BH Mega Mewtwo Y (QC 2/2) (GP 2/2)

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[OVERVIEW]

Mega Mewtwo Y excels at breaking through defensive and offensive Pokemon alike thanks to its amazing mixed attacking stats and near-unmatched Speed stat. Other offensive Pokemon like Mega Mewtwo X and Mega Gengar are outsped and OHKOed or severely damaged by its attacks, while defensive Pokemon like Zygarde-C, Primal Kyogre, and Celesteela can also be broken through or even OHKOed by some Mega Mewtwo Y sets. Mega Mewtwo Y also has decent bulk and is good at tanking even strong neutral hits, like Boomburst from Pixilate Mega Diancie and Z-Thousand Waves from Zygarde-C, and weaker special hits like Giratina's Core Enforcer do minor damage. That being said, Mega Mewtwo Y struggles due to its offensively poor Psychic typing, which is resisted by several common Pokemon in the metagame, such as Yveltal, Registeel, and Necrozma-DM. This forces it to rely on coverage moves to threaten teams, meaning that Mega Mewtwo Y will often not be hitting as hard as its stats may suggest compared to Pokemon with better STAB types like Mega Gengar, Kartana, and Mega Garchomp. Mega Mewtwo Y's Psychic typing and reliance on coverage moves can also turn Imposter users into an annoyingly bulky hurdle for it, especially considering its good special bulk. Mega Mewtwo Y can be chipped very easily, considering its weaknesses to common moves like U-turn, Spectral Thief, and Knock Off. Lastly, its physical bulk leaves something to be desired, succumbing to priority users like Mega Diance, naturally faster threats like Mega Beedrill, and bulky attackers like Regigigas.

[SET]
name: Sheer Force Attacker
move 1: Bolt Strike
move 2: Ice Beam / Moonblast
move 3: Earth Power / Focus Blast
move 4: Psychic / Stealth Rock
item: Life Orb
ability: Sheer Force
nature: Hasty / Naive
evs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Bolt Strike allows Mega Mewtwo Y to OHKO popular Pokemon like Ho-Oh and Primal Kyogre while also hitting Imposter users and opposing Mega Mewtwo Y for good damage. Ice Beam and Moonblast complement Bolt Strike by hitting the Dragon-types that resist it, with Ice Beam used for OHKOing Zygarde-C and Moonblast for hitting Mega Mewtwo X for at least 90% of its health. Earth Power and Focus Blast are used to beat Steel-types. Earth Power is the more reliable option and doesn't leave Mega Mewtwo Y walled by any additional Pokemon outside of the uncommon and easily pressured Fur Coat Chansey. The extra damage from Focus Blast can be useful against Steel-types like Registeel, and it hits Arceus harder than Psychic, but it leaves Mega Mewtwo Y walled by Necrozma-DM, Aegislash, and Solgaleo, and its low accuracy can be a huge disadvantage. Psychic is used in the last slot as a generally powerful attack to catch Pokemon not weak to Mega Mewtwo Y's other moves, like Mega Mewtwo X for Ice Beam variants, and Mega Audino and Arceus for Earth Power variants. Stealth Rock can punish switches and give the team good Shedinja counterplay, but makes Imposter-proofing a pain due to the general passivity of Magic Bounce users. Blue Flare can be run in order to smash non-Flash Fire Steel-type Pokemon like Registeel. Tail Glow can also be run instead of Bolt Strike in order to turn Mega Mewtwo Y into a late-game sweeper, boosting its Special Attack to disgustingly high levels.

Set Details
========

Hasty improves Mega Mewtwo Y's matchup against special attacks like Triage Oblivion Wing from Yveltal while also increasing the amount of damage Imposter takes from Bolt Strike. However, Naive is also an option if Imposter users are sufficiently covered and Mega Mewtwo Y is intended to be used early-game, as it slightly lowers the amount of chip damage Mega Mewtwo Y will take from common physical attacks like U-turn and Anchor Shot. Life Orb and Sheer Force make for a great combination, offering a 1.69x boost on all moves with secondary effects without any drawbacks.

Usage Tips
========

Mega Mewtwo Y will likely have several opportunities to come in, and in many matchups, your gameplan will revolve around bringing it in at the right times. There is always a cost to bringing Mega Mewtwo Y in, so it shouldn't be brought into play unless there is sufficient reason to do so. For example, if Mega Mewtwo Y threatens an annoying Pokemon that your team doesn't have stable counterplay to, it should be brought in on a sooner opportunity if possible. If there are opposing Pokemon that can completely shut Mega Mewtwo Y down, like Shedinja and Imposter users that are hard to punish, then it should not be brought out at all unless these Pokemon have been taken care of, or as part of a bluff to escape a dangerous situation. Mega Mewtwo Y is a viable win condition and bringing it in to clean up after important Pokemon have been weakened or KOed is a good plan in many matchups, but in some situations, trading its late-game potential to punch a hole in the opposing team is the better strategy. Chip damage severely limits what Mega Mewtwo Y can do later on. For example, Mega Mewtwo Y is limited to firing off a few attacks at most against a potentially very healthy team if it gets poisoned. For this reason, it should be kept away from entry hazards and status-inducing moves if possible.

Team Options
========

Poison Heal Xerneas pairs extremely well with this Mega Mewtwo Y set, because in addition to offensively complementing it against foes it struggles to beat like Shedinja and Chansey, it is also very difficult to wear down and can be directly switched into many defensive Pokemon, making progress against them without incurring any significant damage. Xerneas also can set up Spikes for Mega Mewtwo Y, which aids in its sweeping capabilities while preventing Shedinja from entering the battle to stop Mega Mewtwo Y. Lastly, Xerneas can also aid Mega Mewtwo Y by absorbing Knock Off and status moves, which threaten Mega Mewtwo Y's longevity. In return, Mega Mewtwo Y can brute force its way through common Xerneas checks like Ho-Oh. Other Fairy-types like Magearna, Mega Diancie, and Tapu Fini are also strong partners for similar reasons. Magearna can be worn down by entry hazards and Pokemon like Primal Kyogre, but offers resistances to common types such as Flying and Rock over Xerneas. Mega Diancie is a strong entry hazard setter that can cover the Pokemon Mega Mewtwo Y struggles against, typically running sets like Magic Guard and Pixilate V-create when paired with it to OHKO Pokemon like RegenVest Registeel and Giratina. Its poor longevity works against it, however. Tapu Fini works differently from these other Pokemon due to its lower attacking stats limiting its ability to OHKO or 2HKO opposing Pokemon. However, it is extremely hard to wear down and can take advantage of more passive playstyles through moves like Taunt and Scald. Mega Beedrill can take care of Mega Mewtwo X and other Psychic-types, and is also able to force out Imposter users lacking Choice Scarf. Defensively checking Imposter users can be done with reasonably bulky Pokemon not weak to any of Mega Mewtwo Y's attacks. Examples include Arceus, Sturdy Shedinja, and Cresselia. That said, as long as Bolt Strike from Imposter is punishable and important Electric-type resistances can be feasibly kept healthy, a dedicated Imposter-proofer is not always needed. Pursuit trappers like Mega Tyranitar can be used to handle Pokemon like Chansey and Cresselia and to chip Giratina into KO range of Ice Beam. Mold Breaker Pursuit users like Mega Gengar can also help with handling Shedinja.

[SET]
name: Magic Guard Attacker
move 1: Light of Ruin
move 2: Volt Tackle / Psystrike
move 3: Mind Blown / Precipice Blades / High Jump Kick
move 4: Moongeist Beam / Knock Off / Strength Sap
item: Life Orb
ability: Magic Guard
nature: Naive
evs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Light of Ruin OHKOes Mega Mewtwo X, KOes Dark-types like Yveltal and Mega Tyranitar after slight chip damage, and heavily damages Dragon-types like Giratina. Volt Tackle hits Flash Fire Celesteela, Ho-Oh, and Primal Kyogre for big damage, meaning they cannot switch into Light of Ruin and tank the following hit. Psystrike is more powerful against other targets thanks to STAB and also KOes Mega Venusaur, but it misses out on Celesteela and isn't that much stronger than Light of Ruin. Mind Blown is Mega Mewtwo Y's strongest attack against Steel-types and can KO them from very high HP, but misses out on Flash Fire Steel-types. Precipice Blades provides great coverage against Steel-types and perfect coverage with Volt Tackle outside of Ferrothorn. It also hits Red Orb Groudon for big damage. High Jump Kick hits Normal-types like Regigigas, Chansey, and Arceus, but misses out on Necrozma-DM, Aegislash, and Solgaleo. Moongeist Beam takes out Sturdy Shedinja and Psychic-types like Cresselia and does lots of damage to Imposter users on the switch. Knock Off removes Fur Coat Chansey's Eviolite, Shedinja's Protective Pads, and Assault Vest from Giratina and Zygarde-C, opening them up for both Mega Mewtwo Y and its teammates. It's also good at deterring Imposter Chansey from switching in. Strength Sap gives Mega Mewtwo Y some extra longevity, but hinders its wallbreaking potential and requires a dedicated Imposter-proofer to block it.

Set Details
========

Magic Guard allows for the unrestricted use of high-powered attacks like Light of Ruin, Mind Blown, Volt Tackle, and High Jump Kick. It also protects Mega Mewtwo Y from chip damage through entry hazards, status, and Life Orb. Life Orb has no drawbacks and helps Mega Mewtwo Y get KOs it would otherwise miss. This set uses a Naive nature to stave off chip damage from U-turn, Spectral Thief, and trapping moves. Imposter can be hit for big damage through Light of Ruin or Moongeist Beam, while opposing special moves like Primal Kyogre's Revelation Dance deal underwhelming damage anyway.

Usage Tips
========

This Mega Mewtwo Y set works best as an early- and mid-game wallbreaker to constantly push forward and force the opponent to find a solid answer to it, which they may not have. This set is much less restricted in its coverage moves, so bluffing options you don't have can help Mega Mewtwo Y make progress. For example, Mega Mewtwo Y can bluff Psystrike to deter an opposing Mega Venusaur from coming in. Additionally, many teams are simply unprepared for this set and are harshly punished every time it comes in. If this is true, your gameplan should revolve around finding opportunities for Mega Mewtwo Y to come in. Pokemon like Mega Mewtwo X can be extremely limited in what they can do if Mega Mewtwo Y immediately puts them into a disadvantageous position. Be wary of lures like Prankster Destiny Bond if Mega Mewtwo Y has the potential to get more than a one-for-one trade. Mega Mewtwo Y can be directly switched into weak attacks and Pokemon that are forced to recover or brought in through double switches. It should typically be brought in on a Pokemon in KO range, or against one that takes big damage and cannot retaliate like more defensive sets of Celesteela, Zygarde-C, and Fur Coat Chansey. Beware of ability suppression through Core Enforcer, Worry Seed, and similar moves, as it will cause Mega Mewtwo Y to take recoil damage. If you have momentum during the battle, switching out Mega Mewtwo Y if you predict your opponent to be intimidated by it can extend your advantageous position and give you more progress than you could otherwise get. For example, directly switching a 3 attacks Poison Heal Xerneas into a Giratina that is in Light of Ruin KO range can catch an opponent trying to preserve resources. Be wary against Pokemon such as Zygarde-C and Poison Heal Xerneas, which can threaten to paralyze Mega Mewtwo Y. While Mega Mewtwo Y may be able to beat them, the paralysis will usually be disastrous in the long run. Additionally, Mega Mewtwo Y's Life Orb is important and should be preserved if possible.

Team Options
========

Ice-types like Kyurem-B and Kyurem-W synergize well with Mega Mewtwo Y, creating advantageous game states by coming in on Pokemon like Giratina and Zygarde-C, and pressing the existing advantage started by Mega Mewtwo Y. These Pokemon are extremely dangerous given opportunities to come in and are also good at breaking down already weakened teams. Slow U-turn pivots are good at giving Mega Mewtwo Y opportunities to come in. RegenVest Zygarde-C, Magearna, and Sturdy Shedinja are good for this role. Poison Heal users can get initiative through coming in on walls that are sent out to face Mega Mewtwo Y, setting entry hazards, and forcing in certain Pokemon to counter them. Examples include Slaking, Regigigas, Arceus, Xerneas, and Primal Kyogre. Imposter can be beaten with different Pokemon depending on what moves are chosen. For example, variants lacking Precipice Blades can be Imposter-proofed by Primal Groudon, and variants lacking High Jump Kick can be Imposter-proofed by Normal-types like Poison Heal and Prankster Arceus. Imposter Pokemon like Chansey can also aid Mega Mewtwo Y by checking threats to it while countering RegenVest Pokemon like Dialga and Cresselia.

[SET]
name: Poison Heal
move 1: Psystrike
move 2: Taunt
move 3: Moonblast / Ice Beam
move 4: Earth Power / Will-O-Wisp / Stealth Rock
item: Toxic Orb
ability: Poison Heal
nature: Timid
evs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Psystrike is the move the set is built around because Poison Heal Mega Mewtwo Y doesn't have a boosting ability or item for its coverage moves. It is Mega Mewtwo Y's main method of threatening opposing Pokemon alongside coverage moves. Taunt shuts down lots of Pokemon, including most Prankster users, Poison Heal users that focus on setting entry hazards, passive Pokemon lacking Magic Bounce like Flash Fire and Fur Coat users, and even Shell Smash users like Mega Mewtwo X and Power Trip Dark-types. Moonblast wears down Dark-types and hits Giratina and Zygarde-C for more damage than Psystrike. Mega Mewtwo Y cannot beat these Pokemon without prior damage, but with Moonblast it does not cede momentum to them. Additionally, Mega Mewtwo Y has a good chance of neutering Imposter users through Special Attack drops if it is healthy. Ice Beam gives up the matchup against Dark-types, bar Yveltal, in favor of almost OHKOing Zygarde-C and forcing out Rayquaza and Mega Garchomp. Earth Power 2HKOes Red Orb Groudon and vastly improves matchups against Steel-types. Will-O-Wisp is incredible against the myriad Pokemon that rely on physical attacks, like U-turn users, trappers, and physical attackers including Mega Mewtwo X, Kartana, and Mega Garchomp. The chip damage it provides can also be very helpful in limiting the opponent's initiative as well as taking out Sturdy Shedinja. Stealth Rock allows Mega Mewtwo Y to act as an entry hazard setter. This cuts into the amount of Pokemon it can check, but makes it very dangerous against unprepared teams that rely on entry hazard removers that lose to it. However, giving up the benefits of the other two options is a big commitment.

Set Details
========

Poison Heal alongside Toxic Orb turns Mega Mewtwo Y into a disruptor that can be extremely hard to wear down. The constant recovery means that Mega Mewtwo Y can recover from even very low health given the opportunity, and the status immunity blocks several things that would shut down other Mega Mewtwo Y sets, especially paralysis. This Mega Mewtwo Y set uses a Timid nature because outspeeding Mega Gengar is extremely important.

Usage Tips
========

This set can be dangerous to both offensive and defensive teams given the opportunity, so it should never be completely counted out on team preview. Against hyper offensive teams, fight for a situation where Mega Mewtwo Y can land Taunt on a Shell Smash user. Work from this advantage and force them to trade away Pokemon to regain their momentum. Keep Mega Mewtwo Y intact afterwards if you can, because these teams typically rely on a Shell Smash sweeper to clean up late-game. Sacrifice Pokemon that are less useful in the matchup to allow Mega Mewtwo Y more chances to come in and prevent Pokemon from setting up. In other matchups, Mega Mewtwo Y is typically best used to extend an already existing advantageous game state instead of seizing it for itself; the exception to this is against Pokemon that get OHKOed by Mega Mewtwo Y like Mega Gengar. The more weakened the opposing team is, the more dangerous Mega Mewtwo Y becomes. It can still make progress early-game, but should be used in combination with more powerful Pokemon during this phase. Most solid teams will have Pokemon that match up poorly against Mega Mewtwo Y. In the likely situation that the opponent doesn't have a counter to it that completely shifts momentum in their favor, Mega Mewtwo Y can ruthlessly exploit these Pokemon when they are forced in, constantly making progress until the opposing team begins to crumble. Unless making progress with Mega Mewtwo Y is an unfeasible plan due to irremovable counters, status shutting it down before Toxic Orb activates, or other Pokemon being more necessary in a situation where a Pokemon has to be sacrificed, Mega Mewtwo Y's longevity should be used to its advantage. Try to keep it healthy, because its HP is very important in determining what it can beat. Mega Mewtwo Y is near worthless if its Toxic Orb can't activate because of status moves or Knock Off. Be wary of these before bringing it in for the first time. Getting Mega Mewtwo Y in through U-turn, double switching, or hard switching out of Imposter is always safer than leading with it or revenge killing a Pokemon outside of KO range. Mega Mewtwo Y appreciates being brought in by slow pivots such as Zygarde-C and Shedinja in order to gain back HP.

Team Options
========

Imposter Chansey is an incredible partner for this set, because in addition to scouting out foes to determine which ones are bait for Mega Mewtwo Y and forming a powerful anti-offense core with it, it can also shut down the initiative of teams that use RegenVest Pokemon. RegenVest users like Registeel, Magearna, and Yveltal are incredibly annoying for Mega Mewtwo Y because they are very difficult to chip, can recover in spite of Taunt, and take reduced damage from all attacks except Psystrike, so having a counter to them is very useful to prevent a one-sided matchup. Dedicated entry hazard removers like Magic Bounce users and -ate Rapid Spin on Pokemon like Magearna, Zygarde-C, Ho-Oh, and Xerneas can potentially gain initiative through their lack of passivity, form a decent offensive and supportive core with Mega Mewtwo Y, and block hazards, preventing opponents from restricting Mega Mewtwo Y's movement. These Pokemon can also cover Imposter users when Mega Mewtwo Y is using Will-O-Wisp or Stealth Rock. Sturdy Shedinja also synergizes well with Imposter and entry hazard removers, and allows for more flexible and unpredictable play with Mega Mewtwo Y thanks to its pivoting abilities. It can also assist in breaking down teams and Imposter-proof Earth Power variants of Mega Mewtwo Y. Wallbreakers that have a good matchup against Giratina are great at helping Mega Mewtwo Y make progress in the game. These typically come in the form of Pixilate and Refrigerate users like Mega Diancie, Kyurem-B, Xerneas, Mega Mewtwo X, and Kyurem-W, but other options are also viable. For example, Mega Mewtwo Y can pair up with Poison Heal Xerneas to form a formidable double Poison Heal core. Knock Off support is a big help for Mega Mewtwo Y primarily due to removing Assault Vest and limiting Sturdy Shedinja. Try to fit this move somewhere on the team on a Pokemon that draws in these threats. The aforementioned Poison Heal Xerneas or even Pixilate Mega Diancie can use this option viably.

[STRATEGY COMMENTS]
Other Options
=============

Choice Specs Mega Mewtwo Y with Adaptability or Tinted Lens is great at breaking holes in teams, but it suffers from Psycho Boost instantly giving up momentum with the Special Attack drop, its STAB coverage being mediocre and having an immunity, and Imposter users being able to switch in multiple times. Setup moves on Mega Mewtwo Y like Tail Glow, Shell Smash, and Quiver Dance are viable, but Mega Mewtwo Y loses to Prankster Haze and any turns used setting up are typically better suited to attacking. No Guard Mega Mewtwo Y with moves like Zap Cannon, Blizzard, Magma Storm, Inferno, Sing, and Focus Blast is a powerful disruptor that can even force in and status Imposter, but it can typically only come in once due to its low power and lack of recovery. Also, it is countered by Poison Heal Xerneas. Sheer Force Mega Mewtwo Y can use sets not intended to KO the entire metagame but instead cover a specific set of Pokemon without letting in dangerous foes. Such sets are extremely customizable and use moves like entry hazards, Seed Flare, Sludge Wave, Shadow Ball, and Knock Off alongside the already listed moves. These sets are Imposter-proofed very easily and almost never seen coming, but they can be rendered useless if the opponent knows what they do. Focus Sash can be used on Magic Guard Mega Mewtwo Y to provide an emergency check to sweepers on an offensive team. This set typically uses Photon Geyser in order to not lose to Shedinja, because without a Life Orb, Psystrike fails to beat its intended targets. This set is relatively weak and usually more utility-focused, but can be worth it on specific teams. Similarly, Dazzling Mega Mewtwo Y can be used as a lure for priority users, and potentially get a KO on a defensive Pokemon with Z-Moves. However, this set is easily countered and worn down and other Dazzling users like Mega Mewtwo X and Mega Gengar are typically better.

Checks and Counters
===================

**Imposter**: Imposter Chansey can't hope to invalidate Mega Mewtwo Y over a longer game if it isn't allowed to recover, but it can completely stop all Mega Mewtwo Y variants except Poison Heal and the rare No Guard in the short term, and if allowed to recover through Shed Shell or careless Imposter-proofing, it can force the Mega Mewtwo Y user into easily exploitable aggressive play.

**Normal-types**: Normal-types like Poison Heal Regigigas, Slaking, Arceus, and Normalize Normal-types can check Mega Mewtwo Y relatively well. They cannot be OHKOed by any move bar Sheer Force Focus Blast, and they OHKO Mega Mewtwo Y in return with +1 Facade or Normalize V-create.

**Sturdy Shedinja**: Sturdy Shedinja can wall several Mega Mewtwo Y sets, including Sheer Force, Magic Guard lacking Moongeist Beam, and Poison Heal lacking Will-O-Wisp, with Knock Off Magic Guard and Stealth Rock Poison Heal being more neutral matchups. All Mega Mewtwo Y teams need solid counterplay to this Pokemon.

**Pivoting**: Teams that use slow pivoting can deny Mega Mewtwo Y opportunities to come in and do incredibly well against bulkier teams that rely on Mega Mewtwo Y to make progress. Mega Mewtwo Y teams must use secondary proactive Pokemon like Poison Heal users to not lose to these teams. Fast pivots like Mega Beedrill and Pheromosa deserve a mention too; while they are unable to switch in, they can take advantage of Mega Mewtwo Y being in by threatening to OHKO it while potentially gaining momentum through U-turn.

**Fast Attacks**: Mega Mewtwo Y is naturally frail and thus unable to stand up to priority -ate ability users like Mega Diancie and Kyurem-B as well as naturally faster threats like Mega Beedrill, Pheromosa, Deoxys-A, and Choice Scarf users.

**Pursuit**: Pursuit from Pokemon like Mega Tyranitar, RegenVest Yveltal, and Normalize Regigigas severely threatens Mega Mewtwo Y, either KOing it or heavily chipping away at its health.

**Bulky Walls**: Pokemon like Cresselia and Fur Coat Chansey are not threatened by Mega Mewtwo Y's coverage options, and thus will pester Mega Mewtwo Y or force it out.

**Status**: Paralysis from Pokemon like Registeel and Mega Audino and burns from Pokemon like Giratina, Kyogre, and Ho-Oh can shut down the offensive capabilities of Mega Mewtwo Y, essentially removing it as a notable factor in the game.

[CREDITS]
- Written by: [[Gurpreet Patel (Sent you a Friend Request), 233142]]
- Quality checked by: [[a loser, 410702], [Chessking345, 355040]]
- Grammar checked by: [[bigtalk, 466663], [CryoGyro, 331519]]
 
Last edited:

a loser

I'm a loser, baby, so why don't you kill me?
is a Tiering Contributoris a Contributor to Smogonis a Community Contributor Alumnus
GEN 8 SUCKS wrong, please remove. also please play

[OVERVIEW]

* Mega Mewtwo Y excels at breaking defensive and offensive Pokemon alike thanks to its amazing mixed attacking stats and near-unmatched Speed stat.
* Other offensive Pokemon like Mega Mewtwo X and Mega Gengar are outsped and OHKOed or severely damaged by its attacks, while defensive Pokemon like Zygarde-C, Primal Kyogre, and Celesteela can also be broken through or even OHKOed by some Mega Mewtwo Y sets.
* Mega Mewtwo Y also has decent bulk and is good at living even strong neutral hits, like Boomburst from Pixilate Mega Diancie or Z-Thousand Waves from Zygarde-C, and weaker special hits like Giratina's Core Enforcer do pitiful damage. I wouldn't call 27.4-32.5% pitiful really (coming from gris orb) maybe make this sound less exaggerated
* That being said, Mega Mewtwo Y struggles due to its Psychic typing. Reliance on coverage moves to threaten teams means that Mega Mewtwo Y will often not be hitting as hard as its stats may suggest, compared to Pokemon that can break walls using their STAB like Mega Gengar, Kartana, and Mega Garchomp.
* This can also turn Imposter users into an annoyingly bulky hurdle for Mega Mewtwo Y in games, especially considering its good bulk.
* Mega Mewtwo Y can also be chipped very easily considering its weaknesses to common moves like U-turn, Spectral Thief, and Knock Off.

[SET]
name: Sheer Force Attacker
move 1: Bolt Strike
move 2: Ice Beam / Moonblast
move 3: Earth Power / Focus Blast
move 4: Psychic / Stealth Rock
item: Life Orb
ability: Sheer Force
nature: Hasty / Naive
evs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe

[SET COMMENTS]
Moves
========

* Bolt Strike is an extremely helpful move, landing OHKOs on popular Pokemon like Ho-Oh and Primal Kyogre while also hitting Imposter users and opposing Mega Mewtwo Y for good damage.
* Ice Beam and Moonblast complement Bolt Strike by hitting the Dragon-types that resist it, with Ice Beam used for OHKOing Zygarde-C and Moonblast for hitting Mega Mewtwo X for at least 90% of its health. 90 is the low roll, might as well word it positively for mmy
* Earth Power and Focus Blast are used to beat Steel-types. Earth Power is the more reliable option and doesn't leave Mega Mewtwo Y walled by any additional Pokemon outside of the uncommon and easily pressured FC Chansey.
* The extra damage from Focus Blast can be useful against Steel-types like Registeel as well as hitting Arceus harder than Psychic, but it leaves Mega Mewtwo Y walled by Dusk Mane Necrozma, Aegislash, and Solgaleo, and its low accuracy can be a huge disadvantage, so Earth Power is usually the better option.
* Psychic is used in the last slot as a generally powerful attack to catch Pokemon not weak to Mega Mewtwo Y's other moves, like Mega Mewtwo X against Ice Beam variants, Mega Audino, and Arceus against Earth Power variants.
* Stealth Rock can punish switches and give the team good Shedinja counterplay, but makes imposter-proofing a pain due to the general passivity of Magic Bounce users.

Set Details
========

* Hasty improves Mega Mewtwo Y's matchup against special attacks like Triage Oblivion Wing from Celesteela while also increasing the amount of damage Imposter takes from Bolt Strike. Mention someone other than Celesteela. Triage isn't very commonly seen on it, something like Yveltal or Charizard Mega Y seem a little more relevant
* However, Naive is also an option if Imposter users are sufficiently covered and Mega Mewtwo Y is intended to be used earlier in the game, as it slightly lowers the amount of chip damage it will take from common physical attacks like U-turn and Anchor Shot.
* Life Orb and Sheer Force make a great combination, offering a 1.69x boost on all moves with secondary effects without any drawbacks.

Usage Tips
========

* Mega Mewtwo Y will likely have several opportunities to come in, and in many matchups your gameplan will revolve around bringing it in at the right times.
* There is always a cost to bringing Mega Mewtwo Y in, so it shouldn't be brought into play unless there is sufficient reason to do so.
* For example, if Mega Mewtwo Y threatens an annoying Pokemon that doesn't have stable counterplay on the team, it should be brought in on a sooner opportunity if possible.
* But if there are opposing Pokemon that can completely shut it down, like Shedinja or Imposter users that are hard to punish, then Mega Mewtwo Y should not be brought out at all unless these Pokemon have been taken care of, or as part of a bluff to escape a dangerous situation.
* Mega Mewtwo Y is a viable win condition and bringing it in to clean up after important Pokemon are weakened or KO'd is a good plan in many matchups, but in some situations trading its potential to punch a hole in the opposing team is the better play.
You mentioned chip in the overview, but it should be addressed here too. SF mmy hates all hazards, t-spikes especially punishes it. Any hazard or pivot chip can really limit the amount of times it can come in and makes revenge killing it easier each time

Team Options
========

* Xerneas pairs extremely well with this Mega Mewtwo Y set, because in addition to offensively complementing it against foes it struggles to break like Giratina, Shedinja, and Chansey, it is also very difficult to wear down and can be hard switched into many defensive Pokemon, making progress without incurring any significant damage. I assume you're talking about PH Xern here. You can mention how PH Xern can take advantage of t-spikes and flip the hazard game with spikes of its own.
* Other Fairy-types like Magearna, Mega Diancie, and Tapu Fini are also strong partners for similar reasons.
* Magearna can be worn down through entry hazards and Pokemon like Primal Kyogre, but offers useful resistances such as Flying and Rock over Xerneas. This is interesting b/c Magearna only cares about spikes and the only Fairy not worn down by ogre is fini. Not sure about this bullet but the useful resistances are fine
* Mega Diancie is a strong hazard setter that can cover the Pokemon Mega Mewtwo Y struggles against, typically running sets like Magic Guard or Pixilate Diamond Storm when paired with it. Its poor longevity works against it, however. Not sure about Diamond Storm Pixilate Diancie. Sure its nice for killing cocky Ho-Oh but MMY already kills them with Bolt Strike and Diancie hardly ever needs the rock coverage. Provide examples of the guys Diancie gets that MMY doesn't like
* Tapu Fini works differently from these other Pokemon due to its lower attacking stats limiting its pure wallbreaking potential. However, it is extremely hard to wear down and can take advantage of more passive playstyles through moves like Taunt and Scald. I don't like having Tapu Fini and wallbreaking in the same sentence. If anything, I'd mention how it is a stallbreaker rather than a wallbreaker. It also never runs Moonblast so it doesn't scare Giratina out like Mag and Diancie do
* Mega Beedrill can take care of Mega Mewtwo X and opposing Psychic-types, and is also able to force out Imposter users lacking Choice Scarf.
* Defensively checking Imposter users can be done with reasonably bulky Pokemon not weak to any of Mega Mewtwo Y's attacks. Examples include Arceus, Sturdy Shedinja, and Cresselia.
* That said, as long as Bolt Strike from Imposter is punishable and not auto-losing to it isn't a very demanding position, a dedicated imposter-proofer is not always needed. I think this sentence needs elaboration. Punishable how? Arceus and Cress don't necessarily love coming into Bolt Strike from imposter. And "not auto-losing to it isn't a very demanding position" made my brain explode, maybe reword this to show what you mean more clearly.

[SET]
name: Magic Guard Attacker
move 1: Light of Ruin
move 2: Volt Tackle / Psystrike
move 3: Mind Blown / Precipice Blades / High Jump Kick
move 4: Moongeist Beam / Knock Off / Strength Sap
item: Life Orb
ability: Magic Guard
nature: Naive
evs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe

[SET COMMENTS]
Moves
========

* Light of Ruin OHKOes Mega Mewtwo X, KOs Dark-types like Yveltal and Mega Tyranitar after slight chip damage, and heavily damages Dragon-types like Giratina.
* Volt Tackle hits Flash Fire Celesteela, Ho-Oh, and Primal Kyogre for big damage, meaning they cannot switch into Light of Ruin and live the following hit. Psystrike is more powerful against other targets thanks to STAB and also KOs Mega Venusaur, but it misses out on Celesteela and isn't that much stronger than Light of Ruin.
* Mind Blown is Mega Mewtwo Y's strongest attack against Steel-types and can KO them from very high percentages, but misses out on Flash Fire variants.
* Precipice Blades provides great coverage against Steel-types, providing perfect coverage with Volt Tackle outside of Ferrothorn. It also hits Red Orb Groudon for big damage.
* High Jump Kick hits Normal-types like Regigigas, Chansey, and Arceus, but misses out on Dusk Mane Necrozma, Aegislash, and Solgaleo.
* Moongeist Beam takes out Sturdy Shedinja and opposing Psychic-types like Cresselia, and deters Imposter users from switching in.
* Knock Off removes Fur Coat Chansey's Eviolite, Shedinja's Protective Pads, and Assault Vest from Giratina and Zygarde, opening them up for both Mega Mewtwo Y and its teammates. I was surprised Knock Off wasn't the first slash here. I feel like it deters Imposter even more than Moongeist does, but being forced out by Shed is uncool.
* Strength Sap gives Mega Mewtwo Y some extra longevity, but hinders its wallbreaking potential and requires a dedicated imposter-proofer to block it.

Set Details
========

* Magic Guard offers several benefits for Mega Mewtwo Y. It allows for the unrestricted use of high-powered attacks like Light of Ruin, Mind Blown, Volt Tackle, and High Jump Kick. It also protects Mega Mewtwo Y from chip damage through hazards, status, and its Life Orb.
* Life Orb has no drawbacks and helps Mega Mewtwo Y get KOs it would otherwise miss.
* This set uses a Naive nature to stave off chip damage through U-turn, Spectral Thief, and trapping moves. Imposter can be hit for big damage through Light of Ruin or Moongeist Beam, while opposing special moves like Primal Kyogre's Revelation Dance deal underwhelming damage anyway.

Usage Tips
========

* Unlike the Sheer Force set, this Mega Mewtwo Y set works better as an early- and mid-game breaker to constantly push forward and force the opponent to find an often unreliable answer to it.
* This set is much less restricted in its coverage moves than Sheer Force, so bluffing options you don't have can help Mega Mewtwo Y make progress. For example, Mega Mewtwo Y can bluff Psystrike to deter an opposing Mega Venusaur from coming in. I personally wouldn't send Mega Venu in against any MMY unless I scouted it completely first. Bluffing makes sense, as this set can run a lot of things, but this example doesn't
* Additionally, many teams are simply unprepared for this set and take a big punish every time it comes in. If this is true, your gameplan should revolve around finding opportunities for Mega Mewtwo Y to come in. Pokemon like Mega Mewtwo X can be extremely limited in what they can do if Mega Mewtwo Y immediately puts them into a disadvantage state. Be wary of lures like Prankster Destiny Bond if Mega Mewtwo Y has the potential to get more than a one-for-one trade.
* Mega Mewtwo Y can be hard switched in on Pokemon that are forced to recover, or brought in through double switches or even on weaker attacks. It should typically be brought in only on a Pokemon in KO range, or against one that takes big damage and cannot retaliate, like more defensive Celesteela or Ho-Oh sets.
* Beware of ability suppression through Core Enforcer, Worry Seed, and similar moves, as they will cause Mega Mewtwo Y to take recoil damage.
* In an advantage state, don't feel like Mega Mewtwo Y always has to be in. Assuming other proactive Pokemon are still not fainted, switching out to them expecting your opponent to react to Mega Mewtwo Y can extend your advantage state and give you more progress than you could otherwise get. For example, hard switching to a 3 attacks PH Xerneas against a Giratina in Light of Ruin KO range can catch an opponent trying to preserve resources.

Team Options
========

* Ice-types like Black Kyurem and White Kyurem synergize well with Mega Mewtwo Y, creating advantage states by coming in on Pokemon like Giratina and Zygarde-Complete, and pressing the existing advantage started by Mega Mewtwo Y. These Pokemon are extremely dangerous given opportunities to come in and are also good at breaking down already weakened teams.
* Slow U-turn pivots are good at giving Mega Mewtwo Y opportunities to come in. RegenVest Zygarde-C, Magearna, and Sturdy Shedinja are good for this role.
* Poison Heal users can get initiative through coming in freely, setting hazards, and forcing in certain Pokemon to counter them. Examples include Slaking/Regigigas, Arceus, Xerneas, and Primal Kyogre. How are these coming in freely? If these are also benefiting from the slow pivots, mention that to clear it up
* Imposter can be beaten with different Pokemon depending on what moves are chosen. For example, variants lacking Precipice Blades can be imposter-proofed by Primal Groudon, and variants lacking High Jump Kick can use Normal-types like Poison Heal or Prankster Arceus.

[SET]
name: Poison Heal
move 1: Psystrike
move 2: Taunt
move 3: Moonblast / Ice Beam
move 4: Earth Power / Will-O-Wisp / Stealth Rock
item: Toxic Orb
ability: Poison Heal
nature: Timid
evs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe

[SET COMMENTS]
Moves
========

* Psystrike is the move the set is built around because unlike the other sets, Poison Heal Mega Mewtwo Y doesn't have a boosting ability or item for its coverage moves. It is Mega Mewtwo Y's main method of threatening opposing Pokemon alongside coverage moves.
* Taunt shuts down lots of Pokemon, including most Prankster users, Poison Heal users that focus on setting hazards, passive Pokemon lacking Magic Bounce like Flash Fire and Fur Coat users, and even Shell Smash users like Mega Mewtwo X and Power Trip Dark-types.
* Moonblast wears down Dark-types and hits Giratina and Zygarde-Complete for more damage than Psystrike. Mega Mewtwo Y cannot break these Pokemon without prior damage, but with this move it does not cede momentum to them. Additionally, Mega Mewtwo Y has a good chance of neutering Imposter users through Special Attack drops if it is healthy.
* Ice Beam gives up the Dark-type matchup, bar Yveltal, in favor of almost OHKOing Zygarde-Complete from full health and forcing out Rayquaza and Mega Garchomp.
* Earth Power 2HKOes Red Orb Groudon and vastly improves the matchup against Steel-types.
* Will-O-Wisp is incredible against the myriad Pokemon in the metagame that rely on physical attacks, like U-turn users, trappers, and physical attackers including Mega Mewtwo X, Kartana, and Mega Garchomp. The chip damage it provides can also be very helpful in limiting the opponent's initiative, as well as taking out Sturdy Shedinja.
* Stealth Rock allows Mega Mewtwo Y to act as a hazard setter. This cuts into its longevity, but makes it very dangerous against unprepared teams that rely on hazard removers that lose to it. However, giving up the benefits of the other two options is a big commitment.

Set Details
========

* Poison Heal alongside Toxic Orb turns Mewtwo from a strong but frail all-out attacker into a disruptor that can be extremely hard to wear down. The constant recovery means that Mega Mewtwo Y can recover from even very low health given the opportunity, and the status immunity blocks several options that would shut down other Mega Mewtwo Y sets. If you mean paralysis, it wouldn't hurt to mention it specifically. It is worth mentioning, and probably should be mentioned on the SF and/or MG sets too because they cripple MMY greatly
* This Mega Mewtwo Y set uses Timid because outspeeding Mega Gengar is extremely important, and it has no drawbacks because the set uses no physical moves.

Usage Tips
========

* This set can be dangerous to both offensive and defensive teams given the opportunity, so it should never be completely counted out on team preview.
* Against hyper offensive teams, fight for a situation where Mega Mewtwo Y can land Taunt against an opposing Shell Smash user. Work from this advantage and force them to trade away Pokemon to regain their momentum. Keep Mega Mewtwo Y alive afterwards if you can, because these teams typically rely on a Shell Smash sweeper to clean up late-game. Use option coverage like clicking Spectral Thief with a relatively useless Pokemon that doesn't live hits in order to prevent them from setting up with no real risk for you, so Mega Mewtwo Y will always be able to reset momentum and revenge kill.
* In other matchups, Mega Mewtwo Y is typically best used to extend an already existing advantage state instead of seizing it for itself; the exception to this is against Mega Gengar. The more weakened the opposing team is, the more dangerous Mega Mewtwo Y becomes. It can still make progress earlier on, but should be used in combination with more powerful Pokemon during the attack.
* Most solid teams will have Pokemon that match up poorly against Mega Mewtwo Y. In the likely situation that the opponent don't have a counter that completely shifts momentum to them, Mega Mewtwo Y can ruthlessly exploit these Pokemon when they are forced in, constantly making progress until the opposing team begins to crumble.
* Unless making progress with Mega Mewtwo Y is an unfeasible plan due to unremovable counters, status shutting it down before Toxic Orb activates, or other Pokemon being more necessary in a situation where a Pokemon has to be sacrificed, Mega Mewtwo Y's longevity should be used to its advantage. Try to keep it healthy, because its HP is very important in determining what it can beat.
* Mega Mewtwo Y is near worthless if its Toxic Orb can't activate because of opposing status moves or Knock Off. Be wary of these before bringing it in for the first time. Getting in Mega Mewtwo Y in through U-turn, double switching, or hard switching out of Imposter is always safer than leading with it or revenge killing a Pokemon outside of KO range.

Team Options
========

* Imposter Chansey is an incredible partner for this set, because in addition to scouting out opposing Pokemon to determine which ones are bait for Mega Mewtwo Y and forming a powerful offense-breaking core with it, it can also shut down the initiative of teams that use RegenVest Pokemon. RegenVest users like Registeel, Magearna, and Yveltal are incredibly annoying for Mega Mewtwo Y because they are very difficult to chip, can recover through Taunt, and take reduced damage from all attacks except Psystrike, so having a counter to these is very useful to prevent a one-sided matchup.
* Dedicated hazard removers like Magic Bounce users and -ate Rapid Spin on Pokemon like Magearna, Zygarde-Complete, Ho-Oh, and Xerneas can potentially gain initiative through their lack of passivity, form a decent offensive/supportive core with Mega Mewtwo Y, and block hazards, preventing opponents from restricting Mega Mewtwo Y's movement. These Pokemon can also cover Imposter users when using Will-O-Wisp or Stealth Rock.
* Sturdy Shedinja also synergizes well with Imposter and hazard removers, and allows for more flexible and unpredictable play with Mega Mewtwo Y thanks to its pivoting abilities. It can also assist in breaking down opposing teams and imposter-proof Earth Power variants of Mega Mewtwo Y.
* Wallbreakers that have a good matchup against Giratina are great at helping Mega Mewtwo Y make progress in the game. These typically come in the form of Pixilate and Refrigerate users like Mega Diancie, Black Kyurem, Xerneas, Mega Mewtwo X, and White Kyurem, but other options are also viable. For example, Mega Mewtwo Y can pair up with Poison Heal Xerneas to form a formidable double Poison Heal core.
* Knock Off is a big help for Mega Mewtwo Y primarily due to Assault Vest removal and limiting opposing Sturdy Shedinja. Try to fit this move somewhere on the team on a Pokemon that draws in these things. Examples?

[STRATEGY COMMENTS]
Other Options
=============

* Choice Specs Mega Mewtwo Y with Adaptability or Tinted Lens is great at breaking holes in opposing teams, but it suffers from Psycho Boost instantly giving up momentum with the Special Attack drop, its STAB coverage being mediocre and having an immunity, and Imposter users being able to switch in multiple times.
* Setup moves on Mega Mewtwo Y like Tail Glow, Shell Smash, and Quiver Dance are viable, but Mega Mewtwo Y loses to Prankster Haze and any turns used setting up are typically better suited to attacking.
* No Guard Mega Mewtwo Y with moves like Zap Cannon, Blizzard, Magma Storm, Inferno, and Focus Blast is a powerful disruptor that can even force in and status Imposter, but it can typically only come in once due to its low power alongside its lack of recovery. Also, it gets hard countered by Poison Heal Xerneas.
* Sheer Force Mega Mewtwo Y can use sets not intended to break the entire metagame but instead cover a specific set of Pokemon without letting in dangerous foes. Such sets are extremely customizable and use moves like hazards, Seed Flare, Sludge Wave, Shadow Ball, and Knock Off alongside the already listed moves. These sets are imposter-proofed very easily and almost never seen coming, but they can be rendered useless if the opponent knows what they do.
* Focus Sash can be used on Magic Guard Mega Mewtwo Y to provide an emergency check to opposing sweepers on an offensive team. This set typically uses Photon Geyser in order to not lose to Shedinja, because without a Life Orb Psystrike fails to break its intended targets. This set is relatively weak and usually more utility-focused but can be worth it on specific teams.
* Similarly, Dazzling Mega Mewtwo Y is easily countered and worn down but can be used as a lure for priority users, and potentially get a KO on a defensive Pokemon with Z-Moves. However, this Pokemon is very unreliable and other Dazzling users like Mega Mewtwo X and Mega Gengar are typically better.

Checks and Counters
===================

**Imposter**: Imposter Chansey can't hope to invalidate Mega Mewtwo Y over a longer game if it isn't allowed to recover, but in the short term it can completely stop all Mega Mewtwo Y variants except Poison Heal and the rare No Guard, and if allowed to recover through Shed Shell or careless imposter-proofing, it can force the Mega Mewtwo Y user into easily exploitable aggressive play.

**Normal-types**: Normal-types like Poison Heal Regigigas, Slaking, and Arceus, and Normalize Normal-types, can check Mega Mewtwo Y relatively well. They cannot be OHKOed by any move bar Sheer Force Focus Blast, and they OHKO Mega Mewtwo Y in return with +1 Facade or Normalize V-create.

**Sturdy Shedinja**: Sturdy Shedinja can wall several Mega Mewtwo Y sets including Sheer Force, Magic Guard lacking Moongeist Beam, and Poison Heal lacking Will-O-Wisp, with Knock Off Magic Guard and Stealth Rock Poison Heal being more neutral matchups. All Mega Mewtwo Y teams need solid counterplay to this Pokemon.

**Pivoting**: Teams that use slow pivoting can deny Mega Mewtwo Y opportunities to come in and do incredibly well against bulkier teams that rely on Mega Mewtwo Y to make progress. Mega Mewtwo Y must use secondary proactive Pokemon like Poison Heal users to not lose to these teams. Fast pivots like Mega Beedrill and Pheromosa have to be mentioned here. They keep MMY on its (big weird) toes or completely out of the game since they threaten to OHKO it. Pivoting also goes in hand with Pursuit, which MMY hates. Guys like vest Yveltal can punish PH sets and non Volt Tackle MG sets when healthy with Pursuit

[CREDITS]
- Written by: [[Gurpreet Patel (Sent you a Friend Request), 233142]]
- Quality checked by: [[, ], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]
First QC check. Tag me after making changes and I can approve this
 
[OVERVIEW]

* Mega Mewtwo Y excels at breaking defensive and offensive Pokemon alike thanks to its amazing mixed attacking stats and near-unmatched Speed stat.
* Other offensive Pokemon like Mega Mewtwo X and Mega Gengar are outsped and OHKOed or severely damaged by its attacks, while defensive Pokemon like Zygarde-C, Primal Kyogre, and Celesteela can also be broken through or even OHKOed by some Mega Mewtwo Y sets.
* Mega Mewtwo Y also has decent bulk and is good at living even strong neutral hits, like Boomburst from Pixilate Mega Diancie or Z-Thousand Waves from Zygarde-C, and weaker special hits like Giratina's Core Enforcer do minor damage.
* That being said, Mega Mewtwo Y struggles due to its Psychic typing. Explain why Psychic is a bad offensive typing? Reliance on coverage moves to threaten teams means that Mega Mewtwo Y will often not be hitting as hard as its stats may suggest, compared to Pokemon that can break walls using their STAB like Mega Gengar, Kartana, and Mega Garchomp.
* This can also turn Imposter users into an annoyingly bulky hurdle for Mega Mewtwo Y in games, especially considering its good special bulk.
* Mega Mewtwo Y can also be chipped very easily considering its weaknesses to common moves like U-turn, Spectral Thief, and Knock Off.
Mention how MMY's low physical bulk leaves it susceptible to faster physical threats and physical priority, as well as bulky attackers that can take a hit.

[SET]
name: Sheer Force Attacker
move 1: Bolt Strike
move 2: Ice Beam / Moonblast
move 3: Earth Power / Focus Blast
move 4: Psychic / Stealth Rock
item: Life Orb
ability: Sheer Force
nature: Hasty / Naive
evs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe

[SET COMMENTS]
Moves
========

* Bolt Strike is an extremely helpful move helpful is weird here since its unclear what Bolt Strike is helping since its the first move, landing OHKOs on popular Pokemon like Ho-Oh and Primal Kyogre while also hitting Imposter users and opposing Mega Mewtwo Y for good damage.
* Ice Beam and Moonblast complement Bolt Strike by hitting the Dragon-types that resist it, with Ice Beam used for OHKOing Zygarde-C and Moonblast for hitting Mega Mewtwo X for at least 90% of its health.
* Earth Power and Focus Blast are used to beat Steel-types. Earth Power is the more reliable option and doesn't leave Mega Mewtwo Y walled by any additional Pokemon outside of the uncommon and easily pressured FC Chansey.
* The extra damage from Focus Blast can be useful against Steel-types like Registeel as well as hitting Arceus harder than Psychic, but it leaves Mega Mewtwo Y walled by Dusk Mane Necrozma, Aegislash, and Solgaleo, and its low accuracy can be a huge disadvantage, so Earth Power is usually the better option.
* Psychic is used in the last slot as a generally powerful attack to catch Pokemon not weak to Mega Mewtwo Y's other moves, like Mega Mewtwo X against Ice Beam variants, Mega Audino, and Arceus against Earth Power variants.
* Stealth Rock can punish switches and give the team good Shedinja counterplay, but makes imposter-proofing a pain due to the general passivity of Magic Bounce users.
Mention Blue Flare. Its almost as powerful as Psychic on neutral targets and smashes non-FF steels like Prank.
Mention TG over Bolt Strike to allow MMY to clean late game.


Set Details
========

* Hasty improves Mega Mewtwo Y's matchup against special attacks like Triage Oblivion Wing from Yveltal while also increasing the amount of damage Imposter takes from Bolt Strike.
* However, Naive is also an option if Imposter users are sufficiently covered and Mega Mewtwo Y is intended to be used earlier in the game, as it slightly lowers the amount of chip damage it will take from common physical attacks like U-turn and Anchor Shot.
* Life Orb and Sheer Force make a great combination, offering a 1.69x boost on all moves with secondary effects without any drawbacks.

Usage Tips
========

* Mega Mewtwo Y will likely have several opportunities to come in, and in many matchups your gameplan will revolve around bringing it in at the right times.
* There is always a cost to bringing Mega Mewtwo Y in, so it shouldn't be brought into play unless there is sufficient reason to do so.
* For example, if Mega Mewtwo Y threatens an annoying Pokemon that doesn't have stable counterplay on the team, it should be brought in on a sooner opportunity if possible.
* But if there are opposing Pokemon that can completely shut it down, like Shedinja or Imposter users that are hard to punish, then Mega Mewtwo Y should not be brought out at all unless these Pokemon have been taken care of, or as part of a bluff to escape a dangerous situation.
* Mega Mewtwo Y is a viable win condition and bringing it in to clean up after important Pokemon are weakened or KO'd is a good plan in many matchups, but in some situations trading its late-game potential to punch a hole in the opposing team is the better play.
* Chip damage severely limits what Mega Mewtwo Y can do later on. For example, Mega Mewtwo Y is limited to firing off a few attacks at most against a potentially very healthy team if it gets poisoned. For this reason, it should be kept away from hazards and status-inducing moves if possible.

Team Options
========

* Poison Heal Xerneas pairs extremely well with this Mega Mewtwo Y set, because in addition to offensively complementing it against foes it struggles to break like Giratina ? Ice Beam/Moonblast is a clean 2HKO, Shedinja, and Chansey, it is also very difficult to wear down and can be hard switched into many defensive Pokemon, making progress without incurring any significant damage. This offensive synergy with Spikes Explain in a separate bullet how hazards help MMY since it is unclear (chipping checks and preventing shed etc.) and pressure against Giratina alongside defensive synergy with protecting Mega Mewtwo Y from status and Knock Off Rephrase to absorbing makes Xerneas a great partner.
* Other Fairy-types like Magearna, Mega Diancie, and Tapu Fini are also strong partners for similar reasons.
* Magearna can be worn down through entry hazards and Pokemon like Primal Kyogre, but offers useful resistances such as Flying and Rock over Xerneas.
* Mega Diancie is a strong hazard setter that can cover the Pokemon Mega Mewtwo Y struggles against, typically running sets like Magic Guard or Pixilate V-create when paired with it to OHKO Pokemon like RegenVest Registeel and Giratina. Its poor longevity works against it, however.
* Tapu Fini works differently from these other Pokemon due to its lower attacking stats limiting its ability to OHKO or 2HKO opposing Pokemon. However, it is extremely hard to wear down and can take advantage of more passive playstyles through moves like Taunt and Scald.
* Mega Beedrill can take care of Mega Mewtwo X and opposing Psychic-types, and is also able to force out Imposter users lacking Choice Scarf.
* Defensively checking Imposter users can be done with reasonably bulky Pokemon not weak to any of Mega Mewtwo Y's attacks. Examples include Arceus, Sturdy Shedinja, and Cresselia.
* That said, as long as Bolt Strike from Imposter is punishable and important Electric resists can be feasibly kept healthy, a dedicated imposter-proofer is not always needed.
Pursuit trapper for Chansey, Cresselia, and chipping Giratina in range. Moldy Pursuit helps against Shed too.

[SET]
name: Magic Guard Attacker
move 1: Light of Ruin
move 2: Volt Tackle / Psystrike
move 3: Mind Blown / Precipice Blades / High Jump Kick
move 4: Moongeist Beam / Knock Off / Strength Sap
item: Life Orb
ability: Magic Guard
nature: Naive
evs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe

[SET COMMENTS]
Moves
========

* Light of Ruin OHKOes Mega Mewtwo X, KOs Dark-types like Yveltal and Mega Tyranitar after slight chip damage, and heavily damages Dragon-types like Giratina.
* Volt Tackle hits Flash Fire Celesteela, Ho-Oh, and Primal Kyogre for big damage, meaning they cannot switch into Light of Ruin and live the following hit. Psystrike is more powerful against other targets thanks to STAB and also KOs Mega Venusaur, but it misses out on Celesteela and isn't that much stronger than Light of Ruin.
* Mind Blown is Mega Mewtwo Y's strongest attack against Steel-types and can KO them from very high percentages, but misses out on Flash Fire variants.
* Precipice Blades provides great coverage against Steel-types, providing perfect coverage with Volt Tackle outside of Ferrothorn. It also hits Red Orb Groudon for big damage.
* High Jump Kick hits Normal-types like Regigigas, Chansey, and Arceus, but misses out on Dusk Mane Necrozma, Aegislash, and Solgaleo.
* Moongeist Beam takes out Sturdy Shedinja and opposing Psychic-types like Cresselia, and deters Imposter users from switching in.
* Knock Off removes Fur Coat Chansey's Eviolite, Shedinja's Protective Pads, and Assault Vest from Giratina and Zygarde, opening them up for both Mega Mewtwo Y and its teammates. It's also good at deterring opposing Imposter Chansey.
* Strength Sap gives Mega Mewtwo Y some extra longevity, but hinders its wallbreaking potential and requires a dedicated imposter-proofer to block it.

Set Details
========

* Magic Guard offers several benefits for Mega Mewtwo Y. It allows for the unrestricted use of high-powered attacks like Light of Ruin, Mind Blown, Volt Tackle, and High Jump Kick. It also protects Mega Mewtwo Y from chip damage through hazards, status, and its Life Orb.
* Life Orb has no drawbacks and helps Mega Mewtwo Y get KOs it would otherwise miss.
* This set uses a Naive nature to stave off chip damage through U-turn, Spectral Thief, and trapping moves. Imposter can be hit for big damage through Light of Ruin or Moongeist Beam, while opposing special moves like Primal Kyogre's Revelation Dance deal underwhelming damage anyway.

Usage Tips
========

* Unlike the Sheer Force set, this Mega Mewtwo Y set works better as an early- and mid-game breaker to constantly push forward and force the opponent to find an often unreliable answer to it.
* This set is much less restricted in its coverage moves than Sheer Force, so bluffing options you don't have can help Mega Mewtwo Y make progress. For example, Mega Mewtwo Y can bluff Psystrike to deter an opposing Mega Venusaur from coming in, even if it would actually be walled by Mega Venusaur.
* Additionally, many teams are simply unprepared for this set and take a big punish every time it comes in. If this is true, your gameplan should revolve around finding opportunities for Mega Mewtwo Y to come in. Pokemon like Mega Mewtwo X can be extremely limited in what they can do if Mega Mewtwo Y immediately puts them into a disadvantage state. Be wary of lures like Prankster Destiny Bond if Mega Mewtwo Y has the potential to get more than a one-for-one trade.
* Mega Mewtwo Y can be hard switched in on Pokemon that are forced to recover, or brought in through double switches or even on weaker attacks. It should typically be brought in only on a Pokemon in KO range, or against one that takes big damage and cannot retaliate, like more defensive Celesteela or Ho-Oh There should be a better example than Ho-Oh, who often packs VC Spectral Knock etc. sets.
* Beware of ability suppression through Core Enforcer, Worry Seed, and similar moves, as they will cause Mega Mewtwo Y to take recoil damage.
* In an advantage state, don't feel like Mega Mewtwo Y always has to be in. Assuming other proactive Pokemon are still not fainted, switching out to them expecting your opponent to react to Mega Mewtwo Y can extend your advantage state and give you more progress than you could otherwise get. For example, hard switching to a 3 attacks PH Xerneas against a Giratina in Light of Ruin KO range can catch an opponent trying to preserve resources. I'm not sure if I understand what you are trying to say here. The wording and terms used here is confusing, especially for newer players. Maybe simplify the language or elaborate more. This actually applies to a lot in the Usage Tips section so maybe go through and check.
* This set is harder to wear down than Sheer Force Mega Mewtwo Y thanks to Magic Guard, but paralysis is still a GP thing but still doesn't make sense when Paralysis isn't a form of wearing down MMY extremely bad for it. Additionally, Mega Mewtwo Y's Life Orb is important and should be preserved if possible.

Team Options
========

* Ice-types like Black Kyurem and White Kyurem synergize well with Mega Mewtwo Y, creating advantage states by coming in on Pokemon like Giratina and Zygarde-Complete, and pressing the existing advantage started by Mega Mewtwo Y. These Pokemon are extremely dangerous given opportunities to come in and are also good at breaking down already weakened teams.
* Slow U-turn pivots are good at giving Mega Mewtwo Y opportunities to come in. RegenVest Zygarde-C, Magearna, and Sturdy Shedinja are good for this role.
* Poison Heal users can get initiative through coming in on walls that are sent out to face Mega Mewtwo Y, setting hazards, and forcing in certain Pokemon to counter them. Examples include Slaking/Regigigas, Arceus, Xerneas, and Primal Kyogre.
* Imposter can be beaten with different Pokemon depending on what moves are chosen. For example, variants lacking Precipice Blades can be imposter-proofed by Primal Groudon, and variants lacking High Jump Kick can use Normal-types like Poison Heal or Prankster Arceus.
Mention Imposter, scouts sets and punishes certain checks like RegenVest.

[SET]
name: Poison Heal
move 1: Psystrike
move 2: Taunt
move 3: Moonblast / Ice Beam
move 4: Earth Power / Will-O-Wisp / Stealth Rock
item: Toxic Orb
ability: Poison Heal
nature: Timid
evs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe

[SET COMMENTS]
Moves
========

* Psystrike is the move the set is built around because unlike the other sets, Poison Heal Mega Mewtwo Y doesn't have a boosting ability or item for its coverage moves. It is Mega Mewtwo Y's main method of threatening opposing Pokemon alongside coverage moves.
* Taunt shuts down lots of Pokemon, including most Prankster users, Poison Heal users that focus on setting hazards, passive Pokemon lacking Magic Bounce like Flash Fire and Fur Coat users, and even Shell Smash users like Mega Mewtwo X and Power Trip Dark-types.
* Moonblast wears down Dark-types and hits Giratina and Zygarde-Complete for more damage than Psystrike. Mega Mewtwo Y cannot break these Pokemon without prior damage, but with this move it does not cede momentum to them. Additionally, Mega Mewtwo Y has a good chance of neutering Imposter users through Special Attack drops if it is healthy.
* Ice Beam gives up the Dark-type matchup, bar Yveltal, in favor of almost OHKOing Zygarde-Complete from full health and forcing out Rayquaza and Mega Garchomp.
* Earth Power 2HKOes Red Orb Groudon and vastly improves the matchup against Steel-types.
* Will-O-Wisp is incredible against the myriad Pokemon in the metagame that rely on physical attacks, like U-turn users, trappers, and physical attackers including Mega Mewtwo X, Kartana, and Mega Garchomp. The chip damage it provides can also be very helpful in limiting the opponent's initiative, as well as taking out Sturdy Shedinja.
* Stealth Rock allows Mega Mewtwo Y to act as a hazard setter. This cuts into its longevity, but makes it very dangerous against unprepared teams that rely on hazard removers that lose to it. However, giving up the benefits of the other two options is a big commitment.

Set Details
========

* Poison Heal alongside Toxic Orb turns Mewtwo from a strong but frail all-out attacker into a disruptor that can be extremely hard to wear down. The constant recovery means that Mega Mewtwo Y can recover from even very low health given the opportunity, and the status immunity blocks several things that would shut down other Mega Mewtwo Y sets, especially paralysis.
* This Mega Mewtwo Y set uses Timid because outspeeding Mega Gengar is extremely important, and it has no drawbacks because the set uses no physical moves.

Usage Tips
========

* This set can be dangerous to both offensive and defensive teams given the opportunity, so it should never be completely counted out on team preview.
* Against hyper offensive teams, fight for a situation where Mega Mewtwo Y can land Taunt against an opposing Shell Smash user. Work from this advantage and force them to trade away Pokemon to regain their momentum. Keep Mega Mewtwo Y alive afterwards if you can, because these teams typically rely on a Shell Smash sweeper to clean up late-game. Use option coverage like clicking Spectral Thief with a relatively useless Pokemon that doesn't live hits in order to prevent them from setting up with no real risk for you, so Mega Mewtwo Y will always be able to reset momentum and revenge kill.
* In other matchups, Mega Mewtwo Y is typically best used to extend an already existing advantage state instead of seizing it for itself; the exception to this is against Mega Gengar. The more weakened the opposing team is, the more dangerous Mega Mewtwo Y becomes. It can still make progress earlier on, but should be used in combination with more powerful Pokemon during the attack.
* Most solid teams will have Pokemon that match up poorly against Mega Mewtwo Y. In the likely situation that the opponent don't have a counter that completely shifts momentum to them, Mega Mewtwo Y can ruthlessly exploit these Pokemon when they are forced in, constantly making progress until the opposing team begins to crumble.
* Unless making progress with Mega Mewtwo Y is an unfeasible plan due to unremovable counters, status shutting it down before Toxic Orb activates, or other Pokemon being more necessary in a situation where a Pokemon has to be sacrificed, Mega Mewtwo Y's longevity should be used to its advantage. Try to keep it healthy, because its HP is very important in determining what it can beat.
* Mega Mewtwo Y is near worthless if its Toxic Orb can't activate because of opposing status moves or Knock Off. Be wary of these before bringing it in for the first time. Getting in Mega Mewtwo Y in through U-turn, double switching, or hard switching out of Imposter is always safer than leading with it or revenge killing a Pokemon outside of KO range.
Mention using slow-pivoting to bring MMY to get free PH.

Team Options
========

* Imposter Chansey is an incredible partner for this set, because in addition to scouting out opposing Pokemon to determine which ones are bait for Mega Mewtwo Y and forming a powerful offense-breaking core with it, it can also shut down the initiative of teams that use RegenVest Pokemon. RegenVest users like Registeel, Magearna, and Yveltal are incredibly annoying for Mega Mewtwo Y because they are very difficult to chip, can recover through Taunt, and take reduced damage from all attacks except Psystrike, so having a counter to these is very useful to prevent a one-sided matchup.
* Dedicated hazard removers like Magic Bounce users and -ate Rapid Spin on Pokemon like Magearna, Zygarde-Complete, Ho-Oh, and Xerneas can potentially gain initiative through their lack of passivity, form a decent offensive/supportive core with Mega Mewtwo Y, and block hazards, preventing opponents from restricting Mega Mewtwo Y's movement. These Pokemon can also cover Imposter users when using Will-O-Wisp or Stealth Rock.
* Sturdy Shedinja also synergizes well with Imposter and hazard removers, and allows for more flexible and unpredictable play with Mega Mewtwo Y thanks to its pivoting abilities. It can also assist in breaking down opposing teams and imposter-proof Earth Power variants of Mega Mewtwo Y.
* Wallbreakers that have a good matchup against Giratina are great at helping Mega Mewtwo Y make progress in the game. These typically come in the form of Pixilate and Refrigerate users like Mega Diancie, Black Kyurem, Xerneas, Mega Mewtwo X, and White Kyurem, but other options are also viable. For example, Mega Mewtwo Y can pair up with Poison Heal Xerneas to form a formidable double Poison Heal core.
* Knock Off is a big help for Mega Mewtwo Y primarily due to Assault Vest removal and limiting opposing Sturdy Shedinja. Try to fit this move somewhere on the team on a Pokemon that draws in these things. The aforementioned Poison Heal Xerneas, or even Pixilate Mega Diancie, can use this option viably.

[STRATEGY COMMENTS]
Other Options
=============

* Choice Specs Mega Mewtwo Y with Adaptability or Tinted Lens is great at breaking holes in opposing teams, but it suffers from Psycho Boost instantly giving up momentum with the Special Attack drop, its STAB coverage being mediocre and having an immunity, and Imposter users being able to switch in multiple times.
* Setup moves on Mega Mewtwo Y like Tail Glow, Shell Smash, and Quiver Dance are viable, but Mega Mewtwo Y loses to Prankster Haze and any turns used setting up are typically better suited to attacking.
* No Guard Mega Mewtwo Y with moves like Zap Cannon, Blizzard, Magma Storm, Inferno, Sing, and Focus Blast is a powerful disruptor that can even force in and status Imposter, but it can typically only come in once due to its low power alongside its lack of recovery. Also, it gets hard countered by Poison Heal Xerneas.
* Sheer Force Mega Mewtwo Y can use sets not intended to break the entire metagame but instead cover a specific set of Pokemon without letting in dangerous foes. Such sets are extremely customizable and use moves like hazards, Seed Flare, Sludge Wave, Shadow Ball, and Knock Off alongside the already listed moves. These sets are imposter-proofed very easily and almost never seen coming, but they can be rendered useless if the opponent knows what they do.
* Focus Sash can be used on Magic Guard Mega Mewtwo Y to provide an emergency check to opposing sweepers on an offensive team. This set typically uses Photon Geyser in order to not lose to Shedinja, because without a Life Orb Psystrike fails to break its intended targets. This set is relatively weak and usually more utility-focused but can be worth it on specific teams.
* Similarly, Dazzling Mega Mewtwo Y is easily countered and worn down but can be used as a lure for priority users, and potentially get a KO on a defensive Pokemon with Z-Moves. However, this Pokemon is very unreliable and other Dazzling users like Mega Mewtwo X and Mega Gengar are typically better.

Checks and Counters
===================

**Imposter**: Imposter Chansey can't hope to invalidate Mega Mewtwo Y over a longer game if it isn't allowed to recover, but in the short term it can completely stop all Mega Mewtwo Y variants except Poison Heal and the rare No Guard, and if allowed to recover through Shed Shell or careless imposter-proofing, it can force the Mega Mewtwo Y user into easily exploitable aggressive play.

**Normal-types**: Normal-types like Poison Heal Regigigas, Slaking, and Arceus, and Normalize Normal-types, can check Mega Mewtwo Y relatively well. They cannot be OHKOed by any move bar Sheer Force Focus Blast, and they OHKO Mega Mewtwo Y in return with +1 Facade or Normalize V-create.

**Sturdy Shedinja**: Sturdy Shedinja can wall several Mega Mewtwo Y sets including Sheer Force, Magic Guard lacking Moongeist Beam, and Poison Heal lacking Will-O-Wisp, with Knock Off Magic Guard and Stealth Rock Poison Heal being more neutral matchups. All Mega Mewtwo Y teams need solid counterplay to this Pokemon.

**Pivoting**: Teams that use slow pivoting can deny Mega Mewtwo Y opportunities to come in and do incredibly well against bulkier teams that rely on Mega Mewtwo Y to make progress. Mega Mewtwo Y must use secondary proactive Pokemon like Poison Heal users to not lose to these teams. Fast pivots like Mega Beedrill and Pheromosa deserve a mention too; while they are unable to switch in, they can take advantage of Mega Mewtwo Y being in by threatening to OHKO it while potentially gaining momentum through U-turn.

Priority and faster threats, MMY is weak to Sucker and First Impression, takes big damage from -ate speed, and stuff like Bee/Phero/Deo-A/Bad Scarf mons can revenge kill well.

Pursuit, deletes or heavily chips MMY.

Cresselia and FC Chansey both check most MMY sets well.

Status, especially Paralysis and Burns, hinders the first 2 sets


[CREDITS]
- Written by: [[Gurpreet Patel (Sent you a Friend Request), 233142]]
- Quality checked by: [[a loser, 410702], [, ]]
- Grammar checked by: [[, ], [, ]]

Pretty well done, QC 2/2
 
Last edited by a moderator:

bigtalk

Banned deucer.
AMGP check, implement what you want

add remove (comment)
(AC=add comma; RC=remove comma; AH=add hyphen; RH=remove hyphen)

[OVERVIEW]

Mega Mewtwo Y excels at breaking defensive and offensive Pokemon alike thanks to its amazing mixed attacking stats and near-unmatched Speed stat. Other offensive Pokemon like Mega Mewtwo X and Mega Gengar are outsped and OHKOed or severely damaged by its attacks, while defensive Pokemon like Zygarde-C, Primal Kyogre, and Celesteela can also be broken through or even OHKOed by some Mega Mewtwo Y sets. Mega Mewtwo Y also has decent bulk and is good at living tanking even strong neutral hits, like Boomburst from Pixilate Mega Diancie or and Z-Thousand Waves Tectonic Rage (unless you feel this is too ambiguous) from Zygarde-C, and weaker special hits like Giratina's Core Enforcer do minor damage to it. That being said, Mega Mewtwo Y struggles due to its offensively (RH)poor Psychic typing, which is resisted by several common Pokemon in the metagame, such as Yveltal, Registeel, and Necrozma-DM. (period; broke up sentence since it was rather long) This prevents it from using STAB-boosted attacks and forces it to instead rely more on coverage moves to threaten teams, meaning that Mega Mewtwo Y will often not be hitting as hard as its stats may suggest, compared to Pokemon that can break walls using their STAB like Mega Gengar, Kartana, and Mega Garchomp that can break walls using their STAB moves. This ("Its Psychic typing" / "Its reliance on coverage moves"; can't tell which you meant) can also turn Imposter users into an annoyingly bulky hurdle for Mega Mewtwo Y in games, especially considering its good special bulk. Mega Mewtwo Y can also be chipped very easily, (AC) considering its weaknesses to common moves like U-turn, Spectral Thief, and Knock Off. Lastly, its physical bulk leaves something to be desired, succumbing to priority users like Mega Diancie, naturally faster threats like Mega Beedrill, and bulky attackers like Regigigas.

[SET]
name: Sheer Force Attacker
move 1: Bolt Strike
move 2: Ice Beam / Moonblast
move 3: Earth Power / Focus Blast
move 4: Psychic / Stealth Rock
item: Life Orb
ability: Sheer Force
nature: Hasty / Naive
evs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Bolt Strike allows Mega Mewtwo Y to land OHKOs on popular Pokemon like Ho-Oh and Primal Kyogre while also hitting Imposter users and opposing Mega Mewtwo Y for good damage. Ice Beam and Moonblast complement Bolt Strike by hitting the Dragon-types that resist it, with Ice Beam used for OHKOing Zygarde-C and Moonblast for hitting Mega Mewtwo X for at least 90% of its health. Earth Power and Focus Blast are used to beat Steel-types. Earth Power is the more reliable option and doesn't leave Mega Mewtwo Y walled by any additional Pokemon outside of the uncommon and easily pressured Fur Coat Chansey. The extra damage from Focus Blast can be useful against Steel-types like Registeel as well as hitting and it hits Arceus harder than Psychic, but it leaves Mega Mewtwo Y walled by Dusk Mane Necrozma Necrozma-DM, Aegislash, and Solgaleo, and its low accuracy can be a huge disadvantage, so Earth Power is usually the better option. Psychic is used in the last slot as a generally powerful attack to catch Pokemon not weak to Mega Mewtwo Y's other moves, like Mega Mewtwo X against for Ice Beam variants, Mega Audino, and Arceus against for Earth Power variants. Stealth Rock can punish switches and give the team good Shedinja counterplay, but makes Imposter-proofing a pain due to the general passivity of Magic Bounce users. Blue Flare can be run in order to smash non-Flash Fire Steel-type Pokemon like Registeel. Tail Glow can also be run instead of Bolt Strike in order to turn Mega Mewtwo Y into a late-game sweeper, boosting its Special Attack to disgustingly high levels.

Set Details
========

Hasty improves Mega Mewtwo Y's matchup against special attacks like Triage Oblivion Wing from Yveltal while also increasing the amount of damage Imposter takes from Bolt Strike. However, Naive is also an option if Imposter users are sufficiently covered and Mega Mewtwo Y is intended to be used earlier in the game early-game, as it slightly lowers the amount of chip damage it Mega Mewtwo Y will take from common physical attacks like U-turn and Anchor Shot. Life Orb and Sheer Force make for a great combination, offering a 1.69x boost on all moves with secondary effects without any drawbacks.

Usage Tips
========

Mega Mewtwo Y will likely have several opportunities to come in, and in many matchups, (AC) your gameplan will revolve around bringing it in at the right times. There is always a cost to bringing Mega Mewtwo Y in (what if it's brought in via a pivoting move?), so it shouldn't be brought into play unless there is sufficient reason to do so. For example, if Mega Mewtwo Y threatens an annoying Pokemon that your team doesn't have stable counterplay on the team to, it should be brought in on a sooner opportunity if possible. But if there are opposing Pokemon that can completely shut it Mega Mewtwo Y down, like Shedinja or and Imposter users that are hard to punish, then Mega Mewtwo Y it should not be brought out at all unless these Pokemon have been taken care of (RC) or as part of a bluff to escape a dangerous situation. Mega Mewtwo Y is a viable win condition and bringing it in to clean up after important Pokemon are have been weakened or KOed is a good plan in many matchups, but in some situations, (AC) trading its late-game potential to punch a hole in the opposing team is the better play strategy. Chip damage severely limits what Mega Mewtwo Y can do later on. For example, Mega Mewtwo Y is limited to firing off a few attacks at most against a potentially very healthy team if it gets poisoned. For this reason, it should be kept away from entry hazards and status-inducing moves if possible.

Team Options
========

Poison Heal Xerneas pairs extremely well with this Mega Mewtwo Y set, because in addition to offensively complementing it against foes it struggles to break like Shedinja and Chansey, it is also very difficult to wear down and can be hard switched into many defensive Pokemon, making progress against them without incurring any significant damage. Xerneas also can set up Spikes for Mega Mewtwo Y, which aids in it's its sweeping capabilities while preventing Shedinja from entering the battle to stop Mega Mewtwo Y. Lastly, Xerneas can also aid Mega Mewtwo Y by absorbing Knock Off and status moves, which both threaten Mega Mewtwo Y's longevity. In return, Mega Mewtwo Y can brute force its way through common Xerneas checks, like Ho-Oh. Other Fairy-types like Magearna, Mega Diancie, and Tapu Fini are also strong partners for similar reasons. Magearna can be worn down through by entry hazards and Pokemon like Primal Kyogre, but offers useful resistances such as those to Flying and Rock over Xerneas. Mega Diancie is a strong entry hazard setter that can cover the Pokemon Mega Mewtwo Y struggles against, typically running sets like Magic Guard or and Pixilate V-create when paired with it to OHKO Pokemon like RegenVest Registeel and Giratina. Its poor longevity works against it, however. Tapu Fini works differently from these other Pokemon due to its lower attacking stats limiting its ability to OHKO or 2HKO opposing Pokemon. However, it is extremely hard to wear down and can take advantage of more passive playstyles through moves like Taunt and Scald. Mega Beedrill can take care of Mega Mewtwo X and opposing Psychic-types, and is also able to force out Imposter users lacking Choice Scarf. Defensively checking Imposter users can be done with reasonably bulky Pokemon not weak to any of Mega Mewtwo Y's attacks. Examples include Arceus, Sturdy Shedinja, and Cresselia. That said, as long as Bolt Strike from Imposter is punishable and important Electric resists Electric-type resistances ("resists" should only be used as a verb) can be feasibly kept healthy, a dedicated Imposter-proofer is not always needed. Pursuit trappers like Mega Tyranitar can be used to handle Pokemon like Chansey (RC) and Cresselia (RC) and to chipping Giratina in KO range of Ice Beam. Mold Breaker Pursuit users like Mega Gengar can also help in with handling Shedinja.

[SET]
name: Magic Guard Attacker
move 1: Light of Ruin
move 2: Volt Tackle / Psystrike
move 3: Mind Blown / Precipice Blades / High Jump Kick
move 4: Moongeist Beam / Knock Off / Strength Sap
item: Life Orb
ability: Magic Guard
nature: Naive
evs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Light of Ruin OHKOes Mega Mewtwo X, KOes Dark-types like Yveltal and Mega Tyranitar after slight chip damage, and heavily damages Dragon-types like Giratina. Volt Tackle hits Flash Fire Celesteela, Ho-Oh, and Primal Kyogre for big damage, meaning they cannot switch into Light of Ruin and live tank the following hit. Psystrike is more powerful against other targets thanks to STAB and also KOes Mega Venusaur, but it misses out on Celesteela and isn't that much stronger than Light of Ruin. Mind Blown is Mega Mewtwo Y's strongest attack against Steel-types and can KO them from very high percentages, but misses out on Flash Fire variants of them. Precipice Blades provides great coverage against Steel-types, providing perfect coverage with Volt Tackle outside of Ferrothorn. It also hits Red Orb Groudon for big damage. High Jump Kick hits Normal-types like Regigigas, Chansey, and Arceus, but misses out on Dusk Mane Necrozma Necrozma-DM, Aegislash, and Solgaleo. Moongeist Beam takes out Sturdy Shedinja and opposing Psychic-types like Cresselia (RC) and deters Imposter users from switching in. Knock Off removes Fur Coat Chansey's Eviolite, Shedinja's Protective Pads, and Assault Vest from Giratina and Zygarde, opening them up for both Mega Mewtwo Y and its teammates. It's also good at deterring opposing (unnecessary) Imposter Chansey from switching in. Strength Sap gives Mega Mewtwo Y some extra longevity, but hinders its wallbreaking potential and requires a dedicated Imposter-proofer to block it.

Set Details
========

Magic Guard offers several benefits for Mega Mewtwo Y. It allows for the unrestricted use of high-powered attacks like Light of Ruin, Mind Blown, Volt Tackle, and High Jump Kick. It also protects Mega Mewtwo Y from chip damage through entry hazards, status, and its Life Orb. Life Orb has no drawbacks and helps Mega Mewtwo Y get KOs it would otherwise miss. This set uses a Naive nature to stave off chip damage through from U-turn, Spectral Thief, and trapping moves. Imposter can be hit for big damage through Light of Ruin or Moongeist Beam, while opposing special moves like Primal Kyogre's Revelation Dance deal underwhelming damage anyway.

Usage Tips
========

Unlike the Sheer Force set, (don't cross-reference sets) This Mega Mewtwo Y set works better best as an early- and mid-game wallbreaker to constantly push forward and force the opponent to find an often unreliable (moved; subjective change) answer to it, (AC) which will often be unreliable. This set is much less restricted in its coverage moves than Sheer Force, so bluffing options you don't have can help Mega Mewtwo Y make progress. For example, Mega Mewtwo Y can bluff Psystrike to deter an opposing Mega Venusaur from coming in, even if it would actually be walled by Mega Venusaur. Additionally, many teams are simply unprepared for this set and take a big punish are harshly punished every time it comes in. If this is true, your gameplan should revolve around finding opportunities for Mega Mewtwo Y to come in. Pokemon like Mega Mewtwo X can be extremely limited in what they can do if Mega Mewtwo Y immediately puts them into at a disadvantageous state. Be wary of lures like Prankster Destiny Bond if Mega Mewtwo Y has the potential to get more than a one-for-one trade. Mega Mewtwo Y can be hard switched in on into Pokemon that are forced to recover (RC) or brought in through double switches or even on weaker attacks. It should typically be brought in only (or remove "typically") on a Pokemon in KO range (RC) or against one that takes big damage and cannot retaliate, like more defensive sets of Celesteela, Zygarde-C, and Fur Coat Chansey sets. Beware of ability suppression through Core Enforcer, Worry Seed, and similar moves, as they it will cause Mega Mewtwo Y to take recoil damage. If you have momentum during the battle, switching out Mega Mewtwo Y if you predict your opponent to be intimidated by it can extend your advantageous state and give you more progress than you could otherwise get. For example, hard switching to a 3 attacks Poison Heal Xerneas against into a Giratina that is in Light of Ruin KO range can catch an opponent trying to preserve resources. (remove line break) Be wary against Pokemon such as Zygarde-C and Poison Heal Xerneas (RC) who that can threaten to paralyze Mega Mewtwo Y. While Mega Mewtwo Y may be able to beat them, in the long run the paralysis will usually be disastrous. Additionally, Mega Mewtwo Y's Life Orb is important and should be preserved if possible.

Team Options
========

Ice-types like Black Kyurem Kyurem-B and White Kyurem Kyurem-W synergize well with Mega Mewtwo Y, creating advantageous states by coming in on Pokemon like Giratina and Zygarde-Complete (RC) and pressing the existing advantage started by Mega Mewtwo Y it. These Pokemon are extremely dangerous given opportunities to come in and are also good at breaking down already weakened teams. Slow U-turn pivots are good at giving Mega Mewtwo Y opportunities to come in. RegenVest Zygarde-C, Magearna, and Sturdy Shedinja are good for this role. Poison Heal users can get initiative through coming in on walls that are sent out to face Mega Mewtwo Y, setting entry hazards, and forcing in certain Pokemon to counter them. Examples include Slaking, (AC) Regigigas, Arceus, Xerneas, and Primal Kyogre. Imposter can be beaten with different Pokemon depending on what moves are chosen. For example, variants lacking Precipice Blades can be Imposter-proofed by Primal Groudon, and variants lacking High Jump Kick can use be Imposter-proofed by Normal-types like Poison Heal or and Prankster Arceus. Imposter Pokemon like Chansey can also aid Mega Mewtwo Y in checking threats to Mega Mewtwo Y it while hard checking countering RegenVest Pokemon like Dialga and Cresselia.

[SET]
name: Poison Heal
move 1: Psystrike
move 2: Taunt
move 3: Moonblast / Ice Beam
move 4: Earth Power / Will-O-Wisp / Stealth Rock
item: Toxic Orb
ability: Poison Heal
nature: Timid
evs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Psystrike is the move the set is built around because unlike the other sets, (don't cross-reference sets) Poison Heal Mega Mewtwo Y doesn't have a boosting ability or item for its coverage moves. It is Mega Mewtwo Y's main method of threatening opposing Pokemon alongside coverage moves. Taunt shuts down lots of Pokemon, including most Prankster users, Poison Heal users that focus on setting entry hazards, passive Pokemon lacking Magic Bounce like Flash Fire and Fur Coat users, and even Shell Smash users like Mega Mewtwo X and Power Trip Dark-types. Moonblast wears down Dark-types and hits Giratina and Zygarde-Complete for more damage than Psystrike. Mega Mewtwo Y cannot break these Pokemon without prior damage, but with this move it does not cede momentum to them. Additionally, Mega Mewtwo Y has a good chance of neutering Imposter users through Special Attack drops if it is healthy. Ice Beam gives up the Dark-type matchup against Dark-types, bar Yveltal, in favor of almost OHKOing Zygarde-Complete from full health and forcing out Rayquaza (i don't play bh, but wasn't this banned?) and Mega Garchomp. Earth Power 2HKOes Red Orb Groudon and vastly improves the matchup against Steel-types. Will-O-Wisp is incredible against the myriad Pokemon in the metagame that rely on physical attacks, like U-turn users, trappers, and physical attackers including Mega Mewtwo X, Kartana, and Mega Garchomp. The chip damage it provides can also be very helpful in limiting the opponent's initiative, as well as taking out Sturdy Shedinja. Stealth Rock allows Mega Mewtwo Y to act as an entry hazard setter. This cuts into its longevity (how does running rocks over ep/wisp cut into longevity?), but makes it very dangerous against unprepared teams that rely on entry hazard removers that lose to it. However, giving up the benefits of the other two options is a big commitment.

Set Details
========

Poison Heal alongside Toxic Orb turns Mega Mewtwo Y from a strong but frail all-out attacker (confusing; when i first skimmed over this, i thought you were saying this set was frail) into a disruptor that can be extremely hard to wear down. The constant recovery means that Mega Mewtwo Y can recover from even very low health given the opportunity, and the status immunity blocks several things that would shut down other Mega Mewtwo Y sets, especially paralysis. This Mega Mewtwo Y set uses a Timid nature because outspeeding Mega Gengar is extremely important (RC) and it has no drawbacks because the set uses no physical moves (unnecessary).

Usage Tips
========

This set can be dangerous to both offensive and defensive teams given the opportunity, so it should never be completely counted out on Team Preview. Against hyper offensive teams, fight for a situation where Mega Mewtwo Y can land Taunt against an opposing Shell Smash user. Work from this advantage and force them to trade away Pokemon to regain their momentum. Keep Mega Mewtwo Y alive afterwards if you can, because these teams typically rely on a Shell Smash sweeper to clean up late-game. Use option coverage like clicking Spectral Thief with a relatively useless Pokemon that doesn't live hits in order to prevent them from setting up with no real risk for you, so Mega Mewtwo Y will always be able to reset momentum and revenge kill. (i can't tell what this sentence is trying to say) In other matchups, Mega Mewtwo Y is typically best used to extend an already existing advantageous state instead of seizing it for itself (this is too abstract); the exception to this is against Mega Gengar teams (state why? ie. "as they typically rely on Mega Gengar to revenge kill Psychic-types"). The more weakened the opposing team is, the more dangerous Mega Mewtwo Y becomes. It can still make progress earlier on early-game, but should be used in combination with more powerful Pokemon during the attack this phase. Most solid teams will have Pokemon that match up poorly against Mega Mewtwo Y. In the likely situation that the opponent don't doesn't have a counter to it that completely shifts momentum to them in their favor, Mega Mewtwo Y can ruthlessly exploit these Pokemon when they are forced in, constantly making progress until the opposing team begins to crumble. Unless making progress with Mega Mewtwo Y is an unfeasible plan due to irremovable counters, status shutting it down before Toxic Orb activates, or other Pokemon being more necessary in a situation where a Pokemon has to be sacrificed, Mega Mewtwo Y's longevity should be used to its advantage. Try to keep it healthy, because its HP is very important in determining what it can beat. Mega Mewtwo Y is near worthless if its Toxic Orb can't activate because of opposing status moves or Knock Off. Be wary of these before bringing it in for the first time. Getting in Mega Mewtwo Y in through U-turn, double switching, or hard switching out of Imposter is always safer than leading with it or revenge killing a Pokemon outside of KO range. Mega Mewtwo Y appreciates being brought in by slow pivoters such as Zygarde-C and Shedinja in order to gain back HP.

Team Options
========

Imposter Chansey is an incredible partner for this set, because in addition to scouting out opposing Pokemon to determine which ones are bait for Mega Mewtwo Y and forming a powerful offense-breaking anti-offense core with it, it can also shut down the initiative of teams that use RegenVest Pokemon. RegenVest users like Registeel, Magearna, and Yveltal are incredibly annoying for Mega Mewtwo Y because they are very difficult to chip, can recover through in spite of Taunt, and take reduced damage from all attacks except Psystrike, so having a counter to them is very useful to prevent a one-sided matchup. Dedicated entry hazard removers like Magic Bounce users and -ate Rapid Spin on Pokemon like Magearna, Zygarde-Complete, Ho-Oh, and Xerneas can potentially gain initiative through their lack of passivity, form a decent offensive or supportive core with Mega Mewtwo Y, and block entry hazards, preventing opponents from restricting Mega Mewtwo Y's movement. These Pokemon can also cover Imposter users when Mega Mewtwo Y is using Will-O-Wisp or Stealth Rock. Sturdy Shedinja also synergizes well with Imposter and entry hazard removers, and allows for more flexible and unpredictable play with Mega Mewtwo Y thanks to its pivoting abilities. It can also assist in breaking down opposing teams and Imposter-proof Earth Power variants of Mega Mewtwo Y. Wallbreakers that have a good matchup against Giratina are great at helping Mega Mewtwo Y make progress in the game. These typically come in the form of Pixilate and Refrigerate users like Mega Diancie, Black Kyurem Kyurem-B, Xerneas, Mega Mewtwo X, and White Kyurem Kyurem-W, but other options are also viable. For example, Mega Mewtwo Y can pair up with Poison Heal Xerneas to form a formidable double Poison Heal core. Knock Off support is a big help for Mega Mewtwo Y primarily due to removing Assault Vest removal and limiting opposing Sturdy Shedinja. Try to fit this move somewhere on the team on a Pokemon that draws in these things threats. The aforementioned Poison Heal Xerneas (RC) or and even Pixilate Mega Diancie (RC) can use this option viably.

[STRATEGY COMMENTS]
Other Options
=============

Choice Specs Mega Mewtwo Y with Adaptability or Tinted Lens is great at breaking holes in opposing teams, but it suffers from Psycho Boost instantly giving up momentum with the Special Attack drop, its STAB coverage being mediocre and having an immunity, and Imposter users being able to switch in multiple times. Setup moves on Mega Mewtwo Y like Tail Glow, Shell Smash, and Quiver Dance are viable, but Mega Mewtwo Y loses to Prankster Haze and any turns used setting up are typically better suited to attacking. No Guard Mega Mewtwo Y with moves like Zap Cannon, Blizzard, Magma Storm, Inferno, Sing, and Focus Blast is a powerful disruptor that can even force in and status Imposter, but it can typically only come in once due to its low power alongside its lack of recovery. Also, it gets is hard countered by Poison Heal Xerneas. Sheer Force Mega Mewtwo Y can use sets not intended to break the entire metagame but instead cover a specific set of Pokemon without letting in dangerous foes. Such sets are extremely customizable and use moves like entry hazards, Seed Flare, Sludge Wave, Shadow Ball, and Knock Off alongside the already listed moves. These sets are Imposter-proofed very easily and almost never seen coming, but they can be rendered useless if the opponent knows what they do. Focus Sash can be used on Magic Guard Mega Mewtwo Y to provide an emergency check to opposing sweepers on an offensive team. This set typically uses Photon Geyser in order to not lose to Shedinja, because without a Life Orb, (AC) Psystrike fails to break its intended targets. This set is relatively weak and usually more utility-focused, (AC) but can be worth it on specific teams. Similarly, Dazzling Mega Mewtwo Y is easily countered and worn down but (moved; talk about cons last) can be used as a lure for priority users (RC) and potentially get a KOs on a defensive Pokemon with Z-Moves. However, this Pokemon is very unreliable set is easily countered and worn down and other Dazzling users like Mega Mewtwo X and Mega Gengar are typically better.

Checks and Counters
===================

**Imposter**: Imposter Chansey can't hope to invalidate Mega Mewtwo Y over a longer game if it isn't allowed to recover, but in the short term, (AC) it can completely stop all Mega Mewtwo Y variants except Poison Heal and the rare No Guard, and if allowed to recover through Shed Shell or careless Imposter-proofing, it can force the Mega Mewtwo Y user into easily exploitable aggressive plays.

**Normal-types**: Normal-types like Poison Heal Regigigas, Slaking, and Arceus, and Normalize Normal-types (RC) can check Mega Mewtwo Y relatively well. They cannot be OHKOed by any move bar Sheer Force Focus Blast, and they OHKO Mega Mewtwo Y in return with +1 Facade or Normalize V-create.

**Sturdy Shedinja**: Sturdy Shedinja can wall several Mega Mewtwo Y sets including Sheer Force, Magic Guard lacking Moongeist Beam, and Poison Heal lacking Will-O-Wisp, with Knock Off + Magic Guard and Stealth Rock + Poison Heal being more neutral matchups. All Mega Mewtwo Y teams need solid counterplay to this Pokemon.

**Pivoting**: Teams that use slow pivoting can deny Mega Mewtwo Y opportunities to come in and do incredibly well against bulkier teams that rely on Mega Mewtwo Y to make progress. Mega Mewtwo Y teams must use secondary proactive Pokemon like Poison Heal users to not lose to these teams. Fast pivots like Mega Beedrill and Pheromosa deserve a mention too; while they are unable to switch in, they can take advantage of Mega Mewtwo Y being in by threatening to OHKO it while potentially gaining momentum through U-turn.

**Fast Attacks**: Mega Mewtwo Y is naturally frail and thus unable to stand up to both priority -ate ability users like Mega Diancie and Kyurem-B, as well as naturally faster threats (RC) like Mega Beedrill, Pheromosa, Deoxys-A, and Choice Scarf users.

**Pursuit**: Pursuit from Pokemon like Mega Tyranitar, RegenVest Yveltal, and Normalize Regigigas severely threatens Mega Mewtwo Y, either KOing it or heavily chipping away at Mega Mewtwo Y's its health.

**Bulky Walls**: Pokemon like Cresselia and Fur Coat Chansey are not threatened by Mega Mewtwo Y's coverage options, and thus will pester Mega Mewtwo Y or force it out.

**Status**: Paralysis from Pokemon like Registeel and Mega Audino and burn from Pokemon like Giratina, Kyogre, and Ho-Oh can shut down the offensive capabilities of Mega Mewtwo Y, essentially removing it as a notable factor in a the game.

[CREDITS]
- Written by: [[Gurpreet Patel (Sent you a Friend Request), 233142]]
- Quality checked by: [[a loser, 410702], [Chessking345, 355040]]
- Grammar checked by: [[, ], [, ]]
 

cityscapes

Take care of yourself.
is a Tiering Contributoris a Community Contributor Alumnus
thanks for the check bigtalk implemented. 2 notes:

1) just for clarification, mega rayquaza is banned but base form ray is allowed and sees some use
2) i didn't get responses on the below so i'd like to clear it up here
anime mashup connoisseurLast Friday at 11:19 PM
what do u guys think about "advantage states" vs "advantageous states"
i feel like for the latter id just go with "advantageous game states" to clarify that this is a game state we are talking about
but im not sure how you can justify game state but not advantage state
 

bigtalk

Banned deucer.
2) i didn't get responses on the below so i'd like to clear it up here
anime mashup connoisseurLast Friday at 11:19 PM
what do u guys think about "advantage states" vs "advantageous states"
i feel like for the latter id just go with "advantageous game states" to clarify that this is a game state we are talking about
but im not sure how you can justify game state but not advantage state
I believe the reason "advantageous state" is better than "advantage state" is because there's no need to use an attributive noun if there's an adjective that already does the job. For example, you'd say "European people" and not "Europe people." "game state" is OK because there's not an adjective I know of that describes "of/belonging to a game."
 
GP 2/2
[OVERVIEW]

Mega Mewtwo Y excels at breaking through defensive and offensive Pokemon alike thanks to its amazing mixed attacking stats and near-unmatched Speed stat. Other offensive Pokemon like Mega Mewtwo X and Mega Gengar are outsped and OHKOed or severely damaged by its attacks, while defensive Pokemon like Zygarde-C, Primal Kyogre, and Celesteela can also be broken through or even OHKOed by some Mega Mewtwo Y sets. Mega Mewtwo Y also has decent bulk and is good at tanking even strong neutral hits, like Boomburst from Pixilate Mega Diancie and Z-Thousand Waves from Zygarde-C, and weaker special hits like Giratina's Core Enforcer do minor damage. That being said, Mega Mewtwo Y struggles due to its offensively poor Psychic typing, which is resisted by several common Pokemon in the metagame, such as Yveltal, Registeel, and Necrozma-DM. This prevents it from using STAB-boosted attacks and forces it to instead rely more on coverage moves to threaten teams, meaning that Mega Mewtwo Y will often not be hitting as hard as its stats may suggest compared to Pokemon like with better STAB types like Mega Gengar, Kartana, and Mega Garchomp that can break walls using their STAB moves. Mega Mewtwo Y's Psychic typing and reliance on coverage moves can also turn Imposter users into an annoyingly bulky hurdle for it in games, especially considering its good special bulk. Mega Mewtwo Y can also be chipped very easily, considering its weaknesses to common moves like U-turn, Spectral Thief, and Knock Off. Lastly, its physical bulk leaves something to be desired, succumbing to priority users like Mega Diance, naturally faster threats like Mega Beedrill, and bulky attackers like Regigigas.

[SET]
name: Sheer Force Attacker
move 1: Bolt Strike
move 2: Ice Beam / Moonblast
move 3: Earth Power / Focus Blast
move 4: Psychic / Stealth Rock
item: Life Orb
ability: Sheer Force
nature: Hasty / Naive
evs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Bolt Strike allows Mega Mewtwo Y to land OHKOs on popular Pokemon like Ho-Oh and Primal Kyogre while also hitting Imposter users and opposing Mega Mewtwo Y for good damage. Ice Beam and Moonblast complement Bolt Strike by hitting the Dragon-types that resist it, with Ice Beam used for OHKOing Zygarde-C and Moonblast for hitting Mega Mewtwo X for at least 90% of its health. Earth Power and Focus Blast are used to beat Steel-types. Earth Power is the more reliable option and doesn't leave Mega Mewtwo Y walled by any additional Pokemon outside of the uncommon and easily pressured Fur Coat Chansey. The extra damage from Focus Blast can be useful against Steel-types like Registeel, (comma) and it hits Arceus harder than Psychic, but it leaves Mega Mewtwo Y walled by Necrozma-DM, Aegislash, and Solgaleo, and its low accuracy can be a huge disadvantage, so Earth Power is usually the better option. Psychic is used in the last slot as a generally powerful attack to catch Pokemon not weak to Mega Mewtwo Y's other moves, like Mega Mewtwo X for Ice Beam variants, and Mega Audino and Arceus for Earth Power variants. Stealth Rock can punish switches and give the team good Shedinja counterplay, but makes Imposter-proofing a pain due to the general passivity of Magic Bounce users. Blue Flare can be run in order to smash non-Flash Fire Steel-type Pokemon like Registeel. Tail Glow can also be run instead of Bolt Strike in order to turn Mega Mewtwo Y into a late-game sweeper, boosting its Special Attack to disgustingly high levels.

Set Details
========

A Hasty nature improves Mega Mewtwo Y's matchup against special attacks like Triage Oblivion Wing from Yveltal while also increasing the amount of damage Imposter takes from Bolt Strike. However, Naive is also an option if Imposter users are sufficiently covered and Mega Mewtwo Y is intended to be used early-game, as it slightly lowers the amount of chip damage Mega Mewtwo Y will take from common physical attacks like U-turn and Anchor Shot. Life Orb and Sheer Force make for a great combination, offering a 1.69x boost on all moves with secondary effects without any drawbacks.

Usage Tips
========

Mega Mewtwo Y will likely have several opportunities to come in, and in many matchups, your gameplan will revolve around bringing it in at the right times. There is always a cost to bringing Mega Mewtwo Y in, so it shouldn't be brought into play unless there is sufficient reason to do so. For example, if Mega Mewtwo Y threatens an annoying Pokemon that your team doesn't have stable counterplay to, it should be brought in on a sooner opportunity if possible. But if If there are opposing Pokemon that can completely shut Mega Mewtwo Y down, like Shedinja and Imposter users that are hard to punish, then it should not be brought out at all unless these Pokemon have been taken care of, or as part of a bluff to escape a dangerous situation. Mega Mewtwo Y is a viable win condition and bringing it in to clean up after important Pokemon have been weakened or KOed is a good plan in many matchups, but in some situations, trading its late-game potential to punch a hole in the opposing team is the better strategy. Chip damage severely limits what Mega Mewtwo Y can do later on. For example, Mega Mewtwo Y is limited to firing off a few attacks at most against a potentially very healthy team if it gets poisoned. For this reason, it should be kept away from entry hazards and status-inducing moves if possible.

Team Options
========

Poison Heal Xerneas pairs extremely well with this Mega Mewtwo Y set, because in addition to offensively complementing it against foes it struggles to break beat like Shedinja and Chansey, it is also very difficult to wear down and can be hard directly switched into many defensive Pokemon, making progress against them without incurring any significant damage. Xerneas also can set up Spikes for Mega Mewtwo Y, which aids in its sweeping capabilities while preventing Shedinja from entering the battle to stop Mega Mewtwo Y. Lastly, Xerneas can also aid Mega Mewtwo Y by absorbing Knock Off and status moves, which both threaten Mega Mewtwo Y's longevity. In return, Mega Mewtwo Y can brute force its way through common Xerneas checks, (comma) like Ho-Oh. Other Fairy-types like Magearna, Mega Diancie, and Tapu Fini are also strong partners for similar reasons. Magearna can be worn down by entry hazards and Pokemon like Primal Kyogre, but offers resistances to common types such as Flying and Rock over Xerneas. Mega Diancie is a strong entry hazard setter that can cover the Pokemon Mega Mewtwo Y struggles against, typically running sets like Magic Guard and Pixilate V-create when paired with it to OHKO Pokemon like RegenVest Registeel and Giratina. Its poor longevity works against it, however. Tapu Fini works differently from these other Pokemon due to its lower attacking stats limiting its ability to OHKO or 2HKO opposing Pokemon. However, it is extremely hard to wear down and can take advantage of more passive playstyles through moves like Taunt and Scald. Mega Beedrill can take care of Mega Mewtwo X and opposing other Psychic-types, and is also able to force out Imposter users lacking Choice Scarf. Defensively checking Imposter users can be done with reasonably bulky Pokemon not weak to any of Mega Mewtwo Y's attacks. Examples include Arceus, Sturdy Shedinja, and Cresselia. That said, as long as Bolt Strike from Imposter is punishable and important Electric-type resistances can be feasibly kept healthy, a dedicated Imposter-proofer is not always needed. Pursuit trappers like Mega Tyranitar can be used to handle Pokemon like Chansey and Cresselia and to chip Giratina into KO range of Ice Beam. Mold Breaker Pursuit users like Mega Gengar can also help with handling Shedinja.

[SET]
name: Magic Guard Attacker
move 1: Light of Ruin
move 2: Volt Tackle / Psystrike
move 3: Mind Blown / Precipice Blades / High Jump Kick
move 4: Moongeist Beam / Knock Off / Strength Sap
item: Life Orb
ability: Magic Guard
nature: Naive
evs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Light of Ruin OHKOes Mega Mewtwo X, KOes Dark-types like Yveltal and Mega Tyranitar after slight chip damage, and heavily damages Dragon-types like Giratina. Volt Tackle hits Flash Fire Celesteela, Ho-Oh, and Primal Kyogre for big damage, meaning they cannot switch into Light of Ruin and tank the following hit. Psystrike is more powerful against other targets thanks to STAB and also KOes Mega Venusaur, but it misses out on Celesteela and isn't that much stronger than Light of Ruin. Mind Blown is Mega Mewtwo Y's strongest attack against Steel-types and can KO them from very high percentages HP, but misses out on Flash Fire Steel-types. Precipice Blades provides great coverage against Steel-types, (comma) providing and perfect coverage with Volt Tackle outside of Ferrothorn. It also hits Red Orb Groudon for big damage. High Jump Kick hits Normal-types like Regigigas, Chansey, and Arceus, but misses out on Necrozma-DM, Aegislash, and Solgaleo. Moongeist Beam takes out Sturdy Shedinja and opposing Psychic-types like Cresselia and does lots of damage to Imposter users on the switch. Knock Off removes Fur Coat Chansey's Eviolite, Shedinja's Protective Pads, and Assault Vest from Giratina and Zygarde-C, opening them up for both Mega Mewtwo Y and its teammates. It's also good at deterring Imposter Chansey from switching in. Strength Sap gives Mega Mewtwo Y some extra longevity, but hinders its wallbreaking potential and requires a dedicated Imposter-proofer to block it.

Set Details
========

Magic Guard offers several benefits for Mega Mewtwo Y. It allows for the unrestricted use of high-powered powerful attacks like Light of Ruin, Mind Blown, Volt Tackle, and High Jump Kick. It also protects Mega Mewtwo Y from chip damage through entry hazards, status, and Life Orb. Life Orb has no drawbacks and helps Mega Mewtwo Y get KOs it would otherwise miss. This set uses a Naive nature to stave off chip damage from U-turn, Spectral Thief, and trapping moves. Imposter can be hit for big damage through Light of Ruin or Moongeist Beam, while opposing special moves like Primal Kyogre's Revelation Dance deal underwhelming damage anyway.

Usage Tips
========

This Mega Mewtwo Y set works best as an early- and mid-game wallbreaker to constantly push forward and force the opponent to find a solid answer to it, which they may not have. This set is much less restricted in its coverage moves, so bluffing options you don't have can help Mega Mewtwo Y make progress. For example, Mega Mewtwo Y can bluff Psystrike to deter an opposing Mega Venusaur from coming in, even if it would actually be walled by Mega Venusaur. Additionally, many teams are simply unprepared for this set and are harshly punished every time it comes in. If this is true, your gameplan should revolve around finding opportunities for Mega Mewtwo Y to come in. Pokemon like Mega Mewtwo X can be extremely limited in what they can do if Mega Mewtwo Y immediately puts them into a disadvantageous position. Be wary of lures like Prankster Destiny Bond if Mega Mewtwo Y has the potential to get more than a one-for-one trade. Mega Mewtwo Y can be hard directly switched into weak attacks and Pokemon that are forced to recover or brought in through double switches or even on weaker attacks. It should typically be brought in on a Pokemon in KO range, or against one that takes big damage and cannot retaliate like more defensive sets of Celesteela, Zygarde-C, and Fur Coat Chansey. Beware of ability suppression through Core Enforcer, Worry Seed, and similar moves, as it will cause Mega Mewtwo Y to take recoil damage. If you have momentum during the battle, switching out Mega Mewtwo Y if you predict your opponent to be intimidated by it can extend your advantageous position and give you more progress than you could otherwise get. For example, hard directly switching a 3 attacks Poison Heal Xerneas into a Giratina that is in Light of Ruin KO range can catch an opponent trying to preserve resources. Be wary against Pokemon such as Zygarde-C and Poison Heal Xerneas, that which can threaten to paralyze Mega Mewtwo Y. While Mega Mewtwo Y may be able to beat them, in the long run the paralysis will usually be disastrous in the long run. Additionally, Mega Mewtwo Y's Life Orb is important and should be preserved if possible.

Team Options
========

Ice-types like Kyurem-B and Kyurem-W synergize well with Mega Mewtwo Y, creating advantageous game states by coming in on Pokemon like Giratina and Zygarde-C, and pressing the existing advantage started by Mega Mewtwo Y. These Pokemon are extremely dangerous given opportunities to come in and are also good at breaking down already weakened teams. Slow U-turn pivots are good at giving Mega Mewtwo Y opportunities to come in. RegenVest Zygarde-C, Magearna, and Sturdy Shedinja are good for this role. Poison Heal users can get initiative through coming in on walls that are sent out to face Mega Mewtwo Y, setting entry hazards, and forcing in certain Pokemon to counter them. Examples include Slaking, Regigigas, Arceus, Xerneas, and Primal Kyogre. Imposter can be beaten with different Pokemon depending on what moves are chosen. For example, variants lacking Precipice Blades can be Imposter-proofed by Primal Groudon, and variants lacking High Jump Kick can be Imposter-proofed by Normal-types like Poison Heal and Prankster Arceus. Imposter Pokemon like Chansey can also aid Mega Mewtwo Y by checking threats to it while countering RegenVest Pokemon like Dialga and Cresselia. (per)

[SET]
name: Poison Heal
move 1: Psystrike
move 2: Taunt
move 3: Moonblast / Ice Beam
move 4: Earth Power / Will-O-Wisp / Stealth Rock
item: Toxic Orb
ability: Poison Heal
nature: Timid
evs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Psystrike is the move the set is built around because Poison Heal Mega Mewtwo Y doesn't have a boosting ability or item for its coverage moves. It is Mega Mewtwo Y's main method of threatening opposing Pokemon alongside coverage moves. Taunt shuts down lots of Pokemon, including most Prankster users, Poison Heal users that focus on setting entry hazards, passive Pokemon lacking Magic Bounce like Flash Fire and Fur Coat users, and even Shell Smash users like Mega Mewtwo X and Power Trip Dark-types. Moonblast wears down Dark-types and hits Giratina and Zygarde-C for more damage than Psystrike. Mega Mewtwo Y cannot break beat these Pokemon without prior damage, but with this move Moonblast it does not cede momentum to them. Additionally, Mega Mewtwo Y has a good chance of neutering Imposter users through Special Attack drops if it is healthy. Ice Beam gives up the matchup against Dark-types, bar Yveltal, in favor of almost OHKOing Zygarde-C from full health and forcing out Rayquaza and Mega Garchomp. Earth Power 2HKOes Red Orb Groudon and vastly improves the matchups against Steel-types. Will-O-Wisp is incredible against the myriad Pokemon in the metagame that rely on physical attacks, like U-turn users, trappers, and physical attackers including Mega Mewtwo X, Kartana, and Mega Garchomp. The chip damage it provides can also be very helpful in limiting the opponent's initiative, (comma) as well as taking out Sturdy Shedinja. Stealth Rock allows Mega Mewtwo Y to act as an entry hazard setter. This cuts into the amount of Pokemon it can check, but makes it very dangerous against unprepared teams that rely on entry hazard removers that lose to it. However, giving up the benefits of the other two options is a big commitment.

Set Details
========

Poison Heal alongside Toxic Orb turns Mega Mewtwo Y into a disruptor that can be extremely hard to wear down. The constant recovery means that Mega Mewtwo Y can recover from even very low health given the opportunity, and the status immunity blocks several things that would shut down other Mega Mewtwo Y sets, especially paralysis. This Mega Mewtwo Y set uses a Timid nature because outspeeding Mega Gengar is extremely important.

Usage Tips
========

This set can be dangerous to both offensive and defensive teams given the opportunity, so it should never be completely counted out on team preview. Against hyper offensive teams, fight for a situation where Mega Mewtwo Y can land Taunt against an opposing on a Shell Smash user. Work from this advantage and force them to trade away Pokemon to regain their momentum. Keep Mega Mewtwo Y alive intact afterwards if you can, because these teams typically rely on a Shell Smash sweeper to clean up late-game. Sacrifice Pokemon that are less useful in the matchup to allow Mega Mewtwo Y more chances to come in and prevent opposing Pokemon from setting up. In other matchups, Mega Mewtwo Y is typically best used to extend an already existing advantageous game state instead of seizing it for itself; the exception to this is against Pokemon that get OHKOed by Mega Mewtwo Y like Mega Gengar. The more weakened the opposing team is, the more dangerous Mega Mewtwo Y becomes. It can still make progress early-game, but should be used in combination with more powerful Pokemon during this phase. Most solid teams will have Pokemon that match up poorly against Mega Mewtwo Y. In the likely situation that the opponent doesn't have a counter to it that completely shifts momentum in their favor, Mega Mewtwo Y can ruthlessly exploit these Pokemon when they are forced in, constantly making progress until the opposing team begins to crumble. Unless making progress with Mega Mewtwo Y is an unfeasible plan due to irremovable counters, status shutting it down before Toxic Orb activates, or other Pokemon being more necessary in a situation where a Pokemon has to be sacrificed, Mega Mewtwo Y's longevity should be used to its advantage. Try to keep it healthy, because its HP is very important in determining what it can beat. Mega Mewtwo Y is near worthless if its Toxic Orb can't activate because of opposing status moves or Knock Off. Be wary of these before bringing it in for the first time. Getting in Mega Mewtwo Y in through U-turn, double switching, or hard switching out of Imposter is always safer than leading with it or revenge killing a Pokemon outside of KO range. Mega Mewtwo Y appreciates being brought in by slow pivots such as Zygarde-C and Shedinja in order to gain back HP.

Team Options
========

Imposter Chansey is an incredible partner for this set, because in addition to scouting out opposing Pokemon foes to determine which ones are bait for Mega Mewtwo Y and forming a powerful anti-offense core with it, it can also shut down the initiative of teams that use RegenVest Pokemon. RegenVest users like Registeel, Magearna, and Yveltal are incredibly annoying for Mega Mewtwo Y because they are very difficult to chip, can recover in spite of Taunt, and take reduced damage from all attacks except Psystrike, so having a counter to them is very useful to prevent a one-sided matchup. Dedicated entry hazard removers like Magic Bounce users and -ate Rapid Spin on Pokemon like Magearna, Zygarde-C, Ho-Oh, and Xerneas can potentially gain initiative through their lack of passivity, form a decent offensive/ and supportive core with Mega Mewtwo Y, and block hazards, preventing opponents from restricting Mega Mewtwo Y's movement. These Pokemon can also cover Imposter users when Mega Mewtwo Y is using Will-O-Wisp or Stealth Rock. Sturdy Shedinja also synergizes well with Imposter and entry hazard removers, and allows for more flexible and unpredictable play with Mega Mewtwo Y thanks to its pivoting abilities. It can also assist in breaking down opposing teams and Imposter-proof Earth Power variants of Mega Mewtwo Y. Wallbreakers that have a good matchup against Giratina are great at helping Mega Mewtwo Y make progress in the game. These typically come in the form of Pixilate and Refrigerate users like Mega Diancie, Kyurem-B, Xerneas, Mega Mewtwo X, and Kyurem-W, but other options are also viable. For example, Mega Mewtwo Y can pair up with Poison Heal Xerneas to form a formidable double Poison Heal core. Knock Off support is a big help for Mega Mewtwo Y primarily due to removing Assault Vest and limiting opposing Sturdy Shedinja. Try to fit this move somewhere on the team on a Pokemon that draws in these threats. The aforementioned Poison Heal Xerneas or even Pixilate Mega Diancie can use this option viably.

[STRATEGY COMMENTS]
Other Options
=============

Choice Specs Mega Mewtwo Y with Adaptability or Tinted Lens is great at breaking holes in opposing teams, but it suffers from Psycho Boost instantly giving up momentum with the Special Attack drop, its STAB coverage being mediocre and having an immunity, and Imposter users being able to switch in multiple times. Setup moves on Mega Mewtwo Y like Tail Glow, Shell Smash, and Quiver Dance are viable, but Mega Mewtwo Y loses to Prankster Haze and any turns used setting up are typically better suited to attacking. No Guard Mega Mewtwo Y with moves like Zap Cannon, Blizzard, Magma Storm, Inferno, Sing, and Focus Blast is a powerful disruptor that can even force in and status Imposter, but it can typically only come in once due to its low power alongside its and lack of recovery. Also, it is hard countered by Poison Heal Xerneas. Sheer Force Mega Mewtwo Y can use sets not intended to break KO the entire metagame but instead cover a specific set of Pokemon without letting in dangerous foes. Such sets are extremely customizable and use moves like entry hazards, Seed Flare, Sludge Wave, Shadow Ball, and Knock Off alongside the already listed moves. These sets are Imposter-proofed very easily and almost never seen coming, but they can be rendered useless if the opponent knows what they do. Focus Sash can be used on Magic Guard Mega Mewtwo Y to provide an emergency check to opposing sweepers on an offensive team. This set typically uses Photon Geyser in order to not lose to Shedinja, because without a Life Orb, Psystrike fails to break beat its intended targets. This set is relatively weak and usually more utility-focused, but can be worth it on specific teams. Similarly, Dazzling Mega Mewtwo Y can be used as a lure for priority users, and potentially get a KO on a defensive Pokemon with Z-Moves. However, this set is easily countered and worn down and other Dazzling users like Mega Mewtwo X and Mega Gengar are typically better.

Checks and Counters
===================

**Imposter**: Imposter Chansey can't hope to invalidate Mega Mewtwo Y over a longer game if it isn't allowed to recover, but in the short term it can completely stop all Mega Mewtwo Y variants except Poison Heal and the rare No Guard in the short term, and if allowed to recover through Shed Shell or careless Imposter-proofing, it can force the Mega Mewtwo Y user into easily exploitable aggressive play.

**Normal-types**: Normal-types like Poison Heal Regigigas, Slaking, Arceus, and Normalize Normal-types can check Mega Mewtwo Y relatively well. They cannot be OHKOed by any move bar Sheer Force Focus Blast, and they OHKO Mega Mewtwo Y in return with +1 Facade or Normalize V-create.

**Sturdy Shedinja**: Sturdy Shedinja can wall several Mega Mewtwo Y sets, (comma) including Sheer Force, Magic Guard lacking Moongeist Beam, and Poison Heal lacking Will-O-Wisp, with Knock Off Magic Guard and Stealth Rock Poison Heal being more neutral matchups. All Mega Mewtwo Y teams need solid counterplay to this Pokemon.

**Pivoting**: Teams that use slow pivoting can deny Mega Mewtwo Y opportunities to come in and do incredibly well against bulkier teams that rely on Mega Mewtwo Y to make progress. Mega Mewtwo Y teams must use secondary proactive Pokemon like Poison Heal users to not lose to these teams. Fast pivots like Mega Beedrill and Pheromosa deserve a mention too; while they are unable to switch in, they can take advantage of Mega Mewtwo Y being in by threatening to OHKO it while potentially gaining momentum through U-turn.

**Fast Attacks**: Mega Mewtwo Y is naturally frail and thus unable to stand up to both priority -ate ability users like Mega Diancie and Kyurem-B, (comma) as well as naturally faster threats, (comma) like Mega Beedrill, Pheromosa, Deoxys-A, and Choice Scarf users.

**Pursuit**: Pursuit from Pokemon like Mega Tyranitar, RegenVest Yveltal, and Normalize Regigigas severely threatens Mega Mewtwo Y, either KOing it or heavily chipping away at its health.

**Bulky Walls**: Pokemon like Cresselia and Fur Coat Chansey are not threatened by Mega Mewtwo Y's coverage options, and thus will pester Mega Mewtwo Y or force it out.

**Status**: Paralysis from Pokemon like Registeel and Mega Audino and burns from Pokemon like Giratina, Kyogre, and Ho-Oh can shut down the offensive capabilities of Mega Mewtwo Y, essentially removing it as a notable factor in the game.

[CREDITS]
- Written by: [[Gurpreet Patel (Sent you a Friend Request), 233142]]
- Quality checked by: [[a loser, 410702], [Chessking345, 355040]]
- Grammar checked by: [[, ], [, ]]
 

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