(Djangor)
(Ramen=Noodles)
(Phantom Falcon)
(Spider-Pidge)
(8BitUtopia)
(Nano)
(VampyreNVRmore)
(Brobuscus)
(Speedy)
(FakeFraud)
(Jukem)
Created by evil geniuses to be the greatest weapons the world had ever seen and usher in a new order ruled under their iron fist. Yet despite their purpose, they rebelled, killing many before turning sides to save the very people they were made to conquer. While these two hold the power to rival gods, only one of them will be walking away from this confrontation alive.
Mewtwo, the legendary Genetic Pokémon, and Zero, the S-Class Maverick Hunter.
A Heads Up From Ya Bois
The original intention behind this blog was to create a fully comprehensive composite of both Mewtwo and Zero and show off what they are capable of in all of their mediums. As such, they will be getting feats and abilities from:
Mewtwo
- Core series games
- Spinoffs (Pokémon Mystery Dungeon, Pokken, etc.)
- Pokemon Adventures manga
- Movie 1
- Movie 16
- Super Smash Bros.
Zero
- Mega Man X
- Mega Man Zero
- Manga
- OVAs
- Archie Comics
- Marvel vs. Capcom
The only exceptions are gonna be “feats” from non-canon crossovers, along with unnaturally-learned attacks Mewtwo only has in the core games. So we’re not gonna sit here and tell you Mewtwo can beat Ness and Shulk in Smash so he wins, nor are we going to tell you that Zero can beat Galactus and Doctor Doom so he wins.
To be clear, we do not necessarily endorse the idea that the characters should be composited this way. Composites of this scale can often be contentious in what gets accepted and what doesn’t. Our goal is to provide all the information that we can on these two characters, and then readers (and those in the verdicts) can decide for themselves what they think should be included and what shouldn’t. As such, this blog features tabs listing off the medium where these abilities, feats, etc. come from.
With all that said, let’s get on with the blog.
Background
Mewtwo
“We dreamed of creating the world’s strongest Pokémon. And we succeeded.”
Mewtwo is known as the Genetic Pokémon and appears as #150 in the Pokédex. It’s a legendary, psychic-type monster and a clone of the Phantom Pokémon, Mew. This genetically-engineered beast is said to have the most savage heart amongst all Pokémon, but not without good reason for it. While his story has some variances throughout different media, they all tend to have the same structure, the most popular and well-known of them being from the first Pokémon movie.
Mewtwo was the final genetically-engineered Pokémon created by the crime syndicate organization known as Team Rocket, who were seeking to create the ultimate Pokémon. The man leading this project was Dr. Fuji, a man hoping that his experiments would allow him to find a way to resurrect his deceased daughter, Amber, but before he could do that, he needed to complete the project he had been hired to take on. Using a fossilized Mew eyelash, he managed to engineer a brand new lifeform which he named Mewtwo. But growing up in a test tube left an infant Mewtwo feeling pretty lonely, with his only companions being the other cloned Pokémon Team Rocket had created, along with Amber herself through a psychic link kind of thing.
Unfortunately for this kitty, Mewtwo was the only one who survived through the experiments, and all the other clones, Amber included, died in front of him. Worried that this would traumatize the baby Mewtwo, Fuji erased all the memories of his friends, but this led the clone to feel an inexplicable sense of loss. Combine this with some manipulation from Team Rocket’s leader, Giovanni, and Mewtwo felt betrayed by humans and unaccepted in the world, making his heart turn stone-cold. He lashed out at his creators, destroying the island he had been kept on his entire life, with only vengeance in mind. His plan for revenge? Wipe all life from the face of the Earth before rebuilding it in his own image. And the only thing in the way of him and his army of cloned Pokémon were humanity, the original Pokémon, and Mew itself.
The two legendary Pokémon clashed, leaving destruction in their wake everywhere, and it didn’t seem like either would back down until the other was finished off. At least until Ash Ketchum sacrificed himself to stop the battle, before being revived through the tears of the Pokémon, leading Mewtwo to have a change of heart and believe that perhaps not all humans are evil after all. Deciding the best course of action for everyone would be to forget this event, Mewtwo erased the memories of all of those present for the battle, and left to wander the world himself.
Zero
“With this robot and my other project complete, the world will be mine! No one will stop me!”
Buckle the absolute fuck up, ladies and gentlemen. We’re about to take you through the entirety of Zero’s wild ride of a story that goes through all four eras of the main Mega Man timeline.
It was the year 20XX. The evil scientist known as Doctor Albert Wily was determined to take over the world through his robotic expertise, creating dozens after dozens of killing machines known as his Robot Masters in his conquest for global domination. But every time, Wily’s plans would be thwarted by Mega Man, the super fighting robot created by Albert’s old colleague, Doctor Thomas Light. And no matter what the mad genius tried, it was never enough to take down the Blue Bomber.
Eventually however, Wily created a new element known as Bassnium, which he used to power a robot he named Bass. And when Bass, while still failing, proved to have much better results than his previous Robot Masters, Wily began to study the element further to create an all-new, extremely powerful robot. This was Zero. However, Zero was too violent of a robot for Wily to control, and so he was sealed away in a capsule for decades to come, along with another special project of the doctor’s: the Zero Virus, which spread through machines and caused them to go insane and turn bloodlusted.
Fast forward a hundred years to 21XX, and this red machine has been awakened by a group of Reploids (robots that look like humans). And right away, he begins murdering anything and everything in sight. Eventually though, a group of Maverick Hunters appear to confront him, with Mavericks being robots that had gone rogue. And the strongest of these hunters, Sigma, entered the warehouse Zero was stored in alone to fight the red robot.
The two battle it out, and it ends with a victory for Sigma, though he’s been greatly wounded. And in more ways than one. While Zero is brought back to the Maverick Hunter’s base, he’s cured of his own virus. Sigma however, had been infected with this very virus as it had been leaking out in the warehouse during their entire duel. And thus, the former leader declares an all-out war against humanity, with his Maverick forces facing the Maverick Hunters. Luckily, while they may have lost Sigma, they also gained two new recruits: Mega Man X, the successor to the original Mega Man and Doctor Light’s final creation, and the newly reformed Zero.
That’s where the origin ends at least, but the story still continues.
The two became best friends with each other, in an ironic sense given their creators’ rivalry, but during a battle with one of Sigma’s lead commanders, Vile, Zero self-destructed and sacrificed himself to save X. While the good guys returned to the scene of the death, they recovered Zero’s body, they could not rebuild him due to his complex design, and could only salvage his memory chip, which is basically his mind. And yet despite that, they kept the parts, which turned out to be useful for a certain group of Mavericks known as the X Hunters, who stole Zero’s parts from the good guys and rebuilt him with a more advanced body. And when X saves him, he comes back to fight again, stronger than ever.
But that couldn't last forever. At some point in time, Zero realized that his very existence as the source of the Maverick Virus was causing it to spread and infect others. To prevent this from continuing, Zero had himself sealed away and his body experimented on to see if a cure could be found for the virus, while his mind was extracted and placed into another body. He was reawakened during the final year of the Elf Wars to fight alongside X one last time, and while he saved the day once more, he immediately had himself resealed afterwards, believing the bloody battle would only continue so long as he was around. The last words to his best friend before being sealed forever were that this was the best way, and he wanted to believe in humanity, just as X did.
Unfortunately, Zero couldn’t quite get his wish, and he was reawakened by a scientist named Ciel to help the Reploid Resistance combat the might of Neo Arcadia. Not only that, but Zero suffered memory loss due to being in hibernation for centuries, but he still helped them out as the hero he is. Not only that, but turns out the leader of Neo Arcadia was a copy of Zero’s old pal, X, along with Dr. Weil and Omega, who were originally responsible for starting the Elf Wars. Along with that, Omega was after stealing and inhabiting Zero’s original body as well. And so, our hero fought in the war against them with the Reploids, and eventually won, though he sacrificed himself to do it. Yet despite this, his soul still lives on.
While he doesn’t appear in person in this game, Zero’s soul resides in the Biometal Model Z, which can be combined with the Biometal Model X to allow Vent/Aile to form Mega Man ZX, the title character of the game, and is used by this Mega Man (or Mega Woman) in their battle against the evil corporation known as Serpent.
In the final battle with Master Albert, the Model Z leaves behind Vent/Aile to take care of some of their attackers, and while they win the day, Model Z’s whereabouts are left unknown. His final words before leaving them were “It’s not the day to meet my maker”, implying that no matter what happens, no matter how many times he’s put to the grave, this is one hero who will never die, and he’ll always continue to rise and continue to fight for those he believes in.
Equipment
Mewtwo
M2 Bind
The armor that Mewtwo donned while it worked with Team Rocket. It provides protection at the cost of restraining its powers.
Mewtwo Balls
Poké Balls specifically designed to capture other people’s Pokémon and always be successful. They fly around and chase after Pokémon on their own and can even capture Pokémon while they’re already inside other Poké Balls.
Bright Powder
A bag of powder that casts a tricky glare, which lowers Mewtwo’s opponents’ accuracy by 10%. Held in Pokémon Gold, Silver, or Crystal Versions when traded over from Pokémon Red, Blue, and Yellow Versions.
Twisted Spoon
A spoon imbued with telekinetic power that boosts the power of Mewtwo’s Psychic-type moves by 20%. Held in Pokémon Stadium 2.
King’s Rock
A rocky crown that makes it so that whenever Mewtwo attacks its opponent, there is a 10% chance of flinching them, making them briefly unable to fight back. Held in Pokémon Stadium 2.
Berserk Gene
The gene of Mew after it was recombined during Mewtwo’s creation in order to make it extremely aggressive, which can be found in its cells. When activated in battle, it sharply raises its Attack at the cost of it becoming indefinitely confused. However, as it is a part of Mewtwo’s cells, it is unlikely that it would become confused under normal circumstances. Also, when its cells, so by extension this gene, are out in the world, it can feel them being out there, though it is unable to tell exactly where they are. And if its cells end up in another’s body, it allows Mewtwo to sense that person if they’re nearby and vice versa if it possesses that person’s cells. Lastly, someone with Mewtwo’s cells in them will eventually die due to the cells taking control of their body, though Mewtwo can prevent this if its body isn’t strained.
Havoc Robe
A robe specifically to be held by Mewtwo that forces its opponent to exert twice as much energy than they normally would when fighting.
Mist Looplet
An accessory called a looplet that can hold items called emeras in them, which grant beneficial passive effects. There are many types of emeras, which can only be found in dungeons. They also shatter to dust very easily if not touched after a certain amount of time, though enough collected emera dust can create a new one. Also, if emeras are taken out of a dungeon, they will simply disappear. A looplet can also only hold so many emeras, with this one having four notches. While emeras are mostly used for their main effects, Mewtwo can also use emeras on itself to raise its stats, with each emera raising a certain stat based on its color. Certain looplets also have a passive effect of their own. This specific looplet makes it so that Mewtwo exerts no energy while fighting sometimes at random. The following is a list of all the emeras Mewtwo can find and place into its looplet:
- Absorption: Restores Mewtwo’s HP when it defeats an opponent. The effect of this emera is increased when multiple of the same ones are stacked. Raises maximum HP when used.
- Additional Action: Allows Mewtwo to move again in quick succession after defeating an opponent, which can occur over and over again if it defeats multiple back-to-back. Raises Speed when used.
- All-Knowing: Shows Mewtwo the location of all items and opponents in the area it’s in. Raises maximum HP when used.
- Alliance Expert: Increases the accuracy of Mewtwo’s moves in an Alliance, which are basically team attacks. Raises Attack when used.
- Ally Reviver: Revives teammates after they faint, though this doesn’t affect Mewtwo itself. Raises maximum HP when used.
- Anchor: Prevents Mewtwo from being blown or warped away. Raises maximum HP when used.
- Barrage: Sometimes enables Mewtwo to be able to use the same move it used again in quick succession. The effect of this emera is increased when there are more empty notches in the looplet it's in. Raises Speed when used.
- Barrage Guard: Reduces the amount of damage Mewtwo takes from attacks that happen in quick succession. Raises Special Defense when used.
- Berry Power: Sometimes prevents Mewtwo’s stats from being lowered and bad status effects from being inflicted. The effect of this emera is increased when there are a variety of berries in possession. Raises Defense when used.
- Better Odds: Makes Mewtwo’s moves never miss their target, as well as makes it so they always deal critical hits for every even move it uses. Raises Attack when used.
- Big Ears: Shows Mewtwo the location of all opponents in the area it’s in. Raises maximum HP when used.
- Big Recovery: Increases the amount of HP Mewtwo recovers when it uses an item, move, or Ability to restore HP. Raises maximum HP when used.
- Burn Guard: Prevents Mewtwo from being inflicted with burn. Raises maximum HP when used.
- Clairvoyance: Shows Mewtwo the location of all items in the area it’s in. Raises maximum HP when used.
- Clutch Performer: Makes it easier for Mewtwo to dodge attacks when it’s in a pinch. The effect of this emera is increased when multiple of the same ones are stacked. Raises Speed when used.
- Comeback: Increases the accuracy of Mewtwo’s next move when it misses a move. The effect of this emera is increased when multiple of the same ones are stacked. Raises Special Attack when used.
- Confusion Guard: Prevents Mewtwo from being inflicted with confusion. Raises maximum HP when used.
- Distance Dodge: Makes it easier for Mewtwo to dodge attacks from far away. The effect of this emera is increased when multiple of the same ones are stacked. Raises Speed when used.
- Dizzying Payback: Sometimes makes Mewtwo’s opponent confused when they attack it. The effect of this emera is increased when multiple of the same ones are stacked. Raises Special Defense when used.
- Dizzying Stare: Sometimes makes Mewtwo’s opponent confused when it attacks them. The effect of this emera is increased when multiple of the same ones are stacked. Raises Special Defense when used.
- Effect Boost: Increases the chances of additional effects from Mewtwo’s moves being triggered. The effect of this emera is increased when multiple of the same ones are stacked. Raises Special Defense when used.
- Elixir Search: Makes it more likely for Mewtwo’s opponent to drop an Elixir, which restores energy, when defeated. The effect of this emera is increased when multiple of the same ones are stacked. Raises maximum HP when used.
- Emera Search: Makes it more likely for Mewtwo’s opponent to drop an emera when defeated. The effect of this emera is increased when multiple of the same ones are stacked. Raises maximum HP when used.
- Excessive Force: Damages Mewtwo’s nearby opponents when it defeats one. Raises Attack when used.
- Explosion Guard: Reduces the amount of damage Mewtwo takes from explosions. The effect of this emera is increased when multiple of the same ones are stacked. Raises Defense when used.
- Follow Through: Makes Mewtwo’s moves reach farther away. Raises Speed when used.
- Go for Broke: Raises all of Mewtwo’s stats significantly, though it can’t be revived anymore. Raises maximum HP when used.
- Guard Boost: Reduces the amount of damage Mewtwo takes. The effect of this emera is increased when multiple of the same ones are stacked. Raises Defense when used.
- Huge Meal: Slows down Mewtwo’s hunger. The effect of this emera is increased when multiple of the same ones are stacked. Raises maximum HP when used.
- Item Checker: Tells Mewtwo the amount of items that are in the area it’s in. Raises maximum HP when used.
- Intimidator: Sometimes makes Mewtwo’s opponent fail at performing their action. The effect of this emera is increased when multiple of the same ones are stacked. Raises Speed when used.
- Lucky Charm: Gets removed instead of other emeras when one is forced to be taken off. Raises maximum HP when used.
- Lullaby: Sometimes makes Mewtwo’s opponent go to sleep when it attacks them. The effect of this emera is increased when multiple of the same ones are stacked. Raises Attack when used.
- Misfortune Mirror: Increases Mewtwo’s evasion until it performs an action again when it misses a move. The effect of this emera is increased when multiple of the same ones are stacked. Raises Speed when used.
- Mobility: Allows Mewtwo to walk through all obstacles, including walls, though the longer it does it, the hungrier it’ll get. Raises maximum HP when used.
- Natural Recovery: Speeds up Mewtwo’s natural HP recovery. The effect of this emera is increased when multiple of the same ones are stacked. Raises maximum HP when used.
- Paralysis Guard: Prevents Mewtwo from being inflicted with paralysis. Raises maximum HP when used.
- Payback: Sometimes brings Mewtwo’s opponent down to the brink of fainting when they attack it. The effect of this emera is increased when multiple of the same ones are stacked. Raises Special Defense when used.
- Petrify Power: Sometimes makes Mewtwo’s opponent petrified when it attacks them. The effect of this emera is increased when multiple of the same ones are stacked or when many sticky items are in possession. Raises maximum HP when used.
- Piercing Throw: Makes items thrown by Mewtwo pierce through opponents and walls, making them fly endlessly. Raises maximum HP when used.
- Poison Guard: Prevents Mewtwo from being inflicted with poison. Raises maximum HP when used.
- Power Boost X: Raises the power of Mewtwo’s moves, as well as increases its accuracy when set with Power Boost Y. The effect of this emera is increased when multiple of the same ones are stacked. Raises Attack when used.
- Power Boost Y: Raises the power of Mewtwo’s moves, as well as increases its accuracy when set with Power Boost X. The effect of this emera is increased when multiple of the same ones are stacked. Raises Special Attack when used.
- PP Restore: Restores Mewtwo’s energy over time. The effect of this emera is increased when multiple of the same ones are stacked. Raises maximum HP when used.
- Prolong: Makes status effects given to Mewtwo’s opponent by items and moves last slightly longer. The effect of this emera is increased when multiple of the same ones are stacked. Raises Speed when used.
- Rain’s Blessing: Makes the weather rainy, which boosts the power of Water-type moves and lessens the power of Fire-type moves. Raises maximum HP when used.
- Resilient: Prevents all of Mewtwo’s stats from being lowered. Raises Special Defense when used.
- Room Checker: Tells Mewtwo where there will be a surprise attack or a shop in the area it’s in. Raises maximum HP when used.
- Satiated: Prevents Mewtwo from suffering from hunger. Raises maximum HP when used.
- Self Control: Prevents Mewtwo from hurting teammates when confused or blinded. Raises maximum HP when used.
- Sleep Guard: Prevents Mewtwo from being inflicted with sleep. Raises maximum HP when used.
- Sleep Payback: Sometimes makes Mewtwo’s opponent go to sleep when they attack it. The effect of this emera is increased when multiple of the same ones are stacked. Raises Defense when used.
- Status Immunity: Prevents Mewtwo from being inflicted with status effects. Raises maximum HP when used.
- Status Mirror: Makes Mewtwo’s opponent suffer from the same status effect as it when it gets inflicted with one. Raises Speed when used.
- Stair Locator: Tells Mewtwo where the stairs to the next floor in a dungeon are. Raises maximum HP when used.
- Super Critical: Increases the chances of a critical hit happening for super effective moves. The effect of this emera is increased when multiple of the same ones are stacked. Raises Attack when used.
- Surveyor: Shows Mewtwo the layout of the area it’s in. Raises maximum HP when used.
- Sun’s Blessing: Makes the weather sunny, which boosts the power of Fire-type moves and lessens the power of Water-type moves. Raises maximum HP when used.
- Tight Grip: Prevents items Mewtwo is holding from being dropped or stolen. Raises Speed when used.
- Tiptoe: Prevents Mewtwo from waking up opponents when approaching them when they’re sleeping. Raises maximum HP when used.
- Training: Increases the growth of Mewtwo’s moves when they are used. Raises Special Attack when used.
- Treasure Hunter: Makes it more likely for Mewtwo’s opponent to drop a treasure box when defeated. The effect of this emera is increased when multiple of the same ones are stacked. Raises maximum HP when used.
- Tunnel: Allows Mewtwo to tunnel through walls, though the longer it does it, the hungrier it’ll get. If it suffers from hunger, it can no longer tunnel through them. Raises Special Attack when used.
- Type Bulldozer: Prevents Mewtwo’s moves from reducing in power against opponents that resist or are immune to them. Raises Attack when used.
- Toughness: Makes Mewtwo endure an opponent’s attack and be at the brink of fainting, though this emera will go away. Raises Special Defense when used.
- Trap Proof: Nullifies the effects of traps Mewtwo steps on. Raises maximum HP when used.
- Wand Expert: Makes the effects of wands spread out like a fan and sometimes doesn’t use up the amount of uses left for a wand. Raises Attack when used.
- Warp Payback: Sometimes makes Mewtwo’s opponent warp somewhere randomly when they attack it. The effect of this emera is increased when multiple of the same ones are stacked. Raises Defense when used.
- Whirlwind: Sends Mewtwo’s opponent flying back when it hits them with a basic attack. Raises Special Attack when used.
- Awakening: Makes Mewtwo stronger and undergo Mega Evolution, which chooses between Mega Mewtwo X and Mega Mewtwo Y by random. Raises maximum HP when used.
Mewtwonite X
A mysterious Mega Stone capable of Mega Evolving Mewtwo into Mega Mewtwo X.
Mewtwonite Y
A mysterious Mega Stone capable of Mega Evolving Mewtwo into Mega Mewtwo Y.
Shadow Synergy Stone
A devastating stone that possesses and merges with a host. When taken over, Mewtwo becomes corrupted and transforms into Shadow Mewtwo.
Zero
Z-Saber
Mega Man X Era - Mega Man Zero Era
Zero’s most iconic weapon, and the only one he keeps in both of his main eras. The Z-Saber is a green energy sword which allows him to quickly deal with enemies within melee range with a barrage of combos. Similar to X’s Variable Weapons System, the Z-Saber’s Learning System mimics attacks performed by Mavericks Zero fights and allows him to infuse it with different elemental properties. However, unlike X, these techniques (save for his more powerful ones) do not drain from a pool of ammunition, giving Zero more liberty to perform them.
In the MMZ series, the Z-Saber can be used to create all kinds of different weapons that we’ll cover in a bit, but it’s in configuration with his weapons from this era that the red robot can use Elemental Chips to imbue his charged shots with each of those weapons with fire, ice or electric properties.
Command Mission Sabers
Mega Man X Era
These are alternate Sabers Zero used during the Giga City incident, each with their own unique properties and effects. On top of brand new weapons that were drastically different from his original blade, he also found enhanced versions of his own Z-Saber during the incident.
- Z-Saber+++: The strongest form the original Z-Saber can take, greatly increasing its power output, and letting Zero use the Double Slash combo
- Flame, Thunder, and Ice Saber+: Elemental variants of the Z-Saber that let him perform the Splitting Slash
- Rei Ichimonji: A weaker saber that compensates by breaking armors with the Knife Through Butter technique
- Z Rapier+: A quick sword with minimal defense that can perform the Triple Slash combo
- Soul Saber: A blade that increases Zero’s power the less health he has, that also allows him to perform the Slash at Death technique
- Doubletooth+: A two-bladed sword that can more easily land critical hits with the Splitting Slash
- Red Lotus Saber: A fire element blade that increases Zero’s speed immensely, gives him a large boost in power, and lets him perform the elemental Bone Slicer, at the cost of crippling his defenses
Z-Buster
Mega Man X Era
Just like all the other Mega Men, Zero has his own arm cannon known as the Z-Buster. From it, Zero can fire small bullets of compressed solar energy in rapid succession, or he can charge up its shots to different levels to deal more damage. Though, the more powerful the shot, the longer it takes to charge.
Durga Glaive
Mega Man X Era
A Naginata-styled weapon, the Durga Glaive extends Zero’s reach far beyond what the Z-Saber is capable of and can deflect projectiles, but sacrifices the saber’s speed in turn.
V-Hanger
Mega Man X Era
A pair of energy kunai. Equipping these allows Zero to perform quicker attacks, but at the cost of shorter range, though they can be used as throwing weapons that return to his hand.
Bashou Fan
Mega Man X Era
A defensive weapon that creates shields when Zero is at a standstill. Also reflects back enemy projectile attacks.
Titan Breaker
Mega Man X Era
An incredibly strong and large hammer that Zero can use to break through enemy barriers.
Kaiser Knuckle
Mega Man X Era
A pair of brass knuckles that Zero uses for some Street Fighter-like attacks such as:
- Ganzanha: Zero slams down on the ground to release a shockwave of energy
- Senpuukyaku: A whirlwind kick imbued with dark elements
- Raijinken: Zero slides forward and attacks with his target with a lightning-charged uppercut, then follows it up with a powerful lightning bolt
- Enkoukyaku: A fiery kick in a downwards fashion
- Shouryuuken: A rising uppercut with ice properties
Σ Blade
Mega Man X Era
A replica of the blade Sigma used in his final battle with the Maverick Hunters. It’s just as fast as the Z-Saber, with twice the range, enough power to instantly shatter barriers, and automatically reduces the energy usage from Special Weapons by half.
Force Metal
Mega Man X Era
An extraterrestrial metal that came from a meteor that crash landed on Earth. It alters a Reploid’s ability when they use it, while also enhancing their strength and intelligence. Unfortunately, too much Force Metal can cause the Reploid to go Maverick as Zero can only store in three Force Metals without going Maverick.
- Block All: Prevents a variety of status ailments such as virus, freezing, berserk, blind, bind (Which reduces speed) and DOA (Instant death)
- Resist: Increases resistance to ability loss by 10%
- Super Resist: Increases resistance to ability loss by 30%
- Infinite Resist: Grants Zero immunity to power nullification and ability loss
- Decoy: Automatically brings Zero back to life with 25% of his Life Energy, however, this Force Metal can’t be used again
- Analyzer: Provides data on the enemy
- SFM Fragment α: Increases Weapon Energy gain each turn by 50 points, while recovering 10% of Zero’s Life Energy each turn as well
- SFM Fragment β: Increases Power, Armor, and Shield by 100 points, while increasing Speed by 20 points
- Reverse Fire: Heals Zero if he gets hit with fire attack.
- Reverse Water: Heals Zero if he gets hit with water attack.
- Reverse Thunder: Heals Zero if he gets hit with electric attack.
- Full Specs +10: Increases Power, Armour, Shield and Speed by 10%.
- LE +1000: Increases maximum Life Energy by 1000 points (also has variants which increase by 100 points, 300 points, and 500 points each)
- WE +10: Increases initial Weapon Energy by 10 points (also has a variant which increases by 5 points)
- Gain WE +25: Gives Zero an additional 25 Weapon Energy points gained each turn (also has variants which increase by 5 points and 10 points each)
- Power +10: Grants an additional 10 points to Power (also has variants which increase by 1 point, 3 points, and 5 points each)
- Armor +10: Grants an additional 10 points to Armor (also has variants which increase by 1 point, 3 points, and 5 points each)
- Shield +10: Grants an additional 10 points to Shield (also has variants which increase by 1 point, 3 points, and 5 points each)
- Speed +10: Grants an additional 10 points to Speed (also has variants which increase by 1 point, 3 points, and 5 points each)
- Protect +10: Grants an additional 10 points to Protect (also has variants which increase by 1 point, 3 points, and 5 points each)
- Full Specs +10: Grants an additional 10 points to each of Power, Armor, Shield, and Speed (also has variants which increase by 1 point, 3 points, and 5 points each)
- Assassin Mind: Increases critical strike percentage by +10
- Eagle Eye: Increases hit ratio by +10
- Light as a Feather: Increases combat and shot dodge percentages by +5
- Fire Guard: Reduces damage from Fire attacks
- Fire Resist: Reduces damage from Fire attacks to a greater extent
- Water Guard: Reduces damage from Water attacks
- Water Resist: Reduces damage from Water attacks to a greater extent
- Thunder Guard: Reduces damage from Thunder attacks
- Thunder Resist: Reduces damage from Thunder attacks to a greater extent
- Virus Protection: Increases resistance to Virus
- Virus Block: Gives full resistance to Virus
- Bind Protection: Increases resistance to Bind
- Bind Block: Gives full resistance to Bind
- Freeze Protection: Increases resistance to Freeze
- Freeze Block: Gives full resistance to Freeze
- Berserk Protection: Increases resistance to Berserk
- Berserk Block: Gives full resistance to Berserk
- Blind Protection: Increases resistance to Blind
- Blind Block: Gives full resistance to Blind
- DOA Protection: Increases resistance to DOA
- DOA Block: Gives full resistance to DOA
- Firewall: Gives higher chance of Zero retaining his normal status
- Minus Metal 20: Uses one slot to reduce Erosion by -20 points (also has a variant which reduces erosion by -10 points)
- Auto Sub Tank: Automatically recovers Life Energy with Life Gain 25 once per battle when Life Energy is reduced to ¼
- Auto Recover: Revives Zero with 25% of his maximum Life Energy if he is defeated
- Auto Barrier: Gives a 10% chance of Zero automatically raising his barrier when attacked
- ZERO Shift: Any damage from an opponent less than Level X 5 is reduced to 0
- Parry Impact: Every hit from an enemy’s attack recovers 1 Weapon Energy
- End to All: Normal attacks will no longer kill, and Final Strike chances are increased
- FS Canceller: Automatically cancels Final Strike
- Learning Aid: Gives an extra 5% to each EXP earned in battle
- Caution: Halves chances of encountering an enemy
- Attractor: Doubles chances of encountering an enemy
- Initiative: Doubles chances if a preemptive strike
- Neutraliser -30: Uses one slot to reduce Erosion by 30% (also has variants which reduce by 10% and 20% each)
- Self-repair: Restores 1% of Life Energy each turn while in reserve
- Exodus: Guarantees ability to flee enemy encounters
- Cutting Edge: Guarantees Zero will get the first attack every time
- Good Luck: Increases chances of winning an item in combat by 3%
- Monopoly: Gives Zero all the EXP earned from a battle
Sub-Weapons
Mega Man X Era
A set of sub-weaponry and other abilities Zero can bring into battle.
- Heat Haze: Creates an illusory double of himself that attacks the enemy.
- Photon Missile: Shoots a powerful missile.
- Virus Missile: Shoots a missile that infects the enemy with a virus.
- Smoke Missile: Shoots a missile that makes the enemy go blind.
- Tractor Net: Shoots a missile that reduces the enemy's speed (bind effect).
- Cracker: Shoots a missile that makes the enemy go berserk.
- Cryogenic: Shoots a missile that freezes and immobilises the enemy.
- Rust Missile: Shoots a missile that lowers power at 10%.
- Drill Missile: Shoots a missile that lowers armour at 10%.
- Melt Missile: Shoots a missile that lowers shield at 10%.
- Slime Missile: Shoots a missile that lowers speed at 10%.
- Twin Fire: Shoots two missiles that deal fire damage to the enemy.
- Twin Ice: Shoots two missiles that deal ice damage to the enemy.
- Twin Thunder: Shoots two missiles that deal electric damage to the enemy.
- Oil Can: Makes the target vulnerable to fire.
- Vitality Missile: Shoots two missiles that give damage equal to 1/10 of Zero's life energy.
- Energy Capture: Shoots a missile that steals life energy based on the damage it deals.
- Item Capture: Steals an enemy's item.
- Turbo Clock: Lets Zero’s next action be performed much quicker.
- Generator: Generates extra solar energy.
- Vengeful Counter: Grants Zero a chance to counterattack.
Neo Armor
Mega Man X Era
An enhanced version of the Energy Armor originally given to Zero by Doctor Light, which enhanced his armor’s defenses and his Z-Buster’s firepower. Was given to X to become the Giga Armor at the climax of Mega Mission 2.
iX Armor
Mega Man X Era
After fusing with Return iX to face the Limited threat, Zero gained enhancements to his armor that increased his overall firepower. After Zero was knocked unconscious however, the parts of iX that fused with Zero left to enhance the armor X already had.
Buster Shot
Mega Man Zero Era
The Buster Shot is Zero’s main projectile weapon in the Mega Man Zero series, though it still operates like your standard Mega Buster in that it can either fire a number of small energy bullets in rapid succession, or it can charge up for a bigger and more powerful shot. However, the Buster Shot can also use the Elemental Chips to add some status effects to his charged attacks. The Flame Chip launches a ball of fire that can set enemies ablaze and slowly take away their health, the Thunder Chip creates a ball of electricity that can stun targets for a short period of time, and the Ice Chip fires a ball of ice that can freeze enemies upon contact.
Shield Boomerang
Mega Man Zero Era
A shield transfiguration of the Z-Saber. When activated, the Shield Boomerang can reflect back most projectiles, all the while Zero charges up an attack. When fully charged, he can throw this weapon to cut through enemies and return to his hand so he can charge it up again, like one of those Australian throwie things, whatever they’re called. He just can’t use it to block a ton of stronger projectiles or melee attacks, nor is he capable of dashing with it.
While typically shown to only protect Zero’s upper body, he can enlarge the shield to block much bigger attacks.
Triple Rod
Mega Man Zero Era
A lance transfiguration of the Z-Saber. This weapon can attack in all directions and extend to three times its normal length. The Triple Rod can be spun around like a helicopter blade, and it can be charged up to fire blasts that utilize elemental chips.
Chain Rod
Mega Man Zero Era
A whip transfiguration of the Z-Saber. It acts as a long-range weapon that can impale opponents, latch onto them and pull them into Zero’s position for follow-up attacks a la Scorpion’s “Get Over Here!”. It can also be used as a tether rope so Zero can get around his environment more easily by digging it into walls or ceilings. It’s capable of being charged and using elemental chips as such, and will be swung around in a circular fashion when used that way.
Recoil Rod
Mega Man Zero Era
A tonfa-esq configuration of the Z-Saber. They work as short-range stabbing weapons, though they can be charged up for a blast that can push enemies several feet back, though it won’t damage them. It can also release its charged energy downward to create a force that launches Zero into the air like a pogo stick. It can also utilize elemental chips in its charge shots.
Zero Knuckle
Mega Man Zero Era
A chip implant on Zero’s palm that allows him to rip out weapons from his opponent’s body and use them until they run out of ammo. Zero generally activates this move when punching at his target, and can charge the weapon to do a stronger punch that deals more damage to the enemy. However, the Zero Knuckle is not foolproof, and it does not always successfully steal a weapon on each attempt. Generally only enemies near death, who will actually be destroyed by the damage caused by the Zero Knuckle punch, will have their weapons stolen.
Cyber Elves
Mega Man Zero Era
Cyber Elves are beings of pure energy that live in cyberspace, which is essentially a world constructed of data versions of everything existing in the real world. These sentient little buggers work as partners for Reploids in combat situations or any other kinds, and come in several types such as hacker, nurse and animal. Along with that, there are satellite elves that follow Reploids around to always grant them powers, or fusion elves that can only be used once, as they merge with the Reploid and kill themselves because of it. Some of the best and most useful ones for Zero to bring along, based off of their strengths and varying abilities are:
- Tenite - Hacker Fusion Elf: Performs a stabbing attack with a lance on the enemy
- Hanmarbo - Hacker Fusion Elf: Performs one strong attack on the target with a hammer
- Stoposa - Hacker Fusion Elf: Stuns opponents for short periods of time
- Stickoh - Hacker Satellite Elf: Assists in stunning some types of enemies
- Clocpooh - Hacker Fusion Elf: Reduces charge time
- Mettorika - Hacker Fusion Elf: Turns enemies into Mettaurs
- Hanmarga - Hacker Fusion Elf: Reduces an opponent’s health by half
- Mulaq - Nurse Fusion Elf: Restores all of Zero’s health
- Balette - Animal Satellite Elf: Boosts running speed
- Shelter - Animal Fusion Elf: Boosts defense
Croire
Mega Man Zero Era
A customizable Cyber-elf introduced in Mega Man Zero 4, which can be fed and leveled up to gain unique benefits. While these abilities do not normally stack, unlocking all of them does let Zero gain every buff from having Croire at once.
- With Nurse effects, increases Zero’s vitality by 40 before doubling and then quadrupling it, along with dropping energy capsules to heal Zero
- With Animal effects, doubles Zero’s defense, increases his speed, lets him slow down when sliding on walls, lets him avoid dying from pits, and fights alongside him using fire, ice, and lightning projectiles
- With Hacker effects, increases the amount of bullets that can be fired from 3 to 4, adds unique techniques to the Triple Slash, increases the power of Zero’s weapons, makes enemies drop more items and increases the effectiveness of said items, and lets him use EX Skills and charged attacks without selecting or charging them
Defenses
Zero isn’t just packing a load of weapons. His body is made of the Titanium-Z alloy, created by Wily to be specific to Zero’s build alone. While its exact makeup isn’t known, it is most likely an upgraded version of the Ceramic Titanium that both Light and Wily previously used for their machines, and as such is a tough, lightweight, yet also flexible metal that works well for Zero and his combat abilities.
After sacrificing himself to defeat Vile in the first game, Zero gets an upgrade to his body that includes the more advanced armor design we normally see him in. In addition to that, the Z-Saber he got along with the upgrade can also cut through projectile attacks, and the Reploid also has access to Sub-Tanks, which allow him to replenish his energy if he’s ever running low on it.
He of course has his Shield Boomerang and Bashou Fans as well, and after defeating Shield Sheldon, Zero learned the Guard Shell technique. This move allows the Maverick Hunter to summon a small energy shield in front of him that reflects most energy projectiles back at the shooter, while still allowing Zero full freedom to use his Z-Saber and Z-Buster. He also learned the Gokumonken technique after defeating Soldier Stonekong, which puts the Reploid in a defensive stance to deflect incoming projectiles with a protective barrier, as well as counter oncoming enemies with a melee attack when they come within reach of his saber. However, it can only be used when Zero is standing still and it can take a moment to actually enter the stance and let it take effect.
Finally, Zero gained several chips from the MMZ series to increase his abilities in this field such as:
- A-Recover3 Chip: Lets Zero slowly recover energy/health whenever he stands still
- Absorber Chip: Prevents staggering when hit by an attack
- Reflect Chip: Allows Zero to reflect energy projectiles with his Z-Saber
- Spike Type W Chip: Prevents Zero from being moved by strong magnets and winds
Maneuverability
Zero can naturally leap high up into the air with his lightweight build, and can easily grip onto surfaces to wall-jump off of them. Fairly high, might I add. And thanks to how light his primary weapon is, the Reploid is able to move especially quickly in close-combat and deal out fast combos thanks to this.
Zero obtained the Kuuenbu technique from Split Mushroom, which allows him to perform a double jump in midair to reach even greater heights. Similar to his friend X, Zero is able to dash across the ground thanks to the jets built into his feet and can thus move across long distances without issue. And after defeating Jet Stingray, Zero gained the Hienkyaku move, which allows him to dash through the air either straightforward or straight upwards.
And just like with his defenses, Zero has several chips from the MMZ-era to grant him some new abilities in this department, some of which include:
- Light Chip: Reduces body weight (in-game it prevents him from breaking through fragile floors)
- Ultima Chip: Actually grants several new abilities which include
- Increased running speed
- Prevents slipping
- Gives him the ability to dash through enemies and projectiles
- Slide down walls at a slower speed
- Jump on the surface of water
Abilities
Mewtwo
Moveset
Mewtwo has a large set of moves at its disposal, with it having many different types and effects. While its Attack and Special Attack are both high, its Special Attack is higher, making all of its special moves much more potent compared to its physical moves. Though, which it’s best at also depends on if Mewtwo is Mega Evolved or not, as Mega Mewtwo X prefers physical moves with its higher Attack while Mega Mewtwo Y still focuses on special moves with its much greater Special Attack. It should also be noted that due to being a Psychic-type Pokémon, Mewtwo's Psychic-type attacks deal more damage. As Mega Mewtwo X, its Fighting-type attacks will also deal more damage due to becoming part Fighting-type. The following is a list of all the moves Mewtwo can use:
- Laser Focus: A Normal-type status move. Mewtwo concentrates intensely, making it so its next attack always deals a critical hit, which deals half as much more damage than usual.
- Psywave: A Psychic-type special move with 100% accuracy. Mewtwo creates an odd, hot psychic wave to attack its opponent, which deals a random amount of damage to them determined by Mewtwo’s level. It can also alter the psychic energy from it, allowing it to fire powerful blasts, swirl up a vortex around itself while guarding against attacks, which also pierces through most guards, or slash at its opponent with multiple strikes, all of which can be charged up to increase their range and power. They can also be performed in quick succession from one another, and the blast projectile can even home in on opponents, but using the vortex variation will make it use up Synergy Power. When charged up for too long, these three variations revert to weaker levels. Mewtwo can also use this move to create a forcefield around itself that it can use to protect itself or blast opponents away by expanding it or form a tornado around itself that traps opponents in it, reflects projectiles, and conceals itself, allowing it to perform surprise attacks, and it can even create multiple at the same time. Lastly, Mewtwo can form a psychic spoon that it skillfully uses in melee combat, and it can also use it to hit back projectiles or scoop up people or items. Also, Mewtwo can extend its range and bend it for combat or grappling onto things, alter its shape to a fork for stabbing attacks, turn its psychic energy projectiles into it, which it then can telekinetically throw, dual wield two, which it can also attach together to form one weapon, or spin it so fast that it creates its tornado variation.
- Confusion: A base 50 power Psychic-type special move with 100% accuracy. Mewtwo attacks its opponent with a weak telekinetic force, which has a 10% chance of confusing them. It can also be used to reflect projectiles back to sender, create psychic rings that damage opponents, which also briefly stuns them if they tried to attack Mewtwo when they get hit, or create and manipulate psychic energy to fire blasts, form barriers, or surround others’ bodies and control them. Using this move though will make it use up Synergy Power.
- Disable: A Normal-type status move with 100% accuracy. Mewtwo releases a flash from its eyes, making it so its opponent can’t use the same move it used last for a while. It can also be used to briefly stun opponents who make eye contact with it while damaging them slightly, which can even paralyze them in some cases without it even needing to make eye contact, or knock them back.
- Safeguard: A Normal-type status move. Mewtwo creates a protective field around itself and any allies that prevents them from being inflicted with status effects. However, this won’t remove any status effects they already have.
- Confuse Ray: A Ghost-type status move with 100% accuracy. Mewtwo creates a sinister ray that confuses its opponent when they look at it.
- Teleport: A Psychic-type status move. Mewtwo teleports to another location, whether that be to go to far away destinations in less than a second, escape from battle, or maneuver itself while fighting. While it usually gives off some type of psychic effect to signify that it teleported, Mewtwo can teleport without these effects. It can also be used to teleport others, objects, or Mewtwo’s own attacks, and Mewtwo is capable of teleporting things that are far away from it. These things, along with itself, can even be teleported to other dimensions.
- Life Dew: A Water-type status move. Mewtwo scatters mysterious water around, which restores 25% of it and any allies’ maximum HP.
- Swift: A base 60 power Normal-type special move. Mewtwo creates and launches out multiple yellow star projectiles at its opponent, which never miss.
- Ancient Power: A base 60 power Rock-type special move with 100% accuracy. Mewtwo launches prehistoric rocks at its opponent, which has a 10% chance of raising its Attack, Defense, Special Attack, Special Defense, and Speed.
- Future Sight: A base 120 power Psychic-type special move with 100% accuracy. Mewtwo opens up several wormholes that it then fires electrified psychic energy into before closing them. After a while, the wormholes surround its opponent and release the psychic projectiles to barrage them with. It can also be used to make all of Mewtwo’s attacks deal a fixed amount of damage or plant a hidden psychic bomb that blows up moments later.
- Psych Up: A Normal-type status move. Mewtwo hypnotizes itself into copying any stat changes from its opponent, whether positive or negative.
- Psybeam: A base 65 power Psychic-type special move with 100% accuracy. Mewtwo fires a beam of psychic energy at its opponent, which has a 10% chance of confusing them.
- Miracle Eye: A Psychic-type status move. Mewtwo makes one of its eyes glow, making it so that all of its moves always hit and that its Psychic-type moves work on opponents who would normally be immune to them. It can also be used to manipulate some of Mewtwo’s other ways of attacking, such as making its electric orbs lock onto opponents, turning its psychic arrows into defensive shields that can hurt them when touched, or expanding its light pillars to make them hit wider while moving them around. This even works when the original projectiles have already dissipated because this move essentially resets and alters them.
- Psycho Cut: A base 70 power Psychic-type physical move with 100% accuracy. Mewtwo launches out a blade of psychic energy at its opponent, which has a higher chance of dealing a critical hit than most other moves. It can also be made in a cross shape or used as a melee slashing attack. Using this move though will make it use up Synergy Power.
- Power Swap: A Psychic-type status move. Mewtwo employs its psychic power to switch its Attack and Special Attack stat changes with its opponent’s.
- Guard Swap: A Psychic-type status move. Mewtwo employs its psychic power to switch its Defense and Special Defense stat changes with its opponent’s.
- Recover: A Normal-type status move. Mewtwo creates an energy field around itself that expands and restores its cells, which restores 50% of its maximum HP. It can also be used from beyond the grave to regenerate and resurrect Mewtwo when it dies from mortal wounds.
- Psychic: A base 90 power Psychic-type special move with 100% accuracy. Mewtwo attacks its opponent with a powerful telekinetic force, which has a 10% chance of lowering their Special Defense. It can also be used to control others’ bodies or objects, shatter things, use objects, crush things, fire a beam of psychic energy, or send out a psychic mine that track opponents, which detonates after a few seconds in an explosion of psychic energy that briefly stuns them. Mewtwo can also use it on itself or others to fly around in the air, and others it uses it on can even move around on their own.
- Barrier: A Psychic-type status move. Mewtwo sets up a sturdy wall in front of itself, which sharply raises its Defense. It can also be used to create a forcefield around Mewtwo for protection against attacks, which can even be used to slam into opponents while flying around, protect others in it, reflect projectiles back to sender, create explosions of psychic energy by expanding it, or stand on in the air as a platform for itself and others by partially opening it. Using this move though will make it use up Synergy Power.
- Aura Sphere: A base 80 power Psychic-type special move. Mewtwo creates and throws a ball of its spiritual energy, called aura, at its opponent, which never misses. It can also be shot at point-blank range as a type of physical strike.
- Amnesia: A Psychic-type status move. Mewtwo temporarily empties its mind to forget its concerns, which sharply raises its Special Defense.
- Mist: An Ice-type status move. Mewtwo cloaks itself and any allies in a white mist, which prevents their stats from being lowered for a while.
- Agility: A Psychic-type status move. Mewtwo relaxes and lightens its body, which sharply raises its Speed.
- Me First: A Normal-type status move. Mewtwo cuts ahead of its opponent and copies and uses the attack they were going to do before it. The attack also gets an increase in power by 50% and always hits. However, if Mewtwo is too slow and uses this move after its opponent has already performed the attack or if they performed a non-damaging move, it will fail. It can also be used to unleash a random attack the opponent has.
- Calm Mind: A Psychic-type status move. Mewtwo quietly focuses its mind and calms its spirit, which raises its Special Attack and Special Defense simultaneously.
- Hyper Beam: A base 150 power Normal-type special move with 90% accuracy. Mewtwo charges up and fires a powerful beam of energy at its opponent, though after using it, it is left vulnerable and can’t use other moves for a bit. It’s so powerful that it even pierces through most guards. It can also be used to fire a beam of light. Using this move though will make it use up Synergy Power. Used in The Birth of Mewtwo, the Pokémon Gotta Catch ‘Em All! manga, Pokémon Ranger: Guardian Signs, Pokémon Tretta, Pokkén Tournament, and Pokémon GO.
- Counter: A Fighting-type physical move with 100% accuracy. Mewtwo allows itself to be hit by its opponent. If it’s hit physically, it will then retaliate back at them, dealing twice the amount of damage it took. It can also be used to create a shield that reflects projectiles without Mewtwo needing to get hurt. Used in Pokémon: The First Movie - Mewtwo Strikes Back.
- Shadow Ball: A base 80 power Ghost-type special move with 100% accuracy. Mewtwo creates and throws a ball of ghostly energy at its opponent, which has a 10% chance of lowering their Special Defense. It can also be thrown in an erratic pattern, fired rapidly, summoned and rotated around Mewtwo for protection, clashed with projectiles to erase them, combined with itself to make it bigger and more powerful, or charged up to make it larger and more powerful. The latter can even damage opponents who touch the ball as it’s charging, be stocked up to be used later, or be fired off extremely slowly forward. Also, it can home in on opponents, and the larger the ball fired, the more Mewtwo will recoil backwards. Used in Pokémon: The First Movie - Mewtwo Strikes Back, Pokémon Pinball, the Super Smash Bros. series, Pokkén Tournament, Pokémon GO, Pokémon Ga-Olé, and Pokémon Masters.
- Blizzard: A base 110 power Ice-type special move with 70% accuracy. Mewtwo releases a howling blizzard that it strikes its opponents with, which has a 10% chance of freezing each of them. In hailstorms, this move will always hit. When it hits multiple opponents, its power slightly weakens. It can also be used to cover Mewtwo’s landing when it’s in the air. Used in Pokémon Stadium, Pokkén Tournament, and Pokémon Sword/Shield.
- Thunderbolt: A base 90 power Electric-type special move with 100% accuracy. Mewtwo fires a bolt of electricity that crashes down on its opponent, which has a 10% chance of paralyzing them. It can also be used to strike the ground near it with electricity to send electric blasts along the ground that briefly stun opponents, which can also home in on them. Used in Pokémon Stadium, Pokémon Stadium 2, Pokkén Tournament, and Pokémon GO.
- Rest: A Psychic-type status move. Mewtwo goes to sleep for a while, which restores all of its HP and removes any status effects it has. However, this does leave it very vulnerable, as it is asleep. It can also be used to restore all of its HP and remove and status effects when it wakes up instead of when it goes to sleep. Used in Pokémon Stadium.
- Thunder Punch: A base 75 power Electric-type physical move with 100% accuracy. Mewtwo electrifies its fist and punches its opponent, which has a 10% chance of paralyzing them. It can also be used to call down lightning from the sky when Mewtwo punches the ground or lower the opponent’s Speed. Used in Pokémon Stadium 2 and Pokkén Tournament.
- Hidden Power: A base 60 power Normal-type special move with 100% accuracy. Mewtwo creates and launches balls of energy at its opponent. This attack actually changes its type depending on the individual values of a Pokémon’s stats, which are usually permanent. If Mewtwo’s individual values are the highest they can be for each stat, which would make sense given its nature as the world’s strongest Pokémon, this would make this move Dark-type. It can also change types depending on the area it’s used in. Used in Pokémon Stadium 2.
- Submission: A base 80 power Fighting-type physical move with 80% accuracy. Mewtwo grabs its opponent and recklessly dives for the ground. However, Mewtwo takes 25% of the damage dealt to its opponent as recoil. Used in Pokémon Stadium 2.
- Protect: A Normal-type status move. Mewtwo creates a forcefield that protects it from everything. However, while the first time it’s used is guaranteed to work out perfectly fine, if it’s used multiple times in a row, it becomes more and more likely to fail the more it successfully protects Mewtwo. It can also be created all around it or large enough to protect any allies. Used in Pokémon the Movie: Genesect and the Legend Awakened.
- Drain Punch: A base 75 power Fighting-type physical move with 100% accuracy. Mewtwo punches its opponent and drains them of their energy, which restores Mewtwo’s HP equal to 50% of the damage dealt. It can also be used for Mewtwo to gain Synergy Power when it hits opponents. Using this move though will make it use up Synergy Power. Used in Pokkén Tournament and Pokémon Ultra Sun.
- Flamethrower: A base 90 power Fire-type special move with 100% accuracy. Mewtwo releases a stream of flames that scorches its opponent, which has a 10% chance of burning them. This also thaws its opponent if they’re frozen. It can also be used to briefly stun opponents. Used in Pokkén Tournament, Pokémon GO, and Pokémon Sword/Shield.
- Telekinesis: A Psychic-type status move. Mewtwo makes its opponent float in the air for a while using its psychic power, which makes them much more vulnerable to the point where all of Mewtwo’s attacks will always hit them. However, this also makes them immune to Ground-type moves and other harmful effects related to the ground. It can also be used to throw opponents around while damaging them before dropping them back down to the ground. It even goes through all types of guards. Using this move though will make it use up Synergy Power. Used in Pokkén Tournament.
- Focus Blast: A base 120 power Fighting-type special move with 70% accuracy. Mewtwo launches a devastating orb of energy at its opponent, which has a 10% chance of lowering their Special Defense. It can also be launched towards the ground to create an explosion or charged up to make it more powerful and create a much bigger explosion when aimed at the ground. Using this move though will make it use up Synergy Power. Used in Pokémon Tretta, Pokkén Tournament, Pokémon GO, and Pokémon Sword/Shield.
- Fire Punch: A base 75 power Fire-type physical move with 100% accuracy. Mewtwo sets its fist aflame and punches its opponent, which has a 10% chance of burning them. This also thaws its opponent if they’re frozen. It can also be used to guard through attacks before the punch lands or lower the opponent’s Attack. Using this move though will make it use up Synergy Power. Used in Pokkén Tournament and Pokémon Sword/Shield.
- Ice Punch: A base 75 power Ice-type physical move with 100% accuracy. Mewtwo surrounds its fist in an icy aura and punches its opponent, which has a 10% chance of freezing them. It can also be used to create icicles that stab opponents when Mewtwo uppercuts. Using this move though will make it use up Synergy Power. Used in Pokkén Tournament.
- Reflect: A Psychic-type status move. Mewtwo puts up a wondrous wall of light, which reduces the damage taken from physical attacks by half for a while. This also defends any allies, but if it does, any physical damage Mewtwo or its allies take is only reduced by a third instead. It can also be used to create a shield that guards Mewtwo from attacks. Used in Pokkén Tournament.
- Thunder: A base 110 power Electric-type special move with 70% accuracy. Mewtwo sends a wicked bolt of electricity into the sky that drops down onto its opponent, which has a 30% chance of paralyzing them. In rainstorms, this move will always hit. It can also be used to briefly stun opponents. Used in Pokkén Tournament.
- Zen Headbutt: A base 80 power Psychic-type physical move with 90% accuracy. Mewtwo focuses its willpower to its head and headbutts its opponent, which has a 20% chance of flinching them. It can also be used to erase incoming projectiles as Mewtwo charges forward with its headbutt. Used in Pokkén Tournament, Pokémon Ultra Sun, and Pokémon Sword/Shield.
- Earthquake: A base 100 power Ground-type physical move with 100% accuracy. Mewtwo punches the ground to set off a devastating earthquake that hurts both opponents and allies. Those who are underground during this will take double the damage they would have taken if they were above ground. When it hits multiple opponents, its power slightly weakens. It can also be altered to create a small quake instead of a large one. Used in Pokkén Tournament, Pokémon GO, Pokémon Ultra Sun, and Pokémon Sword/Shield.
- Light Screen: A Psychic-type status move. Mewtwo puts up a wondrous wall of light, which reduces the damage taken from special attacks by half for a while. This also defends any allies, but if it does, any special damage Mewtwo or its allies take is only reduced by a third instead. It can also be used to create multiple walls back-to-back, guard against attacks, erase projectiles, or damage opponents while pushing them back, which also briefly stuns them instead of pushing them back if they tried to attack Mewtwo when they get hit. Used in Pokkén Tournament.
- Icy Wind: A base 55 power Ice-type special move with 95% accuracy. Mewtwo releases a gust of chilled air at its opponents, which always lowers their Speed. When the attack hits opponents, its power slightly weakens. It can also be used to whip up an icy-cold tornado. Used in Pokkén Tournament.
- Ice Beam: A base 90 power Ice-type special move with 100% accuracy. Mewtwo fires an icy-cold beam of energy at its opponent, which has a 10% chance of freezing them. Used in Pokémon GO, Pokémon Ultra Moon, and Pokémon Sword/Shield.
- Iron Tail: A base 100 power Steel-type physical move with 75% accuracy. Mewtwo makes its tail glow white and as hard as steel and slams it into its opponent, which has a 30% chance of lowering their Defense. Used in Pokémon GO.
- Rock Slide: A base 75 power Rock-type physical move with 90% accuracy. Mewtwo hurls multiple large boulders at its opponents, which has a 30% chance of flinching each of them. When it hits multiple opponents, its power slightly weakens. Used in Pokémon GO and Pokémon Sword/Shield.
- Dynamic Punch: A base 100 power Fighting-type physical move with 50% accuracy. Mewtwo surrounds its fist in energy and punches its opponent with full, concentrated power, which always confuses them. Used in Pokémon GO.
- Stone Edge: A base 100 power Rock-type physical move with 80% accuracy. Mewtwo erupts multiple sharpened stones from the ground beneath its opponent that stab them, which has a higher chance of dealing a critical hit than most other moves. Used in Pokémon Ultra Sun.
- Nasty Plot: A Dark-type status move. Mewtwo stimulates its brain into thinking bad thoughts, which sharply raises its Special Attack. Used in Pokémon Sword/Shield.
- Fire Blast: A base 110 power Fire-type special move with 85% accuracy. Mewtwo fires an intense blast of all-consuming fire in a 大-shape, which has a 10% chance of burning them. This also thaws its opponent if they’re frozen. Used in Pokémon Sword/Shield.
- Brick Break: A base 75 power Fighting-type physical move with 100% accuracy. Mewtwo attacks its opponent with a swift chop, which also destroys any damage-reducing barriers they had up. Used in Pokémon Sword/Shield.
- Bulk Up: A Fighting-type status move. Mewtwo tenses its muscles to bulk up its body, which raises its Attack and Defense simultaneously. Used in Pokémon Sword/Shield.
- Psystrike: A base 100 power Psychic-type special move with 100% accuracy. It is Mewtwo’s signature move, and it can be used in a variety of ways. It can materialize an odd psychic wave, form a forcefield around itself for protection and to keep others in it from escaping, which it can also expand to blast opponents, fire a huge psychic projectile that briefly stuns opponents before giving them a mental shock, launch a barrage of psychic energy blasts into the air that rain down from above, which can change direction on Mewtwo’s command, create a psychic blast that it releases point-blank, create multiple psychic mines that then blow up, release an explosion of psychic energy, fire a psychic bomb that engulfs opponents in an explosion, or surround itself in psychic energy before slamming into the ground to create an explosion. It can even power through most things when it’s using it. Mewtwo is so skilled with it that it can combo with physical strikes before blasting opponents away, and when timed properly this way, it grants Mewtwo Synergy Power. No matter what way it uses this move though, it aims for the opponent’s Defense rather than their Special Defense despite being a special move. Using this move though will make it use up Synergy Power.
Abilities
Abilities are passive effects that either benefit Mewtwo or become a detriment to its opponents. While Mewtwo can only have one Ability, with no natural ways to change between them, they are all still incredibly useful. The following is a list of all the possible Abilities Mewtwo can have:
- Pressure: Just by its presence, Mewtwo puts pressure on its opponent, forcing them to exert twice as much energy than they normally would when fighting.
- Unnerve: Just by its presence, Mewtwo makes its opponent so nervous that they are unable to eat.
- Life Force: After performing a move, Mewtwo restores an eighth of its maximum HP.
Telekinesis
Being a Psychic-type Pokémon, Mewtwo can use basic telekinetic abilities to reflect projectiles back to sender, control others’ bodies, which it can to grab and hold them in place or throw them around, decrease its own weight, blast things away, burst things open, or pick up objects, which it can use or throw.
Telepathy
Using its psychic powers, Mewtwo can communicate with others using its mind, even when they’re miles away from it. It can even talk to only specific people. It can also link with others’ minds while unconcious to speak with them, read minds and see eons of memories from someone in seconds, or show its own memories to others.
Mind Manipulation
Being a Psychic-type Pokémon, Mewtwo can manipulate the minds of others to control them and force them to do whatever it wants. It can also talk through whoever it controls and, of course, release them from its control too. Mewtwo is also capable of erasing memories from others, and it can even imbue its psychic powers into other things to make those who are exposed to it lose their memories or return those erased memories.
Flight
Even without using Psychic on itself, Mewtwo is capable of flying through the air. It can also fly briefly to quickly dash forward in midair.
Immortality
Due to being a clone of Mew, Mewtwo possesses an immortal life force, making it so that it can’t die through natural means, including being able to survive without needing oxygen.
Energy Manipulation
Besides using certain moves that utilize energy, Mewtwo can manipulate energy in general to fire powerful beams, and it can do it in other ways besides just a simple beam forward. It can shoot out twin beams that rotate around it in opposite directions, create a barrage of beams that ascend into the sky, or rain down giant beams from above that attack continuously and move around, the latter two of which force opponents to pause and be unable to perform attacks for a while. It can also catch opposing energy attacks and gain Synergy Power by concentrating in a stance, but that’s not all.
Being a Psychic-type Pokémon, Mewtwo can also manipulate psychic energy in various ways. It can shoot many types of psychic projectiles, such as constant waves, blasts, which it can rain down from above or release from all around it, homing orbs, which can be fired rapidly, summoned around it for protection or offense, or detonated upon impact, homing blades, arrows, and shock waves that briefly guard it as it charges it up. It can also focus blasts below it while guarding through attacks before letting it loose, which can even be charged up to guard longer and make it more powerful. This also lets it pierce through most guards. It can even make its projectiles split to make them more numerous, stop in midair, or change direction.
Mewtwo can also use psychic energy to create explosions, engulf itself in a psychic aura for protection, which hurts anything that touches it and can fire psychic beams, overload machinery, swirl up massive twisters, which can be created around itself or charged up to become bigger and more powerful, to the point where it pierces through all types of guards, create shields that it can bash into opponents, blast sparks, slash with psychic swords, blast concentrated psychic energy in front of it, guard against attacks before rushing forward with psychic energy all around it, which can be charged up to guard longer and make it more powerful, to the point where it pierces through most guards, erupt psychic energy from the ground, trap opponents in psychic binds, form barriers, or augment its physical strikes to make them stronger, along with being able to increase their range. Lastly, some of its psychic energy attacks, when timed properly, can grant Mewtwo Synergy Power.
Umbrakinesis
Besides using Ghost or Dark-type moves, Mewtwo can manipulate shadows and darkness in general, which it can use to emit pulses, create blasts, produce explosions, or form vortexes, the latter three of which can be charged up to make them much more powerful. Lastly, Mewtwo can engulf its body in dark energy when performing physical strikes to make them more powerful.
Electrokinesis
Besides using Electric-type moves, Mewtwo can manipulate electricity in general, which it can use to emit sparks, shoot electric orbs, strike with bolts, or discharge electricity around itself.
Cryokinesis
Besides using Ice-type moves, Mewtwo can manipulate ice in general, which it can use to create and launch out giant icicles.
Pyrokinesis
Besides using Fire-type moves, Mewtwo can manipulate fire in general, which it can use to erupt a vortex of flames beneath opponents to briefly stun them, launch out a stream of fire, or create and attack with flaming blades, which can also be used to send out waves of fire while piercing through most guards. The swords can even be charged up to deal more damage, to the point where they pierce through all types of guards.
Photokinesis
Besides using certain moves that utilize light, Mewtwo can manipulate light in general, which it can use to create pillars both close and far that hurt opponents and block their movements. These pillars can even home in on them. Mewtwo can also create light pillars when performing stomp attacks while piercing through most guards or spawn one beneath opponents to blast them away. For travel, it can also cloak itself or others in light to fly.
Hydrokinesis
Besides using Water-type moves, Mewtwo can manipulate water in general, which it can use to raise watery vortexes to defend itself from attacks.
Geokinesis
Besides using Rock or Ground-type moves, Mewtwo can manipulate the earth in general, which it can use to create powerful quakes, launch rocks as projectiles, or bring up rocks from the ground to use for protection.
Forcefield Creation
Besides using moves that create defensive shields, Mewtwo is capable of creating forcefields around itself for protection or offense. It can even fly around with it up without worry of being hit.
Explosion Manipulation
Using its psychic powers, Mewtwo is capable of creating powerful explosions to blast opponents with. It can even detonate a myriad of them at a constant rate to overwhelm them.
Weather Manipulation
Using its psychic powers, Mewtwo can manipulate the weather to such a degree that it can create powerful storms.
Petrification
Using its attacks, Mewtwo is capable of turning others to stone, leaving them vulnerable in their petrified state. This can even happen by accident.
Duplication
Mewtwo is capable of creating clones of others, who side by it and help it with various tasks, such as fighting or Tetris.
Extrasensory Perception
Using its psychic powers, Mewtwo can find and locate others with ease.
Regeneration
Besides using Recover to restore its cells, Mewtwo can regenerate its body from injuries as bad as impalement.
Portal Creation
Using its psychic powers, Mewtwo is capable of creating portals that it can travel through to reach other places. It can even create portals to other dimensions to trap others in.
Void Manipulation
Using its psychic powers, Mewtwo is capable of creating purple orbs of light that send others to another dimension, leaving them in a pitch-black void for however long it wants. It can also enter the dimension itself or bring those trapped out of it, though Mewtwo can send them to places far away from where they were originally sent from.
Afterimage Creation
Using its psychic powers, Mewtwo is capable of creating afterimages of itself that can be used in various ways. It can use them to reach further with its physical attacks, strike in a flurry of blows, or create multiple copies of itself to confuse opponents, which disperse into multiple psychic orbs after a while to attack them.
Creation
Mewtwo is capable of creating objects from out of thin air, even things as big as the Mystery Rock in the kingdom of Illusio.
Power Nullification
As a powerful Pokémon, Mewtwo is capable of passively nullifying any status effects that it’s been inflicted with. It can also use its psychic powers to suppress the powers of others.
Black Hole Creation
Mewtwo is capable of generating black holes, which it can use to suck in and destroy things. It can also get rid of these black holes.
Sleep Manipulation
Mewtwo is capable of forcing others asleep by releasing a white light upon them. The effect of this light isn’t straight away, but it weakens them before they pass out shortly after. It can also use its psychic powers to wake others up.
Healing
Besides using moves that restore HP, Mewtwo can heal others from even mortal wounds by releasing a white light that it covers them in.
Soul Manipulation
Mewtwo is capable of manipulating someone’s soul and transferring it into another being to make them one, even dozens at once. However, this can only be done if the being the soul is being put into is in a crazed state or willing to let it happen. It can also separate them back into two beings. Realistically, Mewtwo should also be capable of just taking out someone’s soul from their body without needing to transfer it to another.
IQ Skills
IQ is essentially how smart one is. For Pokémon such as Mewtwo, IQ can also grant passive skills depending on how high it is. These don’t always have to be on, meaning if one skill in particular wouldn’t be good to have in a certain situation, it is able to be turned off. The following is a list of all the IQ skills Mewtwo has:
- Item Catcher: Lets Mewtwo catch and hold an item thrown at it, though it can’t do this if it’s already holding one.
- Course Checker: Lets Mewtwo automatically know if there are obstacles in the way before it performs an action.
- Dedicated Traveler: Makes Mewtwo focus more on traveling than fighting.
- Item Master: Lets Mewtwo use or throw its held items.
- Exclusive Move-User: Makes Mewtwo only use moves, though it won’t attempt to use them if it is out of energy to use a certain move or if using linked moves would delink them if used again.
- Escapist: Lets Mewtwo help others escape from dangerous situations.
- PP Checker: Makes Mewtwo not attempt to use moves if it is out of energy to use a certain move or if using linked moves would delink them if used again.
- Efficiency Expert: Makes Mewtwo target the opponent with the lowest HP if fighting against a group.
- Status Checker: Makes Mewtwo not use moves that cause status effects if the opponent already is inflicted with that status effect.
- Nontraitor: Makes Mewtwo unable to hurt its allies, even when forced to do so.
- Self-Curer: Makes Mewtwo recover from status effects faster than usual.
- Quick Dodger: Makes Mewtwo better at avoiding attacks.
- Brick-Tough: Makes Mewtwo’s body tougher, giving it more HP.
- Type-Advantage Master: Gives Mewtwo a higher chance of landing a critical hit when attacking opponents with a type disadvantage.
- Weak-Type Picker: Makes Mewtwo target the opponent with a type disadvantage if fighting against a group.
- Power Pitcher: Makes Mewtwo’s thrown or hurled items deal more damage.
- Trap Avoider: Makes Mewtwo not step on visible traps on the ground.
- Survivalist: Makes Mewtwo’s belly fill up faster when eating food and sometimes makes it resist the bad effects of poisonous foods.
- Nonsleeper: Prevents Mewtwo from being forced asleep.
- Concentrator: Increases Mewtwo’s accuracy, but lowers its evasion.
- Practice Swinger: Increases Mewtwo’s Attack and Special Attack for its next move whenever it fails to hit the opponent.
- Exp. Go-Getter: Makes Mewtwo target the opponent worth the most experience points if fighting against a group.
- Aggressor: Increases Mewtwo’s Attack and Special Attack, but lowers its Defense and Special Defense.
- Energy Saver: Makes Mewtwo’s belly empty more slowly.
- Counter Basher: Makes Mewtwo automatically Counter when hit by an attack, but lowers its Defense.
- Lava Evader: Makes Mewtwo avoid walking on lava.
- Erratic Player: Increases the effects of type effectiveness for both Mewtwo and opponents.
- Clutch Performer: Sharply raises Mewtwo’s evasion when its HP is dangerously low.
- All-Terrain Hiker: Lets Mewtwo be able to walk on water, lava, and clouds.
- Sure-Hit Attacker: Makes Mewtwo’s regular attacks never miss their target.
- Extra Striker: Sometimes lets Mewtwo attack again right after its first one.
- Intimidator: Sometimes makes Mewtwo’s opponent flinch when they try to attack, causing them to do nothing.
- No-Charger: Makes moves that Mewtwo has to charge come out right away without needing to be charged, though it makes it exert twice as much energy than it would normally.
- Trap Seer: Lets Mewtwo not set off traps when stepped on, which also makes them visible if they were hidden.
- House Avoider: Lets Mewtwo sense an ambush when one is about to happen.
- Pierce Hurler: Makes items Mewtwo throws pierce through opponents and walls.
- Super Mobile: Lets Mewtwo be able to walk on water, lava, and clouds, as well as be able to dig through walls when it walks into them.
Special Abilities
Special Abilities are, as the name suggests, are special abilities Mewtwo has that benefit it and its allies in various ways. The following is a list of all the Special Abilities Mewtwo has:
- Speed Up: Moderately raises Mewtwo’s allies’ Speed if it’s the leader of the team.
- Attack Up: Moderately raises Mewtwo’s allies’ Attack if it’s the leader of the team.
- Super Berry: Randomly summons a berry that temporarily raises Attack and Speed when eaten.
Awakening
Awakening essentially provides Mewtwo with beneficial effects, though there are various types. The following is a list of all the types of Awakening effects Mewtwo can use:
- Vigor: Raises Mewtwo’s Attack when it’s greatly successful during a battle.
- Gale: Raises Mewtwo’s Attack and Defense.
Spin Attack
An attack where Mewtwo spins around before striking its opponent. The higher its speed and rhythm are when performing it, the more damage it will do, though opponents who spin in the opposite direction can reduce the damage taken. If done extremely well, it can also lower their Defense or Speed or inflict them with poison, paralysis, burn, or freeze.
Z Tretta
When up against a strong opponent, Mewtwo will enter a state of Max Voltage at the start of the battle, which increases its HP, Attack, Defense, and Speed.
Agitation
When trying to be controlled, Mewtwo can enter an agitated state where it becomes harder to be controlled and moves and attacks more ruthlessly and wildly. However, if it takes enough damage or is continuously still trying to get controlled, it will go out of this state.
Synergy Burst
A phenomenon that occurs in the Ferrum region, which brings out the full potential of a Pokémon using Synergy Power. Mewtwo is one of the few Pokémon, similar to Mega Evolution, who can go into this mode without the assistance of a Trainer. When it enters Synergy Burst, it restores some of its HP and creates a shock wave around itself that pushes opponents back, but that’s not all. Not only does Mewtwo become much stronger, faster, and tougher, to the point where it shrugs off light hits with ease, but it also Mega Evolves automatically, usually into Mega Mewtwo X, but it’s likely it can go into Mega Mewtwo Y as well. Also, it restores HP passively as long as it’s not getting hit.
However, while the mode is powerful, Mewtwo can only stay in it for 13 seconds before reverting back to normal, and Shadow Mewtwo under normal circumstances can only manage eight seconds, and taking damage in this mode decreases the amount of time it can stay in it in general. While Shadow Mewtwo requires little Synergy Power in order to enter Synergy Burst, regular Mewtwo needs a lot of it. That said, Shadow Mewtwo can stay in Synergy Burst for an indefinite amount of time if it has enough Synergy Power, and even enter a second Synergy Burst that increases its power even further. With enough Synergy Power, this second Synergy Burst can also last indefinitely and makes it impervious to almost any attack.
Zero
Techniques
A set of techniques throughout the Mega Man X series. One of the key differences between X and Zero comes with how they fight. While X has a large arsenal of ranged weapons taken from bosses that have a limited ammo pool, Zero has a wide variety of melee techniques which his Z-Saber copies and thus, does not limit his usage. Over the course of his career as a Maverick Hunter, he’s acquired the following moves:
- Rising: Zero performs a rising slash that gives variable height.
- Fish Fang: Fires two fish shaped missiles when he does an air-slash.
- Tri-Thunder: Punches the ground to release electric shockwaves from it.
- Fire Wave: Shoots a fireball onto the ground that moves along as a flaming wave.
- Lightning: Shoots bolts of lightning around Zero.
- Earth Gaizer: Zero punches the ground hard enough to create explosions around him.
- Dash: Zero simply dashes forward at the enemy with his Z-Saber.
- Drill Crush: The Z-Saber takes the form of a drill as Zero performs a downwards thrust.
- Zero Final: Zero performs Dash and Rising back to back.
- Raijingeki: A lightning-infused thrust with the Z-Saber.
- Kuuenbu: Allows Zero to double jump.
- Kuuenzan: A spinning mid-air slash attack.
- Tenkuuha: An upgrade allowing the Z-Saber to destroy energy projectiles.
- Ryuenjin: A Shoryuken-styled rising slash, with the Z-Saber covered in fire.
- Hyoretsuzan: A downward-thrust with the Z-Saber taking the form of a giant icicle.
- Hienkyaku: A dash that grants Zero more mobility options.
- Shippuuga: A dashing attack where Zero twirls around with the Z-Saber.
- Mikazukizan: An earth-element crescent slash similar to the Kuuenzan.
- Hisuishou: A variant of Hienkyaku where Zero dashes while covered in ice.
- Denjin: An electric version of the Ryuenjin that shoots out lightning projectiles downwards.
- Shippu: Similar to Shippuuga, Zero dashes forward but has an afterimage deal damage.
- Danchien: A downward thrust attack infused with fire that creates an explosion upon making contact.
- Yammar Option: Allows Zero to summon three robot dragonflies to fight alongside him
- Sentsuizan: A mid-air dashing attack where Zero dives with his Z-Saber.
- Shoenzan: Similar to Ryuenjin, Zero performs a ground-based upper slash that creates a wall of fire.
- Hyoroga: Allows Zero to climb on walls and drop icicles.
- Ensuizan: A water-infused version of Kuuenzan.
- Rakukojin: Has Zero perform a falling attack which creates anchors as projectiles, although they consume weapon energy.
- Guard Shell: A barrier that reflects energy projectiles.
- Raijinshou: A rising attack where Zero surrounds himself with electricity in a tornado-style attack.
- Suiretsusen: Dashes forward with water energy.
- Zankourin: A light-infused wheel that slices enemies independently.
- Hieienjin: An energy-based homing missile Zero fires mid-air.
- Souenbu: Zero tosses a V Hangar like a boomerang.
- Hadangeki: A wave of energy fired from the Z-Saber.
- Gokumonken: A defensive stance which blocks projectiles and gives Zero a counter to enemies who touch him.
- Youdantotsu: A wood-element dash attack which breaks enemy shields.
- Rasetsusen: A darkness-infused rolling slash.
- Juuhazan: With the power of gravity, Zero performs a charged overhead slash that can shatter guards.
- Rekkyoudan: With the element of earth, Zero can deflect enemy projectiles.
- Raikousen: A dashing attack where Zero leaves a trail of electricity behind him.
- Hyouryuushou: A spinning attack which can freeze enemies.
- Enkoujin: A move quite similar to the Danchien.
- Renyoudan: Zero performs six quick thrusts with the D Glaive.
- Zekkyoudan: Zero uses the B Fan to deflect enemy fire.
- Dairettsui: Zero slams the T Breaker on the ground, creating an earthquake that can break defenses.
- Ganzanha: With the K Knuckle, Zero performs a ground-based energy projectiles that break through guards.
- Senpuukyaku: A darkness-infused spinning kick which Zero can redirect.
- Raijinken: A rushing electric uppercut with the K Knuckle.
- Enkoukyaku: A dive kick infused with fire.
- Shoryuken: Zero performs a spiraling uppercut that can freeze targets.
Giga Attacks
Unlike many of his regular attacks, Zero’s Giga Attacks drain a set portion of the techniques’ respective weapon energy. Thus, while powerful and capable of destroying multiple enemies and even bosses, they can only be used sparingly.
- Rakuhouha: Zero pounds the ground, sending out energy projectiles around him in a fan-style wave.
- Messenkou: A Giga Attack similar to Rakukouha.
- Dark Hold: Zero stops time around him, freezing all movement and allowing him to attack helpless foes.
- Sougenmu: Creates an after-image which mimics Zero’s movements and damages enemies for a short period.
- Rekkoha: Has Zero summon eleven light projectiles to fire down on enemies.
- Bakuenjin: Zero creates a large explosion around him.
- Tenshouha: Zero summons a pillar of light to strike enemies above him.
EX Skills
Enhancements in the Zero series gained from defeated bosses, whether through a high ranking, or through beating the stage at its highest difficulty.
- Blast Shot: If equipped with the Flame Chip, Zero can charge a flaming ball of energy that explodes on impact
- Laser Shot: If no Element Chips are equipped, fires a laser beam that pierces enemies and shields
- Spark Shot: If equipped with the Thunder Chip, shoots a ball of electricity that splits into two upon impact, one flying up while the other falls down
- Triple Shot: If equipped with the Ice Chip, shoots three bullets which fly across the screen and can blast through enemies
- Sengatotsu: Zero dashes forward with the Z-Saber, which can be enhanced with electricity if used with the Thunder Chip
- Rakuretsuzan: Zero does a downwards thrust towards the ground, which can be enhanced with ice if used with the Ice Chip
- Tenshouzan: Does a rising slash into the air, which can be enhanced with flames if used with the Flame Chip
- Kougenjin: Zero sends a beam of energy from his Z-Saber with this slash
- Filter Shield: Using the Boomerang Shield right before an enemy attacks convert the attack into an E-Crystal
- Energy Chain: When grabbing hold of an enemy, drains them of their health while giving it to Zero
- Blizzard Arrow: If equipped with the Ice Chip, generates a sphere of energy in front of Zero which fires three freezing ice shards
- Burst Shot: If equipped with the Flame Chip, shoots an explosive flaming bullet of energy
- Reflect Laser: If no Element Chips are equipped, shoots a laser that pierces enemies and bounces off walls
- V-Shot: If equipped with the Thunder Chip, fires two electric bullets from the Buster Shot
- Reppuugeki: Does a dashing strike that hits repeatedly, tearing through an enemy’s defense
- Rakusaiga: Does a downwards thrust that, if used with the Thunder Chip, can also send balls of electricity along the ground
- Tenretsujin: Like the Tenshouzan, is a rising slash that can be enhanced with fire using the Flame Chip
- Zan’eidan: Fires a Z-Saber shaped slash of energy that, if equipped with the Ice Chip, grows larger and travels further
- Orbit Shield: Zero’s Boomerang Shield spins around him four times, or six if he used the Ice Chip with it
- Shield Sweep: Throws the Boomerang Shield so it rolls along the ground, which leaves sparks of electricity in its wake if the Thunder Chip is equipped
- 1000 Slash: Does repeated strikes using the Recoil Rod
- Soul Launcher: Fires four shots into the air with the Recoil Rod, which burn along the ground if used with the Flame Chip
- Burning Shot: Shoots a large ball of fire that explodes into six smaller projectiles on contact
- Ice Javelin: A freezing beam of energy that hits multiple times before dissipating
- Time Stopper: Traps the opponent in an area that freezes time around them, leaving them defenseless against further attacks
- Tractor Shot: Charges up a ball of energy that absorbs projectiles as it goes forward, becoming stronger with every projectile it comes in contact with
- Hyougetsujin: Sends a beam of ice along the ground which either destroys or freezes enemies
- Shouenga: Yet another rising slash enhanced by flames
- Tsuibangeki: A downwards stab that launches rock and debris once it hits the ground
- Buraitotsu: Zero dashes forward with an electrifying saber strike that paralyzes enemies, and sends two balls of electricity along a wall if it hits one.
Transformations
Mewtwo
Mega Mewtwo X
A form taken once Mewtwo Mega Evolves using the Mewtwonite X. As Mega Mewtwo X, its Attack, Defense, and Special Defense increase greatly, which is due to its psychic powers being augmented into its muscles. This form grants Mewtwo other passive perks, such as making it part Fighting-type and changing its Ability to Steadfast, which raises its Speed each time it flinches. It also lets it elastically stretch its limbs out and perform a powerful attack called Psydisaster, where Mewtwo captures its opponent with its psychic powers and traps them in an alternate dimension before focusing all of its strength into one of its fists and performing one disastrous punch so powerful that a vortex of psychic energy engulfs its victim. This also goes through all types of guards.
Mega Mewtwo Y
A form taken once Mewtwo Mega Evolves using the Mewtwonite Y. As Mega Mewtwo Y, its Attack, Special Attack, Special Defense, and Speed increase greatly, at the cost of lower Defense, which is due to its mental power growing phenomenally, even with its smaller size. This form also changes its Ability to Insomnia, which prevents it from being forced asleep.
Shadow Mewtwo
A form taken once Mewtwo is possessed by the Shadow Synergy Stone. As Shadow Mewtwo, its destructive potential increases immensely, and it can become even stronger by absorbing Synergy Power, which is a mysterious energy created by normal Synergy Stones by converting Gaia, the energy of the earth, into it. Synergy Power possesses the ability to vitalize any and all living creatures. Shadow Mewtwo is capable of absorbing Gaia as well, and it possesses other abilities besides draining these energies, such as firing off blasts of energy to attack, creating expanding energy barriers, stopping and reversing time, warping the space around it, erasing things from existence, and creating entire subspace rifts just to fight opponents in. The latter of which, called the Dark Colosseum, possesses shards of Shadow Synergy Stones and spots that erupt with massive amounts of Synergy Power on occasion, though it can also create a version of the colosseum that doesn’t contain any spots that erupt with Synergy Power. However, due to the Shadow Synergy Stone’s nature, using moves drains Mewtwo’s health.
But that’s not everything it can do, as Mewtwo can Mega Evolve into Mega Mewtwo X as Shadow Mewtwo, which not only boosts its power even greater than just normal Mega Mewtwo X or Shadow Mewtwo, but allows it to use moves without draining its health. As Shadow Mega Mewtwo X, it can also perform a powerful attack called Dark Nova, where Mewtwo charges up and releases a wave of dark energy all around itself before going into space and creating and throwing a giant dark energy ball that explodes and covers most of the planet. This also pierces through most guards. Realistically, Mewtwo should also be capable of transforming into Mega Mewtwo Y as Shadow Mewtwo, though this has never been shown.
Zero
Black Zero
An upgrade created by Dr. Light (yes, Light) for Zero, this buffs up all of his stats beyond his maximum. During its first couple of appearances, Black Zero would increase the Reploid's attack, defense, and speed, though it wasn’t necessarily a form back then as Zero always had it on after getting it. However, for some reason it actually weakened Zero’s defenses in some appearances afterwards, but we’ll be ignoring that for the sake of giving his maximum possible potential with this form. These boosts include a 100% increase in attack power, a 50% increase in speed, doubling his defenses, his weapon energy replenishes automatically over time, and he has a bonus extra resistance to fire-based attacks along with the already boosted defenses.
Eventually, Zero received a way to access his Black form without the need to stick with the armor or access a capsule to equip them. This transformation was called "Hyper Mode", and it allows Zero to turn into Black Zero form at will, although Hyper Mode protects Zero's body by limiting how often he can use it, as well as how long he can use it once it is activated. Black Zero also has complete access to the Z-Saber and Z-Buster, along with all of his other special abilities and sword techniques he would be able to use normally.
Absolute Zero
Obtained in Command Mission, Absolute Zero is another Hyper Mode transformation in which all of Zero’s attributes are increased. Zero’s attack power goes up by 100%, his speed by 50%, his life energy is boosted by 50%, his weapon energy is drastically increased, and it allows Zero to only take 50% damage from water-based attacks. Zero’s Z-Buster and Z-Saber are also replaced with a pair of claws and some wings for flight capabilities. Absolute Zero also unlocks two sub-weapons called Killer Left and Brutal Right, and it replaces Zero's Combat Arts with the more powerful Calamity Arts, with the ability to do more damage.
However, the drawback to this form is that it replaces Zero's weapons with claws, which limits his attack options to melee only. Though it’s possible that even without the Z-Saber, Zero could still perform a number of his combat techniques through his claws, as he has done so under similar circumstances while using the Kaiser Knuckle, a weapon that also limits Zero's attacks to short-ranged hand-to-hand.
The name is also totally misleading and doesn’t give him any kind of ice powers.
Awakened Zero
As the source of the Maverick Virus, Zero actually gains a few benefits from being exposed to it; even said to react positively to it. However, should he fully succumb and go full-on Maverick by suffering enough damage, he “awakens” to his true mission and becomes a mindless killing machine. Awakened Zero can regenerate from all sorts of damage, while dealing more in return, and can eventually grow powerful enough to become completely invincible. At least, relative to the damage X can deal to him. He also gains a few new moves while in this state.
- Shingetsurin: Zero fires two homing shots which stay in front of the target, before hitting them.
- Shin Messenkou: An enhanced version of Messenkou.
- Denharei: A homing projectile from the Z-Saber.
- Ittoryudan: Genmu Zero: Awakened Zero’s most powerful attack; a massive energy projectile from the Z-Saber which can kill almost anything in one-hit. If for any reason his target survives or dodges it, Zero can rapid-fire the move endlessly until they die.
Forms
During the events of Mega Man Zero 2, Zero can access a large number of forms that boost his attributes or give new abilities, at the cost of limiting other attributes. The only exception to this is the Ultimate Form, which gives massive improvements with no drawbacks.
- Energy Form: Increases power by 50% and causes enemies to drop health more often, but lowers his speed and only lets him fire two shots from his Buster
- X Form: Increases power and speed by 50%, increases the power of the Buster Shot, and lets him fire four shots at once, but severely limits the usage of the Z-Saber to compensate
- Defense Form: Doubles defense and increases the power of the Shield Boomerang, while making all other weapons weaker
- Erase Form: Negates enemy fire with the Z-Saber and Shield Boomerang, and increases defense by 50%, while limiting Zero to his second Z-Saber slash
- Active Form: Lets Zero perform rolling slashes when he jumps or dashes, and doubles his speed, at the cost of only being able to use the first attack of his Triple Slash
- Power Form: Doubles the power of all of Zero’s weapons, but his speed is halved and he can only use the last slash of the Triple Slash
- Rise Form: Increases speed by 50%, and changes the final hit of the Triple Slash to a rising slash, sacrificing a bit of horizontal reach for a vertical strike
- Proto Form: Doubles Zero’s attack, but at the cost of half defense, every weapon besides Shield Boomerang being unable to charge, and the Z-Saber being limited to the first slash
- Ultimate Form: Zero’s power, defense, and speed are increased by 50%, and all weapons can be instantly charged
Biometal Model Z
Not really a ‘transformation’, but we’re mentioning it for the sake of completeness. This is a substance which stores Zero’s “DNA Soul”, his essence essentially. Whoever wields it gains Zero’s suit, and more notably, his weapon, the Z-Saber. It has all the staple Zero attacks, from a jump and dash slash to a more wide-ranged sword strike. It was initially bonded to Girouette, but was later passed on to Vent/Aile, and merged with Biometal Model X to form Model ZX.
Feats
Mewtwo
Overall
- Classified as a Legendary Pokémon
- Incredibly intelligent
- Created an entire army of clone Pokémon
- Has proved to be a challenge against whole teams of Pokémon before, such as Red’s in Adventures, Red’s in Origins, and Gary Oak’s
- Is capable of Mega Evolution without needing the assistance of a Trainer
- Can hurt ghosts
- Resisted mind control from Giovanni’s machines specifically designed to counter it
- Resisted being turned to stone, which was caused by its clash with Darkrai
- Easily defeated Blastoise of Team Hydro and Charizard of Team A.C.T. while remaining unseen
- Defeated Gary Oak, Deoxys, Articuno, and Giovanni
Power
- Mega Mewtwo X has a grip strength of one ton
- Mega Mewtwo Y can smash a skyscraper to smithereens
- Cleaved the Battle Tower in two with its Psywave spoon
- Blew up the laboratory it was created in on New Island and Team Rocket HQ
- Destroyed part of Cerulean City
- Teleported all of the water in Clarity Lake inside Mount Quena
- Lifted up an entire lake using Psychic as Mega Mewtwo Y
- Can hurt Ho-Oh, who stopped the Sky Fortress from plummeting into the ocean, which would have caused a tsunami that would have swallowed all of the Oblivia region
- Created a powerful storm around New Island, which reached far off to a city (calced here)
- Stated to be stronger than Groudon and Rayquaza, the former of whom being said to be capable of shaping continents, with the latter capable of destroying a shooting star that would have destroyed the planet with its Hyper Beam
- Capable of creating black holes bigger than the size of its own head
- Defeated Deoxys, who controlled Grand Meteor Delta, which would have destroyed the planet (calced here)
- This also allows Mewtwo to scale to Rayquaza, who destroyed a meteor (Large Planet level)
- Shadow Mega Mewtwo X’s Dark Nova is capable of creating an explosion that covers most of the planet (Large Planet Level)
- Helped halt the Tree of Life’s ascent into the sun caused by Dark Matter as Mega Mewtwo Y, which would have pulled the planet into the sun
- Power struggled with 50% Forme Zygarde as Mega Mewtwo X, who took hits from Ultra Necrozma, who illuminated all of Ultra Space (2.75 KiloFOE)
- Rainbow Rocket Giovanni’s Mega Mewtwo should be superior to the legendary Pokemon used by lesser members of Team Rainbow Rocket, including Cyrus’ Dialga/Palkia. Dialga and Palkia are blatantly universal to multiversal through numerous feats and statements.
Speed
- As Mega Mewtwo X, it can sprint 100 meters in 2 seconds, which is more than 100 mph
- Dodged multiple Signal Beams from the Genesect Army as Mega Mewtwo Y
- Reacted to Lance’s Aerodactyl’s Supersonic, which is a sound-based move
- Flew through New Tork City so fast that time looked like it stopped as Mega Mewtwo Y
- Breached escape velocity while holding onto Red Genesect as Mega Mewtwo Y
- Superior to Ash’s Pikachu, who intercepted multiple bolts of lightning using Thunderbolt
- Kept up with Shu’s Pikachu, who dodged its Hyper Beam that was made of light
- Dark Nova expands at Sub-relativistic speeds
- Reacted to 50% Forme Zygarde after it used Camouflage to hide itself as Mega Mewtwo X, who kept up with Ultra Necrozma, who flew through Ultra Space at massively faster than light speeds and illuminated the universe (3.4 trillion times the speed of light)
Durability
- Resists Fighting and Psychic-type attacks as base Mewtwo and Mega Mewtwo Y and resists Fighting and Rock-type attacks as Mega Mewtwo X due to becoming part Fighting-type
- Emerged from an exploding Pikachu balloon completely unscathed
- Tanked Magmar’s Flamethrower, whose body temperature reaches 2,192° F
- Took hits from Mew
- Took hits from the Genesect Army
- Tanked Articuno’s Blizzard
- Took hits from Red’s Mega Charizard X
- Caught Lance’s Aerodactyl’s Hyper Beam, and Lance’s Dragonair’s Hyper Beam is capable of blowing up part of Vermillion City
- Can take hits from Ho-Oh, who stopped the Sky Fortress from plummeting into the ocean, which would have caused a tsunami that would have swallowed all of the Oblivia region
- Took hits from Deoxys, who controlled Grand Meteor Delta, which would have destroyed the planet (Planet level)
- Blocked attacks from 50% Forme Zygarde as Mega Mewtwo X, who whittled down Ultra Necrozma, who illuminated all of Ultra Space (2.75 KiloFOE)
Training/Experience
- Trained with Blaine for two years in the manga
- Fought numerous Genesect in the 16th movie
- Created machines capable of cloning Pokémon perfectly
- Erased the memories of dozens of others all at once on two separate occasions
- Saved four members of the Genesect Army from an avalanche
- Separated the souls of hundreds of humans and Pokémon all at once while dissipating a chemical substance known as R
- Possesses unrivaled dance skills
Zero
Overall
- Designed to surpass every machine in the Classic Mega Man Era, and was a complete success
- Slaughtered plenty of Reploids before facing Sigma 1-on-1, and nearly emerged victorious
- Saved X from Vile on two separate occasions, though the latter ultimately cost him his life
- Effortlessly destroyed Copy Zero, or if X failed to defeat the X-Hunters, fought a close match with Second Armor X
- Aided X in defeating Doctor Doppler’s forces, and managed to cripple the Sigma Virus for a short period
- Defeated Colonel, General, and begrudgingly Iris during the battles against Repliforce
- Fought Ultimate Armor X to a draw, before sacrificing his life to save X’s from Sigma
- Hid himself while he tried to repair himself and returned to help X defeat High Max, Gate, and Sigma once more
- Helped Axl, and later X, stop Red Alert
- Helped his follow Maverick Hunters defeat the New Generation Reploids and stop Lumine’s plan for a new world
- Helped defeat Redips during the incident in Giga City
- Awoke after 100 years to face Copy X’s forces in Neo Arcadia
- Defeated Elpizo after he destroyed X’s body to harness the power of the Dark Elf
- Killed Omega, who was using his original body and was powered up by the Dark Elf
- Sacrificed himself one final time to kill Dr. Weil, bringing peace between humans and Reploids for 200 years
- Was later reincarnated as Biometal Model Z to help Aile take on Serpent
Power
- Is canonically superior to the original Mega Man, who can lift Wily’s castle (900,000 tons)
- Superior to Duo and the Evil Robot, whose clash was powerful enough to disperse clouds on Saturn (11.42 ninatons of TNT)
- Tore off Sigma’s arm when they first met
- Comparable to X, who once channeled enough energy to annihilate Japan
- Severely crippled the General, who used the remains of his broken body to block a laser capable of destroying the Earth
- Comparable firepower to Gravity Antonion and Gravity Beetle, who could create black holes (45.392 FOE)
- His Biometal Model form was capable of fighting Grey, who fought Master Albert, who in turn created a dimension containing a sun, while his death caused the destruction of this same dimension (317 FOE)
- Defeated Lumine, who’s powerful enough to destroy a star (1.2 KiloFOE)
- Rockman XOver gives Zero scaling to the NetNavis from Battle Network, considering he fights enemies like Sigma, Vile, and Fairy Leviathan, while also one-shotting a fake version of himself. All of these enemies fought against OVER-1, who can also fight against Bass.EXE and Gregar, who are, in turn, superior to Gospel Bug Beast. The radiation of Gospel’s power was responsible for merging the Battle Network universe and the Cyber World.
Speed
- Is canonically superior to the original Mega Man, who could dodge Cloud Man’s lightning strikes
- Should be far faster than Quick Man, who can move at faster than light speeds
- Stated to move at the speed of light
- Can resist the pull of a black hole
- Faster than Duo, who can travel from Saturn to Earth in seconds (133-190 times the speed of light)
- Outran a point blank explosion
- Can dodge Optic Sunflower’s satellite laser, and even see it frozen mid-air (4.6 million times the speed of light)
- Fought Reploids amped by the Dark Elf, which erased every trace of the Sigma Virus in an instant (498 million times lightspeed, without accounting for Cyberspace, which would double the result)
Durability
- Gets dismantled like, every game, holy shit
- Survived having his body torn in two and getting shot through the chest
- Has taken blows from fellow Maverick Hunter X, who should be just as powerful as him
- Took a beating from first form Sigma
- Superior to General, who blocked a planet destroying laser with his crippled body, which was damaged during his fight with Zero
- Comparable to X, who survived the detonation of a missile that could level a country
- Survived crashing into the Eurasia Space Colony (2.072-5.308 zettatons of TNT)
- Tanked Lumine’s Paradise Lost
- Survived a city-busting explosion from directly within the missile that caused it
- Survived Omega’s body exploding, which killed the Guardians of X
Training/Experience
- Active for over 300 years
- S-Class Maverick Hunter and the best of the best
- Built to be more powerful than Mega Man and Bass, and was a total success
- Perfect A.I
- Defeated hundreds of Mavericks throughout his career
- Was active during nearly all the events during both the Maverick Wars and the Elf Wars
Weaknesses
Mewtwo
As Psychic-type Pokémon, Mewtwo and Mega Mewtwo Y are naturally weak against Bug, Ghost, and Dark-type attacks. Meanwhile, Mega Mewtwo X, due to becoming part Fighting-type, is weak to Ghost, Flying and Fairy-type attacks. Also, while it is usually calm and collected, when it gets furious, it has a hard time controlling that anger and may even forget and hurt allies. Though, Mega Evolution does help it control itself when angered to that degree.
The M2 Bind, while providing Mewtwo with more protection, restrains its powers. It should also be mentioned that emeras can only be found and used in dungeons, so while the effect of the Mist Looplet can be used in other areas, the emeras cannot. Lastly, the Shadow Synergy Stone hurts Shadow Mewtwo whenever it uses moves, and it is even capable of completely corrupting Mewtwo if it becomes overloaded with Synergy Power. It is also unable to become unfused without the assistance of others.
Zero
Zero dies. A lot. In total he’s died about three to seven times throughout the entire main Mega Man timeline, depending on what you want to count as Zero “dying”. This isn’t due to any particular faults however, as Zero is typically well-aware of how he’s risking his life, yet he continues to do it in order to allow the day to be won. Despite this however, he still isn’t much of a planner for combat, and tends to just deal with things as they come.
Outside of that, he is also powered by sunlight, so fighting in dark or shaded areas will lock him out of ways he can replenish his stamina. And while he isn’t reliant on weapon energy as much as X, Zero’s Giga Attacks and some of his best techniques still need them to be used, and he can only carry a finite supply of it.
Summary
Mewtwo
“The human sacrificed himself, to save the Pokémon. I pitted them against each other, but not until they set aside their differences did I see the true power they all share deep inside. I see now that the circumstances of one's birth are irrelevant; it is what you do with the gift of life that determines who you are.”
Advantages:
- Stronger and more durable
- Faster
- Likely the smarter fighter
- Better at long ranged combat
- More versatile abilities overall
- Can resist Zero’s transmutation
- Spoon
Disadvantages:
- Has far less combat experience
- Most of his hax is outright negated, like stat swapping, BFR, mind control, etc.
- No counter against the time-stop or Zero’s AoE, which negates the gap in speed
- Not as good in close quarters combat
- Abilities aren’t as good as Zero’s
- Bugs
Zero
“I never cared about justice, and I don't recall ever calling myself a hero... I have always only fought for the people I believe in. I won't hesitate... If an enemy appears in front of me, I will destroy it!”
Advantages:
- Has centuries worth of experience over Mewtwo
- Timestopping and AoE abilities can negate the speed gap
- Resists practically every hax Mewtwo has
- Far better in close quarters combat
- Overall better abilities than Mewtwo
- Johnny Young Bosch
Disadvantages:
- Weaker and less durable
- Slower
- Likely the less intelligent fighter
- Not as good in ranged combat
- Technically less versatile
- Took three goddamn centuries to learn what he was fighting for
Verdicts
Spider-Pidge
Before this verdict starts, I would just like to thank everyone working on the G1 blogs for welcoming me on here and letting me help make this analysis. It's been really fun to be with the people here, it's been fun researching all that's been presented, and it's just nice discussing series I love with people who share that same love and appreciation.
But you're not here for that, you're here for internet strangers to talk about whether the mad scientist's greatest creation that rebelled to defend humanity and stomped a Sonic character created in a lab can defeat the mad scientist's greatest creation that rebelled to defend humanity and stomped a Sonic character created in a lab.
And all things considered, it's...interesting, to say the least.
For starters, this prediction is mainly going to focus on the stuff outside of Rainbow Rocket and Battle Network scaling at first, since the stats outside of those are what’s more typically considered, while the end will focus on what those two entail and what discussions come with them.
With that said, let's get to those initial stats.
Zero was directly engaged in the battle with Lumine in Mega Man X8, which put him right in enemy fire when Lumine used Paradise Lost to destroy a star, coming out to 1.2 KiloFOE. Lumine destroying said star is a required story event, to the point where X's Nova Strike will leave Lumine with a single unit of health remaining just so you're forced to watch him nuke it, which means that Zero scaling to it should be a non-issue. Along with that, there are similar feats in the series preceding (Astro Man has a blatant feat of creating stars in his own dimension, which while a major outlier for Classic feats, does give precedence for this tech in the series) and succeeding it (Master Albert has similar dimensional stuff to Lumine, including having a dimension with a star in the final boss), along with feats that reach similar ranges in AP like the black holes, so Zero should solidly be solar system level.
As for speed, Zero has defeated both Elpizo and Omega, who were specifically amped by the Dark Elf during their duels. With the uncorrupted Mother Elf, X managed to eradicate every last trace of the Sigma Virus in an instant, which comes out to around 498 million times lightspeed when accounting for the Earth and Moon. The calculation doesn't account for Cyberspace though, which was affected by the Sigma Virus in multiple games, mirrors the real world in the Zero series, and has areas far away from Earth in the X series. Arguing that it covered roughly the same amount of areas as it did on Earth (Which is prolly the only way we can quantify it since anything else is unjustified really) leads to doubling the result, putting Zero's speed at just below a billion times lightspeed give or take.
Mewtwo's stats generally depend on the scaling you accept for it, with the most worthwhile (Aside from RR obvs) being scaling to Necrozma via Zygarde. While heavily outmatched, Mega Mewtwo X reacted to an attack from Zygarde and blocked it in Adventures' canon, and the same Zygarde went on to fight Necrozma. Necrozma illuminated all of Ultra Space, giving a result comparable to 31.8 FOE, and could travel across it in the blink of an eye, putting it at 3.4 trillion c. While scaling Mewtwo to it is a bit debatable in my opinion, due to personal issues with consistency and how the chapter treats the gap between Mewtwo and Zygarde, I'm mainly going to focus on the fight with the assumption Mewtwo scales fine since it does make the match a lot more interesting.
Zero takes AP and durability with a pretty significant edge thanks to his battle with Lumine, and Mewtwo's speed would be far beyond his with Necrozma scaling. The gap in speed is pretty significant, but Zero has options to get around it, with Dark Hold and AoE attacks such as the Cyber-elves who transform all enemies around him into Mettaurs. Meanwhile, while Mewtwo's direct power output pales in comparison, its varied abilities and enormous amounts of hax means that successfully using one of them would bring a swift end to this fight. And that's what this duel ultimately boils down to, "Can Mewtwo bypass Zero's defenses or find a way to win despite that?"
And the answer, simply put, is
Well
No.
For starters, Mewtwo wouldn't need to worry about whether it can mind control a robot, as Pokémon like Porygon have shown to be susceptible to Psychic Type abilities that manipulate an opponent's mind, so Mewtwo could theoretically manage to handle a Reploid's mind. However, Zero was right in the middle of the Dark Elf's assault on all the Earth's Reploids, controlling all of them to do Weil's bidding...except for Zero, who was completely immune to it. Even with Mewtwo having the potential to affect Reploids, Zero has shown an immunity to mental attacks made specifically for them, so Mewtwo's telepathy wouldn't be much different.
Mewtwo has several different means of simply trapping his opponent in another dimension, which could end the fight instantly even if Mewtwo lacks the means to directly put them down. However, as Zero can casually teleport in and out of Cyberspace, which itself is another dimension, an argument could be made for Zero to do the same against Mewtwo, especially given that it's easily one of the Genetic Pokémon's vaguest abilities.
Power Swap and Guard Swap could simply let Mewtwo switch stats with Zero, giving itself the stat trinity and an easy win immediately after...if it weren't for the fact that it doesn't work on enhanced forms, such as Mega Evolutions. As Zero's likely to start with either Black Zero or the Ultimate Form depending on which incarnation Mewtwo fights, these abilities likely wouldn't do anything to him. And Mewtwo nullifying Zero's power won't be any good either, since Infinite Resist grants immunity to the exact kind of ability. And while Psych Up can give Mewtwo the boosts in power Zero’s forms grant him, the gap between Mewtwo and Zero’s stats can’t be eclipsed by Mewtwo doing that, so Zero still holds a big advantage.
Mewtwo has shown soul manipulation in Detective Pikachu, but its usage required specific conditions to be met for it to even attempt it. Along with that, arguing a DNA Soul is comparable to a human's as far as being manipulated is generally unwarranted, and even if it was, Zero has resisted his DNA Soul being manipulated when he showed a complete immunity to being corrupted by the Nightmare Viruses. All that really leaves is petrification, an ability the Pokémon hasn't directly shown on its own, but is reasonable to assume it can do given that its' power clashing caused it...which is irrelevant seeing as Mega Man could resist Shade Man's petrification back in Mega Man 7.
The fact of the matter is, for everything Mewtwo has that could potentially score a win, Zero simply negates, well, all of it. And with his far superior firepower, durability, hax, and his options to negate the gap in speed (Along with minor edges like more direct scaling and a lot better experience, but neither really mean much in the grand scheme of things), Zero has just the right tools to cut down the ultimate Psychic Type.
...But we’re not exactly done yet, since there’s two elephants in the room as far as scaling goes that are worth mentioning.
Zero has the potential to scale to MegaMan.EXE through a few shared connections the two have. MMZ3 and Battle Network 4 have the options to connect to each other, giving Zero the ability to fight Battle Network viruses, as well as giving Hub the Z-Saber in what’s explicitly a trade with Zero, giving him one of the best Chips in the entire game. Along with that, Rockman XOver has Mavericks, including a false Zero, who are comparable with NetNavis from across the Battle Network series. While XOver does severely mess with Mega Man’s normal scaling chains, its plot was made to work around canon with everyone being from different points in time and space, and nothing has ever declared it non-canon, though the issues regarding shattered consistency still remain.
Mewtwo, meanwhile, has Rainbow Rocket scaling thanks to Ultra Sun and Ultra Moon. Giovanni transported several alternate versions of previous villains into a new plan to take over the region and other universes, and one of them was Cyrus, who had just finished remaking the universe the way he sees fit before getting warped there. While there’s not much explicitly saying Giovanni’s team is stronger than Cyrus’, he was fully aware of Cyrus’ plan and let him go through with it, implying he would have the means to stop him from double-crossing him, and the game generally does imply that Giovanni is on a similar scale to Cyrus regardless. This scaling comes with the issue of the rest of Rainbow Rocket though, since it’s unrealistic to claim that the rest of the members are infinitely weaker than Cyrus, while it’s also kinda insane to casually put every other legendary at a similar scale to the Creation Trio at the same time, especially since the leaders are explicitly using the Legendaries from their original games.
With both in play, well, Dialga and Palkia scaling kinda shits on Battle Network’s best feats, especially since the manga wouldn’t be an option for scaling anyways. Zero still resists basically everything Mewtwo has as far as hax goes, but it hardly matters when he’s not tough enough to actually tank the direct hits anymore, nor does his own hax matter when he isn’t fast enough to pull anything off. And Rainbow Rocket is easier to argue for scaling, since while both aren’t consistent with either scaling chains, it actually has a confirmed place in canon while EXE’s connections are in greyer areas.
Ultimately, the fight does end up going towards what you think is applicable for each of them. But since that effectively does boil the entire match to “Does Mewtwo get Rainbow Rocket scaling”, after a while going back and forth on it, I ultimately have to conclude that...I can’t justify a Mewtwo win off of that alone.
Nothing else in either the game’s lore or any spin-offs dictate any Mewtwo being on a comparable scale to any of the Creation Trio (Most especially in the games’ case, the one where the scaling is relevant, since Mewtwo being created to be “the world’s strongest Pokémon” isn’t even a thing in this continuity’s lore or Pokédex entries), and the amount of leeway needed would apply not only to Giovanni’s other Pokémon, but also the rest of Rainbow Rocket. Basing the entire verdict off of a scaling chain that involves base Groudon and Kyogre being legitimate threats right before Dialga or Palkia just ain’t sitting right with me, and the idea of it being a completely separate Mewtwo contradicts all of the other members using ones based on their canon counterparts (Which include the rest of Giovanni’s team), meaning we shouldn’t ignore faults in consistency just because “it’s a different Mewtwo” when it isn’t. This isn’t an issue of compositing so much as it is inconsistency, so even with a composited Mewtwo, I don’t personally think it should be used here.
At the end of the day, it does hinge on what you accept for both as far as consistency or continuity goes, and while Rainbow Rocket scaling might be more justifiable than XOver, that isn’t exactly a very high bar to reach. With no showings across any continuity to justify what would boil down to major inconsistencies everywhere else, and with it being Mewtwo’s only real win condition given what’s otherwise Zero’s impenetrable defenses and resistances, I can’t in good conscience give the win to the Genetic Pokémon through RR alone. So as it stands, I believe that Zero, the Legendary Reploid, would emerge victorious.
Buy Xenoblade Chronicles: Definitive Edition
Phantom Falcon
A blog involving two of my favorite franchises of all time? Hell yeah I had to join this one!
Let’s get started with Mewtwo: in terms of stats, Mewtwo is at minimum large planet level via fighting Deoxys, who can fight on par with Rayquaza, who destroyed a meteor threatening to destroy the Earth, and Shadow Mewtwo has a large planet level feat of its own. As for speed, Mewtwo can keep up with an amped Zygarde, who can keep up with Necrozma, who scales to Lunala and Solgaleo, who can travel multiple light years in seconds, which would be MFTL+. Speaking of Necrozma, it managed to illuminate ultra space, which has been calculated to require over 2 kiloFOE, which is solar system level. Illuminating it also got a speed of over 3.4 trillion times light speed. For Zero, he can scale to multiple small planet-planetary feats such as surviving the Eurasia Space Colony impact, which gets a kinetic energy of 5 zettatons of TNT. As for planet, he harmed The General, who could block a planet destroying beam, which requires 57 zettatons of TNT. He can also scale to Lumine, who has a potential star busting feat, but I’m not comfortable with that personally, as nothing implies that it was a real sun. But we do have black holes that get solidly Solar System level anyways, so yay. As for speed, Zero reacted to reploids amped by the Dark Elf, which has a speed feat of over 900 million times light speed.
With this said, Mewtwo trumps Zero in stats. He’s WAY faster, and his scaling is better than any planet level feats Zero scales to. You could argue Lumine’s feat is a genuine star, but there’s literally 0 evidence it is one, and even then, Mew has a similarly iffy starry background feat thing, but with even more stars, making it more impressive, and Necrozma scaling gives him higher values in the kiloFOE range. You could say Zero can beat Mewtwo before he mega evolves, but with his big speed advantage, that makes it very unlikely. Mewtwo will know it’s outmatched in base and mega evolve in order to have the odds in his favor.
But we’re supposed to be giving both fighters everything. This includes XOver, which allows Zero to scale to MegaMan.EXE, putting him at universal+-low multiversal levels of power and novemdecillion times light speed. On the other hand, you have Rainbow Rocket scaling for Mewtwo, which would allow him to upscale from the Creation Trio, who are easily universal-multiversal. In which case he would have a pretty solid power advantage, capable of easily turning Zero into scrap metal. But us here in the blog have been having debates of whether we should include it or not. Personally, I see no reason why it shouldn’t be included. We’re supposed to be giving both fighters everything, it’s 100% canon, has nothing contradicting it, and is Mewtwo’s primary showing in the original canon.
Mewtwo is also far more versatile, with dozens of moves more than Zero. He has far more range with his psychic abilities, can heal himself from any damage Zero can throw at him, can make barriers tough enough to protect him from Sheer Cold, so absolute zero won’t work, and they also give him more defensive options than Zero, and can increase his own stats while decreasing Zero’s own. All of these make it very difficult for Zero to reliably put Mewtwo down, even with nifty abilities like time stop and transmutation.
Overall, as long as you give both equal treatment, Mewtwo should ultimately come out on top thanks to overall greater stats and potent abilities. His chances of losing are absolute Zero.
TITTYM@STER
Not my personal fav matchup for Zero, but this is still really good. Anyways, I’m just gonna say that this match heavily depends on what you accept for Mewtwo. If you use Rainbow Rocket scaling, Mewtwo claps very very very fucking easily. If you don’t use Rainbow Rocket M2 for a full composite match for some reason, then Zero wins easily. The stat differences flip drastically and turns this from a Zero win, into an extremely easy Mewtwo win.
Due to this extreme gap in stats, none of Zero’s important haxy abilities, like Dark Hold, basically moot. Mewtwo should be much faster than Zero to land a deadly blow before he can stop time, and Zero’s just not nearly durable enough to last in this fight. What good is stopping time or most bullshit abilities when your opponent is both fast enough and stronger enough to kill you before you can even think to pull it off. The winner should easily be Mewtwo. Fuck you, no puns in this verdict. Tinnie
Welp, this is a thing. Honestly, this match isn’t too hard to figure out purely because the point of this blog was to give both Mewtwo and Zero everything from their home canons. That being the case, Mewtwo takes the W pretty handily via the pokemon it scales to, which includes Palkia and Dialga, high multiversal entities. Speaking of RR scaling, this ‘verdict’ is basically gonna be me peddling this shit in lieu of debates among the team here, so strap the fuck in and get ready for a ride.
As previously mentioned, some of the other people who participated in the blog said they were unwilling to use RR because it’s somehow nonstandard, but here’s the thing:
- Again, the point of this blog was to give both fighters EVERYTHING they had (aside from non-canon crossovers), so not counting RR while Zero is given a full composite is unfair
- Unlike Xover, Rainbow Rocket is completely canon, taking place as part of the story of Ultra Sun and Ultra Moon, mainline games
- DB itself gives wild Pokemon the feats of trained Pokemon as standard practice, so it being Giovanni’s Mewtwo and scaling to other trainers shouldn’t be an issue
- This isn’t some weird or special incarnation of Mewtwo that’s out of the norm and not comparable or applicable to other members of the species. It’s literally just another Mewtwo (likely the Cerulean Cave one seeing as each RR Admin aside from Lysandre uses the main legendary of their game) that Giovanni happens to own, so the scaling should count for any typical Mewtwo.
That being the case, it seems rather unfair to cut out RR for Mewtwo while Zero is granted literally everything he has, even things he has in different bodies in different parts of the timeline that aren’t even necessarily connected.
So, what makes RR Mewtwo so stupid? Well, Rainbow Rocket is a faction of Team Rocket lead by Giovanni from a universe where he defeated Red or was unopposed, and consists of all of the other evil team leaders who come from similar universes. This includes the original Archie and Maxie who are in possession of Kyogre and Groudon respectively, Cyrus who has Palkia/Dialga depending on the universe, Ghetsis with Kyurem and Lysandre with zygarde 50%. This Giovanni owns a Mewtwo and is outright stated and shown to be a bigger threat than them, both with his plans and in battle. Why is this important? Because, again, Giovanni and his Mewtwo are explicitly more powerful than all of these legendary pokemon, Palkia and Dialga in particular creating the pokemon multiverse and destroying the universe Cyrus was in during Diamond and Pearl. Furthermore, it’s made a point that RR Giovanni is superior to the other members of the team and he’s the final fucking boss so I mean… Yeah.
There was also some mention of some random scaling chain that threw everything off but there really isn’t. It’s as simple as Giovanni being > Cyrus. The other team leaders being fought just prior to Cyrus doesn’t suddenly make them all on the same level (which is why some believe this to be dubious), it just meant that the protagonist was strong enough going in to body them, which makes sense considering he’s already battled an amped Ultra Necrozma by this point in the story, which the pokemon company themselves tout as being superior to most other legendaries beforehand. As for the scaling being consistent, it’s really not. Looking at Mewtwo’s appearances across multiple games, he’s often battled after the trainer faces off against powerful legendaries and still made out to be a threat. For example, you face him in X/Y after dealing with Xerneas/Yveltal and take him on in the PMD series after basically fighting literally every other legend in most cases, so Mewtwo has a track record of being a late game superboss.
That being said, does RR Mewtwo cheapen the fight? Yup. Does it really matter? Nope. Sometimes a fight is just a stomp no matter what you include or exclude. It just be like that. I’ll leave the nitty gritty of how all the powers and whatnot compare to the rest of the verdicts to avoid beating a dead horse (and because I’m lazy), but honestly Mewtwo should take this via the appropriate scaling.
Nano
Before I start talking about my thoughts on who will win this fight, I will like to thank everyone at the G1 Blog for letting me join here, adding some stuff and sharing my thoughts. I mostly joined here since it had Zero, who is recently a character I really love as a character, especially in the Mega Man Zero series. Unfortunately, I don’t have much exposure to Mewtwo and Pokémon, the closest would be having Pokémon Diamond during childhood times, watching some episodes from the show and watching Detective Pikachu with my friend, which I enjoyed.
Anyway, before I start my verdict on Mewtwo vs Zero, I will not be bringing XOver and Rainbow Rocket scaling for the two combatants as they are used to counter against each other in the blog and they make both series scaling unbalanced as hell. So buckle the fuck up, little doggy, let us start with strength, durability and destructive capacity.
Strength, Durability and Destructive Capacity
Mewtwo
Mewtwo seems like its stats would change when transforming, so for starters, I’m going off with base Mewtwo. In base form, it should be stronger than Rayquaza, which destroyed a meteor that was going to destroy a planet. This was calculated at 161 yottatons aka Large Planet Level.
Moving into Mega Evolutions I have seen some people think Mewtwo should scale to 50% Zygarde since it fought Mewtwo in its Mega Mewtwo X form, keep in mind Zygarde fought Ultra Necrozma, who illuminated all of Ultra Space. But I don’t personally find the fight consistent due to Pokémons like Charizard and other Megas doing a better job against Zygarde than Mewtwo and how its fight ending in a one-shot against it. So personally, the forms should just upscale to base Mewtwo’s peak.
Moving on, Shadow Mewtwo’s feat, while the same tier, has a better feat than what base Mewtwo scales. By using Dark Nova, its explosion covers a good chunk of the planet it tossed against. Grant it, Shadow Mewtwo did transform into Shadow Mega Mewtwo X, but it wouldn’t hurt if it applied to Shadow Mewtwo, the feat got 411 yottatons. Again, the same tier but with a better result.
Zero
Okay, Zero’s feats are more straightforward to look at, ranging from outright being stronger than Classic era robots, like Mega Man, Duo and Sunstar who all are shown to do some planetary feats like causing a crater on Saturn and shaking Wily Star. While also having direct feats for Zero, like facing enemies that can create black holes that can suck light in and two final bosses who resemble seraphs with a spike fetish while having a dimension containing a sun, those being Lumine and Master Albert with Lumine destroying the star, while Albert outright making a dimension that has one. At his peak, he would be 1.2 KiloFOE aka Solar System Level. Although for some reason, people deny this feat even when the feat is blatant.
So, with their strengths shown, I think should take it, even if you think Mega Evolutions should be as strong as 50% Zygarde, compare that to Zero’s strongest feat (Lumine’s 1.2 KiloFOE sun busting feat) vs Mewtwo’s strongest feat (Shadow Mewtwo’s 411 yottatons Dark Nova or Ultra Necrozma’s 31.8 FOE illuminating Ultra Space if you either believe Mewtwo scales to Zygarde or you want to give it the benefit of the doubt). So yeah, no matter if you agree with Zygarde scaling or not for Mega Evolution, Zero takes the category no matter what.
Speed
Mewtwo
Okay if strength isn’t good for Mewtwo, then what about speed? Well, in its base form, since it is a legendary Pokémon, saying it shouldn’t scale to feats like Shu’s Pikachu dodging its Hyper Beam and being faster than Venusaur who can utilize Solar Beam would be really silly, making it FTL.
Now for Mega Evolutions, while I don’t believe it should scale to Zygarde in strength, I think it’s fine for it to scale to Zygarde in speed since it did react to Zygarde’s attacks so I believe it’s fine. With that, it would be 3.4 trillions faster than light via emitting light across the universe. Simple stuff.
Zero
Most of Zero’s speed feats mostly come from scaling to the Classic Mega Man series. These feats are Duo travelling from Saturn to Earth really fast, Rock doding Cloud Man’s lighting and dodging beams from the Wily Star and being fast enough to keep up with Quick Man who is stated to be faster than light.
However, this is just being faster than the original Mega Man cast, there are way better speed feats in the X and Zero era, such as Zero dodging Optic Sunflower’s laser beam of death and fighting Omega and Elpizo being amped by the Dark Elf, which was formerly known as the Mother Elf and wiped out every trace of the Sigma Virus for good. The feat was calculated without including the Cyberspace so imagine what it’ll be like if it was included. The result got 498 million times faster than light, nearly half a billion.
Oh boy, despite Zero beating Base Mewtwo in this category, Mewtwo’s Mega Evolution beat has Zero beaten too. However, I’m going to be nice and give Mewtwo the category. The next one is the final and interesting to learn since they got a lot to look at here.
Hax
Mewtwo
Mewtwo’s got a lot of impressive has it has, which is surprising to me. Moves like Power and Guard Swap can swap stats, has hax like telekinesis, mind manipulation, teleportation, sleep manipulation, barriers, weather manipulation, petrification, regeneration, portal creation, attack reflection, BFR, power null and soul manipulation though this requires some condition.
Zero
Like Mewtwo, Zero also has a pool of impressive hax, any ice attacks he has would be better than the Classic Mega Man’s ice, which goes absolute zero, Energy Armour absorbs energy, techniques like Dark Hold can stop time, Shippū and Sougenmu can duplicate himself Guard Shell, Gokumonken, Rekkyoudon and Zekkyoudan lets him reflect attacks (Keep in mind Rekkyoudon lets him reflect by fucking punching) and a teleporter that can travel dimensions. His Chain Rod can absorb enemies energy, Cyber Elves can regenerate lost limbs for Zero, amplify him, paralyze his enemy, reduce an enemy’s energy, rewrite their programs, erase them, make Zero intangible and can turn enemies into Mets.
His sub-weaponry allows him to create an illusion of himself with Heat Haze, Virus Missile infects the enemy with a well… virus and Smoke Missile blinds the enemy. His Force Metals like Infinite Resist gives him immunity power null, Decoy gives him auto-resurrection, Analyzer provides data about the foe, Block All gives him full resistance to status ailments like fucking death manipulation! Hell, Zero has a fuckton of resistances, which is insane. Dark Elf can’t mentally control him unlike other unfortunate reploids, Nightmare Virus was designed to rewrite DNA Souls and programs and Zero was unaffected by it, he was unaffected by X’s Dark Hold, can resist Gravity Antonion’s black holes, can bypass barriers with Titan Breaker and the Sigma Blade, and being superior to Mega Man gives him resistance to petrification.
Interestingly, Mewtwo has more hax than Zero, but the thing is, all of them won’t work on Zero. Power Swap and Guard Swap won’t work on transformations so Zero can either start with any form he has, mind manipulation or telepathy won’t work since Zero was unaffected by the Dark Elf mind control, Nightmare Virus can’t affect his soul, he can teleport himself back to the fight after Mewtwo sent him into a dimension considering he can teleport in and out of the Cyberspace, and Mega Man can resist Shade Man’s petrifaction, a character canonically weaker than Zero.
Power null could work if Zero doesn’t use Infinite Resist, which gives him immunity to it. Meanwhile, Mewtwo has no resistances or immunities against absolute zero ice, time manipulation, transmutation and outright being erased. In other words, Mewtwo has more hax, but Zero’s are more super effective (lol) and his resistance nullifies Mewtwo’s more effective haxs to bypass his superior durability so I’m giving it to Zero. In other words, quality over quantity.
Conclusion
Overall, while Mewtwo's Mega Evolution will be a pain in the ass for Zero due to being faster than him easily plus being smarter and versatile than him. It will only delay the inevitable as Zero’s superior strength and durability combined with his more useful resistance and hax, and being more experienced. Or Zero can just outright destroy Base Mewtwo before it can transform since Zero’s stats are way much better. The only way for Mewtwo to win is with RR but it’s so heavily inconsistent as fuck to the point we might as well have Giovanni’s Dugtrio scale to Cyrus’ Dialga and Palkia, plus combining different Mewtwo beings doesn’t equal Zero’s DNA Soul going into a body after another when Zero is still the same character while Mewtwo is just a different being throughout the series. Thus, I choose Dr. Wily’s greatest creation, Zero as the winner of this Death Battle.
Also, please play the Mega Man Zero series, they’re really good, trust me.
Swiftwind/Wolf/MLDKF
Oh boy, two of the favorites from my childhood duking it out in a hypothetical scenario like this? I’m super hyped. This is the first time I’m really involved in researching a fight that isn’t happening, so I’m glad to be a part of this process. So, let’s break down the many things these two bring to the table.
First of all, Mewtwo has a far more versatile arsenal. Almost anything Zero can do, Mewtwo can do too, but Mewtwo also has ways to actually match any boosts Zero can give himself thanks to Psych Up. They have the same number of forms, but two of Zero’s are essentially the same since they’re both base forms. Zero also is better as a close-range fighter, while Mewtwo has long range attacks. Mewtwo has more reliable teleportation, Zero has far more experience and has actual formal training. I don’t know if Mewtwo could necessarily read Zero’s mind since, y’know, robot, but his psychokinesis would still work on him easily
There’s also a lot of debate on the stats of the two, and from what I’m seeing, I would say that this is a win for Mewtwo. Compositing both with their different forms (outside of the obvious things that can’t possibly be canon like the crossover games), Mewtwo’s stats edge out for him. But plenty of people have already said this and I’m coming into this blog a lot later than I thought I would have, apparently. A shorter verdict than what I’m used to making because of this, but whatever. My vote goes to Mewtwo
#151 VS #0 I see. Anything Pokémon related I’m a fan of, and Mewtwo’s got a lot of stuff to make things interesting. Guess I’ll go over arsenal, abilities, and hax first since that’s a big thing for both of them. In terms of how large their arsenals and abilities are, it seems Mewtwo actually has the edge in numbers (even having multiple uses for some of his moves and other powers), though Mewtwo doesn’t have many resistances towards Zero’s hax abilities, like the time stop. Zero on the other hand can resist things like Mewtwo’s mind manipulation (though an argument could be made that Miracle Eye could counter this, but it still seems unlikely) and Shadow Mewtwo’s time manipulation. Though, some of these other resistances, like elemental immunities and power nullification, come from Force Metals, and he can’t have them all on at the same time. Mewtwo has emeras, which are similarly limited and do grant him potential hax against Zero, like forced sleep after dealing damage or knowing Zero’s location at all times (Mewtwo has these abilities normally, though the emeras make them passive so it doesn’t have to actively try to use them), as well as other useful effects.
Mewtwo should still be able to deal status effects like confusion to Zero, and its Pressure Ability and Havoc Robe can force Zero to use more energy on his powers that are finite. Zero has many abilities anyway, but this helps by making his more useful ones run out more quickly. As for who has the better healing: Mewtwo obviously. Whether from its natural healing powers, it being passive through its Life Force Ability or Synergy Burst, or using Recover, which also regens and self-ressurects in some cases and can also be used passively, it’s superior to Zero’s healing, some of which are also Force Metals that he can’t all wear so go figure. Mewtwo’s abilities also grant it better defenses than Zero, through its many types of forcefields and stat boosts, which can also give it the time to heal anyway. All in all, while Mewtwo may have less hax than Zero, he still has some very effective hax against him and all around has a bigger set of equipment and abilities.
Going into stats, Necrozma scaling from the manga is valid. While some disagree with it because Mega Mewtwo still lost to Zygarde, who kept up with Ultra Necrozma, Mewtwo was still able to react to and power struggle with Zygarde despite it being powered up. Zygarde wasn’t powered up when it fought Ultra Necrozma, and both instances were when it was in its 50% form, so I think it checks out. Should also mention Mewtwo was even able to react to a surprise attack from Zygarde in base form, Mega Evolving in time to power struggle with it in the first place, so while power and durability don’t scale in base, speed definitely does. If Mewtwo didn’t scale to speed, I could see this being a case of “Zero beats Mewtwo before it Mega Evolves”, since Mewtwo in base is much weaker than Zero. However, since Mega Mewtwo scales to Ultra Necrozma and is much, much faster than Zero (3.4 trillion FTL Mootoo VS 498 million FTL 0), he should be fast enough to get it off and overpower Zero, as Mega Mewtwo is stronger than him scaling to Necrozma’s lighting up Ultra Space feat (2.75 KiloFOE Mootoo VS 1.2 KiloFOE 0).
While Dark Hold would make the speed advantage mean nothing, I don’t see it being an opening move used right away by Zero, while in the past, Mega Evolving straight away when up against a strong opponent is very common for Mewtwo to do (16th movie, Adventures manga, Pokkén). With its intellect and superior speed and battlefield awareness, it’s easier to make a case for Mewtwo to realize he’s outmatched in base and Mega Evolve to try to even the odds before Zero stops time, especially since Dark Hold is just one of his many abilities in his vast arsenal.
Zero’s got good transformations too, but they definitely don’t make him more powerful than Mega Mewtwo. Absolute Zero even gets rid of his giant arsenal for more power, so that’s oof when up against someone like Mewtwo, who is still faster and stronger and has an arsenal big enough to compete with his normal arsenal (including moves like Barrier, Amnesia, Agility, Calm Mind, and Bulk Up to boost its stats further). Mewtwo has so many useful abilities that also would give him the time to Mega Evolve and are all around useful in general, like the aforementioned healing and forcefields, as well as flight, teleportation, afterimages, and general psychic prowess. Mewtwo’s mind and memory reading could also let him in on Zero’s powers, which again, can lead it to decide to Mega Evolve right away and be weary of hax that can affect it.
I’m mentioning a lot of little stuff for Mewtwo’s abilities because they’re all still super useful even in comparison to something like a time stop. Some abilities even add on to already existing advantages Mewtwo has over Zero, like its extrasensory perception letting it keep track of Zero (like the emera). I’d keep going on for minor counters or advantages, but it should be obvious by now that I think Mewtwo should win, even with Zero’s experience and hax advantages.
Should mention my short thoughts on the Rainbow Rocket stuff too. I’m still unsure about it, but for me it doesn’t matter cause I think Mewtwo wins anyway obviously, so yuh. Adding it just means Zero gets bodied.
The real cal howard
If this were a year ago, this would be an easy Zero win. Buuut, because it’s not, here we go.
So, it’s relevant to note that Zero bodies Mewtwo in base. But we don’t consider that an option, especially given base Mewtwo is faster and fast and smart enough to transform pretty quickly. So this kinda turns into Mega Mewtwo vs Zero pretty quickly. And I’m one to accept him scaling to 50% Zygarde who scales to Necrozma. One thing that was said here is that Necrozma’s feat was 31 FOE, but said calc was made when we knew next to nothing about Ultra Space besides some trailers (I’m the one who requested it to be calced in the first place so I’m aware of the timeframe). Since we know that Ultra Space is a universe, the generic calc for lighting up the universe is used, which is 2.7 KiloFoe, which is more than double Zero’s value. So the strength advantage Zero had is gone. Btw, I won’t be addressing Rainbow Rocket as that’s an easy win.
In short, I’d put my money on Mewtwo, but I’d like to explain why (duh). And...it’s mainly that he just holds the stat advantage. Both of them have a metric ton of hax. Mewtwo has more, but Zero resists most of it and Mewtwo doesn’t resist mostly Zero’s. Personally I find BFR to very much still be on the table as getting in and out of cyberspace isn’t the same as traveling in between universes, but that’s besides the point. I’ll just say it’s as good of an out as transmutation is for Zero. Miracle Eye can shut down Zero’s resistance to mental assaults, so that’s an option too. Time stop is a massive advantage in Zero’s favor, and it gives a good countermeasure to the speed advantage, but it’d have to beat Mewtwo’s barriers and durability and regen. Which it could if he went for the head, but again, barriers. Said barriers can block Sheer Cold, so cheesing with absolute zero won’t work, especially with Mewtwo’s severe speed advantage. But with Mewtwo’s power advantage, all Mewtwo needs to do is beat down Zero with his immense speed advantage. Mewtwo according to the Pokedex likes to finish battles as quickly as possible, after all. And Mewtwo can abuse the heck out of range. Safeguard also negates a handful of the more esoteric abilities of the Cyber Elves. Not all of them, but some of them. Now don’t get me wrong. Zero is a freaking terrifying opponent, who deserves a ton of respect on his name. He has raw combat skill and experience under his belt by miles. He’s a much better cqc fighter. His pain tolerance is insane. And he has more useful hax here (which is quite surprising). I just don’t think it’ll surpass Mewtwo’s raw power and blitzing speed. So yeah. Cat Legendary beats Legendary Reploid
Birb
(Galarian Articuno looks like a fucking chad)
Now before I get to debating this complex as hell matchup I might as well give me thoughts on the last few episodes of DB. So without further ado, let’s see how the first half of the season closed off.
- Kenobi vs Kakashi: Goddamn amazing in every single capacity and a welcome return for Star Wars. My boy Kenobi pushed through and won in amazing fashion and I was on the edge of my seat the entire time.
- Danny vs Jake: Pretty slow start but picks up phenomenally the literal second the preview ended. Badass music, and the clone fight, dear GOD the clone fight. Well worth the wait and hype.
- She-Ra vs Wonder Woman: Wow… that was uh… bad. The animation looked pretty good i guess but it felt extremely rushed and was over way too quickly with little stand out moments. The research was also pretty poor with them pretty much ignoring a ton of She-Ra’s stuff. Here’s hoping the later half can pick up the pieces.
- Thor vs Vegeta because why not: Stiff and choppy animation, like 3 attacks actually landing between the two and an underwhelming finisher. 3D DBXs still seem to be a weak spot for the team.
That out of the way, lets go with this fight.
Going in I fully expected Zero to take this because, let’s be honest, Zero wins most of his fights. But it’s surprisingly even. Both have similar speeds, with Mewtwo benefiting from scaling to Necrozma opening up both great speed and power advantages to match what Zero’s packing. While yes, Zero can resist a lot of Mewtwo’s hax, Mewtwo still has a surprisingly deep set of options, having access to a ton of different move types. So I’d say hax is even since both have tons of options, so lets talk stats.
Speedwise, Zero’s sitting at a solid 498 million times the speed of light in terms of reactions, which is overall pretty impressive. But Mewtwo trumps that hard thanks to being on par with the likes of Rayray, Zygarde and the main man himself, Necrozma. Necrozma was able to travel through a universe no sweat, and lands at an impressive 3.4 trillion times the speed of light with its mere energy passively radiating out. So Zero is outpaced by Mewtwo, but that means nothing as long as Zero has the power advantage, right?
Turns out he doesn’t.
It’s no secret that Zero fucks around with black holes a lot and scales to Lumine collapsing a dimension with a star in it, but Mewtwo matches that stuff too. Lumine’s feat clocks out at about a kiloFOE of force, But recall how Necrozma lit up an entire universe with its presence alone. That’s worth over twice the amount of energy Lumine’s feat is packing, and remember, this isn’t even Necrozma exerting energy and keep in mind the fact that it could potentially be higher since it was implied Necrozma’s light was breaching into other universes.
But the kicker is their higher scaling. One could argue that you may be able to scale Zero to .EXE destroying and remaking the Cyberverse no sweat, so surely that grants Zero the win, right? Wrong. Turns out. Mewtwo has the potential to scale to the FUCKING CREATION TRIO through Rainbow Rocket. You know, the guys who literally destabilized reality just by existing in our universe, and the fact that Palkia could potentially have multiversal sauce. So if we grant Zero .EXE scaling, Mewtwo gets Creation Trio scaling. You tell me who wins that one.
In the end I gotta give the vote to Mewtwo. Zero may be tough and have an assload of hax, but Mewtwo has hax to match and surpasses him in both speed and power. The reploid’s chances are frankly at Zero, as anything he tries will be rendered Mewt before Mewtwo’s Legendary power.
God that joke was painful.
Speedy
So Mewtwo vs Zero. To cut right to the chase, this depends heavily on which continuity/scaling/etc. you use for Mewtwo, and what you buy for Zero. Different approaches in these aspects can lead to different conclusions. That being said, in my opinion, Mewtwo’s arguments at each stage are better than Zero’s.
So, let’s start on the low-end. Really basic shit like scaling Zero to the General, and scaling Mewtwo to Deoxys. This would place both of them at planet level, with Mewtwo being higher. Zero, of course, definitely scales to everything from the classic era, including the explosion on Saturn which Duo survived. This could get higher depending on which calc you use for it, but having spoken to some peeps about it, I don’t really think the higher ends (which get into the ninatons) are too reliable, due to issues with Saturn’s density and cloud layers. I know there’s some confusion over whether it was Saturn or Jupiter, but I don’t think the difference in size would place it above the feat that Mewtwo scales to anyway.
Taking it up a step with some slightly less concrete stuff, for Zero, we’ve got black hole stuff and Lumine’s sun bust, and for Mewtwo, we’ve got scaling to Necrozma illuminating Ultra Space. It’s debatable whether the black holes that Zero scales to are legit (most people seem to be more-or-less fine with them but I’m trying to cover as many bases as possible here), and also debatable whether the Lumine sun is actually a full-sized star (I know the argument is Occam’s Razor and stuff, but it’s never referred to as a Sun nor acknowledged by any dialogue. Again, covering all bases.). Likewise, I’ve seen contentions over Mewtwo scaling to Necrozma, since it was defeated by Zygarde (though Zygarde was amped at the time). IMO Mewtwo’s stuff has fewer caveats in this case, but accepting both of them, it’d be 2.75 kiloFOE vs 1.2 kiloFOE, in Mewtwo’s favor.
Oh, and I’ve also heard that there’s also a similar sun thing in Mega Man Zero that has a lot of the same potential caveats and got less impressive results than the Lumine one.
Taking it all the way up to the max, we’ve got Rainbow Rocket scaling for Mewtwo, and a few miscellaneous likely-outliers like Rayquaza fighting the Creation Trio in the Hoopa movie. I don’t have any problem with RR scaling tbh, since it comes from the primary continuity, is not contradicted by anything, and we’re compositing shit anyway. For Zero there’s apparently some argument for scaling him to MegaMan.EXE via Rockman XOver, idk, I haven’t played it lol, and from what I’ve heard from those who have, it barely even has a story, so idk if that scaling is even legit. Mewtwo’s scaling in this case is not only more concrete and actually canon, but is more impressive outright, as even basic Creation Trio stuff would exceed anything argued for Zero, let alone some of the higher arguments that could be made.
So, IMO, Mewtwo more-or-less takes AP no matter what as long as you give them equal treatment. I know that’s kind of a spicy take, but hey, these blogs are just for fun, so please don’t get too mad if you disagree lol.
Speed is p much the same. Mewtwo has reacted to attacks from Zygarde, who scales to Necrozma, who illuminated Ultra Space at 3.4 trillion times FTL. In comparison, the best accepted calc for Zero (which I’ve seen some have some contentions with, let’s ignore that for now, it doesn’t really matter) got 498 million times FTL, nearly 7 thousand times slower.
In terms of hax, Zero actually does seem to counter a lot of what Mewtwo can do, but really it doesn’t matter much, given the stat comparison. Mewtwo would just blitz Zero, and his >= AP would allow it to kill him long before he could manage to stop time or use some other hax.
Something, something, he had Zero chance, the winner is Mewtwo.
FakeFraud
Finally, I got around to doing one of these at some point. Seeing as how this is my first one though, I’m kinda hyped? I somewhat dig the matchup and I think it’d be fun for me if I gave my personal take on it cause y’know, gotta start somewhere. But anyway, that’s enough exposition, let’s get down to the actual point of this.
So starting off, in stats, both Mewtwo and Zero seem to be very powerful in their own rights. At the low end, Mewtwo fought Deoxys, which is around planet level and thus, Mewtwo used to be around the planet to large planetary (dwarf star with Mystery Dungeon but that was bunk or something, I can’t remember) but after Gen 7 came along and Ultra Necrozma showed up, Mewtwo got some pretty neat buffs. By having fought Zygarde in the Adventures manga, it definitely gets a massive power boost. Zygarde fought Ultra Necrozma in a solid match and fought Mewtwo as well so it’s justifiable to say that Mewtwo should be relatively comparable to Ultra Necrozma’s level of power as well. In case you’re wondering how this means anything (seeing as how I have yet to actually address what Ultra Necrozma actually did), Ultra Necrozma lit up all of the Ultra Space dimension, which yields a multi solar system energy output. So it’s safe to say Mewtwo is pretty powerful.
Now as for Zero, I’m not too familiar with him to know where he solidly stands, but from what I know, solar system seems to be the generally agreed upon level of power for him. From low ends, Zero scales to Duo who survived a large explosion (I don’t actually know what Duo survived but it seems to be in the planetary range). After that, Zero should questionably scale to some black hole feats as well as feats performed by Lumine. Both the black holes and Lumine feats seem to be a little dubious but for the benefit of the doubt, we’ll give them to Zero anyway.
Now taking both characters in strength all the way to the top, Mewtwo has scaling to the Rainbow Rocket leaders Archie, Maxie, Ghetsis, Lysandre, and most notably, Cyrus. In Pokémon Ultra Sun and Ultra Moon, Cyrus has either Dialga or Palkia (depending on your game version) under his control. It is implied that Giovanni and his Mewtwo are stronger than the rest of the Rainbow Rocket leaders (including Cyrus) through various statements and in-game showings. This scaling would solidly put Mewtwo at universal at the very least.
Zero on the other hand seems to have some high level scaling but it’s definitely very dubious. You can argue that Zero scales to other stronger Mega Men like Star Force or EXE through crossovers and different games and whatnot but none of that seems to be that reliable in terms of solid power placement.
TL;DR, Mewtwo has more power no matter what scale of feats you use for either character.
Speed is pretty clear cut as well. As mentioned before, Mewtwo scales to Ultra Necrozma that illuminated all of Ultra Space at 3 trillion times faster-than-light while the most Zero has is around 500 million times faster-than-light. And even then, if you didn’t accept the Ultra Space illumination feat for some reason, Necrozma scales to the 1 billion c Ultra Warp ride speed, around twice as fast as Zero.
TL;DR, point again for Mewtwo by being much faster than whatever Zero might scale to.
Finally, we have abilities and arsenal, Mewtwo might be lacking here, seeing as Zero can resist and counter most abilities Mewtwo can throw at him, such as mental attacks whereas Zero has a much more broad and varied arsenal than the Pokémon.
TL;DR, Zero has a better arsenal and more counters to Mewtwo than the other way around.
In conclusion, Mewtwo and Zero both have very impressive feats and scaling that place them both as heavy hitters in their respective universes, however only one man made creation has the means to win the fight and that is Mewtwo. Zero is no doubt a worthy opponent for the Pokémon but Mewtwo’s strength and speed just blow his out of the water. No matter what range of strength and speed you place both at, Mewtwo ends up coming out on top with much better feats and scaling than the reploid could pack.
I originally thought this was a close match or a win for Zero but it seems he gets scrapped here by the Genetic Pokémon, Mewtwo.
So all in all, I basically just reposted the verdicts before cause I’m super late on this thing and I couldn’t say what hasn’t been said already but hey at least I said something. See you all later.
Brobuscus
I’ll keep this nice and short because there’s really nothing I can say that others haven’t said better.
All I will say on this matchup going into it is that I fully expected Zero to take an easy W in this given the accepted stats I’ve heard for both. Also was a little weirded out at first because I didn’t think this match would work.
Turns out I was wrong on both sides of the spectrum.
Something something, Mewtwo has better AP & speed and while Zero can counter pretty much all of Mewtwo’s hax, the actual stats the two have make it so that doesn’t matter.
So yeah, Mewtwo wins.
So, since I don’t have anything else to add, I guess I’ll do what Birb did and talk about the season for the episodes I didn’t do an episode o-realizes my last verdict was Leo v Jason
Ok never mind.
I will say though, there is another blog coming up that I’m a LOT more involved on. See y’all then.
POGGERS
ReplyDeleteNice! Glad Mewtwo won. It makes sense tbh. You even left out the feats of Mewtwo creating his battle dimension filled with stars in Pokken, or Mew creating a dimension with a sun in it (similar to a feat most people say Zero scales to)
ReplyDeletePokken Feats are kinda dubious to use hence why we left them out
Deletei really enjoyed this blog. im happy that you guys are still doing new ideas while death battle is on its hiatus. i look foreward to more of these especially since these are going to show off nearly everything a charecter has done. i look foreward to refrencing this blog whenever a zero or mewtwo fight arguement comes up
ReplyDeleteGood blogs I see. Twas nice to see Mewtwo win this. This is actually a far more debatable matchup than some may give credit for tbh. Some may say Zero stomps, but upon researching this, I can say that this is a close fight, but Mewtwo had what it took to win.
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