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Mewtwo

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Mewtwo in Pokémon Brilliant Diamond & Shining Pearl

#150 in the Brilliant Diamond and Shining Pearl Pokédex • Genetic Pokémon

Mewtwo in the National Pokédex

Pokédex entries

Brilliant Diamond

A Pokémon created by recombining MEW’s genes. It’s said to have the most savage heart among Pokémon.

Shining Pearl

A Pokémon created by recombining MEW’s genes. It’s said to have the most savage heart among Pokémon.

Pokémon details

Type

Psychic

Category

Genetic Pokémon

Height

2 m (6'07")

Weight

122 kg (269 lbs)

National Pokédex

#0150

Pokédex

#150

Mewtwo in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

106

322

416

Attack

110

202

350

Defense

90

166

306

Sp. Atk

154

281

447

Sp. Def

90

166

306

Speed

130

238

394

Total

680

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Mewtwo, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
3 SpA
Catch rate
3
Base Exp.
340

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
Genderless
Egg cycles
Cannot breed

Evolution requirements shown in a compact table or chain view.
Mewtwo

Mewtwo

#150

No evolutions

Known encounter locations for this Pokémon in this game.
Brilliant Diamond
LocationMethodLevelChanceConditions

Ramanas Park

Ramanas Park — Genome Room

Scripted encounter70-

National Pokédex and Hall of Fame; insert a Genome Slate (purchased with Mysterious Shards; consumed on use). Slate stock requires prior Ramanas captures; complete the relevant earlier slate rooms., One capture of each species per save; Hidden Ability when the species has one.

Shining Pearl
LocationMethodLevelChanceConditions

Ramanas Park

Ramanas Park — Genome Room

Scripted encounter70-

National Pokédex and Hall of Fame; insert a Genome Slate (purchased with Mysterious Shards; consumed on use). Slate stock requires prior Ramanas captures; complete the relevant earlier slate rooms., One capture of each species per save; Hidden Ability when the species has one.

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartDisable

Normal-10020
StartConfusion

Psychic5010025
StartSwift

Normal60-20
StartLaser Focus

Normal--30
StartLife Dew

Water--10
8Ancient Power

Rock601005
16Psycho Cut

Psychic7010020
24Safeguard

The user creates a protective field that prevents status conditions for five turns.

Normal--25
32Amnesia

Psychic--20
40Aura Sphere

Fighting80-20
48Psychic

The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.

Psychic9010010
56Power Swap

Psychic--10
56Guard Swap

Psychic--10
64Mist

Ice--30
72Psystrike

Psychic10010010
80Recover

Normal--10
88Future Sight

Psychic12010010

Moves this Pokémon can learn from Technical Machines in Pokémon Brilliant Diamond and Shining Pearl.
Class
TM01Focus Punch

The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.

Fighting15010020
TM03Water Pulse

The user attacks the target with a pulsing blast of water. This may also confuse the target.

Water6010020
TM04Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TM07Hail

The user summons a hailstorm lasting five turns. It damages all Pokémon except Ice types.

Ice--10
TM08Bulk Up

The user tenses its muscles to bulk up its body, raising both its Attack and Defense stats.

Fighting--20
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.

Fire--5
TM12Taunt

The target is taunted into a rage that allows it to use only attack moves for three turns.

Dark-10020
TM13Ice Beam

The target is struck with an icy-cold beam of energy. This may also leave the target frozen.

Ice9010010
TM14Blizzard

A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen.

Ice110705
TM15Hyper Beam

The target is attacked with a powerful beam. The user can't move on the next turn.

Normal150905
TM16Light Screen

A wondrous wall of light is put up to reduce damage from special attacks for five turns.

Psychic--30
TM17Protect

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

Water--5
TM20Safeguard

The user creates a protective field that prevents status conditions for five turns.

Normal--25
TM22Solar Beam

In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn.

Grass12010010
TM23Iron Tail

The target is slammed with a steel-hard tail. This may also lower the target's Defense stat.

Steel1007515
TM24Thunderbolt

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Electric9010015
TM25Thunder

A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.

Electric1107010
TM26Earthquake

The user sets off an earthquake that strikes every Pokémon around it.

Ground10010010
TM27Low Sweep

The user makes a swift attack on the target's legs, which lowers the target's Speed stat.

Fighting6510020
TM29Psychic

The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. This may also lower the target's Sp. Def stat.

Ghost8010015
TM31Brick Break

The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect.

Fighting7510015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM33Reflect

A wondrous wall of light is put up to reduce damage from physical attacks for five turns.

Psychic--20
TM34Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Electric60-20
TM35Flamethrower

The target is scorched with an intense blast of fire. This may also leave the target with a burn.

Fire9010015
TM37Sandstorm

A five-turn sandstorm is summoned to hurt all combatants except Rock, Ground, and Steel types. It raises the Sp. Def stat of Rock types.

Rock--10
TM38Fire Blast

The target is attacked with an intense blast of all-consuming fire. This may also leave the target with a burn.

Fire110855
TM39Rock Tomb

Boulders are hurled at the target. This also lowers the target's Speed stat by preventing its movement.

Rock609515
TM40Aerial Ace

The user confounds the target with speed, then slashes. This attack never misses.

Flying60-20
TM41Torment

The user torments and enrages the target, making it incapable of using the same move twice in a row.

Dark-10015
TM42Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM44Rest

The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.

Psychic--10
TM48Skill Swap

The user employs its psychic power to exchange Abilities with the target.

Psychic--10
TM52Focus Blast

The user heightens its mental focus and unleashes its power. This may also lower the target's Sp. Def stat.

Fighting120705
TM53Energy Ball

The user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat.

Grass9010010
TM56Fling

The user flings its held item at the target to attack. This move's power and effects depend on the item.

Dark-10010
TM57Charge Beam

The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
TM58Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10
TM60Drain Punch

An energy-draining punch. The user's HP is restored by half the damage taken by the target.

Fighting7510010
TM61Will-O-Wisp

The user shoots a sinister flame at the target to inflict a burn.

Fire-8515
TM63Nasty Plot

The user stimulates its brain by thinking bad thoughts. This sharply raises the user's Sp. Atk stat.

Dark--20
TM67Recycle

The user recycles a held item that has been used in battle so it can be used again.

Normal--10
TM68Giga Impact

The user charges at the target using every bit of its power. The user can't move on the next turn.

Normal150905
TM70Flash

The user flashes a light that lowers the target's accuracy. It can also be used to illuminate caves.

Normal-10020
TM71Stone Edge

The user stabs the target from below with sharpened stones. Critical hits land more easily.

Rock100805
TM72Avalanche

The power of this attack move is doubled if the user has been hurt by the target in the same turn.

Ice6010010
TM73Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM80Rock Slide

Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.

Rock759010
TM82Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10
TM83Bulldoze

The user strikes everything around it by stomping down on the ground. This lowers the Speed stats of those hit.

Ground6010020
TM84Poison Jab

The target is stabbed with a tentacle, arm, or the like steeped in poison. This may also poison the target.

Poison8010020
TM85Dream Eater

The user eats the dreams of a sleeping target. The user's HP is restored by half the damage taken by the target.

Psychic10010015
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the move's power.

Grass-10020
TM87Swagger

The user enrages and confuses the target. However, this also sharply raises the target's Attack stat.

Normal-8515
TM90Substitute

The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy.

Normal--10
TM92Trick Room

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Psychic--5
TM96Strength

The target is slugged with a punch thrown at maximum power.

Normal8010015
TM98Rock Smash

The user attacks with a punch. This may also lower the target's Defense stat.

Fighting4010015
TM100Rock Climb

A charging attack that may also leave the foe confused. It's also one of the Pokétch's hidden moves.

Normal908520

Ability options available to this Pokémon in this game.

Pressure

Ability Slot 1

Increases the PP cost of moves targeting the Pokémon by one.

Unnerve(Hidden Ability)

Prevents opposing Pokémon from eating held Berries.

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