| National Dex 150 |
Johto Dex 249 |
Hoenn Dex 305 |
Sinnoh Dex - |
| Strengths and Weaknesses This table shows the strenths and weaknesses of this Pokemon, numbers less than one means the effect of those types of attacks are reduced by that factor, and numbers greater than one are increased by that factor. So for example, if the number is 2, then this Pokemon will incur about twice the damage as normal, 0.5, only half the normal damage. |
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| Level Moves | Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this. | |||||||
| Move | Level | Type | Class | Power | Accuracy | PP | Description | Games |
|---|---|---|---|---|---|---|---|---|
| Confusion | 1 | psychic | special | 50 | 100% | 25 | The foe is hit by a weak telekinetic force. It may also leave the foe confused. | I II III IV |
| Disable | 1 | normal | none | 0 | 80% | 20 | For several turns, this move prevents the foe from using the move it last used. | I II III IV |
| Barrier | 11 | psychic | none | 0 | 100% | 30 | The user throws up a sturdy wall that sharply raises its Defense stat. | II III |
| Swift | 22 | normal | special | 60 | 100% | 20 | Star-shaped rays are shot at the foe. This attack never misses. | II ru sa e |
| Psych Up | 33 | normal | none | 0 | 100% | 10 | The user hypnotizes itself into copying any stat change made by the foe. | II ru sa e |
| Miracle Eye | 36 | psychic | none | 0 | 0% | 40 | Enables the user to hit a Ghost type with any type of move. It also enables the user to hit an evasive foe. | IV |
| Future Sight | 44 | psychic | special | 80 | 90% | 15 | Two turns after this move is used, the foe is attacked with a hunk of psychic energy. | II ru sa e |
| Psycho Cut | 50 | psychic | physical | 70 | 100% | 20 | The user tears at the foe with blades formed by psychic power. It has a high critical-hit ratio. | IV |
| Mist | 55 | ice | none | 0 | 100% | 30 | The user cloaks its body with a white mist that prevents any of its stats from being cut for five turns. | II ru sa e |
| Guard Swap | 64 | psychic | none | 0 | 0% | 10 | The user employs its psychic power to switch changes to its Defense and Sp. Def with the foe. | IV |
| Power Swap | 64 | psychic | none | 0 | 0% | 10 | The user employs its psychic power to switch changes to its Attack and Sp. Atk with the foe. | IV |
| Psychic | 66 | psychic | special | 90 | 100% | 10 | The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat. | I II III |
| Amnesia | 77 | psychic | none | 0 | 100% | 20 | The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat. | II ru sa e |
| Me First | 79 | normal | none | 0 | 0% | 20 | The user tries to cut ahead of the foe to steal and use the foe's intended move with greater power. | IV |
| Recover | 88 | normal | none | 0 | 100% | 10 | A self-healing move. The user restores its own HP by up to half of its max HP. | II ru sa e |
| Safeguard | 99 | normal | none | 0 | 100% | 25 | The user creates a protective field that prevents status problems for five turns. | II ru sa e |
| Aura Sphere | 100 | fighting | special | 90 | 0% | 20 | The user looses a blast of aura power from deep within its body. This move is certain to hit. | IV |
| Tutor Moves | Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this. | ||||||
| Move | Type | Class | Power | Accuracy | PP | Description | Games |
|---|---|---|---|---|---|---|---|
| Body Slam | normal | physical | 85 | 100% | 15 | The user drops onto the foe with its full body weight. It may leave the foe paralyzed. | fr lg e |
| Counter | fighting | physical | n/a | 100% | 20 | A retaliation move that counters any physical attack, inflicting double the damage taken. | fr lg e |
| Double-Edge | normal | physical | 120 | 100% | 15 | A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. | fr lg e |
| Dream Eater | psychic | special | 100 | 100% | 15 | An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP. | fr lg e |
| DynamicPunch | fighting | physical | 100 | 50% | 5 | The foe is punched with the user's full, concentrated power. It confuses the foe if it hits. | e |
| Endure | normal | none | 0 | 100% | 10 | The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. | e |
| Fire Punch | fire | physical | 75 | 100% | 15 | The foe is punched with a fiery fist. It may leave the target with a burn. | e |
| Flamethrower | fire | special | 95 | 100% | 15 | The foe is scorched with an intense blast of fire. The target may also be left with a burn. | c |
| Ice Beam | ice | special | 95 | 100% | 10 | The foe is struck with an icy-cold beam of energy. It may also freeze the target solid. | c |
| Ice Punch | ice | physical | 75 | 100% | 15 | The foe is punched with an icy fist. It may leave the target frozen. | e |
| Icy Wind | ice | special | 55 | 95% | 15 | The user attacks with a gust of chilled air. It also lowers the target's Speed stat. | e |
| Mega Kick | normal | physical | 120 | 75% | 5 | The foe is attacked by a kick launched with muscle-packed power. | fr lg e |
| Mega Punch | normal | physical | 80 | 85% | 20 | The foe is slugged by a punch thrown with muscle-packed power. | fr lg e |
| Metronome | normal | none | 0 | 100% | 10 | The user waggles a finger and stimulates the brain into randomly using nearly any move. | fr lg e |
| Mimic | normal | none | 0 | 100% | 10 | The user copies the move last used by the foe. The move can be used for the rest of the battle. | fr lg e |
| Mud-Slap | ground | special | 20 | 100% | 10 | The user hurls mud in the foe's face to inflict damage and lower its accuracy. | e |
| Psych Up | normal | none | 0 | 100% | 10 | The user hypnotizes itself into copying any stat change made by the foe. | e |
| Seismic Toss | fighting | physical | n/a | 100% | 20 | The foe is thrown using the power of gravity. It inflicts damage equal to the user's level. | fr lg e |
| Sleep Talk | normal | none | 0 | 100% | 10 | While it is asleep, the user randomly uses one of the moves it knows. | e |
| Snore | normal | special | 40 | 100% | 15 | An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. | e |
| Substitute | normal | none | 0 | 100% | 10 | The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. | fr lg e |
| Swagger | normal | none | 0 | 90% | 15 | The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. | e |
| Swift | normal | special | 60 | 100% | 20 | Star-shaped rays are shot at the foe. This attack never misses. | e |
| Thunder Wave | electric | none | 0 | 100% | 20 | A weak electric charge is launched at the foe. It causes paralysis if it hits. | fr lg e |
| ThunderPunch | electric | physical | 75 | 100% | 15 | The foe is punched with an electrified fist. It may leave the target with paralysis. | e |
| Thunderbolt | electric | special | 95 | 100% | 15 | A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. | c |
| Machine Moves | Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this. | |||||||
| Move | TM | Type | Class | Power | Accuracy | PP | Description | Games |
|---|---|---|---|---|---|---|---|---|
| DynamicPunch | TM01 | fighting | physical | 100 | 50% | 5 | The foe is punched with the user's full, concentrated power. It confuses the foe if it hits. | II |
| Focus Punch | TM01 | fighting | physical | 150 | 100% | 20 | The user focuses its mind before launching a punch. It will fail if the user is hit before it is used. | III IV |
| Mega Punch | TM01 | normal | physical | 80 | 85% | 20 | The foe is slugged by a punch thrown with muscle-packed power. | I |
| Headbutt | TM02 | normal | physical | 70 | 100% | 15 | The user sticks its head out and rams straight forward. It may make the foe flinch. | II |
| Curse | TM03 | ? | none | 0 | 100% | 10 | A move that works differently for the Ghost type than for all the other types. | II |
| Water Pulse | TM03 | water | special | 60 | 100% | 20 | The user attacks the foe with a pulsing blast of water. It may also confuse the foe. | III IV |
| Calm Mind | TM04 | psychic | none | 0 | 100% | 20 | The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. | III IV |
| Mega Kick | TM05 | normal | physical | 120 | 75% | 5 | The foe is attacked by a kick launched with muscle-packed power. | I |
| Toxic | TM06 | poison | none | 0 | 85% | 10 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. | I II III IV |
| Hail | TM07 | ice | none | 0 | 100% | 10 | The user summons a hailstorm lasting five turns. It damages all Pokemon except the Ice type. | III IV |
| Zap Cannon | TM07 | electric | special | 120 | 50% | 5 | The user fires an electric blast like a cannon to inflict damage and cause paralysis. | II |
| Body Slam | TM08 | normal | physical | 85 | 100% | 15 | The user drops onto the foe with its full body weight. It may leave the foe paralyzed. | I |
| Bulk Up | TM08 | fighting | none | 0 | 100% | 20 | The user tenses its muscles to bulk up its body, boosting both its Attack and Defense stats. | III IV |
| Take Down | TM09 | normal | physical | 90 | 85% | 20 | A reckless, full-body charge attack for slamming into the foe. It also damages the user a little. | I |
| Double-Edge | TM10 | normal | physical | 120 | 100% | 15 | A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. | I |
| Hidden Power | TM10 | normal | special | n/a | 100% | 15 | A unique attack that varies in type and intensity depending on the Pokemon using it. | II III IV |
| BubbleBeam | TM11 | water | special | 65 | 100% | 20 | A spray of bubbles is forcefully ejected at the foe. It may also lower the target's Speed stat. | I |
| Sunny Day | TM11 | fire | none | 0 | 0% | 5 | The user intensifies the sun for five turns, powering up Fire-type moves. | II III IV |
| Taunt | TM12 | dark | none | 0 | 100% | 20 | The foe is taunted into a rage that allows it to use only attack moves for two to four turns. | III IV |
| Water Gun | TM12 | water | special | 40 | 100% | 25 | The foe is blasted with a forceful shot of water. | I |
| Ice Beam | TM13 | ice | special | 95 | 100% | 10 | The foe is struck with an icy-cold beam of energy. It may also freeze the target solid. | I III IV |
| Snore | TM13 | normal | special | 40 | 100% | 15 | An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. | II |
| Blizzard | TM14 | ice | special | 120 | 70% | 5 | A howling blizzard is summoned to strike the foe. It may also freeze the target solid. | I II III IV |
| Hyper Beam | TM15 | normal | special | 150 | 90% | 5 | The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy. | I II III IV |
| Icy Wind | TM16 | ice | special | 55 | 95% | 15 | The user attacks with a gust of chilled air. It also lowers the target's Speed stat. | II |
| Light Screen | TM16 | psychic | none | 0 | 100% | 30 | A wondrous wall of light is put up to suppress damage from special attacks for five turns. | III IV |
| Protect | TM17 | normal | none | 0 | 0% | 10 | It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | II III IV |
| Submission | TM17 | fighting | physical | 80 | 80% | 25 | The user grabs the foe and recklessly dives for the ground. It also hurts the user slightly. | I |
| Counter | TM18 | fighting | physical | n/a | 100% | 20 | A retaliation move that counters any physical attack, inflicting double the damage taken. | I |
| Rain Dance | TM18 | water | none | 0 | 0% | 5 | The user summons a heavy rain that falls for five turns, powering up Water-type moves. | II III IV |
| Seismic Toss | TM19 | fighting | physical | n/a | 100% | 20 | The foe is thrown using the power of gravity. It inflicts damage equal to the user's level. | I |
| Rage | TM20 | normal | physical | 20 | 100% | 20 | While this move is in use, it gains attack power each time the user is hit in battle. | I |
| Safeguard | TM20 | normal | none | 0 | 100% | 25 | The user creates a protective field that prevents status problems for five turns. | III IV |
| Frustration | TM21 | normal | physical | n/a | 100% | 20 | A full-power attack that grows more powerful the less the user likes its Trainer. | II III IV |
| SolarBeam | TM22 | grass | special | 120 | 100% | 10 | A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. | I II III IV |
| Iron Tail | TM23 | steel | physical | 100 | 75% | 15 | The foe is slammed with a steel-hard tail. It may also lower the target's Defense stat. | II III IV |
| Thunderbolt | TM24 | electric | special | 95 | 100% | 15 | A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. | I III IV |
| Thunder | TM25 | electric | special | 120 | 70% | 10 | A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed. | I II III IV |
| Earthquake | TM26 | ground | physical | 100 | 100% | 10 | The user sets off an earthquake that hits all the Pokemon in the battle. | III IV |
| Return | TM27 | normal | physical | n/a | 100% | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. | II III IV |
| Psychic | TM29 | psychic | special | 90 | 100% | 10 | The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat. | I II III IV |
| Shadow Ball | TM30 | ghost | special | 80 | 100% | 15 | The user hurls a shadowy blob at the foe. It may also lower the foe's Sp. Def stat. | II III IV |
| Teleport | TM30 | psychic | none | 0 | 100% | 20 | Use it to flee from any wild Pokemon. It may also be used to warp to the last Poke Center visited. | I |
| Brick Break | TM31 | fighting | physical | 75 | 100% | 15 | The user attacks with tough fists, etc. It can also break any barrier such as Light Screen and Reflect. | III IV |
| Mimic | TM31 | normal | none | 0 | 100% | 10 | The user copies the move last used by the foe. The move can be used for the rest of the battle. | I |
| Mud-Slap | TM31 | ground | special | 20 | 100% | 10 | The user hurls mud in the foe's face to inflict damage and lower its accuracy. | II |
| Double Team | TM32 | normal | none | 0 | 100% | 15 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | I II III IV |
| Ice Punch | TM33 | ice | physical | 75 | 100% | 15 | The foe is punched with an icy fist. It may leave the target frozen. | II |
| Reflect | TM33 | psychic | none | 0 | 100% | 20 | A wondrous wall of light is put up to suppress damage from physical attacks for five turns. | I III IV |
| Bide | TM34 | normal | physical | n/a | 100% | 10 | The user endures attacks for two turns, then strikes back to cause double the damage taken. | I |
| Flamethrower | TM35 | fire | special | 95 | 100% | 15 | The foe is scorched with an intense blast of fire. The target may also be left with a burn. | III IV |
| Metronome | TM35 | normal | none | 0 | 100% | 10 | The user waggles a finger and stimulates the brain into randomly using nearly any move. | I |
| Selfdestruct | TM36 | normal | physical | 200 | 100% | 5 | The user blows up to inflict damage on all Pokemon in battle. The user faints upon using this move. | I |
| Sandstorm | TM37 | rock | none | 0 | 100% | 10 | A five-turn sand-storm is summoned to hurt all combatant types except Rock, Ground, and Steel. | III IV |
| Fire Blast | TM38 | fire | special | 120 | 85% | 5 | The foe is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn. | I II III IV |
| Rock Tomb | TM39 | rock | physical | 50 | 80% | 10 | Boulders are hurled at the foe. It also lowers the foe's Speed by preventing its movement. | III IV |
| Swift | TM39 | normal | special | 60 | 100% | 20 | Star-shaped rays are shot at the foe. This attack never misses. | II |
| Aerial Ace | TM40 | flying | physical | 60 | 100% | 20 | The user confounds the foe with speed, then slashes. The attack lands without fail. | III IV |
| Skull Bash | TM40 | normal | physical | 100 | 100% | 15 | The user tucks in its head to raise its Defense in the first turn, then rams the foe on the next turn. | I |
| ThunderPunch | TM41 | electric | physical | 75 | 100% | 15 | The foe is punched with an electrified fist. It may leave the target with paralysis. | II |
| Torment | TM41 | dark | none | 0 | 100% | 15 | The user torments and enrages the foe, making it incapable of using the same move twice in a row. | III IV |
| Facade | TM42 | normal | physical | 70 | 100% | 20 | An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. | III IV |
| Detect | TM43 | fighting | none | 0 | 100% | 5 | It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | II |
| Secret Power | TM43 | normal | physical | 70 | 100% | 20 | The user attacks with a secret power. Its added effects vary depending on the user's environment. | III IV |
| Rest | TM44 | psychic | none | 0 | 100% | 10 | The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. | I II III IV |
| Psywave | TM46 | psychic | special | n/a | 80% | 15 | The foe is attacked with an odd, hot energy wave. The attack varies in intensity. | I |
| Fire Punch | TM48 | fire | physical | 75 | 100% | 15 | The foe is punched with a fiery fist. It may leave the target with a burn. | II |
| Skill Swap | TM48 | psychic | none | 0 | 100% | 10 | The user employs its psychic power to exchange abilities with the foe. | III IV |
| Snatch | TM49 | dark | none | 0 | 100% | 10 | The user steals the effects of any healing or status-changing move the foe attempts to use. | III IV |
| Tri Attack | TM49 | normal | special | 80 | 100% | 10 | The user strikes with a simultaneous three-beam attack. May also paralyze, burn, or freeze the target. | I |
| Nightmare | TM50 | ghost | none | 0 | 100% | 15 | A sleeping foe is shown a nightmare that inflicts some damage every turn. | II |
| Focus Blast | TM52 | fighting | special | 120 | 70% | 5 | The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. Def. | IV |
| Energy Ball | TM53 | grass | special | 80 | 100% | 10 | The user draws power from nature and fires it at the foe. It may also lower the target's Sp. Def. | IV |
| Fling | TM56 | dark | physical | n/a | 100% | 10 | The user flings its held item at the foe to attack. Its power and effects depend on the item. | IV |
| Charge Beam | TM57 | electric | special | 50 | 90% | 10 | The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat. | IV |
| Endure | TM58 (TM20) | normal | none | 0 | 100% | 10 | The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. | II IV |
| Drain Punch | TM60 | fighting | physical | 60 | 100% | 5 | An energy-draining punch. The user's HP is restored by half the damage taken by the target. | IV |
| Will-O-Wisp | TM61 | fire | none | 0 | 75% | 15 | The user shoots a sinister, bluish white flame at the foe to inflict a burn. | IV |
| Embargo | TM63 | dark | none | 0 | 100% | 15 | It prevents the foe from using its held item. Its Trainer is also prevented from using items on it. | IV |
| Recycle | TM67 | normal | none | 0 | 100% | 10 | The user recycles a single-use item that has been used in battle so it can be used again. | IV |
| Giga Impact | TM68 | normal | physical | 150 | 90% | 5 | The user charges at the foe using every bit of its power. The user must rest on the next turn. | IV |
| Flash | TM70 (HM05) | normal | none | 0 | 100% | 20 | The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves. | I II III IV |
| Stone Edge | TM71 | rock | physical | 100 | 80% | 5 | The user stabs the foe with a sharpened stone. It has a high critical-hit ratio. | IV |
| Avalanche | TM72 | ice | physical | 60 | 100% | 10 | An attack move that inflicts double the damage if the user has been hurt by the foe in the same turn. | IV |
| Thunder Wave | TM73 (TM45) | electric | none | 0 | 100% | 20 | A weak electric charge is launched at the foe. It causes paralysis if it hits. | I IV |
| Psych Up | TM77 (TM09) | normal | none | 0 | 100% | 10 | The user hypnotizes itself into copying any stat change made by the foe. | II IV |
| Rock Slide | TM80 | rock | physical | 75 | 90% | 10 | Large boulders are hurled at the foe to inflict damage. It may also make the target flinch. | IV |
| Sleep Talk | TM82 (TM35) | normal | none | 0 | 100% | 10 | While it is asleep, the user randomly uses one of the moves it knows. | II IV |
| Natural Gift | TM83 | normal | physical | n/a | 100% | 15 | The user draws power to attack by using its held Berry. The Berry determines its type and power. | IV |
| Poison Jab | TM84 | poison | physical | 80 | 100% | 20 | The foe is stabbed with a tentacle or arm steeped in poison. It may also poison the foe. | IV |
| Dream Eater | TM85 (TM42) | psychic | special | 100 | 100% | 15 | An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP. | II IV |
| Grass Knot | TM86 | grass | special | n/a | 100% | 20 | The user snares the foe with grass and trips it. The heavier the foe, the greater the damage. | IV |
| Swagger | TM87 (TM34) | normal | none | 0 | 90% | 15 | The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. | II IV |
| Substitute | TM90 (TM50) | normal | none | 0 | 100% | 10 | The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. | I IV |
| Trick Room | TM92 | psychic | none | 0 | 0% | 5 | The user creates a bizarre area in which slower Pokemon get to move first for five turns. | IV |
| Strength | HM04 | normal | physical | 80 | 100% | 15 | The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders. | I II III IV |
| Rock Smash | HM06 (TM08) | fighting | physical | 40 | 100% | 15 | The user slugs the foe with a shattering punch. It can also smash cracked boulders. | II III IV |
| Rock Climb | HM08 | normal | physical | 90 | 85% | 20 | A charging attack that may also leave the foe confused. It can also be used to scale rocky walls. | IV |
| d p |
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Transfer Transfer using GBA and Pal Park |
| pp |
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Field |
| ru sa e xd co |
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Trade Via trading from FireRed or Leaf Green |
| fr lg |
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One Cerulean Cave |
| Member: MasterMykiFBS602 Awaiting moderation
25 Nov 09 13:12
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| Member: jollyskull mewtwo is way to easy to catch i got twenty
13 Oct 09 17:00
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| Member: jollyskull mewtwo is way to easy to catch i got twenty
13 Oct 09 17:00
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| Member: adam0101 i have 1 mewtwo lvl 81... he kicks ASS... it was him vs. Torterra100(1 ice beam), Scizor100(1 flamethrower), Kyogre100(2 THunder Bolt), Dialga100(1 Me First(Roar of Time)) So altogether... HE KICKS **MAJOR ASS**
8 Jul 09 14:29
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| Member: jonesy123 My Mewtwo rocks!!! LV:100 Moves: Special Rend, Roar of Time, Fissure, and Doom Desire Hp:416 Att:350 Def:279 Sp.att:366 Sp.def:270 Spd:359 Color:Green Ability:Wonder Guard This was not my mewtwo at first but my friend traded it to me for a bad pokemon because he did not want it any longer.
3 Jul 09 10:43
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| Member: emerald616 OMG this Pokemon is so good, I took on my friend's team with just one Mewtwo. Nature: Sassy It knows: Psychic, Thunderbolt, Aura Sphere and Energy Ball. Item: Shell Bell EV: Speed and Sp.Attack He got Deoxy(thunderbolt 2x), Kyogre(thunderbolt 1x), Groudon(energy ball 1x), Arceus(aura sphere 2x), Lugia(thunderbolt 2x) and Rayquaza(psychic 2x).
15 Jun 09 01:51
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| Member: bladekin99 mewtwo is basically a loser if you look at the moves he learns they are rubbish ok he has good stats but you have to teach him most of the good moves it's just worthless
26 May 09 14:33
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Member: Danemastermewtwo415 In my point of view he is one of the best pokemon especially in the pokemon stadium days with is soaring special attack. I would recommend psychic Blizzard Recover Thunderbolt for mewtwo's move set. My mewtwo has max stats in pokemon silver. HP: 415 Attack: 318 Defence: 278 Spl Attack: 406 Sple Defence: 278 Speed: 358
11 Mar 09 05:55
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| Member: Trainer Ace Mewtwo is foes defeating your foes HARD and FAST. The following moves would be great for a Mewtwo IMO- Psychic (Main Attack; also lowers Special Defense) Miracle Eye (For evasive and Dark foes) Recover / Rest (Gain HP) Shadow Ball (For Psychic / Ghost foes; also lowers Special Defense)
6 Mar 09 23:02
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| Member: Razor X i have 3 mewtwos their so awesome the first one i got was from an egg my friend cloned with ditto then the second one i migrated it from fire red then the third one i cloned it with my ditto
4 Dec 08 15:37
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