Ubers Mewtwo

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus

QC: Nayrz / Dominatio / Omfuga
GP: CryoGryo / The Dutch Plumberjack

[OVERVIEW]

Mewtwo's access to two Mega Evolutions makes it extremely versatile, and its high offensive stats allow it to effectively clean up offensive teams late-game. An excellent Speed tier enables Mewtwo to outspeed many offensive threats in the metagame, including Shaymin-S and anything slower, and it also sports an exceptional movepool that consists of powerful coverage options, utility moves, and setup moves. Mewtwo has amazing potential with Psychic Terrain support, as it greatly increases the power of Psystrike. Mewtwo also checks many Pokemon, such as Zygarde-C, Solgaleo, and support Arceus formes, just with its coverage options. Although Mewtwo has decent bulk for an offensive Pokemon, its typing is lacking in useful resistances. Mewtwo also suffers from four-moveslot syndrome, as it can't run all of the coverage moves it wants to, and it faces competition from Deoxys-A as a fast Psychic-type wallbreaker, as Deoxys-A is faster, deals more damage, and doesn't take up a Mega slot.

[SET]
name: Special Attacker
move 1: Psystrike
move 2: Ice Beam
move 3: Focus Blast / Fire Blast
move 4: Calm Mind / Taunt
item: Mewtwonite Y
ability: Unnerve
nature: Timid
evs: 8 HP / 80 Def / 228 SpA / 192 Spe

[SET COMMENTS]
Moves
========

Psystrike serves as the obligatory STAB move, capable of severely denting many Pokemon that don't resist it while bypassing dedicated special walls such as Blissey. Ice Beam gives Mewtwo much-needed coverage, OHKOing Mega Salamence and hitting Rayqyaza, Yveltal, Lugia, Giratina-O, and Arceus-Ground hard. Focus Blast allows Mewtwo to hit Steel-types such as Dialga and Dark-types such as Arceus-Dark, Tyranitar, and Darkrai super effectively. Alternatively, Fire Blast lets Mewtwo hit certain Steel-types such as Mega Scizor, Ferrothorn, Magearna, Aegislash, Celesteela, and Solgaleo harder than Psystrike or Focus Blast can. Calm Mind grants Mewtwo the ability to set up; after a boost, it can OHKO or 2HKO most Pokemon and sweep unprepared teams. Alternatively, Taunt can be used to improve Mewtwo's matchup against more defensive teams, though Mewtwo appreciates having as much power as it can get. Shadow Ball OHKOes Lunala when Shadow Shield is down and gives Mewtwo a reliable way of hitting Arceus-Ghost. Earthquake can potentially be used to 2HKO Alolan Muk.

Set Details
========

8 HP EVs and 80 Defense EVs enable Mega Mewtwo Y to avoid the OHKO from Life Orb Marshadow's Shadow Sneak. The Speed investment with a Timid nature allows Mega Mewtwo Y to outspeed Modest Deoxys-A, Mega Gengar, Tapu Koko, Marshadow, and anything slower. The rest of the EVs are invested into Special Attack to augment Mewtwo's power. Unnerve is used as the pre-Mega ability in order to hit Pokemon like Chople Berry Tyranitar prior to Mega Evolving. Mewtwonite Y enables Mewtwo to Mega Evolve into Mega Mewtwo Y, giving it Insomnia and the ability to outspeed Mega Gengar and Modest Deoxys-A. Alternatively, Life Orb increases Mewtwo's overall damage output, allowing Mewtwo to do more damage than Mega Mewtwo Y. However, Life Orb recoil wears Mewtwo down, and Mega Mewtwo Y is faster than regular Mewtwo, allowing it to outspeed the aforementioned key threats.

Usage Tips
========

Try to get Mewtwo in safely, such as by double switching or using a pivot, as it isn't bulky and can't switch into a powerful attack. Mewtwo works best as a mid- or late-game cleaner when its checks have been weakened enough, though it can also be used early- and mid-game to deal damage across the board. If you're running Taunt, it should be used liberally to prevent support Pokemon from using recovery moves, status moves, and utility moves like Defog. Due to Mewtwo's inability to OHKO certain targets, it is best to use the appropriate coverage move, especially on a predicted switch, to wallbreak more effectively. When using Calm Mind on Mewtwo, it is extremely important to only set up when all of Mewtwo's checks are gone and all faster threats and priority users have been eliminated. When trying to sweep, it is best to set up on a predicted switch or on defensive Pokemon that either can't do too much back to Mewtwo or are weak to Mewtwo's moves, such as Toxapex and some support Arceus formes. Due to the lack of coverage when using Calm Mind, appropriate foes should be eliminated before setting up. If running Focus Blast, Pokemon such as Aegislash must be eliminated before trying to sweep. If you're using Shadow Ball or Fire Blast, Dark-types such as Arceus-Dark must be weakened a bit . Note that if Mewtwo has to stay in against Life Orb Marshadow after taking Stealth Rock damage, it should not Mega Evolve, as not Mega Evolving allows it to survive Shadow Sneak and then OHKO Marshadow with Psystrike.

Team Options
========

Mewtwo really appreciates Pokemon with access to entry hazards, as they help Mewtwo achieve more OHKOs and 2HKOs. These Pokemon include Primal Groudon, Cloyster, Deoxys-S, and Dialga. Dark-types such as Darkrai, Arceus-Dark, and Yveltal can deal with the Ghost-types that trouble Mewtwo, particularly Arceus-Ghost, Marshadow, and Aegislash. Darkrai and Mewtwo form a fast and formidable wallbreaking core that offers perfect coverage. Fairy-types like Xerneas and Arceus-Fairy are great partners due to their ability to check Dark-types, and Arceus-Fairy is also able to deal with Marshadow defensively. Mewtwo can check Poison- and Steel-types that trouble them in return. Tapu Lele provides Mewtwo with Psychic Terrain support, increasing the power of Psystrike and negating any priority that might stop Mewtwo. Setup sweepers such as Extreme Killer Arceus and offensive Primal Groudon appreciate Mewtwo's ability to weaken Pokemon such as Zygarde-C and Toxapex for a sweep. Mewtwo values bulky walls such as Primal Groudon, Arceus-Water, Zygarde-C, defensive Primal Kyogre, and defensive Yveltal for their ability to sponge attacks aimed at it. U-turn grants Mewtwo free and safe switches, so Pokemon like Genesect and defensive Yveltal are good teammates.

[SET]
name: Physical Attacker
move 1: Low Kick
move 2: Taunt
move 3: Ice Beam / Zen Headbutt
move 4: Stone Edge / Zen Headbutt
item: Mewtwonite X
ability: Pressure
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Low Kick is a reliable STAB move that hits most targets for good damage due to how common heavy Pokemon are in the tier, 2HKOing targets like Arceus-Ground and offensive Yveltal. Taunt shuts down support Arceus formes that may try to status Mewtwo and can force a defensive Pokemon to switch out. Ice Beam is used to always OHKO Mega Salamence and 2HKO Zygarde-C while hitting Giratina, Giratina-O, and Yveltal hard. Stone Edge OHKOes Ho-Oh and does more damage to Yveltal than any of Mewtwo's other moves. The coverage granted from Ice Beam and Stone Edge enables Mewtwo to break past all Ho-Oh, Zygarde-C, and Mega Salamence sets. Rock Slide can be used as an alternative to Stone Edge to still OHKO most Ho-Oh variants while having greater accuracy. STAB Zen Headbutt OHKOes Mega Gengar and Marshadow and dents Xerneas; however, using it requires Mewtwo to forgo either Ice Beam or Stone Edge. Earthquake provides coverage that allows Mewtwo to OHKO Mega Gengar and dent Primal Groudon and Aegislash, but it is inferior to Zen Headbutt. Poison Jab or Iron Tail can be run to hit Fairy-types like Xerneas and Arceus-Fairy, but they are ineffective options outside of this. Recover along with a bulkier EV spread improves Mewtwo's longevity.

Set Details
========

Full Attack and Speed investment with a Jolly nature makes Mega Mewtwo X as fast and powerful as possible. 252 Attack EVs notably give it the ability to 2HKO defensive Primal Kyogre with Low Kick. Alternatively, an EV spread of 176 Def / 80 SpD / 252 Spe gives Mega Mewtwo X a significant increase in bulk that allows it to check threats like Mega Lucario and Extreme Killer Arceus. Such a Mega Mewtwo X can survive Mega Lucario's Iron Tail + Bullet Punch and Life Orb Extreme Killer Arceus's +2 Extreme Speed, both after Stealth Rock damage. 80 Special Defense EVs let Mega Mewtwo X avoid the OHKO from Mega Gengar's Shadow Ball after it has been trapped as well as take two neutral Judgments from various support Arceus formes even after Stealth Rock damage. However, note that Mega Mewtwo X will have a very noticeable power drop. Pressure is used as the pre-Mega ability but is rarely useful. Mewtwonite X is used to become Mega Mewtwo X, granting Mewtwo increased bulk, higher Attack, and a secondary Fighting typing. Mewtwo gains Steadfast upon Mega Evolution, which is situationally useful against Choice Scarf variants of Shaymin-S and Genesect.

Usage Tips
========

Strive to get Mewtwo in safely, such as by double switching or using a pivot, as it isn't bulky and can't switch in on a powerful attack. Mega Mewtwo X works best as an early- and mid-game wallbreaker, weakening checks for another Pokemon on your team to sweep. Mega Mewtwo X is also very fast, meaning it can revenge kill slower threats or sweep on its own should the opposition be sufficiently weakened. Low Kick dents almost all Pokemon hit by it; Mewtwo should use this move as much as possible when wallbreaking, especially if the opponent has no Ghost-types. If running Taunt, it should be used liberally to prevent support Pokemon from using recovery moves, status moves, and utility moves. Earthquake should be used to hit Primal Groudon and Aegislash if it is run. If Mega Mewtwo X has Ice Beam, it can stay in on Mega Salamence and Rayquaza and OHKO them. Ice Beam should not be used against Yveltal, as Low Kick and Stone Edge do more damage. Similarly, Mega Mewtwo X can stay in on Ho-Oh and OHKO it if it has Stone Edge or Rock Slide. It is best for Mega Mewtwo X to switch out against Fairy- and Ghost-types. One can opt to bluff a special attacking Mewtwo set in order to get a surprise KO. For example, sending Mewtwo in against a physical wall might entice the opponent to switch in a special wall like Alolan Muk, in which case Mega Evolving Mewtwo to hit them with a powerful Low Kick can lead to a quicker KO. Furthermore, Mega Mewtwo X can OHKO some boosted threats that special attacking Mewtwo sets cannot, such as Calm Mind-boosted Arceus-Rock and Arceus-Dark; therefore, if they stay in thinking Mewtwo cannot KO them because it is a special attacking set, Mega Evolving Mewtwo will surprise them and stop a potential sweep.

Team Options
========

Mega Mewtwo X really appreciates Pokemon with access to entry hazards, as they help it pressure the opposing team more. These Pokemon include Primal Groudon, Cloyster, and Dialga. Dark-types such as Yveltal, Arceus-Dark, and Darkrai can deal with the Ghost-types that trouble Mewtwo, particularly Arceus-Ghost, Marshadow, and Lunala. Fairy-types like Xerneas are great partners for Mewtwo due to their ability to check Dark-types, while Mewtwo can check the Steel-types that trouble them such as Mega Lucario in return. Celesteela and Ferrothorn are able to check Xerneas and Extreme Killer Arceus; Celesteela also checks Mega Salamence, and Ferrothorn is able to deal with Primal Kyogre as well as set up entry hazards. Support Arceus formes that utilize Defog such as Arceus-Water, Arceus-Dragon, and Arceus-Dark can remove entry hazards, particularly Toxic Spikes. Zygarde-C and Arceus-Ground are able to check Primal Groudon and Mega Salamence, and Zygarde-C can also deal with Ho-Oh and Extreme Killer Arceus. Ho-Oh can check Xerneas, while Mega Mewtwo X threatens the likes of Arceus-Rock, Tyranitar, and Zygarde-C. U-turn grants Mewtwo free and safe switches, so Pokemon like Genesect and defensive Yveltal are good teammates.

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

Mewtwo has an expansive movepool consisting of many options it can use depending on what set it opts for. Specially offensive Mewtwo can use Thunder to hit Arceus-Water, Lugia, and physically defensive Primal Kyogre for more damage; however, it is inaccurate and offers inferior coverage compared to Mewtwo's other moves. Future Sight is a powerful wallbreaking tool that pressures the opponent to switch, allowing you to make the appropriate play against the predicted switch-in, but Future Sight isn't as reliable as Psystrike and is hard to fit. Aura Sphere can be used as a perfectly accurate alternative to Focus Blast, but it is very weak; Mega Mewtwo Y only has less than a 50% chance to OHKO Darkrai and less than a 40% chance to 2HKO Arceus-Dark. Will-O-Wisp can be run to cripple physically offensive switch-ins like Yveltal and Arceus-Ghost. When running Calm Mind, Psychium Z can be used, as Mewtwo's boosted attacks make up for the loss of Life Orb. +1 Shattered Psyche also OHKOes many offensive Arceus formes. However, Deoxys-A fulfills Psychium Z Mewtwo's role in a more effective manner. Mega Mewtwo X can take advantage of its expansive physical movepool including Fire Punch, Thunder Punch, and Power-Up Punch, though Mewtwo's other moves offer superior coverage that hits the majority of the tier. Mega Mewtwo X can opt for Brutal Swing, which OHKOes Lunala when its Shadow Shield is down. Bulk Up coupled with Drain Punch allows Mega Mewtwo X to set up while increasing its longevity.

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

**Lunala**: Lunala hard checks any Mega Mewtwo Y set without Shadow Ball and can OHKO it with Moongeist Beam. Lunala has high Special Defense and resists Psystrike, so it can come in on Mega Mewtwo Y rather easily. Lunala is also immune to Mega Mewtwo X's Low Kick and isn't 2HKOed by any of its coverage moves even when Shadow Shield is down, while it can threaten Mewtwo with Moongeist Beam. However, Lunala gets outsped by Mewtwo, and if Mewtwo is carrying Shadow Ball or Brutal Swing, it will be OHKOed without its Shadow Shield.

**Arceus-Ghost**: Arceus-Ghost is immune to Low Kick, can use Mega Mewtwo X as setup fodder, and can hit Mewtwo with a super effective STAB attack. However, Mega Mewtwo Y can 2HKO Arceus-Ghost with Psystrike.

**Ghost-types**: The Ghost-types within the tier all pose as threats to Mewtwo, as they are immune to Low Kick and can hit Mewtwo with super effective STAB moves. Giratina and Giratina-O are not 2HKOed by Mega Mewtwo X's Ice Beam and can wall variants without it, but Mega Mewtwo Y can 2HKO them with Ice Beam. Aegislash threatens Mega Mewtwo Y with STAB moves and resists its main attacks, and if Mega Mewtwo Y isn't carrying Fire Blast or Shadow Ball, Aegislash completely walls it. Mega Mewtwo X can 2HKO Aegislash with Earthquake if it is carrying the move, though. Mega Sableye is immune to Psystrike, Focus Blast, and Low Kick, is not 2HKOed by any of Mega Mewtwo X's coverage moves, can 2HKO Mewtwo with Foul Play, and can status it. However, Life Orb Mewtwo's Fire Blast does 2HKO. Marshadow can revenge kill Mewtwo with Shadow Sneak if it has taken any chip damage, but it cannot switch into Mega Mewtwo Y.

**Yveltal**: Yveltal is immune to Psystrike and struggles to switch in on Ice Beam, but once in safely, it can threaten Mewtwo with a powerful STAB move. Offensive Yveltal is 2HKOed by Low Kick, Ice Beam, and Stone Edge, though. Defensive Yveltal is not 2HKOed by any of Mega Mewtwo X's moves other than Stone Edge and can 2HKO it with Foul Play, but Mega Mewtwo Y can 2HKO defensive Yveltal with Ice Beam.

**Bulky Psychic-types**: Bulky Psychic-types such as Lugia, Mega Slowbro, and specially defensive Solgaleo resist Low Kick and Psystrike, can take most of Mewtwo's coverage moves well, and can status Mewtwo in return. However, all of them are hit decently hard by Shadow Ball, Lugia is dented by Mega Mewtwo X's Stone Edge and Mega Mewtwo Y's Ice Beam, and Solgaleo is hit hard by Earthquake and Fire Blast. Also, all of these bulky Psychic-types are stopped by Taunt .

**Bulky Fairy-types**: Bulky Fairy-types like Arceus-Fairy, Xerneas, and Klefki take very little damage from Low Kick and threaten Mega Mewtwo X with super effective STAB attacks. Mega Mewtwo X cannot 2HKO Arceus-Fairy, which can OHKO back. Xerneas can beat Mega Mewtwo X if it doesn't run Iron Tail or Poison Jab. Klefki can come in on most of Mega Mewtwo X's attacks and cripple it with Thunder Wave, but it will be OHKOed by Earthquake. Against Mega Mewtwo Y, most of these Fairy-types are bulky enough to take it on and retaliate. Bulkier Xerneas sets can use Mega Mewtwo Y as setup fodder if it is not running Taunt, and Klefki can cripple it with Thunder Wave. However, they are still dented by Psystrike, and Klefki is nailed by Fire Blast.

**Alolan Muk**: Alolan Muk cannot be 2HKOed by any of Mega Mewtwo Y's attacks even at +1, and it can Pursuit trap Mewtwo or potentially poison it. However, Alolan Muk isn't a threat for Mega Mewtwo X due to Low Kick.

**Primal Groudon**: None of Mega Mewtwo Y's attacks can 2HKO specially defensive Primal Groudon, which can hit back hard with Precipice Blades. However, Primal Groudon can be worn down by repeated attacks from Mewtwo. Furthermore, Primal Groudon isn't a reliable check to Mega Mewtwo X, as it risks being 2HKOed by Earthquake.

**Ho-Oh**: Ho-Oh can come in on all of Mega Mewtwo X's attacks bar Stone Edge and OHKO it in return with Brave Bird or burn it with Sacred Fire. However, Stone Edge will OHKO Ho-Oh, and Mega Mewtwo Y can seriously dent it with Psystrike.

**Faster Threats and Priority**: Faster Pokemon and revenge killers such as Pheromosa and Deoxys-A as well as Choice Scarf Genesect, Xerneas, and Lunala can outspeed Mewtwo and Mega Mewtwo X and do heavy damage to it or revenge kill it. Mega Mewtwo Y has the ability to outspeed Mega Gengar and Modest Deoxys-A, however. Furthermore, priority users such as Marshadow, Mega Scizor, and Extreme Killer Arceus can deter a potential Mewtwo sweep.

**Status**: In general, Mewtwo dislikes being inflicted with status. Paralysis severely hinders Mewtwo by lowering its Speed, thus leaving it very vulnerable to attacks. Burns cripple Mega Mewtwo X by significantly lowering its power.
 
Last edited:
* Alternatively, Mewtwonite Y enables Mewtwo to Mega Evolve into Mega Mewtwo Y, giving it Insomnia and the ability to outspeed Deoxys-A, Pheromosa, and Mega Gengar.

Aren't pheromosa and deoxy a still faster? Mmy 140 vs 151 vs 150

* If running Psychium Z, be aware that an unboosted Shattered Psyche will not OHKO.
OHKO what?

s, and if Calm Mind Mewtwo isn't carrying Fire Blast and Shadow Ball,
Or shadow ball?
 
Not QC, but you really don't need Naive to use Ice Beam on MMX, the power drop isn't too considerable and at worst you're only doing about the same damage as Ice Punch against most of the targets it's needed for. I'd say Ice Beam should even get a Moves mention, since it's a better option to KO Mega Salamence as you don't need to worry about it forcing you out with Intimidate pre-Mega (though this is a moot point if SR is up, you KO it anyway), but the real merit is you can 2HKO Zyg-C and can actually KO its 50% forme after SR and a bit of residual damage. Having the ability to lure Zyg-C is a great tool for MMX to have, since it faces competition from phys attackers such as MLuke and MMence, so unless QC wants to weigh in on this, I'd put Ice Beam in Moves.
 

ckw

Tired
is a Top Tutor Alumnusis a Forum Moderator Alumnusis a Contributor Alumnus
I think Ice Beam should actually be used over Ice Punch mainly cause of the Pokemon that its meant to hit. Ice coverage is meant to hit threats like Mega Salamence, Rayquaza, Zygarde-C, Giratina formes.

Mence's intimidate drops attack to -1 and Giratina formes are mostly invested in physical defense. A Jolly Natured MMX with Ice Beam doesn't care about Attack drops and can straight up OHKO MMence and Rayquaza, while also 2HKOing Zygarde-C and barely missing the OHKO Zygarde[Naive has 62.5% chance to OHKO though].

0 SpA Mewtwo-Mega-X Ice Beam vs. 0 HP / 0 SpD Giratina-Origin: 190-224 (43 - 50.7%) -- 2% chance to 2HKO [Naive Nature]
0- SpA Mewtwo-Mega-X Ice Beam vs. 0 HP / 0 SpD Giratina-Origin: 170-200 (38.5 - 45.3%) -- guaranteed 3HKO [Jolly Nature]
252 Atk Mewtwo-Mega-X Ice Punch vs. 0 HP / 252 Def Giratina-Origin: 172-204 (39 - 46.2%) -- guaranteed 3HKO


As you can see, even with a Jolly nature, Ice beam from MMX does the same damage as Ice Punch would to Giratina-O. The same goes for Giratina as well.
IMO Ice Beam should replace Ice Punch completely in this case.

Regarding MMY, I think Will-O-Wisp can get a mention under moves.
Also great job so far, Mewtwo's analysis needs to cover two mons, not one. [Definitely not an easy task]
 
Last edited:

Six Trails

formerly Analytic_
It would be "and" because as long as Mewtwo is carrying at least one of those, it will be able to beat Aegislash.
I think it should be "or" because saying "and" makes it sound like Mewtwo needs both Fire Blast and Shadow Ball to beat Aegislash, when it only needs one or the other.
 
Is there any reason at all Ice Punch is still slashed? Last gen it could be used to hit the latis, but with them gone I literally cannot think of any targets that aren't hit harder by Ice Beam (or Low Kick in offensive Yvetals case); Lando T, Zygarde, Mence, Phys def Giratina etc all get hit harder by Jolly Ice Beam compared to Ice Punch.
 

ckw

Tired
is a Top Tutor Alumnusis a Forum Moderator Alumnusis a Contributor Alumnus
Is there any reason at all Ice Punch is still slashed? Last gen it could be used to hit the latis, but with them gone I literally cannot think of any targets that aren't hit harder by Ice Beam (or Low Kick in offensive Yvetals case); Lando T, Zygarde, Mence, Phys def Giratina etc all get hit harder by Jolly Ice Beam compared to Ice Punch.
Yeah, I'd say remove Ice Punch since it honestly doesn't have anything that makes it better than Ice Beam. I talked about this (check the post above the previous post).
This might sound kinda harsh but I feel like Ice Punch should be removed from this analysis entirely.
 
Lunala hard checks any Mewtwo set without Shadow Ball and can OHKO Mewtwo with Moongiest Beam. Lunala also has high Special Defense and resists Psystrike, so it can come in on Mewtwo rather easily. However, Lunala gets outsped by Mewtwo, and if Mewtwo is carrying Shadow Ball, it will be OHKOed without its Shadow Shield.
Since when does Mega Mewtwo X carry either Shadow Ball or Psystrike? This part should be mentioning Lunala's immunity to Low Kick instead of saying that it resists Psystrike. In addition, the Shadow Balls can be replaced with Brutal Swing.
Mega Mewtwo X's Checks and Counters (Ghost-types) said:
The Ghost-types within the tier all pose as threats to Mega Mewtwo X. GiraGiratina-can threaten Mewtwo with a super effective Hex, Shadow Sneak, or Shadow Force depending on the set. Aegislash threatens Mewtwo with Gyro Ball and Shadow Ball and resists almost all of Mewtwo's attacks, and if Calm Mind Mewtwo isn't carrying Fire Blast and Shadow Ball, Aegislash completely walls it. Giratina can come in on a Psystrike and can hit Mewtwo with a status move in return. Mega Sableye is immune to Psystrike and Focus Blast, and it can 2HKO Mewtwo with Foul Play and can status it; however, Life Orb Mewtwo's Fire Blast does 2HKO, and Mega Sableye cannot beat Calm Mind Mewtwo one-on-one.
This should be removed completely as Ghost-types have already been addressed in Mega Mewtwo X's Checks and Counters.
 

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
Since when does Mega Mewtwo X carry either Shadow Ball or Psystrike? This part should be mentioning Lunala's immunity to Low Kick instead of saying that it resists Psystrike. In addition, the Shadow Balls can be replaced with Brutal Swing.

This should be removed completely as Ghost-types have already been addressed in Mega Mewtwo X's Checks and Counters.
Both things you mentioned are in Mega Mewtwo Y's checks and counters section. Look at it again. I talked about Lunala in Mega Mewtwo X's checks and counters section; actually, I already wrote what you suggested. Ghost-types counter Mega Mewtwo X and Y in different ways. I tried my best to explain how.

Otherwise, waiting on QC in regards to Ice Beam vs. Ice Punch, though I'm leaning on getting rid of Ice Punch, but I want to make sure.
 
Both things you mentioned are in Mega Mewtwo Y's checks and counters section. Look at it again. I talked about Lunala in Mega Mewtwo X's checks and counters section; actually, I already wrote what you suggested. Ghost-types counter Mega Mewtwo X and Y in different ways. I tried my best to explain how.
I was looking at the last two entries of MMX's checks and counters section, and missed the correct Lunala entry which was higher up... wait, why are there two Lunala entries for MMX anyway?
 
Last edited:
At a glance Ice Punch should be removed entirely, it hits nothing in particular.

This analysis in particular may take some time to get QC input on as we iron out the details internally... its two new megas are still relatively new.
 
Mewtwo isn't that unpredictable as the Overview notes. It can be telling what mon it is via team preview in most cases, and all the sets are running similar coverage, just with different strengths behind them.

It is also far from a wallbreaker. It threatens frail teams far more with 140 Speed and actually being reasonably bulky on the special side (in the case of MMY). Bulky teams can easily find room to work with against Mewtwo (Sableye, Muk, Arceus-Dark, Chople Tyranitar...) as its damage output just isn't that frightening unless its +1 or in Psychic Terrain.

MMY's speed tier is the good one. Outspeeding Gengar, Mild Deo-A and +Atk Pheromosa is pretty clutch. I don't think Z-move Mewtwo is viable anymore with the release of its megas which are already a bit difficult to use on teams. I'd remove all Z-move mentions from the main sets and put it all in OO. Even Psychium Z is a bad Deoxys-A in my opinion. Speaking of Deo-A, MMY is actually a decent check to it for offensive teams. It can even live a Psycho Boost from it in Psychic Terrain.

Here's what I think should be the first set (Fireburn agreed):

[SET]
name: Special Attacker
move 1: Psystrike
move 2: Focus Blast
move 3: Ice Beam / Shadow Ball
move 4: Calm Mind / Taunt
item: Mewtwonite Y (deslash Life Orb, regular Mewtwo is very hard to justify)
ability: Unnerve < this should be the default on Mewtwo sets to hit stuff like Chople Tyranitar prior to mega evo, change this across them all
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

Fire Blast and Earthquake (Anti-Muk measure) to moves. Too many Dark-types are running around to ignore Focus Blast anymore, which means Fire Blast is left out. Calm Mind + Shadow Ball helps against the Lunala + general Ghost weakness as it can actually 1v1 a Scarf Lunala at +1 (if shield is broken).

Iron Tail can go to the moves of MMX. To avoid overloading you I'll give these to you in small bursts - there is still a lot to change. Make sure to go all over the skeleton to make sure the information fits the new changes.
 

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
Tried to get everything here so far. I already had Iron Tail in MMX's moves (last bullet), unless you wanted me to slash it on the set. I kept Life Orb in Set Details unless you want that to be removed.
Speaking of Deo-A, MMY is actually a decent check to it for offensive teams. It can even live a Psycho Boost from it in Psychic Terrain.
I want to include this but I can't really find a spot for it.

Also, when you mentioned the Calm Mind + Shadow Ball line, should I mention that specific combination's purpose in a separate bullet or say how when running Calm Mind Shadow Ball is preferred, or anything like that?

Aside from those tidbits, I think I'm good for another mini-check
 
However, if defensive Yveltal is hit with Low Kick on the switch, it is unable to use Roost to heal the damage it took, as Low Kick will become super effective.
This tidbit is confusing since Yveltal is slower than Mewtwo so Roost's side effect of losing its Flying typing is irrelevant.
 
Should specially-biased mixed Mega Mewtwo X be added to OO? It's a pretty good lure, as it plays like a regular Mewtwo/Mewtwo Mega Y with the exception of replacing Focus Blast with Low Kick, which would only be revealed when Mewtwo Mega Evolves in front of a would-be check. The major issue with it is that it suffers from really bad 4MSS, having to choose between Ice Beam, Taunt, Shadow Ball, Iron Tail, and maybe Stone Edge or Recover for the last two slots. The point is that it shows that Mewtwo can really screw around with its checks because the its 2 Mega Evolutions are completely different .
 
Last edited:
Mewtwo's checks are not as different as you say. Muk is the only thing that could get baited by such a thing (unless i'm forgetting something but you should be elaborating on these "lured mons") and any Mewtwo set is capable of running a move to hit it.

As for the analysis...

MMY is now fine. MMX needs work and so does OO.

MMX can have Recover in Moves noting that its best with a bulkier spread (see below). Drain Punch would fit a Bulk Up set... if such a thing was viable. I'd drop that to OO.

Set Details's spreads can have 176 Def / 80 SpD / 252 Speed as the "bulky spread". Remove the other 2. It takes stuff like Lucario's Iron Tail + Bullet Punch after SR (taking SR as MMX) and helps the best against Ekiller if needed. Also takes Gengar's Shadow Ball (as you noted) and takes 2 neutral Judgments after SR.

Team Options is weird. MMX's place seems to have been found on balance/bulky offense teams as a check to Lucario (something they can struggle with), not these HO teammates you mention like Darkrai (sux and gets boned by fairies - Scarf Xern etc) and Ekiller/Geomancy Xerneas.

Teammates like these are more suitable:

Defog Arceus (Dark, Water, Ground isn't Defog but also fits here)
Celesteela
Zygarde
Ferrothorn
Ho-Oh

That sorta thing.

Other Options is wayyy too stacked. Ditch these:

Grass Knot (lacking in coverage)
Bulky CM (unthreatening damage)
Specs (little purpose)
All z-crystals that aren't Psychium Z (would never see usage)
Screens (bad Deo-S)
Recover (its moved to Moves of MMX)

I'll go over the changes and C&C afterwards.
 
Much better. C&C notes:

Primal Groudon should be noted as a check to Mewtwo + MMY, probably below Muk. None of its attacks can 2HKO a SpD Groudon (Offensive ones are 2HKOd by Focus Blast, this is still shaky though) and MMY risks this:
0 Atk Groudon-Primal Precipice Blades vs. 0 HP / 0 Def Mewtwo-Mega-Y: 289-342 (81.8 - 96.8%) -- 62.5% chance to OHKO after Stealth Rock
It does suck having to get your Primal Groudon dented, but in most definitions it is a check, maybe even a "counter" as it switches into anything MMY does and wins. MMY will obviously hit and run.

When talking about Scarf mons revenge killing (in both MMX/MMY sections), remove Zekrom - its not viable enough to warrant the note.

That's just about everything I see. Mewtwo is a mon with a lot of work to go behind it, hopefully future editions won't need this much QC. Implement for:

QC 1/3
 
Remove the stuff about z-crystals from the overview, it doesn't give the reader much useful information and is not discussed anywhere in the main body of the analysis. Also remove the bit about missing out on important OHKOs, since that's true for literally any offensive threat and doesn't provide any new information either.
Elaborate on what advantages Deoxys-A has over Mewtwo (ability to run LO, doesn't take up a Mega slot, etc) and vice versa.

Ice Beam is mandatory and shouldn't be slashed. Move Shadow Ball to moves. If you really need to give up valuable coverage for Mewtwo to hit Lunala there's a problem with your team. I don't see Tyranitar listed as a target for Focus Blast, yet it's a key reason for selecting Focus over Fire Blast. Mega Lucario should be removed since most of the time you'll want to be hitting it with Psystrike (which has a chance to OHKO from full and OHKOs after Spikes damage) instead of risking Focus Blast.

List some drawbacks of using LO in set details—otherwise I'd be wondering why it isn't listed first if it provides more power and doesn't take up a mega slot.

* If Mewtwo is in a position to sweep after a Calm Mind boost, it is extremely important to only set up when all of Mewtwo's checks are gone and all faster threats and priority users have been eliminated.
You can remove the first part of this bullet (Mewtwo being in a position to sweep) since it is implied by the latter half being true.

I wouldn't include Toxapex as a team option for Mewtwo, you'll rarely find them on similar builds. If we're going with toxic spikes setters here Scolipede and Cloyster are better mentions.

Why are Mega Salamence and Mega Scizor noted as teammates for Mega Mewtwo?

You don't need to mention Ho-oh checking Mega Lucario as a reason to use it in your team-Mewtwo X does that fine by itself.

Mega Sableye easily 1v1s Mewtwo by 2HKOing it with Foul Play so fix that in C&C.

You mention that Arceus-Ghost avoids the 2HKO from specially offensive Mewtwo unless it carries LO or Mewtwonite Y...but these are the only specially offensive sets mentioned in the analysis other than Psychium Z, which also 2HKOs Arceus if its z move hasn't been used.

Alolan Muk should be listed above Arceus in C&C.

C&C is looking a bit long, I think it'd be better if you compressed C&C for Mewtwo X and Y into one section since many of the bullets are repeated. There are a few mons listed in one section that aren't in the other but that isn't worth almost doubling the size of C&C.
 
Toxapex is still listed as a team option for Mega Mewtwo X. The point about it checking Mega Lucario is irrelevant anyway since Mega Mewtwo X does that fine already. Mega Scizor is also still listed, if you're going to reuse the same bullets for both sets please at least proofread them.

As for C&C, on second thought, I think you should first list the mons that can threaten both Mewtwo formes, and then the ones that can deal with one, but not the other. Lunala should be listed above Ghost-types since individually Lunala is more of a threat than Ghost-types as a whole. So for example, something like:

Lunala
Arceus-Ghost
Ghost-types
Yveltal
bulky Fairy-types
bulky Psychic-types

followed by stuff that deals with only one Mewtwo forme. Ho-Oh can be listed as well here. Remove Arceus-Dark since both Mewtwo formes 1v1 it, and it can't OHKO either one in return.
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top