Mewtwo #150 Heart Gold and Soul Silver
| Diamond and Pearl | Platinum | Heart Gold and Soul Silver | Black and White |
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#150 Mewtwo
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Normal Sprites | Normal Backsprites | ||
| Shiny Sprites | Shiny Backsprites | |||
Gender Ratio

Mewtwo - Genetic Pokémon
| Flavor Text | |||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Heart Gold | Because its battle abilities were raised to the ultimate level, it thinks only of defeating its foes. | ||||||||||||||||
| Soul Silver | It usually remains motionless to conserve energy, so that it may unleash its full power in battle. | ||||||||||||||||
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| Resistance to Moves: | |||||||||||||||||
| Attacking Type: | ![]() |
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| Damage Received: | ×1![]() |
×1⁄2![]() |
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×1![]() |
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×1⁄2![]() |
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Evolutions
Ability
| Pressure | The Pokémon raises the foe's PP usage. |
Height
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Male Trainer: 4'11"
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Mewtwo: 7'7"
Weight
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. |
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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. |
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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. |
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30 | The user throws up a sturdy wall that sharply raises its Defense stat. | |
| 15 | Swift | 60 | 0 | Never misses. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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25 | The user creates a protective field that prevents status problems for five turns. | |
| 100 | Aura Sphere | 90 | 0 | Never misses. |
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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) |
| 31⁄493 | 60⁄493 | 117⁄493 | 7⁄493 | 1⁄493 | 107⁄493 | |































