#150 Mewtwo
General Location Attacks Egg Moves Stats
Gen VII Dex Gen VI Dex Gen V Dex Gen IV Dex Gen III Dex Gen II Dex Gen I Dex

Picture Name Other Names No. Gender Ratio Type
Mewtwo
Japan: Mewtwo
ミュウツー
French: Mewtwo
German: Mewtu
Korean: 뮤츠
National: #150
Johto: #249
Mewtwo is Genderless
Classification Height Weight Capture Rate Base Egg Steps
Genetic Pokémon 6'07"
2.0m
269.0lbs
122.0kg
330,720
Experience Growth Base Happiness Effort Values Earned
1,250,000 Points
Slow
0 106 Hit Points
110 Attack
90 Defense
154 Special Attack
90 Special Defense
130 Speed
Damage Taken
*1 *1 *1 *1 *1 *1 *0.5 *1 *1 *1 *0.5 *2 *1 *2 *1 *2 *1
Wild Hold Item Egg Groups
Wild
Normal Box - 5%
Gen I Trade
Bright Powder - RBY
Mewtwo cannot breed
Evolutionary Chain
Locations
Gold Transfer from Red, Green, Blue or Yellow
Silver Transfer from Red, Green, Blue or Yellow
Crystal Transfer from Red, Green, Blue or Yellow

Generation II Level Up
LevelAttack NameTypeAtt.Acc.PPEffect %
Confusion 50 100 25 10
A PSYCHIC-type attack. Has a one-in-ten chance of leaving the target confused.
Disable -- 55 20 --
A move that disables one of the target's moves. That move can't be used until it wears off.
11 Barrier -- 100 30 --
Instantly forms a barrier between the user and the opponent. DEFENSE is increased.
22 Swift 60 100 20 --
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage.
33 Psych Up -- 100 10 --
Self-hypnosis move that copies the foe's stats changes, then applies them to the user.
44 Future Sight 80 90 15 --
A special PSYCHIC-type attack. It strikes the target two turns after it is used.
55 Mist -- 100 30 --
Provides full protection against any enemy status attack.
66 Psychic 90 100 10 10
A PSYCHIC-type attack. Has a one-in-ten chance of lowering the target's SPCL.DEF rating.
77 Amnesia -- 100 20 --
A move that increases the user's SPCL.DEF stat. It is normally used up to three times.
88 Recover -- 100 20 --
Half of the user's maximum HP is restored. Few Pokémon learn this move on their own.
99 Safeguard -- 100 25 --
A mystic power that protects the user from status problems for five turns.
TM & HM Attacks
TM/HM #Attack NameTypeAtt.Acc.PPEffect %
TM01 DynamicPunch 100 50 5 100
A FIGHTING-type attack. Inaccurate but guaranteed to confuse the opponent if it hits.
TM02 Headbutt 70 100 15 30
A NORMAL-type attack. Has a one-in-three chance of making the target flinch if it hits.
TM03 Curse -- -- 10 --
Raises ATTACK and DEFENSE at the expense of SPEED. It works differently for the GHOST type.
TM06 Toxic -- 85 10 --
A move that badly poisons the target. The amount of poison damage increases every turn.
TM07 Zap Cannon 100 50 5 100
An ELECTRIC-type attack. Inaccurate but is guaranteed to cause paralysis if it hits.
TM08 Rock Smash 20 100 15 50
A FIGHTING-type attack. In the field, it can be used to shatter rocks to open new paths.
TM09 Psych Up -- 100 10 --
Self-hypnosis move that copies the foe's stats changes, then applies them to the user.
TM10 Hidden Power ?? 100 15 --
A peculiar move that changes type and power depending on the Pokémon using it.
TM11 Sunny Day -- 90 5 --
Makes the weather sunny for five turns. When sunny, FIRE-type moves are more powerful.
TM13 Snore 40 100 15 30
Has a one-in-three chance of making the target flinch. Can be used only by a sleeping Pokémon.
TM14 Blizzard 120 70 5 10
The strongest ICE-type attack. Has a one-in-ten chance of freezing the target.
TM15 Hyper Beam 150 90 5 --
An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn.
TM16 Icy Wind 55 95 15 100
An ICE-type attack. It is guaranteed to reduce the target's SPEED if it hits.
TM17 Protect -- 100 10 --
Completely foils an opponent's attack. If used consecutively, its success rate decreases.
TM18 Rain Dance -- 90 5 --
Summons rain for five turns. While it is raining, the power of WATER-type moves increases.
TM20 Endure -- 100 10 --
Always leaves the user with at least one HP. Success rate decreases if used repeatedly.
TM21 Frustration ?? 100 20 --
A NORMAL-type attack. The more the user dislikes its trainer, the more powerful the move.
TM22 SolarBeam 120 100 10 --
Strongest GRASS-type attack. Energy is absorbed in the first turn, then fired on the next.
TM23 Iron Tail 100 75 15 30
Strikes the target with a stiff tail. Has a one-in-three shot at lowering the target's DEFENSE.
TM25 Thunder 120 70 10 30
Strongest of all ELECTRIC-type attacks. Has a one-in-ten shot at paralyzing the target.
TM27 Return ?? 100 20 --
A NORMAL-type attack. The tamer the user, the more powerful the move.
TM29 Psychic 90 100 10 10
A PSYCHIC-type attack. Has a one-in-ten chance of lowering the target's SPCL.DEF rating.
TM30 Shadow Ball 80 100 15 20
A GHOST-type attack. Has a one-in-five chance of reducing the target's SPCL.DEF.
TM31 Mud-Slap 20 100 10 100
An attack that fires dirt, inflicting damage and reducing the target's accuracy.
TM32 Double Team -- 100 15 --
Creates illusionary copies of the user. They disorient the enemy, reducing its accuracy.
TM33 Ice Punch 75 100 15 10
A special ICE-type attack. Has a one-in-ten chance of freezing the target.
TM34 Swagger -- 90 15 100
A move that infuriates and confuses the opponent, but it increases the target's ATTACK.
TM35 Sleep Talk -- 100 10 --
Randomly chooses one of the user's moves. Can be used only by a sleeping Pokémon.
TM38 Fire Blast 120 85 5 10
Strongest FIRE-type attack. Has a one-in-ten chance of inflicting a burn on the target.
TM39 Swift 60 100 20 --
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage.
TM41 ThunderPunch 75 100 15 10
A special ELECTRIC-type attack. Has a one-in-ten shot at paralyzing the target.
TM42 Dream Eater 100 100 15 --
Works only on sleeping Pokémon. Steals the target's HP and adds 50%% of it to the user's HP.
TM43 Detect -- 100 5 --
Allows user to completely evade attack. If used consecutively, its success rate decreases.
TM44 Rest -- 100 10 --
The user takes a nap to fully restore its HP and recover from any status abnormalities.
TM50 Nightmare -- 100 15 --
A move that makes a sleeping target have bad dreams. The victim will steadily lose HP.
HM05 Flash -- 70 20 --
Blinds the target with a bright flash of light, reducing the opponent's accuracy.
Crystal Move Tutor Attacks
Attack NameTypeAtt.Acc.PPEffect %
Flamethrower 95 100 15 10
A powerful FIRE-type attack. Has a one-in-ten chance of leaving the target with a burn.
Thunderbolt 95 100 15 10
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target.
Ice Beam 95 100 10 10
An ICE-type attack. Has a one-in-ten chance of freezing the target solid.
Gen I Only Moves (Details)
Attack NameTypeAtt.Acc.PPEffect %Method
Mega Punch 80 85 20 -- Gen I TM01
A NORMAL-type attack move. It is highly accurate and relatively powerful.
Mega Kick 120 75 5 -- Gen I TM05
A NORMAL-type attack. Out of all the Pokémon kicking attacks, this is the strongest.
Body Slam 85 100 15 30 Gen I TM08
A NORMAL-type attack. Has a one-in-three chance of paralyzing the target if it hits.
Take Down 90 85 20 -- Gen I TM09
A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker.
Double-Edge 120 100 15 -- Gen I TM10
A charging tackle attack. One quarter of the damage comes back to hurt the attacker.
BubbleBeam 65 100 20 10 Gen I TM11
A WATER-type attack. Has a one-in-ten chance of reducing the target's SPEED.
Water Gun 40 100 25 -- Gen I TM12
A WATER-type attack. Stronger than BUBBLE. Many WATER-type Pokémon learn this move.
Ice Beam 95 100 10 10 Gen I TM13
An ICE-type attack. Has a one-in-ten chance of freezing the target solid.
Submission 80 80 25 -- Gen I TM17
Strongest FIGHTING attack. One quarter of the damage also hurts the attacker.
Counter ?? 100 20 -- Gen I TM18
A retaliation move that pays back double the damage of a physical attack. Very accurate.
Seismic Toss ?? 100 20 -- Gen I TM19
A FIGHTING-type attack. Throws the target with enough force to flip the world.
Rage 20 100 20 -- Gen I TM20
A non-stop attack move. The user's ATTACK power increases every time it sustains damage.
Thunderbolt 95 100 15 10 Gen I TM24
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target.
Teleport -- 100 20 -- Gen I TM30
A special move for instantly escaping from wild Pokémon. Useful in the wild only.
Mimic -- 100 10 -- Gen I TM31
A move for learning one of the opponent's moves, for use during that battle only.
Reflect -- 100 20 -- Gen I TM33
Reduces damage from physical attacks by about half. A special PSYCHIC-type move.
Bide -- 100 10 -- Gen I TM34
The user waits for several turns. At the end, it returns double the damage it received.
Metronome -- 100 10 -- Gen I TM35
The user waggles its finger, triggering a move. There is no telling what will happen.
Selfdestruct 200 100 5 -- Gen I TM36
The user explodes, damaging the enemy, then faints. Useless against the GHOST type.
Skull Bash 100 100 15 -- Gen I TM40
In the first turn, the attacker tucks its head. The next turn, it head-butts at full steam.
Thunder Wave -- 100 20 -- Gen I TM45
A special move that causes paralysis. The victim has a onein-four chance of immobility.
Psywave ?? 80 15 -- Gen I TM46
A PSYCHIC-type attack of varying intensity. It occasionally inflicts heavy damage.
Tri Attack 80 100 10 20 Gen I TM49
A NORMAL-type attack. A triangular field of energy is created and launched.
Substitute -- 100 10 -- Gen I TM50
Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks.
Strength 80 100 15 -- Gen I HM04
A very powerful NORMAL-type attack. Also used for moving obstacles like boulders.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 680 106 110 90 154 90 130
Max Stats Lv. 50 166 - 212 115 - 161 95 - 141 159 - 205 95 - 141 135 - 181
Lv. 100 322 - 415 225 - 318 185 - 278 313 - 406 185 - 278 265 - 358

<--- #149
Dragonite
#151
Mew
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