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Pokemon Lets Go Mewtwo

Mewtwo Pokedex ID: 150
Stat Amount Bar Graph
Max CP 680
Attack 110
Special Attack 154
Defense 90
Special Defense 90
HP 106
Speed 130

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.

First Second Third Final
Mewtwo680
Mega Stone Mega Mewtwo X780
Mewtwo680
Mega Stone Mega Mewtwo Y780

How to catch Mewtwo in Pokemon Let's Go

Where to catch and find Pokemon Lets Go Mewtwo Locations and their Spawn Rate Chance for that Zone.

The best place to find pokemon let's go Mewtwo is in the Cerulean Cave zone, it will have a Rare Spawn% chance to spawn in the area with a level range of 51-56. This also makes Cerulean Cave the best place to Catch Combo Chain hunt Shiny Mewtwo or for a Flawless IV Stats.

Pokemon Area Spawn Chance Levels Encounter Floor

The list above shows all the spawn locations of this pokemon and it's evolution forms.

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.

Nature Increases Decreases Choice 1 Choice 2
Mild Sp. Atk Defense Blue Yellow
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Pokemon Lets Go Mewtwo Moves

Level Up Moves

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

LVL Move Type Class Pow PP Acc Effect
1 Confuse Ray Ghost None -- 10 100% Confuses the target.
1 Confusion Psychic Special 50 25 100% Has a 10% chance to confuse the target.
1 Disable Normal None -- 20 100% Disables the target's last used move for 1-8 turns.
1 Psywave Psychic Special 1 15 80% Inflicts damage between 50% and 150% of the user's level.
1 Teleport Psychic None -- 20 -- Immediately ends wild battles. No effect otherwise.
11 Mist Ice None -- 30 -- Protects the user's stats from being changed by enemy moves.
22 Psybeam Psychic Special 65 20 100% Has a 10% chance to confuse the target.
33 Swift Normal Special 60 20 -- Never misses.
44 Amnesia Psychic None -- 20 -- Raises the user's Special Defense by two stages.
55 Recover Normal None -- 10 -- Heals the user by half its max HP.
66 Psychic Psychic Special 90 10 100% Has a 10% chance to lower the target's Special Defense by one stage.
77 Barrier Psychic None -- 30 -- Raises the user's Defense by two stages.
88 Agility Psychic None -- 30 -- Raises the user's Speed by two stages.
99 Calm Mind Psychic None -- 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.

Item Move Type Class Pow PP Acc Effect
TM1 Headbutt Normal Physical 70 15 100% Has a 30% chance to make the target flinch.
TM2 Taunt Dark None -- 20 100% Opponent can only use moves that attack.
TM4 Teleport Psychic None -- 20 -- Immediately ends wild battles. No effect otherwise.
TM5 Rest Psychic None -- 10 -- User sleeps for two turns, completely healing itself.
TM6 Light Screen Psychic None -- 30 -- Reduces damage from special attacks by 50% for five turns..
TM7 Protect Normal None -- 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.
TM8 Substitute Normal None -- 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.
TM9 Reflect Psychic None -- 20 -- Reduces damage from physical attacks by half.
TM11 Will-O-Wisp Fire None -- 15 85% 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%.
TM12 Facade Normal Physical 70 20 100% deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.
TM13 Brick Break Fighting Physical 75 15 100% deals damage, but removes the effects of Reflect and Light Screen before attacking.
TM15 Seismic Toss Fighting Physical 1 20 100% Inflicts damage equal to the user's level.
TM16 Thunder Wave Electric None -- 20 100% Paralyzes the target.
TM19 Iron Tail Steel Physical 100 15 75% deals damage and has a 30% chance of lowering the target's Defense by one stage.
TM21 Foul Play Dark Physical 95 15 100% 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.
TM22 Rock Slide Rock Physical 75 10 90% Has a 30% chance to make the target flinch.
TM23 Thunder Punch Electric Physical 75 15 100% deals damage and has a 10% chance of paralyzing the target.
TM26 Poison Jab Poison Physical 80 20 100% deals damage and has a 30% chance of poisoning the target.
TM27 Toxic Poison None -- 10 90% Badly poisons the target, inflicting more damage every turn.
TM28 Tri Attack Normal Special 80 10 100% Has a 20% chance to burn, freeze, or paralyze the target.
TM30 Bulk Up Fighting None -- 20 -- raises the user's Attack and Defense by one stage each.
TM31 Fire Punch Fire Physical 75 15 100% Has a 10% chance to burn the target.
TM33 Calm Mind Psychic None -- 20 -- raises the user's Special Attack and Special Defense by one stage each.
TM35 Ice Punch Ice Physical 75 15 100% Has a 10% chance to freeze the target.
TM36 Thunderbolt Electric Special 95 15 100% Has a 10% chance to paralyze the target.
TM37 Flamethrower Fire Special 95 15 100% Has a 10% chance to burn the target.
TM38 Thunder Electric Special 95 15 100% Has a 10% chance to paralyze the target.
TM40 Psychic Psychic Special 90 10 100% Has a 10% chance to lower the target's Special Defense by one stage.
TM41 Earthquake Ground Physical 100 10 100% Inflicts regular damage and can hit Dig users.
TM42 Self-Destruct Normal Physical 200 5 100% Self-Destruct deals high damage, but causes the user to faint.
TM43 Shadow Ball Ghost Special 80 15 100% deals damage and has a 20% chance of lowering the target's Special Defense by one stage.
TM45 Solar Beam Grass Special 120 10 100% The user of Solar Beam will absorb light on the first turn. On the second turn, Solar Beam deals damage.
TM46 Fire Blast Fire Special 120 5 85% Has a 10% chance to burn the target.
TM48 Hyper Beam Normal Special 150 5 90% User foregoes its next turn to recharge.
TM51 Blizzard Ice Special 120 5 70% Has a 10% chance to freeze the target.
TM55 Ice Beam Ice Special 95 10 100% Has a 10% chance to freeze the target.
TM57 Pay Day Normal Physical 40 20 100% Scatters money on the ground worth five times the user's level.
TM59 Dream Eater Psychic Special 100 15 100% 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