Yea that makes sense. Thank you!
There’s also Z Megas and their new “faster cast times -> expend more Mega energy -> shorter battles” gimmick, but we won’t get to see that til S4.

It's pretty good for hitting Metagross if you aren't running Flamethrower or Earth Power though. Psychic/Ghost/Electric hits pretty much everything at least neutrally.Mewtwo has coverage for fucking days. I don't think Solar Beam or Hurricane Mewtwo will ever be a thing, but...they're options lol. I also think Shadow Ball is overrated on Mewtwo. You're just using it to hit other Mewtwo super effectively while boosted Psyshock and its other coverage already chunks Mewtwo pretty hard.
Right, but as you said, I can get that Metagross coverage with Earth Power, which hits quite a few more Pokemon for super effective, including Ampharos, the grounded Fire-types, Excadrill, Lucario, Pikachu, Tyranitar, etc. That’s way more targets than what Shadow Ball would cover for me. Also, because it’s a ball-move, Shadow Ball has a tendency to miss whereas Earth Power is homing, so even if it’s a neutral hit into Mewtwo, it ends up being more consistent especially from a distance. Psychic/Ice/Ground is equally neutral into just about everything, too.It's pretty good for hitting Metagross if you aren't running Flamethrower or Earth Power though. Psychic/Ghost/Electric hits pretty much everything at least neutrally.
What’s the ampharos set?Been playing with the Mega Mewtwos for the past few hours. If you wanted to know what playing with a DBZ character (Freeza) is like in ZA, both of them offer that experience.
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Mewtwo @ Mewtwonite Y
EVs: 212 HP / 4 Def / 252 SpA / 4 SpD / 36 Spe
Modest Nature
- Calm Mind / Nasty Plot
- Psyshock / Psystrike
- Some combo of Ice Beam / Thunderbolt / Earth Power / Focus Blast / Flamethrower / Shadow Ball / Solar Beam / Hurricane /
Mewtwo has coverage for fucking days. I don't think Solar Beam or Hurricane Mewtwo will ever be a thing, but...they're options lol. I also think Shadow Ball is overrated on Mewtwo. You're just using it to hit other Mewtwo super effectively while boosted Psyshock and its other coverage already chunks Mewtwo pretty hard. However, if there's a time to run it, it'd be now since everyone's experimenting with Mewtwo. I'd just rather hit more of the meta harder.
Whichever coverage moves you opt to run will depend on your team composition. I've been running Calm Mind, Psyshock, Ice Beam, and Earth Power withto deal with Electric-weaks, and
(and I'll get to Absol soon, I have to gush about that mon) for opposing Mewtwo, Ghost-types, and Mewtwo checks. Calm Mind or Nasty Plot for your boosting move; CM has the benefit of helping your Xerneas and opposing Special Mewtwo matchup, while Plot holds on to your SpA boost longer. I currently prefer Psyshock's ability to accurate hit its targets, but Psystrike can work if you position and time your attacks properly, giving you a much stronger hit. What's great about MM2Y in particular is that base form Mewtwo works just fine on its own as you gather Mega energy. Turns out, base 154 SpA and a boosting move is kinda good. I've tried 4 Attacks MM2Y and found significantly-less success. Base form Mewtwo wants to boost to pick up KOs, and lacking that just won't cut it.
MM2Y is also hella fast, hence why I think MM2Y is worth it. That extra bit of Speed MM2Y gets puts it in range of a cooldown threshold with a small amount of Speed investment, turning all of its 8 second cooldown moves into the fastest-possible 3 seconds.
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Mewtwo @ Mewtwonite X
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Bulk Up
- Brick Break
- Some combo of Poison Jab / Stone Edge / Earthquake / Elemental Punches
Physical Mega Mewtwo X, on the other hand, doesn't have as many options compared to its Special counterparts. It lacks Swords Dance, relying on Bulk Up to boost itself, which doesn't hold onto the boost nearly as long as SD would. The Defense boost helps with all the physical threats coming after standard M2 / MM2Y, though.
MM2X took me a bit to get used to. This way of running M2 makes the base form much worse, being stuck with unSTAB'd attacks off of 110 Attack. However, when I found the right team after discussing it on discord -and
- I started performing much better. Like MM2Y, the coverage you run alongside Brick Break depends on the team, and with Garchomp covering Ground-weaks and Chandelure taking Skarmory out of the sky, I ran Bulk Up, Brick Break, Poison Jab, and Stone Edge to great success. It also helps that Brick Break destroys the many screens out there right now.
Turns out, all the checks MM2Y has, are mostly weak to MM2X. Dark-types? Bug-types? Never heard of 'em. You're weaker to Xerneas now, but funnily enough, a lot of Xerneas are switching to physical sets using Night Slash and Megahorn, and MM2X is neutral to those moves and has Bulk Up to sponge the hits better. Plus, this is what boosted Poison Jab does to it:
+1 252+ Atk Mewtwo-Mega-X Poison Jab+ vs. 252 HP / 0 Def Xerneas: 191-224 (81.9 - 96.1%) -- guaranteed 2HKO
If Xern is chipped, it's donezo. Yveltal's not excused from class, either, because it's gonna get this work:
+1 252+ Atk Mewtwo-Mega-X Stone Edge+ vs. 252 HP / 4 Def Yveltal: 236-278 (101.2 - 119.3%) -- guaranteed OHKO
While you lose your Psychic-resistance, you actually take on other Mewtwo surprisingly-well. Boosted Stone Edge into Poison Jab kills MM2Y, and has a chance to take regular Mewtwo out, as well.
Overall, while I had lower expectations of MM2X and initially wrote it off, it's actually really strong and should be respected.
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Absol @ Life Orb
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Night Slash
- Close Combat
- Play Rough
Holy shit, this thing is amazing. It's thriving in this meta right now. Not only does it feast on all the Mewtwo running around, but the Mewtwo counters aren't safe, either. +1 Play Rough+ does 89% minimum to Yveltal, so it dies if it's chipped. +1 Night Slash doesn't even need Plus Power to kill MM2Y, and if it's MM2X, +1 Play Rough+ does 93% minimum. There's a bunch of Tyranitar on the ladder for some reason, which means Absol has been feasting well. Close Combat and Play Rough are nice for the other meta staples, including Excadrill, Garchomp, Glaceon, Mega Gyarados, Dragonite, and Lucario, while Night Slash cuts through Metagross, Chandelure, Delphox, and Gengar, often through screens thanks to the high crit rate.
Another great benefit is that it's fast on its feet. It's able to chase down targets quite easily, and if Night Slash misses, it's not a big loss since it has a quick cooldown. Play Rough and Close Combat also teleport you to your targets, which help with closing the distance.
The main disadvantage is its frailty, but if you practice Guerrilla Warfare with Absol, you'll get results. Blitz cooked with this Absol set!
What’s the ampharos set?
Was that your lead? Or was it Mewtwo?![]()
Ampharos @ Shuca Berry
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Reflect
- Light Screen
- Charge
- Thunderbolt
The standard set. It's currently the best dual-purpose supporter + sniper, giving you screens while killing mons from far away with Charge-boosted Thunderbolts.
Ampharos is the lead, since it's there to set screens initially. It's a great way to generate a good amount of mega energy at the start of the match.Was that your lead? Or was it Mewtwo?
Thanks I’ll have to give the team a goAmpharos is the lead, since it's there to set screens initially. It's a great way to generate a good amount of mega energy at the start of the match.
I'm very very interested in this Absol set, as I want to pair it up with my Dragalge to deal with all the Mewtwos, Metagross, and annoying dragons/psychics running around.Been playing with the Mega Mewtwos for the past few hours. If you wanted to know what playing with a DBZ character (Freeza) is like in ZA, both of them offer that experience.
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Mewtwo @ Mewtwonite Y
EVs: 212 HP / 4 Def / 252 SpA / 4 SpD / 36 Spe
Modest Nature
- Calm Mind / Nasty Plot
- Psyshock / Psystrike
- Some combo of Ice Beam / Thunderbolt / Earth Power / Focus Blast / Flamethrower / Shadow Ball / Solar Beam / Hurricane /
Mewtwo has coverage for fucking days. I don't think Solar Beam or Hurricane Mewtwo will ever be a thing, but...they're options lol. I also think Shadow Ball is overrated on Mewtwo. You're just using it to hit other Mewtwo super effectively while boosted Psyshock and its other coverage already chunks Mewtwo pretty hard. However, if there's a time to run it, it'd be now since everyone's experimenting with Mewtwo. I'd just rather hit more of the meta harder.
Whichever coverage moves you opt to run will depend on your team composition. I've been running Calm Mind, Psyshock, Ice Beam, and Earth Power withto deal with Electric-weaks, and
(and I'll get to Absol soon, I have to gush about that mon) for opposing Mewtwo, Ghost-types, and Mewtwo checks. Calm Mind or Nasty Plot for your boosting move; CM has the benefit of helping your Xerneas and opposing Special Mewtwo matchup, while Plot holds on to your SpA boost longer. I currently prefer Psyshock's ability to accurate hit its targets, but Psystrike can work if you position and time your attacks properly, giving you a much stronger hit. What's great about MM2Y in particular is that base form Mewtwo works just fine on its own as you gather Mega energy. Turns out, base 154 SpA and a boosting move is kinda good. I've tried 4 Attacks MM2Y and found significantly-less success. Base form Mewtwo wants to boost to pick up KOs, and lacking that just won't cut it.
MM2Y is also hella fast, hence why I think MM2Y is worth it. That extra bit of Speed MM2Y gets puts it in range of a cooldown threshold with a small amount of Speed investment, turning all of its 8 second cooldown moves into the fastest-possible 3 seconds.
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Mewtwo @ Mewtwonite X
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Bulk Up
- Brick Break
- Some combo of Poison Jab / Stone Edge / Earthquake / Elemental Punches
Physical Mega Mewtwo X, on the other hand, doesn't have as many options compared to its Special counterparts. It lacks Swords Dance, relying on Bulk Up to boost itself, which doesn't hold onto the boost nearly as long as SD would. The Defense boost helps with all the physical threats coming after standard M2 / MM2Y, though.
MM2X took me a bit to get used to. This way of running M2 makes the base form much worse, being stuck with unSTAB'd attacks off of 110 Attack. However, when I found the right team after discussing it on discord -and
- I started performing much better. Like MM2Y, the coverage you run alongside Brick Break depends on the team, and with Garchomp covering Ground-weaks and Chandelure taking Skarmory out of the sky, I ran Bulk Up, Brick Break, Poison Jab, and Stone Edge to great success. It also helps that Brick Break destroys the many screens out there right now.
Turns out, all the checks MM2Y has, are mostly weak to MM2X. Dark-types? Bug-types? Never heard of 'em. You're weaker to Xerneas now, but funnily enough, a lot of Xerneas are switching to physical sets using Night Slash and Megahorn, and MM2X is neutral to those moves and has Bulk Up to sponge the hits better. Plus, this is what boosted Poison Jab does to it:
+1 252+ Atk Mewtwo-Mega-X Poison Jab+ vs. 252 HP / 0 Def Xerneas: 191-224 (81.9 - 96.1%) -- guaranteed 2HKO
If Xern is chipped, it's donezo. Yveltal's not excused from class, either, because it's gonna get this work:
+1 252+ Atk Mewtwo-Mega-X Stone Edge+ vs. 252 HP / 4 Def Yveltal: 236-278 (101.2 - 119.3%) -- guaranteed OHKO
While you lose your Psychic-resistance, you actually take on other Mewtwo surprisingly-well. Boosted Stone Edge into Poison Jab kills MM2Y, and has a chance to take regular Mewtwo out, as well.
Overall, while I had lower expectations of MM2X and initially wrote it off, it's actually really strong and should be respected.
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Absol @ Life Orb
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Night Slash
- Close Combat
- Play Rough
Holy shit, this thing is amazing. It's thriving in this meta right now. Not only does it feast on all the Mewtwo running around, but the Mewtwo counters aren't safe, either. +1 Play Rough+ does 89% minimum to Yveltal, so it dies if it's chipped. +1 Night Slash doesn't even need Plus Power to kill MM2Y, and if it's MM2X, +1 Play Rough+ does 93% minimum. There's a bunch of Tyranitar on the ladder for some reason, which means Absol has been feasting well. Close Combat and Play Rough are nice for the other meta staples, including Excadrill, Garchomp, Glaceon, Mega Gyarados, Dragonite, and Lucario, while Night Slash cuts through Metagross, Chandelure, Delphox, and Gengar, often through screens thanks to the high crit rate.
Another great benefit is that it's fast on its feet. It's able to chase down targets quite easily, and if Night Slash misses, it's not a big loss since it has a quick cooldown. Play Rough and Close Combat also teleport you to your targets, which help with closing the distance.
The main disadvantage is its frailty, but if you practice Guerrilla Warfare with Absol, you'll get results. Blitz cooked with this Absol set!

I missed CM/NP, personally, even while Mega. It's especially bad when you're base form Mewtwo because you just don't have the strength to muscle past what you want to, mainly the restricteds. The great thing about setup MM2Y is that base form M2 is strong enough on its own without LO to get kills, making the pre-mega stage not that taxing. Theoretically, 4 Attacks with Psyshock, Ice Beam, Thunderbolt, and Earth Power would make for a great sniper, but in practice, you use it as a kill-stealer against chipped enemies.Has anyone had luck with 4 attacks after mega evolving or do I really need NP to get those KOs? I figured I'd start off with something that can get my mega energy built up and then either switch to Mewtwo or wait until I go down.
I think Ice Beam+ with a Brave nature may have merit as a coverage option just to entirely KO non-Yache Berry Garchomp with a sliver of chip damage, given its prominence in the metagame. Because it's a sniping move, Ice Beam can also allow Mewtwo to pick off other Ice-weak or heavily damaged targets from relatively safe distances before Mega Evolving and potentially lure opponents into thinking this Mewtwo is an entirely special variant; even uninvested, Mewtwo's Special Attack is equivalent to a fully invested, positive-natured base 107.![]()
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Mewtwo @ Mewtwonite X
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Bulk Up
- Brick Break
- Some combo of Poison Jab / Stone Edge / Earthquake / Elemental Punches
On another note, I think I'm going to give Mega Scizor a shot since it should theoretically handle Metagross and non-boosted, non-Flamethrower Mewtwo well. I'm thinking of opening with LO Garchomp and keeping Mega Scizor and Mega Mewtwo Y back for when it's time to nuke.
I may say "nope" to Garchomp and go for another BoltBeamer with Expert Belt as my opener.

I've been following this Youtuber (Luxfos) who does a pretty banger job at showcasing the Megas he uses. In Mega Absol's case, its niche is apparently pumping out the strongest Knock Offs + Night Slashes in the game (backed by Swords Dance no less), and since both moves have very quick startup, it ends up 2HKOing most Dark-neutral opponents before they can 2HKO back or even respond, and it is especially effective at dispatching non-Mega Pokemon since Knock Off smashes them even harder. He used Stone Edge on his Mega Absol since Rock is just generally good coverage in the meta, but other coverage like Close Combat and Play Rough have their merit and can be considered.Ooh I can answer this one.
As someone who’s used mostly everything in this game, I agree w/ the above list, especially stuff like Mega Zam / Pinsir who not only felt painful to use, but I have seen exactly ONCE in nearly 700 battles. Ironically, I think Mega Malamar is the most usable of the bunch here: its bulk isn’t the worst, and it can skirmish off against the legion of Mewtwo / MMY and come out of most of those interactions fine. My friend labbed it more than me, and he has some nice clips with it! It’s felt better than other competing Dark-type Megas like Mega Scrafty or Mega Absol too, but even then, those mons aren’t strictly “bad”. Still wouldn’t seriously recommend it, tho.
I will, however, share a mon I’ve labbed extensively, and have had the misfortune/displeasure of using.
Oo boy, where do I begin with Mega Chesnaught?
On paper (and in a turn-based format), this thing is absolutely demonic and has the stats to back it up. It’s super tanky, it’s strong, and has a cool typing that gives it some awesome defensive attributies. And hey, Chesnaught is raw as fuck and super cool, so why WOULDN’T you want to use this?
Jesus fuck, this thing is agony. Slow movement speed out the gate is bad, and it gets sniped by a lot of stupid shit in this game (primarily Heat Wave, Ice Beam, and Psyshock/Psychic). Its movepool is devoid of fast options and gap closers, with Close Combat, Dig, and Giga Impact largely being its only “real” options - CC doesn’t hit a lot SE, and neuters its nice bulk, Dig is super telegraphed, and Giga Impact doesn’t hit anything SE and leaves it wide open for a snipe after it gets casted. Grass STAB? Fuck. Do you know how many Vaporeon and Clawitzer WALKED AWAY from my Wood Hammers after I predicted an Ice Beam with Spiky Shield? You can’t even chase them LOL this thing is so slow. I even tried VINE WHIP because it’s fast and… it’s obviously Vine Whip. Rollout, Stone Edge, EQ, Bulk Up… seriously I gave this thing everything, and changed up teammates to support its glaring shortcomings. In MOST of my (competent lobby) games, its teammates not only got more kills combined, but contributed more defensively than Chesnaught ever did. The best I ever got to do with it was claim random kills on people not noticing it, or Spiky Shield -> follow-up KO with like Vine Whip or Rollout, and not only was this uncommon, it’s something that many other Pokémon can do without feeling like you’re lugging a sack of shit that expends Mega Gauge and prevents you from plusing moves.
And mind, I tested this pre-Mewtwo release, where it struggles with everything I said above… in a Xern meta (giga loses to this lol). Now, add Mewtwo to the fray… yea.
Horrific, fraudulent mon. If DLC gives it non-shit Grass STAB, and bans like half of the top tier in a future season, then this thing can maybe do something.
May its glory be restored in Champions.
Is this for 6v6 match-ups? Are spikes and stealth rocks viable?So tonight I'm here to talk about an archetype of mon I've been using a LOT with Mega Mewtwo X (who I have been having a LOT of success with!) I call these...
Battery Spikers!
The idea here is simple: Spikes and Toxic Spikes has plenty of Pokemon that can reach 135 Speed to get them down to a 3 second cool down. Since they're quick moves, you spam those two moves to rapidly build up your Mega Meter for a monster like Mega Mewtwo X! Note for any Pokemon with Speed investment, it's always to get 3 seconds of cooldown on hazards.
Greninja @ Focus Sash
Modest Nature
252 HP / 252 SpA / 4 SpD
- Spikes
-Toxic Spikes
- Ice Beam / Hydro Pump
- Dark Pulse / Hydro Pump
Greninja is so fast it doesn't even NEED investment to spam hazards! It's also got some pretty handy coverage for the current format even if its on the weak side. Greninja's crazy speed also means it's not too hard to run away from frays to keep building up that mega gauge.
Scolipede @ Focus Sash
Adamant Nature
236 HP / 252 Atk / 20 Spe
- Spikes
- Toxic Spikes
- Megahorn
- Poison Jab / Earthquake / Gunk Shot
Scolipede has STABs for both Mewtwo AND Xerneas, which in particular tends to scare Xerneas away, letting you set up hazards to your content. Unlike the others, I like using the alpha for this one too for the big Megahorn, which is perfect for cleaning up weakened crowds if a brawl starts.
Roserade @ Focus Sash
Modest Nature
60 HP / 252 SpA / 196 Spe
- Spikes
- Toxic Spikes
- Solar Beam
- Growth / Sludge Bomb / Shadow Ball
Roserade takes a different and much more offensive approach than the others, using the plus gauge its already building up to deal some nice snipes with Plus Solar Beam! Growth may seem like overkill, but frankly after a boost Solar Beam can legit snipe resists so I think it's been the best option in my experience!
Meowstic @ Focus Sash or Quick Claw
Calm or Bold nature???
252 HP / 172 SpD / 84 Spe (note: there might be a better EV spread, haven't done serious calcs for this yet!)
- Spikes
- Toxic Spikes
- Reflect
- Light Screen
Meowstic is the total opposite of Roserade. This thing goes ALL in on support! Since it has dual screens, you can actually get away without Focus Sash... but with all the Megahorns flying around, I still prefer Sash currently! Regardless, Meowstic fits more on teams that have a back-up attacker in addition to a Mega Sweeper. It looks silly but it works shockingly well!
Sample Teams
I have... 2 and a half sample teams of sort to get folks started with this concept! Both are based around Mega Mewtwo X, and I've been getting a whole lotta wins with them!
Mega Mewtwo X + Ampharos! For use with Greninja, Scolipede, or Roserade
Mewtwo @ Mewtwonite X
Adamant Nature
252 HP / 252 Atk / 4 SpD
- Brick Break
- Stone Edge
- Poison Jab
- Bulk Up
Ampharos @ Shuca Berry
Modest Nature
252 HP / 4 Def / 252 SpA
- Reflect
- Light Screen
- Charge
- Thunderbolt
Ampharos RULES as a dual screener, because its one of the few with some serious bite to it! This does make Garchomp sorta irritating though (which is a reason why I like Ice Beam on Greninja), but honestly going with full greed works because dual screens makes Mega Mewtwo X SO much harder to handle! Plus, when you're just short of filling up your mega meter, Ampharos is pretty decent at being a battery itself!
Mega Mewtwo X + Pyroar! For use with Meowstic-Male
Mewtwo @ Mewtwonite X
Adamant Nature
252 HP / 252 Atk / 4 SpD
- Brick Break
- Stone Edge
- Poison Jab
- Bulk Up
Pyroar @ Life Orb
Modest Nature
252 HP / 252 SpA / 4 SpD
- Heat Wave
- Hyper Beam
- Earth Power
- Work Up
Mega Mewtwo X + Camerupt! For use with Meowstic-Male
Mewtwo @ Mewtwonite X
Adamant Nature
252 HP / 252 Atk / 4 SpD
- Brick Break
- Stone Edge
- Poison Jab
- Bulk Up
Camerupt @ Scope Lens
Modest Nature
252 HP / 252 SpA / 4 SpD
- Focus Energy
- Heat Wave
- Earth Power
- Overheat
So the two Meowstic teams have a similar concept: pair Mega Mewtwo X with a back up range attacker with a Fairy resist and massive STAB damage against Skarmory. The Pyroar variant has the nice bonus of using that crazy Hyper Beam to potentially steal some kills near the end of the match if you don't have time to set up Mega Mewtwo X. The Camerupt version isn't as good at doing that, but critting through dual screens is great for sniping! I should note normally our resident Camerupt expert Jibaku runs a LOT of Defense investment instead of HP for Earthquake, but since this is on dual screens, I was lazy and maxed HP instead lol.
Overall, I bet these aren't the only good battery spikers, and I have a feeling there are different takes with mega battery tactics like say, hitting your own Substitute, that are worth exploring. I think Mewtwo in particular has made making a mega focused team a LOT more powerful than it was before, so I think it's well worth experimenting with these concepts some more!