This is a set created by me and one of my friends named Faraway Soul. Give him all the credit, not me ^_^!
Warning: This will not work nearly as well or not at all without Toxic Spikes support. This set works best with, but does not require, Spikes or Stealth Rock.
Ever hate it when you're using Kyogre and you're out of Water Spouts? And then, you're forced to Struggle and you finally realize that your spent? Well, this will make a nightmare out of that situation...
The Nightmare you can't Struggle out of
Mewtwo @ Leftovers
Nature: Timid
Ability: Pressure
EVs: 212 Spe / 240 HP / 58 SpA
- Substitute
- Recover
- Taunt
- Ice Beam / Flamethrower / Protect (Protect is recommended)
Mewtwo is not especially defensive with 106 base HP and 90 in both defenses, at least not in Ubers. It's only biggest asset is it's titanic 154 Special Attack and high speed. With a Pokemon like this, you might think that it is well suited to attacking; however, that is the reason it is easily countered. Because it often focuses on offense, walls that can absorb that offense will destroy it, and to a lesser extent, it's moves can be somewhat predicted. In this case, however, Mewtwo functions as a Pokemon that will help another set up and sweep, as well as simply waste the foe's PP and health through Toxic Spikes damage. You pretty much have to run Taunt. Otherwise you become set-fodder for just about everything and this forces them to use an Attack move to waste PP rather than wasting unnecessary PP while you Substitute like Stealth Rock.
Because of Mewtwo's blistering 130 base speed (not as fast as Deoxys, but fast enough to outrun almost everything else), it will allow Mewtwo to set up a Substitute and then waste 2 PP of the foe's move. Protect will also function that way, depleting another 2 PP. With the given HP, you will be able to Substitute 7 times in tandem with Protect. However, by counting the final blow and Protect, you should be able to waste 32 PP total of the foe's moves:
Calculations in an ideal situation to waste 32 opponent PP
Protect 100% HP + 1HP
Sub - 75% + 1HP
Leftovers - 81.25% + 1HP
Protect - 81.25% + 1HP
Leftovers - 87.5% + 1HP
Sub - 62.5% + 1HP
Leftovers - 68.75% + 1HP
Protect - 68.75% + 1HP
Leftovers - 75% + 1HP
Sub - 50% + 1HP
Leftovers - 56.25% + 1HP
Protect - 56.25% + 1HP
Leftovers - 62.5% + 1HP
Sub - 37.5% + 1HP
Leftovers - 43.75% + 1HP
Protect - 43.75% + 1HP
Leftovers - 50% + 1HP
Sub - 25% + 1HP
Leftovers - 31.25% + 1HP
Protect - 31.25% + 1HP
Leftovers - 37.5% + 1HP
Sub - 12.5% + 1HP
Leftovers - 18.75% + 1HP
Protect - 18.75% + 1HP
Leftovers - 25% + 1HP
Sub - 1HP
Leftovers - 6.25% + 1HP
Protect - 6.25% + 1HP
Leftovers - 12.5% + 1HP
Attack from enemy - 0% HP
Totally, this will waste 32 PP, or in other words, completely stall out all the moves in a 20 PP move such as Return, Grass Knot, and Focus Punch, as well as anything below that like Shadow Ball and Fire Blast.Furthermore, this will allow you to give Mewtwo's life for stalling 16 turns. If the foe decides to switch and not waste PP, you can Protect and then Recover from behind a Substitute, thus restoring your health. This can go on indefinitely as long as Protect doesn't run out, or the foe Taunts you, or if you are not given a chance to Recover.
Note: If weak moves are used in attempt to break the sub but cannot, as in times when a pokemon's strong moves are completely stalled out and is forced to use a weaker variant, by all means take advantage of that situation. It is also good to keep track of the move the foe uses, how many times it has been used, and the PP it has left.
Earthquake will go out after 16 turns of stall. This is about half the HP you have. Outrage will go out after 8, which is a fourth. Dragon Claw is 20 turns. Moves like these will be easily spent, while you can simply Recover damage off once they are reduced to a Struggling mess.
However, this is not without flaws. If you do not use Taunt, enemy Phazers and Taunters can beat you back, while without Flamethrower, Scizor will tear you apart. Ice Beam will hurt you because of Flying types and Levitators, especially Rayquaza, can set up on you and still be fine. One comfortable fact is that Ice beam will always OHKO 4HP Rayquaza, while Flamethrower will knock out 252 HP 252 SpD Scizor. Still, you must choose between one of them or your stalling power will be cut in half.
So, if you have a counter to Rayquaza in your team (namely Deoxys), opt for Flamethrower. If you have something to deal with Scizor, go for Ice Beam. Taunt could be used in place of both, but it will leave you wide open against Scizor, but will stop Rayquaza from setting up and Latias from recovering and CMing, thus letting you stall out almost all of their moves. All you need to do is send in the appropriate counter to the move they have left...and Bang! instant setup.
A bonus to Rayquaza is that Outrage will leave them confused after a few turns, thus letting you safely Recover. Also, a Scizor U-Turn could be nullified by Substituting, though it will hinder your ability to stall.
Try not to use this Mewtwo as a lead; use it when you know a bit about the enemies team, and you have a setup sweeper in the wings of your team. Against Choiced users does this set shine the most, such as CB Ho-oh, because you can stall out their moves and then watch them Struggle while you Recover. Struggle, in Shoddy Battle at least, will deal 25% to the user, always. Struggle is also a move that will always hit, but it only has 50 base power. Again, take advantage of these situations!
Faraway Soul, why should this be used over Giratina? Why should this set be used over Giratina? Giratina, undoubtedly, Giratina has access to better moves for defending and posesses much better defense and HP. The answer is in the speed. Speed allows Mewtwo to function as a fast but fragile staller, while Giratina tanks off hits and stalls. The difference is unpredictability. If Giratina was steadily taking PP away, people notice it better. They switch out into a counter. However, if Mewtwo was doing it, they don't really notice the PP loss; they only think of Mewtwo and how they can destroy it once the Substitute is gone. Once they Struggle, they are spent and realize their mistake.
Second, Mewtwo (yes, even with it's weak defenses) actually possesses a higher mortality rate (?) than Giratina. Giratina may be near impenetrable as a wall, but it can be. Usually, Giratina will not hold out longer than 16 moves, as it will soon be forced out. Also, Giratina has many weaknesses that can be exploited, namely Dragon, Ghost and Ice. In Mewtwo's case, the plan is..."What they can't hit, they can't get past"...or the ability to move before the foe and keep evading a fatal hit. With this, weaknesses do not matter to Mewtwo since they can't hit it at all.
Counters to this set:
There are many problems, to put it simply. A well made team to support Mewtwo can take care of all of them, but it may take a good stall team to do it.
One is RestTalkers. They can Rest without much problem if they have taken damage beforehand, and stall two turns while wasting PP of Mewtwo, and losing the Toxic damage done. The best thing to do is either leave them alone altogether - if you damage them, they may Rest again. However, Rest will not work at 100% HP, meaning that if they are not attacked, they cannot keep stalling. Also, Sleep Talk is a move that affects Mewtwo; it means that it will still lose 2 PP out of Sleep Talk even when asleep.
Another problem is Steel types and Flying types, as they resist Toxic Spikes. I have added Flamethrower and Ice Beam for that reason, but it is near impossible to use both if you want this set to fully function. That's why you should keep a good stall team handy; you must be able to defend against Scizor and Metagross as well as Dialga if you do not use Flamethrower, and be prepared for Rayquaza and Latias if you do not go with Ice Beam.
Last, Taunt users are a pain. If you use Taunt, of course, it will not be a problem; however, otherwise, you should switch into a attacker. Soon afterwards, you should switch into another Taunter that can outspeed the foe, or a Pokemon that absorbs status, to keep it safe. In other words, play conservatively! If you feel you can manage, still play it safe and build a good team around your core. This Mewtwo is but a pawn in your team, a pawn that will lead the King and Queen to victory. The King is the Pokemon you choose that will set up and wreak havoc throughout the enemy team. When you know that you are truly prepared for everything in Uber, what everything can throw at you, and you can strike back on your own, you can then call it a good stall team.