Mewtwo • Generation VIII Pokédex

Scarlet/Violet support is in the works!

Thank you for your interest in having the Marriland Pokédex updated to support Pokémon Scarlet & Violet! This has been something that I've been wanting to update for awhile, and it is my current project to implement support for the new games and The Teal Mask DLC. Thank you for your patience as I work on this over the coming week or two!

Mewtwo
Pokédex Page for Mewtwo

This is the Marriland Pokédex page for Mewtwo, showing its information and moves in Pokémon Sword & Shield as well as Pokémon Brilliant Diamond & Shining Pearl.

To choose which version to view Mewtwo's moves and location information from, please use the toggle below, or use the toggles further down in the page.

Mewtwo

Mewtwo
Sprite of Mewtwo in Pokémon HOME

Mewtwo's Type

PSYCHIC

Mewtwo's Pokédex #s

National #
150

Mewtwo's Base Stats

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

Misc. Info

Height:
6'7" (2m)
Weight:
269 lbs. (122 kg)
Gender Ratio:
Egg Groups:
Undiscovered
EXP At Lv. 100:
1,250,000
EV Yield:
3 Sp. Atk
Base EXP:
306
Catch Rate:
3

Mewtwo's Abilities

Here are what abilities Mewtwo can possibly have, along with their effects.
Pressure
Moves that target Mewtwo consume 1 PP more than normal.
Unnerve
No opposing Pokémon can consume any Berries while Mewtwo is on the field.

Weaknesses & Resistances

Below is a list of what Mewtwo's weakness and resistance is to various types.
BUG
GHOST
DARK
½
FIGHTING
PSYCHIC

Mewtwo's Evolution Line

Mewtwo does not evolve into any other known or available Pokémon.

Mewtwo's Moves in Brilliant Diamond & Shining Pearl

Below is a list of all of the moves that Mewtwo can learn, along with what level it learns the move, the TM or TR number, and what egg moves it can learn, if any. Hover over a move (desktop/laptop) or click the ? button next to the move (mobile/tablet) to find out more about the move.

Level Up Moves

Here are all of the moves Mewtwo learns via level up. Anything marked "Evo." means it learns it upon evolving. If the level is 1, it can be relearned at a Pokémon Center.
Lv. Move Type Category Power Acc.% PP Target Info
1
Life Dew
Heals Mewtwo and all of its allies by 25% of their max HP.
WATER
STATUS
-- -- 10 All Allies
1
Laser Focus
Mewtwo's next move will be a critical hit.
NORMAL
STATUS
-- -- 30 User
1
Disable
Disables the target's last used move for a few turns.
NORMAL
STATUS
-- 100% 20 One Target
1
Confusion
Has a 10% chance of confusing the target.
PSYCHIC
SPECIAL
50 100% 25 One Target
1
Swift
Doesn't miss all nearby enemies.
NORMAL
SPECIAL
60 -- 20 Nearby Enemies
8
Ancient Power
Has a 10% chance of raising Mewtwo's Attack, Defense, Sp. Atk, Sp. Def, and Speed by one stage.
ROCK
SPECIAL
60 100% 5 One Target
16
Psycho Cut
Has a higher critical hit rate. (+1 stage.)
PSYCHIC
PHYSICAL
70 100% 20 One Target
24
Safeguard
Protects your team from status conditions for the next 5 turns.
NORMAL
STATUS
-- -- 25 User's Field
32
Amnesia
Raises Mewtwo's Special Defense by two stages.
PSYCHIC
STATUS
-- -- 20 User
40
Aura Sphere
Doesn't miss the target.
FIGHTING
SPECIAL
80 -- 20 One Target
48
Psychic
10% chance of lowering the target's Sp. Def by one stage.
PSYCHIC
SPECIAL
90 100% 10 One Target
56
Power Swap
Mewtwo swaps any modifiers to its Attack and Special Attack with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
56
Guard Swap
Mewtwo swaps any modifiers to its Defense and Special Defense stats with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
64
Mist
Prevents stats from being lowered for 5 turns.
ICE
STATUS
-- -- 30 User's Field
72
Psystrike
Psystrike uses the target's Defense stat to calculate damage instead of its Special Defense.
PSYCHIC
SPECIAL
100 100% 10 One Target
80
Recover
Restores half of Mewtwo's HP.
NORMAL
STATUS
-- -- 10 User
88
Future Sight
Does its damage after two more turns have passed.
PSYCHIC
SPECIAL
120 100% 10 One Target

TM Moves

Here are all of the moves that Mewtwo can learn via TM (Technical Machine). These moves can be taught an unlimited number of times once the TM is obtained.
TM Move Type Category Power Acc.% PP Target Info
TM00
Mega Punch
Damages the target.
NORMAL
PHYSICAL
80 85% 20 One Target
TM01
Mega Kick
Damages the target.
NORMAL
PHYSICAL
120 75% 5 One Target
TM02
Pay Day
Scatters coins after the fight. $5 times Mewtwo's level.
NORMAL
PHYSICAL
40 100% 20 One Target
TM03
Fire Punch
Has a 10% chance to burn the target.
FIRE
PHYSICAL
75 100% 15 One Target
TM04
Ice Punch
Has a 10% chance to freeze the target.
ICE
PHYSICAL
75 100% 15 One Target
TM05
Thunder Punch
Has a 10% chance to paralyze the target.
ELECTRIC
PHYSICAL
75 100% 15 One Target
TM08
Hyper Beam
Requires a turn to recharge (unless it misses).
NORMAL
SPECIAL
150 90% 5 One Target
TM09
Giga Impact
Requires a turn to recharge (unless it misses).
NORMAL
PHYSICAL
150 90% 5 One Target
TM11
Solar Beam
Charges for a turn, attacks on the second turn. No charge time in the sun; half damage in the rain.
GRASS
SPECIAL
120 100% 10 One Target
TM14
Thunder Wave
Paralyzes the target.
ELECTRIC
STATUS
-- 90% 20 One Target
TM17
Light Screen
Reduces damage from Special-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 30 User's Field
TM18
Reflect
Reduces damage from Physical-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 20 User's Field
TM19
Safeguard
Protects your team from status conditions for the next 5 turns.
NORMAL
STATUS
-- -- 25 User's Field
TM20
Self-Destruct
Mewtwo is knocked out after using Self-Destruct.
NORMAL
PHYSICAL
200 100% 5 All But Self
TM21
Rest
Mewtwo restores its HP to full and falls asleep for two turns.
PSYCHIC
STATUS
-- -- 10 User
TM22
Rock Slide
Has a 30% chance of causing all nearby enemies to flinch.
ROCK
PHYSICAL
75 90% 10 Nearby Enemies
TM24
Snore
Can only be used while asleep. 30% chance of making the target flinch.
NORMAL
SPECIAL
50 100% 15 One Target
TM25
Protect
Protects Mewtwo from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM27
Icy Wind
100% chance of lowering all nearby enemies' Speed by one stage.
ICE
SPECIAL
55 95% 15 Nearby Enemies
TM32
Sandstorm
Changes the weather to a sandstorm for 5 turns.
ROCK
STATUS
-- -- 10 Entire Field
TM33
Rain Dance
Changes the weather to rainy for 5 turns.
WATER
STATUS
-- -- 5 Entire Field
TM34
Sunny Day
Changes the weather to sunny for 5 turns.
FIRE
STATUS
-- -- 5 Entire Field
TM35
Hail
Changes the weather to hail for 5 turns.
ICE
STATUS
-- -- 10 Entire Field
TM38
Will-O-Wisp
Burns the target.
FIRE
STATUS
-- 85% 15 One Target
TM39
Facade
Does double damage if Mewtwo is poisoned, burned, or paralyzed.
NORMAL
PHYSICAL
70 100% 20 One Target
TM40
Swift
Doesn't miss all nearby enemies.
NORMAL
SPECIAL
60 -- 20 Nearby Enemies
TM43
Brick Break
Breaks the opponent's Light Screen or Reflect.
FIGHTING
PHYSICAL
75 100% 15 One Target
TM45
Dive
Can't be hit on the first turn, attacks on the second turn.
WATER
PHYSICAL
80 100% 10 One Target
TM48
Rock Tomb
100% chance of lowering the target's Speed by one stage.
ROCK
PHYSICAL
60 95% 15 One Target
TM59
Fling
Throws Mewtwo's held item. Type and power depend on the item.
DARK
PHYSICAL
varies 100% 10 One Target
TM60
Power Swap
Mewtwo swaps any modifiers to its Attack and Special Attack with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
TM61
Guard Swap
Mewtwo swaps any modifiers to its Defense and Special Defense stats with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
TM62
Speed Swap
Swaps Mewtwo's Speed stat with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
TM63
Drain Punch
Heals Mewtwo by half the damage dealt.
FIGHTING
PHYSICAL
75 100% 10 One Target
TM64
Avalanche
Attacks last; if damaged this turn, hits for double damage.
ICE
PHYSICAL
60 100% 10 One Target
TM69
Psycho Cut
Has a higher critical hit rate. (+1 stage.)
PSYCHIC
PHYSICAL
70 100% 20 One Target
TM70
Trick Room
For the next 5 turns, turn order is reversed, so slower Pokémon go first. (Priority still functions as usual.)
PSYCHIC
STATUS
-- -- 5 Entire Field
TM71
Wonder Room
For the next 5 turns, all Pokémon's Defense and Special Defense stats are swapped.
PSYCHIC
STATUS
-- -- 10 Entire Field
TM72
Magic Room
For the next 5 turns, all Pokémon's held items have no effect and can't be used.
PSYCHIC
STATUS
-- -- 10 Entire Field
TM75
Low Sweep
Lowers the target's Speed by one stage.
FIGHTING
PHYSICAL
65 100% 20 One Target
TM76
Round
Deals double damage if Round has already been used and causes any other Pokémon using Round to use it immediately afterward.
NORMAL
SPECIAL
60 100% 15 One Target
TM81
Bulldoze
100% chance of lowering all nearby Pokémon's Speed by one stage.
GROUND
PHYSICAL
60 100% 20 All But Self
TM91
Psychic Terrain
Activates Psychic Terrain for 5 turns, which protects non-airborne Pokémon from priority moves and powers up Psychic-type moves by 50%.
PSYCHIC
STATUS
-- -- 10 Entire Field
TM97
Brutal Swing
Damages all nearby Pokémon.
DARK
PHYSICAL
60 100% 20 All But Self

TR Moves

Here are all of the moves that Mewtwo can learn via TR (Technical Record). These moves can be taught only once per TR, but TRs can be obtained in the Wild Area and other locations.
TR Move Type Category Power Acc.% PP Target Info
TR01
Body Slam
Has a 30% chance to paralyze the target.
NORMAL
PHYSICAL
85 100% 15 One Target
TR02
Flamethrower
Has a 10% chance to burn the target.
FIRE
SPECIAL
90 100% 15 One Target
TR05
Ice Beam
Has a 10% chance to freeze the target.
ICE
SPECIAL
90 100% 10 One Target
TR06
Blizzard
Has a 10% chance to freeze all nearby enemies. 100% accuracy while it is hailing.
ICE
SPECIAL
110 70% 5 Nearby Enemies
TR07
Low Kick
Does more damage depending on how heavy the target is.
FIGHTING
PHYSICAL
varies 100% 20 One Target
TR08
Thunderbolt
Has a 10% chance to paralyze the target.
ELECTRIC
SPECIAL
90 100% 15 One Target
TR09
Thunder
30% chance of paralyzing the target. 100% accuracy in the rain and 50% accuracy in sunny weather.
ELECTRIC
SPECIAL
110 70% 10 One Target
TR10
Earthquake
Does double damage against targets using Dig.
GROUND
PHYSICAL
100 100% 10 All But Self
TR11
Psychic
10% chance of lowering the target's Sp. Def by one stage.
PSYCHIC
SPECIAL
90 100% 10 One Target
TR12
Agility
Raises Mewtwo's Speed by two stages.
PSYCHIC
STATUS
-- -- 30 User
TR14
Metronome
Uses a random move.
NORMAL
STATUS
-- -- 10 User
TR15
Fire Blast
Has a 10% chance to burn the target.
FIRE
SPECIAL
110 85% 5 One Target
TR17
Amnesia
Raises Mewtwo's Special Defense by two stages.
PSYCHIC
STATUS
-- -- 20 User
TR19
Tri Attack
20% chance of inflicting burn, freeze, or paralysis on the target.
NORMAL
SPECIAL
80 100% 10 One Target
TR20
Substitute
Costs 25% of Mewtwo's max HP. Sets up a Substitute to block effects and damage.
NORMAL
STATUS
-- -- 10 User
TR25
Psyshock
Psyshock uses the target's Defense stat to calculate damage instead of its Special Defense.
PSYCHIC
SPECIAL
80 100% 10 One Target
TR26
Endure
Will survive any hit with at least 1 HP left this turn. 50% chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TR27
Sleep Talk
Can only be used while asleep. Uses one of Mewtwo's moves at random.
NORMAL
STATUS
-- -- 10 User
TR31
Iron Tail
30% chance of lowering the target's Defense by one stage.
STEEL
PHYSICAL
100 75% 15 One Target
TR33
Shadow Ball
20% chance of lowering the target's Sp. Def by one stage.
GHOST
SPECIAL
80 100% 15 One Target
TR34
Future Sight
Does its damage after two more turns have passed.
PSYCHIC
SPECIAL
120 100% 10 One Target
TR37
Taunt
Prevents the target from using Status moves for the next few turns.
DARK
STATUS
-- 100% 20 One Target
TR38
Trick
Switches Mewtwo's held item with the target's.
PSYCHIC
STATUS
-- 100% 10 One Target
TR40
Skill Swap
Swaps Mewtwo's ability with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
TR48
Bulk Up
Raises Mewtwo's Attack and Defense by one stage.
FIGHTING
STATUS
-- -- 20 User
TR49
Calm Mind
Raises Mewtwo's Special Attack and Special Defense by one stage.
PSYCHIC
STATUS
-- -- 20 User
TR56
Aura Sphere
Doesn't miss the target.
FIGHTING
SPECIAL
80 -- 20 One Target
TR57
Poison Jab
Has a 30% chance to poison the target.
POISON
PHYSICAL
80 100% 20 One Target
TR64
Focus Blast
10% chance of lowering the target's Sp. Def by one stage.
FIGHTING
SPECIAL
120 70% 5 One Target
TR65
Energy Ball
10% chance of lowering the target's Sp. Def by one stage.
GRASS
SPECIAL
90 100% 10 One Target
TR68
Nasty Plot
Raises Mewtwo's Special Attack by two stages.
DARK
STATUS
-- -- 20 User
TR69
Zen Headbutt
Has a 20% chance of causing the target to flinch.
PSYCHIC
PHYSICAL
80 90% 15 One Target
TR75
Stone Edge
Has a higher critical hit rate. (+1 stage.)
ROCK
PHYSICAL
100 80% 5 One Target
TR77
Grass Knot
Does more damage depending on how heavy the target is.
GRASS
SPECIAL
varies 100% 20 One Target
TR80
Electro Ball
Power ranges from 60–150 based on Mewtwo's Speed vs. the target's.
ELECTRIC
SPECIAL
varies 100% 10 One Target
TR81
Foul Play
Foul Play uses the target's Attack stat instead of Mewtwo's to calculate damage.
DARK
PHYSICAL
95 100% 15 One Target
TR82
Stored Power
Increases power by 20 for each positive stat modifier Mewtwo has, excluding accuracy or evasion.
PSYCHIC
SPECIAL
20 100% 10 One Target
TR83
Ally Switch
Switches places with Mewtwo for the rest of the battle.
PSYCHIC
STATUS
-- -- 15 User
TR89
Hurricane
30% chance of confusing the target. 100% accuracy in the rain and 50% accuracy in sunny weather.
FLYING
SPECIAL
110 70% 10 One Target

Move Tutor Moves

Here are all of the moves that Mewtwo can learn from Move Tutors. Most of these require the Expansion Pass and can be found in the Isle of Armor's Dojo, costing some Armorite Ore to teach. However, there are a few moves that can be taught aside from this.
Move Type Category Power Acc.% PP Target Info
TUTOR
Expanding Force
If used during Psychic Terrain, Expanding Force does 50% more damage and additionally targets both enemy Pokémon if in a Double Battle instead.
PSYCHIC
SPECIAL
80 100% 10 One Target

Level Up Moves

Here are all of the moves Mewtwo learns via level up. Anything marked "Evo." means it learns it upon evolving. If the level is 1, it can be relearned at a Pokémon Center.
Lv. Move Type Category Power Acc.% PP Target Info
1
Life Dew
Heals Mewtwo and all of its allies by 25% of their max HP.
WATER
STATUS
-- -- 10 All Allies
1
Laser Focus
Mewtwo's next move will be a critical hit.
NORMAL
STATUS
-- -- 30 User
1
Disable
Disables the target's last used move for a few turns.
NORMAL
STATUS
-- 100% 20 One Target
1
Confusion
Has a 10% chance of confusing the target.
PSYCHIC
SPECIAL
50 100% 25 One Target
1
Swift
Doesn't miss all nearby enemies.
NORMAL
SPECIAL
60 -- 20 Nearby Enemies
8
Ancient Power
Has a 10% chance of raising Mewtwo's Attack, Defense, Sp. Atk, Sp. Def, and Speed by one stage.
ROCK
SPECIAL
60 100% 5 One Target
16
Psycho Cut
Has a higher critical hit rate. (+1 stage.)
PSYCHIC
PHYSICAL
70 100% 20 One Target
24
Safeguard
Protects your team from status conditions for the next 5 turns.
NORMAL
STATUS
-- -- 25 User's Field
32
Amnesia
Raises Mewtwo's Special Defense by two stages.
PSYCHIC
STATUS
-- -- 20 User
40
Aura Sphere
Doesn't miss the target.
FIGHTING
SPECIAL
80 -- 20 One Target
48
Psychic
10% chance of lowering the target's Sp. Def by one stage.
PSYCHIC
SPECIAL
90 100% 10 One Target
56
Power Swap
Mewtwo swaps any modifiers to its Attack and Special Attack with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
56
Guard Swap
Mewtwo swaps any modifiers to its Defense and Special Defense stats with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
64
Mist
Prevents stats from being lowered for 5 turns.
ICE
STATUS
-- -- 30 User's Field
72
Psystrike
Psystrike uses the target's Defense stat to calculate damage instead of its Special Defense.
PSYCHIC
SPECIAL
100 100% 10 One Target
80
Recover
Restores half of Mewtwo's HP.
NORMAL
STATUS
-- -- 10 User
88
Future Sight
Does its damage after two more turns have passed.
PSYCHIC
SPECIAL
120 100% 10 One Target

TM Moves

Here are all of the moves that Mewtwo can learn via TM (Technical Machine). These moves can be taught once per use of the TM.
TM Move Type Category Power Acc.% PP Target Info
TM01
Focus Punch
Low priority. Charges for the turn. If hit, lose focus and do nothing for the turn.
FIGHTING
PHYSICAL
150 100% 20 One Target
TM03
Water Pulse
Has a 20% chance of confusing the target.
WATER
SPECIAL
60 100% 20 One Target
TM04
Calm Mind
Raises Mewtwo's Special Attack and Special Defense by one stage.
PSYCHIC
STATUS
-- -- 20 User
TM07
Hail
Changes the weather to hail for 5 turns.
ICE
STATUS
-- -- 10 Entire Field
TM08
Bulk Up
Raises Mewtwo's Attack and Defense by one stage.
FIGHTING
STATUS
-- -- 20 User
TM11
Sunny Day
Changes the weather to sunny for 5 turns.
FIRE
STATUS
-- -- 5 Entire Field
TM12
Taunt
Prevents the target from using Status moves for the next few turns.
DARK
STATUS
-- 100% 20 One Target
TM13
Ice Beam
Has a 10% chance to freeze the target.
ICE
SPECIAL
90 100% 10 One Target
TM14
Blizzard
Has a 10% chance to freeze all nearby enemies. 100% accuracy while it is hailing.
ICE
SPECIAL
110 70% 5 Nearby Enemies
TM15
Hyper Beam
Requires a turn to recharge (unless it misses).
NORMAL
SPECIAL
150 90% 5 One Target
TM16
Light Screen
Reduces damage from Special-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 30 User's Field
TM17
Protect
Protects Mewtwo from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM18
Rain Dance
Changes the weather to rainy for 5 turns.
WATER
STATUS
-- -- 5 Entire Field
TM20
Safeguard
Protects your team from status conditions for the next 5 turns.
NORMAL
STATUS
-- -- 25 User's Field
TM22
Solar Beam
Charges for a turn, attacks on the second turn. No charge time in the sun; half damage in the rain.
GRASS
SPECIAL
120 100% 10 One Target
TM23
Iron Tail
30% chance of lowering the target's Defense by one stage.
STEEL
PHYSICAL
100 75% 15 One Target
TM24
Thunderbolt
Has a 10% chance to paralyze the target.
ELECTRIC
SPECIAL
90 100% 15 One Target
TM25
Thunder
30% chance of paralyzing the target. 100% accuracy in the rain and 50% accuracy in sunny weather.
ELECTRIC
SPECIAL
110 70% 10 One Target
TM26
Earthquake
Does double damage against targets using Dig.
GROUND
PHYSICAL
100 100% 10 All But Self
TM27
Low Sweep
Lowers the target's Speed by one stage.
FIGHTING
PHYSICAL
65 100% 20 One Target
TM29
Psychic
10% chance of lowering the target's Sp. Def by one stage.
PSYCHIC
SPECIAL
90 100% 10 One Target
TM30
Shadow Ball
20% chance of lowering the target's Sp. Def by one stage.
GHOST
SPECIAL
80 100% 15 One Target
TM31
Brick Break
Breaks the opponent's Light Screen or Reflect.
FIGHTING
PHYSICAL
75 100% 15 One Target
TM32
Double Team
Raises Mewtwo's Evasion by one stage.
NORMAL
STATUS
-- -- 15 User
TM33
Reflect
Reduces damage from Physical-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 20 User's Field
TM34
Shock Wave
Doesn't miss the target.
ELECTRIC
SPECIAL
60 -- 20 One Target
TM35
Flamethrower
Has a 10% chance to burn the target.
FIRE
SPECIAL
90 100% 15 One Target
TM37
Sandstorm
Changes the weather to a sandstorm for 5 turns.
ROCK
STATUS
-- -- 10 Entire Field
TM38
Fire Blast
Has a 10% chance to burn the target.
FIRE
SPECIAL
110 85% 5 One Target
TM39
Rock Tomb
100% chance of lowering the target's Speed by one stage.
ROCK
PHYSICAL
60 95% 15 One Target
TM40
Aerial Ace
Doesn't miss the target.
FLYING
PHYSICAL
60 -- 20 One Target
TM41
Torment
Prevents the target from using the same move twice in a row.
DARK
STATUS
-- 100% 15 One Target
TM42
Facade
Does double damage if Mewtwo is poisoned, burned, or paralyzed.
NORMAL
PHYSICAL
70 100% 20 One Target
TM44
Rest
Mewtwo restores its HP to full and falls asleep for two turns.
PSYCHIC
STATUS
-- -- 10 User
TM48
Skill Swap
Swaps Mewtwo's ability with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
TM52
Focus Blast
10% chance of lowering the target's Sp. Def by one stage.
FIGHTING
SPECIAL
120 70% 5 One Target
TM53
Energy Ball
10% chance of lowering the target's Sp. Def by one stage.
GRASS
SPECIAL
90 100% 10 One Target
TM56
Fling
Throws Mewtwo's held item. Type and power depend on the item.
DARK
PHYSICAL
varies 100% 10 One Target
TM57
Charge Beam
Has a 70% chance to raise Mewtwo's Special Attack by one stage.
ELECTRIC
SPECIAL
50 90% 10 One Target
TM58
Endure
Will survive any hit with at least 1 HP left this turn. 50% chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM60
Drain Punch
Heals Mewtwo by half the damage dealt.
FIGHTING
PHYSICAL
75 100% 10 One Target
TM61
Will-O-Wisp
Burns the target.
FIRE
STATUS
-- 85% 15 One Target
TM63
Nasty Plot
Raises Mewtwo's Special Attack by two stages.
DARK
STATUS
-- -- 20 User
TM67
Recycle
If Mewtwo used a held item previously, it reequips that item.
NORMAL
STATUS
-- -- 10 User
TM68
Giga Impact
Requires a turn to recharge (unless it misses).
NORMAL
PHYSICAL
150 90% 5 One Target
TM70
Flash
Lowers the target's Accuracy by one stage.
NORMAL
STATUS
-- 100% 20 One Target
TM71
Stone Edge
Has a higher critical hit rate. (+1 stage.)
ROCK
PHYSICAL
100 80% 5 One Target
TM72
Avalanche
Attacks last; if damaged this turn, hits for double damage.
ICE
PHYSICAL
60 100% 10 One Target
TM73
Thunder Wave
Paralyzes the target.
ELECTRIC
STATUS
-- 90% 20 One Target
TM77
Psych Up
Copies all stat modifiers on the target.
NORMAL
STATUS
-- -- 10 One Target
TM80
Rock Slide
Has a 30% chance of causing all nearby enemies to flinch.
ROCK
PHYSICAL
75 90% 10 Nearby Enemies
TM82
Sleep Talk
Can only be used while asleep. Uses one of Mewtwo's moves at random.
NORMAL
STATUS
-- -- 10 User
TM83
Bulldoze
100% chance of lowering all nearby Pokémon's Speed by one stage.
GROUND
PHYSICAL
60 100% 20 All But Self
TM84
Poison Jab
Has a 30% chance to poison the target.
POISON
PHYSICAL
80 100% 20 One Target
TM85
Dream Eater
Heals Mewtwo by half the damage dealt. Fails unless foe is asleep.
PSYCHIC
SPECIAL
100 100% 15 One Target
TM86
Grass Knot
Does more damage depending on how heavy the target is.
GRASS
SPECIAL
varies 100% 20 One Target
TM87
Swagger
Raises the target's Attack by two stages and confuses it.
NORMAL
STATUS
-- 85% 15 One Target
TM90
Substitute
Costs 25% of Mewtwo's max HP. Sets up a Substitute to block effects and damage.
NORMAL
STATUS
-- -- 10 User
TM92
Trick Room
For the next 5 turns, turn order is reversed, so slower Pokémon go first. (Priority still functions as usual.)
PSYCHIC
STATUS
-- -- 5 Entire Field
TM96
Strength
Damages the target.
NORMAL
PHYSICAL
80 100% 15 One Target
TM98
Rock Smash
50% chance of lowering the target's Defense by one stage.
FIGHTING
PHYSICAL
40 100% 15 One Target
TM100
Rock Climb
Has a 20% chance of confusing the target.
NORMAL
PHYSICAL
90 85% 20 One Target

Mewtwo's Detailed Stats

Below you'll find a more detailed table containing Mewtwo's calculated stats, which are the stats that you actually see displayed in game. These are affected by a variety of things, such as level, Effort Values (EVs), Individual Values (IVs), and Mewtwo's Nature.

By default, the stats you see in the table below show four different possibilities, all assuming Mewtwo is level 100: its stats with 0 EVs, 252+ (max) EVs, 0 IVs, and 31 (max) IVs. Nature is not shown by default, so its maximum is 10% higher than shown here, and minium 10% lower.
Stats at
level 100
0 EVs 252+ EVs Base Stat
Min Max Min Max
HP
322 353 385 416 106
Attack
225 256 288 319 110
Defense
185 216 248 279 90
Sp. Atk
313 344 376 407 154
Sp. Def
185 216 248 279 90
Speed
265 296 328 359 130
Total
680

Where to Find Mewtwo in Brilliant Diamond & Shining Pearl

If you're looking for where to find Mewtwo, you'll find the various methods listed down below, along with any notes or special locations. This should help you figure out how to get Mewtwo in Pokémon Sword & Shield. (Currently this does not show most "strong" static encounters or Max Raid Battles.)

Special Ways to Get Mewtwo

Catchable as a legendary boss Pokémon during Dynamax Adventures in Crown Tundra (DLC), level 70. Only one of this Pokémon can be caught and taken with you in Dynamax Adventures per game save. Keep this in mind if attempting to get a Shiny version of this Pokémon! (Catching this Pokémon but refusing to take it with you after the Dynamax Adventure is complete will still allow you to try again in the future, with a new chance of it being Shiny.)
Location information on where to find Mewtwo in Pokémon Brilliant Diamond & Shining Pearl will be coming to the Marriland Pokédex in a future update! Thank you for your patience!

Pokédex Entries for Mewtwo

Generation 8 Pokédex Entries

Sword
Created from the DNA of Mew, this Pokémon is a dangerous combination of overwhelming power and a savage heart.
Shield
The research efforts of a certain scientist ultimately resulted in this Pokémon. Its powers are dedicated to battling.

Generation 6 Pokédex Entries

X
It was created by a scientist after years of horrific gene-splicing and DNA-engineering experiments.
Y
A Pokémon created by recombining Mew's genes. It's said to have the most savage heart among Pokémon.
Omega Ruby Alpha Sapphire
Mewtwo is a Pokémon that was created by genetic manipulation. However, even though the scientific power of humans created this Pokémon's body, they failed to endow Mewtwo with a compassionate heart.

Generation 5 Pokédex Entries

Black White Black 2 White 2
A Pokémon created by recombining Mew's genes. It's said to have the most savage heart among Pokémon.

Generation 4 Pokédex Entries

Diamond Pearl Platinum
A Pokémon created by recombining MEW's genes. It's said to have the most savage heart among Pokémon.
HeartGold
Because its battle abilities were raised to the ultimate level, it thinks only of defeating its foes.
SoulSilver
It usually remains motionless to conserve energy, so that it may unleash its full power in battle.

Generation 3 Pokédex Entries

Ruby Sapphire
MEWTWO is a POKéMON that was created by genetic manipulation. However, even though the scientific power of humans created this POKéMON's body, they failed to endow MEWTWO with a compassionate heart.
Emerald
A POKéMON that was created by genetic manipulation. However, even though the scientific power of humans made its body, they failed to give it a warm heart.
FireRed
A POKéMON whose genetic code was repeatedly recombined for research. It turned vicious as a result.
LeafGreen
It was created by a scientist after years of horrific gene-splicing and DNA- engineering experiments.

Generation 2 Pokédex Entries

Gold
Because its battle abilities were raised to the ultimate level, it thinks only of de­feating its foes.
Silver
It usually remains motionless to con­serve energy, so that it may un­leash its full power in battle.
Crystal
Said to rest qui­etly in an undiscovered cave, this POKéMON was created solely for battling.

Generation 1 Pokédex Entries

Red Blue
It was created by a scientist after years of horrific gene splicing and DNA engineering experiments.
Yellow
Its DNA is almost the same as MEW's. However, its size and disposition are vastly dif­ferent.
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