Strengths:
+ Mega Mewtwo X is an oppressive lvl 5 spike that is great for jungle ganks or powering up in lane.
+ High sustained damage dealt with basic attacks , especially once it mega evolves.
+ Filling up the mega gauge, mega evolution, and potential extra bulk from Psystrike and Recover allow this character to have very high natural bulk.
+ Able to pinpoint priority targets with surehit pull move in Future Sight and deal increased damage to them.
+ With Psystrike , has on demand unstoppable + damage reduction alongside surehit damage on priority targets regardless of distance. Incredible tool for a brawler.
+ Teleport grants Mewtwo X a great mobility option and window of damage boost.
+ Great sticking power with auto-gapclosing basics while in mega form and the help of its skills deal damage more reliably.
+ Especially flexible moveset and build choices lets you be able to adapt on the fly very well to different situations. Every combination has legitimate use cases.
Weaknesses:
– Pre-5 base form is a bit lackluster. You can auto attack scrap fairly well and have okay secure, but is generally a weaker phase.
– Prone to heavy cc punishment if not running Psystrike.
– Susceptible to getting blown up if caught outside of mega form.
– Has some ramp up time to reach mega form’s high DPS and stat steroids.
– No reliable secure outside of circumstantial ult overlaps or well timed Future Sight detonations.
Items: Weakness Policy , Attack Weight , Focus Band/Cursed Bangle /
– Both Weakness Policy and Attack Weight are you best held items. They not only synergize well with each other, but also works very well for Mewtwo X’s high attack stat being compounded by Pressure’s percentage based gains per stack and mega evolution. Mewtwo X’s basic attacks and Psystrike also have great ratios, leading to very high overall value.
– Focus Band is a very common option for brawler Pokemon for helping them to sustain through fights. Aeos Cookie also has very high potential value, but you risk having an dead item slot if you aren’t able to get your stacks.
– If you don’t think you’ll need Focus Band cause you think you’re them or you trust your healers to support you well, Cursed Bangle, Muscle Band, and Scope Lens are good options to consider for full damage builds.
– Cursed Bangle helps you outbrawl other sustain heavy situations, such has sieging goal pads, fighting against healers, and other sustain brawlers like Goodra or Garchomp.
– Although Mewtwo has a fairly low crit rate, Scope Lens is still good value due to the sheer fight swinging impact that Scope Lens boosted Mewtwo crits have and you are often able to auto often enough to roll for them frequently.
– Muscle Band increases your base form prowess, especially during the early laning phase. The attack speed may help you squeeze in an extra auto while trying to build up mega meter.
– VERY IMPORTANT NOTE: MEWTWO X AUTOS WHILE IN MEGA ARE COMPLETELY ANIMATION LOCKED, SO THEY ARE NOT AFFECTED BY ATTACK SPEED.
Battle Item: Potion , Full Heal , Eject Button , X Speed
– Yeah.. you have a lot of great options here with all their own merits. Choose based to your own playstyle and what you’re aiming to accomplish in the match. If you’re not sure though, Potion is generally a good catch all pick for helping you live through more fights.
– Mainly seen with Future Sight , Full Heal allows Mewtwo X to have a much better time fighting CC heavy opponents, especially if it’s going in without Psystrike.
– Eject Button is a fantastic sudden surprise gapclose for general playmaking or getting an unexpected Future Sight or Psystrike onto a key target.
– X Speed is great for prolonged chases and sticking to targets, and is also a generally good item for helping you get safely get Attack Weight stacks while laning.
Boost Emblem Loadout: 6 Brown 6 White
– Maximizes your HP and your Attack stat, which are you two main stats here. Live longer. Hit harder.
Mega Mewtwo.. X.
ABOUT PRESSURE :
Upon hitting something with an basic attack or your Recover’s shield gets broken by oncoming damage, your mega gauge increases. Every increment of it filled also has you gain a 2% buff to Attack, Sp. Defense and Defense. You only need to fill 8 increments to Mega Evolve , but you can but you can gain an extra two hidden stacks for a total of 10 even after Mega Evolution for even more stats that can help you stay alive and squeeze out a bit more damage. Once it attains mega evolution, Mewtwo will also gain an additional 10% to Attack, Defense and Sp. Defense to turn you into an absolutely monstrous wall of stats.
Luckily, this does not build up off of wild Pokemon so when trying to gain pressure stacks, trying to hit opposing Pokemon like defenders who can’t threaten you remotely hard like Surf Slowbros without Slowbeam, or you can just pick good openings to where you can work with your team to help you safely brawl out filling your mega meter.
Generally, you want to be looking for easy to hit with basic attacks targets that you can safely get away from if things get dicey, or are able to just flat out win. Your moves will also be used to help you build mega meter more efficiently.
Choosing Your Moveset:
It’ll first be good to understand the exact strengths and weaknesses of each move to better understand their strong use cases, you can then mix and match your combinations as you see fit.
ABOUT PSYSTRIKE :
Psystrike is a great general catch all option. Its combination of good sure damage, on demand unstoppable + damage reduction is a valueable asset for melee brawlers to have in their kits, and the slow + big AoE knockup potential makes this a difficult move to go wrong with. The main downside to it is that it’s generally not as good DPS as just continuing to swing basic attacks once you’re a MEGA Mewtwo X and you also cannot use basics while using Psystrike, which also makes this move at times less efficient for building mega meter.
When used wisely, this move can help you gapclose, survive longer, help you retreat, and play a more ranged game while waiting for a better opportunity to fully jump into the fight. You don’t always want to be using this move on cooldown, but instead with more thought so you can take advantage of its utilties when applicable. Otherwise, if you’re able to keep swinging autos instead, do that for the higher DPS and meter gain.
ABOUT FUTURE SIGHT :
Despite getting nerfed repeatedly, this move is still an incredibly powerful tool for Mewtwo X. (Noticing a trend here?) Future Sight is a sure hit pull in + slow on the selected target that puts a mark on them which gives Mewtwo X itself extra damage on them. After 3 seconds the marker will explode and do 50% of the damage they took. Already, this move already is amazing on a brawler, but don’t worry it gets better. On the + version it now does 30% more damage. When using this move your job is to throw any character out of position. A defender is up too far? Drag him in and cause his entire team to fumble and have to follow up. A squishy minding their own business? Use Future Sight and drag them to the depths of hell and potentially one tap them if RNG is on your side and you get a critical hit. You can also use this to pull people away from your team like assassins and force them to brawl you.
The general theme here is being able to pull people out of position and getting key kills or causing general mayhem from it. The pull in also gives you a free auto attack or two to help you build up your mega meter safely, which can also be invaluable when your team’s composition isn’t as able to easily facilitating you surviving through brawls while in base form. Generally, the combination of utility via pulling people out of position on a sure hit makes this move shine either when your team can’t facilitate you going for all out brawls via ally healers or checking more mobile Pokemon on the enemy team.
ABOUT RECOVER :
Recover upon using it will give Mewtwo X 30% movement speed, a shield which is 10% of your max HP, and will let Mewtwo heal 20% of the damage it takes while the shield is up, or 30% on the + version. If the shield is to break, Mewtwo will gain 2 stacks of the mega meter and its cooldowns will be reduced by 30%, including Recover itself. Mewtwo absolutely adores this move due to wanting to stay in fights long and wanting to also spam its abilities. This also helps make the base form less terrible as now it can soak up a bit more and helps the overall mid match-up into burst characters. While that 30% movement speed may seem alluring to use for things like rotating, it’s unadvised to do so. The cooldown is very long when the shield isn’t broken and it leaves you very vulnerable.
Recover is a solid general catch all choice due to the large boost in sustain it gives you that lets you maximize Mewtwo X’s sustain, which can be especially helpful to have on hand in more brawly matchups or if you envision a match where you’ll have to be taking a lot of damage for your team. The meter gain on a broken shield mid fight can also be potentially huge.
ABOUT TELEPORT :
Teleport is a dash and is your main gap closer and disengage tool. For 3 seconds, Teleport gives you a 10% damage buff, 10% movement speed buff AND your autos generate 2 increments of mega gauge instead of 1. The plus version gives you an even bigger 15% damage buff. What a bloated move, huh?
Despite all the benefits this move has on a character like Mewtwo, this also leaves base Mewtwo very vulnerable towards burst damage and can be a real struggle into things like Inteleon. Play this move as if you’re an assassin who can go for flank routes and catch people off guard so you can do what you usually do, which is holding down the A button. This is also a generally good idea to take for when you just generally don’t think you’ll need to have Recover to help survive your engages, since being able to have that mobility tool and extra damage for ult expands your playmaking possibilities in different directions.
Things to look out for when Teleporting in is:
– Does the enemy have cc options up?
– Do you have an escape option?
– Where is your team?
– What are your resources?
So you may say “isn’t this just normal All Arounder and assassin things?” Yes. Yes it is.
ABOUT: INFINITE PSYBURN
Infinite Psyburn is a global ult that shreds defense by 20%, reveals people on the map, gives Mewtwo unstoppable for 1 second, stuns enemies hit by it and does solid damage. Players can also only be hit by one of these, so overlapped enemies will still only take one hit of dmg. For Mewtwo X, you can use this after a Psystrike or Future Sight to get the Psyburn on your opponents for free. The possible global stun and damage is also quite powerful for general teamfighting.
You can use it as you come into a fight to dish out damage, make your opponents weaker with the defense shred so you and your teammates to clean up easier. Make sure to time your Infinite Psyburn so it comes down as the fight has already started, so people are preoccpupied and not as easily able to just walk out of its AoE. The unstoppable can also be leveraged to help you dodge a stuns at a critical time, which can also be a solid use of your ult during a big teamfight.
Though, it is never worth it to ever use this ult purely for vision of players as you generally won’t get much value out of it that way. The vision is only momentary and depending everyone’s positioning, even if you’re able to hit someone, you may not be in a position to properly capitalize on it.
Mewtwo’s kit also has a lot of built in ways to boost up Infinite Psyburn’s damage. Future Sight’s mark lets Mewtwo X deal increased damage to its target, incremental stat gains from a filled mega meter and mega evolution, and Teleport’s damage buff also can be used in tandem with it to maximize your output.
Writeup Base by Goldhunter. Refined by marteen.
Currently a king in the All Arounder class, boasting some of the current highest winrates on ladder at the moment.
Psystrike as a move is generally more suited to sustained brawling, which is where Mewtwo X will often be cashing in the hardest for its carry duties. Unless you’re just aiming to constantly lay down low commitment ranged damage, this is not a move to be constantly spammed off cooldown. In mega form, you will be doing higher DPS holding down autos instead and in base form, you also want to be autoing whenever you can to help get to Mega Evolution.
The other moveslot choice further defines your playstyle. Recover lets you cash in fully on having more raw survivability with its big shield that can be used in tandem with Psystrike’s damage reduction or letting you mega evolve via the mega gauge gai you get from the shield breaking while using Psystrike. Teleport is the dev intended pairing with Psystrike, as you can cast Teleport mid Psystrike to help you retreat or close the gap after landing the finisher stun of the move and getting free autos under its buffs, which also has the potential to build up mega gauge quite quickly. However, Teleport does leave you with considerably less sustain, so be sure to adjust your engages and play to your healers even more to keep yourself alive.
PSYSTRIKE/RECOVER
This the most splashable Mewtwo X combo and does virtually everything you need Mewtwo X to do. You can pick this with front to back comps and dive comps for having a generally great balance of high survivability and damage potential. During teamfights, you’ll mostly just be playing a footsy game with the enemy, constantly poking them their frontlines with Psystrike and eating any burst with recover until you get the go ahead to engage while looking to squeeze in some basic attacks here and there for meter gain. Once the engage has started, get on in there and start whaling on the enemy team. Throw in your Infinite Psyburn ult to capitalize on engages or help facilitate your own rampages with the extra damage and stuns.
PSYSTRIKE/TELEPORT
This is a bit more niche, but still a great option. While a solid overall option, this build is only really there for heavy poke comps where you need an assassin who isn’t as frail as others and can still poke and do damage. You’ll play this when you see stuff like Mew, Inteleon, Venusaur. Snipers in general are when you play this since Teleport’s gapclose and Psystrike’s chasing potential helps you close out distance and KOs. Flanks are your friend and your goal is to find squishes and blow them up as fast as possible. This moveset cannot be sustained as hard so do keep that in mind before running in. You can still play a more frontline focused fight with this set as well, but you need to be generally a lot more careful with playing to your healers, defenders, and being smart about avoiding damage, which Teleport’s mobility can definitely help you out in. A common combo to do when safe to do so, is getting a Psystrike knockup onto some targets that you just spaced out, then Teleporting in to get some free auto attacks under the bonus damage and meter gain.
Writeup Base by Goldhunter. Refined by marteen.
While Future Sight was once definitively the better move on Mewtwo X, the character has since been nerfed enough to where the move is still incredible, but no longer a constant must pick. Future Sight being able to pull people into Mewtwo X is still a great means of safely building mega gauge and creating openings for your team. You generally aren’t as able to tank as much with Psystrike’s unstoppable and damage reductions, but pull ins on a sure hit are a fundamentally powerful utility in the genre. You can play to it for breaking enemy formations or checking mobile characters that can easily run kite away from your fight.
Here, the choice between Recover and Teleport is mostly a choice of optimizing where you want to generally be positioned at teamfights. Teleport generally wants you to be away from the frontlines, as neither skill between Teleport and Future Sight does any favors for your raw self sustain. Recover lets you still be able to soak in extra damage as needed.
FUTURE SIGHT/RECOVER
While not as splashable, Mewtwo X can carve in a more dedicated role on dive comps with this set or if it just wants to play a more utility focused role that can still soak in damage with Recover and offer the potential of Future Sight’s pull ins. A well timed and positioned Future Sight that your teammates can follow up on can be just enough to let your assassins get in and nab people or, while you wail on their defender and build up your mega meter to eventually go for a final deathball on the enemy. Recover stays here because Future Sight tends to make you soak in more dmg as you’re forcing people into your range so they’ll at least go down trying to kill you.
FUTURE SIGHT/TELEPORT
The frailest and probably currently the most niche set out of all of Mewtwo X builds. This build is all about teleporting around and grabbing squishes to awkward angles to possibly solo kill them or leave them battered enough for teammate followup. This is arguably better into mobile characters due to being able to get a 3rd of your meter thanks to teleports mega gauge buff. However, it is significantly less safe then every other set and forces Mewtwo to play as largely.. not a brawler. The other notable upside to this set is that it’s technically the most efficient at building meter, as Future Sight’s pull ins can give you free basic attacks that could even be under Teleport’s buff.
These are Pokémon that our team has determined MEWTWO X is strong against. MEWTWO X will generally be able to shut down these opponents playstyle's or have the advantage in a one on one fight.
PENDING
These are Pokémon that our team has determined MEWTWO X is weak against. These Pokémon will have the upper hand in a fight or be able to exploit MEWTWO X's weaknesses.
PENDING
PSA: THE GUIDE IS NO LONGER MANAGED OR UPDATED IN ANY FORM, AND WILL NOT BE FOR THE FORSEEABLE FUTURE. Joe thanks everyone for their support (and ad revenue ;) ) and hope the site helped improve their play and hopes you kids enjoy your lives. We encourage you to use the information here in combination with Unite-DB and Mathcord as a jumping off point for your own builds.
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