A Psychic · Mewtwo & Mew
Comp · Ranked, rules v36, 2026-10-18 to 2026-10-24Versions3 builds of this comp · best first · faded units are the ones they share with this one
2.88avg place± 0.52
75 %top 4
36.7 %wins
0 %usage
60games60 effective
Game tier S; here A because the tier uses avg + CI (3.40) against the reference 4.07.
Final teamshare of games with that unit · carry first
★★CARRY


Mewtwo100 %★★SUB


Rapidash25 %★TANK


Snorlax25 %★★

Starmie25 %★★

Arcanine19 %★★
Mew88 %★★


Moltres88 %★★★


Charizard81 %





Mew88 %★★

Mewtwo · carry
Choice Scarf31 %
Calcium25 %
Quick Claw19 %
Rapidash · sub
Flame Orb25 %
Razor Fang25 %
Shell Bell25 %
Snorlax · tank
Metal Powder50 %
Leftovers50 %
Twisted Spoon50 %
Starmie
Life Orb25 %
Scope Lens25 %
Arcanine
Leftovers33 %
Sitrus Berry33 %
Moltres
Choice Band14 %
Quick Claw14 %
Scope Lens14 %
Charizard
Choice Specs15 %
Leftovers15 %
Life Orb15 %
Best setupusual hexes, from other comps
▲ Enemy · front line
Every unit of the final board once, on the hex it most often stands on in this comp's real boards (the % is how often). Gold hex = the carry. Dashed hexes marked ~ have no data for this comp: they take the unit's usual hex across every other comp, or a free hex in the rows its range calls for.