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150 - Mewtwo

TypeAbility
(1) Pressure
(2) Unnerve
(HA) Unnerve
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Stats

HP
106
ATK
110
DEF
90
SPA
154
SPD
90
SPE
130
BST
680

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1BarrierNoneNone20Priority: 0. Raises the user's Defense by two stages.
1DisableNone10020Priority: 0. Disables the target's last used move, preventing its use for 4–7 turns, selected at random, or until the target leaves the field.
1Electro BallNone10010Priority: 0. The greater the user's Speed compared to the target's, the higher power this move has, to a maximum of 150.

User's Speed | Power
-------------------------------- | ----:
Up to 2× the target's Speed | 60
Up to 3× the target's Speed | 80
Up to 4× the target's Speed | 120
More than 4× the target's Speed | 150
1Heal PulseNoneNone10Priority: 0. Heals the target for half its max HP.
1Hurricane110805Priority: 0. Has a 30% chance to confuse the target.

This move can hit Pokémon under the effect of bounce, fly, or sky drop.

During rain dance, this move has 100% accuracy. During sunny day, this move has 50% accuracy.
1Nasty PlotNoneNone20Priority: 0. Raises the user's Special Attack by two stages.
1Stored Power2010010Priority: 0. Power is increased by 100% its original value for every stage any of the user's stats have been raised. Accuracy, evasion, and lowered stats do not affect this move's power. For a Pokémon with all five stats modified to +6, this move's power is 31×.
5Swift60None20Priority: 0. Ignores accuracy and evasion modifiers.
10Future Sight12010010Priority: 0. Inflicts typeless regular damage at the end of the third turn, starting with this one. This move cannot score a critical hit. If the target switches out, its replacement will be hit instead. Damage is calculated at the time this move is used; stat changes and switching out during the delay won't change the damage inflicted.
15Psych UpNoneNone10Priority: 0. Discards the user's stat changes and copies the target's.

This move cannot be copied by mirror move.
20Miracle EyeNoneNone40Priority: 0. Resets the target's evasion to normal and prevents any further boosting until the target leaves the field. A dark Pokémon under this effect takes normal damage from psychic moves. This move itself ignores accuracy and evasion modifiers.
25MistNoneNone30Priority: 0. Pokémon on the user's side of the field are immune to stat-lowering effects for five turns. Defog used by an opponent will end this effect.
30Psycho Cut9010010Priority: 0. User's critical hit rate is one level higher when using this move.
35AmnesiaNoneNone20Priority: 0. Raises the user's Special Defense by two stages.
40Guard SwapNoneNone10Priority: 0. User swaps its Defense and Special Defense modifiers with the target.
40Power SwapNoneNone10Priority: 0. User swaps its Attack and Special Attack stat modifiers modifiers with the target.
45Psychic9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
50Me FirstNoneNone20Priority: 0. If the target has selected a damaging move this turn, the user will copy that move and use it against the target, with a 50% increase in power.

If the target moves before the user, this move will fail.
55RecoverNoneNone10Priority: 0. Heals the user for half its max HP.
60SafeguardNoneNone25Priority: 0. Protects Pokémon on the user's side of the field from major status effects and confusion for five turns. Does not cancel existing ailments.
65Aura Sphere90None20Priority: 0. Ignores accuracy and evasion modifiers.
70Psystrike10010010Priority: 0. Damage calculation always uses the target's Defense, regardless of this move's damage class.

TM Moves

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM3Psyshock8010010Priority: 0. Damage calculation always uses the target's Defense, regardless of this move's damage class.
TM4Calm MindNoneNone10Priority: 0. Raises the user's Special Attack and Special Defense by one stage each.
TM6ToxicNone9010Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM7HailNoneNone10Priority: 0. Changes the weather to hail for five turns, during which non-ice Pokémon are damaged for 1/16 their max HP at the end of every turn.
TM8Bulk UpNoneNone10Priority: 0. Raises the user's Attack and Defense by one stage each.
TM10Hidden Power6010015Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11Sunny DayNoneNone5Priority: 0. Changes the weather to sunshine for five turns.
TM12TauntNone10020Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random.
TM13Ice Beam9010010Priority: 0. Has a 10% chance to freeze the target.
TM14Blizzard110705Priority: 0. Has a 10% chance to freeze the target.

During hail, this move has 100% accuracy.
TM15Hyper Beam150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM16Light ScreenNoneNone30Priority: 0. Reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3.
TM17ProtectNoneNone10Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18Rain DanceNoneNone5Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM20Tri Attack8010010Priority: 0. Has a 20% chance to burn, freeze, or paralyze the target. One of these effects is selected at random; they do not each have independent chances to occur.
TM21FrustrationNone10020Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM22Solar Beam12010010Priority: 0. User charges for one turn before attacking.
TM24Thunderbolt9010010Priority: 0. Has a 10% chance to paralyze the target.
TM25Thunder110705Priority: 0. Has a 30% chance to paralyze the target.

During rain dance, this move has 100% accuracy.

During sunny day, this move has 50% accuracy.
TM26Earthquake10010010Priority: 0. Inflicts regular damage.

If the target is in the first turn of dig, this move will hit with double power.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM29Psychic9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM30Shadow Ball8010010Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage.
TM31Brick Break7510015Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.
TM33ReflectNoneNone20Priority: 0. Reduces damage from physical attacks by half for five turns. In double battles, the reduction is 1/3.
TM35Flamethrower9010010Priority: 0. Has a 10% chance to burn the target.
TM37SandstormNoneNone10Priority: 0. Changes the weather to a sandstorm for five turns. Pokémon that are not ground, rock, or steel take 1/16 their max HP at the end of every turn. Every rock Pokémon's original Special Defense is raised by 50% for the duration of this effect.
TM38Fire Blast110855Priority: 0. Has a 10% chance to burn the target.
TM39Rock Tomb609515Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM40Aerial Ace60None20Priority: 0. Ignores accuracy and evasion modifiers.
TM42Facade7010020Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44RestNoneNone10Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM45Power-Up Punch5010020Priority: 0. Raises the user's Attack by one stage.
TM46Aura Sphere90None20Priority: 0. Ignores accuracy and evasion modifiers.
TM47Low Sweep6510020Priority: 0. Lowers the target's Speed by one stage.
TM52Focus Blast120705Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM53Energy Ball9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM57Charge Beam509015Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage.
TM58Hurricane110805Priority: 0. Has a 30% chance to confuse the target.

This move can hit Pokémon under the effect of bounce, fly, or sky drop.

During rain dance, this move has 100% accuracy. During sunny day, this move has 50% accuracy.
TM59Incinerate6010015Priority: 0. If the target is holding a berry, it's destroyed and cannot be used in response to this move.
TM61Will-O-WispNone8515Priority: 0. Burns the target.
TM63Brutal Swing6010020Priority: 0. Inflicts regular damage.
TM68Giga Impact150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM70FlashNone10020Priority: 0. Lowers the target's accuracy by one stage.
TM71Stone Edge100805Priority: 0. User's critical hit rate is one level higher when using this move.
TM73Thunder WaveNone9020Priority: 0. Paralyzes the target.
TM77Psych UpNoneNone10Priority: 0. Discards the user's stat changes and copies the target's.

This move cannot be copied by mirror move.
TM78Bulldoze6010020Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM80Rock Slide759010Priority: 0. Has a 30% chance to make the target flinch.
TM83Work UpNoneNone30Priority: 0. Raises the user's Attack and Special Attack by one stage each.
TM84Poison Jab8010010Priority: 0. Has a 30% chance to poison the target.
TM86Grass KnotNone10020Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.
TM87Rock Climb809510Priority: 0. Has a 20% chance to confuse the target.
TM90SubstituteNoneNone10Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM92Trick RoomNoneNone5Priority: -7. For five turns (including this one), slower Pokémon will act before faster Pokémon. Move priority is not affected. Using this move when its effect is already active will end the effect.
TM94Rock Smash5510015Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist
HM4Strength8510010Priority: 0. 10% Raise Attack

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
Aqua Tail1008510Priority: 0. Inflicts regular damage.
Drain Punch7510010Priority: 0. Drains half the damage inflicted to heal the user.
Fire Punch7510010Priority: 0. Has a 10% chance to burn the target.
Foul Play9510015Priority: 0. Damage is calculated using the target's attacking stat rather than the user's.
GravityNoneNone5Priority: 0. For five turns (including this one), all immunities to ground moves are disabled. For the duration of this effect, the evasion of every Pokémon on the field is lowered by two stages. Cancels the effects of bounce, fly, and sky drop.

Specifically, flying Pokémon and those with levitate or that have used magnet rise are no longer immune to ground attacks, arena trap, spikes, or toxic spikes.

bounce, fly, sky drop, high jump kick, jump kick, and splash cannot be used while this move is in effect.

*Bug*: If this move is used during a double or triple battle while Pokémon are under the effect of sky drop, Sky Drop's effect is not correctly canceled on its target, and it remains high in the air indefinitely. As Sky Drop prevents the target from acting, the only way to subsequently remove it from the field is to faint it.
Ice Punch7510010Priority: 0. Has a 10% chance to freeze the target.
Icy Wind559515Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Iron Tail1007515Priority: 0. Has a 30% chance to lower the target's Defense by one stage.
Low KickNone10020Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.

Target's weight | Power
--------------- | ----:
Up to 10kg | 20
Up to 25kg | 40
Up to 50kg | 60
Up to 100kg | 80
Up to 200kg | 100
Above 200kg | 120
Magic CoatNoneNone15Priority: 4. The first non-damaging move targeting the user this turn that inflicts major status effects, stat changes, or trapping effects will be reflected at its user.

defog, memento, and teeter dance are not reflected.

attract, flatter, gastro acid, leech seed, swagger, worry seed, and yawn are reflected.

This move cannot be copied by mirror move.
Magic RoomNoneNone10Priority: 0. For five turns (including this one), passive effects of held items are ignored, and Pokémon will not use their held items.
RecycleNoneNone10Priority: 0. User recovers the last item consumed by the user or a Pokémon in its position on the field. The item must be used again before it can be recovered by this move again. If the user is holding an item, this move fails.

Items taken or given away by covet, knock off, switcheroo, thief, or trick may not be recovered.
Role PlayNoneNone10Priority: 0. User's ability is replaced with the target's until the user leaves the field. Ignores accuracy and evasion modifiers.

If the target has flower gift, forecast, illusion, imposter, multitype, stance change, trace, wonder guard, or zen mode, this move will fail.
Signal Beam7510015Priority: 0. Has a 10% chance to confuse the target.
Skill SwapNoneNone10Priority: 0. User and target switch abilities. Ignores accuracy and evasion modifiers.

If either Pokémon has multitype or wonder guard, this move will fail.
Sleep TalkNoneNone10Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.
SnatchNoneNone10Priority: 4. The next time a Pokémon uses a beneficial move on itself or itself and its ally this turn, the user of this move will steal the move and use it itself. Moves which may be stolen by this move are identified by the "snatchable" flag.

If two Pokémon use this move on the same turn, the faster Pokémon will steal the first beneficial move, and the slower Pokémon will then steal it again—thus, only the slowest Pokémon using this move ultimately gains a stolen move's effect.

If the user steals psych up, it will target the Pokémon that used psych up. If the user was the original target of psych up, and the Pokémon that originally used it's affected by pressure, it will only lose 1 PP.

This move cannot be copied by mirror move, nor selected by assist or metronome.
Snore5010015Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Thunder Punch7510010Priority: 0. Has a 10% chance to paralyze the target.
TrickNone10010Priority: 0. User and target permanently swap held items.
Wonder RoomNoneNone10Priority: 0. For five turns (including this one), every Pokémon's Defense and Special Defense are swapped.
Zen Headbutt809010Priority: 0. Has a 20% chance to make the target flinch.