#150 · Psychic · Genetic Pokemon · Gen 1

Mewtwo

The Genetic Pokemon, and the original final boss. Mewtwo pairs a Psychic type with a 680 base stat total — the biggest number the first dex ever printed — and it sits outside any evolution line: what you catch is what you keep.

Mewtwo official artwork
Psychic

Mewtwo Base Stats

BST 680

  • HP106
  • Attack110
  • Defense90
  • Sp. Atk154
  • Sp. Def90
  • Speed130

Abilities: Pressure · Unnerve (hidden) · Evolution stage: none

Mewtwo Type Matchups

From the full 18-type grid on the Pokemon Type Chart.

Mewtwo Weakness (2x)

Bug Ghost Dark

Mewtwo Resistances (0.5x)

Fighting Psychic

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Pokemon stats and facts

Mewtwo Pokemon: Stats, Weaknesses & Best Uses

Meet Mewtwo, the Genetic Pokemon

Mewtwo is Pokemon number 150 in the national dex and the Genetic Pokemon of Generation 1 — engineered in a lab and left to wait at the end of Cerulean Cave for a trainer strong enough to deserve the encounter. It carries the Psychic type and a 680 base stat total, with no evolution line at all: what you catch is what you keep, and what you keep is the highest total the original games ever printed. Pressure is the ability it always carries; Unnerve waits in the hidden slot. One legendary, one region, and a reputation that has survived every generation since.

Defensively the list is almost beneath the reputation: Bug, Ghost and Dark are the only types that double, Fighting and Psychic bounce off, and everything else lands neutral. Three weaknesses against two resists is the trade for all that power, and the one entry that actually comes up is Dark: keep Dark moves away and the defensive picture stays clean.

Why the Psychic typing works

Monotype Psychic is a statement: one of the best attacking types in the game, attached to the best stat line it could find. Bug, Ghost and Dark are the three ways in, and only Dark shows up with real regularity in the late-game fights where a legendary usually lives. The typing does quiet work on offense too — few enough things resist Psychic that the 154 rarely gets argued with.

The stats do the rest of the arguing. Sp. Atk 154 is the highest number on the card and Speed 130 is right behind it, which together spell out the role: a special attacker that gets to go first. Attack 110 is no slouch either — that is exactly what the physical Mega X build is for. Nothing here needs decoration; the six numbers are the whole argument.

Reading Mewtwo's stats

Read the six numbers: 106 HP, 110 Attack, 90 Defense, 154 Sp. Atk, 90 Sp. Def, 130 Speed. There is no soft spot in the usual sense — the floor is 90, which would be a respectable number on most cards — but there is a shape, and it points at Sp. Atk 154 and Speed 130. The 106 HP and the pair of 90s are the quiet part of the deal: not glamorous, just enough to keep the best numbers in the fight long enough to matter.

At 130 Speed almost nothing outspeeds it, and almost nothing takes two clean hits from 154 Sp. Atk — which is why the standard answer to a Mewtwo is a priority move or a plan, not a faster switch-in. Nothing evolves from it, so the card is the card, forever. The typical final-stage spread sits near 509; this one runs 171 points past that, and the gap shows up in every matchup it touches. Build around the Sp. Atk, patch the Sp. Def if there is room, and let the stat line handle the rest.

Mewtwo weakness and resistance, in practice

In practice the weak list is three entries long and only Dark really shows up: Bug and Ghost moves exist, but a legendary usually arrives at the end of a run, against whatever the last trainers have left. Fighting and Psychic land soft, and the rest of the dex does not get to hit it on good terms at all. Cover the Dark matchup and the biggest mistake is already handled.

The rule of thumb: bring it in against Fighting and Psychic attackers, keep it away from anything carrying Dark moves, and let the stat line end the fight before it gets interesting. Most battles against a 680 total are decided the moment it gets one clean switch; everything after that is tidying up.

Where Mewtwo fits on your team

Nuzlocke players live and die by that 2x column — and this is one of the few cards where the column is short enough to hold in your head. Build the run in the Nuzlocke Team Builder, and keep the Random Pokemon Picker close for emergency encounters. On a finished team it takes the lead: the fastest, hardest-hitting member of the six, with just enough bulk to stay in. The Pokemon Wheel Spinner settles the coin-flip calls.

By the time a Genetic Pokemon is on the roster, the run is about closing cleanly — 154 special attack does most of the talking on its own. The Pokemon Team Picker still earns its keep: it checks what the other five cover and what they do not, which is the only real question left. The Random Mega Pokemon Generator digs out the X and Y forms when the rules allow Mega Evolution — one rushes, one stalls, and the pick changes the whole turn order. The math flips a little with a legendary on the team: you protect it, not the other way around, so the other five carry the switches. Hunters check Pokemon Shiny Odds for the real numbers first, then roll with the Random Shiny Pokemon Generator; the Blog carries the longer reads on odds, natures and challenge rules, including where legends stand in the usual house rules.

FAQ

Mewtwo Pokemon FAQ

What type is Mewtwo?

Mewtwo is a Psychic type: doubled damage from Bug, Ghost and Dark, half damage from Fighting and Psychic, neutral everywhere else. That is the entire defensive picture, and for a Pokemon with a 680 total, three weaknesses is about as clean as a card gets.

What is Mewtwo weak to?

Bug, Ghost and Dark, all at double damage — with Dark as the one that matters most. Fighting and Psychic come in at half power, and the rest of the chart is neutral. Re-check the matchup card before a gym, a rival battle, or any fight that actually matters.

Does Mewtwo evolve?

No — Mewtwo does not evolve, and nothing evolves from it. There is no earlier stage and no later one, so the card you get is the card you keep for the entire game.

What abilities does Mewtwo have?

Pressure is the standard ability and Unnerve is the hidden one, and both are about controlling the terms of the fight: Pressure drains extra PP from every move aimed at it, while Unnerve stops opponents from eating their held berries. Unnerve takes special routes to find, so most encounters only ever show Pressure. Build for the one you actually have.

What does the Mewtwo evolution chart look like?

There is no chart to draw: Mewtwo never evolves, and nothing evolves from it. One form, one card, in every game it appears in — the whole family tree fits in a single box.

Is Mewtwo a legendary Pokemon?

Yes — Mewtwo is one of the original legendaries, introduced in Generation 1 with no evolution line before or after it. Legendary encounters are one-off events, and this one has guarded the same cave since the very first games.