Gen 1 Mewtwo (Ubers) [QC 2/2] [GP 2/2]

Plague von Karma

Banned deucer.
[Overview]

Feast your eyes on the most destructive Pokemon in any tier in history. Not one stat Mewtwo has can be called bad or even average, including the highest Special in the game and a tie with Aerodactyl and Jolteon for second-highest Speed. It's not just an offensive juggernaut: Mewtwo's bulk is absolutely titanic, stomaching even blows from the mighty Snorlax and Tauros. Its Psychic typing comes into this as well, giving it effectively no type-based weaknesses to exploit. Because of these qualities, taking Mewtwo down often requires a concentrated effort from multiple Pokemon. As if that wasn't enough, it has a plethora of fantastic moves, such as Amnesia, Recover, STAB Psychic, Self-Destruct, and more. If given even a single turn of breathing room, Mewtwo can immediately take over a game. There is no true way to defeat Mewtwo head-on other than sending in your own, statusing it, or getting plain lucky. Thus, many RBY Ubers games are decided by a Mewtwo mirror match. Mewtwo was designed to be the world's strongest Pokemon, and Game Freak certainly succeeded: Mewtwo has zero inarguable flaws and is an automatic pick on any RBY Ubers team that aims to win.

Mewtwo's only arguable flaws stem from it being quite literally too powerful for a Game Boy to process. A maximum DV and EV Mewtwo can end up overflowing its Special if it's boosted to +4 or higher and subsequently sustains a Special drop, minimizing its Special and leaving it effortless to KO. Similarly, Mewtwo's Speed gives it a very high critical hit rate—25.39%—which, combined with the fact that critical hits ignore the attacker's offensive boosts, means that +3 or higher Mewtwo will sometimes deal less damage than expected. Finally, while Mewtwo is incredible, it will always have some check it has trouble beating outside of brute force, as it often only has two moveslots available after Amnesia and Recover. However, brute force remains a fine option in a tight spot because Mewtwo is an utter juggernaut.

[SET]
name: Standard
move 1: Amnesia
move 2: Psychic / Thunderbolt / Submission
move 3: Thunderbolt / Ice Beam
move 4: Recover

[SET COMMENTS]
Set Description
=========

Mewtwo's defining set makes full use of the incredible Amnesia. With its astronomical Special, Amnesia leaves it almost impossible to switch into until it's scouted and just as hard to KO with special moves. A Mewtwo boosted up to the maximum of 999 Special can only fall to three or more critical hit special attacks. This tremendous bulk and Recover allow Mewtwo to stay healthy while hammering away. However, after these two mandatory moves, Mewtwo's coverage is impressive and has multiple viable options, making it a multifaceted threat able to plow through just about everything. The coverage options you choose will largely decide what your Mewtwo's primary role is.

Mewtwo's STAB Psychic is one of the scariest no-drawback moves in the game. A 33.2% chance to drop Special as an added bonus can allow Mewtwo to muscle through something like Light Screen Chansey. The Special drops can also be used to reapply the Speed drop from paralysis, allowing paralyzed Mewtwo to outspeed an opposing paralyzed Mewtwo or incapacitate it for something else to handle; because of this, a paralyzed Mewtwo isn't out of the game just yet. Finally, Psychic has a significant benefit in causing an opposing +4 Mewtwo's Special to overflow if it doesn't have a "SafeTwo" stat spread, which consists of 13 DVs and 8 EVs in Special to ensure it starts at 341. Unfortunately, with the bevy of Psychic-types in Ubers, Mewtwo's targets are often resistant and thus take Psychic decently before striking back. Common examples include Exeggutor, Slowbro, Mew, and opposing Mewtwo.

Slotting in Thunderbolt gives Mewtwo some unique coverage possibilities while bringing its PP up to 104. Mewtwo is now able to easily beat Slowbro; if both boost to the 999 cap, Mewtwo still 3HKOes with Thunderbolt, and that's to say nothing of its 25.39% chance to OHKO with a critical hit. Thunderbolt also gives Mewtwo access to paralysis. While the odds are slim, this can help Mewtwo and teammates immensely against opposing Mewtwo and Chansey. You're statistically likely to get at least one instance of paralysis from Thunderbolt's full PP, so it's fair to fish for it. On the downside, using it in the third moveslot means Mewtwo lets Exeggutor in for free, as it's only 3HKOed by a 999 Special Psychic from full HP; it can then use this opportunity to spread status or use Explosion. You also lose out on the potential to freeze by forgoing Ice Beam, which can really hurt against Chansey, Mew, and opposing Mewtwo. Also, paralyzed Mewtwo can inadvertently allow Rhydon a free switch should it use Thunderbolt or Recover, which puts it in a very difficult spot, as Rhydon can fish for Substitute on full paralysis and 3HKO with Earthquake from there.

Ice Beam slots in nicely alongside Psychic, and the biggest reason is the 10.1% freeze chance. While the coverage is nice to help deal with Exeggutor, Ice Beam's primary draw is to freeze opposing Mewtwo, or less ideally, one of its major checks, like Chansey. This can open up the entire game and oftentimes win it outright. However, Slowbro is able to soak up this set's hits and use Amnesia, Thunder Wave, and Rest to have a good chance to beat Mewtwo head-on. Additionally, while Starmie doesn't pose much of a threat offensively, it can also paralyze Mewtwo or attempt to freeze it; it can take at least one hit from a Mewtwo with this coverage boosted up to 999. Opponents must be careful though, as +4 Psychic will 2HKO Starmie. Another drawback to this set is the mere 96 total PP, which can often become crucial when battling against other Mewtwo and trying to break down Chansey. This makes freezing the wrong Pokemon possibly quite deadly, as opposing Mewtwo tend to win from there through PP stall. When using Psychic + Ice Beam, it's best to avoid paralyzing the opposing Mewtwo in favor of winning by PP stall or freezing it.

Even without a STAB option, Mewtwo still threatens the entire metagame with BoltBeam coverage. Instead of using its STAB Psychic, it can combine the coverage and benefits of Ice Beam and Thunderbolt while reaching 104 PP. While lacking Psychic means it no longer KOes the powerful and Self-Destruct-using Snorlax after some chip damage, the coverage allows Mewtwo to deal with almost everything else. It gains the advantage against both Slowbro and Exeggutor while bearing a 10.1% freeze chance for opposing Mewtwo, Mew, or Chansey. Since it handles almost the entire metagame besides these three Pokemon and Snorlax, it can blow the game wide open by freezing one of them. One drawback to this set is that, if your opponent has both Chansey and Mewtwo active, it will only be able to take out one while being walled by the other because of relying on a freeze. However, you can use Thunderbolt to attempt paralysis, meaning Mewtwo isn't completely shut down and can still help its team against these threats. Boosted up to 999, Mewtwo is able to OHKO Slowbro, Exeggutor, Tauros, and Starmie to name a few, making this combination a Swiss Army knife that is very difficult to deal with.

A unique option that Mewtwo can run is Submission. First, Submission holds a whopping 48 PP, bringing the total to 128 if using Ice Beam, or 136 if using Thunderbolt. This lets Mewtwo win PP wars against opposing Mewtwo consistently while having the advantage against Chansey. One must be careful of getting frozen though. Submission destroys Light Screen Chansey, one of Mewtwo's most common adversaries, without risking PP stall. Submission Mewtwo has an 86.7% chance to 2HKO, and with its high critical hit ratio it has a decent chance to OHKO. The primary drawback of this set is only running one special coverage option. Running Thunderbolt is the most common, as this allows Mewtwo to beat all of its most common checks, these being Chansey via Submission, Slowbro via Thunderbolt, and opposing Mewtwo via PP stall. However, this set struggles against Exeggutor and Rhydon, often allowing Explosion or status from the former and giving a free switch in to the latter. Ice Beam can be chosen over Thunderbolt to alleviate this, making the set weak to Slowbro but gaining the advantage against Exeggutor and Rhydon. Having a freeze chance is never bad either. Psychic, on the other hand, should not be chosen here; alongside Submission, it simply leaves Mewtwo vulnerable against too many common Psychic-types.

[SET]
name: BooM2 (Self-Destruct)
move 1: Amnesia
move 2: Recover / Thunder Wave
move 3: Thunderbolt
move 4: Self-Destruct

[SET COMMENTS]
Set Description
=========

By bluffing the standard set with Amnesia and your chosen coverage option, this Mewtwo can lure in the opposing Mewtwo, occasionally paralyze it with Thunder Wave, and then use Self-Destruct after some chip damage. Self-Destruct also comes with the bonus of beating set-up Slowbro, which is otherwise a common check to the set.

Self-Destruct will KO opposing Mewtwo from 52.2% minimum, which means two uses of +2 Thunderbolt will set it up. It's recommended to run Thunderbolt, as well as paralysis support, to make it harder for the opposing Mewtwo to heal its way out of Self-Destruct range with Recover. Other options tend to only make this set worse, as matching up worse against Slowbro usually forces Mewtwo to use Self-Destruct. The normally ubiquitous Recover can be dropped for Thunder Wave, which guarantees that Mewtwo can use Self-Destruct before the opposing one can heal out of KO range. Naturally, this also means Mewtwo itself should avoid getting paralyzed whenever possible, or it becomes very difficult to succeed.

This set carries inherent risks, as Self-Destruct is naturally inconsistent: it being absorbed by Gengar or Rhydon can be a game loss, and less common Mewtwo sets using Flash or even Barrier match up extremely well against it. However, it remains viable for the sheer reward the trade can provide. If supported by Seismic Toss Chansey, the set can be more consistent at securing trades, as two uses of Seismic Toss can also put opposing Mewtwo in KO range.

[SET]
name: Staller
move 1: Amnesia
move 2: Thunderbolt / Ice Beam / Psychic
move 3: Flash / Barrier
move 4: Recover
evs: 252 HP / 252 Atk / 252 Def / 8 SpA / 252 SpD / 252 Spe
ivs: 26 SpA

[SET COMMENTS]
Set Description
=========

Mewtwo can focus on stalling, which can be approached in two ways: Flash or Barrier. While they play differently in practice, the aim is very similar, that being stonewalling opposing Mewtwo. Because of the long-term role of these sets, the "SafeTwo" Special stat is highly recommended; the given spread gives Mewtwo a Special stat of 341, which ensures that it hits 1023 Special at +4, meaning that a Special drop does not trigger an overflow. Mewtwo's attacking option on this type of set largely depends on the rest of the team, and it only has one, so care should be taken. Thunderbolt hits Mew and Slowbro while giving Mewtwo the best PP advantage; however, Rhydon becomes extremely threatening, especially if running Flash. Alternatively, Ice Beam lets Mewtwo muscle past Exeggutor and Rhydon, as well as providing the option of freezing the opposing Mewtwo, possibly cutting off the Flash interaction early. STAB Psychic can serve as a generic option on Barrier sets, being the strongest attack Mewtwo has and also giving it the best shot of beating Snorlax before it paralyzes with Body Slam or uses Self-Destruct.

The Flash approach aims to gain the most advantage in the Mewtwo mirror match without making a trade, so it should be kept in waiting until that opportunity arises. It works most effectively against Ice Beam Mewtwo, as Flash can decrease the opposing Mewtwo's chance of freezing your own while also giving a PP advantage against all standard sets, totaling to 112 PP with Psychic or Ice Beam, or 120 if running Thunderbolt. This forces the opponent to either switch out and risk losing a Pokemon or stay in and inevitably lose if enough accuracy drops set in. Attacking the opposing Mewtwo is generally unnecessary; stalling its attacking PP is all you need, leaving yourself with a fully boosted Mewtwo to wreak havoc thereafter. This set isn't wholly opposed to being paralyzed—skipping turns is arguably beneficial once the accuracy drops have piled on, though paralysis does drastically decrease its consistency prior to that.

The combination of Barrier and Amnesia can be used instead to turn Mewtwo into a sweeper that also has a large PP advantage against opposing Mewtwo, which can be 112 PP with Recover added on, not factoring in offensive options. This alone is enough to PP stall any standard Mewtwo set, allowing you to end up with a fully boosted Mewtwo by the time they run out. It is strongly recommended to get this Mewtwo paralyzed as soon as possible, as this further improves its PP stalling capabilities and ensures it cannot get frozen later. With the assistance of Barrier, exploding on Mewtwo becomes an impossibility without something like Swords Dance + Explosion Mew, which forces the opposing team to PP stall it themselves. Even the mighty Snorlax, with the strongest physical move in STAB Self-Destruct, rarely hits for even a quarter of +6 Barrier Mewtwo's health. This set works especially well against Self-Destruct Mewtwo sets, as they cannot afford a PP war and lose the ability to KO it from half HP due to the Defense boost. While still vulnerable to critical hits, Mewtwo is very difficult to KO after boosting both Defense and Special, often surviving for astonishing periods of time.

The main drawback to stall-centric Mewtwo sets is that they often require some momentum to function; Flash usually takes multiple hits to begin making your own Mewtwo difficult to hit, and Barrier sets add more turns of setup time. Ergo, any unfortunate luck during these sequences is often devastating, and making your own Mewtwo less consistent must be for good reason. Additionally, because of the aforementioned lack of coverage and specialized nature, stall-centric Mewtwo sets often end up being weaker to Pokemon other than opposing Mewtwo. Depending on the offensive option of choice, Mewtwo can become weak to any of Chansey, Exeggutor, Slowbro, and Transform Mew. Slowbro is the most notable if not running Thunderbolt, being able to accumulate a sizable PP advantage through Rest while having high enough damage output to muscle past with repeated full paralysis. If running Thunderbolt, though, Light Screen Chansey becomes a big threat if not paralyzed, possessing a PP advantage and enough bulk to shrug off what Mewtwo throws at it. Regardless of offensive option and Mewtwo's sheer power, though, Barrier Mewtwo often has limited attacking PP to punish switch stalling, which is worsened when paralyzed. Ergo, teams using this set should make up for its shortcomings. Explosion Mew, Golem, and Self-Destruct Snorlax make fine choices, often making it easier to break through Chansey and Slowbro. Zapdos or Jolteon can also be effective—especially the latter, which tends to have a more consistent Chansey matchup and has a high critical hit rate to break through Slowbro. Slowbro is also an excellent partner, profiting greatly from a Thunderbolt Mewtwo being incapacitated to set up and sweep later.

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

To prevent Mewtwo's Special from overflowing, 8 EVs and 13 DVs in Special can make the stat 341 on any given Mewtwo set, which amounts to 1023 at +4, albeit capped at 999 in practice. This is known as the "SafeTwo" spread, pioneered by Enigami. Doing this, however, severely cuts into Mewtwo's bulk, making critical hits from special attacks deal noticeably higher damage. Thus, using this spread depends on whether your Mewtwo set aims for short-term reward or maximum mileage throughout a game.

If a move is good in RBY, there is a good chance that Mewtwo learns it. Customizing Mewtwo usually consists of patching up offensive holes in a team while ensuring it doesn't leave itself open to its checks; in other words, without compromising its power level or making it more situational. Generally, Mewtwo's only free moveslot is one of its two attacking ones, as Amnesia and Recover are pivotal to its success.

Rest is an interesting choice over Recover, especially on Barrier + Amnesia sets, which generally aim to last as long as possible, as it stalls for three turns at the cost of 1 PP, effectively amounting to 48 PP. It also comes with erasing the Speed drop from paralysis when switching out, though this can make Mewtwo somewhat difficult to wake up later if it hasn't woken up prior to switching; this is because Mewtwo regularly attracts self-KO move users like Snorlax and Golem, which it can't contest when asleep. Even worse, Swords Dance Mew can often set up and break through Mewtwo right away if not chipped or paralyzed, so it's recommended to incapacitate it with a teammate first. Rest also notably removes Mewtwo's paralysis, and paralysis arguably helps with PP stalling more, as it ensures it doesn't remain passive for extended periods of time.

Mewtwo can potentially make use of the strong elemental attacks of RBY—Fire Blast, Blizzard, and Thunder—but they come with significant PP issues. Mewtwo mirrors often result in both losing a very large amount of PP, and putting your own at such a deficit right away frequently results in a loss. Additionally, each comes with its own disadvantage from a status perspective: Fire Blast's burn chance means it can thaw frozen Pokemon, while Blizzard and Thunder have less overall chance to inflict status because of their lower PP. Because Mewtwo often needs the superior status chances, the increased damage output is often just not worth it. This is to say nothing of the accuracy issues, which decrease the consistency of the one Pokemon that you can't afford to be inconsistent. However, the increased damage still leaves them situationally acceptable on teams able to PP stall Mewtwo without using their own Mewtwo; for example, +2 Blizzard or Fire Blast can OHKO Exeggutor, and an unboosted Thunder KOes Cloyster with even minor chip damage.

Mewtwo's Attack is very usable, which makes Body Slam and Hyper Beam seem enticing. Body Slam can allow Mewtwo to spread paralysis while dealing physical damage, but compared to everything else Mewtwo can dish out, it's generally unimpressive. Hyper Beam is particularly interesting, as Mewtwo can then KO Chansey from a minimum of 44.6%. Against Mewtwo, a critical hit deals slightly more damage than Self-Destruct. Thus, it can be used as a substitute for BooM2 sets to try and get opposing Mewtwo in range for a critical hit or regular Hyper Beam instead of Self-Destruct. However, against any non-Psychic resistant Pokemon, including Chansey, the damage dealt is almost the same as +4 Psychic. Further, Psychic comes with the bonuses of not requiring a recharge, Special drops to further increase damage, and more attacking PP. Ergo, the only non-opposing Mewtwo reason to use Hyper Beam is for a better Light Screen Chansey matchup, which, while common, isn't omnipresent. If you're looking for a physical option, Submission is often the superior choice for hitting Chansey harder than Hyper Beam and having a significant PP advantage for Mewtwo.

Mewtwo has fantastic physical bulk, making Counter appear viable. However, Counter is often best placed on Chansey, a Pokemon with higher potential damage that often draws physical attackers like Snorlax in more consistently. Mewtwo has little opportunity to use the attack, as it's often faced with opposing Mewtwo or Chansey before it even gets the chance to use it. Ergo, should these matchups come down to PP stalling, there is a very high chance that Counter will be revealed by force, ruining the gimmick entirely.

BooM2 sets can arguably run Seismic Toss to make KOing opposing Mewtwo with Self-Destruct easier, making it a much more effective lure. However, fitting this into the set is extremely difficult and worsens its matchups against essentially anything other than Mewtwo, which it can't often afford. It's also possible to drop Amnesia entirely on these types of sets to add more coverage options or secure a slot for Recover, but this has seen little success.

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

**Mewtwo**: Mewtwo is arguably the best check to itself. The combination of Amnesia and Recover means your standard Amnesia set has a lot of trouble breaking through, requiring three critical hits in a row with Thunderbolt or Ice Beam to get the KO. Using Self-Destruct is one way to attempt to break through an opposing Mewtwo, but this requires sacrificing your own, and even then you only OHKO with a critical hit. This means even using Self-Destruct requires you to have the team support and setup necessary to finish Mewtwo off. Another option is having enough PP to successfully stall Mewtwo out; Submission is a great way to accomplish this, thanks to the 48 PP it offers. However, it oftentimes simply comes down to which Mewtwo will be frozen first, as getting a freeze often leaves nothing left to handle a boosted Mewtwo.

**Freezing**: Thanks to freeze being the virtual equivalent of a KO, freezing Mewtwo is often the best way to deal with it. Common Pokemon like Jynx, Starmie, Slowbro, and Chansey run Ice Beam or Blizzard, which both carry a 10.1% freeze chance. Additionally, these Pokemon are typically able to take a hit from even a boosted Mewtwo, meaning every turn spent against them carries a degree of risk. Managing to freeze the opponent's Mewtwo is a way to gain massive momentum, freeing up your own Mewtwo or Slowbro to wreak havoc with their biggest check out of the way.

**Light Screen Chansey**: As a testament to just how powerful Mewtwo is, the phenomenal special wall Chansey must run Light Screen to truly be a check. However, it's one of the most consistent Mewtwo checks in the game. A Mewtwo boosted to the 999 cap only possesses a 17.4% chance to 4HKO with Psychic through Light Screen. With Ice Beam and Thunderbolt, it's only a possible 6HKO. Chansey is one of the most consistent methods of overflowing a +6 Mewtwo's Special as well, using Psychic's Special drop chance and subsequently forcing a switch. Additionally, Chansey often has a significant PP advantage. This means Chansey can wall Mewtwo and force it to burn precious PP while healing off the damage it deals. However, even Chansey isn't safe. Psychic's 33.2% Special drop can degrade Light Screen and make Chansey much more vulnerable, making it arguably a temporary solution. Submission also 2HKOes it 86.7% of the time, making for a great anti-Chansey measure. Chansey is also a magnet for freeze attempts, which can be either a sigh of relief for your own Mewtwo or a catastrophic situation depending on your team's defensive integrity and Mewtwo set.

**Mew**: Mew has some interesting tricks that can allow it to check, set up on, or otherwise handle Mewtwo. With paralysis support and Swords Dance, it can set up to +4 Attack and then 2HKO with Earthquake while virtually never being 3HKOed in returnby 999 Special Ice Beam or Thunderbolt. At +6, Mew is capable of OHKOing Mewtwo with Hyper Beam. Alternatively, some Mew variants simply opt to use Swords Dance and then Explosion to erase Mewtwo from the battle without any doubt. Defensively, Mew can use Transform to copy Mewtwo's pre-boost stats and moves. Transform leaves Mew vulnerable for a turn, but the player gains crucial information about the opposing Mewtwo's set, walls it completely, and gains 5 PP for each move it holds. This 5 PP resets each time Mew uses Transform, meaning it is able to PP stall the opposing Mewtwo. It's not like Transform Mew only has the opposing Mewtwo's attacks either, as it can run other options to cripple it prior. These include Thunder Wave, Explosion to take a big chunk out of its health, Reflect to increase defensive integrity while transformed, and Soft-Boiled to stay healthy. Unless Mewtwo lands multiple critical hits or inflicts status, Mew is able to come in and check it somewhat consistently. However, Mew is far from an ironclad Mewtwo check; without paralysis support, Mewtwo is able to muscle through Mew on most occasions through brute force, as well as often ruining it completely with an untimely freeze.

**PP Stall**: Stalling Mewtwo out of PP is another way to deal with it, usually attempted with your own Mewtwo or Light Screen Chansey. Once it runs out of attacking PP, it's little more than a status absorber. However, accomplishing this is much easier said than done. With its monstrous Special, critical hit rate, and coverage, PP stall can sometimes be in vain, as crucial team members can fall to a freeze or massive damage. If Mewtwo lacks Thunderbolt, Slowbro is able to stand in its way, stalling PP while setting up its own brutal sweep. Thanks to its own Amnesia and Rest, Slowbro has a good chance to win one-on-one as well.

**Paralysis**: Paralyzing Mewtwo can open opportunities for powerful Pokemon such as Snorlax, Tauros, Mew, Golem, and Rhydon. Getting in on a paralyzed Mewtwo and being able to fire off big hits or threaten Explosion or Self-Destruct often forces it out. However, paralyzing Mewtwo can actually benefit it, as it can now no longer be frozen or put to sleep, and skipping turns with paralysis lets Mewtwo PP stall more effectively. Generally, Mewtwo despises being paralyzed early on, as it loses momentum against Mew, Snorlax, and Mewtwo specifically tailored to break through opposing Mewtwo. However, later on, when Mew and Snorlax have likely been taken out, Mewtwo tends to appreciate paralysis more. If you have the tools on your team to take advantage of a paralyzed Mewtwo early on, then it is absolutely worth it, as finding a way to break the opposing Mewtwo without risking your own is a key way to win consistently in RBY Ubers.

**Slowbro**: Slowbro is a fairly notorious check to non-Thunderbolt Mewtwo, being able to set up freely or even PP stall it if all goes well. The only risk to Slowbro in this scenario is a freeze from Ice Beam, which can be somewhat made up for with Rest preventing further status. Slowbro can also muscle past non-Thunderbolt Mewtwo through Thunder Wave and +6 Surf, which will eventually 4HKO a +6 Mewtwo and deal mortal damage otherwise. However, if Mewtwo has Thunderbolt, Slowbro will be 3HKOed even at +6 if Mewtwo is also at +6.

[CREDITS]
- Written by: [[May, 236353], [Ctown6, 509438]]
- Quality checked by: [[Oiseau Bleu, 431020], [Enigami, 233818]]
- Grammar checked by: [[Finland, 517429], [CryoGyro, 331519]]
 
Last edited:

Plague von Karma

Banned deucer.
Ok, this took like a week to write, thanks to Ctown6 for being so helpful and writing some of the sections. I've gone through the grammar with an iron comb but it's likely some issues will still be there.

Tagging QCers, would particularly like Enigami's input.
Sevi 7 Oiseau Bleu 64 Squares FriendOfMrGolem120 Alpha Male Psyduck
Caetano still has no internet which is unfortunate considering he's one of a few who's got extensive BooM2 exp among other things.

Questions to consider;
  • Should Barrier + Amnesia be a main set? I think Ortheore used this a lot.
  • Am I too harsh on Rest or is it because I reviewed it from an isolated perspective?
  • Were FlashTwo and marco's set reviewed properly? I feel like they're a bit short, but I also don't want too much repetition in the analysis. The aim is established just fine, at least to me.
 
Disclaimer that I haven't played RBY Ubers in years and have no intention of playing it again as it's just not a competitive ruleset. This is notable because in my experience, PP stall was a prevalent strategy, but the impression I get from more recent discussion is that most people favour pressuring M2 with the threat of boom
  • Should Barrier + Amnesia be a main set? I think Ortheore used this a lot.
I wouldn't have an issue either way, except Selfdestruct M2 is apparently a main set despite being one of the worst ideas I've ever heard of. Anyway, I think it's a good set, and it might work even better in an environment where players favour spamming boom. The goal of the set is obviously to PP stall the opponent, and it has 2 advantages in this regard:
  • Shitloads of PP
  • Shuts down physical attackers (ie boom), which means the opponent has no choice but to engage in a stall war
The latter point is obviously why I think it might work even better now than when I used it. If the opponent is planning on booming to stop M2 stalling, then they should be horrifically unprepared for when Barrier invalidates that entire strategy. As far as having shitloads of PP goes, it does help, but I'm unsure how much- if you're planning on PP stalling you'll be looking to absorb para with your M2 while not landing it on the opponent's. That para discrepancy itself is a huge advantage in a PP stall war, and Barrier's PP might end up being unnecessary in light of that. I guess it is a more reliable fallback option if that doesn't go to plan, since you obviously don't really get a second chance at correctly distributing status.

The biggest flaw of the set is that by running mono-coverage, you're expanding the list of non-M2 things that can attempt to PP stall you, and you have limited PP to punish the opponent for switching. For instance, Bro is a hard counter to the set (though I will note that because Tbolt is probably the most popular coverage option for M2, Bro's popularity is falling hard). Additionally, LScreen Chansey could potentially be a problem, since you would normally depend on SPC drops to break it if it tries to stall you... which can easily be reset by switching to Mew(two). Of course, getting Chansey back into play and setting up LScreen is another issue in that scenario, but I'd consider this manageable, especially in the context of limited PP and the fact that Barrier M2 MUST be paralysed in order to try something like this (I don't think you should ever allow M2 to get hit by Ice moves unless it's paralysed, since a freeze will cost you the game)

The second flaw is that it's boring as hell.

This is meant to be tongue in cheek, but I genuinely think there's a tangent to travel down in regards to boring strategies. Scenarios featuring "boring" strategies or tactics can and will impact the mental state of both players, usually in an asymmetrical manner (and therefore likely to one player's advantage), since such scenarios are usually the result of one player subjecting the other to a boring strategy and gaining an advantage as a result- the most notable example for most people would be Goth PP stall in some ubers formats. I could be wrong here, but the only scenario in which there is a symmetrically boring scenario is if both players bring shitty stalls that don't have win conditions.

Obviously, if there is an advantage to be gained from inflicting boredom, it's heavily dependent on the personality and backgrounds of both players, so the effects can vary wildly

tl;dr I like Barrier M2 and think it's worth a set, but I haven't played in ages
 

Plague von Karma

Banned deucer.
tl;dr I like Barrier M2 and think it's worth a set, but I haven't played in ages
Considering the meta advances at a glacial pace and I certainly agree that Self-Destruct would overall be less notable despite being on the main sets, I've implemented this alongside your takes and some of my own. Thanks for the help here, I appreciate it a lot.
 

64 Squares

Mayonnaise colored Benz, I push miracle whips
is a Tiering Contributor
Hey just going to do a quick QC about the sets featured first, and then I'll follow this up with a more detailed QC for each individual set.

Personally, if I were to write a Mewtwo analysis, the only set I would feature would be the standard amnesia + recover + 2 attacks set (would not slash Self Destruct on it).

[SET]
name: Standard Amnesia
move 1: Amnesia
move 2: Psychic / Thunderbolt
move 3: Ice Beam / Thunderbolt
move 4: Recover

This set is overwhelmingly the most common and you need to have a really good reason to not run it. I would then include Self-Destruct, Submission, Barrier, Flash in that order and the current oo stuff in Other Options. Those latter 3 (Submission, Barrier, Flash) preform similar roles, lots of pp to help pp stall opposing Mewtwo, while having their own slight niches that differentiate them from each other.

This would make other options very long, but I think it could be worth it to highlight how most of these options are quite inferior to the standard set. The only argument I really see to keeping the other sets how they are is for the history lesson, as they more easily show how people have experimented with Mewtwo in the past. (also don't want all the good explanations to go to waste).

I guess another way you could do it is have 3 main sets: Standard Amnesia, Self Destruct, and then Utility PP Waster (there's probably a better name for this but I think you get my point) and slash Submission, Barrier, Flash on one moveset. I think this could be a good solution/compromise.

Let me know what you guys think. Maybe it's better to have this convo in the rby writers channel in the discord, let me know.
 

Volk

Demonstrably alive.
is a Community Contributoris a Contributor to Smogon
I'm no expert on RBY Ubers and certainly not a QC Member, but I want share some thoughts on this topic as well. I agree with 64 Squares that the first set really needs to be trimmed. Amnesia, Recover, and pick two of Thunderbolt, Ice Beam, and Psychic is by far the most common set and should be given the most attention. Self-destruct in particular really doesn't belong here because Mewtwo plays very differently when that move is in its arsenal, so covering it all in one set kind of distracts from the core concept of Standard Mewtwo. That and the Asd Assassin Set already kind of covers it. The only exception to this is possibly Submission, which I'm really not overly opposed to including in the main set. I finally got around to testing Thunderbolt/Submission and it is honestly a really solid set. You can pretty reliably stall out opposing Mewtwo without ceding any ground to Chansey or Slowbro. That's just my two cents on the set though.

While the set described above is far and away the best and most influential, I'm not opposed to keeping multiple sets, if only because it would deflate the Other Options section (though that's not my only reason). I am partial to 64 Squares's proposal, as I think that'll be the easiest to navigate and minimize repetition. My only objection is what I have stated above: I think Submission is better suited in the first set, while Barrier and Flash can share the third set. (That and I would just call the main set "Standard," as calling a Mewtwo set an Amnesia set is almost entirely redundant.) This unfortunately does leave the DVs issue on the table, so you'll have to work that out. I'd personally advocate for something like this (I really don't know about the names and / move order):

[SET]
name: Standard
move 1: Amnesia
move 2: Psychic / Ice Beam / Submission
move 3: Ice Beam / Thunderbolt
move 4: Recover

[SET]
name: BoomTwo
move 1: Amnesia
move 2: Recover / Thunder Wave
move 3: Thunderbolt
move 4: Self-Destruct

[SET]
name: Staller
move 1: Amnesia
move 2: Ice Beam / Thunderbolt / Psychic
move 3: Flash / Reflect
move 4: Recover

Perhaps that makes some more sense. I really don't know, but it sounds okay in my head at least. Cheers!
 

Plague von Karma

Banned deucer.
64 Squares Volk given this a significant rework. I merged Barrier+Amnesia and FlashTwo, which was surprisingly easy, and then reworked the Asd Assassin set into a general BooM2 overview. The latter took a bit of tinkering and I think it may need another look. Moved a lot of the details from OO into it as well. Took Self-Destruct details from Standard into there as well.
 
Ice Beam's primary draw is to freeze one of Mewtwo's checks, or in a perfect world, the opponent's Mewtwo.
The main Ice Beam's target is the opposing Mewtwo. Freezing something else is cool, but might be painful, especially if it happens in early game. Triggering the freeze clause means you will auto-lose Mewtwo's duel, because of the lack of PP (for exemple, you prefer to 1v1 LS Chansey with Psychic, instead of trying to freeze it, in order to keep your freeze for Mewtwo). Generally, with this set, you want to force a Mewtwo's duel in which you can freeze opposing Mewtwo.

Ice Beam slots in nicely alongside Psychic, and the biggest reason is the 10.1% freeze chance. While the coverage is nice to help deal with Exeggutor, Ice Beam's primary draw is to freeze one of Mewtwo's checks, or in a perfect world, the opponent's Mewtwo. This can open up the entire game and oftentimes win you it outright. However, this set carries some weaknesses; Slowbro is able to soak up these hits and can use Amnesia, Thunder Wave, and Rest to have a good chance to beat Mewtwo head-on. Additionally, while Starmie doesn't pose much of a threat offensively, it can also paralyze Mewtwo or attempt to freeze it; it can take at least one hit from a Mewtwo with this coverage boosted up to the cap of 999. One must be careful though, as Psychic will 2HKO Starmie from +4. Another drawback to this set is the lack of PP, which can often become crucial when battling against other Mewtwo and trying to break down Chansey, as Ice Beam and Psychic both have 16 PP; totalled up with Recover and Amnesia, this comes to a mere 96.
You should add that, when you use Psychic + Ice Beam Mewtwo, you must think twice before paralyzing the opposing Mewtwo, due to the impossibility of freezing it or/and, winning the PP war with your Mewtwo later.

Even without a STAB option, Mewtwo still threatens the entire metagame. Instead of using its STAB Psychic, it can combine the coverage and benefits of Ice Beam and Thunderbolt on the same set while maintaining 104 PP. While lacking Psychic means you no longer are able to KO the powerful and often Self-Destructing Snorlax after some chip, the coverage allows Mewtwo to deal with almost everything else. It gains the advantage against both Slowbro and Exeggutor while now bearing a 10.1% freeze chance for opposing Mewtwo, Mew, or Chansey. This allows Mewtwo to blow the game wide open if it manages to land a freeze, thanks to its coverage handling almost anything else once the opposing check is out of commission. One drawback to this set is that if your opponent has both Chansey and Mewtwo active, it will only be able to take out one while being walled by the other because of relying on a freeze. However, you can use Thunderbolt to attempt paralysis, meaning you aren't completely shut down and Mewtwo can still help your team against these threats. Boosted up to 999, Mewtwo is able to OHKO Slowbro, Exeggutor, Tauros and Starmie to name a few, making this combination a Swiss Army knife that is very difficult to deal with.
I think you should mention "BoltBeam" here, since this is the way everyone refers to this set.

However, paralyzing Mewtwo can actually benefit it, as it can now no longer be frozen or slept.
Moreover, a paralyzed Mewtwo has "more PP" than a healthy Mewtwo. So, a players must be careful to not paralyzed a Mewtwo if he have to PP Stall it later in the game. I think we can sum it up this way: Mewtwo hate being paralyzed in early game, but like it in end game. It hate in early game, because of the lost of momentum against opposing Mew, Snorlax, ... and the difficulty of switching in on opposing Mewtwo. It like in end game because a paralyzed Mewtwo has also "more PP", and usually win the duel against opposing Mewtwo ; and physical threat (Lax, Mew...) might be already KO.

Massive work here, well done!
QC 1/2.
 
Plague von Karma said:
Psychic is absurdly powerful coming off of its sky high Special, and with an added STAB boost, you have one of the scariest no-drawback moves in the game. Having a 33.2% Special drop as an added bonus can allow Mewtwo to muscle through something like Chansey, using the Special drops to effectively neuter the Light Screen it relies on to check it. The Special drops can also be used to reapply the Speed drop from paralysis, allowing Mewtwo to outspeed an opposing paralyzed Mewtwo one-on-one or incapacitate it for something else to handle; because of this, if paralyzed, Mewtwo isn't out of the game just yet. Unfortunately, with the bevy of Psychic-types in Ubers, Mewtwo's target can often carry a resistance and thus take a Psychic decently before striking back. Common examples can include Exeggutor, Slowbro, Mew, and opposing Mewtwo.
While mentioned elsewhere, causing the overflow in opposing Mewtwos over 341 Special (before boosts) is another upside of running Psychic not listed here.


Plague von Karma said:
ivs: 28 SpA (This is apparently how PS implements 14 DVs)
evs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe (takes away Special Stat Exp)

...

To prevent Mewtwo's Special from overflowing, 0 Stat Experience and 14 DVs in Special can make the stat 341 on any given Mewtwo set, which amounts to 1023 at +4, albeit capped at 999 in practice. This is known as a "SafeTwo" spread, pioneered by Enigami. Doing this, however, severely cuts into Mewtwo's bulk, making critical hits from special attacks deal noticeably higher damage. Thus, using this spread depends on whether your Mewtwo set aims for short-term reward or maximum mileage throughout a game.
13 Spc/"SpA" DVs, 8 Spc/"SpA" EVs is the optimal 341 "SafeTwo" spread. Perfect HP DVs require Special DVs to be odd, which means 14 DVs reduces Mewtwo's HP by 2 and therefor suboptimal.


Plague von Karma said:
Hyper Beam is particularly interesting, as Mewtwo can KO Chansey from a minimum of 44.6%. However, the damage dealt here is exactly the same as a +4 Psychic, which comes with the bonuses of not requiring a recharge, Special drops to further increase damage, and more attacking PP. Ergo, the only reason to use Hyper Beam is for a better Light Screen Chansey matchup, which while common, isn't omnipresent.
Hyper Beam does have one other use. A critical hit Hyper Beam deals slightly more damage than Self-Destruct. It can be utilized like BooM2, except instead of sacrificing your M2 to KO theirs, yours tries to get the opposing M2 into KO range and fish for the crit HB KO. Probably would want team support to paralyze the opposing M2 to make it easier to put it in Hyper Beam's KO range even when the opponent realizes you're going for it. Ice Beam or Blizzard would probably pair best with Hyper Beam so Rhydon doesn't get to bully M2, but this would cause a bit of a conflict of status due to HB M2 having the option to freeze the opposing M2 but wanting opposing M2 to be paralyzed so it has an easier time going for the crit HB KO.


Plague von Karma said:
On the defensive side, Mew can use Transform to copy Mewtwo's pre-boost stats, moves, and Special stat stage. However due to RBY's Transform mechanics, you need to use Amnesia once transformed to actually gain the boosted stats, as it only copies the stat stage. This potentially leaves Mew vulnerable for a turn, but you still gain crucial information about the opposing Mewtwo's set, wall it completely, and gain 5 PP for each move it holds.
This is not the case. You copy stats AND the stat stage entirely when you Transform in RBY. I've had a RBY Ubers tournament match in the past that demonstrated this. I had a weakened Ditto in against a paralyzed boosted Mewtwo with Blizzard. Ditto was weakened, and would not survive a hit from a +6 Blizzard if its own stats weren't boosted. Ditto took damage as would be expected from a +6 Blizzard hitting a +6 Spc Mewtwo, so it survived (but got frozen RIP). This match was played out on cartridge, so if Showdown does not work this way, it is incorrect.

You and Ctown6 really did an amazing job here. QC 2/2.
 

Adeleine

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[Overview]

Feast your eyes on the most destructive Pokemon in any tier in history. Not one stat Mewtwo has can be called bad or even average, possessing including the highest Special stat in the game and being tied a tie with Aerodactyl and Jolteon for second-highest Speed. It's not just an offensive juggernaut either: Mewtwo's bulk is absolutely titanic, stomaching even blows from the mighty Snorlax and Tauros. Its Psychic typing comes into this as well, giving it effectively no type-based weaknesses to exploit. Because of these qualities, taking Mewtwo down often requires a concentrated effort from multiple Pokemon. As if that wasn't enough, it has access to a plethora of fantastic moves, such as Amnesia, Recover, STAB Psychic, Self-Destruct, and more. If given even a single turn of breathing room, Mewtwo can immediately take over a game and gain nigh-uncontrollable momentum. There is no true way to defeat Mewtwo head-on other than sending in your own, statusing it, or getting plain lucky. Thus, many RBY Ubers games are decided by a Mewtwo mirror match, and the winner could well take the spoils. Mewtwo was designed to be the world's strongest Pokemon, and Game Freak certainly succeeded: Mewtwo has zero inarguable flaws and is an automatic pick on any RBY Ubers team that aims to win.

The only arguable flaws Mewtwo has stem from the fact it's Mewtwo's only arguable flaws stem from it being quite literally too powerful for a Game Boy to process. A max stat maximum DV and EV Mewtwo can end up overflowing its own Special if it's boosted to +4 or higher and subsequently sustains a Special drop, leading to it becoming a very small number and thus minimizing its Special and leaving it effortless to KO. Similarly, Mewtwo's Speed gives it a very high critical hit rate—25.39%—which, combined with the fact that critical hits ignore your offensive boosts, means that when boosted to +3 or higher, it will sometimes end up dealing +3 or higher Mewtwo will sometimes deal less damage than expected. Finally, while Mewtwo is incredible, it will always have some check it has trouble beating outside of brute force, as it often only has up to two moveslots available; the others are usually taken up by Amnesia and Recover. However, brute force remains a fine option in a tight spot (RC) because Mewtwo is an utter juggernaut.

[SET]
name: Standard
move 1: Amnesia
move 2: Psychic / Thunderbolt / Submission
move 3: Thunderbolt / Ice Beam
move 4: Recover

[SET COMMENTS]
Set Description
=========

Mewtwo's defining set makes full use of the incredible Amnesia, which in RBY allows it to dish out more damage while absorbing special moves more effectively. This, in combination with Mewtwo's astronomical Special stat, means that a single Amnesia leaves almost nothing to switch into it until its attacking moves have been scouted for. Additionally, on the defensive side, Mewtwo is almost impossible to KO with special moves after even a single boost. Even an opposing Amnesia. With its astronomical Special, a single Amnesia leaves it almost impossible to switch into until it's scouted and just as hard to KO with special moves. A (lmk if i misunderstood smth here) Mewtwo boosted up to the generation's maximum of 999 Special needs three critical hits to be KOed. can only fall to three or more critical hit special attacks. (discord) This tremendous bulk and access to Recover allows Recover allow Mewtwo to stay healthy while hammering away at the opposing team. However, after these two mandatory moves, Mewtwo's coverage is impressive and has multiple viable options, making it a multifaceted threat able to plow through just about everything. The coverage options you choose will largely decide what your Mewtwo's primary role is in each game.

Psychic is absurdly powerful coming off of its sky-high (added hyphen) Special, and with an added STAB boost, you have one of the scariest no-drawback moves in the game. Having a 33.2% Special drop A 33.2% chance to drop Special as an added bonus can allow Mewtwo to muscle through something like Chansey, using the Special drops to effectively neuter with Special drops effectively nullifying the Light Screen it relies on to check it. The Special drops can also be used to reapply the Speed drop from paralysis, allowing paralyzed (I assume?) Mewtwo to outspeed an opposing paralyzed Mewtwo one-on-one or incapacitate it for something else to handle; because of this, if paralyzed, Mewtwo isn't out of the game just yet. Finally, Psychic has a significant benefit in causing opposing an opposing +4 Mewtwo's Special to overflow if it doesn't have a "SafeTwo" stat spread, which consists of using 13 DVs and 8 EVs in Special to ensure it starts at 341. Unfortunately, with the bevy of Psychic-types in Ubers, Mewtwo's target can often carry a resistance targets are often resistant and thus take a Psychic decently before striking back. Common examples can include Exeggutor, Slowbro, Mew, and opposing Mewtwo.

Slotting in Thunderbolt gives Mewtwo some unique coverage options, possibilities while bringing PP up to 104. Mewtwo is now able to easily beat Slowbro; if both boost to the 999 cap, Mewtwo still 3HKOes with Thunderbolt, and that's to say nothing for its 25.39% critical hit rate; a critical hit Thunderbolt will always OHKO Slowbro from full HP thanks to it ignoring the Special boosts. Mewtwo also gains access to paralysis thanks to Thunderbolt's 10.1% paralysis chance. chance to OHKO with a critical hit. Thunderbolt also gives Mewtwo access to paralysis. While the odds are slim, this can help immensely against opposing Mewtwo and Chansey, not only for Mewtwo itself but for the rest of the team as well. You're statistically likely to get at least one instance of paralysis during a game when factoring in PP, from Thunderbolt's full PP, (I imagine?) so it's fair to fish for it. On the downside, using it in the third moveslot means you now let Exeggutor in for free, as it doesn't fear Thunderbolt or Psychic too much, only being 3HKOed by a 999 Special Psychic from full HP; it can then use this opportunity to spread status or use Explosion. You also lose out on a potential the potential for freeze by forgoing Ice Beam, which can really hurt against Chansey, Mew, and opposing Mewtwo. Also, if paralyzed, you can allow Rhydon a free switch-in should you go for click (this word eh bleh but it unambiguously communicates "use in battle". feel free to change) Thunderbolt or Recover, which puts Mewtwo into a very difficult spot, as Rhydon can fish for a Substitute on full paralysis and 3HKO with Earthquake from there.

Ice Beam slots in nicely alongside Psychic, and the biggest reason is the 10.1% freeze chance. While the coverage is nice to help deal with Exeggutor, Ice Beam's primary draw is to freeze opposing Mewtwo, or less ideally, one of its major checks, like Chansey. This can open up the entire game and oftentimes win you it outright. However, this set carries some weaknesses; Slowbro is able to soak up these this set's hits and can use Amnesia, Thunder Wave, and Rest to have a good chance to beat Mewtwo head-on. Additionally, while Starmie doesn't pose much of a threat offensively, it can also paralyze Mewtwo or attempt to freeze it; it can take at least one hit from a Mewtwo with this coverage boosted up to the cap of 999. One Opponents must be careful though, as Psychic will 2HKO Starmie from +4. Another drawback to this set is the lack of PP, mere 96 total PP, which can often become crucial when battling against other Mewtwo and trying to break down Chansey, as Ice Beam and Psychic both have 16 PP; totalled up with Recover and Amnesia, this comes to a mere 96. Freezing the wrong Pokemon can be quite deadly though, Chansey. This makes freezing the wrong Pokemon possibly quite deadly, as opposing Mewtwo tend to win from then on (removed hyphen) through PP stall. When using Psychic + Ice Beam, it's best to avoid paralyzing the opposing Mewtwo with the aim of winning by PP stall or freezing it.

Even without a STAB option, Mewtwo still threatens the entire metagame with BoltBeam coverage. Instead of using its STAB Psychic, it can combine the coverage and benefits of Ice Beam and Thunderbolt on the same set while maintaining reaching (if "maintaining" should stay, what "prior" set option has 104 PP?) 104 PP. While lacking Psychic means you no longer are able to KO the powerful and often Self-Destruct-using Snorlax after some chip damage, the coverage allows Mewtwo to deal with almost everything else. It gains the advantage against both Slowbro and Exeggutor while now bearing a 10.1% freeze chance for opposing Mewtwo, Mew, or Chansey. This allows Mewtwo to blow the game wide open if it manages to land a freeze, thanks to its coverage handling almost anything else once the opposing check is out of commission. Since it handles almost the entire metagame besides these three Pokemon and Snorlax, it can blow the game wide open by freezing one of them. (I imagine? Correct if wrong though) One drawback to this set is that, (AC) if your opponent has both Chansey and Mewtwo active, it will only be able to take out one while being walled by the other because of relying on a freeze. However, you can use Thunderbolt to attempt paralysis, meaning you aren't Mewtwo isn't completely shut down and Mewtwo can still help your it's team against these threats. Boosted up to 999, Mewtwo is able to OHKO Slowbro, Exeggutor, Tauros, (AC) and Starmie to name a few, making this combination a Swiss Army knife that is very difficult to deal with.

A unique option that Mewtwo can run is Submission. While it may sound strange at first, Submission offers Mewtwo some unique benefits. First, Submission holds a whopping 48 PP, bringing the total to 128 if using Ice Beam, or 136 if using Thunderbolt. This lets Mewtwo win PP stall wars against opposing Mewtwo consistently while having the advantage against Chansey. One must be careful though, as Mewtwo can still freeze you. Submission lets Mewtwo destroy destroys Light Screen Chansey without risking (or "needing" etc) PP stall, which is otherwise one of Mewtwo's most common adversaries. Submission Mewtwo has an 86.7% chance to 2HKO from full, and with its high critical hit ratio it has a decent chance to OHKO. The primary drawback of this set is you can only run one special coverage option. Running Thunderbolt is the most common, as this allows Mewtwo to beat each of its most common checks, these being Chansey via Submission, Slowbro via Thunderbolt, and opposing Mewtwo via PP stall. However, this set struggles against Exeggutor and Rhydon, often allowing an Explosion or status from the former and giving a free switch in to the latter. Ice Beam can be chosen over Thunderbolt alongside Submission to alleviate this, becoming making the set weak to Slowbro but gaining the advantage against Exeggutor and Rhydon. Having a freeze chance is never bad either, giving Mewtwo a shot at freezing opposing Mewtwo and Mew. Psychic, on the other hand, should not be chosen here; alongside Submission, it simply leaves Mewtwo vulnerable against too many common Pokemon. While losing to either Exeggutor or Slowbro is unfortunate, losing to both in addition to Mew is oftentimes already enough to make the combination inferior.

(current check review end line)

[SET]
name: BooM2 (Self-Destruct)
move 1: Amnesia
move 2: Recover / Thunder Wave
move 3: Thunderbolt
move 4: Self-Destruct

[SET COMMENTS]
Set Description
=========

Self-Destruct can be used to make what's referred to as a "BooM2" set by the RBY playerbase. By bluffing the standard set with Amnesia and your chosen coverage option, this Mewtwo can lure in the opposing Mewtwo, occasionally paralyze it with Thunder Wave, and then use Self-Destruct after some chip damage. It Self-Destruct also comes with the added bonus of beating opposing set-up (discord) Slowbro, which is otherwise a common check to the set.

Self-Destruct will KO opposing Mewtwo from 52.2% minimum, which means two uses of +2 Thunderbolt will set up for it to be KOed by Self-Destruct. it up for Self-Destruct to KO. It's recommended to run Thunderbolt, as well as paralysis support, (AC) to make it harder for the opposing Mewtwo to Recover heal their way out of Self-Destruct range with Recover. Other options tend to only serve to make this set worse, as matching up worse against Slowbro usually means forcing Mewtwo to use Self-Destruct. The normally ubiquitous Recover can be dropped for Thunder Wave on this set, which guarantees that Mewtwo can Explode use Self-Destruct before the opposing one can Recover heal out of KO range.

This set carries inherent risks, as Self-Destruct is naturally inconsistent: it being absorbed by Gengar or Rhydon can quite literally be a game loss, and less common Mewtwo sets using Flash or even Barrier match up extremely well against it. However, it remains viable for the sheer reward the trade can provide. If supported by Seismic Toss Chansey, the set can be more consistent in this role of securing trades, (feel free to tinker) as two uses of Seismic Toss can also put opposing Mewtwo in KO range. This Mewtwo should avoid paralysis, as it otherwise cannot succeed in Exploding using Self-Destruct against opposing Mewtwo, as it can potentially Recover heal out of KO range.

[SET]
name: Staller
move 1: Amnesia
move 2: Thunderbolt / Ice Beam / Psychic
move 3: Flash / Barrier
move 4: Recover
evs: 252 HP / 252 Atk / 252 Def / 8 SpA / 252 SpD / 252 Spe (removed comment)
ivs: 26 SpA (removed comment, also moved this below evs)

[SET COMMENTS]
Set Description
=========

Mewtwo has the option of utilizing a stall-centric strategy, can focus on stalling, which can be approached in two ways: Flash or and Barrier. While they the two sets play differently in practice, the aim is very similar, that being stonewalling opposing Mewtwo. Because of the long-term prospects role of these sets, the "SafeTwo" Special stat is highly recommended; the given spread gives Mewtwo a Special stat of 341, which ensures that it hits 1023 Special at +4, meaning that a Special drop does not trigger an overflow. Mewtwo's attacking option on this type of set largely depends on the rest of the team, and it only has one, so what's chosen should be informed. care should be taken. (I imagine?) Thunderbolt has the most PP while hitting hits Mew and Slowbro and while giving Mewtwo the best possible PP advantage; however, Rhydon becomes extremely threatening, especially if running a Flash set. Flash. Alternatively, Ice Beam lets Mewtwo muscle past Exeggutor and Rhydon, as well as provide providing the option of freezing the opposing Mewtwo, possibly cutting off the Flash interaction early. STAB Psychic can serve as a generic option on Barrier sets, being the strongest attack Mewtwo has that also gives and also giving it the best shot of beating Snorlax before it either paralyzes it with Body Slam or Self-Destructs. uses Self-Destruct.

The Flash approach aims to gain the most advantage in the Mewtwo mirror match without making a trade, and as such it should be kept in waiting until that opportunity arises. It works most effectively against Ice Beam Mewtwo, as Flash can decrease the opposing Mewtwo's chance of freezing your own while also having giving a PP advantage against all standard sets, totalling totaling to 112 PP with Psychic or Ice Beam, or 120 if running Thunderbolt. This puts the opponent into a situation where they forces the opponent to either switch out and risk losing a Pokemon (RC) or stay in and inevitably lose as the if enough accuracy (I imagine?) drops set in. Attacking the opposing Mewtwo is generally unnecessary; PP stalling the opposing Mewtwo's its attacking PP is all you need, leaving yourself with a fully boosted Mewtwo to wreak havoc thereafter. Because of its nature, This set isn't wholly opposed to being paralyzed—skipping turns is arguably beneficial once the accuracy drops have piled on—though it on, though paralysis does drastically decrease its consistency prior to that.

However, the combination of Barrier and Amnesia can be used instead to turn Mewtwo into a win condition wincon that also has a large PP advantage against opposing Mewtwo, which can be effectively 112 PP with Recover added on, not factoring in offensive options. This alone is enough to PP stall any standard Mewtwo set, allowing you to end up with a fully boosted Mewtwo by the time they run out. When using this set, it is strongly recommended to get Mewtwo paralyzed as soon as possible, as this further improves its PP stalling capabilities and ensures it cannot get frozen later. With the assistance of Barrier, Exploding on Mewtwo becomes an impossibility without something like Swords Dance + Explosion Mew, which forces the opposing team to PP stall it themselves. Even the mighty Snorlax, with the strongest physical move in the game in STAB Self-Destruct, rarely hits for even a quarter of Barrier Mewtwo's health at +6. This set works especially well against Self-Destruct Mewtwo sets, as they cannot afford a PP stall war and lose the ability to KO it from half HP due to the Defense boost. While still able to be struck by critical hits, Mewtwo is very difficult to KO after boosting both Defense and Special, often surviving for astonishing periods of time.

The main drawback to stall-centric Mewtwo sets is that they often require some momentum to function; Flash usually takes multiple hits to begin making your own Mewtwo difficult to hit, and Barrier sets add more turns of set-up setup time. Ergo, any unfortunate luck during these sequences is often devastating, and making your own Mewtwo less consistent must be for good reason. Additionally, because of the aforementioned lack of coverage and specialised specialized nature, stall-centric Mewtwo sets often end up being weaker to Pokemon other than opposing Mewtwo. Depending on the offensive option of choice, Mewtwo can become weak to any of Chansey, Exeggutor, Slowbro, and Transform Mew variants. Slowbro is the most notable if not running Thunderbolt, having the potential being able to accumulate a sizable PP advantage through Rest while having high enough damage output to muscle past with repeated full paralysis. If running Thunderbolt, (AC) though, Light Screen Chansey becomes a big threat if not paralyzed, possessing a PP advantage and enough bulk to shrug off what Mewtwo throws at it. Regardless of offensive option, though, despite Mewtwo's sheer power in a vacuum, Barrier Mewtwo often has limited attacking PP to punish switch stalling, which is worsened when paralyzed. Ergo, teams using this set should aim to make up for its shortcomings. Explosion Mew, Golem, or and Self-Destruct Snorlax make fine choices, often making it easier to break through Chansey and Slowbro. Zapdos or Jolteon can also be effective—especially the latter—which latter, which tends to have a more consistent Chansey matchup and has a high critical hit rate to break through Slowbro. Slowbro is also an excellent partner, profitting profiting greatly from a Thunderbolt Mewtwo being incapacitated and allowing it to set up and sweep later.

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

To prevent Mewtwo's Special from overflowing, 8 EVs and 13 DVs in Special can make the stat 341 on any given Mewtwo set, which amounts to 1023 at +4, albeit capped at 999 in practice. This is known as a the "SafeTwo" spread, pioneered by Enigami. Doing this, however, severely cuts into Mewtwo's bulk, making critical hits from special attacks deal noticeably higher damage. Thus, using this spread depends on whether your Mewtwo set aims for short-term reward or maximum mileage throughout a game. (moved paragraph as per discord)

If a move is good in RBY, there is a good chance that Mewtwo learns it. Customizing Mewtwo usually consists of patching up offensive holes in a team while ensuring it doesn't leave itself open to its checks; in other words, without compromising its power level or making it more situational. Generally, Mewtwo's only free moveslot is one of its two attacking ones, as Amnesia and Recover are pivotal to its success.

Rest is an interesting choice over Recover, especially on Barrier + Amnesia (spaces around +) sets, which generally aim to last as long as possible, as it stalls for 3 three turns at the cost of 1 PP, effectively amounting to 48 turns. This can work especially well on Barrier sets, as they generally aim to last as long as possible. PP. It also comes with the added bonus of erasing the Speed drop from paralysis when switching out, though this can make Mewtwo somewhat difficult to wake up later if it hasn't woken up prior to switching; this is because it Mewtwo regularly attracts self-KO move users like Snorlax and Golem, which it can't contest when asleep. Even worse, Swords Dance Mew can often set up and break through Mewtwo right away if not chipped or paralyzed, so it's recommended to try and incapacitate it with a teammate first. Rest also notably removes Mewtwo's paralysis, which and paralysis (I assume?) arguably helps with PP stalling more, (AC) as it ensures it doesn't remain passive for extended periods of time.

Mewtwo can potentially make use of the strong elemental attacks of RBY—Fire Blast, Blizzard, or and Thunder—but these come with significant PP issues. Mewtwo mirrors often result in both losing a very large amount of it, PP, and putting your own at such a defecit deficit right away frequently results in a loss. Additionally, each comes with its own disadvantages from a status perspective: Fire Blast's burn chance means it thaws frozen Pokemon, while Blizzard and Thunder have less overall chance to inflict status because of their lower PP. Because Mewtwo sets often needs the superior status chances, the increased damage output is often just not worth it. This is to say nothing of the accuracy issues, which decrease the consistency of the one Pokemon that you can't afford to be inconsistent. However, the increased damage still leaves them situationally acceptable against teams able to PP stall Mewtwo without using opposing Mewtwo. (from discord, feel free to tinker)

Mewtwo's Attack is very usable, which makes Body Slam and Hyper Beam seem enticing. Body Slam can allow Mewtwo to spread paralysis while dealing physical damage, but compared to everything else Mewtwo can dish out, it's generally unimpressive. Hyper Beam is particularly interesting, as Mewtwo can KO Chansey from a minimum of 44.6%. Against Mewtwo, a critical hit deals slightly more damage than Self-Destruct. Thus, it can be used as a substitute for BooM2 sets to try and get opposing Mewtwo in range for a critical hit or regular (from discord) Hyper Beam instead of Self-Destruct. However, against any non-Psychic resistant Pokemon, including Chansey, the damage dealt is almost the same as a +4 Psychic, which +4 Psychic. Further, Psychic comes with the bonuses of not requiring a recharge, Special drops to further increase damage, and more attacking PP. Ergo, the only non-opposing Mewtwo (I assume?) reason to use Hyper Beam is for a better Light Screen Chansey matchup, which, (AC) while common, isn't omnipresent. If you're looking for a physical option, Submission is often the superior choice for dealing more damage hitting Chansey harder (I imagine?) than Hyper Beam and having a significant PP advantage.

Mewtwo has fantastic physical bulk, but not Cloyster levels, (removed hyphen) making Counter appear viable. However, this Counter is often best placed on Chansey, a Pokemon with higher potential damage that often draws physical attackers like Snorlax in more consistently. Mewtwo has little opportunity to use the attack, (AC) as it's often faced with opposing Mewtwo or Chansey before it even gets the chance to use it. Ergo, should these matchups come down to PP stall, there is a very high chance that Counter will be revealed by force, ruining the gimmick entirely.

BooM2 sets can arguably run Seismic Toss to make KOing opposing Mewtwo with Self-Destruct easier, making it a much more effective lure. However, fitting this into the set is extremely difficult, making it match up worse against essentially anything other than Mewtwo, which it can't often afford. It's also possible to drop Amnesia entirely on these types of sets to add more coverage options or secure a slot for Recover, but this has seen little success. (moved as per discord)

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

**Mewtwo**: Mewtwo is arguably the best check to itself. The combination of Amnesia and Recover means your standard Amnesia set has a lot of trouble breaking through, requiring three critical hits in a row with Thunderbolt or Ice Beam to get the KO. Using Self-Destruct is one way to attempt to break through an opposing Mewtwo, but this requires sacrificing your own, and even then you only OHKO with a critical hit. This means even using Self-Destruct requires you to have the team support and setup necessary to finish Mewtwo off. Another option is having enough PP to successfully stall Mewtwo out; Submission is a great way to accomplish this, thanks to the 48 PP it offers. However, it oftentimes simply comes down to which Mewtwo will be frozen first, as getting a freeze often leaves nothing left to handle a boosted Mewtwo.

**Freezing**: Thanks to freeze being virtually the equivalent of a KO—as your Pokemon never thaws on its own— KO, freezing Mewtwo is often the best way to deal with it. Common Pokemon like Jynx, Starmie, Slowbro, and Chansey run Ice Beam or Blizzard, which both carry a 10.1% freeze chance. Additionally, these Pokemon are typically able to take a hit from even a boosted Mewtwo, meaning every turn spent against them carries a degree of risk. Managing to pick up a freeze on freeze the opponent's Mewtwo is a massive way to gain momentum, freeing up your own Mewtwo or Slowbro to wreak havoc with their biggest check out of the way.

**Light Screen Chansey**: As a testament to just how powerful Mewtwo is, the phenomenal special wall Chansey is required to run Light Screen to truly be a check. However, with Light Screen, it's one of the most consistent Mewtwo checks in the game. A Mewtwo boosted to the 999 cap only possesses a 17.4% chance to 4HKO with its STAB Psychic through Light Screen. With Ice Beam and Thunderbolt, it's only a possible 6HKO. Chansey is one of the most consistent methods of overflowing a +6 Mewtwo's Special as well, using Psychic's Special drop chance and subsequently forcing a switch. Additionally, Chansey often has a significant PP advantage. This means Chansey can wall Mewtwo and force it to burn precious PP while healing off the damage it deals. However, once again, even Chansey isn't safe. Psychic's 33.2% Special drop can demean degrade Light Screen and make Chansey much more vulnerable, making it arguably a temporary solution. Submission also 2HKOes it 86.7% of the time, making for a great anti-Chansey measure. (added hyphen) Chansey is also a magnet for freeze attempts, which can be either a sigh of relief for your Mewtwo or a catastrophic situation depending on your team's defensive integrity and Mewtwo set.

**Mew**: Mew has some interesting tricks that can allow it to check, set up on, or otherwise break through handle ("or break through" addition is fine) Mewtwo. With paralysis support and Swords Dance, it's can set up to +4 Attack and then 2HKO with Earthquake (RC) while virtually never being 3HKOed in return from a 999 Special Ice Beam or Thunderbolt. At +6, Mew is capable of OHKOing Mewtwo with Hyper Beam. Alternatively, some Mew variants will simply opt to use Swords Dance and then use Explosion to erase Mewtwo from the battle without any doubt. On the defensive side, Defensively, Mew can use Transform to copy Mewtwo's pre-boost stats, moves, and Special stat stage. (I assume there's a reason to spell out "pre-boost stats" and "Special stat stage" independently? if it's important, maybe it's worth specifying? otherwise maybe not?) Transform leaves Mew vulnerable for a turn, but the player still gains crucial information about the opposing Mewtwo's set, walls it completely, and gains 5 PP for each move it holds. This 5 PP resets each time Mew Transforms, uses Transform, meaning it is able to PP stall the opposing Mewtwo. It's not like Transform Mew only has the opposing Mewtwo's attacks either, as it can run other options to cripple it prior. These options include Thunder Wave to paralyze Mewtwo, Explosion to take a big chunk out of Mewtwo's its health, Reflect to increase defensive integrity while transformed, and Soft-Boiled to stay healthy. Unless Mewtwo lands multiple critical hits or inflicts status, Mew is able to come in and check it somewhat consistently. However, Mew is far from an ironclad (collapsed hyphen) Mewtwo check; without paralysis support, Mewtwo is able to muscle through Mew on most occasions through brute force, as well as often ruining it completely with an untimely freeze.

**PP Stall**: Stalling Mewtwo out of PP is another way to deal with it, usually attempted with your own Mewtwo or Light Screen Chansey, which if successful renders it useless. Once it runs out of attacking PP, it no longer poses a threat, being little more than a status absorber. However, accomplishing this is much easier said than done. With its monstrous Special, critical hit rate, and coverage, PP stall can sometimes be in vain, as it can cost crucial members of the team should they crucial team members can fall to a freeze or the massive damage Mewtwo omits. emits. If Mewtwo lacks Thunderbolt, Slowbro is able to stand in its way, stalling PP while setting up its own brutal sweep. Thanks to Amnesia of its own Amnesia and Rest, Slowbro has a good chance to win one-on-one as well.

**Paralysis**: Paralyzing Mewtwo can open opportunities for powerful Pokemon such as Snorlax, Tauros, Mew, Golem, and Rhydon. Getting in on a paralyzed Mewtwo and being able to fire off big hits or threaten Explosion or Self-Destruct often forces it out if paralyzed. However, paralyzing Mewtwo can actually benefit it, as it can now no longer be frozen or slept, and skipping turns with paralysis lets Mewtwo PP stall more effectively. Generally, Mewtwo despises being paralyzed early on, (AC) as it loses momentum against Mew, Snorlax, and Mewtwo specifically tailored to breaking through opposing Mewtwo. However, later on, when Mew and Snorlax have likely been taken out, Mewtwo tends to appreciate paralysis more. If you have the tools on your team to take advantage of a paralyzed Mewtwo early on, then it is absolutely worth it, as finding a way to break the opposing Mewtwo without risking your own is a key way to win consistently in RBY Ubers.

**Slowbro**: Slowbro is a fairly notorious check to non-Thunderbolt Mewtwo, being able to turn it into set-up fodder set up freely or even PP stall it if all goes well. The only risk to Slowbro in this scenario is a freeze from Ice Beam, which can be somewhat made up for with Rest preventing further status. Slowbro can also muscle past non-Thunderbolt Mewtwo through Thunder Wave and +6 Surf, which will eventually 4HKO a +6 Mewtwo and deal mortal damage otherwise. However, if Mewtwo has Thunderbolt, Slowbro will be 3HKOed even at +6 if Mewtwo has also boosted. is also at +6. (I imagine?)

[CREDITS]
- Written by: [[Plague von Karma, 236353], [Ctown6, 509438]]
- Quality checked by: [[Oiseau Bleu, 431020], [Enigami, 233818]]
- Grammar checked by: [[Finland, 517429], [, ]]
 
Last edited:

Deleted User 465389

Banned deucer.
blue = add
red = delete
green = comments

[Overview]

Feast your eyes on the most destructive Pokemon in any tier in history. Not one stat Mewtwo has can be called bad or even average, including the highest Special stat in the game and a tie with Aerodactyl and Jolteon for second-highest Speed. It's not just an offensive juggernaut either:; Mewtwo's bulk is absolutely titanic, stomaching even blows from the mighty Snorlax and Tauros. Its Psychic typing comes into this as well, giving it effectively no type-based weaknesses to exploit. Because of these qualities, taking Mewtwo down often requires a concentrated effort from multiple Pokemon. As if that wasn't enough, it has access to a plethora of fantastic moves, such as Amnesia, Recover, STAB Psychic, Self-Destruct, and more. If given even a single turn of breathing room, Mewtwo can immediately take over a game and gain nigh-uncontrollable momentum. There is no true way to defeat Mewtwo head-on other than sending in your own, statusing it, or getting plain lucky. Thus, many RBY Ubers games are decided by a Mewtwo mirror match. Mewtwo was designed to be the world's strongest Pokemon, and Game Freak certainly succeeded: Mewtwo has zero inarguable flaws and is an automatic pick on any RBY Ubers team that aims to win.

Mewtwo's only arguable flaws stem from it being quite literally too powerful for a Game Boy to process. A maximum DV and EV Mewtwo can end up overflowing its own Special if it's boosted to +4 or higher and subsequently sustains a Special drop, minimizing its Special and leaving it effortless to KO. Similarly, Mewtwo's Speed gives it a very high critical hit rate—25.39%—which, combined with the fact that critical hits ignore your offensive boosts, means that +3 or higher Mewtwo will sometimes deal less damage than expected. Finally, while Mewtwo is incredible, it will always have some check it has trouble beating outside of brute force, as it often only has two moveslots available; the others are usually taken up by Amnesia and Recover. However, brute force remains a fine option in a tight spot because Mewtwo is an utter juggernaut.

[SET]
name: Standard
move 1: Amnesia
move 2: Psychic / Thunderbolt / Submission
move 3: Thunderbolt / Ice Beam
move 4: Recover

[SET COMMENTS]
Set Description
=========

Mewtwo's defining set makes full use of the incredible Amnesia. With its astronomical Special, a single Amnesia leaves it almost impossible to switch into until it's scouted and just as hard to KO with special moves. A Mewtwo boosted up to the maximum of 999 Special can only fall to three or more critical hit special attacks. This tremendous bulk and Recover allow Mewtwo to stay healthy while hammering away at the opposing team. However, after these two mandatory moves, Mewtwo's coverage is impressive and has multiple viable options, making it a multifaceted threat able to plow through just about everything. The coverage options you choose will largely decide what your Mewtwo's primary role is in each game.

Psychic is absurdly powerful coming off of its sky-high Special, and with an added STAB boost, you have one of the scariest no-drawback moves in the game. A 33.2% chance to drop Special as an added bonus can allow Mewtwo to muscle through something like Chansey, with Special drops effectively nullifying the Light Screen it relies on to check it. The Special drops can also be used to reapply the Speed drop from paralysis, allowing paralyzed Mewtwo to outspeed an opposing paralyzed Mewtwo one-on-one or incapacitate it for something else to handle; because of this, if paralyzed, Mewtwo isn't out of the game just yet. Finally, Psychic has a significant benefit in causing an opposing +4 Mewtwo's Special to overflow if it doesn't have a "SafeTwo" stat spread, which consists of using 13 DVs and 8 EVs in Special to ensure it starts at 341. Unfortunately, with the bevy of Psychic-types in Ubers, Mewtwo's targets are often resistant and thus take a Psychic decently before striking back. Common examples can include Exeggutor, Slowbro, Mew, and opposing Mewtwo.

Slotting in Thunderbolt gives Mewtwo some unique coverage possibilities while bringing its PP up to 104. Mewtwo is now able to easily beat Slowbro; if both boost to the 999 cap, Mewtwo still 3HKOes with Thunderbolt, and that's to say nothing for its 25.39% chance to OHKO with a critical hit. Thunderbolt also gives Mewtwo access to paralysis. While the odds are slim, this can help immensely against opposing Mewtwo and Chansey, not only for Mewtwo itself but for the rest of the team as well. You're statistically likely to get at least one instance of paralysis from Thunderbolt's full PP, so it's fair to fish for it. On the downside, using it in the third moveslot means you now let Exeggutor in for free, as it doesn't fear Thunderbolt or Psychic too much, only being 3HKOed by a 999 Special Psychic from full HP; it can then use this opportunity to spread status or use Explosion. You also lose out on the potential for to freeze by forgoing Ice Beam, which can really hurt against Chansey, Mew, and opposing Mewtwo. Also, if paralyzed, you can allow Rhydon a free switch-in should you use Thunderbolt or Recover, which puts Mewtwo into a very difficult spot, as Rhydon can fish for a Substitute on full paralysis and 3HKO with Earthquake from there.

Ice Beam slots in nicely alongside Psychic, and the biggest reason is the 10.1% freeze chance. While the coverage is nice to help deal with Exeggutor, Ice Beam's primary draw is to freeze opposing Mewtwo, or less ideally, one of its major checks, like Chansey. This can open up the entire game and oftentimes win you it outright. However, Slowbro is able to soak up this set's hits and use Amnesia, Thunder Wave, and Rest to have a good chance to beat Mewtwo head-on. Additionally, while Starmie doesn't pose much of a threat offensively, it can also paralyze Mewtwo or attempt to freeze it; it can take at least one hit from a Mewtwo with this coverage boosted up to the cap of 999. Opponents must be careful though, as Psychic will 2HKO Starmie from +4. Another drawback to this set is the mere 96 total PP, which can often become crucial when battling against other Mewtwo and trying to break down Chansey. This makes freezing the wrong Pokemon possibly quite deadly, as opposing Mewtwo tend to win from then on through PP stall. When using Psychic + Ice Beam, it's best to avoid paralyzing the opposing Mewtwo with the aim of winning by PP stall or freezing it.

Even without a STAB option, Mewtwo still threatens the entire metagame with BoltBeam coverage. Instead of using its STAB Psychic, it can combine the coverage and benefits of Ice Beam and Thunderbolt while reaching 104 PP. While lacking Psychic means you no longer are able to KO the powerful and often Self-Destructing-using Snorlax after some chip damage, the coverage allows Mewtwo to deal with almost everything else. It gains the advantage against both Slowbro and Exeggutor while bearing a 10.1% freeze chance for opposing Mewtwo, Mew, or Chansey. Since it handles almost the entire metagame besides these three Pokemon and Snorlax, it can blow the game wide open by freezing one of them. One drawback to this set is that, if your opponent has both Chansey and Mewtwo active, it will only be able to take out one while being walled by the other because of relying on a freeze. However, you can use Thunderbolt to attempt paralysis, meaning Mewtwo isn't completely shut down and can still help its team against these threats. Boosted up to 999, Mewtwo is able to OHKO Slowbro, Exeggutor, Tauros, and Starmie to name a few, making this combination a Swiss Army knife that is very difficult to deal with.

A unique option that Mewtwo can run is Submission. While it may sound strange at first, Submission offers Mewtwo some unique benefits. First, Submission holds a whopping 48 PP, bringing the total to 128 if using Ice Beam, or 136 if using Thunderbolt. This lets Mewtwo win PP stall wars against opposing Mewtwo consistently while having the advantage against Chansey. One must be careful though, as Mewtwo can still freeze you. Submission destroys Light Screen Chansey without risking PP stall, which is otherwise one of Mewtwo's most common adversaries. Submission Mewtwo has an 86.7% chance to 2HKO from full, and with its high critical hit ratio it has a decent chance to OHKO. The primary drawback of this set is you can only run one special coverage option. Running Thunderbolt is the most common, as this allows Mewtwo to beat each of its most common checks, these being Chansey via Submission, Slowbro via Thunderbolt, and opposing Mewtwo via PP stall. However, this set struggles against Exeggutor and Rhydon, often allowing an Explosion or status from the former and giving a free switch in to the latter. Ice Beam can be chosen over Thunderbolt alongside Submission to alleviate this, making the set weak to Slowbro but gaining the advantage against Exeggutor and Rhydon. Having a freeze chance is never bad either, giving Mewtwo a shot at freezing opposing Mewtwo and Mew. Psychic, on the other hand, should not be chosen here; alongside Submission, it simply leaves Mewtwo vulnerable against too many common Pokemon. While losing to either Exeggutor or Slowbro is unfortunate, losing to both in addition to Mew is often already enough to make the combination inferior.

[SET]
name: BooM2 (Self-Destruct)
move 1: Amnesia
move 2: Recover / Thunder Wave
move 3: Thunderbolt
move 4: Self-Destruct

[SET COMMENTS]
Set Description
=========

By bluffing the standard set with Amnesia and your chosen coverage option, this Mewtwo can lure in the opposing Mewtwo, occasionally paralyze it with Thunder Wave, and then use Self-Destruct after some chip damage. Self-Destruct also comes with the added bonus of beating set-up Slowbro, which is otherwise a common check to the set.

Self-Destruct will KO opposing Mewtwo from 52.2% minimum, which means two uses of +2 Thunderbolt will set it up for Self-Destruct to KO. It's recommended to run Thunderbolt, as well as paralysis support, to make it harder for the opposing Mewtwo to heal their way out of Self-Destruct range with Recover. Other options tend to only serve to make this set worse, as matching up worse against Slowbro usually means forcing Mewtwo to use Self-Destruct. The normally ubiquitous Recover can be dropped for Thunder Wave on this set, which guarantees that Mewtwo can use Self-Destruct before the opposing one can heal out of KO range. Naturally, this also means Mewtwo itself should avoid getting paralysis paralyzed whenever possible, or it becomes very difficult to succeed.

This set carries inherent risks, as Self-Destruct is naturally inconsistent: it being absorbed by Gengar or Rhydon can quite literally be a game loss, and less common Mewtwo sets using Flash or even Barrier match up extremely well against it. However, it remains viable for the sheer reward the trade can provide. If supported by Seismic Toss Chansey, the set can be more consistent in this role of securing trades, as two uses of Seismic Toss can also put opposing Mewtwo in KO range.

[SET]
name: Staller
move 1: Amnesia
move 2: Thunderbolt / Ice Beam / Psychic
move 3: Flash / Barrier
move 4: Recover
evs: 252 HP / 252 Atk / 252 Def / 8 SpA / 252 SpD / 252 Spe
ivs: 26 SpA

[SET COMMENTS]
Set Description
=========

Mewtwo can focus on stalling, which can be approached in two ways: Flash and or Barrier. While the two sets play differently in practice, the aim is very similar, that being stonewalling opposing Mewtwo. Because of the long-term role of these sets, the "SafeTwo" Special stat is highly recommended; the given spread gives Mewtwo a Special stat of 341, which ensures that it hits 1023 Special at +4, meaning that a Special drop does not trigger an overflow. Mewtwo's attacking option on this type of set largely depends on the rest of the team, and it only has one, so care should be taken. Thunderbolt hits Mew and Slowbro while giving Mewtwo the best possible PP advantage; however, Rhydon becomes extremely threatening, especially if running Flash. Alternatively, Ice Beam lets Mewtwo muscle past Exeggutor and Rhydon, as well as providing the option of freezing the opposing Mewtwo, possibly cutting off the Flash interaction early. STAB Psychic can serve as a generic option on Barrier sets, being the strongest attack Mewtwo has and also giving it the best shot of beating Snorlax before it either paralyzes with Body Slam or uses Self-Destruct.

The Flash approach aims to gain the most advantage in the Mewtwo mirror match without making a trade, and as such it should be kept in waiting until that opportunity arises. It works most effectively against Ice Beam Mewtwo, as Flash can decrease the opposing Mewtwo's chance of freezing your own while also giving a PP advantage against all standard sets, totaling to 112 PP with Psychic or Ice Beam, or 120 if running Thunderbolt. This forces the opponent to either switch out and risk losing a Pokemon or stay in and inevitably lose if enough accuracy drops set in. Attacking the opposing Mewtwo is generally unnecessary; PP stalling its attacking PP is all you need, leaving yourself with a fully boosted Mewtwo to wreak havoc thereafter. This set isn't wholly opposed to being paralyzed—skipping turns is arguably beneficial once the accuracy drops have piled on, though paralysis does drastically decrease its consistency prior to that.

However, the combination of Barrier and Amnesia can be used instead to turn Mewtwo into a wincon that also has a large PP advantage against opposing Mewtwo, which can be 112 PP with Recover added on, not factoring in offensive options. This alone is enough to PP stall any standard Mewtwo set, allowing you to end up with a fully boosted Mewtwo by the time they run out. When using this set, it is strongly recommended to get Mewtwo paralyzed as soon as possible, as this further improves its PP stalling capabilities and ensures it cannot get frozen later. With the assistance of Barrier, Eexploding on Mewtwo becomes an impossibility without something like Swords Dance + Explosion Mew, which forces the opposing team to PP stall it themselves. Even the mighty Snorlax, with the strongest physical move in the game in STAB Self-Destruct, rarely hits for even a quarter of Barrier Mewtwo's health at +6. This set works especially well against Self-Destruct Mewtwo sets, as they cannot afford a PP stall war and lose the ability to KO it from half HP due to the Defense boost. While still able to be struck by critical hits, Mewtwo is very difficult to KO after boosting both Defense and Special, often surviving for astonishing periods of time.

The main drawback to stall-centric Mewtwo sets is that they often require some momentum to function; Flash usually takes multiple hits to begin making your own Mewtwo difficult to hit, and Barrier sets add more turns of setup time. Ergo, any unfortunate luck during these sequences is often devastating, and making your own Mewtwo less consistent must be for good reason. Additionally, because of the aforementioned lack of coverage and specialized nature, stall-centric Mewtwo sets often end up being weaker to Pokemon other than opposing Mewtwo. Depending on the offensive option of choice, Mewtwo can become weak to any of Chansey, Exeggutor, Slowbro, and Transform Mew. Slowbro is the most notable if not running Thunderbolt, being able to accumulate a sizable PP advantage through Rest while having high enough damage output to muscle past with repeated full paralysis. If running Thunderbolt, though, Light Screen Chansey becomes a big threat if not paralyzed, possessing a PP advantage and enough bulk to shrug off what Mewtwo throws at it. Regardless of offensive option, though, despite Mewtwo's sheer power in a vacuum, Barrier Mewtwo often has limited attacking PP to punish switch stalling, which is worsened when paralyzed. Ergo, teams using this set should make up for its shortcomings. Explosion Mew, Golem, and Self-Destruct Snorlax make fine choices, often making it easier to break through Chansey and Slowbro. Zapdos or Jolteon can also be effective—especially the latter, which tends to have a more consistent Chansey matchup and has a high critical hit rate to break through Slowbro. Slowbro is also an excellent partner, profiting greatly from a Thunderbolt Mewtwo being incapacitated to set up and sweep later.

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

To prevent Mewtwo's Special from overflowing, 8 EVs and 13 DVs in Special can make the stat 341 on any given Mewtwo set, which amounts to 1023 at +4, albeit capped at 999 in practice. This is known as the "SafeTwo" spread, pioneered by Enigami. Doing this, however, severely cuts into Mewtwo's bulk, making critical hits from special attacks deal noticeably higher damage. Thus, using this spread depends on whether your Mewtwo set aims for short-term reward or maximum mileage throughout a game.

If a move is good in RBY, there is a good chance that Mewtwo learns it. Customizing Mewtwo usually consists of patching up offensive holes in a team while ensuring it doesn't leave itself open to its checks; in other words, without compromising its power level or making it more situational. Generally, Mewtwo's only free moveslot is one of its two attacking ones, as Amnesia and Recover are pivotal to its success.

Rest is an interesting choice over Recover, especially on Barrier + Amnesia sets, which generally aim to last as long as possible, as it stalls for three turns at the cost of 1 PP, effectively amounting to 48 PP. It also comes with the added bonus of erasing the Speed drop from paralysis when switching out, though this can make Mewtwo somewhat difficult to wake up later if it hasn't woken up prior to switching; this is because Mewtwo regularly attracts self-KO move users like Snorlax and Golem, which it can't contest when asleep. Even worse, Swords Dance Mew can often set up and break through Mewtwo right away if not chipped or paralyzed, so it's recommended to try and incapacitate it with a teammate first. Rest also notably removes Mewtwo's paralysis, and paralysis arguably helps with PP stalling more, as it ensures it doesn't remain passive for extended periods of time.

Mewtwo can potentially make use of the strong elemental attacks of RBY—Fire Blast, Blizzard, and Thunder—but these come with significant PP issues. Mewtwo mirrors often result in both losing a very large amount of PP, and putting your own at such a deficit right away frequently results in a loss. Additionally, each comes with its own disadvantage from a status perspective: Fire Blast's (maybe add 30.1% here)burn chance means it can thaws frozen Pokemon, while Blizzard and Thunder have less overall chance to inflict status because of their lower PP. Because Mewtwo often needs the superior status chances, the increased damage output is often just not worth it. This is to say nothing of the accuracy issues, which decrease the consistency of the one Pokemon that you can't afford to be inconsistent. However, the increased damage still leaves them situationally acceptable on teams able to PP stall Mewtwo without using their own Mewtwo.

Mewtwo's Attack is very usable, which makes Body Slam and Hyper Beam seem enticing. Body Slam can allow Mewtwo to spread paralysis while dealing physical damage, but compared to everything else Mewtwo can dish out, it's generally unimpressive. Hyper Beam is particularly interesting, as Mewtwo can KO Chansey from a minimum of 44.6%. Against Mewtwo, a critical hit deals slightly more damage than Self-Destruct. Thus, it can be used as a substitute for BooM2 sets to try and get opposing Mewtwo in range for a critical hit or regular Hyper Beam instead of Self-Destruct. However, against any non-Psychic resistant Pokemon, including Chansey, the damage dealt is almost the same as a +4 Psychic. Further, Psychic comes with the bonuses of not requiring a recharge, Special drops to further increase damage, and more attacking PP. Ergo, the only non-opposing Mewtwo reason to use Hyper Beam is for a better Light Screen Chansey matchup, which, while common, isn't omnipresent. If you're looking for a physical option, Submission is often the superior choice for hitting Chansey harder than Hyper Beam and having a significant PP advantage for Mewtwo.

Mewtwo has fantastic physical bulk, but not Cloyster levels, making Counter appear viable. However, Counter is often best placed on Chansey, a Pokemon with higher potential damage that often draws physical attackers like Snorlax in more consistently. Mewtwo has little opportunity to use the attack, as it's often faced with opposing Mewtwo or Chansey before it even gets the chance to use it. Ergo, should these matchups come down to PP stalling, there is a very high chance that Counter will be revealed by force, ruining the gimmick entirely.

BooM2 sets can arguably run Seismic Toss to make KOing opposing Mewtwo with Self-Destruct easier, making it a much more effective lure. However, fitting this into the set is extremely difficult, making it match up worse against essentially anything other than Mewtwo, which it can't often afford. It's also possible to drop Amnesia entirely on these types of sets to add more coverage options or secure a slot for Recover, but this has seen little success.

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

**Mewtwo**: Mewtwo is arguably the best check to itself. The combination of Amnesia and Recover means your standard Amnesia set has a lot of trouble breaking through, requiring three critical hits in a row with Thunderbolt or Ice Beam to get the KO. Using Self-Destruct is one way to attempt to break through an opposing Mewtwo, but this requires sacrificing your own, and even then you only OHKO with a critical hit. This means even using Self-Destruct requires you to have the team support and setup necessary to finish Mewtwo off. Another option is having enough PP to successfully stall Mewtwo out; Submission is a great way to accomplish this, thanks to the 48 PP it offers. However, it oftentimes simply comes down to which Mewtwo will be frozen first, as getting a freeze often leaves nothing left to handle a boosted Mewtwo.

**Freezing**: Thanks to freeze being virtually the equivalent of a KO, freezing Mewtwo is often the best way to deal with it. Common Pokemon like Jynx, Starmie, Slowbro, and Chansey run Ice Beam or Blizzard, which both carry a 10.1% freeze chance. Additionally, these Pokemon are typically able to take a hit from even a boosted Mewtwo, meaning every turn spent against them carries a degree of risk. Managing to freeze the opponent's Mewtwo is a massive way to gain momentum, freeing up your own Mewtwo or Slowbro to wreak havoc with their biggest check out of the way.

**Light Screen Chansey**: As a testament to just how powerful Mewtwo is, the phenomenal special wall Chansey is required to run Light Screen to truly be a check. However, with Light Screen, it's one of the most consistent Mewtwo checks in the game. A Mewtwo boosted to the 999 cap only possesses a 17.4% chance to 4HKO with its STAB Psychic through Light Screen. With Ice Beam and Thunderbolt, it's only a possible 6HKO. Chansey is one of the most consistent methods of overflowing a +6 Mewtwo's Special as well, using Psychic's Special drop chance and subsequently forcing a switch. Additionally, Chansey often has a significant PP advantage. This means Chansey can wall Mewtwo and force it to burn precious PP while healing off the damage it deals. However, once again, even Chansey isn't safe. Psychic's 33.2% Special drop can degrade Light Screen and make Chansey much more vulnerable, making it arguably a temporary solution. Submission also 2HKOes it 86.7% of the time, making for a great anti-Chansey measure. Chansey is also a magnet for freeze attempts, which can be either a sigh of relief for your Mewtwo or a catastrophic situation depending on your team's defensive integrity and Mewtwo set.

**Mew**: Mew has some interesting tricks that can allow it to check, set up on, or otherwise handle Mewtwo. With paralysis support and Swords Dance, it can set up to +4 Attack and then 2HKO with Earthquake while virtually never being 3HKOed in return from a 999 Special Ice Beam or Thunderbolt. At +6, Mew is capable of OHKOing Mewtwo with Hyper Beam. Alternatively, some Mew variants will simply opt to use Swords Dance and then Explosion to erase Mewtwo from the battle without any doubt. Defensively, Mew can use Transform to copy Mewtwo's pre-boost stats and moves. Transform leaves Mew vulnerable for a turn, but the player still gains crucial information about the opposing Mewtwo's set, walls it completely, and gains 5 PP for each move it holds. This 5 PP resets each time Mew uses Transform, meaning it is able to PP stall the opposing Mewtwo. It's not like Transform Mew only has the opposing Mewtwo's attacks either, as it can run other options to cripple it prior. These include Thunder Wave, Explosion to take a big chunk out of its health, Reflect to increase defensive integrity while transformed, and Soft-Boiled to stay healthy. Unless Mewtwo lands multiple critical hits or inflicts status, Mew is able to come in and check it somewhat consistently. However, Mew is far from an ironclad Mewtwo check; without paralysis support, Mewtwo is able to muscle through Mew on most occasions through brute force, as well as often ruining it completely with an untimely freeze.

**PP Stall**: Stalling Mewtwo out of PP is another way to deal with it, usually attempted with your own Mewtwo or Light Screen Chansey. Once it runs out of attacking PP, it no longer poses a threat, being little more than a status absorber. However, accomplishing this is much easier said than done. With its monstrous Special, critical hit rate, and coverage, PP stall can sometimes be in vain, as crucial team members can fall to a freeze or the massive damage Mewtwo emits. If Mewtwo lacks Thunderbolt, Slowbro is able to stand in its way, stalling PP while setting up its own brutal sweep. Thanks to its own Amnesia and Rest, Slowbro has a good chance to win one-on-one as well.

**Paralysis**: Paralyzing Mewtwo can open opportunities for powerful Pokemon such as Snorlax, Tauros, Mew, Golem, and Rhydon. Getting in on a paralyzed Mewtwo and being able to fire off big hits or threaten Explosion or Self-Destruct often forces it out. However, paralyzing Mewtwo can actually benefit it, as it can now no longer be frozen or slept, and skipping turns with paralysis lets Mewtwo PP stall more effectively. Generally, Mewtwo despises being paralyzed early on, as it loses momentum against Mew, Snorlax, and Mewtwo specifically tailored to break through opposing Mewtwo. However, later on, when Mew and Snorlax have likely been taken out, Mewtwo tends to appreciate paralysis more. If you have the tools on your team to take advantage of a paralyzed Mewtwo early on, then it is absolutely worth it, as finding a way to break the opposing Mewtwo without risking your own is a key way to win consistently in RBY Ubers.

**Slowbro**: Slowbro is a fairly notorious check to non-Thunderbolt Mewtwo, being able to set up freely or even PP stall it if all goes well. The only risk to Slowbro in this scenario is a freeze from Ice Beam, which can be somewhat made up for with Rest preventing further status. Slowbro can also muscle past non-Thunderbolt Mewtwo through Thunder Wave and +6 Surf, which will eventually 4HKO a +6 Mewtwo and deal mortal damage otherwise. However, if Mewtwo has Thunderbolt, Slowbro will be 3HKOed even at +6 if Mewtwo is also at +6.

[CREDITS]
- Written by: [[May, 236353], [Ctown6, 509438]]
- Quality checked by: [[Oiseau Bleu, 431020], [Enigami, 233818]]
- Grammar checked by: [[Finland, 517429], [, ]]
good job! :blobthumbsup:
 
Last edited:
GP 2/2
[Overview]

Feast your eyes on the most destructive Pokemon in any tier in history. Not one stat Mewtwo has can be called bad or even average, including the highest Special stat in the game and a tie with Aerodactyl and Jolteon for second-highest Speed. It's not just an offensive juggernaut either:; Mewtwo's bulk is absolutely titanic, stomaching even blows from the mighty Snorlax and Tauros. Its Psychic typing comes into this as well, giving it effectively no type-based weaknesses to exploit. Because of these qualities, taking Mewtwo down often requires a concentrated effort from multiple Pokemon. As if that wasn't enough, it has access to a plethora of fantastic moves, such as Amnesia, Recover, STAB Psychic, Self-Destruct, and more. If given even a single turn of breathing room, Mewtwo can immediately take over a game and gain nigh-uncontrollable momentum. (feels like saying the same thing in a different way) There is no true way to defeat Mewtwo head-on other than sending in your own, statusing it, or getting plain lucky. Thus, many RBY Ubers games are decided by a Mewtwo mirror match. Mewtwo was designed to be the world's strongest Pokemon, and Game Freak certainly succeeded: Mewtwo has zero inarguable flaws and is an automatic pick on any RBY Ubers team that aims to win.

Mewtwo's only arguable flaws stem from it being quite literally too powerful for a Game Boy to process. A maximum DV and EV Mewtwo can end up overflowing its own Special if it's boosted to +4 or higher and subsequently sustains a Special drop, minimizing its Special and leaving it effortless to KO. Similarly, Mewtwo's Speed gives it a very high critical hit rate—25.39%—which, combined with the fact that critical hits ignore your the attacker's offensive boosts, means that +3 or higher Mewtwo will sometimes deal less damage than expected. Finally, while Mewtwo is incredible, it will always have some check it has trouble beating outside of brute force, as it often only has two moveslots available; (semi) the others are usually taken up by after Amnesia and Recover. However, brute force remains a fine option in a tight spot because Mewtwo is an utter juggernaut.

[SET]
name: Standard
move 1: Amnesia
move 2: Psychic / Thunderbolt / Submission
move 3: Thunderbolt / Ice Beam
move 4: Recover

[SET COMMENTS]
Set Description
=========

Mewtwo's defining set makes full use of the incredible Amnesia. With its astronomical Special, a single Amnesia leaves it almost impossible to switch into until it's scouted and just as hard to KO with special moves. A Mewtwo boosted up to the maximum of 999 Special can only fall to three or more critical hit special attacks. This tremendous bulk and Recover allow Mewtwo to stay healthy while hammering away at the opposing team. However, after these two mandatory moves, Mewtwo's coverage is impressive and has multiple viable options, making it a multifaceted threat able to plow through just about everything. The coverage options you choose will largely decide what your Mewtwo's primary role is in each game.

Mewtwo's STAB Psychic is absurdly powerful coming off of its sky-high Special, and with an added STAB boost, you have one of the scariest no-drawback moves in the game. A 33.2% chance to drop Special as an added bonus can allow Mewtwo to muscle through something like Light Screen Chansey, with Special drops effectively nullifying the Light Screen it relies on to check it. The Special drops can also be used to reapply the Speed drop from paralysis, allowing paralyzed Mewtwo to outspeed an opposing paralyzed Mewtwo one-on-one or incapacitate it for something else to handle; because of this, if paralyzed, a paralyzed Mewtwo isn't out of the game just yet. Finally, Psychic has a significant benefit in causing an opposing +4 Mewtwo's Special to overflow if it doesn't have a "SafeTwo" stat spread, which consists of using 13 DVs and 8 EVs in Special to ensure it starts at 341. Unfortunately, with the bevy of Psychic-types in Ubers, Mewtwo's targets are often resistant and thus take a Psychic decently before striking back. Common examples can include Exeggutor, Slowbro, Mew, and opposing Mewtwo.

Slotting in Thunderbolt gives Mewtwo some unique coverage possibilities while bringing its PP up to 104. Mewtwo is now able to easily beat Slowbro; if both boost to the 999 cap, Mewtwo still 3HKOes with Thunderbolt, and that's to say nothing for of its 25.39% chance to OHKO with a critical hit. Thunderbolt also gives Mewtwo access to paralysis. While the odds are slim, this can help Mewtwo and teammates immensely against opposing Mewtwo and Chansey, not only for Mewtwo itself but for the rest of the team as well. You're statistically likely to get at least one instance of paralysis from Thunderbolt's full PP, so it's fair to fish for it. On the downside, using it in the third moveslot means you now let Mewtwo lets Exeggutor in for free, as it doesn't fear Thunderbolt or Psychic too much, only being it's only (it resists psychic and electric, pretty intuitive) 3HKOed by a 999 Special Psychic from full HP; it can then use this opportunity to spread status or use Explosion. You also lose out on the potential to freeze by forgoing Ice Beam, which can really hurt against Chansey, Mew, and opposing Mewtwo. Also, if paralyzed, paralyzed Mewtwo can inadvertently allow Rhydon a free switch-in should you it use Thunderbolt or Recover, which puts Mewtwo into it in a very difficult spot, as Rhydon can fish for a Substitute on full paralysis and 3HKO with Earthquake from there.

Ice Beam slots in nicely alongside Psychic, and the biggest reason is the 10.1% freeze chance. While the coverage is nice to help deal with Exeggutor, Ice Beam's primary draw is to freeze opposing Mewtwo, or less ideally, one of its major checks, like Chansey. This can open up the entire game and oftentimes win you it outright. However, Slowbro is able to soak up this set's hits and use Amnesia, Thunder Wave, and Rest to have a good chance to beat Mewtwo head-on. Additionally, while Starmie doesn't pose much of a threat offensively, it can also paralyze Mewtwo or attempt to freeze it; it can take at least one hit from a Mewtwo with this coverage boosted up to the cap of 999. Opponents must be careful though, as +4 Psychic will 2HKO Starmie from +4. Another drawback to this set is the mere 96 total PP, which can often become crucial when battling against other Mewtwo and trying to break down Chansey. This makes freezing the wrong Pokemon possibly quite deadly, as opposing Mewtwo tend to win from then on there through PP stall. When using Psychic + Ice Beam, it's best to avoid paralyzing the opposing Mewtwo with the aim in favor of winning by PP stall or freezing it.

Even without a STAB option, Mewtwo still threatens the entire metagame with BoltBeam coverage. Instead of using its STAB Psychic, it can combine the coverage and benefits of Ice Beam and Thunderbolt while reaching 104 PP. While lacking Psychic means you no longer are able to KO the powerful and often Self-Destructing it no longer KOes the powerful and Self-Destruct-using Snorlax after some chip damage, the coverage allows Mewtwo to deal with almost everything else. It gains the advantage against both Slowbro and Exeggutor while bearing a 10.1% freeze chance for opposing Mewtwo, Mew, or Chansey. Since it handles almost the entire metagame besides these three Pokemon and Snorlax, it can blow the game wide open by freezing one of them. One drawback to this set is that, if your opponent has both Chansey and Mewtwo active, it will only be able to take out one while being walled by the other because of relying on a freeze. However, you can use Thunderbolt to attempt paralysis, meaning Mewtwo isn't completely shut down and can still help its team against these threats. Boosted up to 999, Mewtwo is able to OHKO Slowbro, Exeggutor, Tauros, and Starmie to name a few, making this combination a Swiss Army knife that is very difficult to deal with.

A unique option that Mewtwo can run is Submission. While it may sound strange at first, Submission offers Mewtwo some unique benefits. First, Submission holds a whopping 48 PP, bringing the total to 128 if using Ice Beam, or 136 if using Thunderbolt. This lets Mewtwo win PP stall wars against opposing Mewtwo consistently while having the advantage against Chansey. One must be careful of getting frozen though, as Mewtwo can still freeze you. Submission destroys Light Screen Chansey, (comma) one of Mewtwo's most common adversaries, without risking PP stall, which is otherwise one of Mewtwo's most common adversaries. Submission Mewtwo has an 86.7% chance to 2HKO from full, and with its high critical hit ratio it has a decent chance to OHKO. The primary drawback of this set is you can only run only running one special coverage option. Running Thunderbolt is the most common, as this allows Mewtwo to beat each all of its most common checks, these being Chansey via Submission, Slowbro via Thunderbolt, and opposing Mewtwo via PP stall. However, this set struggles against Exeggutor and Rhydon, often allowing an Explosion or status from the former and giving a free switch in to the latter. Ice Beam can be chosen over Thunderbolt alongside Submission to alleviate this, making the set weak to Slowbro but gaining the advantage against Exeggutor and Rhydon. Having a freeze chance is never bad either, giving Mewtwo a shot at freezing opposing Mewtwo and Mew. Psychic, on the other hand, should not be chosen here; alongside Submission, it simply leaves Mewtwo vulnerable against too many common Pokemon Psychic-types. While losing to either Exeggutor or Slowbro is unfortunate, losing to both in addition to Mew is often already enough to make the combination inferior.

[SET]
name: BooM2 (Self-Destruct)
move 1: Amnesia
move 2: Recover / Thunder Wave
move 3: Thunderbolt
move 4: Self-Destruct

[SET COMMENTS]
Set Description
=========

By bluffing the standard set with Amnesia and your chosen coverage option, this Mewtwo can lure in the opposing Mewtwo, occasionally paralyze it with Thunder Wave, and then use Self-Destruct after some chip damage. Self-Destruct also comes with the added bonus of beating set-up Slowbro, which is otherwise a common check to the set.

Self-Destruct will KO opposing Mewtwo from 52.2% minimum, which means two uses of +2 Thunderbolt will set it up for Self-Destruct to KO. It's recommended to run Thunderbolt, as well as paralysis support, to make it harder for the opposing Mewtwo to heal their its way out of Self-Destruct range with Recover. Other options tend to only serve to make this set worse, as matching up worse against Slowbro usually means forcing forces Mewtwo to use Self-Destruct. The normally ubiquitous Recover can be dropped for Thunder Wave on this set, which guarantees that Mewtwo can use Self-Destruct before the opposing one can heal out of KO range. Naturally, this also means Mewtwo itself should avoid getting paralyzed whenever possible, or it becomes very difficult to succeed.

This set carries inherent risks, as Self-Destruct is naturally inconsistent: it being absorbed by Gengar or Rhydon can quite literally be a game loss, and less common Mewtwo sets using Flash or even Barrier match up extremely well against it. However, it remains viable for the sheer reward the trade can provide. If supported by Seismic Toss Chansey, the set can be more consistent in this role of at securing trades, as two uses of Seismic Toss can also put opposing Mewtwo in KO range.

[SET]
name: Staller
move 1: Amnesia
move 2: Thunderbolt / Ice Beam / Psychic
move 3: Flash / Barrier
move 4: Recover
evs: 252 HP / 252 Atk / 252 Def / 8 SpA / 252 SpD / 252 Spe
ivs: 26 SpA

[SET COMMENTS]
Set Description
=========

Mewtwo can focus on stalling, which can be approached in two ways: Flash or Barrier. While the two sets they play differently in practice, the aim is very similar, that being stonewalling opposing Mewtwo. Because of the long-term role of these sets, the "SafeTwo" Special stat is highly recommended; the given spread gives Mewtwo a Special stat of 341, which ensures that it hits 1023 Special at +4, meaning that a Special drop does not trigger an overflow. Mewtwo's attacking option on this type of set largely depends on the rest of the team, and it only has one, so care should be taken. Thunderbolt hits Mew and Slowbro while giving Mewtwo the best possible PP advantage; however, Rhydon becomes extremely threatening, especially if running Flash. Alternatively, Ice Beam lets Mewtwo muscle past Exeggutor and Rhydon, as well as providing the option of freezing the opposing Mewtwo, possibly cutting off the Flash interaction early. STAB Psychic can serve as a generic option on Barrier sets, being the strongest attack Mewtwo has and also giving it the best shot of beating Snorlax before it either paralyzes with Body Slam or uses Self-Destruct.

The Flash approach aims to gain the most advantage in the Mewtwo mirror match without making a trade, and as such so it should be kept in waiting until that opportunity arises. It works most effectively against Ice Beam Mewtwo, as Flash can decrease the opposing Mewtwo's chance of freezing your own while also giving a PP advantage against all standard sets, totaling to 112 PP with Psychic or Ice Beam, or 120 if running Thunderbolt. This forces the opponent to either switch out and risk losing a Pokemon or stay in and inevitably lose if enough accuracy drops set in. Attacking the opposing Mewtwo is generally unnecessary; PP stalling its attacking PP is all you need, leaving yourself with a fully boosted Mewtwo to wreak havoc thereafter. This set isn't wholly opposed to being paralyzed—skipping turns is arguably beneficial once the accuracy drops have piled on, though paralysis does drastically decrease its consistency prior to that.

However,
The combination of Barrier and Amnesia can be used instead to turn Mewtwo into a wincon sweeper that also has a large PP advantage against opposing Mewtwo, which can be 112 PP with Recover added on, not factoring in offensive options. This alone is enough to PP stall any standard Mewtwo set, allowing you to end up with a fully boosted Mewtwo by the time they run out. When using this set, It is strongly recommended to get this Mewtwo paralyzed as soon as possible, as this further improves its PP stalling capabilities and ensures it cannot get frozen later. With the assistance of Barrier, exploding on Mewtwo becomes an impossibility without something like Swords Dance + Explosion Mew, which forces the opposing team to PP stall it themselves. Even the mighty Snorlax, with the strongest physical move in the game in STAB Self-Destruct, rarely hits for even a quarter of +6 Barrier Mewtwo's health at +6. This set works especially well against Self-Destruct Mewtwo sets, as they cannot afford a PP stall war and lose the ability to KO it from half HP due to the Defense boost. While still able to be struck by vulnerable to critical hits, Mewtwo is very difficult to KO after boosting both Defense and Special, often surviving for astonishing periods of time.

The main drawback to stall-centric Mewtwo sets is that they often require some momentum to function; Flash usually takes multiple hits to begin making your own Mewtwo difficult to hit, and Barrier sets add more turns of setup time. Ergo, any unfortunate luck during these sequences is often devastating, and making your own Mewtwo less consistent must be for good reason. Additionally, because of the aforementioned lack of coverage and specialized nature, stall-centric Mewtwo sets often end up being weaker to Pokemon other than opposing Mewtwo. Depending on the offensive option of choice, Mewtwo can become weak to any of Chansey, Exeggutor, Slowbro, and Transform Mew. Slowbro is the most notable if not running Thunderbolt, being able to accumulate a sizable PP advantage through Rest while having high enough damage output to muscle past with repeated full paralysis. If running Thunderbolt, though, Light Screen Chansey becomes a big threat if not paralyzed, possessing a PP advantage and enough bulk to shrug off what Mewtwo throws at it. Regardless of offensive option and Mewtwo's sheer power, though, despite Mewtwo's sheer power in a vacuum, Barrier Mewtwo often has limited attacking PP to punish switch stalling, which is worsened when paralyzed. Ergo, teams using this set should make up for its shortcomings. Explosion Mew, Golem, and Self-Destruct Snorlax make fine choices, often making it easier to break through Chansey and Slowbro. Zapdos or Jolteon can also be effective—especially the latter, which tends to have a more consistent Chansey matchup and has a high critical hit rate to break through Slowbro. Slowbro is also an excellent partner, profiting greatly from a Thunderbolt Mewtwo being incapacitated to set up and sweep later.

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

To prevent Mewtwo's Special from overflowing, 8 EVs and 13 DVs in Special can make the stat 341 on any given Mewtwo set, which amounts to 1023 at +4, albeit capped at 999 in practice. This is known as the "SafeTwo" spread, pioneered by Enigami. Doing this, however, severely cuts into Mewtwo's bulk, making critical hits from special attacks deal noticeably higher damage. Thus, using this spread depends on whether your Mewtwo set aims for short-term reward or maximum mileage throughout a game.

If a move is good in RBY, there is a good chance that Mewtwo learns it. Customizing Mewtwo usually consists of patching up offensive holes in a team while ensuring it doesn't leave itself open to its checks; in other words, without compromising its power level or making it more situational. Generally, Mewtwo's only free moveslot is one of its two attacking ones, as Amnesia and Recover are pivotal to its success.

Rest is an interesting choice over Recover, especially on Barrier + Amnesia sets, which generally aim to last as long as possible, as it stalls for three turns at the cost of 1 PP, effectively amounting to 48 PP. It also comes with the added bonus of erasing the Speed drop from paralysis when switching out, though this can make Mewtwo somewhat difficult to wake up later if it hasn't woken up prior to switching; this is because Mewtwo regularly attracts self-KO move users like Snorlax and Golem, which it can't contest when asleep. Even worse, Swords Dance Mew can often set up and break through Mewtwo right away if not chipped or paralyzed, so it's recommended to try and incapacitate it with a teammate first. Rest also notably removes Mewtwo's paralysis, and paralysis arguably helps with PP stalling more, as it ensures it doesn't remain passive for extended periods of time.

Mewtwo can potentially make use of the strong elemental attacks of RBY—Fire Blast, Blizzard, and Thunder—but these they come with significant PP issues. Mewtwo mirrors often result in both losing a very large amount of PP, and putting your own at such a deficit right away frequently results in a loss. Additionally, each comes with its own disadvantage from a status perspective: Fire Blast's burn chance means it can thaw frozen Pokemon, while Blizzard and Thunder have less overall chance to inflict status because of their lower PP. Because Mewtwo often needs the superior status chances, the increased damage output is often just not worth it. This is to say nothing of the accuracy issues, which decrease the consistency of the one Pokemon that you can't afford to be inconsistent. However, the increased damage still leaves them situationally acceptable on teams able to PP stall Mewtwo without using their own Mewtwo. (where does the extra damage even matter?)

Mewtwo's Attack is very usable, which makes Body Slam and Hyper Beam seem enticing. Body Slam can allow Mewtwo to spread paralysis while dealing physical damage, but compared to everything else Mewtwo can dish out, it's generally unimpressive. Hyper Beam is particularly interesting, as Mewtwo can then KO Chansey from a minimum of 44.6%. Against Mewtwo, a critical hit deals slightly more damage than Self-Destruct. Thus, it can be used as a substitute for BooM2 sets to try and get opposing Mewtwo in range for a critical hit or regular Hyper Beam instead of Self-Destruct. However, against any non-Psychic resistant Pokemon, including Chansey, the damage dealt is almost the same as a +4 Psychic. Further, Psychic comes with the bonuses of not requiring a recharge, Special drops to further increase damage, and more attacking PP. Ergo, the only non-opposing Mewtwo reason to use Hyper Beam is for a better Light Screen Chansey matchup, which, while common, isn't omnipresent. If you're looking for a physical option, Submission is often the superior choice for hitting Chansey harder than Hyper Beam and having a significant PP advantage for Mewtwo.

Mewtwo has fantastic physical bulk, but not Cloyster levels, making Counter appear viable. However, Counter is often best placed on Chansey, a Pokemon with higher potential damage that often draws physical attackers like Snorlax in more consistently. Mewtwo has little opportunity to use the attack, as it's often faced with opposing Mewtwo or Chansey before it even gets the chance to use it. Ergo, should these matchups come down to PP stalling, there is a very high chance that Counter will be revealed by force, ruining the gimmick entirely.

BooM2 sets can arguably run Seismic Toss to make KOing opposing Mewtwo with Self-Destruct easier, making it a much more effective lure. However, fitting this into the set is extremely difficult, (comma) making it match up worse and worsens its matchups against essentially anything other than Mewtwo, which it can't often afford. It's also possible to drop Amnesia entirely on these types of sets to add more coverage options or secure a slot for Recover, but this has seen little success.

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

**Mewtwo**: Mewtwo is arguably the best check to itself. The combination of Amnesia and Recover means your standard Amnesia set has a lot of trouble breaking through, requiring three critical hits in a row with Thunderbolt or Ice Beam to get the KO. Using Self-Destruct is one way to attempt to break through an opposing Mewtwo, but this requires sacrificing your own, and even then you only OHKO with a critical hit. This means even using Self-Destruct requires you to have the team support and setup necessary to finish Mewtwo off. Another option is having enough PP to successfully stall Mewtwo out; Submission is a great way to accomplish this, thanks to the 48 PP it offers. However, it oftentimes simply comes down to which Mewtwo will be frozen first, as getting a freeze often leaves nothing left to handle a boosted Mewtwo.

**Freezing**: Thanks to freeze being virtually the virtual equivalent of a KO, freezing Mewtwo is often the best way to deal with it. Common Pokemon like Jynx, Starmie, Slowbro, and Chansey run Ice Beam or Blizzard, which both carry a 10.1% freeze chance. Additionally, these Pokemon are typically able to take a hit from even a boosted Mewtwo, meaning every turn spent against them carries a degree of risk. Managing to freeze the opponent's Mewtwo is a massive way to gain massive momentum, freeing up your own Mewtwo or Slowbro to wreak havoc with their biggest check out of the way.

**Light Screen Chansey**: As a testament to just how powerful Mewtwo is, the phenomenal special wall Chansey is required to must run Light Screen to truly be a check. However, with Light Screen, it's one of the most consistent Mewtwo checks in the game. A Mewtwo boosted to the 999 cap only possesses a 17.4% chance to 4HKO with its STAB Psychic through Light Screen. With Ice Beam and Thunderbolt, it's only a possible 6HKO. Chansey is one of the most consistent methods of overflowing a +6 Mewtwo's Special as well, using Psychic's Special drop chance and subsequently forcing a switch. Additionally, Chansey often has a significant PP advantage. This means Chansey can wall Mewtwo and force it to burn precious PP while healing off the damage it deals. However, once again, even Chansey isn't safe. Psychic's 33.2% Special drop can degrade Light Screen and make Chansey much more vulnerable, making it arguably a temporary solution. Submission also 2HKOes it 86.7% of the time, making for a great anti-Chansey measure. Chansey is also a magnet for freeze attempts, which can be either a sigh of relief for your own Mewtwo or a catastrophic situation depending on your team's defensive integrity and Mewtwo set.

**Mew**: Mew has some interesting tricks that can allow it to check, set up on, or otherwise handle Mewtwo. With paralysis support and Swords Dance, it can set up to +4 Attack and then 2HKO with Earthquake while virtually never being 3HKOed in return from a by 999 Special Ice Beam or Thunderbolt. At +6, Mew is capable of OHKOing Mewtwo with Hyper Beam. Alternatively, some Mew variants will simply opt to use Swords Dance and then Explosion to erase Mewtwo from the battle without any doubt. Defensively, Mew can use Transform to copy Mewtwo's pre-boost stats and moves. Transform leaves Mew vulnerable for a turn, but the player still gains crucial information about the opposing Mewtwo's set, walls it completely, and gains 5 PP for each move it holds. This 5 PP resets each time Mew uses Transform, meaning it is able to PP stall the opposing Mewtwo. It's not like Transform Mew only has the opposing Mewtwo's attacks either, as it can run other options to cripple it prior. These include Thunder Wave, Explosion to take a big chunk out of its health, Reflect to increase defensive integrity while transformed, and Soft-Boiled to stay healthy. Unless Mewtwo lands multiple critical hits or inflicts status, Mew is able to come in and check it somewhat consistently. However, Mew is far from an ironclad Mewtwo check; without paralysis support, Mewtwo is able to muscle through Mew on most occasions through brute force, as well as often ruining it completely with an untimely freeze.

**PP Stall**: Stalling Mewtwo out of PP is another way to deal with it, usually attempted with your own Mewtwo or Light Screen Chansey. Once it runs out of attacking PP, it no longer poses a threat, being it's little more than a status absorber. However, accomplishing this is much easier said than done. With its monstrous Special, critical hit rate, and coverage, PP stall can sometimes be in vain, as crucial team members can fall to a freeze or the massive damage Mewtwo emits. If Mewtwo lacks Thunderbolt, Slowbro is able to stand in its way, stalling PP while setting up its own brutal sweep. Thanks to its own Amnesia and Rest, Slowbro has a good chance to win one-on-one as well.

**Paralysis**: Paralyzing Mewtwo can open opportunities for powerful Pokemon such as Snorlax, Tauros, Mew, Golem, and Rhydon. Getting in on a paralyzed Mewtwo and being able to fire off big hits or threaten Explosion or Self-Destruct often forces it out. However, paralyzing Mewtwo can actually benefit it, as it can now no longer be frozen or slept put to sleep, and skipping turns with paralysis lets Mewtwo PP stall more effectively. Generally, Mewtwo despises being paralyzed early on, as it loses momentum against Mew, Snorlax, and Mewtwo specifically tailored to break through opposing Mewtwo. However, later on, when Mew and Snorlax have likely been taken out, Mewtwo tends to appreciate paralysis more. If you have the tools on your team to take advantage of a paralyzed Mewtwo early on, then it is absolutely worth it, as finding a way to break the opposing Mewtwo without risking your own is a key way to win consistently in RBY Ubers.

**Slowbro**: Slowbro is a fairly notorious check to non-Thunderbolt Mewtwo, being able to set up freely or even PP stall it if all goes well. The only risk to Slowbro in this scenario is a freeze from Ice Beam, which can be somewhat made up for with Rest preventing further status. Slowbro can also muscle past non-Thunderbolt Mewtwo through Thunder Wave and +6 Surf, which will eventually 4HKO a +6 Mewtwo and deal mortal damage otherwise. However, if Mewtwo has Thunderbolt, Slowbro will be 3HKOed even at +6 if Mewtwo is also at +6.

[CREDITS]
- Written by: [[May, 236353], [Ctown6, 509438]]
- Quality checked by: [[Oiseau Bleu, 431020], [Enigami, 233818]]
- Grammar checked by: [[Finland, 517429], [, ]]
 

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