Mewtwo

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I've been peering over this thread for a while, because I myself have been soft resetting for Mewtwo in HeartGold to get Drain Punch on it.

Mewtwo @ Mewtwonite X
Hasty
120 HP, 172 SpA, 216 Speed
- Bulk Up
- Drain Punch / Low Kick
- Stone Edge / Rock Slide
- Fire Blast / Shadow Ball

This here is what I came up with for a mixed MMX leaned more towards cracking its checks. 216 Speed EVs barely outspeeds Timid Darkrai.

On the physical side, despite no attack investment, MMX is great after a bulk up. Drain Punch vs. Low Kick is the power vs. longevity choice to be made by the player.

Rock Slide vs. Stone Edge is the power vs. Accuracy choice for most Pokémon, but it's a little more than just that in Mewtwo X's case.
At +1 attack and defense, either Rock move will maim even physically defensive Ho-Oh without hazard support. Yveltal is discouraged from using Sucker Punch and would rather go for the KO. 0 / 0- Yveltal BARELY survives a +1 Rock Slide, so you can either set Stealth Rock early on to deal with flying types or run Stone Edge to secure the KO on Yveltal.
Against Lugia, however, Rock Slide may be the superior option. Stone Edge's shaky accuracy and low PP mean it's bound to be lucked out against Pressure stall Lugia; on the other hand, Rock Slide's 30% flinching chance, more reliable accuracy and higher PP are bound to overwhelm Lugia's stalling techniques.

Shadow Ball vs Fire Blast is the choice for whether you want to hurt Aegislash harder or Gengar harder. With 120 HP EVs, MMX barely survives a Timid 252 SpA Megagar's Shadow Ball. 120 HP EVs also makes Mewtwo's HP hit 383 which is just shy of a multiple of 8 and 16, making a nice bonus for when you have to switch into rocks in either form.
With 172 SpA EVs, Shadow Ball does at minimum 75.5% damage to 4 / 0 Megagar, meaning it will fail to set up a Substitute if it does not do so on the second turn, possibly foiling its Perish Trapping technique, though I doubt any Megagar would try that on a Mewtwo in fear of Psychic STAB.
Shadow Ball nets a guaranteed 3HKO on Shield Aegislash, leftovers or not, while fire blast nets a guaranteed 2HKO on 252 / 0 Aegislash, leftovers or not. Either attack will OHKO Blade Aegislash who try to Shadow Sneak. Pick your poison.

Defensively, Giratina A is probably the best counter to this set. Specially defensive takes pitiful damage from Shadow Ball and even less from the rest of its attacks while it can either status MMX or phaze it away.

Offensively, almost anything with a scarf poses some threat, most notably the specially offensive titans of the tier. Kyogre's Water Spout and Xerneas' Moonblast easily scare away this set, and there may be a few more.

What do you think, everyone?
 
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Firstly, hello to everyone. It's my first post here. I play mainly with friends but I read a lot of strategies to not be too far behind.
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I must say, both of mega evolutions look pretty appealing to me but I focused more on Y version here. I came up with set similar to "Bulky Booster" from 5th gen:

Mewtwo @ Mewtwonite Y
Timid Nature
252 SpA, 124 SpD, 136 Speed
-Psystrike
-Ice Beam / Aura Sphere
-Recover
-Calm Mind

One of the differences between normal Mewtwo and Mewtwo-Y is that the latter has 10 more base speed. It allows us to spend some EV points in other place than speed. 136 speed with positive nature leaves Mewtwo-Y with 385 speed. That's enough to outspeed 252 Timid LO Darkrai. The other option, if You would want to outspeed Pokemon like normal 252 Timid Mewtwo, is to invest 176 Speed to get to 396 speed (that one was said by user Sharpteeth earlier on 6th page) but I would not really recommend it.
This set aims to use Mewtwo-Y's boosted SpDef (30 more base) and additional SpDef EV points to set up easier with Calm Mind in front of special attackers and then sweep. The following calculations show difference between Mewtwo-Y without additional EV points in SpDef, with 124 points and, of course, with 1 Calm Mind:

252+ SpA Life Orb Dialga Draco Meteor vs. 0 HP / 0 SpD Mega Mewtwo Y: 289-341 (81.8 - 96.6%) -- 62.5% chance to OHKO after Stealth Rock
252+ SpA Life Orb Dialga Draco Meteor vs. 0 HP / 124 SpD Mega Mewtwo Y: 259-305 (73.3 - 86.4%) -- guaranteed 2HKO
252+ SpA Dialga Draco Meteor vs. +1 0 HP / 124 SpD Mega Mewtwo Y: 133-157 (37.6 - 44.4%)

252 SpA Life Orb Darkrai Dark Pulse vs. 0 HP / 0 SpD Mega Mewtwo Y: 299-354 (84.7 - 100.2%) -- 81.3% chance to OHKO after Stealth Rock
252 SpA Life Orb Darkrai Dark Pulse vs. 0 HP / 124 SpD Mega Mewtwo Y: 268-320 (75.9 - 90.6%) -- 18.8% chance to OHKO after Stealth Rock
252 SpA Life Orb Darkrai Dark Pulse vs. +1 0 HP / 124 SpD Mega Mewtwo Y: 179-213 (50.7 - 60.3%) -- guaranteed 2HKO after Stealth Rock

252 SpA Lustrous Orb Palkia Hydro Pump vs. 0 HP / 0 SpD Mega Mewtwo Y in Rain: 309-364 (87.5 - 103.1%) -- guaranteed OHKO after Stealth Rock
252 SpA Lustrous Orb Palkia Hydro Pump vs. 0 HP / 124 SpD Mega Mewtwo Y in Rain: 279-328 (79 - 92.9%) -- 37.5% chance to OHKO after Stealth Rock
252 SpA Lustrous Orb Palkia Hydro Pump vs. +1 0 HP / 124 SpD Mega Mewtwo Y in Rain: 186-220 (52.6 - 62.3%) -- guaranteed 2HKO after Stealth Rock

252+ SpA Choice Specs Kyogre Surf vs. 0 HP / 0 SpD Mega Mewtwo Y in Rain: 345-406 (97.7 - 115%) -- guaranteed OHKO after Stealth Rock (81.3% without)
252+ SpA Choice Specs Kyogre Surf vs. 0 HP / 124 SpD Mega Mewtwo Y in Rain: 310-366 (87.8 - 103.6%) -- guaranteed OHKO after Stealth Rock (25% without)
252+ SpA Choice Specs Kyogre Surf vs. +1 0 HP / 124 SpD Mega Mewtwo Y in Rain: 207-244 (58.6 - 69.1%) -- guaranteed 2HKO after Stealth Rock

252+ SpA Choice Specs Turboblaze Reshiram Draco Meteor vs. 0 HP / 0 SpD Mega Mewtwo Y: 331-391 (93.7 - 110.7%) -- guaranteed OHKO after Stealth Rock
252+ SpA Choice Specs Turboblaze Reshiram Draco Meteor vs. 0 HP / 124 SpD Mega Mewtwo Y: 298-352 (84.4 - 99.7%) -- 81.3% chance to OHKO after Stealth Rock
252+ SpA Choice Specs Turboblaze Reshiram Draco Meteor vs. +1 0 HP / 124 SpD Mega Mewtwo Y: 199-235 (56.3 - 66.5%)

+2 252 SpA Fairy Aura Xerneas Moonblast vs. 0 HP / 0 SpD Mega Mewtwo Y: 357-421 (101.1 - 119.2%) -- guaranteed OHKO
+2 252 SpA Fairy Aura Xerneas Moonblast vs. 0 HP / 124 SpD Mega Mewtwo Y: 321-378 (90.9 - 107%) -- 43.8% chance to OHKO
+2 252 SpA Fairy Aura Xerneas Moonblast vs. +1 0 HP / 124 SpD Mega Mewtwo Y: 214-253 (60.6 - 71.6%) -- guaranteed 2HKO

As we can see all mentioned threats cannot OHKO this set without help of Stealth Rock (except of Geomancy Xerneas which has an average chance to do so).

And then let's see offensive side of this set:

252 SpA Mega Mewtwo Y Aura Sphere vs. 0 HP / 4 SpD Darkrai: 258-304 (91.8 - 108.1%) -- guaranteed OHKO after Stealth Rock

+1 252 SpA Mega Mewtwo Y Psystrike vs. 4 HP / 0 Def Xerneas: 348-409 (88.3 - 103.8%) -- guaranteed OHKO after Stealth Rock

+1 252 SpA Mega Mewtwo Y Aura Sphere vs. 252 HP / 4 SpD Dialga: 352-416 (87.1 - 102.9%) -- 56.3% chance to OHKO after Stealth Rock

+1 252 SpA Mega Mewtwo Y Aura Sphere vs. 252 HP / 252+ SpD Heatran: 246-290 (63.7 - 75.1%) -- guaranteed 2HKO

+1 252 SpA Mega Mewtwo Y Ice Beam vs. 252 HP / 80 SpD Lugia: 260-306 (62.5 - 73.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery


+1 252 SpA Mega Mewtwo Y Psystrike vs. 252 HP / 0 Def Giratina: 285-336 (56.5 - 66.6%) -- guaranteed 2HKO
+1 252 SpA Mega Mewtwo Y Ice Beam vs. 252 HP / 252+ SpD Giratina: 254-300 (50.3 - 59.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+1 252 SpA Mega Mewtwo Y Psystrike vs. 252 HP / 252+ Def Giratina: 211-249 (41.8 - 49.4%) -- 24.6% chance to 2HKO after Stealth Rock and Leftovers recovery

Disadvantages: As we all can guess the biggest drawback of this set is lack of Leftovers' recovery and coverage moves to truly strike fear. With Psystrike / Recovery / Calm Mind we have only 1 slot to use. I believe Ice Beam (for Lugia and physically defensive Giratina) or Aura Sphere (Darkrai, Heatran, Dialga) are good choices here.
And of course, Choice Scarf users like Scizor and Genesect must die before we even think of setting up.

Other option: Stealing Sharpteeth's idea (again, 6th page) here. If one prefers Rest (instead of Recovery), it may be a good option because having 1 "Full Restore" is certainly useful and 20 more points in base defence helps.

EDIT: Totally forgot about Xerneas. Added him in calculations.
EDIT 2: Removed Deoxys since Knock off is physical so he's irrelevant now. Forgot to change Kyogre's nature to Modest.
 
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Firstly, hello to everyone. It's my first post here. I play mainly with friends but I read a lot of strategies to not be too far behind.
-----
I must say, both of mega evolutions look pretty appealing to me but I focused more on Y version here. I came up with set similar to "Bulky Booster" from 5th gen:

Mewtwo @ Mewtwonite Y
Timid Nature
252 SpA, 124 SpD, 136 Speed
-Psystrike
-Ice Beam / Aura Sphere
-Recover
-Calm Mind

One of the differences between normal Mewtwo and Mewtwo-Y is that the latter has 10 more base speed. It allows us to spend some EV points in other place than speed. 136 speed with positive nature leaves Mewtwo-Y with 385 speed. That's enough to outspeed 252 Timid LO Darkrai. The other option, if You would want to outspeed Pokemon like normal 252 Timid Mewtwo, is to invest 176 Speed to get to 396 speed (that one was said by user Sharpteeth earlier on 6th page) but I would not really recommend it.
This set aims to use Mewtwo-Y's boosted SpDef (30 more base) and additional SpDef EV points to set up easier with Calm Mind in front of special attackers and then sweep. The following calculations show difference between Mewtwo-Y without additional EV points in SpDef, with 124 points and, of course, with 1 Calm Mind:



As we can see all mentioned threats cannot OHKO this set without help of Stealth Rock (except of Geomancy Xerneas which has an average chance to do so).

And then let's see offensive side of this set:



Disadvantages: As we all can guess the biggest drawback of this set is lack of Leftovers' recovery and coverage moves to truly strike fear. With Psystrike / Recovery / Calm Mind we have only 1 slot to use. I believe Ice Beam (for Lugia and physically defensive Giratina) or Aura Sphere (Darkrai, Heatran, Dialga) are good choices here.
And of course, Choice Scarf users like Scizor and Genesect must die before we even think of setting up.

Other option: Stealing Sharpteeth's idea (again, 6th page) here. If one prefers Rest (instead of Recovery), it may be a good option because having 1 "Full Restore" is certainly useful and 20 more points in base defence helps.

EDIT: Totally forgot about Xerneas. Added him in calculations.
First off welcome to smogon.

Secondly the majority of your calcs are inaccurate
deo-a has knock off
Ogre runs modest
Alga is never staying in on mewtwo
Darkrai is never staying in on mewtwo
Xern beats you regardless
Lol resh

The actual damage calcs showing mmy's power doesn't show realistic scenarios. Not to mention mmy's biggest bane is yveltal which still beats you easily
 
First off welcome to smogon.

Secondly the majority of your calcs are inaccurate
deo-a has knock off
Ogre runs modest
Alga is never staying in on mewtwo
Darkrai is never staying in on mewtwo
Xern beats you regardless
Lol resh

The actual damage calcs showing mmy's power doesn't show realistic scenarios. Not to mention mmy's biggest bane is yveltal which still beats you easily

Thank You for informing me. Fixed Kyogre, removed Deoxys. There's a realistic scenario where Xerneas does not beat Mewtwo-Y but I'm not that experienced with 6th gen battles to say what is the probability of it.

I don't exactly know why do You bring Yveltal here though. It's obvious Calm Mind Mewtwo-Y shouldn't stay in on Yveltal (because of Taunt and Sucker Punch).
 
My Argument for Mewtwonite X: STAB Screen Breaking, +EQ support, + Recover, and I guess Psycho Cut.
Recover would still be great for Cell-Two, as any fightingg type benefits from HP restore.
 
My Argument for Mewtwonite X: STAB Screen Breaking, +EQ support, + Recover, and I guess Psycho Cut.
Recover would still be great for Cell-Two, as any fightingg type benefits from HP restore.
You listed 3 moves that don't help Mmx at all.

Brick break is bad
Earthquake provides redundant coverage with low kick and literally hits nothing outside or rachi/meta gross/aegis, none of which threaten Mmx much.
Psystrike > psycho cut

Eh recover could work. Since Mmx has a free moveslot between low kick/taunt/stone edge.
 
Mewtwo @ Mewtwonite X
Trait: Pressure
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Substitute
- Bulk Up
- Drain Punch
- Ice Punch

This is probably my favorite set. Substitute protects you from status in general, particularly from Darkrai (and also avoids Sucker Punch from said Darkrai or even Yveltal). Bulk Up boosts your Attack to insane levels and goes hand in hand with Drain Punch. The more you boost the more health you gain back, so the more time you have to setup even more. I prefer Ice Punch over Psycho Cut, as it lets you do solid damage against pokes like Giratina, Lugia, Landorus-T etc.

I found this set to work well under Dual Screens from a pokemon like Bronzong (who also does a good job at checking Xerneas, not only a huge threat but it beats Mega Mewtwo X easily.
 
I got my Drain Punch Mewtwo by soft resetting for it in HeartGold, then teaching it Drain Punch by TM before migrating it.
Drain Punch is a Gen 4 TM.

Does anybody want to critique the set I posted for MMX?
 
Okay, after peering over this thread, it seems the best way to play Mega Mewtwo Y is to have a similar EV spread and Nature as if you were playing classic Mewtwo. Invest everything in Special Attack and Speed and you essentially have a nuke on your hands that can't be outsped or outmatched in Special Attack.

But no one seems to agree on a good EV spread for Mega Mewtwo X. Although the general consensus seems to be to run a Naive Nature to be able to go mixed.

Does anyone have any suggestions for a good EV spread for Mega Mewtwo X?
 
Hasty nature is preferred over Naive if Mega Gengar is a concern; otherwise, Naive is good to soften priority (Pursuit, too).
Either run enough speed to move before Mega Gengar, or run enough to barely outpace non-scarfed Darkrai.
With such a high SpA stat, EV investment won't make a big difference percentage-wise, so Calm Mind will boost the stat more than any dedication to SpA will. I tend not to go crazy with SpA EVs because of that, but feel free to go all the way.
the rest of the EVs...you can add some Atk to get around potential walls (although Psystrike usually takes care of that) or investment to take a hit from key revenge killers.
 
Okay, after peering over this thread, it seems the best way to play Mega Mewtwo Y is to have a similar EV spread and Nature as if you were playing classic Mewtwo. Invest everything in Special Attack and Speed and you essentially have a nuke on your hands that can't be outsped or outmatched in Special Attack.

But no one seems to agree on a good EV spread for Mega Mewtwo X. Although the general consensus seems to be to run a Naive Nature to be able to go mixed.

Does anyone have any suggestions for a good EV spread for Mega Mewtwo X?
There are a few viable variants for an all-out attacking Mega Mewtwo X. The set should look something like:

Mewtwo @ Mewtwonite X
Ability: Pressure
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive / Jolly Nature
- Taunt
- Low Kick
- Zen Headbutt
- Ice Beam / Stone Edge

Low Kick being the main event, as it almost OHKOs the likes of Palkia and Kyogre while only hitting neutrally and destroying anything it hits super effectively. Zen Headbutt is a solid secondary STAB for stuff that Low Kick doesn't hit. Ice Beam hits Ground-, Flying- and Dragon types nicely, notably OHKOing Landorus-T which is otherwise a decent check to Mega Mewtwo X. Alternatively, Stone Edge tends to hit Flying-types harder, destroys any Ho-Oh and gets nice coverage with Low Kick. You can also use Earthquake to have something to hit Aegislash hard, although Aegislash is pretty easy to exploit with the likes of Ho-Oh so it's not a great move. Iron Tail is an option to hit Fairies that think they're pretty safe from these moves. Taunt is pretty important since it has tons of utility and prevents status, shuts down walls like Giratina and Lugia (unless they carry Aeroblast) hard and prevents any healing.

You could also opt for a Bulk Up set, but those are best off being entirely physically based with maximal Attack and Speed.
 
Incidentally, I would like to point out that Megatwo Y gets its Attack boosted as well as its Special Attack. Any possibility of going mixed, or does 4MSS and frailty make that impractical?
 
Incidentally, I would like to point out that Megatwo Y gets its Attack boosted as well as its Special Attack. Any possibility of going mixed, or does 4MSS and frailty make that impractical?
There is no real incentive to. Psystrike already effectively allows mixed attacking, as it hits the opponent's Defense. Mewtwo's Special movepool is also generally superior, with plenty of coverage options and often higher Base Power moves. Finally, mixed attacking is generally less valuable in Ubers because many walls have excellent mixed bulk; the likes of Arceus formes, Lugia or Giratina can comfortably absorb most physical or special attacks.
 
Has anyone considered baton passing from a mew w/ Barrier, Calm Mind, Rock Polish, and (obviously) Baton Pass to a Mega Mewtwo Y? MMY's main flaw is his measly defense stat, which could be patched up with a few barriers. Using Rock Polish even once would mean that speed investment would pretty much be unnecessary, or at the least allow Modest nature. Calm Mind would make MMY impossible to tank or take down (when combined with Barrier). This would allow MMY to run a 252 Def, 252 SpA, 4 SpD EV spread with Modest Nature. By having a designated Baton Passer, MMY could use 4 coverage moves, probably Psystrike, Aura Sphere, Ice Beam, and Flamethrower. By the time Mew has Baton Passed +2 SpA, +2 SpD, +2 Spe, and +3 Def, MMY would be unstoppable. Shadow Sneak from 252 Atk Adamant Aegislash would do around 25% damage. Brave Bird from 252 Atk Adamant Talonflame would also do around 25% Damage. Even with a Choice Band, MMY still wouldn't be taking much damage. Needless to say, they would be OHKO'd after they attack. Even if they ran a Focus Sash set (which I've never heard of), they still would only do about 50% damage total. The only Arceus type I can think of right now that wouldn't take super-effective damage from this set would be Arceus-Fairy. The best move to counter this set would probably be Punishment, but even a 252 HP, 252 Atk, 4 Def Adamant Arceus would only have a 37.5% Chance to survive to counter with Punishment, which would only deal 50 - 60% damage to MMY. The only way I can see to stop such a set would be to cripple it with a Prankster Thunder Wave, maybe from a Liepard. A standard SwagPlay Liepard could take down this set, but only if it was very lucky. But afterwards, the MMY would lose most of its effectiveness.
 
Has anyone considered baton passing from a mew w/ Barrier, Calm Mind, Rock Polish, and (obviously) Baton Pass to a Mega Mewtwo Y? MMY's main flaw is his measly defense stat, which could be patched up with a few barriers. Using Rock Polish even once would mean that speed investment would pretty much be unnecessary, or at the least allow Modest nature. Calm Mind would make MMY impossible to tank or take down (when combined with Barrier). This would allow MMY to run a 252 Def, 252 SpA, 4 SpD EV spread with Modest Nature. By having a designated Baton Passer, MMY could use 4 coverage moves, probably Psystrike, Aura Sphere, Ice Beam, and Flamethrower. By the time Mew has Baton Passed +2 SpA, +2 SpD, +2 Spe, and +3 Def, MMY would be unstoppable. Shadow Sneak from 252 Atk Adamant Aegislash would do around 25% damage. Brave Bird from 252 Atk Adamant Talonflame would also do around 25% Damage. Even with a Choice Band, MMY still wouldn't be taking much damage. Needless to say, they would be OHKO'd after they attack. Even if they ran a Focus Sash set (which I've never heard of), they still would only do about 50% damage total. The only Arceus type I can think of right now that wouldn't take super-effective damage from this set would be Arceus-Fairy. The best move to counter this set would probably be Punishment, but even a 252 HP, 252 Atk, 4 Def Adamant Arceus would only have a 37.5% Chance to survive to counter with Punishment, which would only deal 50 - 60% damage to MMY. The only way I can see to stop such a set would be to cripple it with a Prankster Thunder Wave, maybe from a Liepard. A standard SwagPlay Liepard could take down this set, but only if it was very lucky. But afterwards, the MMY would lose most of its effectiveness.

This is assuming that you could somehow get four free turns with Mew, which is only going to happen against the most inept opponent. In which case you would win anyways, because they're the kind of person that also takes four turns to set up for their Farfetch'd sweep or something. Your setup is completely stopped by anything with Taunt or Encore or a sleep move. If you could somehow manage to get MMY out with those boosts on a consistent basis, priority Destiny Bonds and Focus Sashed 'mons with Mirror Coat are simple checks.
 
You may want to play around with it for a little bit to see its common switchins. I can tell you for sure you'll need a Kyogre sponge, but I suppose that's a given.
Other problematic mons may be some of the scarfed physical ones trying to avoid the Will O Wisp, such as Zekrom and Genesect, so Ferrothorn sounds alright as a sponge.
I think I can see why you have yet to find a nice partner for that set; it mostly depends on the 'style of the team.' Is the team full semi-stall? Or is MMY surrounded by HO teammates?
 
You may want to play around with it for a little bit to see its common switchins. I can tell you for sure you'll need a Kyogre sponge, but I suppose that's a given.
Other problematic mons may be some of the scarfed physical ones trying to avoid the Will O Wisp, such as Zekrom and Genesect, so Ferrothorn sounds alright as a sponge.
I think I can see why you have yet to find a nice partner for that set; it mostly depends on the 'style of the team.' Is the team full semi-stall? Or is MMY surrounded by HO teammates?

It's mostly a team of Stally Pokemon. For the record it consists of that Mewtwo / Klefki / Physically Defensive Landorus-T / Sylveon / Giratina / Arceus-Grass :], with the first partner being Klefki to beat Yveltal and Landorus-T to set up hazards for wearing down stuff.
 
It's mostly a team of Stally Pokemon. For the record it consists of that Mewtwo / Klefki / Physically Defensive Landorus-T / Sylveon / Giratina / Arceus-Grass :], with the first partner being Klefki to beat Yveltal and Landorus-T to set up hazards for wearing down stuff.

Gengar weak, you need pursuit support on a team with so many mons that Gengar easily eliminates.
 
That's incorrect. Mega Mewtwo Y suffers a defense drop to 70, making a defensive build dubious (especially with priority shadow sneak Aegislash). Mega Mewtwo X is the one with better overall defenses, even with a little less Sp.Def than Mega Mewtwo Y.
I was wondering could you run an all attacking set with mmy
Mega Mewtwo Y @asalt vest
-psystrike
-ice beam
-thunderbolt
-aura sphere/ shadow ball
 
I was wondering could you run an all attacking set with mmy
Mega Mewtwo Y @asalt vest
-psystrike
-ice beam
-thunderbolt
-aura sphere/ shadow ball
It needs to be holding a Mewtwonite Y in order to be able to Mega Evolve at all. That means it's impossible to get Mega Mewtwo Y with an Assault Vest.
 
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