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Pokemon Lets Go Mewtwo

Mewtwo Pokedex ID: 150
StatAmountBar Graph
Max CP680
Attack110
Special Attack154
Defense90
Special Defense90
HP106
Speed130

Overview

Pokemon Let's Go Mewtwo is a Psychic Type pokemon also known as a Genetic Pokémon, first discovered in the Kanto region. it's weak against Bug, Ghost, Dark type moves and has a Max CP of 680, 106 HP, 110 Attack, 154 SP Attack, 90 Defense, 90 SP Defense and 130 Speed. Considering it's stats, the best nature to have is Mild, this will increase it's Sp. Atk and decrease it's Defense stats.

Pokedex Entry

Because its battle abilities were raised to the ultimate level, it thinks only of defeating its foes.

Pokemon Lets Go Mewtwo Evolutions

What level does Pokemon Let's Go Mewtwo Evolve at?

The Unevolved Form Mewtwo Use a Mega Stone to Evolve into Mega Mewtwo X.

FirstSecondThirdFinal
Mewtwo680
Mega Stone Mega Mewtwo X780
Mewtwo680
Mega Stone Mega Mewtwo Y780

How to catch Mewtwo in Pokemon Let's Go

How to Catch Mewtwo will require you to collect all Gym Leader badges and defeat the Pokemon League Elite Four, after which will have access to the Cerulean Cave.
You can find the Mewtwo in the Cerulean Cave north of Cerulean City
  1. Fly North until you reach Route 24.
  2. Use Sea Skim (Surf) to navigate down south through the water.
When you battle Mewtwo it will be Level 70, you will need your best pokemon since this is one of the strongest in the entire game.
We recommend using the following pokemon when battling Mewtwo: Dragonite, Gengar, Pinsir, Jolteon, Snorlax, Scyther

Transferring and Catching

The type of Pokemon Candy you receive from Transferring and Catching Mewtwo.

Best Nature for Mewtwo

We recommend a Mild Nature for Mewtwo, you can visit Madam Celadon to force encounter pokemon of Mild Nature.

NatureIncreasesDecreasesChoice 1Choice 2
MildSp. AtkDefenseBlueYellow
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Pokemon Lets Go Mewtwo Moves

Level Up Moves

Pokemon Let's Go Mewtwo Moves You Learn From Leveling Up.

LVLMoveTypeClassPowPPAccEffect
1Confuse RayGhostNone--10100%Confuses the target.
1ConfusionPsychicSpecial5025100%Has a 10% chance to confuse the target.
1DisableNormalNone--20100%Disables the target's last used move for 1-8 turns.
1PsywavePsychicSpecial11580%Inflicts damage between 50% and 150% of the user's level.
1TeleportPsychicNone--20--Immediately ends wild battles. No effect otherwise.
11MistIceNone--30--Protects the user's stats from being changed by enemy moves.
22PsybeamPsychicSpecial6520100%Has a 10% chance to confuse the target.
33SwiftNormalSpecial6020--Never misses.
44AmnesiaPsychicNone--20--Raises the user's Special Defense by two stages.
55RecoverNormalNone--10--Heals the user by half its max HP.
66PsychicPsychicSpecial9010100%Has a 10% chance to lower the target's Special Defense by one stage.
77BarrierPsychicNone--30--Raises the user's Defense by two stages.
88AgilityPsychicNone--30--Raises the user's Speed by two stages.
99Calm MindPsychicNone--20--raises the user's Special Attack and Special Defense by one stage each.

Learnable TMs Moves

These are the Technical Machines (TM) Moves that Mewtwo can Learn.

ItemMoveTypeClassPowPPAccEffect
TM1HeadbuttNormalPhysical7015100%Has a 30% chance to make the target flinch.
TM2TauntDarkNone--20100%Opponent can only use moves that attack.
TM4TeleportPsychicNone--20--Immediately ends wild battles. No effect otherwise.
TM5RestPsychicNone--10--User sleeps for two turns, completely healing itself.
TM6Light ScreenPsychicNone--30--Reduces damage from special attacks by 50% for five turns..
TM7ProtectNormalNone--10--prevents any attacks targeted at the user from striking, for the duration of the turn. It has priority +4 so will activate before most other moves.
TM8SubstituteNormalNone--10--Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM9ReflectPsychicNone--20--Reduces damage from physical attacks by half.
TM11Will-O-WispFireNone--1585%Causes the target to become burned, if it hits. Burned Pokémon lose 1?8 of their maximum HP each turn and their Attack is decreased by 50%.
TM12FacadeNormalPhysical7020100%deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.
TM13Brick BreakFightingPhysical7515100%deals damage, but removes the effects of Reflect and Light Screen before attacking.
TM15Seismic TossFightingPhysical120100%Inflicts damage equal to the user's level.
TM16Thunder WaveElectricNone--20100%Paralyzes the target.
TM19Iron TailSteelPhysical1001575%deals damage and has a 30% chance of lowering the target's Defense by one stage.
TM21Foul PlayDarkPhysical9515100%uses the opponent's Attack stat instead of the user's in damage calculation. In other words, the move acts as if the target is attacking themselves, and thus is more powerful when the opponent has higher Attack.
TM22Rock SlideRockPhysical751090%Has a 30% chance to make the target flinch.
TM23Thunder PunchElectricPhysical7515100%deals damage and has a 10% chance of paralyzing the target.
TM26Poison JabPoisonPhysical8020100%deals damage and has a 30% chance of poisoning the target.
TM27ToxicPoisonNone--1090%Badly poisons the target, inflicting more damage every turn.
TM28Tri AttackNormalSpecial8010100%Has a 20% chance to burn, freeze, or paralyze the target.
TM30Bulk UpFightingNone--20--raises the user's Attack and Defense by one stage each.
TM31Fire PunchFirePhysical7515100%Has a 10% chance to burn the target.
TM33Calm MindPsychicNone--20--raises the user's Special Attack and Special Defense by one stage each.
TM35Ice PunchIcePhysical7515100%Has a 10% chance to freeze the target.
TM36ThunderboltElectricSpecial9515100%Has a 10% chance to paralyze the target.
TM37FlamethrowerFireSpecial9515100%Has a 10% chance to burn the target.
TM38ThunderElectricSpecial9515100%Has a 10% chance to paralyze the target.
TM40PsychicPsychicSpecial9010100%Has a 10% chance to lower the target's Special Defense by one stage.
TM41EarthquakeGroundPhysical10010100%Inflicts regular damage and can hit Dig users.
TM42Self-DestructNormalPhysical2005100%Self-Destruct deals high damage, but causes the user to faint.
TM43Shadow BallGhostSpecial8015100%deals damage and has a 20% chance of lowering the target's Special Defense by one stage.
TM45Solar BeamGrassSpecial12010100%The user of Solar Beam will absorb light on the first turn. On the second turn, Solar Beam deals damage.
TM46Fire BlastFireSpecial120585%Has a 10% chance to burn the target.
TM48Hyper BeamNormalSpecial150590%User foregoes its next turn to recharge.
TM51BlizzardIceSpecial120570%Has a 10% chance to freeze the target.
TM55Ice BeamIceSpecial9510100%Has a 10% chance to freeze the target.
TM57Pay DayNormalPhysical4020100%Scatters money on the ground worth five times the user's level.
TM59Dream EaterPsychicSpecial10015100%Only works on sleeping Pokemon. Heals the user by half the damage inflicted.

Master Trainer

This pokemon does NOT have a Mewtwo Master Trainer in Let's Go

Weak Against
Bug
2x
Ghost
2x
Dark
2x
Strong Against
Fighting
1/2
Psychic
1/2