit Steel-types such as Ferrothorn and Dialga and Dark-types such as Dark Arceus, Tyranitar, and Darkrai super effectively. Ice Beam hits Mega Salamence, Ground Arceus, Yveltal, and Lugia for super effective damage, while Fire Blast allows Mewtwo to roast Steel-types that resist Psystrike, including Aegislash, Ferrothorn, Scizor, Jirachi, and Klefki. Shadow Ball is also a potential move which helps Mewtwo against Lugia, Aegislash, and Ghost Arceus. Taunt can be used over Fire Blast to avoid status such as paralysis, annoy support Pokemon, and match up well against bulkier stall and balance teams in general. Alternately, Calm Mind can be used as a setup move which can significantly pressure many teams, as a +1 Psystrike smashes most neutral foes and makes Mewtwo difficult to stop in conjunction with its high base Speed.

Set Details
========

Maximum Speed investment with a Timid nature is used to take advantage of Mewtwo's great Speed tier. 252 Special Attack EVs maximize Mewtwo's offensive capabilities, allowing it to most efficiently fulfill its role as a fast, strong special attacker. Investing 4 Defense EVs gives Mewtwo a minimal buffer against physical attacks, though this is mostly insignificant and can also go in Special Defense. It is worth noting that investing in Special Defense on the Life Orb set will give Genesect an Attack boost, which may not be desired. Life Orb is the optimal item to be used with four attacks on Mewtwo; however, Mewtwonite Y is the better item for Taunt and Calm Mind sets. Mega Mewtwo Y's ability, Insomnia, gives it an immunity to Darkrai's Dark Void and Smeargle's Spore, which is something to keep in mind.


Usage Tips
========

When using Mewtwo, it is best to try to get it in safely, as it is not especially bulky. In fact, Mega Mewtwo Y's physical bulk is notably lacking, and damage can add up quickly for the Life Orb variant if it is forced to take too many hits. Mewtwo works very effectively in the mid-game to weaken checks for another Pokemon, and it can also clean late-game itself. If running Taunt, it should be used liberally against support Pokemon to prevent recovery, support moves such as Defog, and status moves, which Mewtwo dislikes, especially paralysis. It can be an effective strategy to delay Mewtwo's Mega Evolution if running Mewtwonite Y, as Mewtwo's base forme has a higher base Defense. With that being said, it is vital to weigh the importance of having a higher base Speed and Special Defense. In general, Mewtwo has trouble outright OHKOing a fair number of targets, so using the appropriate coverage move and getting prior damage on opposing Pokemon can be essential to Mewtwo's success.

Team Options
========

Fairy-types, such as Klefki and Xerneas, are good partners for Mewtwo, as it appreciates Dark-type Pokemon being checked. Xerneas especially appreciates that Mewtwo can weaken or remove a lot of its Steel-type checks, which allows it to be effective late-game. Similarly, Extreme Killer Arceus appreciates Mewtwo weakening its Ghost-type checks. Dark-types, such as Dark Arceus, Darkrai, and Yveltal, can check Ghost-types which threaten Mewtwo. Because Mewtwo does not enjoy taking hits throughout the course of a battle, tanks and bulky pivots that can take hits for Mewtwo pair well with it. For example, physically defensive sets for both Yveltal and Salamence can sponge attacks nicely. Finally, Volt Switch and U-turn can grant Mewtwo free switches, so users of these moves make for good teammates. Genesect, Scizor, and Yveltal can all use U-turn, while Zekrom is a viable user of Volt Switch.

Physical Attacker
########
name: Physical Attacker
move 1: Low Kick
move 2: Taunt
move 3: Earthquake
move 4: Ice Punch / Stone Edge
ability: Pressure
item: Mewtwonite X
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly

Moves
========

Low Kick is a powerful STAB move which reliably hits with 120 Base Power thanks to the general weight of the Pokemon in the Ubers metagame. Taunt allows for a way to block Will-O-Wisp, paralysis, and other status, or force out some walls which may threaten to stop Mewtwo. Earthquake is a nice coverage move to hit Aegislash and Groudon pretty hard, as well as Mega Gengar and some Steel- and Rock-types which are neutral to Low Kick or very light such as Jirachi, Klefki, and Diancie, respectively. Ice Punch hits Flying-types such as Salamence, Rayquaza, Yveltal, and Lugia; bulky Ground-types such as Landorus-T and Gliscor; and Latias, Latios, and Giratina-O for super effective damage. Ice Beam can be used instead of Ice Punch in order to hit Salamence harder, but it is significantly weaker against Latias and Latios. Stone Edge hits the aforementioned Flying-types and also can OHKO Ho-Oh. Rock Slide can be used over stone Edge for more accuracy, as it still OHKOes most Ho-Oh variants. Zen Headbutt is a possible secondary STAB move which achieves pretty solid coverage with Low Kick, but it does not target many specific threats. Finally, Poison Jab or Iron Tail can be used for Fairy-types, though they are ineffective move options outside of this.

Set Details
========

252 Speed EVs with a Jolly nature and 252 Attack EVs are run in order to take advantage of Mega Mewtwo X's its sky-high 190 Attack stat and great Speed tier. 4 Defense EVs give Mewtwo an insignificant increase to physical bulk. However, if Ice Beam is run, these 4 EVs should be moved to Special Attack and a Naive nature should be run. The item choice of Mewtwonite X is self-explanatory and necessary to access Mega Mewtwo X's typing and stats, which greatly differ from those of the base forme. An alternate spread of 180 HP / 76 Atk / 252 Spe can be used to allow Mega Mewtwo X to check Extreme Killer Arceus by surviving a +2 LO Extreme Speed and retaliating back with a Low Kick. The ability Steadfast, which Mewtwo gains upon Mega Evolution, does have a small niche in giving Mewtwo a Speed boost when Choice Scarf variants of both Genesect and Shaymin-S cause it to flinch, after which it avoids further flinches from these Pokemon.

Usage Tips
========

Taunt should be used often against support Pokemon to prevent Defog, recovery, status, and other support moves so Mewtwo's team can keep up its entry hazards and help overwhelm and weaken Pokemon so that a teammate might be able to clean or sweep later on. The type change when Mega Evolving can catch some threats off-guard, as Mewtwo gains neutrality to Dark- and Bug-type moves as well as a resistance to Rock, which can be advantageous when timed properly. Try to maintain and take advantage of Mewtwo's unpredictability to net a surprise KO or two, as the checks for Mewtwo's sets greatly differ, meaning that many can be caught off-guard by a strong physical attack.

Team Options
========

Checks to Fairy-types are important partners, as this Mewtwo variant is especially weak to them. These include Groudon, Ho-Oh, Klefki, Aegislash, and Jirachi. Dark-types, such as Dark Arceus, Darkrai, and Yveltal, are useful to check Ghost- and Psychic-type Pokemon. Geomancy Xerneas and Extreme Killer Arceus are great offensive partners which both benefit from Mewtwo's ability to weaken their checks. Again, U-turn and Volt Switch users such as Genesect, Scizor, Yveltal, and Zekrom give Mewtwo free switches, which it can capitalize on.

Other Options
########

Mewtwo has a lot of other sets and moves that further its versatility. Stalltwo, a Mewtwo set with Will-O-Wisp, Taunt, Psystrike, and Recover, can be used, but it struggles in a metagame dominated by Primal Groudon. Bulk Up Mega Mewtwo X can be run for a nice way to boost Attack and Defense, coupled with a powerful Drain Punch to regain HP and improve longevity. Substitute can be used on either a physical or special set to ease prediction and block status. Mewtwo also has a lot of potential coverage moves such as Thunder, Hurricane, and the elemental punches. Self-Destruct is another useful move that is able to prevent Latias and Latios from using Defog, but it fails to stop other Defog users, specifically Giratina-O, Salamence, and Arceus. A bulky Calm Mind set with Recover is plausible, as it provides more setup opportunities in addition to increased longevity. A Choice Scarf set is also usable and can revenge kill very fast threats such as a +1 Salamence. Mewtwo also has access to both Reflect and Light Screen, so a set utilizing both of those can be useful, especially in conjunction with Taunt and Self-Destruct. A special set with Mewtwonite X can work too, as the secondary Fighting type allows for a much more powerful STAB Focus Blast and neutrality to Dark-type moves such as Yveltal's Sucker Punch.

Checks & Counters
########

**Ghost Arceus**: Ghost Arceus is probably the closest thing to a reliable counter to most Mewtwo variants. It is not 2HKOed by any unboosted attack, bar the relatively uncommon Shadow Ball, and can recover off damage while threatening back with a super effective Judgment. However, with Stealth Rock up or a bit of prior damage, Ghost Arceus risks being 2HKOed if it switches into Psystrike.

**Giratina-O**: Giratina-O can switch in on most of Mewtwo's attacks and threaten back with a super effective Shadow Sneak. It is susceptible to being worn down by repeated attacks and entry hazard damage, however.

**Yveltal**: Yveltal struggles to switch in on Low Kick and Ice Beam, but once in safely and in good health, it can threaten Mewtwo with a powerful Sucker Punch, Dark Pulse, Oblivion Wing, or even Foul Play. It is also immune to Psystrike, so it can come in on that move in particular with relative ease.

**Aegislash**: By virtue of typing, Aegislash can resist a lot of Mewtwo's attacks. It can also threaten back with a powerful Gyro Ball or Shadow Sneak. It must be wary of Earthquake from the physical set and Fire Blast from the special set, but it can still check these variants at least once.

**Sableye**: Sableye can avoid the 2HKO from all of Mewtwo's attacks, and its typing grants it immunities to both of Mewtwo's STAB moves. Furthermore, it is able to bounce back Taunt with Magic Bounce and spam Recover. With that being said, it cannot beat Calm Mind Mewtwo, as it will be overwhelmed by a +1 Mewtwo. Furthermore, Sableye can lose with a bit of prior damage or entry hazard damage.

**Dark Arceus**: Dark Arceus's typing lets it check the Special Attacker set and set up Calm Minds relatively well while threatening back with a Judgment. However, Mewtwo frequently runs powerful Fighting-type moves, such as Focus Blast and Low Kick, which will hit Dark Arceus extremely hard, with the former dealing a minimum of 74% damage with a Life Orb and the latter having a good chance to outright OHKO.

**Bulky Psychic-types**: Psychic Arceus can wall most Mewtwo variants but cannot do much in return, and it loses to Taunt and Calm Mind. Lugia similarly can wall Mewtwo but cannot threaten it. Lugia can potentially Toxic stall Mewtwo, but it will be stopped completely by Taunt if it lacks Dragon Tail or Aeroblast for Mega Mewtwo X. Deoxys-D takes hits well and can set Spikes and possibly fire off a status move, but it is shut down by Taunt. Wobbuffet can deal with Mewtwo well with its select movepool, using Encore to prevent setup and being able to hit Mewtwo with Mirror Coat or Counter. It cannot beat the rare Stalltwo, but it beats most other variants. Latias and Latios can tank hits fairly well, but Ice Punch from Mega Mewtwo X hurts a lot.

**Bulky Fairy-types**: Fairy Arceus is able to take on Mewtwo decently well, not fearing too much and possibly OHKOing Mega Mewtwo X, though it does not do very much against the special set. Xerneas can beat Mega Mewtwo X with the exception of rare Iron Tail or Poison Jab variants, though it struggles to beat special variants. Klefki is notable because it can come in on most of Mewtwo's attacks and cripple it with a Thunder Wave, but it will be severely weakened in the process, especially if Mewtwo is running Earthquake or Fire Blast.

**Revenge Killers**: Mewtwo can outspeed the majority of the unboosted Ubers metagame, but most Choice Scarf users, such as Genesect, can outspeed and revenge kill Mewtwo. Additionally, priority moves such as Sucker Punch from Kangaskhan and Yveltal or Extreme Speed from Arceus can revenge kill Mewtwo. Additionally, due to being one of the few Pokemon in the Ubers metagame boasting higher base Speed than Mewtwo, Deoxys-A can effectively revenge kill Mewtwo, as it has Knock Off to deal with Life Orb Mewtwo and Mega Mewtwo Y variants and Psycho Boost to beat Mega Mewtwo X. However, Knock Off only has a chance to OHKO Mega Mewtwo Y after Stealth Rock damage.

**Status**: In general, Mewtwo dislikes being crippled by status. Specifically, paralysis renders Mewtwo's excellent Speed stat useless, while the physical set also hates being burned and having its Attack stat halved.
 
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shrang

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1) Zen Headbutt was terrible in XY and is arguably more terrible in ORAS. It hits virtually nothing that its other attacks can't hit already (with the exception of Ho-oh which you'd much rather run Stone Edge for. EQ is much more useful.
2) Is Stalltwo really not worth using now? I mean, I get that P Donner is like the new metagame king, but it's not that hard to wear it down with MMY itself (you can slowly whittle it down with Psystrike with little cost to yourself).
 

haxiom

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1) Zen Headbutt was terrible in XY and is arguably more terrible in ORAS. It hits virtually nothing that its other attacks can't hit already (with the exception of Ho-oh which you'd much rather run Stone Edge for. EQ is much more useful.
2) Is Stalltwo really not worth using now? I mean, I get that P Donner is like the new metagame king, but it's not that hard to wear it down with MMY itself (you can slowly whittle it down with Psystrike with little cost to yourself).
1) Totally agree, I was hesitant to change it for whatever reason but I did contemplate it while writing it up. I'm thinking a moves mention.
2) Hm. To be honest, I think Stalltwo is a pretty poor option, even beyond Groudon. The decline of stall means its role as a stallbreaker is less useful, Darkceus is really good, it really only does stuff to balance which has at worst a good check in Groudon and potentially additional Dark-types and so forth; I'm not so sure it deserves a set since it's not a great choice to fill up a slot on a team in my opinion.

Of course, that's assuming i'm reading into the implications of your comments correctly
 
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Fireburn

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Change special attacker to this:

Special Attacker
########
name: Special Attacker
move 1: Psystrike
move 2: Focus Blast
move 3: Ice Beam
move 4: Fire Blast / Taunt / Calm Mind
ability: Pressure
item: Life Orb / Mewtwonite Y
evs: 4 Def / 252 SpA / 252 Spe
nature: Timid

The first three moves are basically required: Psystrike is obvious, Focus Blast is for Darkceus/Tyranitar (if you want to accomplish anything vs current ORAS stall you need this move), Ice Beam is for Mega Salamence, Lugia, Arceus-Ground and Yveltal. You do get walled by Keys(sort of), Scizor (sort of), and Aegislash (yes) without Fire Blast, but Fire Blast is probably the first coverage move to drop simply because its easier to take advantage of/use lures for those mons than the other things (think PDon, Ho-Oh, HP Fire Lati). Taunt is less important in ORAS imo due to most bulky Arcs being Ground (Ice Beam it), Ghost (run), or Dark (Focus Blast and cross your fingers), though it is still useful to avoid taking a Toxic from Lugia. CM's power is sick if you manage to set one up safely. LO is better with 4 Attacks, everything else is better with the Mega Stone.

I'll talk to QC about Stalltwo. Consider testing a bulky CM set with Recover - CM/Recover/Strike/Fire or Focus Blast should do it.

Ice Punch > Ice Beam I think on Phys Attacker...it does WAY more damage to Latis iirc. Mega Mence can prolly take one but its x4 Ice Weak so not too well!

Will look at again later.
 
On the special attacker set, you should slash aura sphere with focus blast because of shitty accuracy. Aura sphere still shreks darkrai amd ttar, and only misses out on 2HKOing specially defensive darkceus (and even then its not like focus blast is hitting darkceus every single time, so its not reliably 2HKOd by focus blast either).
Bulky ekiller is 2HKOd by aura sphere and focus blast even after rocks (bulky ekiller is the most common ekiller set i find), and even arceus variants that lack bulk are only OHKOd by focus blast after rocks.

Not saying aura sphere is superior to focus blast, as the lack of power provided by aura sphere just isnt killing things as often as focus blast, but aura sphere is still a viable alternative to focus blast (for reasons i have stated above) and for that it certainly deseverse a slash alongside blast.
 
On the special attacker set, you should slash aura sphere with focus blast because of shitty accuracy. Aura sphere still shreks darkrai amd ttar, and only misses out on 2HKOing specially defensive darkceus (and even then its not like focus blast is hitting darkceus every single time, so its not reliably 2HKOd by focus blast either).
Bulky ekiller is 2HKOd by aura sphere and focus blast even after rocks (bulky ekiller is the most common ekiller set i find), and even arceus variants that lack bulk are only OHKOd by focus blast after rocks.

Not saying aura sphere is superior to focus blast, as the lack of power provided by aura sphere just isnt killing things as often as focus blast, but aura sphere is still a viable alternative to focus blast (for reasons i have stated above) and for that it certainly deseverse a slash alongside blast.
no slash

You only need to hit Darkceus 1 time with fb as it dies to ice beam after. Bulky ekiller is certainly not common and focus blast OHKOs standard ekiller after SR. You can never OHKO ttar either. It also chips switches into Psyshock range sometimes.
 
no slash

You only need to hit Darkceus 1 time with fb as it dies to ice beam after. Bulky ekiller is certainly not common and focus blast OHKOs standard ekiller after SR. You can never OHKO ttar either. It also chips switches into Psyshock range sometimes.
I already mentioned standard ekiller is OHKOd by focus blast after rocks lol.

I run 24 speed evs on my ekiller and about 50% of time i outspeed opposing ekillers, so bulky ekiller is more common than you may think. Although it was a mistake saying bulky ekiller is the most common set, which its certainly not, so i do apologise about that.

Anyway, back to the main purpose of this post, you think aura sphere should be mentioned in OO or moves? If so then i imagine it would look something like:
"You can replace focus blast with aura sphere on the special attacker set if the shaky accuracy of focus blast is unappealing, but the lack of power is noticable and misses out on crucial KOs, so focus blast is the superior choice in most cases."
 

haxiom

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Been toying with CM Recover and I feel like its a bit mediocre, not an excellent use of a mega slot. I ran a bunch of speed, like 176 ish and enough spatk to 2hko Latias at +1 or something, rest in HP. It is nice to setup on a fair amount of things thanks to bulk and stuff. However, lacking coverage tends to make it more susceptible to being forced out. I may test a bit more later, but this is what I've noticed so far.
 

shrang

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- Mention that you can also use MMX as a special set. It has the perk of having a much more powerful Focus Blast + some surprise factor. The more powerful Focus Blast kind of takes away the need to use Fire Blast against Steels, so you can use Taunt or Calm Mind a bit more liberally. You're also a lot less weak to Ygod using Sucker Punch. Obviously it's outclassed by MMY and LO but it's worth an OO mention IMO.
- Mention a bulky spread for MMX that lets you check Ekiller.

Other than that, it looks good. QC Approved 1/3
 

haxiom

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Implemented Special MMX under OO.

As for MMX spreads, messed with some EVs:

Basically you need 144 Def or 212 HP investment to survive a +2 Extreme Speed after rocks, or 72 Def or 112 HP without rocks. If the Speed benchmark is reduced, 216 Spe outpaces Darkrai, while 176 Spe outpaces Max Speed Arceus. This leaves a number of options.

112 Atk / 144 Def / 252 Spe
148 Atk / 144 Def / 216 Spe
188 Atk / 144 Def / 176 Spe
212 HP / 44 Atk / 252 Spe
212 HP / 80 Atk / 216 Spe
212 HP / 120 Atk / 176 Spe
184 Atk / 72 Def / 252 Spe
220 Atk / 72 Def / 216 Spe
112 HP / 144 Atk / 252 Spe
112 HP / 180 Atk / 216 Spe
112 HP / 220 Atk / 176 Spe

All Jolly Nature. Unless I'm misunderstanding you and you meant like a max max Defensive MMX.
 

Lemonade

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Level 56 posted an interesting set in victim of the week:

Mewtwo @ Mewtwonite x
Ability: Steadfast
EVs: 252 HP / 80 Def / 176 Spe
Jolly Nature
- Low kick
- Taunt
- Recover
- Will-o-wisp

Though this falls under the unfortunate stallbreaker so you probably want Attack investment on an offensive MMX

Imo go with some spread with 216 Spe though since outspeeding Darkrai is nice and there isn't a huge need to tie or outspeed Shaymin (unless you are running stuff to hit it of course). Living after Rocks is always good too, and once again if it's offensive you can probably go with only Defense investment since the main purpose is for Ekiller and not general bulk I would imagine.
 
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haxiom

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Level 56 posted an interesting set in victim of the week:

Mewtwo @ Mewtwonite x
Ability: Steadfast
EVs: 252 HP / 80 Def / 176 Spe
Jolly Nature
- Low kick
- Taunt
- Recover
- Will-o-wisp

Though this falls under the unfortunate stallbreaker so you probably want Attack investment on an offensive MMX

Imo go with some spread with 216 Spe though since outspeeding Darkrai is nice and there isn't a huge need to tie or outspeed Shaymin (unless you are running stuff to hit it of course). Living after Rocks is always good too, and once again if it's offensive you can probably go with only Defense investment since the main purpose is for Ekiller and not general bulk I would imagine.
Its sorta like Gengar bait and like I could mention it in OO I already mentioned Stalltwo which this is sorta a mediocre variant of; I could mention if QC agrees. I took the comment to mean an alternate spread which helps deal with Ekiller but idk
 

shrang

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Implemented Special MMX under OO.

As for MMX spreads, messed with some EVs:

Basically you need 144 Def or 212 HP investment to survive a +2 Extreme Speed after rocks, or 72 Def or 112 HP without rocks. If the Speed benchmark is reduced, 216 Spe outpaces Darkrai, while 176 Spe outpaces Max Speed Arceus. This leaves a number of options.

112 Atk / 144 Def / 252 Spe
148 Atk / 144 Def / 216 Spe
188 Atk / 144 Def / 176 Spe
212 HP / 44 Atk / 252 Spe
212 HP / 80 Atk / 216 Spe
212 HP / 120 Atk / 176 Spe
184 Atk / 72 Def / 252 Spe
220 Atk / 72 Def / 216 Spe
112 HP / 144 Atk / 252 Spe
112 HP / 180 Atk / 216 Spe
112 HP / 220 Atk / 176 Spe

All Jolly Nature. Unless I'm misunderstanding you and you meant like a max max Defensive MMX.
Whichever one you think is best, mate.
 
212 HP / 44 Atk / 252 Spe imo, the general bulk is nice and you'd ideally like to speed tie other mewtwo X and Mega Gar so I don't like 216 speed much.

I'd move Darkceus down the list of Checks & Counters, too susceptible to Mewtwo's extremely powerful fighting coverage (whether it be Low Kick or Focus Blast).

idk about using 4 attacks on LO Mewtwo, but if other QC are OK with it then QC 2/3
 

Thugly Duckling

I play TCG now
I think a Self-Destruct mention on the LO set and maybe physical attacker set is worth it because the move is essentially a damage-dealing Taunt that stops Lati@s from Defogging, and it keeps your hazards down too. Both Latis are bulky enough to survive Ice Beam and just kill M2 with Draco if M2 Taunts, so in a 1v1 situation like this, it's more beneficial to sac M2 with self-destruct and deal some damage, than to sac M2 to Draco after Taunting, perhaps leaving a full HP Lati in the match that can still switch in on things and possibly Defog later.
  • 4 Atk Life Orb Mewtwo Self-Destruct vs. 0 HP / 4 Def Latios: 243-287 (80.7 - 95.3%) -- guaranteed 2HKO
  • 4 Atk Life Orb Mewtwo Self-Destruct vs. 212 HP / 0 Def Latias: 221-261 (62.4 - 73.7%) -- guaranteed 2HKO
 
Ctrl + F Deoxys-A = 0 results.

It should be added in Checks and Counters under Revenge Killers, as it can OHKO Mewtwo holding Life Orb and Mega Mewtwo X with Knock Off and Psycho Boost respectively. Note that it has a chance to OHKO Mega Mewtwo Y with Knock Off after Stealth Rock.

In the Overview, mention that Steadfast is an almost useless ability. It prevents Choice Scarf Shaymis-S from revenge killing a full-health Mewtwo X but doesn't do anything else. Overview: All of Mewtwo's abilities, while not great, are useful situationally.

In OO, you might want to mention a Dual Screen set of Taunt / Reflect / Light Screen / Self destruct, which guarantees set up for one of your Pokemon.

Edit: I just remembered that Steadfast prevents Genesect from flinching Mega Mewtwo X to death. Mention this and Choice Scarf Shaymin-S in Set Details.

Insomnia makes Mewtwo immune to Spore (Smeargle) and Dark Void. It should be mentioned in Set Details.
 
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252 Atk Mega Mewtwo X Earthquake vs. 252 HP / 56+ Def Primal Groudon: 170-200 (42 - 49.5%) -- guaranteed 3HKO

252 Atk Mega Mewtwo X Low Kick (120 BP) vs. 252 HP / 56+ Def Primal Groudon: 153-180 (37.8 - 44.5%) -- guaranteed 3HKO

Earthquake is important to damage Klefki and Aegislash but against PDon, Low Kick deals nearly the same damages.

There is no mention of Zen Headbutt (you could mention it as an option instead of EQ), that damages Fairies (mainly Xerneas) more than Low Kick.

If you choose to use Ice Punch, Zen Headbutt hurts Ho-Oh hard.
And if you choose to run Stone Edge, it hurts Giratina-O.
 

haxiom

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OK here's a log of some changes:

  • Self Destruct to OO
  • Deoxys-A under Revenge Killers in C&C
  • Dual Screens in OO
  • Steadfast/Insomnia mentions in Set Details
  • Overview Abilities mention

Didoy75
I need a bit of clarification regarding what you were trying to suggest for the EQ stuff. Furthermore, Zen Headbutt was already mentioned under the Moves section.
 
No mention of Low Kick on the Special Set? It does OHKO Tyranitar as well as still 2HKOing Dialga, Normal and Dark Arceus, and Darkrai (even though Fire Blast in the Sun does more with Stealth Rocks). It should be worth a mention though as Mega Mewtwo Y is really Pursuit weak and even Focus Blast doesn't OHKO. Real shame that they had to nerf Aura Sphere, it really was an excellent move back in the day.
 

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