#150
Mewtwo
150
psychic
#150.150
Mewtwo/Mewtwo
150.150
psychic

HP
HP
ATK
ATK
DEF
DEF
SP.ATK
SP.A
SP.DEF
SP.D
SPEED
SPD
TOTAL
TOT
106
110
90
154
90
130
680

Regular
Pressure: Moves targeting this Pokémon lose an extra PP.
Hidden
Immunity: Can't be poisoned.

x2
bugdarkghost
x2
x1
dragonelectricfairyfireflyinggrassgroundicenormalpoisonrocksteelwater
x1
x1/2
fightingpsychic
x1/2

Classic Mode
Cerulean Cave (legendary)
Pokemon: 150
Remix Mode
Cerulean Cave (legendary)
Pokemon: 150

Lv.
Attack Name
Name
Type
Category
Cat.
Power
Pow.
Accuracy
Acc.
Effect%
%
PP
1
Confusion
psychic
special
50
100
10%
25
Can confuse the target.
1
Disable
normal
status
-
100
-
20
Disables the target's last used move for the next 4-7 turns.
1
Laser Focus
normal
status
-
-
-
30
The user's next move will result in a critical hit.
1
Psy­wave
psychic
special
1
100
-
15
Inflicts typeless damage randomly between 50% and 150% of the user's level.
1
Safe­guard
normal
status
-
-
-
25
For five turns, protects friendly Pokémon from major status effects and confusion.
8
Swift
normal
special
60
-
-
20
Doesn't miss.
15
Future Sight
psychic
special
120
100
-
10
Inflicts typeless damage at the end of the third turn, starting with this one. Can't critical hit.
22
Psych Up
normal
status
-
-
-
10
Copies the target's stat changes.
29
Miracle Eye
psychic
status
-
-
-
40
Resets the target's evasion to normal.
36
Psycho Cut
psychic
physical
70
100
-
20
User's critical hit rate is one level higher when using this move.
43
Guard Swap
psychic
status
-
-
-
10
User swaps its DEF and SP.DEF modifiers with the target.
43
Power Swap
psychic
status
-
-
-
10
User swaps its ATK and SP.ATK stat modifiers modifiers with the target.
50
Recover
normal
status
-
-
-
10
Heals the user for half its max HP.
57
Psychic
psychic
special
90
100
10%
10
Can lower the target's SP.DEF one stage.
64
Barrier
psychic
status
-
-
-
20
Raises the user's DEF two stages.
70
Aura Sphere
fighting
special
80
-
-
20
Doesn't miss.
79
Amnesia
psychic
status
-
-
-
20
Raises the user's SP.DEF two stages.
86
Mist
ice
status
-
-
-
30
For five turns, the user's side of the field are immune to stat-lowering effects.
93
Me First
normal
status
-
-
-
20
Copies the target's damaging move with 1.5x power. Fails if the target went first.
100
Psystrike
psychic
special
100
100
-
10
Damage calculation uses the target's DEF.

Tutor
Attack Name
Name
Type
Category
Cat.
Power
Pow.
Accuracy
Acc.
Effect%
%
PP
Stre­ngth
normal
physical
80
100
-
15
Inflicts regular damage.
Dive
water
physical
80
100
-
10
The user dives underwater for one turn and hits on the second turn.
Tele­port
psychic
status
-
-
-
20
Does nothing. Wild battles end immediately. Has -6 move priority.
Flash
normal
status
-
100
-
20
Lowers the target's accuracy one stage.
Rock Climb
normal
physical
90
85
20%
20
Can confuse the target.
Psy­shock
psychic
special
80
100
-
10
Damage calculation uses the target's DEF.
Calm Mind
psychic
status
-
-
-
20
Raises the user's SP.ATK and SP.DEF one stage.
Toxic
poison
status
-
90
-
10
Badly poisons the target. Never misses when used by a Poison-type Pokémon.
Hail
ice
status
-
-
-
10
For five turns the weather becomes hail, hurting all non-Ice-type Pokémon 1/16th max HP each turn.
Bulk Up
fighting
status
-
-
-
20
Raises the user's ATK and DEF one stage each.
Hidden Power
normal
special
60
100
-
15
Power and type are determined by the user's IVs.
Sunny Day
fire
status
-
-
-
5
For five turns the weather is sunny. All Fire-type moves deal 1.5x damage and Water-type moves deal 0.5x damage.
Taunt
dark
status
-
100
-
20
Target is forced to only use damaging moves for the next 3–5 turns.
Ice Beam
ice
special
90
100
10%
10
Can freeze the target.
Blizz­ard
ice
special
110
70
10%
5
Can freeze the target. Doesn't miss during hail.
Hyper Beam
normal
special
150
90
-
5
The user can't attack or switch out the turn after this is used.
Light Screen
psychic
status
-
-
-
30
For five turns, special attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
Protect
normal
status
-
-
-
10
No moves will hit the user this turn. This has a 50% chance to fail the following turn. Has +4 move priority.
Rain Dance
water
status
-
-
-
5
For five turns the weather is rain. All Water-type moves deal 1.5x damage and Fire-type moves deal 0.5x damage.
Tele­kinesis
psychic
status
-
-
-
15
For three turns, all non-KO moves hit the target.
Safe­guard
normal
status
-
-
-
25
For five turns, protects friendly Pokémon from major status effects and confusion.
Frustra­tion
normal
physical
1
100
-
20
Power increases with unhappiness up to 102.
Solar Beam
grass
special
120
100
-
10
User charges for one turn before attacking. During sunny day, the charging turn is skipped.
Thunder­bolt
electric
special
90
100
10%
15
Can paralyze the target.
Thunder
electric
special
110
70
30%
10
Can paralyze the target. Doesn't miss during rain, but 50% accurate in sunny weather.
Earth­quake
ground
physical
100
100
-
10
If the target is in the first turn of Dig, this move will hit with double power.
Return
normal
physical
1
100
-
20
Power increases with happiness, up to a maximum of 102.
Psychic
psychic
special
90
100
10%
10
Can lower the target's SP.DEF one stage.
Shadow Ball
ghost
special
80
100
20%
15
Can lower the target's SP.DEF one stage.
Brick Break
fighting
physical
75
100
-
15
Destroys any Light Screen or Reflect on the target's side of the field.
Double Team
normal
status
-
-
-
15
Raises the user's evasion one stage.
Reflect
psychic
status
-
-
-
20
For five turns, physical attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
Flame­thrower
fire
special
90
100
10%
15
Can burn the target.
Sand­storm
rock
status
-
-
-
10
For five turns the weather becomes sandstorm, raising all Rock-type's SP.DEF by 1.5x. Hurts all Pokémon 1/16th max HP each turn except Ground, Rock, and Steel-types.
Fire Blast
fire
special
110
85
10%
5
Can burn the target.
Rock Tomb
rock
physical
60
95
100%
15
Lowers the target's SPEED one stage.
Aerial Ace
flying
physical
60
-
-
20
Doesn't miss.
Torment
dark
status
-
100
-
15
Prevents the target from using the same move twice in a row.
Facade
normal
physical
70
100
-
20
If the user is burned, paralyzed, or poisoned, this move has double power.
Rest
psychic
status
-
-
-
10
The user falls asleep and regains all of its HP.
Low Sweep
fighting
physical
65
100
100%
20
Lowers the target's SPEED one stage.
Round
normal
special
60
100
-
15
If Round has already been used this turn, this move's power is doubled.
Focus Blast
fighting
special
120
70
10%
5
Can lower the target's SP.DEF one stage.
Energy Ball
grass
special
90
100
10%
10
Can lower the target's SP.DEF one stage.
Water Pulse
water
special
60
100
20%
20
Can confuse the target.
Fling
dark
physical
1
100
-
10
Consumes user's held item. Power and type are determined by the item.
Charge Beam
electric
special
50
90
70%
10
Can raise the user's SP.ATK one stage.
Incinerate
fire
special
60
100
-
15
Destroys any berry the target is holding.
Will-O-Wisp
fire
status
-
85
-
15
Burns the target.
Embar­go
dark
status
-
100
-
15
For five turns, the target cannot use its held item.
Giga Impact
normal
physical
150
90
-
5
The user can't attack or switch out the turn after this is used.
Stone Edge
rock
physical
100
80
-
5
User's critical hit rate is one level higher when using this move.
Thunder Wave
electric
status
-
90
-
20
Paralyzes the target.
Psych Up
normal
status
-
-
-
10
Copies the target's stat changes.
Bull­doze
ground
physical
60
100
100%
20
Lowers the target's SPEED one stage.
Poison Jab
poison
physical
80
100
30%
20
Can poison the target.
Dream Eater
psychic
special
100
100
-
15
Drains half the damage inflicted to a sleeping Pokémon to heal the user.
Grass Knot
grass
special
1
100
-
20
Power increases with the target's weight to a maximum of 120.
Swag­ger
normal
status
-
85
-
15
Raises the target's ATK two stages and then confuses it.
Sleep Talk
normal
status
-
-
-
10
Randomly use one of the user's other three moves. Fails if awake.
Sub­stitute
normal
status
-
-
-
10
The user transfers 1/4 max HP into a doll that will take hits instead.
Trick Room
psychic
status
-
-
-
5
For five turns, slower Pokémon will act before faster Pokémon. Move priority is unaffected.
Rock Smash
fighting
physical
40
100
50%
15
Can lower the target's DEF one stage.
Recover
normal
status
-
-
-
10
Heals the user for half its max HP.
Brutal Swing
dark
physical
60
100
-
20
Inflicts regular damage.
Focus Punch
fighting
physical
150
100
-
20
If the user takes damage this turn before hitting, this move will fail. Has -3 move priority.
Power-Up Punch
fighting
physical
40
100
100%
20
Raises the user's ATK one stage.
Shock Wave
electric
special
60
-
-
20
Doesn't miss.

Tutor
Attack Name
Name
Type
Category
Cat.
Power
Pow.
Accuracy
Acc.
Effect%
%
PP
Drain Punch
fighting
physical
75
100
-
10
Drains half the damage inflicted to heal the user.
Fire Punch
fire
physical
75
100
10%
15
Can burn the target.
Gravity
psychic
status
-
-
-
5
For five turns, all immunities to ground moves are disabled and evasion is lowered two stages.
Ice Punch
ice
physical
75
100
10%
15
Can freeze the target.
Iron Tail
steel
physical
100
75
30%
15
Can lower the target's DEF one stage.
Mega Kick
normal
physical
120
75
-
5
Inflicts regular damage.
Mud-slap
ground
special
20
100
100%
10
Lowers the target's accuracy one stage.
Role Play
psychic
status
-
-
-
10
User's ability is replaced with the target's until the user leaves the field.
Signal Beam
bug
special
75
100
10%
15
Can confuse the target.
Swift
normal
special
60
-
-
20
Doesn't miss.
Thunder Punch
electric
physical
75
100
10%
15
Can paralyze the target.
Wonder Room
psychic
status
-
-
-
10
For five turns, every Pokémon's DEF and SP.DEF are swapped.
Zen Head­butt
psychic
physical
80
90
20%
15
Can make the target flinch.

Attack Name
Name
Type
Category
Cat.
Power
Pow.
Accuracy
Acc.
Effect%
%
PP
psychic
status
-
-
-
10
For the next 5 turns, all Pokémon on the ground are immune to moves that hit first.
Mewtwo can learn.
psychic
status
-
-
-
10
Exchanges the original SPEED stats of the user and target.
Mewtwo can learn.
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