Mewtwo

Alternate Forms

mewtwo
Base
Lets Go Pikachu/Lets Go Eevee

Its DNA is almost the same as Mew’s. However, its size and disposition are vastly different.

Pokédex & Training Data

Classification Genetic Pokémon
Height 2.0 m (6'07")
Weight 122.0 kg (269.0 lbs)
Abilities
EV Yield +3 Sp. Atk
Catch Rate 3
Base Friendship 0
Growth Rate slow
Gender Ratio
Genderless
Egg Groups This Pokemon Cannot Breed

Pokédex Numbers

Kanto (R/B/Y) #150
Johto (G/S/C) #249
Johto (HG/SS) #254
Kalos (Mountain) #151
National #150

Game Locations

Ultra Space Ultra Space Wilds Rocky
Ultra Space Wilds Crag

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Psywave
— 100% 15 Inflicts damage between 50% and 150% of the user’s level.
1 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
1 Laser Focus
— — 30 Guarantees a critical hit with the user’s next move.
8 Swift
60 — 20 Never misses.
15 Future Sight
120 100% 10 Hits the target two turns later.
22 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
29 Miracle Eye
— — 40 Forces the target to have no evasion, and allows it to be hit by Psychic moves even if it’s Dark.
36 Psycho Cut
70 100% 20 Has an increased chance for a critical hit.
43 Power Swap
— — 10 User swaps Attack and Special Attack changes with the target.
43 Guard Swap
— — 10 User swaps Defense and Special Defense changes with the target.
50 Recover
— — 5 Heals the user by half its max HP.
57 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
64 Barrier
— — 20 Raises the user’s Defense by two stages.
70 Aura Sphere
80 — 20 Never misses.
79 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
86 Mist
— — 30 Protects the user’s stats from being changed by enemy moves.
93 Me First
— — 20 Uses the target’s move against it before it attacks, with power increased by half.
100 Psystrike
100 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Psywave
— 100% 15 Inflicts damage between 50% and 150% of the user’s level.
1 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
1 Laser Focus
— — 30 Guarantees a critical hit with the user’s next move.
8 Swift
60 — 20 Never misses.
15 Future Sight
120 100% 10 Hits the target two turns later.
22 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
29 Miracle Eye
— — 40 Forces the target to have no evasion, and allows it to be hit by Psychic moves even if it’s Dark.
36 Psycho Cut
70 100% 20 Has an increased chance for a critical hit.
43 Power Swap
— — 10 User swaps Attack and Special Attack changes with the target.
43 Guard Swap
— — 10 User swaps Defense and Special Defense changes with the target.
50 Recover
— — 5 Heals the user by half its max HP.
57 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
64 Barrier
— — 20 Raises the user’s Defense by two stages.
70 Aura Sphere
80 — 20 Never misses.
79 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
86 Mist
— — 30 Protects the user’s stats from being changed by enemy moves.
93 Me First
— — 20 Uses the target’s move against it before it attacks, with power increased by half.
100 Psystrike
100 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
Let's Go
Lvl Name Class Power Acc. PP Effect
1 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Teleport
— — 20 Immediately ends wild battles. No effect otherwise.
1 Confuse Ray
— 100% 10 Confuses the target.
1 Psywave
— 100% 15 Inflicts damage between 50% and 150% of the user’s level.
11 Mist
— — 30 Protects the user’s stats from being changed by enemy moves.
22 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
33 Swift
60 — 20 Never misses.
44 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
55 Recover
— — 5 Heals the user by half its max HP.
66 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
77 Barrier
— — 20 Raises the user’s Defense by two stages.
88 Agility
— — 30 Raises the user’s Speed by two stages.
99 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM07 Hail
— — 10 Changes the weather to a hailstorm for five turns.
TM08 Bulk Up
— — 20 Raises the user’s Attack and Defense by one stage.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM12 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM20 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM37 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
TM38 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM40 Aerial Ace
60 — 20 Never misses.
TM41 Torment
— 100% 15 Prevents the target from using the same move twice in a row.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM47 Low Sweep
65 100% 20 Lowers the target’s Speed by one stage.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target’s Special Defense by one stage.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM59 Brutal Swing
60 100% 20 Inflicts regular damage with no additional effect.
TM61 Will O Wisp
— 85% 15 Burns the target.
TM63 Embargo
— 100% 15 Target cannot use held items.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM71 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM84 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM92 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.
Let's Go
Name Class Power Acc. PP Effect
TM01 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
TM02 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
TM04 Teleport
— — 20 Immediately ends wild battles. No effect otherwise.
TM05 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM06 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM07 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM08 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM09 Reflect
— — 20 Reduces damage from physical attacks by half.
TM11 Will O Wisp
— 85% 15 Burns the target.
TM12 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM13 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM15 Seismic Toss
— 100% 20 Inflicts damage equal to the user’s level.
TM16 Thunder Wave
— 90% 20 Paralyzes the target.
TM19 Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
TM21 Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
TM22 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM23 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
TM26 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
TM27 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM28 Tri Attack
80 100% 10 Has a 20% chance to burn, freeze, or paralyze the target.
TM30 Bulk Up
— — 20 Raises the user’s Attack and Defense by one stage.
TM31 Fire Punch
75 100% 15 Has a 10% chance to burn the target.
TM33 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM35 Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
TM36 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM37 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM38 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM40 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM41 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM42 Self Destruct
200 100% 5 User faints.
TM43 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM45 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM46 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TM48 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM51 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM55 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM57 Pay Day
40 100% 20 Scatters money on the ground worth five times the user’s level.
TM59 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Laser Focus
— — 30 Guarantees a critical hit with the user’s next move.
Low Kick
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Magic Room
— — 10 Negates held items for five turns.
Recycle
— — 10 User recovers the item it last used up.
Role Play
— — 10 Copies the target’s ability.
Shock Wave
60 — 20 Never misses.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Skill Swap
— — 10 User and target swap abilities.
Snatch
— — 10 Steals the target’s move, if it’s self-targeted.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Trick
— 100% 10 User and target swap items.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 106
Attack 110
Defense 90
Sp. Atk 154
Sp. Def 90
Speed 130
Total 680

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
2x

Mega X Mewtwo

Mega X Mewtwo
Hp 106
Attack 190
Defense 100
Sp. Atk 154
Sp. Def 100
Speed 130
Total 780

Mega Y Mewtwo

Mega Y Mewtwo
Hp 106
Attack 150
Defense 70
Sp. Atk 194
Sp. Def 120
Speed 140
Total 780