>>42889593I took one down. Here's a hint - Don't lock your Mon in until everyone has selected their mons. If you don't like the look of your team comp, bail.
Here are my notes.
Mewtwo comes in 2 flavours. Physical and Special.
From what little I've seen, they pack the following type coverage;
Physical
> Psychic, Fighting, Fire, Ice(?), Ground, RockSpecial
> Psychic, Fighting, Fire, IcePhysical Mewtwo brings Bulk Up, Special Mewtwo brings Nasty Plot and/or Calm Mind.
The easier Mewtwo to tackle is physical.
Tyranitar is surprisingly good here if you can cover its fighting weakness, as is Hydreigon.
Grimmsnarl is a must, and is great for getting a turn 1 T-Wave off on a Mewtwo with no shield at the start. Screens for support and Darkest Lariet to ignore Bulk Up's defense boosts.
Clefable with Unaware can make for a good support with Follow Me, Life Dew/Moonlight.
Do NOT bring a frail Pokemon, no matter how strong it is. The aim of the game here is to outlast Mewtwo, not overpower it.
Do NOT bring anything weak to Fire. It can, and will, set up its own sun with Max Fire.
Resistance to Ice is handy for special Mewtwo, as it likes to set up its own Hail then blitz you with Blizzard.
Ghost is a very good type to bring, as Mewtwo has no Dark or Ghost type moves of its own. Lunala has been quite popular.
USE ITEMS!
> USE FUCKING ITEMS!X-items, healing items, fucking use them.
Use your head. Don't use status moves if the shield is likely to go up this turn.
Taunt is useful in the early game to break down the first shield without worrying about stat boosts.
Marshadow might be weak to Mewtwo, and frail, but its signature move goes through the Shield, letting you reset Mewtwo's stats whenever you want.
Only run this if your team can support you.
My kill was done with a Zacian in the party. While it is steel type, and weak to Mewtwo's Sun+Fire combo, its damage through shield might make it worth bringing if it has the right support.