Note: This is a full composite analysis on Mewtwo. This will include all of the Pokémon video games, anime, manga, and any other media sources besides the trading card game. It goes without saying, but variations of Mewtwo that are clearly not Mewtwo, such as Mirage Mewtwo or the toy Mewtwo in the Pokémon Rumble series, will not be included. Lastly, since Mewtwo is a Legendary Pokémon, items and moves that it doesn’t have naturally but has shown to be capable of using will be included due to there being instances where wild Mewtwo have had items or used unnaturally learned moves. Sources of where Mewtwo uses said items and unnatural moves will be given. However, items and moves that Mewtwo receives from events will not be included.
Background
Twenty years ago, the villainous Team Rocket discovered the existence of the Mythical Psychic-type Pokémon Mew via a recording that was taken in a South American jungle. The search for this rare creature wouldn’t be easy, but after many years of failure, Team Rocket’s new boss Giovanni sent an expedition team to Guyana, where they discovered a fossilized eyelash belonging to Mew.
Giovanni then funded a scientist named Dr. Fuji, helping him in his studies of cloning so that he could try to clone Mew using the DNA from its eyelash in order to create the world’s most powerful Pokémon, which he agreed to do so that he could find a way to clone his deceased daughter Amber. Fuji ended up being successful, resulting in clones of other Pokémon, Amber, and the newly born clone of Mew, called Mewtwo. However, after becoming close friends with the other clones and learning a lot from Amber, they all died. Only Mewtwo survived due to Mew’s immortal life force.
Worried that the emotional trauma of seeing its friends die would be too much for Mewtwo, Fuji suppressed its emotions by erasing its memories. This only led to his downfall though, as when Mewtwo matured, it destroyed the lab it was born in and escaped, confused about what its purpose was and not wanting to be just an experiment used by humans. After meeting with Giovanni, it worked with him for a while, learning and honing its abilities before it became tired of being used by Team Rocket after hearing that Giovanni didn’t see themselves as equals.
Growing a strong hatred for humans, it escaped yet again and tried to prove to the world that cloned Pokémon were superior to non-cloned Pokémon, conquering it in the process. However, after seeing the sacrifice made by a Trainer named Ash Ketchum during its battle with Mew, and seeing how both original and cloned Pokémon felt the same and were all living beings with purposes, Mewtwo had a change of heart. It then erased everyone’s memories so that they didn’t remember such an awful event and flew away with all of its clones to find a place where they could live in peace.
Giovanni eventually found Mewtwo and the other clones residing in Mount Quena, but after reencountering Ash again, who decided to help, Team Rocket’s plan to recapture it was foiled, as their memories of its existence were erased entirely. This also led Mewtwo to the conclusion that each life serves its own purpose, so instead of erasing everyone’s memories and keeping all of its cloned friends couped up in a mountain forever for their own safety, it let them all go free to live their lives like any other living being, who can look upon the past just as much as they can look forward to the future. Mewtwo also left, traveling the world in order to find the meaning of its life, and eventually resided in a city, where it lurks in the shadows of the night.
More Info
Height: 6’07” | 200.7 cm
Weight: 269.0 lbs. | 122.0 kg
Type: Psychic
National Pokédex Number: #150
Classification: Genetic Pokémon
Birthday: February 6
Cloned from Mew’s DNA
Created to be the world’s most powerful Pokémon
Once organized a Tetris tournament
Equipment
M2 Bind
The armor that Mewtwo donned while it worked with Team Rocket. It provides protection at the cost of restraining its powers.
Mewtwo Balls
Poké Balls specifically designed to capture other people’s Pokémon and always be successful. They fly around and chase after Pokémon on their own and can even capture Pokémon while they’re already inside other Poké Balls.
Bright Powder
A bag of powder that casts a tricky glare, which lowers Mewtwo’s opponents’ accuracy by 10%. Held in Pokémon Gold, Silver, or Crystal Versions when traded over from Pokémon Red, Blue, and Yellow Versions.
Twisted Spoon
A spoon imbued with telekinetic power that boosts the power of Mewtwo’s Psychic-type moves by 20%. Held in Pokémon Stadium 2.
King’s Rock
A rocky crown that makes it so that whenever Mewtwo attacks its opponent, there is a 10% chance of flinching them, making them briefly unable to fight back. Held in Pokémon Stadium 2.
Berserk Gene
The gene of Mew after it was recombined during Mewtwo’s creation in order to make it extremely aggressive, which can be found in its cells. When activated in battle, it sharply raises its Attack at the cost of it becoming indefinitely confused. However, as it is a part of Mewtwo’s cells, it is unlikely that it would become confused under normal circumstances. Also, when its cells, so by extension this gene, are out in the world, it can feel them being out there, though it is unable to tell exactly where they are. And if its cells end up in another’s body, it allows Mewtwo to sense that person if they’re nearby and vice versa if it possesses that person’s cells. Lastly, someone with Mewtwo’s cells in them will eventually die due to the cells taking control of their body, though Mewtwo can prevent this if its body isn’t strained.
Havoc Robe
A robe specifically to be held by Mewtwo that forces its opponent to exert twice as much energy than they normally would when fighting.
Mist Looplet
An accessory called a looplet that can hold items called emeras in them, which grant beneficial passive effects. There are many types of emeras, which can only be found in dungeons. They also shatter to dust very easily if not touched after a certain amount of time, though enough collected emera dust can create a new one. Also, if emeras are taken out of a dungeon, they will simply disappear. A looplet can also only hold so many emeras, with this one having four notches. While emeras are mostly used for their main effects, Mewtwo can also use emeras on itself to raise its stats, with each emera raising a certain stat based on its color. Certain looplets also have a passive effect of their own. This specific looplet makes it so that Mewtwo exerts no energy while fighting sometimes at random. The following is a list of all the emeras Mewtwo can find and place into its looplet:
Absorption: Restores Mewtwo’s HP when it defeats an opponent. The effect of this emera is increased when multiple of the same ones are stacked. Raises maximum HP when used.
Additional Action: Allows Mewtwo to move again in quick succession after defeating an opponent, which can occur over and over again if it defeats multiple back-to-back. Raises Speed when used.
All-Knowing: Shows Mewtwo the location of all items and opponents in the area it’s in. Raises maximum HP when used.
Alliance Expert: Increases the accuracy of Mewtwo’s moves in an Alliance, which are basically team attacks. Raises Attack when used.
Ally Reviver: Revives teammates after they faint, though this doesn’t affect Mewtwo itself. Raises maximum HP when used.
Anchor: Prevents Mewtwo from being blown or warped away. Raises maximum HP when used.
Barrage: Sometimes enables Mewtwo to be able to use the same move it used again in quick succession. The effect of this emera is increased when there are more empty notches in the looplet it's in. Raises Speed when used.
Barrage Guard: Reduces the amount of damage Mewtwo takes from attacks that happen in quick succession. Raises Special Defense when used.
Berry Power: Sometimes prevents Mewtwo’s stats from being lowered and bad status effects from being inflicted. The effect of this emera is increased when there are a variety of berries in possession. Raises Defense when used.
Better Odds: Makes Mewtwo’s moves never miss their target, as well as makes it so they always deal critical hits for every even move it uses. Raises Attack when used.
Big Ears: Shows Mewtwo the location of all opponents in the area it’s in. Raises maximum HP when used.
Big Recovery: Increases the amount of HP Mewtwo recovers when it uses an item, move, or Ability to restore HP. Raises maximum HP when used.
Burn Guard: Prevents Mewtwo from being inflicted with burn. Raises maximum HP when used.
Clairvoyance: Shows Mewtwo the location of all items in the area it’s in. Raises maximum HP when used.
Clutch Performer: Makes it easier for Mewtwo to dodge attacks when it’s in a pinch. The effect of this emera is increased when multiple of the same ones are stacked. Raises Speed when used.
Comeback: Increases the accuracy of Mewtwo’s next move when it misses a move. The effect of this emera is increased when multiple of the same ones are stacked. Raises Special Attack when used.
Confusion Guard: Prevents Mewtwo from being inflicted with confusion. Raises maximum HP when used.
Distance Dodge: Makes it easier for Mewtwo to dodge attacks from far away. The effect of this emera is increased when multiple of the same ones are stacked. Raises Speed when used.
Dizzying Payback: Sometimes makes Mewtwo’s opponent confused when they attack it. The effect of this emera is increased when multiple of the same ones are stacked. Raises Special Defense when used.
Dizzying Stare: Sometimes makes Mewtwo’s opponent confused when it attacks them. The effect of this emera is increased when multiple of the same ones are stacked. Raises Special Defense when used.
Effect Boost: Increases the chances of additional effects from Mewtwo’s moves being triggered. The effect of this emera is increased when multiple of the same ones are stacked. Raises Special Defense when used.
Elixir Search: Makes it more likely for Mewtwo’s opponent to drop an Elixir, which restores energy, when defeated. The effect of this emera is increased when multiple of the same ones are stacked. Raises maximum HP when used.
Emera Search: Makes it more likely for Mewtwo’s opponent to drop an emera when defeated. The effect of this emera is increased when multiple of the same ones are stacked. Raises maximum HP when used.
Excessive Force: Damages Mewtwo’s nearby opponents when it defeats one. Raises Attack when used.
Explosion Guard: Reduces the amount of damage Mewtwo takes from explosions. The effect of this emera is increased when multiple of the same ones are stacked. Raises Defense when used.
Follow Through: Makes Mewtwo’s moves reach farther away. Raises Speed when used.
Go for Broke: Raises all of Mewtwo’s stats significantly, though it can’t be revived anymore. Raises maximum HP when used.
Guard Boost: Reduces the amount of damage Mewtwo takes. The effect of this emera is increased when multiple of the same ones are stacked. Raises Defense when used.
Huge Meal: Slows down Mewtwo’s hunger. The effect of this emera is increased when multiple of the same ones are stacked. Raises maximum HP when used.
Item Checker: Tells Mewtwo the amount of items that are in the area it’s in. Raises maximum HP when used.
Intimidator: Sometimes makes Mewtwo’s opponent fail at performing their action. The effect of this emera is increased when multiple of the same ones are stacked. Raises Speed when used.
Lucky Charm: Gets removed instead of other emeras when one is forced to be taken off. Raises maximum HP when used.
Lullaby: Sometimes makes Mewtwo’s opponent go to sleep when it attacks them. The effect of this emera is increased when multiple of the same ones are stacked. Raises Attack when used.
Misfortune Mirror: Increases Mewtwo’s evasion until it performs an action again when it misses a move. The effect of this emera is increased when multiple of the same ones are stacked. Raises Speed when used.
Mobility: Allows Mewtwo to walk through all obstacles, including walls, though the longer it does it, the hungrier it’ll get. Raises maximum HP when used.
Natural Recovery: Speeds up Mewtwo’s natural HP recovery. The effect of this emera is increased when multiple of the same ones are stacked. Raises maximum HP when used.
Paralysis Guard: Prevents Mewtwo from being inflicted with paralysis. Raises maximum HP when used.
Payback: Sometimes brings Mewtwo’s opponent down to the brink of fainting when they attack it. The effect of this emera is increased when multiple of the same ones are stacked. Raises Special Defense when used.
Petrify Power: Sometimes makes Mewtwo’s opponent petrified when it attacks them. The effect of this emera is increased when multiple of the same ones are stacked or when many sticky items are in possession. Raises maximum HP when used.
Piercing Throw: Makes items thrown by Mewtwo pierce through opponents and walls, making them fly endlessly. Raises maximum HP when used.
Poison Guard: Prevents Mewtwo from being inflicted with poison. Raises maximum HP when used.
Power Boost X: Raises the power of Mewtwo’s moves, as well as increases its accuracy when set with Power Boost Y. The effect of this emera is increased when multiple of the same ones are stacked. Raises Attack when used.
Power Boost Y: Raises the power of Mewtwo’s moves, as well as increases its accuracy when set with Power Boost X. The effect of this emera is increased when multiple of the same ones are stacked. Raises Special Attack when used.
PP Restore: Restores Mewtwo’s energy over time. The effect of this emera is increased when multiple of the same ones are stacked. Raises maximum HP when used.
Prolong: Makes status effects given to Mewtwo’s opponent by items and moves last slightly longer. The effect of this emera is increased when multiple of the same ones are stacked. Raises Speed when used.
Rain’s Blessing: Makes the weather rainy, which boosts the power of Water-type moves and lessens the power of Fire-type moves. Raises maximum HP when used.
Resilient: Prevents all of Mewtwo’s stats from being lowered. Raises Special Defense when used.
Room Checker: Tells Mewtwo where there will be a surprise attack or a shop in the area it’s in. Raises maximum HP when used.
Satiated: Prevents Mewtwo from suffering from hunger. Raises maximum HP when used.
Self Control: Prevents Mewtwo from hurting teammates when confused or blinded. Raises maximum HP when used.
Sleep Guard: Prevents Mewtwo from being inflicted with sleep. Raises maximum HP when used.
Sleep Payback: Sometimes makes Mewtwo’s opponent go to sleep when they attack it. The effect of this emera is increased when multiple of the same ones are stacked. Raises Defense when used.
Status Immunity: Prevents Mewtwo from being inflicted with status effects. Raises maximum HP when used.
Status Mirror: Makes Mewtwo’s opponent suffer from the same status effect as it when it gets inflicted with one. Raises Speed when used.
Stair Locator: Tells Mewtwo where the stairs to the next floor in a dungeon are. Raises maximum HP when used.
Super Critical: Increases the chances of a critical hit happening for super effective moves. The effect of this emera is increased when multiple of the same ones are stacked. Raises Attack when used.
Surveyor: Shows Mewtwo the layout of the area it’s in. Raises maximum HP when used.
Sun’s Blessing: Makes the weather sunny, which boosts the power of Fire-type moves and lessens the power of Water-type moves. Raises maximum HP when used.
Tight Grip: Prevents items Mewtwo is holding from being dropped or stolen. Raises Speed when used.
Tiptoe: Prevents Mewtwo from waking up opponents when approaching them when they’re sleeping. Raises maximum HP when used.
Training: Increases the growth of Mewtwo’s moves when they are used. Raises Special Attack when used.
Treasure Hunter: Makes it more likely for Mewtwo’s opponent to drop a treasure box when defeated. The effect of this emera is increased when multiple of the same ones are stacked. Raises maximum HP when used.
Tunnel: Allows Mewtwo to tunnel through walls, though the longer it does it, the hungrier it’ll get. If it suffers from hunger, it can no longer tunnel through them. Raises Special Attack when used.
Type Bulldozer: Prevents Mewtwo’s moves from reducing in power against opponents that resist or are immune to them. Raises Attack when used.
Toughness: Makes Mewtwo endure an opponent’s attack and be at the brink of fainting, though this emera will go away. Raises Special Defense when used.
Trap Proof: Nullifies the effects of traps Mewtwo steps on. Raises maximum HP when used.
Wand Expert: Makes the effects of wands spread out like a fan and sometimes doesn’t use up the amount of uses left for a wand. Raises Attack when used.
Warp Payback: Sometimes makes Mewtwo’s opponent warp somewhere randomly when they attack it. The effect of this emera is increased when multiple of the same ones are stacked. Raises Defense when used.
Whirlwind: Sends Mewtwo’s opponent flying back when it hits them with a basic attack. Raises Special Attack when used.
Awakening: Makes Mewtwo stronger and undergo Mega Evolution, which chooses between Mega Mewtwo X and Mega Mewtwo Y by random. Raises maximum HP when used.
Mewtwonite X
A mysterious Mega Stone capable of Mega Evolving Mewtwo into Mega Mewtwo X. As Mega Mewtwo X, its Attack, Defense, and Special Defense increase greatly, which is due to its psychic powers being augmented into its muscles. This form grants Mewtwo other passive perks, such as making it part Fighting-type and changing its Ability to Steadfast, which raises its Speed each time it flinches. It also lets it elastically stretch its limbs out and perform a powerful attack called Psydisaster, where Mewtwo captures its opponent with its psychic powers and traps them in an alternate dimension before focusing all of its strength into one of its fists and performing one disastrous punch so powerful that a vortex of psychic energy engulfs its victim. This also goes through all types of guards.
Mewtwonite Y
A mysterious Mega Stone capable of Mega Evolving Mewtwo into Mega Mewtwo Y. As Mega Mewtwo Y, its Attack, Special Attack, Special Defense, and Speed increase greatly, at the cost of lower Defense, which is due to its mental power growing phenomenally, even with its smaller size. This form also changes its Ability to Insomnia, which prevents it from being forced asleep.
Shadow Synergy Stone
A devastating stone that possesses and merges with a host. When taken over, Mewtwo becomes corrupted and transforms into Shadow Mewtwo. As Shadow Mewtwo, its destructive potential increases immensely, and it can become even stronger by absorbing Synergy Power, which is a mysterious energy created by normal Synergy Stones by converting Gaia, the energy of the earth, into it. Synergy Power possesses the ability to vitalize any and all living creatures. Shadow Mewtwo is capable of absorbing Gaia as well, and it possesses other abilities besides draining these energies, such as firing off blasts of energy to attack, creating expanding energy barriers, stopping and reversing time, warping the space around it, erasing things from existence, and creating entire subspace rifts just to fight opponents in. The latter of which, called the Dark Colosseum, possesses shards of Shadow Synergy Stones and spots that erupt with massive amounts of Synergy Power on occasion, though it can also create a version of the colosseum that doesn’t contain any spots that erupt with Synergy Power. However, due to the Shadow Synergy Stone’s nature, using moves drains Mewtwo’s health.
But that’s not everything it can do, as Mewtwo can Mega Evolve into Mega Mewtwo X as Shadow Mewtwo, which not only boosts its power even greater than just normal Mega Mewtwo X or Shadow Mewtwo, but allows it to use moves without draining its health. As Shadow Mega Mewtwo X, it can also perform a powerful attack called Dark Nova, where Mewtwo charges up and releases a wave of dark energy all around itself before going into space and creating and throwing a giant dark energy ball that explodes and covers most of the planet. This also pierces through most guards. Realistically, Mewtwo should also be capable of transforming into Mega Mewtwo Y as Shadow Mewtwo, though this has never been shown.
Powers & Abilities
Moveset
Mewtwo has a large set of moves at its disposal, with it having many different types and effects. While its Attack and Special Attack are both high, its Special Attack is higher, making all of its special moves much more potent compared to its physical moves. Though, which it’s best at also depends on if Mewtwo is Mega Evolved or not, as Mega Mewtwo X prefers physical moves with its higher Attack while Mega Mewtwo Y still focuses on special moves with its much greater Special Attack. It should also be noted that due to being a Psychic-type Pokémon, Mewtwo's Psychic-type attacks deal 50% more damage. As Mega Mewtwo X, its Fighting-type attacks will also deal 50% more damage due to becoming part Fighting-type. The following is a list of all the moves Mewtwo can use:
Laser Focus: A Normal-type status move. Mewtwo concentrates intensely, making it so its next attack always deals a critical hit, which deals half as much more damage than usual.
Psywave: A Psychic-type special move with 100% accuracy. Mewtwo creates an odd, hot psychic wave to attack its opponent, which deals a random amount of damage to them determined by Mewtwo’s level. It can also alter the psychic energy from it, allowing it to fire powerful blasts, swirl up a vortex around itself while guarding against attacks, which also pierces through most guards, or slash at its opponent with multiple strikes, all of which can be charged up to increase their range and power. They can also be performed in quick succession from one another, and the blast projectile can even home in on opponents, but using the vortex variation will make it use up Synergy Power. When charged up for too long, these three variations revert to weaker levels. Mewtwo can also use this move to create a forcefield around itself that it can use to protect itself or blast opponents away by expanding it or form a tornado around itself that traps opponents in it, reflects projectiles, and conceals itself, allowing it to perform surprise attacks, and it can even create multiple at the same time. Lastly, Mewtwo can form a psychic spoon that it skillfully uses in melee combat, and it can also use it to hit back projectiles or scoop up people or items. Also, Mewtwo can extend its range and bend it for combat or grappling onto things, alter its shape to a fork for stabbing attacks, turn its psychic energy projectiles into it, which it then can telekinetically throw, dual wield two, which it can also attach together to form one weapon, or spin it so fast that it creates its tornado variation.
Confusion: A base 50 power Psychic-type special move with 100% accuracy. Mewtwo attacks its opponent with a weak telekinetic force, which has a 10% chance of confusing them. It can also be used to reflect projectiles back to sender, though strong enough projectiles can break through while briefly stunning it, create psychic rings that damage opponents, which also briefly stuns them if they tried to attack Mewtwo when they get hit, or create and manipulate psychic energy to fire blasts, form barriers, or surround others’ bodies and control them. Using this move though will make it use up Synergy Power.
Disable: A Normal-type status move with 100% accuracy. Mewtwo releases a flash from its eyes, making it so its opponent can’t use the same move they used last for a while. It can also be used to briefly stun opponents who make eye contact with it while damaging them slightly, which can even paralyze them in some cases without it even needing to make eye contact, or knock them back.
Safeguard: A Normal-type status move. Mewtwo creates a protective field around itself and any allies that prevents them from being inflicted with status effects. However, this won’t remove any status effects they have before it’s used.
Confuse Ray: A Ghost-type status move with 100% accuracy. Mewtwo creates a sinister ray that confuses its opponent when exposed to it.
Teleport: A Psychic-type status move. Mewtwo teleports to another location, whether that be to go to far away destinations in less than a second, escape from battle, or maneuver itself while fighting. While it usually gives off some type of psychic effect to signify that it teleported, Mewtwo can teleport without these effects. It can also be used to teleport others, objects, or Mewtwo’s own attacks, and Mewtwo is capable of teleporting things that are far away from it. These things, along with itself, can even be teleported to other dimensions.
Life Dew: A Water-type status move. Mewtwo scatters mysterious water around, which restores 25% of it and any allies’ maximum HP.
Swift: A base 60 power Normal-type special move. Mewtwo creates and launches out multiple yellow star projectiles at its opponent, which never miss.
Ancient Power: A base 60 power Rock-type special move with 100% accuracy. Mewtwo launches prehistoric rocks at its opponent, which has a 10% chance of raising its Attack, Defense, Special Attack, Special Defense, and Speed.
Future Sight: A base 120 power Psychic-type special move with 100% accuracy. Mewtwo opens up several wormholes that it then fires electrified psychic energy into before closing them. After a while, the wormholes surround its opponent and release the psychic projectiles to barrage them with. It can also be used to make all of Mewtwo’s attacks deal a fixed amount of damage or plant a hidden psychic bomb that blows up moments later.
Psych Up: A Normal-type status move. Mewtwo hypnotizes itself into copying any stat changes from its opponent, whether positive or negative.
Psybeam: A base 65 power Psychic-type special move with 100% accuracy. Mewtwo fires a beam of psychic energy at its opponent, which has a 10% chance of confusing them.
Miracle Eye: A Psychic-type status move. Mewtwo makes one of its eyes glow, making it so that all of its moves always hit and that its Psychic-type moves work on opponents who would normally be immune to them. It can also be used to manipulate some of Mewtwo’s other ways of attacking, such as making its electric orbs lock onto opponents, turning its psychic arrows into defensive shields that can hurt them when touched, or expanding its light pillars to make them hit wider while moving them around. This even works when the original projectiles have already dissipated because this move essentially resets and alters them.
Psycho Cut: A base 70 power Psychic-type physical move with 100% accuracy. Mewtwo launches out a blade of psychic energy at its opponent, which has a higher chance of dealing a critical hit than most other moves. It can also be made in a cross shape or used as a melee slashing attack. Using this move though will make it use up Synergy Power.
Power Swap: A Psychic-type status move. Mewtwo employs its psychic power to switch its Attack and Special Attack stat changes with its opponent’s.
Guard Swap: A Psychic-type status move. Mewtwo employs its psychic power to switch its Defense and Special Defense stat changes with its opponent’s.
Recover: A Normal-type status move. Mewtwo creates an energy field around itself that expands and restores its cells, which restores 50% of its maximum HP. It can also be used from beyond the grave to regenerate and resurrect Mewtwo when it dies from mortal wounds.
Psychic: A base 90 power Psychic-type special move with 100% accuracy. Mewtwo attacks its opponent with a powerful telekinetic force, which has a 10% chance of lowering their Special Defense. It can also be used to control others’ bodies or objects, shatter things, use objects, crush things, fire a beam of psychic energy, or send out a psychic mine that tracks opponents, which detonates after a few seconds in an explosion of psychic energy that briefly stuns them. Mewtwo can also use it on itself or others to fly around in the air, and others it uses it on can even move around on their own.
Barrier: A Psychic-type status move. Mewtwo sets up a sturdy wall in front of itself, which sharply raises its Defense. It can also be used to create a forcefield around Mewtwo for protection against attacks, which can even be used to slam into opponents while flying around, protect others in it, reflect projectiles back to sender, create explosions of psychic energy by expanding it, or stand on in the air as a platform for itself and others by partially opening it. Using this move though will make it use up Synergy Power.
Aura Sphere: A base 80 power Fighting-type special move. Mewtwo creates and throws a ball of its spiritual energy, called aura, at its opponent, which never misses. It can also be shot at point-blank range as a type of physical strike.
Amnesia: A Psychic-type status move. Mewtwo temporarily empties its mind to forget its concerns, which sharply raises its Special Defense.
Mist: An Ice-type status move. Mewtwo cloaks itself and any allies in a white mist, which prevents their stats from being lowered for a while.
Agility: A Psychic-type status move. Mewtwo relaxes and lightens its body, which sharply raises its Speed.
Me First: A Normal-type status move. Mewtwo cuts ahead of its opponent and copies and uses the attack they were going to do before it. The attack also gets an increase in power by 50% and always hits. However, if Mewtwo is too slow and uses this move after its opponent has already performed the attack or if they performed a non-damaging move, it will fail. It can also be used to unleash a random attack the opponent has.
Calm Mind: A Psychic-type status move. Mewtwo quietly focuses its mind and calms its spirit, which raises its Special Attack and Special Defense simultaneously.
Hyper Beam: A base 150 power Normal-type special move with 90% accuracy. Mewtwo charges up and fires a powerful beam of energy at its opponent, though after using it, it is left vulnerable and can’t use other moves for a bit. It’s so powerful that it even pierces through most guards. It can also be used to fire a beam of light. Using this move though will make it use up Synergy Power. Used in The Birth of Mewtwo, the Pokémon Gotta Catch ‘Em All! manga, Pokémon Ranger: Guardian Signs, Pokémon Tretta, Pokkén Tournament, and Pokémon GO.
Counter: A Fighting-type physical move with 100% accuracy. Mewtwo allows itself to be hit by its opponent. If it’s hit physically, it will then retaliate back at them, dealing twice the amount of damage it took. It can also be used to create a shield that reflects projectiles without Mewtwo needing to get hurt. Used in Pokémon: The First Movie - Mewtwo Strikes Back.
Shadow Ball: A base 80 power Ghost-type special move with 100% accuracy. Mewtwo creates and throws a ball of ghostly energy at its opponent, which has a 10% chance of lowering their Special Defense. It can also be thrown in an erratic pattern, fired rapidly, summoned and rotated around Mewtwo for protection, clashed with projectiles to erase them, detonated on impact, combined with itself to make it bigger and more powerful, or charged up to make it larger and more powerful. The latter can even damage opponents who touch the ball as it’s charging, be stocked up to be used later, or be fired off extremely slowly forward. Also, it can home in on opponents, and the larger the ball fired, the more Mewtwo will recoil backwards. Used in Pokémon: The First Movie - Mewtwo Strikes Back, Pokémon Pinball, the Super Smash Bros. series, Pokkén Tournament, Pokémon GO, POKÉMON Detective Pikachu, Pokémon Ga-Olé, and Pokémon Masters.
Blizzard: A base 110 power Ice-type special move with 70% accuracy. Mewtwo releases a howling blizzard that it strikes its opponents with, which has a 10% chance of freezing each of them. In hailstorms, this move will always hit. When it hits multiple opponents, its power slightly weakens. It can also be used to cover Mewtwo’s landing when it’s in the air. Used in Pokémon Stadium, Pokkén Tournament, and Pokémon Sword/Shield.
Thunderbolt: A base 90 power Electric-type special move with 100% accuracy. Mewtwo fires a bolt of electricity that crashes down on its opponent, which has a 10% chance of paralyzing them. It can also be used to strike the ground near it with electricity to send electric blasts along the ground that briefly stun opponents, which can also home in on them. Used in Pokémon Stadium, Pokémon Stadium 2, Pokkén Tournament, and Pokémon GO.
Rest: A Psychic-type status move. Mewtwo goes to sleep for a while, which restores all of its HP and removes any status effects it has. However, this does leave it very vulnerable, as it is asleep. It can also be used to restore all of its HP and remove and status effects when it wakes up instead of when it goes to sleep. Used in Pokémon Stadium.
Thunder Punch: A base 75 power Electric-type physical move with 100% accuracy. Mewtwo electrifies its fist and punches its opponent, which has a 10% chance of paralyzing them. It can also be used to call down lightning from the sky when Mewtwo punches the ground or lower the opponent’s Speed. Used in Pokémon Stadium 2 and Pokkén Tournament.
Hidden Power: A base 60 power Normal-type special move with 100% accuracy. Mewtwo creates and launches balls of energy at its opponent. This attack actually changes its type depending on the individual values of a Pokémon’s stats, which are usually permanent. If Mewtwo’s individual values are the highest they can be for each stat, which would make sense given its nature as the world’s strongest Pokémon, this would make this move Dark-type. It can also change types depending on the area it’s used in. Used in Pokémon Stadium 2.
Submission: A base 80 power Fighting-type physical move with 80% accuracy. Mewtwo grabs its opponent and recklessly dives for the ground. However, Mewtwo takes 25% of the damage dealt to its opponent as recoil. Used in Pokémon Stadium 2.
Protect: A Normal-type status move. Mewtwo creates a forcefield that protects it from everything. However, while the first time it’s used is guaranteed to work out perfectly fine, if it’s used multiple times in a row, it becomes more and more likely to fail the more it successfully protects Mewtwo. It can also be created all around it or large enough to protect any allies. Used in Pokémon the Movie: Genesect and the Legend Awakened.
Drain Punch: A base 75 power Fighting-type physical move with 100% accuracy. Mewtwo punches its opponent and drains them of their energy, which restores Mewtwo’s HP equal to 50% of the damage dealt. It can also be used for Mewtwo to gain Synergy Power when it hits opponents. Using this move though will make it use up Synergy Power. Used in Pokkén Tournament and Pokémon Ultra Sun.
Flamethrower: A base 90 power Fire-type special move with 100% accuracy. Mewtwo releases a stream of flames that scorches its opponent, which has a 10% chance of burning them. This also thaws its opponent if they’re frozen. It can also be used to briefly stun opponents. Used in Pokkén Tournament, Pokémon GO, and Pokémon Sword/Shield.
Telekinesis: A Psychic-type status move. Mewtwo makes its opponent float in the air for a while using its psychic power, which makes them much more vulnerable to the point where all of Mewtwo’s attacks will always hit them. However, this also makes them immune to Ground-type moves and other harmful effects related to the ground. It can also be used to throw opponents around while damaging them before dropping them back down to the ground. It even goes through all types of guards. Using this move though will make it use up Synergy Power. Used in Pokkén Tournament.
Focus Blast: A base 120 power Fighting-type special move with 70% accuracy. Mewtwo launches a devastating orb of energy at its opponent, which has a 10% chance of lowering their Special Defense. It can also be launched towards the ground to create an explosion or charged up to make it more powerful and create a much bigger explosion when aimed at the ground. Using this move though will make it use up Synergy Power. Used in Pokémon Tretta, Pokkén Tournament, Pokémon GO, and Pokémon Sword/Shield.
Fire Punch: A base 75 power Fire-type physical move with 100% accuracy. Mewtwo sets its fist aflame and punches its opponent, which has a 10% chance of burning them. This also thaws its opponent if they’re frozen. It can also be used to guard through attacks before the punch lands or lower the opponent’s Attack. Using this move though will make it use up Synergy Power. Used in Pokkén Tournament and Pokémon Sword/Shield.
Ice Punch: A base 75 power Ice-type physical move with 100% accuracy. Mewtwo surrounds its fist in an icy aura and punches its opponent, which has a 10% chance of freezing them. It can also be used to create icicles that stab opponents when Mewtwo uppercuts. Using this move though will make it use up Synergy Power. Used in Pokkén Tournament.
Reflect: A Psychic-type status move. Mewtwo puts up a wondrous wall of light, which reduces the damage taken from physical attacks by half for a while. This also defends any allies, but if it does, any physical damage Mewtwo or its allies take is only reduced by a third instead. It can also be used to create a shield that guards Mewtwo from attacks. Used in Pokkén Tournament.
Thunder: A base 110 power Electric-type special move with 70% accuracy. Mewtwo sends a wicked bolt of electricity into the sky that drops down onto its opponent, which has a 30% chance of paralyzing them. In rainstorms, this move will always hit. It can also be used to briefly stun opponents. Used in Pokkén Tournament.
Zen Headbutt: A base 80 power Psychic-type physical move with 90% accuracy. Mewtwo focuses its willpower to its head and headbutts its opponent, which has a 20% chance of flinching them. It can also be used to erase incoming projectiles as Mewtwo charges forward with its headbutt. Used in Pokkén Tournament, Pokémon Ultra Sun, and Pokémon Sword/Shield.
Earthquake: A base 100 power Ground-type physical move with 100% accuracy. Mewtwo punches the ground to set off a devastating earthquake that hurts both opponents and allies. Those who are underground during this will take double the damage than those above ground. When it hits multiple opponents, its power slightly weakens. It can also be altered to create a small quake instead of a large one. Used in Pokkén Tournament, Pokémon GO, Pokémon Ultra Sun, and Pokémon Sword/Shield.
Light Screen: A Psychic-type status move. Mewtwo puts up a wondrous wall of light, which reduces the damage taken from special attacks by half for a while. This also defends any allies, but if it does, any special damage Mewtwo or its allies take is only reduced by a third instead. It can also be used to create multiple walls back-to-back, guard against attacks, erase projectiles, or damage opponents while pushing them back, which also briefly stuns them instead of pushing them back if they tried to attack Mewtwo when they get hit. Used in Pokkén Tournament.
Icy Wind: A base 55 power Ice-type special move with 95% accuracy. Mewtwo releases a gust of chilled air at its opponents, which always lowers their Speed. When it hits multiple opponents, its power slightly weakens. It can also be used to whip up an icy-cold tornado. Used in Pokkén Tournament.
Ice Beam: A base 90 power Ice-type special move with 100% accuracy. Mewtwo fires an icy-cold beam of energy at its opponent, which has a 10% chance of freezing them. Used in Pokémon GO, Pokémon Ultra Moon, and Pokémon Sword/Shield.
Iron Tail: A base 100 power Steel-type physical move with 75% accuracy. Mewtwo makes its tail glow white and as hard as steel and slams it into its opponent, which has a 30% chance of lowering their Defense. Used in Pokémon GO.
Rock Slide: A base 75 power Rock-type physical move with 90% accuracy. Mewtwo hurls multiple large boulders at its opponents, which has a 30% chance of flinching each of them. When it hits multiple opponents, its power slightly weakens. Used in Pokémon GO and Pokémon Sword/Shield.
Dynamic Punch: A base 100 power Fighting-type physical move with 50% accuracy. Mewtwo surrounds its fist in energy and punches its opponent with full, concentrated power, which always confuses them. Used in Pokémon GO.
Stone Edge: A base 100 power Rock-type physical move with 80% accuracy. Mewtwo erupts multiple sharpened stones from the ground beneath its opponent that stab them, which has a higher chance of dealing a critical hit than most other moves. Used in Pokémon Ultra Sun.
Nasty Plot: A Dark-type status move. Mewtwo stimulates its brain into thinking bad thoughts, which sharply raises its Special Attack. Used in Pokémon Sword/Shield.
Fire Blast: A base 110 power Fire-type special move with 85% accuracy. Mewtwo fires an intense blast of all-consuming fire in a 大-shape, which has a 10% chance of burning them. This also thaws its opponent if they’re frozen. Used in Pokémon Sword/Shield.
Brick Break: A base 75 power Fighting-type physical move with 100% accuracy. Mewtwo attacks its opponent with a swift chop, which also destroys any damage-redducing barriers they had up. Used in Pokémon Sword/Shield.
Bulk Up: A Fighting-type status move. Mewtwo tenses its muscles to bulk up its body, which raises its Attack and Defense simultaneously. Used in Pokémon Sword/Shield.
Frustration: A Normal-type physical move with 100% accuracy. Mewtwo performs a full-power attack that grows stronger the less it likes its Trainer. The move’s max base power through this is 102. Used in Pokémon GO.
Return: A Normal-type physical move with 100% accuracy. Mewtwo performs a full-power attack that grows stronger the more it likes its Trainer. The move’s max base power through this is 102. Used in Pokémon GO.
Psystrike: A base 100 power Psychic-type special move with 100% accuracy. It is Mewtwo’s signature move, and it can be used in a variety of ways. It can materialize an odd psychic wave, form a forcefield around itself for protection and to keep others in it from escaping, which it can also expand to blast opponents, fire a huge psychic projectile that briefly stuns opponents before giving them a mental shock, launch a barrage of psychic energy blasts into the air that rain down from above, which can change direction on Mewtwo’s command, create a psychic blast that it releases point-blank, create multiple psychic mines that then blow up, release an explosion of psychic energy, fire a psychic bomb that engulfs opponents in an explosion, or surround itself in psychic energy before slamming into the ground to create an explosion. It can even power through most things when it’s using it. Mewtwo is so skilled with it that it can combo with physical strikes before blasting opponents away, and when timed properly this way, it grants Mewtwo Synergy Power. No matter what way it uses this move though, it aims for the opponent’s Defense rather than their Special Defense despite being a special move. Using this move though will make it use up Synergy Power.
Abilities
Abilities are passive effects that either benefit Mewtwo or become a detriment to its opponents. While Mewtwo can only have one Ability, with no natural ways to change between them, they are all still incredibly useful. The following is a list of all the possible Abilities Mewtwo can have:
Pressure: Just by its presence, Mewtwo puts pressure on its opponent, forcing them to exert twice as much energy than they normally would when fighting.
Unnerve: Just by its presence, Mewtwo makes its opponent so nervous that they are unable to eat.
Life Force: After performing a move, Mewtwo restores an eighth of its maximum HP.
Telekinesis
Being a Psychic-type Pokémon, Mewtwo can use basic telekinetic abilities to reflect projectiles back to sender, control others’ bodies, which it can to grab and hold them in place or throw them around, decrease its own weight, blast things away, burst things open, or pick up objects, which it can use or throw.
Telepathy
Using its psychic powers, Mewtwo can communicate with others using its mind, even when they’re miles away from it. It can even talk to only specific people. It can also link with others’ minds while unconcious to speak with them, read minds and see eons of memories from someone in seconds, or show its own memories to others.
Mind Manipulation
Being a Psychic-type Pokémon, Mewtwo can manipulate the minds of others to control them and force them to do whatever it wants. It can also talk through whoever it controls and, of course, release them from its control too. Mewtwo is also capable of erasing memories from others, and it can even imbue its psychic powers into other things to make those who are exposed to it lose their memories or return those erased memories.
Flight
Even without using Psychic on itself, Mewtwo is capable of flying through the air. It can also fly briefly to quickly dash forward in midair.
Immortality
Due to being a clone of Mew, Mewtwo possesses an immortal life force, making it so that it can’t die through natural means, including being able to survive without needing oxygen.
Energy Manipulation
Besides using certain moves that utilize energy, Mewtwo can manipulate energy in general to fire powerful beams, and it can do it in other ways besides just a simple beam forward. It can shoot out twin beams that rotate around it in opposite directions, create a barrage of beams that ascend into the sky, or rain down giant beams from above that attack continuously and move around, the latter two of which force opponents to pause and be unable to perform attacks for a while. It can also catch opposing energy attacks and gain Synergy Power by concentrating in a stance, but that’s not all.
Being a Psychic-type Pokémon, Mewtwo can also manipulate psychic energy in various ways. It can shoot many types of psychic projectiles, such as constant waves, blasts, which it can rain down from above or release from all around it, homing orbs, which can be fired rapidly or summoned around it for protection or offense, homing blades, arrows, and shock waves that briefly guard it as it charges it up. It can also focus blasts below it while guarding through attacks before letting it loose, which can even be charged up to guard longer and make it more powerful. This also lets it pierce through most guards. It can even make its projectiles split to make them more numerous, stop in midair, or change direction.
Mewtwo can also use psychic energy to create explosions, engulf itself in a psychic aura for protection, which hurts anything that touches it and can fire psychic beams, overload machinery, swirl up massive twisters, which can be created around itself or charged up to become bigger and more powerful, to the point where it pierces through all types of guards, create protective shields that it can bash into opponents, blast sparks, slash with psychic swords, blast concentrated psychic energy in front of it, guard against attacks before rushing forward with psychic energy all around it, which can be charged up to guard longer and make it more powerful, to the point where it pierces through most guards, erupt psychic energy from the ground, trap opponents in psychic binds, form barriers, or augment its physical strikes to make them stronger, along with being able to increase their range. Lastly, some of its psychic energy attacks, when timed properly, can grant Mewtwo Synergy Power.
Umbrakinesis
Besides using Ghost or Dark-type moves, Mewtwo can manipulate shadows and darkness in general, which it can use to emit pulses, create blasts, produce explosions, or form vortexes, the latter three of which can be charged up to make them much more powerful. Lastly, Mewtwo can engulf its body in dark energy when performing physical strikes to make them more powerful.
Electrokinesis
Besides using Electric-type moves, Mewtwo can manipulate electricity in general, which it can use to emit sparks, shoot electric orbs, strike with bolts, or discharge electricity around itself.
Cryokinesis
Besides using Ice-type moves, Mewtwo can manipulate ice in general, which it can use to create and launch out giant icicles.
Pyrokinesis
Besides using Fire-type moves, Mewtwo can manipulate fire in general, which it can use to erupt a vortex of flames beneath opponents to briefly stun them, launch out a stream of fire, or create and attack with flaming blades, which can also be used to send out waves of fire while piercing through most guards. The swords can even be charged up to deal more damage, to the point where they pierce through all types of guards.
Photokinesis
Besides using certain moves that utilize light, Mewtwo can manipulate light in general, which it can use to create pillars both close and far that hurt opponents and block their movements. These pillars can even home in on them. Mewtwo can also create light pillars when performing stomp attacks while piercing through most guards or spawn one beneath opponents to blast them away. For travel, it can also cloak itself or others in light to fly.
Hydrokinesis
Besides using Water-type moves, Mewtwo can manipulate water in general, which it can use to raise watery vortexes to defend itself from attacks.
Geokinesis
Besides using Rock or Ground-type moves, Mewtwo can manipulate the earth in general, which it can use to create powerful quakes, launch rocks as projectiles, or bring up rocks from the ground to use for protection.
Forcefield Creation
Besides using moves that create defensive shields, Mewtwo is capable of creating forcefields around itself for protection or offense. It can even fly around with it up without worry of being hit.
Explosion Manipulation
Using its psychic powers, Mewtwo is capable of creating powerful explosions to blast opponents with. It can even detonate a myriad of them at a constant rate to overwhelm them.
Weather Manipulation
Using its psychic powers, Mewtwo can manipulate the weather to such a degree that it can create powerful storms.
Petrification
Using its attacks, Mewtwo is capable of turning others to stone, leaving them vulnerable in their petrified state. This can even happen by accident.
Duplication
Mewtwo is capable of creating clones of others, who side by it and help it with various tasks, such as fighting or Tetris.
Extrasensory Perception
Using its psychic powers, Mewtwo can find and locate others with ease.
Regeneration
Besides using Recover to restore its cells, Mewtwo can regenerate its body from injuries as bad as impalement.
Portal Creation
Using its psychic powers, Mewtwo is capable of creating portals that it can travel through to reach other places. It can even create portals to other dimensions to trap others in.
Void Manipulation
Using its psychic powers, Mewtwo is capable of creating purple orbs of light that send others to another dimension, leaving them in a pitch-black void for however long it wants. It can also enter the dimension itself or bring those trapped out of it, though Mewtwo can send them to places far away from where they were originally sent from.
Afterimage Creation
Using its psychic powers, Mewtwo is capable of creating afterimages of itself that can be used in various ways. It can use them to reach further with its physical attacks, strike in a flurry of blows, or create multiple copies of itself to confuse opponents, which disperse into multiple psychic orbs after a while to attack them.
Creation
Mewtwo is capable of creating objects from out of thin air, even things as big as the Mystery Rock in the kingdom of Illusio.
Power Nullification
As a powerful Pokémon, Mewtwo is capable of passively nullifying any status effects that it’s been inflicted with. It can also use its psychic powers to suppress the powers of others.
Black Hole Creation
Mewtwo is capable of generating black holes, which it can use to suck in and destroy things. It can also get rid of these black holes.
Sleep Manipulation
Mewtwo is capable of forcing others asleep by releasing a white light upon them. The effect of this light isn’t straight away, but it weakens them before they pass out shortly after. It can also use its psychic powers to wake others up.
Healing
Besides using moves that restore HP, Mewtwo can heal others from even mortal wounds by releasing a white light that it covers them in.
Soul Manipulation
Mewtwo is capable of manipulating someone’s soul and transferring it into another being to make them one, even dozens at once. However, this can only be done if the being the soul is being put into is in a crazed state or willing to let it happen. It can also separate them back into two beings. Realistically, Mewtwo should also be capable of just taking out someone’s soul from their body without needing to transfer it to another.
IQ Skills
IQ is essentially how smart one is. For Pokémon such as Mewtwo, IQ can also grant passive skills depending on how high it is. These don’t always have to be on, meaning if one skill in particular wouldn’t be good to have in a certain situation, it is able to be turned off. The following is a list of all the IQ skills Mewtwo has:
Item Catcher: Lets Mewtwo catch and hold an item thrown at it, though it can’t do this if it’s already holding one.
Course Checker: Lets Mewtwo automatically know if there are obstacles in the way before it performs an action.
Dedicated Traveler: Makes Mewtwo focus more on traveling than fighting.
Item Master: Lets Mewtwo use or throw its held items.
Exclusive Move-User: Makes Mewtwo only use moves, though it won’t attempt to use them if it is out of energy to use a certain move or if using linked moves would delink them if used again.
Escapist: Lets Mewtwo help others escape from dangerous situations.
PP Checker: Makes Mewtwo not attempt to use moves if it is out of energy to use a certain move or if using linked moves would delink them if used again.
Efficiency Expert: Makes Mewtwo target the opponent with the lowest HP if fighting against a group.
Status Checker: Makes Mewtwo not use moves that cause status effects if the opponent already is inflicted with that status effect.
Nontraitor: Makes Mewtwo unable to hurt its allies, even when forced to do so.
Self-Curer: Makes Mewtwo recover from status effects faster than usual.
Quick Dodger: Makes Mewtwo better at avoiding attacks.
Brick-Tough: Makes Mewtwo’s body tougher, giving it more HP.
Type-Advantage Master: Gives Mewtwo a higher chance of landing a critical hit when attacking opponents with a type disadvantage.
Weak-Type Picker: Makes Mewtwo target the opponent with a type disadvantage if fighting against a group.
Power Pitcher: Makes Mewtwo’s thrown or hurled items deal more damage.
Trap Avoider: Makes Mewtwo not step on visible traps on the ground.
Survivalist: Makes Mewtwo’s belly fill up faster when eating food and sometimes makes it resist the bad effects of poisonous foods.
Nonsleeper: Prevents Mewtwo from being forced asleep.
Concentrator: Increases Mewtwo’s accuracy, but lowers its evasion.
Practice Swinger: Increases Mewtwo’s Attack and Special Attack for its next move whenever it fails to hit the opponent.
Exp. Go-Getter: Makes Mewtwo target the opponent worth the most experience points if fighting against a group.
Aggressor: Increases Mewtwo’s Attack and Special Attack, but lowers its Defense and Special Defense.
Energy Saver: Makes Mewtwo’s belly empty more slowly.
Counter Basher: Makes Mewtwo automatically Counter when hit by an attack, but lowers its Defense.
Lava Evader: Makes Mewtwo avoid walking on lava.
Erratic Player: Increases the effects of type effectiveness for both Mewtwo and opponents.
Clutch Performer: Sharply raises Mewtwo’s evasion when its HP is dangerously low.
All-Terrain Hiker: Lets Mewtwo be able to walk on water, lava, and clouds.
Sure-Hit Attacker: Makes Mewtwo’s regular attacks never miss their target.
Extra Striker: Sometimes lets Mewtwo attack again right after its first one.
Intimidator: Sometimes makes Mewtwo’s opponent flinch when they try to attack, causing them to do nothing.
No-Charger: Makes moves that Mewtwo has to charge come out right away without needing to be charged, though it makes it exert twice as much energy than it would normally.
Trap Seer: Lets Mewtwo not set off traps when stepped on, which also makes them visible if they were hidden.
House Avoider: Lets Mewtwo sense an ambush when one is about to happen.
Pierce Hurler: Makes items Mewtwo throws pierce through opponents and walls.
Super Mobile: Lets Mewtwo be able to walk on water, lava, and clouds, as well as be able to dig through walls when it walks into them.
Special Abilities
Special Abilities are, as the name suggests, are special abilities Mewtwo has that benefit it and its allies in various ways. The following is a list of all the Special Abilities Mewtwo has:
Speed Up: Moderately raises Mewtwo’s allies’ Speed if it’s the leader of the team.
Attack Up: Moderately raises Mewtwo’s allies’ Attack if it’s the leader of the team.
Super Berry: Randomly summons a berry that temporarily raises Attack and Speed when eaten.
Awakening
Awakening essentially provides Mewtwo with beneficial effects, though there are various types. The following is a list of all the types of Awakening effects Mewtwo can use:
Vigor: Raises Mewtwo’s Attack when it’s greatly successful during a battle.
Gale: Raises Mewtwo’s Attack and Defense.
Spin Attack
An attack where Mewtwo spins around before striking its opponent. The higher its speed and rhythm are when performing it, the more damage it will do, though opponents who spin in the opposite direction can reduce the damage taken. If done extremely well, it can also lower their Defense or Speed or inflict them with poison, paralysis, burn, or freeze.
Z Tretta
When up against a strong opponent, Mewtwo will enter a state of Max Voltage at the start of the battle, which increases its HP, Attack, Defense, and Speed.
Agitation
When trying to be controlled, Mewtwo can enter an agitated state where it becomes harder to be controlled and moves and attacks more ruthlessly and wildly. However, if it takes enough damage or is continuously still trying to get controlled, it will go out of this state.
Steamroll
A rare quality of Mewtwo that passively lets its moves deal at least normal damage to opponents, even if they would normally resist said moves through their type or Ability.
Synergy Burst
A phenomenon that occurs in the Ferrum region, which brings out the full potential of a Pokémon using Synergy Power. Mewtwo is one of the few Pokémon, similar to Mega Evolution, who can go into this mode without the assistance of a Trainer. When it enters Synergy Burst, it restores some of its HP and creates a shock wave around itself that pushes opponents back, but that’s not all. Not only does Mewtwo become much stronger, faster, and tougher, to the point where it shrugs off light hits with ease, but it also Mega Evolves automatically, usually into Mega Mewtwo X, but it’s likely it can go into Mega Mewtwo Y as well. Also, it restores HP passively as long as it’s not getting hit.
However, while the mode is powerful, Mewtwo can only stay in it for 13 seconds before reverting back to normal, and Shadow Mewtwo under normal circumstances can only manage eight seconds, and taking damage in this mode decreases the amount of time it can stay in it in general. While Shadow Mewtwo requires little Synergy Power in order to enter Synergy Burst, regular Mewtwo needs a lot of it. That said, Shadow Mewtwo can stay in Synergy Burst for an indefinite amount of time if it has enough Synergy Power, and even enter a second Synergy Burst that increases its power even further. With enough Synergy Power, this second Synergy Burst can also last indefinitely and makes it impervious to almost any attack.
Feats
Strength
Blew up the laboratory it was created in on New Island and Team Rocket HQ
Teleported all of the water in Clarity Lake inside Mount Quena
Can hurt Ho-Oh, who stopped the Sky Fortress from plummeting into the ocean, which would have caused a tsunami that would have swallowed all of the Oblivia region
Created a powerful storm around New Island, which reached far off to a city (calced here)
Stated to be stronger than Groudon and Rayquaza, the former of whom being said to be capable of shaping continents, with the latter capable of destroying a shooting star that would have destroyed the planet with its Hyper Beam
Capable of creating black holes bigger than the size of its own head
Defeated Deoxys, who controlled Grand Meteor Delta, which would have destroyed the planet (calced here)
Shadow Mega Mewtwo X’s Dark Nova is capable of creating an explosion that covers most of the planet
Helped halt the Tree of Life’s ascent into the sun caused by Dark Matter as Mega Mewtwo Y, which would have pulled the planet into the sun
Power struggled with 50% Forme Zygarde as Mega Mewtwo X, who took hits from Ultra Necrozma, who illuminated all of Ultra Space (calced here)
Speed
Dodged multiple Signal Beams from the Genesect Army as Mega Mewtwo Y
Reacted to Lance’s Aerodactyl’s Supersonic, which is a sound-based move
Flew through New Tork City so fast that time looked like it stopped as Mega Mewtwo Y
Breached escape velocity while holding onto Red Genesect as Mega Mewtwo Y
Superior to Ash’s Pikachu, who intercepted multiple bolts of lightning using Thunderbolt
Kept up with Shu’s Pikachu, who dodged its Hyper Beam that was made of light
Should be superior to Venusaur considering its cloned Venusaur friend defeated one with ease, who is capable of using Solar Beam, which is a beam made of light (calced here)
Reacted to 50% Forme Zygarde after it used Camouflage to hide itself as Mega Mewtwo X, who kept up with Ultra Necrozma, who flew through Ultra Space at massively faster than light speeds and illuminated all of Ultra Space (calced here)
Durability
Resists Fighting and Psychic-type attacks as base Mewtwo and Mega Mewtwo Y and resists Fighting and Rock-type attacks as Mega Mewtwo X due to becoming part Fighting-type
Emerged from an exploding Pikachu balloon completely unscathed
Tanked Magmar’s Flamethrower, whose body temperature reaches 2,192° F
Caught Lance’s Aerodactyl’s Hyper Beam, and Lance’s Dragonair’s Hyper Beam is capable of blowing up part of Vermillion City
Can take hits from Ho-Oh, who stopped the Sky Fortress from plummeting into the ocean, which would have caused a tsunami that would have swallowed all of the Oblivia region
Took hits from Deoxys, who controlled Grand Meteor Delta, which would have destroyed the planet (calced here)
Blocked attacks from 50% Forme Zygarde as Mega Mewtwo X, who whittled down Ultra Necrozma, who illuminated all of Ultra Space (calced here)
Training & Experience
Is capable of Mega Evolution without needing the assistance of a Trainer
Erased the memories of dozens of others all at once on two separate occasions
Resisted mind control from Giovanni’s machines specifically designed to counter it
Resisted being turned to stone, which was caused by it and Darkrai’s clash
Easily defeated Blastoise of Team Hydro and Charizard of Team A.C.T. while remaining unseen
Weaknesses
As Psychic-type Pokémon, Mewtwo and Mega Mewtwo Y are naturally weak against Bug, Ghost, and Dark-type attacks. Meanwhile, Mega Mewtwo X, due to becoming part Fighting-type, is weak to Flying, Ghost, and Fairy-type attacks. Also, while it is usually calm and collected, when it gets furious, it has a hard time controlling that anger and may even forget and hurt allies. Though, Mega Evolution does help it control itself when angered to that degree.
The M2 Bind, while providing Mewtwo with more protection, restrains its powers. It should also be mentioned that emeras can only be found and used in dungeons, so while the effect of the Mist Looplet can be used in other areas, the emeras cannot. Lastly, the Shadow Synergy Stone hurts Shadow Mewtwo whenever it uses moves, and it is even capable of completely corrupting Mewtwo if it becomes overloaded with Synergy Power. It is also unable to become unfused without the assistance of others.
Summary
Advantages
Has multiple ways to lower its opponent’s stats or give them status effects, such as the Bright Powder, the King’s Rock, many types of emeras, or many of its moves
Has multiple ways to raise its own stats, such as the Berserk Gene, emeras, the Super Berry Special Ability, or many of its moves
Can force its opponent to exert more energy than needed with its Ability Pressure or the Havoc Robe, and can sometimes not exert energy itself with the Mist Looplet
Has multiple lines of defense via its many ways of creating shields or forcefields
Has multiple ways to heal itself, such as its Ability Life Force, its regeneration and healing abilities, Synergy Burst, or Recover, which can even passively resurrect it should it die
Possesses multiple forms of hax, such as being able to take over one’s mind, erase memories, turn others to stone, trap others in alternate dimensions, nullify powers, create black holes, put others to sleep, or manipulate souls
Can create clones of others or afterimages of itself to fight with a numbers advantage
Can sense others through extrasensory perception
Can hurt ghosts and resist mind control and petrification
All around possesses many different types of psychic, elemental, unique, and powerful abilities
Has multiple powerful alternate forms that give it more abilities, such as limb elasticity, time manipulation, and erasure, and should all be around the same level of strength, speed, and durability
Disadvantages
Is weak to Bug, Ghost, and Dark-type attacks as base Mewtwo and Mega Mewtwo Y, and is weak to Flying, Ghost, and Fairy-type attacks as Mega Mewtwo X
Has a hard time controlling its anger when incredibly furious as base Mewtwo
The M2 Bind restrains its powers
Emeras can only be found and used in dungeons
Is hurt whenever it uses moves as base Shadow Mewtwo
Can become completely corrupted by the Shadow Synergy Stone if it becomes overloaded
Can’t become unfused from the Shadow Synergy Stone without the assistance of others