[REQUEST] VGC16 Mewtwo build help - Printable Version +- Pokemon Forever (http://pokemonforever.com) +-- Forum: POKéMON (http://pokemonforever.com/Forum-POK%C3%A9MON) +--- Forum: Competitive Pokemon Discussion (http://pokemonforever.com/Forum-Competitive-Pokemon-Discussion) +--- Thread: [REQUEST] VGC16 Mewtwo build help (/Thread-REQUEST-VGC16-Mewtwo-build-help) |
VGC16 Mewtwo build help - Alex - Jan 25, 2016 I need help I am by no means any pro competitive player and do it mostly for fun (low ambitions) At first I tought I would not participate at all as I have almost no legendaries fit for competive mode (random Iv's and nature/ability) If I where to give VGC16 a try my plan is to use Mewtwo (no its not the best legenday for vgc) and pair it up with Mawile. What I'm asking is a moveset for my mewtwo and possibly a moveset for mawile. Also which one should mega (Mew2 is Y) Don't feel the need to invest you soul in this post fast responses is all that I ask for RE: VGC16 Mewtwo build help - SenpaisLittleEevee - Jan 25, 2016 I like to pair my mawile up with the hippo. Mawile would do better as the mega in most cases I run it: Ability: Intimidate 244 HP / 252 Atk / 12 SpD Adamant Nature - Play Rough - Iron head / Sucker Punch - Protect - Sword Dance I like Iron head more than sucker since it does damages to xerneas while I am very unlucky with the sucker punch predicts Mewtwo is meh if it aint mega but I'd run it kinda like: Ability: Pressure EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature - Calm Mind - Protect - Hidden Power [Ice] - Psystrike (Item for Mewtwo up to you) RE: VGC16 Mewtwo build help - Sleeper - Jan 25, 2016 Mawile @ Mawilite Ability: Intimidate EVs: 160 HP / 252 Atk / 88 Def / 8 SpD Adamant Nature - Protect - Iron Head - Play Rough - Sucker Punch With Huge Power, Mawile doesn't need any stat boosts. Mewtwo Ability: Pressure EVs: 4 HP / 252 SpA / 252 Spe Timid Nature - Psystrike - Protect / Dark Pulse - Ice Beam - Shadow Ball I am sure Mewtwo with Life Orb or Choice Specs can be a huge threat. (Jan 25, 2016, 02:52 AM)ShinyEevee Wrote: I like to pair my mawile up with the hippo. Why HP Ice? Mewtwo can learn Ice Beam. RE: VGC16 Mewtwo build help - Alex - Jan 25, 2016 Thank you both. I feel this has helped me alot. If anyone still feel like they wan't to comment please do. RE: VGC16 Mewtwo build help - Marcusube - Jan 26, 2016 Frieza (Mewtwo) @ Life Orb / Leftovers / Mind Plate Ability: Pressure Level: 50 EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature IVs: 27 HP - Protect - Psystrike - Ice Beam / Aura Sphere / Thunder Wave / Taunt - Light Screen / Calm Mind / Substitute / Trick Room Mewtwo is really more of a utility Pokemon in this format in my opinion. Every set has to run Protect and Psystrike of course. Protect to keep Mewtwo alive for another turn and Psystrike is Mewtwo's strongest STAB move and it is very good in this format. Mewtwo has a vast support movepool that I feel can be taken advantage of. This Pokemon should by no means be ran as a main form of offense as in comparison to the other mons in the format, its damage output is mediocre and serves more as chip or clean up damage. Ice Beam on Mewtwo hits mons like Salamence, Rayquaza, Whimsicott, Landorus-T, Thundurus, Hydreigon, Yveltal etc for super effective damage. It's really not that useful but if your team struggles against these Pokemon then go for it Aura Sphere snipes Steel types, mainly Ferrothorn, as well as hit Mawile for neutral, Kang for super effective, hits P-Don on the special side, hits Kyurem-W for super effective etc. It has a niche in the metagame but its damage output isn't very overwhelming. Fire Blast is an option but Fire doesn't hit a lot in this meta Thunder Wave cripples mons that love taking advantage of Tailwind and speed boosting moves such as Geomancy and Dragon Dance. Taunt stops Xerneas from setting up Geomancy, stops Trick Room, stops Tailwind (unless the Pokemon is faster, possesses Prankster etc.). These are good status moves to have in this meta Light Screen weakens the damage from the ever so common Earth Power, Ice Beam, Draco Meteor, Water Spout, Origin Pulse, Eruption, you name it. This format is full of special attackers. Calm Mind makes Mewtwo bulkier and allows it to play a more offensive role. I wouldn't risk setting up in this meta seeing as how games end so quickly meaning Mewtwo would most likely get OHKOd before it can attack the following turn Substitute is good for Mewtwo's speed tier and with Lefties can give it a stronger presence on the field. Trick Room is really last resort. Mewtwo is an unexpected setter because people generally expect fast Mewtwo. It's gimmicky but it can work in a BO1 situation Mawile @ Mawilite Ability: Intimidate - Protect - Iron Head / Play Rough - Sucker Punch - Substitute / Swords Dance / Fire Fang / Super Fang Mawile is basically ran the same as it was in VGC 14 and 15. I don't think you need both Iron Head and Play Rough because Iron Head hits everything except Kyogre and Palkia for neutral in comparison to Play Rough which doesn't pick up a super effective hit on Xerneas. You need Sucker Punch for priority. Fire Fang hits Steel types, mainly Ferrothorn and Scizor who Mawile hits for not very effective otherwise RE: VGC16 Mewtwo build help - SenpaisLittleEevee - Jan 26, 2016 (Jan 25, 2016, 04:08 AM)Sleeper Wrote: Why HP Ice? Because I was high RE: VGC16 Mewtwo build help - Slec - Jan 26, 2016 (Jan 26, 2016, 12:13 AM)ShinyEevee Wrote:(Jan 25, 2016, 04:08 AM)Sleeper Wrote: Why HP Ice? Same, personally i prefer powder snow but thats just me |