Read this Pokemon GO guide and tips on how to get Armored Mewtwo. Including Poke Ball circle lock method, throw timing, catch tricks, and more!
Table of Contents
Armored Mewtwo Related Articles
Stats & Rating | CP Chart |
Raid Battle Guide | How To Capture |
How To Get Armored Mewtwo
Throw Poke Ball After Jumping
Armored Mewtwo will make several jumps while you're trying to catch it. It's best to throw your Poke Ball when it's standing still and not jumping.
Same Distance As Regular Mewtwo
The throwing distance of the Poke Ball is the same as the unarmored version of Mewtwo. It is a bit far so make sure to put more force into your throws than usual.
Let Circle Reach Face For Excellent Throw
If you're looking to make an excellent throw to increase your chances of getting Armored Mewtwo, wait for the capture circle to reach its face. This will result in an excellent throw.
Excellent Throw Vs. Great Throw
Excellent | Great |
---|---|
Armored Mewtwo Circle Lock Method
Throw Poke Ball After Hand Shakes
After Armored Mewtwo moves his hands to shake off any incoming throws, throw your Poke Ball to get the best circle size for an excellent throw.
[WARNING] Circle Takes Time To Reappear
After Armored Mewtwo does his attack, the circle will take time to reappear. Make sure to wait for the circle to reappear after the attack before making your throw and avoid wasting your Poke Ball.
Armored Mewtwo - Pokemon Info
Type | Weather Boost |
---|---|
Psychic | Windy |
Max CP & Base Stats
*Base Stats are set values unique to each species of Pokemon which affect their overall stats.
Max CP | 3187 | 48 /623 |
---|---|---|
HP | 214 | 79 /623 |
Attack | 182 | 207 /623 |
Defense | 278 | 8 /623 |
Armored Mewtwo - Type Strength / Weakness Chart
Damage Multiplier | Type |
---|---|
×2.56 | None |
×1.6 | |
×0.625 | |
×0.39 | None |
×0.244 | None |
Armored Mewtwo - Learnable Moves
Normal Moves
Name | Power (DPS) | EPtank (EPS) | Recovery Frames (Recovery Time) |
---|---|---|---|
Confusion | 19.2 (9.60) | 12.00 (3.00) | 4 (2 seconds) |
Iron Tail | 9 (6.00) | 6.00 (2.00) | 3 (1.5) |
Charge Moves
Name | Power (DPE) | Energy | Status Effect Chance |
---|---|---|---|
Rock Slide | 80 (1.78) | 45 | - |
Dynamic Punch | 90 (1.80) | 50 | - |
Earthquake | 120 (1.85) | 65 | - |
Future Sight | 144 (2.22) | 65 | - |
DPS | The possible amount of damage dealable within 1 second. |
---|---|
DPE | Damage Per Energy, measures the efficiency of each move. |
EPtank | The amount your Gauge fills up when using an attack. |
EPS | The amount your Gauge fills up divided by the time it takes to use an attack. Measures gauge increase efficiency. |
Time to Activation | The period of time from when you select and attack to when it hits your opponent. |
Recovery Time | The period of time after using an attack when you can't dodge or perform any actions. |
Energy | The value required to use a particular gauge move. |
Status Effect | An effect other than damage that occurs when hitting an opponent with a move. |