The Cave of Dragonflies ASB Database

Mega Mewtwo Y

Psychic
Speed
140
Gender
Genderless
Population
0

Abilities

Insomnia

Prevents sleep.

Type matchups

Weak to (1.5×)
BugGhostDark
Resistant to (0.67×)
FightingPsychic
Immune to (0×)
None

Evolution

Mewtwo

Forms

Mega Evolution is coming soon.

Moves

Move Type Stat Pow. En. Acc. Pri. Summary
Aerial Ace Flying Physical 60 3%

Never misses.

Amnesia Psychic 2%

Raises the user's Special Defense by two stages. The user forgets one of its own attacks.

Aqua Tail Water Physical 90 5% 90%

Deals damage. No other effect.

Aura Sphere Fighting Special 80 4%

Never misses.

Avalanche Ice Physical 60 3% 100% −4

Base power is doubled if the user has already taken damage this action.

Barrier Psychic 2%

Raises the user's Defense by two stages.

Bide Normal Physical * * +1

Stores energy for three actions, then damages the target for twice the total damage taken.

Blizzard Ice Special 110 7% 70%

Has a 10% chance to freeze each target.

Body Slam Normal Physical 85 6% 100%

Has a 30% chance to paralyze the target.

Brick Break Fighting Physical 75 4% 100%

Breaks through Reflect and Light Screen.

Brutal Swing Dark Physical 60 3% 100%

Deals damage. No other effect.

Bubble Beam Water Special 65 4% 100%

Has a 10% chance to lower the target's Speed by one stage.

Bulk Up Fighting 2%

Raises the user's Attack and Defense by one stage.

Bulldoze Ground Physical 60 4% 100%

Has a 100% chance to lower each target's Speed by one stage.

Calm Mind Psychic 2%

Raises the user's Special Attack and Special Defense by one stage.

Charge Beam Electric Special 50 4% 90%

Has a 70% chance to raise the user's Special Attack by one stage.

Confide Normal 1%

Lowers the target's Special Attack by one stage.

Confusion Psychic Special 50 3% 100%

Has a 10% chance to confuse the target.

Counter Fighting Physical * * 100% −5

Counters a physical move, dealing twice as much damage as the user took.

Curse Ghost *

Ghost users: costs half health; deals damage to the target after each round. Others: raises Attack and Defense but lowers Speed by one stage.

Detect Fighting * +4

Protects the user from all moves this action.

Disable Normal 4% 100%

Prevents the target from using its last move for four actions.

Dive Water Physical 80 4% 100%

Dives underwater, dodging most moves, then hits. Costs 3% extra energy to do both in one action.

Double-Edge Normal Physical 120 7% 100%

Deals recoil damage to the user equal to 1/3 the damage dealt.

Double Team Normal *

Produces a number of illusory clones which act as decoys for single-target moves.

Drain Punch Fighting Physical 75 4% 100%

Drains half the damage dealt to heal the user.

Dream Eater Psychic Special 100 6% 100%

Drains half the damage dealt to heal the user. Only works on sleeping targets.

Dynamic Punch Fighting Physical 100 7% 50%

Has a 100% chance to confuse the target.

Earthquake Ground Physical 100 6% 100%

Deals damage. No other effect.

Embargo Dark 4% 100%

Prevents the target from using its held item for five actions.

Endure Normal * +4

Prevents direct damage from lowering the user's health below 1% this action.

Energy Ball Grass Special 90 5% 100%

Has a 10% chance to lower the target's Special Defense by one stage.

Facade Normal Physical 70 4% 100%

Base power is doubled if the user has a major status ailment, excluding sleep.

Fire Blast Fire Special 110 7% 85%

Has a 10% chance to burn the target.

Fire Punch Fire Physical 75 4% 100%

Has a 10% chance to burn the target.

Flamethrower Fire Special 90 5% 100%

Has a 10% chance to burn the target.

Flash Normal 1% 100%

Lowers the target's Accuracy by one stage if it relies on sight.

Fling Dark Physical * * 100%

Throws the user's held item at the target. Base power and energy cost depend on the item.

Focus Blast Fighting Special 120 7% 70%

Has a 10% chance to lower the target's Special Defense by one stage.

Focus Punch Fighting Physical 150 9% 100% −3

Fails if the user takes damage before using this move.

Foul Play Dark Physical 95 5% 100%

Does damage using the target's Attack stat.

Frustration Normal Physical * * 100%

Base power and energy cost vary with the user's mood.

Future Sight Psychic Special 120 7% 100%

Hits the target two to three actions later, at the end of the action.

Giga Impact Normal Physical 150 9% 90%

Requires an action to recharge. Can be used in one action for 3% extra energy.

Grass Knot Grass Special * * 100%

Base power and energy cost depend on the target's weight.

Gravity Psychic 4%

For five actions, prevents Pokémon from flying or levitating and lowers their Evasion by two levels.

Guard Swap Psychic *

Swaps the user's Defense and Special Defense stages with the target.

Hail Ice 5%

Changes the weather to hail for nine actions.

Headbutt Normal Physical 70 5% 100%

Has a 30% chance to make the target flinch.

Hidden Power Normal Special 60 3% 100%

Type is randomized per Pokémon per battle.

Hyper Beam Normal Special 150 9% 90%

Requires an action to recharge. Can be used in one action for 3% extra energy.

Ice Beam Ice Special 90 5% 100%

Has a 10% chance to freeze the target.

Ice Punch Ice Physical 75 4% 100%

Has a 10% chance to freeze the target.

Icy Wind Ice Special 55 4% 95%

Has a 100% chance to lower each target's Speed by one stage.

Incinerate Fire Special 60 3% 100%

Destroys the target's berry.

Iron Tail Steel Physical 100 7% 75%

Has a 30% chance to lower the target's Defense by one stage.

Laser Focus Normal

Flavor text: "The user concentrates intensely. The attack on the next turn always results in a critical hit."

Light Screen Psychic *

Halves damage taken from special moves for five actions.

Low Kick Fighting Physical * * 100%

Base power and energy cost vary with the target's weight.

Low Sweep Fighting Physical 65 5% 100%

Has a 100% chance to lower the target's Speed by one stage.

Magic Coat Psychic 4% +4

Reflects moves in the "reflectable" category back at their user.

Magic Room Psychic 4%

Nullifies held items for five actions.

Me First Normal *

Uses the move the target is about to use, with 1.5 times the base power. Fails if the target has already moved this action.

Mega Kick Normal Physical 120 7% 75%

Deals damage. No other effect.

Mega Punch Normal Physical 80 4% 85%

Deals damage. No other effect.

Metronome Normal *

Randomly uses any move.

Mimic Normal 1%

Becomes any move used by any Pokémon since the user entered battle; reverts when the user leaves battle.

Miracle Eye Psychic 5%

Resets the target's Evasion stages and makes Dark-types vulnerable to Psychic-type moves for six actions.

Mist Ice 4%

Prevents stat drops and lowers the accuracy of all moves by 10% for five actions.

Mud-Slap Ground Special 20 2% 100%

Has a 100% chance to lower the target's Accuracy by one stage.

Natural Gift Normal Physical * * 100%

Varies based on the user's signature move.

Nightmare Ghost 4% 100%

Damages the target for 5% health after each action as long as it stays asleep.

Pay Day Normal Physical 40 2% 100%

Raises prize money by $1, up to $5 per battle.

Poison Jab Poison Physical 80 5% 100%

Has a 30% chance to poison the target.

Power Swap Psychic *

Swaps the user and target's Attack and Special Attack stages.

Power-Up Punch Fighting Physical 40 3% 100%

Has a 100% chance to raise the user's Attack.

Protect Normal * +4

Protects the user against all moves this action.

Psychic Psychic Special 90 5% 100%

Has a 10% chance to lower the target's Special Defense by one stage.

Psycho Cut Psychic Physical 70 4% 100%

Has a critical hit rate one stage higher than normal.

Psych Up Normal *

Copies the target's stat stages.

Psyshock Psychic Special 80 4% 100%

Inflicts damage based on Special Attack and physical Defense.

Psystrike Psychic Special 100 6% 100%

Inflicts damage based on Special Attack and physical Defense.

Psywave Psychic Special * * 100%

Damage varies randomly between 0.5× and 1.5× the user's experience, up to 10 experience.

Rage Normal Physical 20 1% 100%

If the user damaged between this move and the next, its Attack will increase.

Rain Dance Water 5%

Changes the weather to rain for nine actions.

Recover Normal *

Restores 50% of the user's health.

Recycle Normal 3%

Restores the user's held item.

Reflect Psychic *

Halves damage taken from physical moves for five actions.

Rest Psychic *

Puts the user to sleep and fully heals it over three actions.

Return Normal Physical * * 100%

Base power and energy cost vary with the user's mood.

Rock Climb Normal Physical 90 5% 85%

Has a 20% chance to confuse the target.

Rock Slide Rock Physical 75 5% 90%

Has a 30% chance to make each target flinch.

Rock Smash Fighting Physical 40 3% 100%

Has a 50% chance to lower the target's Defense.

Rock Tomb Rock Physical 60 4% 95%

Has a 100% chance to lower the target's Speed by one stage.

Role Play Psychic 3%

Copies the target's ability.

Round Normal Special 60 3% 100%

Has double power if used by multiple Pokémon in one action.

Safeguard Normal *

Protects the user and its allies from status ailments for five actions.

Sandstorm Rock 5%

Changes the weather to a sandstorm for nine actions.

Secret Power Normal Physical 70 5% 100%

Has a 30% chance of inflicting an extra effect that depends on the terrain.

Seismic Toss Fighting Physical * * 100%

Base power and energy cost vary based on the user and target's weights.

Self-Destruct Normal Physical 200 11% 100%

Knocks the user out.

Shadow Ball Ghost Special 80 4% 100%

Has a 20% chance to lower the target's Special Defense by one stage.

Shock Wave Electric Special 60 3%

Never misses.

Signal Beam Bug Special 75 4% 100%

Has a 10% chance to confuse the target.

Skill Swap Psychic 3%

Swaps the user and target's abilities.

Skull Bash Normal Physical 130 8% 100%

Requires an action to charge, during which the user's Defense is raised by one stage. Can be used in one action for 3% extra energy.

Sleep Talk Normal *

Randomly uses any move the user has used since entering battle. Only works while asleep.

Snatch Dark * +4

Steals the first non-damaging, self-targetted move used by any opponent this action.

Snore Normal Special 50 4% 100%

Has a 30% chance to make the target flinch. Only works while asleep.

Solar Beam Grass Special 120 7% 100%

Requires an action to charge. Can be used in one action for 3% extra energy.

Stone Edge Rock Physical 100 6% 80%

Has a critical hit rate one stage higher than normal.

Strength Normal Physical 80 4% 100%

Deals damage. No other effect.

Submission Fighting Physical 80 4% 80%

Deals recoil damage to the user equal to 1/4 of the damage dealt.

Substitute Normal *

Transfers 10%, 15%, or 20% of the user's health into a doll, which blocks moves targetting the user until the doll's health reaches 0.

Sunny Day Fire 5%

Changes the weather to strong sunlight for nine actions.

Swagger Normal 3% 85%

Confuses the target and raises its Attack by two stages.

Swift Normal Special 60 3%

Never misses.

Take Down Normal Physical 90 5% 85%

Deals recoil damage to the user equal to 1/4 the damage dealt.

Taunt Dark 4% 100%

Prevents the target from using non-damaging moves for three actions.

Telekinesis Psychic 4%

Raises the target in the air for three actions, giving all moves 100% accuracy against it.

Teleport Psychic 3%

Teleports the user to another location within the arena.

Thunder Electric Special 110 8% 70%

Has a 30% chance to paralyze the target.

Thunderbolt Electric Special 90 5% 100%

Has a 10% chance to paralyze the target.

Thunder Punch Electric Physical 75 4% 100%

Has a 10% chance to paralyze the target.

Thunder Wave Electric 4% 90%

Severely paralyzes the target.

Torment Dark 4% 100%

Prevents the target from using the same move twice in a row for five actions.

Toxic Poison 4% 90%

Badly poisons the target. Never misses if the user is Poison-type.

Tri Attack Normal Special 80 4% 100%

Has a 20% chance to burn, freeze, or paralyze the target.

Trick Psychic 3% 100%

Swaps the user and target's held items.

Trick Room Psychic 5% −7

Reverses the order in which trainers give commands and in which Pokémon move for the following six actions.

Water Gun Water Special 40 2% 100%

Deals damage. No other effect.

Water Pulse Water Special 60 3% 100%

Has a 20% chance to confuse the target.

Will-O-Wisp Fire 3% 85%

Burns the target.

Wonder Room Psychic 4%

Swaps all Pokémon's Defense and Special Defense stages for five actions.

Zap Cannon Electric Special 120 8% 50%

Has a 100% chance to paralyze the target.

Zen Headbutt Psychic Physical 80 4% 90%

Has a 20% chance to make the target flinch.