Mewtwo #150 Heart Gold and Soul Silver
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#150 Mewtwo

Mewtwo ken sugimori artwork Normal SpritesNormal Backsprites
Mewtwo sprite
Mewtwo backsprite
Shiny SpritesShiny Backsprites
Shiny Mewtwo sprite
Shiny Mewtwo backsprite

Gender Ratio

Gender pie chart

Mewtwo - Genetic Pokémon

Flavor Text
Heart GoldBecause its battle abilities were raised to the ultimate level, it thinks only of defeating its foes.
Soul SilverIt usually remains motionless to conserve energy, so that it may unleash its full power in battle.

Type:   Psychic
Resistance to Moves:
Attacking Type: Normal Fighting Flying Poison Ground Rock Bug Ghost Steel Fire Water Grass Electric Psychic Ice Dragon Dark
Damage Received: ×1
1
×12
½
×1
1
×1
1
×1
1
×1
1
×2
2
×2
2
×1
1
×1
1
×1
1
×1
1
×1
1
×12
½
×1
1
×1
1
×2
2

Evolutions

 
 
 
 
 

Ability

Pressure The Pokémon raises the foe's PP usage.

Height

hgss male trainer height

Male Trainer: 4'11"

hgss Mewtwo height

Mewtwo: 7'7"


Weight

hgss Mewtwo wdight
hgss female trainer weight
scale
scaleLever_1_r
scaleLever_2_r
scaleLever_3_r
scaleLever_4_r
scaleLever_5_r
scaleLever_6_r
scaleLever_7_r
scaleLever_8_r
scaleLever_9_r
scaleLever_10_r
scaleLever_11_r
scaleLever_12_r

Mewtwo: 268 lbs.   Female Trainer: 88 lbs.


Catching/ Experience Data

Items Catch Rate Run Chance Experience Won Experience Rate Total Experience
None 3 0 220 Slow 1,250,000

Moves

Level Name Power Accuracy Effect
Type Category Power Points Description
1 Confusion 50 100 Has a 10% chance to confuse the target.
Psychic Special 25 The target is hit by a weak telekinetic force. It may also leave the target confused.
1 Disable 0 80 Disables the target's last used move for 1-8 turns.
Normal Other 20 For four turns, this move prevents the target from using the move it last used.
8 Barrier 0 0 Raises the user's Defense by two stages.
Psychic Other 30 The user throws up a sturdy wall that sharply raises its Defense stat.
15 Swift 60 0 Never misses.
Normal Special 20 Star-shaped rays are shot at the opposing team. This attack never misses.
22 Future Sight 80 90 Hits the target two turns later.
Psychic Special 15 Two turns after this move is used, a hunk of psychic energy attacks the target.
29 Psych Up 0 0 Discards the user's stat changes and copies the target's.
Normal Other 10 The user hypnotizes itself into copying any stat change made by the target.
36 Miracle Eye 0 0 Forces the target to have no evasion, and allows it to be hit by Psychic moves even if it's Dark.
Psychic Other 40 Enables a Dark-type target to be hit by Psychic-type attacks. It also enables an evasive target to be hit.
43 Mist 0 0 Protects the user's stats from being changed by enemy moves.
Ice Other 30 The user cloaks its body with a white mist that prevents any of its stats from being cut for five turns.
50 Psycho Cut 70 100 Has an increased chance for a critical hit.
Psychic Physical 20 The user tears at the target with blades formed by psychic power. Critical hits land more easily.
57 Amnesia 0 0 Raises the user's Special Defense by two stages.
Psychic Other 20 The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat.
64 Power Swap 0 0 User swaps Attack and Special Attack changes with the target.
Psychic Other 10 The user employs its psychic power to switch changes to its Attack and Sp. Atk with the target.
64 Guard Swap 0 0 User swaps Defense and Special Defense changes with the target.
Psychic Other 10 The user employs its psychic power to switch changes to its Defense and Sp. Def with the target.
71 Psychic 90 100 Has a 0% chance to lower the target's Special Defense by one stage.
Psychic Special 10 The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat.
79 Me First 0 0 Uses the target's move against it before it attacks, with power increased by half.
Normal Other 20 The user tries to cut ahead of the target to steal and use the target's intended move with greater power.
86 Recover 0 0 Heals the user by half its max HP.
Normal Other 10 Restoring its own cells, the user restores its own HP by half of its max HP.
93 Safeguard 0 0 Protects the user's field from major status ailments and confusion for five turns.
Normal Other 25 The user creates a protective field that prevents status problems for five turns.
100 Aura Sphere 90 0 Never misses.
Fighting Special 20 The user looses a blast of aura power from deep within its body at the target. This move is certain to hit.
Stats
Hit Points (HP) Attack (ATK) Defense (DEF) Speed (SPD) Special Attack (SPATK) Special Defense (SPDEF)
EV Gain +0 +0 +0 +0 +3 +0
Base 106 110 90 130 154 90
Ranking
Hit Points (HP) Attack (ATK) Defense (DEF) Speed (SPD) Special Attack (SPATK) Special Defense (SPDEF)
31493 60493 117493 7493 1493 107493