Character Guide: Mewtwo

This guide is outdated. It will be updated in the near future with new information and a fresher, smoother format. Thanks for your understanding!

Mewtwo is a legendary Pokémon that was created by recombining Mew’s genes. Even though the scientific power of humans created this Pokémon’s body, they failed to endow Mewtwo with a compassionate heart. Because its battle abilities were raised to the ultimate level, it thinks only of defeating its foes. Said to rest quietly in an undiscovered cave, this Pokémon was created solely for battling. If you’re a diehard Pokémon fan, you probably just realized that almost this entire paragraph is composed of Mewtwo’s Pokédex entries. Today, I’m going to teach you how to make your Mewtwo amiibo the very best, like no one ever was. Let’s get started.

Table of Contents

I’ve set up a table of contents that’ll help you navigate this guide. You can click any part of the table of contents below, and the page will automatically scroll down to the section you clicked on!

section-1-amiibo-overview.pngWe’re going to start today by going over Mewtwo’s pros and cons, and the reasoning behind its C Rank placement on my amiibo tier list.

Mewtwo was created to be the most powerful Pokémon in existence. Its amiibo doesn’t quite live up to that description, though. Mewtwo suffers from a multitude of flaws, in both its character design and AI. Its greatest flaw is that despite canonically weighing over 250 pounds, Mewtwo is extremely light in Super Smash Bros. Lighter than Pikachu. Why this is, I don’t know. It certainly doesn’t help that the genetic Pokémon is a big target, either. Mewtwo also has some problems with its AI. Most notably, its AI is terrible at using Mewtwo’s up special, Teleport. It doesn’t have any problems using the move to return to the stage – the problem here is that the amiibo may randomly teleport into the air, leaving it wide open to punishment. When the amiibo is launched upwards, it may try to use its up special to teleport onto the ground. This is fine, but the problem is, it’ll sometimes teleport right off the stage, which leads to Mewtwo self-destructing. Another issue with Mewtwo’s AI is its lackluster use of its neutral special, Shadow Ball. For this move, Mewtwo charges a powerful sphere of dark energy that can be fired at opponents for major damage. If you don’t teach your amiibo to fully charge the move early on, it’ll shoot uncharged Shadow Balls instead of charging the move.

Luckily, Mewtwo possesses enough strong points to be worth training. True to its home series, Mewtwo is incredibly powerful. Its smash attacks, while somewhat slow, are extremely strong. Its side special, Confusion, deals damage to opponents, and reflects oncoming projectiles, too. Mewtwo also has what are among the strongest throws in the game. Its forward throw deals the most damage of any forward throw, and its up throw is the second strongest in the game bar Charizard’s.

The Consensus

Overall, Mewtwo’s characteristics are very polarized. Strong attacks, but frail, with a few AI issues. It’ll take some effort for Mewtwo to become great, but I do believe it’s possible. It’s got a lot of strengths, but just as many weaknesses holding it back, which adds up to its placement in the amiibo tier list’s C Rank.


Now that we’ve gone over a general overview of Mewtwo as a character, it’s time to start training it! In the world of amiibo training, there’s two “groups” of people, and this guide caters to both groups. Before we begin, you need to choose which guide you’ll be using on your amiibo.

The first of the two guides is the For Fun guide. It’ll teach your amiibo to be able to contend against human opponents. If you want your amiibo to be a sparring partner you can practice against, or an ally who can beat up your friends, this guide’s perfect for you.

The second guide (and the one I personally use to train my amiibo) is the For Glory guide. If you want to train your amiibo specifically to beat other amiibo and become a tournament champion, this is the guide for you.

So, what’ll it be? Will you train your amiibo for fun or for glory? Once you’ve made your decision, you can scroll down to the appropriate guide.


In this section, we’ll be going over training your Mewtwo amiibo For Fun! This guide will teach your amiibo to contend against human opponents. If you want your amiibo to be your ultimate rival with whom you can practice against, or an ally who can beat up your friends…or maybe even both, this is the guide for you!

Before we begin…if by chance you were hoping to train your amiibo to taunt, pull off long combos, and/or gimp, I’m afraid it’s impossible / extremely difficult to teach your amiibo to do these. Allow me to quickly explain why this is.

  • Taunting: Amiibo do what works for them. For example, if an amiibo kills you with its forward smash 100 times, it’s going to use its forward smash more often than other moves, because it’s had success with using the move. You’ll probably notice that your amiibo will taunt until around Level 35, and then it’ll stop for good. Why is this? Because an amiibo realizes that taunting deals no damage. Since taunts aren’t bringing the amiibo any benefit, they eventually stop.
  • Long combos:  An amiibo can learn short combos – such as down throw to forward aerial for Ness. But if you’re hoping to train an amiibo that can pull off huge combos, it’s impossible. In general, amiibo don’t like to take risks, and combos that are more than three moves long are considered too risky by your amiibo.
  • Gimping: While it’s not impossible to teach your amiibo to do this, it is impossible to teach your amiibo to consistently go for the gimp every time its opponent goes off of the stage. Like I just mentioned, amiibo do not like to take risks. If you want to train your amiibo to gimp, it is possible, but don’t expect it to try and “disrespect” you every time you’re in the air. If you don’t know what gimping is, click here for a quick definition.

Since you are training your Mewtwo amiibo to be a sparring partner / an opponent who can beat up your friends, you probably should not feed it any equipment. This is the only training guide that I will tell you that you shouldn’t feed your amiibo.



Click here to start training!

Mewtwo’s combos

Before we begin, allow me to tell you the combos that are coded into the Mewtwo amiibo. The first combo you’ll probably notice your amiibo try is down throw to dash attack. This is its only true throw combo, so keep that in mind. The second and final combo coded into its AI is Confusion (side special) to Up smash – this combo works for it quite well.

Training your amiibo

Alright. We’ve gone over what an amiibo can’t be trained to do, and the combos it can learn. Now then, it’s finally time to start training your amiibo! In 3 simple steps, we’re going to make your Mewtwo ready for battle!

Step 1 – Super Smash Bros. Fundamentals

For the first step, you’ll need to mirror match your amiibo – this means you will have to play as Mewtwo, even if you don’t consider yourself to be good at the character. The reason for this is because we’re going to be teaching your amiibo the fundamentals of its character. You’ll also be playing on omega stages or Final Destination only.

Basically, from Levels 1-25, you’re going to mirror match your amiibo, acting as aggressive as you want. I’ve also prepared some character-specific tips you should keep in mind as you fight your Mewtwo.

  • Always charge Mewtwo’s Shadow Ball. The amiibo has problems with charging the move – if you don’t teach it to fully charge its Shadow Ball move, it’ll just fire uncharged balls.
  • Utilize Mewtwo’s combos. I talked about this a few paragraphs above – down throw to dash attack is a decent combo that the amiibo will learn; as well as side special (Confusion) to up smash. I suspect that down tilt to up tilt is a combo as well, so try that out, too!
  • Mewtwo’s up throw is a kill throw. It can kill opponents at very early percentages, so be sure to teach your amiibo to use this throw on its foes when they’ve taken a lot of damage.
  • When your Mewtwo amiibo is stunned, be sure to hit it with a smash attack. This is especially important for Mewtwo because its down special, Disable, stuns opponents. If your amiibo is able to stun its opponents with the move, it needs to know to hit with a smash attack.

Be sure to remember these tips not just during Step 1, but during your entire training session with Mewtwo. Of course, you can refer back here whenever you’d like. Continue to mirror match your Mewtwo amiibo until it is at or around Level 20.

Step 2 – Fighting Diverse Foes

Your Mewtwo amiibo should now be at Level 20. In Step 1, we gave your amiibo a solid foundation, so it now has basic knowledge of how to use its character effectively. Now, we’re going to introduce it to other characters. For this step, we’re going to rotate three different characters against your amiibo until it reaches Level 40.

The first character should be your best character. The second and third characters can be whoever you want, but I recommend you use a grounded character like Little Mac and also an aerial character like Jigglypuff, respectively.

During these matches, focus on destroying your amiibo. Hit it as many times as you can, and try to get as many KOs as possible. Continue to rotate these three characters until the amiibo reaches Level 40.

Step 3 – Refining Your Amiibo’s Skills

Your amiibo has been given a solid foundation on how to use its character, and how to fight other characters. It’s now time to hone your amiibo’s skills by having it face your other Level 50 amiibo until Mewtwo reaches Level 50.

If you don’t have any other Level 50 amiibo, you can either continue to use your best characters against Mewtwo, or mirror match it instead. The choice is yours. Whichever of these two options you choose, continue doing it until your amiibo has reached Level 50!

File:SSB4-Wii U Congratulations Classic Mewtwo.png


Your amiibo is now Level 50, but its training has actually just begun. You see, at Level 50, its framework changes. Rather than learning from your every move, it brings in bits and pieces of your actions, and learns more from defeat, too.

I’ve prepared another training guide that will show you how to make your amiibo better in general. If you’d like to check that out, you can do so by clicking here. I regularly expand the post-level 50 training guide with new information, so check on it often!

Well, we’re done here. There’s still the For Glory guide and the Conclusion and Credits section to go over, so if you’re not interested in either of those, then you’re all set. If you’ve got any questions to ask, whether they’re about something your amiibo is doing or if they’re site-related, you can fill out this short Google form or email me directly at! Happy training!




In this section, we’ll be going over training your Mewtwo amiibo For Glory! This guide is jam-packed full of information that will help you turn your Mewtwo into a tournament winner. If you want your amiibo to be a top tournament contender (or if you just want your amiibo to be really darn good), this guide’s perfect for you.

The way for Mewtwo to most consistently win is for it to prioritize defense above all else. Defense is much more consistent than offense – your Mewtwo needs to be consistent in order to take the champion’s title.

It’s also very important that you don’t train your Mewtwo to use aerials. If you were to teach your Mewtwo to use aerials, a time would come where it tries to use an aerial attack on a grounded amiibo that has the Exploding perfect shield bonus…which wouldn’t end well.

When you’re ready to start training your amiibo, click the tab below to open the guide. We’ll be going over feeding your amiibo and training it from Level 1 all the way to Level 50.



Click here to start training!

Feeding your amiibo

If you want your Mewtwo to succeed in a tournament setting, feeding it equipment is a given…unless, for some reason, you’re entering the amiibo in a tournament where equipment is not allowed. In that case, you can skip down to the section of this guide that says “Training your amiibo”.

For this guide, we’ll be teaching your Mewtwo amiibo to play defense. Like I mentioned earlier, defense is the most consistent way to victory. We’ll need to feed the amiibo equipment that will help us reach the goal of getting Mewtwo to properly play defensively.

I’ll start by showing you the stats and bonuses I gave my Mewtwo amiibo. Keep in mind, the stats and bonuses I have for Mewtwo are by no means “the best”. There’s plenty of other spreads you could give your Mewtwo and meet the same success I had.

My Mewtwo amiibo has 120 points strength, 200 points defense, and -200 points speed. Normally, I would not recommend going into negative stat points on any amiibo. However, this amiibo is different, because it has the Improved trade-off ability bonus.

Basically, this bonus will start the amiibo’s damage at 60%. In exchange, its attack, defense, and speed will gradually increase the longer it stays alive. My Mewtwo amiibo has 200 points defense, which means it’s going to be alive for a long time.

It’s also got Critical-hit capability, which gives all of Mewtwo’s attacks a 20% chance of dealing critical damage. Coupled with the 120 points strength, any attack from Mewtwo is going to hurt really badly.

But the centerpiece of my amiibo is Lifesteal. This bonus allows Mewtwo to recover HP just by attacking. This bonus effect works very well with Mewtwo, because it has a lot of attacks that hit opponents multiple times, such as his side special Confusion and his up smash. If you’re going to give your amiibo this bonus, remember that it DOES NOT STACK! This means, if you give your amiibo two or more Lifesteal bonuses, only one of them will actually be active.

There’s another bonus that works well with Mewtwo, although I did not give mine this bonus. I’m talking about Improved launch ability. Mewtwo’s strongest attacks, his up smash and up throw, launch foes upwards. Improved launch ability makes moves that launch foes upwards deal 30% more damage and knockback, so you can see why that would be useful.

If you don’t really want to give your Mewtwo amiibo this setup (which is absolutely fine), I’ve written a full article that’ll give you a bunch more ideas for bonus effect and stat setups. You can check that out by clicking here.

Oh, and I also wrote up a quick guide on farming for stats and bonus effects, in case you’d like to read that. That guide is located right right here.

Once you’ve decided on the stats and bonus effects you want to give to Mewtwo, it’ll be time to actually feed it. Now, usually, after feeding your Mewtwo a few pieces of equipment, it’ll get full. Luckily, there’s a way around this that was discovered by Amiibo Trainer.

Once your Mewtwo amiibo becomes full, simply take it into a 1-stock match. When the game begins, run off the stage and kill yourself. The game will end, and your amiibo will win. Now, it can eat more equipment. Using this trick will never make your amiibo level up, and it won’t negatively effect it at all, either.

Your Mewtwo amiibo should be fully fed and at Level 1. If your amiibo meets this criteria, great! It’s time to start training. By the way, if you have any trouble feeding your amiibo whatsoever…please fill out this form or email directly at, and I will help you out.

Training your amiibo

Now that your amiibo has been fed, it’s time to start training it. To make your amiibo more consistent, we need to teach it to rely on one specific smash attack out of shield. “But wait”, you might be saying. “I want my amiibo to use all of its moves”. I understand why you’d say that. But in the world of amiibo training, it’s kill or be killed. Your Mewtwo needs to be able to consistently hit opponents in order to succeed, even if it means it needs to rely on one specific move.

So, what should this one specific move be? Up smash. Especially if you are using the Lifesteal bonus. It hits foes multiple times, and it is Mewtwo’s strongest smash attack.

Now then. We’re going to go over the steps I took to turn my Mewtwo amiibo into a monster.

Step 1 – Teaching your amiibo to rely on one move

From Levels 1-30, I set my Mewtwo amiibo to 300% handicap and literally did nothing but kill it with up smash. I wasn’t messing around with Mewtwo – I knew what I wanted it to do, and wasn’t going to take any chances. Every once in a while, I grabbed Mewtwo and used up throw on it. Other than that though, I only used up smash. I also made sure not to jump too much, because I didn’t want my amiibo randomly hopping around.

Step 2 – Using timers to improve the amiibo’s reactions

The concept of using timers to improve your amiibo is a concept originally thought up by Amiibo Trainer. The timer item slows down your opponent, but allows you to remain at normal speed. So, turn on the timer item and set the frequency to high.

From Levels 35-45, I played 5-minute mirror matches against my amiibo, who was at 300% handicap. When the first timer appeared, I made sure to grab it. My amiibo would slow down, and I’d approach it and wait for it to attack. When it did make its move, I perfect shielded it and responded with an up smash. Why did I do this? Because I wanted my amiibo to use it out of shield. Mewtwo’s up smash is excellent at punishing opponents who attack from the air.

This step really wasn’t anything amazing – it was just me working on my amiibo’s defensive capabilities.

Step 3 – Refining the amiibo’s skills

With my Mewtwo at Level 45, I had it fight my most powerful amiibo. These included Bowser, Little Mac, and Ness. I simply had Mewtwo fight my strongest Level 50 amiibo until it reached Level 50.

If you don’t have any other Level 50 amiibo, however, you can simply continue to use the timers until Mewtwo reaches Level 50.

File:SSB4-Wii U Congratulations All-Star Mewtwo.png


Your Mewtwo amiibo is now Level 50. Even though we trained Mewtwo to be a tournament winner, he’s not ready to be entered into any tournaments just yet. I’ve written up another training guide that details how to train your amiibo after it’s hit level 50. You can check that out by clicking here.

If for some reason you don’t want your Mewtwo amiibo to be trained defensively, but you do want it to be a top tournament contender, there are other guides you could use instead. I’ve got one that will teach your amiibo to be aggressive, and one that will teach your amiibo to be passive.

Well, we’re done here. There’s still the Conclusion and Credits section to go over, so if you’re not interested in that, then you’re all set. If you’ve got any questions to ask, whether they’re about something your amiibo is doing or if they’re site-related, you can fill out this short Google form or email me directly at! Happy training!




Thanks for reading through the entire guide…it was a lot. Seriously, it took me like 8 hours to type all of it. Sheesh! This guide is around 3,500 words. I’m bound to have made a mistake somewhere in there…right? If something in this guide doesn’t make sense, or you find an error somewhere, let me know by filling out this form or emailing me directly at If you have’t done so already, you should check out my guide that will help your Level 50 amiibo become even better, as well as Amiibo Dojo on Twitter.

Thanks to /u/Megasparker for some of the images in this guide, and to /u/Zed7_Smash for grammatical checkings.

Secret Password: psychonaut


10 thoughts on “Character Guide: Mewtwo”

  1. Man, I thought I was gonna be clever by naming my Ness Psychonaut! But you beat me to it! (I’m still using it though) Well done and thanks for your guides!


  2. I just started using Amiibos in Smash a few days ago and my roommate was trying to figure out why his Mewtwo seemed to suck so much at level 50 compared to my Mario I leveled up with him. This guide taught me SO MUCH about how the system works. Thanks, dude. I appreciate and enjoyed the read. 🙂


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