Mewtwo

Mewtwo- Helen

Mewtwo

During Chas' journey through the Orange Islands, Mewtwo set out for the island chain when it could feel a dangerous threat to the planet on its way. Mewtwo arrived during a time when a mysterious collector was bringing together the legendary birds in an attempt to bring forth the legendary guardian of the waters, Lugia. Mewtwo was forced into an unwelcome partnership with Chas and his rival Pokémon trainer, Adrian, in order to save the world. Throughout the course of the adventure, Mewtwo started to become concerned when Chas displayed feelings of friendship toward it. In the end, it left the islands once again, hoping to put Chas and his friendship out of mind. It decided to return to the islands once more, upon experiencing a prediction of upcoming trouble for Chas. Mewtwo was unsure of what dangers it would face, but it clearly knew one thing: it would not let its only possible friend in the world come to harm, not if Mewtwo could do anything about it. The genetic creature arrived at Chas' location just in time to save the boy and his Pokémon from absolute defeat at the hands of the criminal organization, Squad Missile. Mewtwo easily defeated the last of Squad Missile's Pokémon, sending the five evil trainers launching away for good. It proceeded to destroy the organization's entire headquarters with a blast of energy, after which Mewtwo set off once again, not having been seen since. ||
 * [[image:http://dotman.ca/pkmnthn/characts/mewtwo.gif]]Mewtwo is a genetically-engineered creature, and is the strongest Pokémon on the planet. Cloned from a fossil of the ancient Pokémon, Mew, Mewtwo was intended to be used as a tool for world domination by the boss of Team Rocket. Unwilling to accept that as its fate, Mewtwo set itself free of its human oppressors and set out to eradicate all humanity from the face of the Earth. Through the actions of two Pallet Town trainers, Ash Ketchum and Chas, the Earth was saved, and Mewtwo was shown the error of its ways. It later tried to make up for its previous actions by cloning copies of the legendary birds, Articuno, Zapdos and Moltres, that it would then distribute freely to various Pokémon trainers. Again, it was informed how its plan would have undesirable consequences, thanks to Chas, Zapdos and Articuno's trainer.


 * || =Mewtwo= || PressureEnemy attacks lose one extra PP. Increases wild encounter rate. ||


 * ~ Type ||~ Tier ||
 * Psychic || Uber ||

Statistics||||~ ||~ Min- ||~ Min ||~ Max ||~ Max+ ||
 * ~ HP || 106 || - || 353 || 416 || - ||
 * ~ Atk || 110 || 230 || 256 || 319 || 350 ||
 * ~ Def || 90 || 194 || 216 || 279 || 306 ||
 * ~ SpA || 154 || 309 || 344 || 407 || 447 ||
 * ~ SpD || 90 || 194 || 216 || 279 || 306 ||
 * ~ Spe || 130 || 266 || 296 || 359 || 394 ||

Overview
Mewtwo, also known as the classic “God” of Pokémon, is certainly no slouch. Its offensive stats and huge Speed coupled with its amazing offensive movepool, giving coverage on pretty much any Pokemon, are hard to compare with other Pokémon. Mewtwo might have to share its throne with Kyogre, Darkrai, and other powerful threats; however, Mewtwo has a lot going for it with its “perfectly placed” stats and vast movepool. One of Mewtwo's most fearsome qualities is its amazing versatility. It can function well as a sweeper, a wall to many threats in the Ubers metagame with its underestimated bulk and plethora of defensive moves, or a supporter, so one must be extremely careful of Mewtwo's sheer unpredictability. In fact, Mewtwo many skills make it pretty much uncounterable. Mewtwo's only bad qualities are its bad STAB and lack of resistances that a lot of other Uber Pokemon can boast, but these are very minor faults. “Fear” is the one thing you should think about when facing a Mewtwo, as it is one of the most dangerous Pokemon in the game.


 * ~ Type ||~ Tier ||
 * Psychic || Uber ||

Statistics||||~ ||~ Min- ||~ Min ||~ Max ||~ Max+ ||
 * ~ HP || 106 || - || 353 || 416 || - ||
 * ~ Atk || 110 || 230 || 256 || 319 || 350 ||
 * ~ Def || 90 || 194 || 216 || 279 || 306 ||
 * ~ SpA || 154 || 309 || 344 || 407 || 447 ||
 * ~ SpD || 90 || 194 || 216 || 279 || 306 ||
 * ~ Spe || 130 || 266 || 296 || 359 || 394 ||


 * ~ Name ||~ Power ||~ Accuracy ||~ PP ||~ Target ||~ Description ||
 * Aerial Ace || 60 || - || 20 || Single non-user || Ignores accuracy modifiers. ||
 * Amnesia || - || - || 20 || User || Boosts SpD 2 stages. ||
 * Aqua Tail || 90 || 90% || 10 || Single non-user || No additional effect. ||
 * Aura Sphere || 90 || - || 20 || Single non-user || Ignores accuracy modifiers. ||
 * Avalanche || 60 || 100% || 10 || Single non-user || Doubles in power if damaged. ||
 * Barrier || - || - || 30 || User || Boosts Def 2 stages. ||
 * Blizzard || 120 || 70% || 5 || All enemies || 10% chance to freeze. ||
 * Brick Break || 75 || 100% || 15 || Single non-user || Destroys Light Screen and Reflect, then hits. ||
 * Bulk Up || - || - || 20 || User || Boosts Atk and Def 1 stage. ||
 * Calm Mind || - || - || 20 || User || Boosts SpA and SpD 1 stage. ||
 * Charge Beam || 50 || 90% || 10 || Single non-user || 70% chance to boost SpA 1 stage. ||
 * Confusion || 50 || 100% || 25 || Single non-user || 10% chance to confuse. ||
 * Disable || - || 80% || 20 || Single non-user || Prevents the last move used from being used again for 4-7 turns. ||
 * Double Team || - || - || 15 || User || Boosts evasion 1 stage. ||
 * Drain Punch || 60 || 100% || 5 || Single non-user || Leeches 50% damage. ||
 * Dream Eater || 100 || 100% || 15 || Single non-user || Leeches 50% damage. Only works on a sleeping Pokémon. ||
 * Earthquake || 100 || 100% || 10 || All others || Hits Pokémon using Dig with double Base Power. ||
 * Embargo || - || 100% || 15 || Single non-user || Item use is prevented for five turns. ||
 * Endure || - || - || 10 || User || The user always survives with at least 1 HP. ||
 * Energy Ball || 80 || 100% || 10 || Single non-user || 10% chance to lower SpD 1 stage. ||
 * Facade || 70 || 100% || 20 || Single non-user || Has 140 power when burned, paralyzed, or poisoned. ||
 * Fire Blast || 120 || 85% || 5 || Single non-user || 10% chance to burn. ||
 * Flamethrower || 95 || 100% || 15 || Single non-user || 10% chance to burn. ||
 * Flash || - || 100% || 20 || Single non-user || Lowers foe's accuracy 1 stage. ||
 * Fling || - || 100% || 10 || Single non-user || Throws the user's hold item at the foe. Power and effect depend on the item. ||
 * Focus Blast || 120 || 70% || 5 || Single non-user || 10% chance to lower SpD 1 stage. ||
 * Focus Punch || 150 || 100% || 20 || Single non-user || Fails if the user takes damage before it hits. ||
 * Frustration || - || 100% || 20 || Single non-user || No additional effect. ||
 * Future Sight || 80 || 90% || 15 || Single non-user || Deals damage at the end of the turn after three turns. ||
 * Giga Impact || 150 || 90% || 5 || Single non-user || User cannot move next turn. ||
 * Grass Knot || - || 100% || 20 || Single non-user || Deals damage based on the foe's weight. ||
 * Gravity || - || - || 5 || All || For 5 turns, prevents flying or jumping; also disables Ground immunities. ||
 * Guard Swap || - || - || 10 || Single non-user || Swaps Def and SpD boosts and drops. ||
 * Hail || - || - || 10 || All || Summons hail for 5 turns. ||
 * Headbutt || 70 || 100% || 15 || Single non-user || 30% chance to flinch. ||
 * Hidden Power || - || 100% || 15 || Single non-user || Has 30-70 power and can be any type but Normal, based on the user's IVs. ||
 * Hyper Beam || 150 || 90% || 5 || Single non-user || User cannot move next turn. ||
 * Ice Beam || 95 || 100% || 10 || Single non-user || 10% chance to freeze. ||
 * Iron Tail || 100 || 75% || 15 || Single non-user || 30% chance to lower Def 1 stage. ||
 * Light Screen || - || - || 30 || User party || Lowers damage from special attacks for 5 turns. ||
 * Low Kick || - || 100% || 20 || Single non-user || Deals damage based on the foe's weight. ||
 * Magic Coat || - || - || 15 || None || Bounces back certain non-damaging moves. ||
 * Me First || - || - || 20 || Single enemy || Uses the foe's attack at 1.5x power. Must be faster to work. ||
 * Miracle Eye || - || - || 40 || Single non-user || Nullifies evasion. Allows Psychic-type moves to hit Darks. ||
 * Mist || - || - || 30 || User party || Prevents moves that lower stats from working for 5 turns. ||
 * Natural Gift || - || 100% || 15 || Single non-user || Power and type depends on the user's held Berry. ||
 * Nightmare || - || 100% || 15 || Single non-user || Does 1/4 of the target's max HP per turn to a sleeping target. ||
 * Poison Jab || 80 || 100% || 20 || Single non-user || 30% chance to poison. ||
 * Power Swap || - || - || 10 || Single non-user || Swaps Atk and SpA boosts and drops with the foe. ||
 * Protect || - || - || 10 || User || Prevents most moves from working on the user that turn. ||
 * Psych Up || - || - || 10 || Single non-user || Copies the foe's stat changes. ||
 * Psychic || 90 || 100% || 10 || Single non-user || 10% chance to lower SpD 1 stage. ||
 * Psycho Cut || 70 || 100% || 20 || Single non-user || Has a high critical hit rate. ||
 * Rain Dance || - || - || 5 || All || Summons rain for five turns. ||
 * Recover || - || - || 10 || User || Heals 50% max HP. ||
 * Recycle || - || - || 10 || User || Restores a used item. ||
 * Reflect || - || - || 20 || User party || Lowers damage from physical attacks for 5 turns. ||
 * Rest || - || - || 10 || User || The user goes to sleep for two turns and restores all HP. ||
 * Return || - || 100% || 20 || Single non-user || No additional effect. ||
 * Rock Climb || 90 || 85% || 20 || Single non-user || 20% chance to confuse. ||
 * Rock Slide || 75 || 90% || 10 || All enemies || 30% chance to flinch. ||
 * Rock Smash || 40 || 100% || 15 || Single non-user || 50% chance to lower Def 1 stage. ||
 * Rock Tomb || 50 || 80% || 10 || Single non-user || Lowers Spe 1 stage. ||
 * Role Play || - || - || 10 || Single non-user || Copies the foe's ability and overwrites the user's ability. ||
 * Safeguard || - || - || 25 || User party || Blocks status conditions for 5 turns. ||
 * Sandstorm || - || - || 10 || All || Summons a sandstorm for 5 turns. ||
 * Secret Power || 70 || 100% || 20 || Single non-user || Effects vary with terrain. ||
 * Selfdestruct || 200 || 100% || 5 || All others || Faints the user. ||
 * Shadow Ball || 80 || 100% || 15 || Single non-user || 20% chance to lower SpD 1 stage. ||
 * Shock Wave || 60 || - || 20 || Single non-user || Ignores accuracy modifiers. ||
 * Signal Beam || 75 || 100% || 15 || Single non-user || 10% chance to confuse. ||
 * Skill Swap || - || - || 10 || Single non-user || The user and the target trade abilities. ||
 * Sleep Talk || - || - || 10 || None || Picks one of the user's moves at random. Can only be used while sleeping. ||
 * Snatch || - || - || 10 || None || If certain moves are used, the user of Snatch uses the moves instead. ||
 * SolarBeam || 120 || 100% || 10 || Single non-user || Charges up turn 1; attacks on turn 2. ||
 * Stone Edge || 100 || 80% || 5 || Single non-user || Has a high critical hit rate. ||
 * Strength || 80 || 100% || 15 || Single non-user || No additional effect. ||
 * Substitute || - || - || 10 || User || Takes 1/4 the user's max HP to create a Substitute that takes damage for the user. ||
 * Sunny Day || - || - || 5 || All || Summons sunlight for 5 turns. ||
 * Swagger || - || 90% || 15 || Single non-user || Confuses the target. Boosts its Atk 2 stages. ||
 * Swift || 60 || - || 20 || All enemies || Ignores accuracy modifiers. ||
 * Taunt || - || 100% || 20 || Single non-user || Forces the foe to use damaging moves for 3-5 turns. ||
 * Thunder || 120 || 70% || 10 || Single non-user || 30% chance to paralyze. ||
 * Thunder Wave || - || 100% || 20 || Single non-user || Paralyzes the foe. ||
 * Thunderbolt || 95 || 100% || 15 || Single non-user || 10% chance to paralyze. ||
 * Torment || - || 100% || 15 || Single non-user || Prevents the target from using the same move twice in a row. ||
 * Toxic || - || 85% || 10 || Single non-user || Inflicts intensifying poison on the target. ||
 * Trick || - || 100% || 10 || Single non-user || Exchanges held items with the target. ||
 * Trick Room || - || - || 5 || All || Slower Pokémon move first for 5 turns. ||
 * Water Pulse || 60 || 100% || 20 || Single non-user || 20% chance to Confuse. ||
 * Will-O-Wisp || - || 75% || 15 || Single non-user || Burns the foe. ||
 * Zen Headbutt || 80 || 90% || 15 || Single non-user || 20% chance to flinch. ||