Drunk's Blogs - Mewtwo VS Shadow (Pokémon VS Sonic)


(TN by SoggyWafflesXp)

   (TN by Hybrid Epsilon)

(TN by CapsirusYT)


(TN by yours truly).

(TN by ManOfAction, @Man0fActi0n on Twitter)


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“Who am I?”

Mewtwo, the genetically engineered Pokémon!

Shadow the Hedgehog, the ultimate lifeform!

We’ve all at some point in our lives questioned our very being, whether it be our reason to keep living, our career path, or if our past is truly what defines our very being. There are no two fictional characters that embody such introspection as these two Genetic Innovations!

Today, we find out which Lifeform is truly the Ultimate!


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Before we begin…

Researchers - TheDrunkGiraffe, BigDreadChris, CapsirusYT, Crocodile, El Cato, FinalCometVA, Hybrid Epsilon, Jaren1207, LoneStar_117, ManOfAction, guzubu, Pumkinswift, Radiant Claire, Soggy Waffles, The Elk, thelevy555.

For Mewtwo’s sources, it’s tricky to say. Pokémon doesn’t really have a set canon, unlike Sonic; Entralink suggests that even your own save files are separate canons. So, we will be doing the usual soft-composite between the mainline games, anime (both translations), and manga. We will be mentioning additional spin-off games such as Pokken and Mystery Dungeon, with huge asterisks as to whether they should even be viable - again, no canon, Pokemon scaling is stinky like that.

For Shadow, it’s a bit easier; the games, of course, will be the primary source, as well as any other ‘canon’ material, like the IDW Comics.

I also wish to stress there are 2 incredible blogs by Lokas’s Prediction Blogs and  blogsThoseGuysThatQuit for this Matchup. We do not wish to take anything away from either blog, as they are incredible. This is a very complicated matchup, and whilst general abilities and feats may be similar to those 2 and other blogs involving these characters, we are still different researchers, and thus have our own interpretations to give about the debate itself. So, please enjoy my 1st ever blog!

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Background:

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Mewtwo:

(edit by BlursedSV)

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“I see now that the circumstances of one’s birth are irrelevant. It is what you do with the gift of life who determines who you are.”

Mewtwo's life started in a place he never chose to be. You see dear reader, the Pokemon Mew was believed to carry the DNA of every single Pocket Monster, and that thought fascinated scientists, specifically one Dr Gero, and he succeeded. But, this wasn't just a clone of Mew, this was seemingly stronger, more intospective, and far more unstable as a result.

In Mewtwos earliest moments, it shared a strange, dream-like connection with Geros deceased daughter. But that does not last, that connection slowly disappeared, leaving Mewtwo with nothing, not even a clear memory - shaping everything that comes next. When it realises its origin isn't fully biological, he destroys his creation lab, refusing to allow others to define who he is.

But in that moment, he is finally given something he desperately needed - direction. By one Team Rocket Leader Giovanni, but it does not take long for Mewtwo to see he is being tooled with, and not being respected as an individual. So, if the world sees Mewtwo as artificial, as lesser then Mew, then he would prove otherwise. Isolating himself, Mewtwo creates copies of powerful Pokemon, not out of friendship but out of challenge to the entire world.

But...something was off, instead of gaining self-esteem out of watching his clones battle the real deals, he gains realisation, that everyone fighting has a choice, they're not fighting for someone out of fear or control, but by choice. And in that moment, he lets go of the idea that he has anything to prove, stepping away from the cycle of violence he was going down, choosing to protect others instead of use, and to exist on their own terms.

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Shadow:

(edit by BlursedSV)

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“I now understand why I am here. I made a promise and I’m here to keep it. Today, I put my past behind me”.

Shadow wasn’t just another lifeform, he was created with a purpose by Dr Gerald Robotnik and the Black Arms leader Black Doom. Designed to be perfect, to overcome illness, even to outlast time itself. But despite all that, his world wasn’t defined by experiments or equations. It was defined by one person.

Maria.

She was kind, fragile, and saw something in Shadow that no one else really did. The two of them spent their time looking out at the planet below, talking about what life could be like down there - peaceful, happy, free. For Shadow, that became his entire understanding of the world. Not through experience, but through her hope.

And then, in an instant, it was gone.

The facility was raided by G.U.N. Everything fell apart. In the middle of the chaos, Maria made a choice, she sent Shadow away, saving his life at the cost of her own. Her final wish wasn’t for revenge or anger, but something simple: that people on Earth could have a chance to be happy. But that’s not the message that stayed with him.

When Shadow finally wakes up again, it’s after decades of nothingness - no time to process, no chance to heal. He’s pulled back into the world by Eggman offering him purpose, something to hold onto. And with his memories twisted and incomplete, that purpose becomes revenge. If the world took everything from him, why should it deserve to keep going?

He moves forward like that for a while, cold, focused, unstoppable. But cracks start to show. Encounters with others, moments that don’t quite line up with the version of the past he’s holding onto… it all starts to feel wrong. And eventually, it hits him. He remembers what Maria actually wanted. Not destruction. Not revenge. Hope.

That realization changes everything. In a moment where the world is genuinely on the brink, Shadow makes a choice - not because he’s told to, not because he’s programmed to, but because he understands. He fights to save it, pushing himself past his limits to stop the ARK crashing into the Earth, even if it costs him everything.

And for a while, it seems like it does. As Shadow...died?

But Shadow’s story doesn’t end there. When he returns, things are… unclear. His memories are fractured, his identity uncertain. There are questions about whether he’s even the same person anymore, or just another version of something that can be recreated. And instead of answers, he gets more manipulation, more people trying to tell him who he is, what he was made for, what he should be.

This time, though, he doesn’t just accept it.

He questions everything. The past, the people tied to it, even Maria’s influence on him. And after everything he’s been through, he comes to a simple conclusion: none of it gets to decide his future. Not his creator, not his past, not even the person who meant the most to him. For the first time, Shadow chooses his own path.

From there on, he still fights. The world doesn’t exactly get safer, and threats don’t stop coming. But his role in it changes. He’s not chasing revenge anymore, and he’s not trying to live up to someone else’s vision either. He just does what needs to be done. Sometimes that means working alongside others. Sometimes it means standing alone. He’s not loud about it, not looking for recognition, but when things get serious, he’s there. That’s really what defines him in the end.

Not the power he was created with, or the title he was given, but the fact that he broke away from all of it. Where others move forward with optimism, Shadow moves forward with weight, everything he’s lost, everything he’s learned. But he keeps going anyway.

And this time, it’s entirely on his own terms.

 

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Skill, Experience, and Intellect:

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Mewtwo:

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Getting an exact lockdown on Mewtwo's experience is tricky, we know that 20 years ago Mewtwo was cloned, and in the manga he fights with Blaine a few years later, so generously 10-15 years of combat experience, fighting both with wild pokemon, other trainers, and other legendaries, becoming fairly skilled at adapting to it’s foes.

Even outside of the manga, whether it be the anime films, anime shows, games like X and Y, and so on, Mewtwo has spent months (because Ash is forever 10), if not years, guarding and protecting innocent Pokémon.

Additionally, it is also stated that Mewtwo is potentially the most savage Pokémon out there, training itself to conserve energy by remaining motionless in battle.

Mewtwo is also smart enough to build a perfect cloning facility based on the very place he came from, and with its destruction, it is likely that he did so from scratch, utilizing technology that took his creators years to make even one successful clone. He did this on the first try from scratch, as well as perfected it, and made Pokémon superior to their original counterparts. It is even stated that Mega Mewtwo Y's intelligence has grown vastly superior to base!

Furthermore, in the 1st and 2nd Mystery Dungeon Games, IQ is actually a buffable stat that grants a range of perks and skills, such as:

  • 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: Let's 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: Let's 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: Let's 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 is already 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: Let 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 as 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: Let's Mewtwo sense an ambush when one is about to happen.
  • Pierce Hurler: Makes items Mewtwo throws pierce through opponents and walls.
  • Super Mobile: Let's Mewtwo be able to walk on water, lava, and clouds, as well as be able to dig through walls when it walks into them.

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Shadow:

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In terms of age, Shadow spent 50 years trapped in a cryogenic capsule on the ARK space colony. Mentally, he should be around 15/16 years old.

In regard to skill, as a member of GUN, he should have hand-to-hand training; he has knowledge of firearms, swords, and his chaos powers. Furthermore, he constantly faces off against the likes of Sonic, Martial Arts masters like Knuckles, Eggman, Black Doom, and extradimensional threats like Solaris. Hell, Sonic himself states Shadow is his biggest rival.

Importantly, Emerl's mastery of weapons and hand-to-hand caused Gerald’s computer to crash with the sheer data alone. Guess who’s equal to him?

Oh, and apparently he has an IQ of fucking 200. (Yes, this is canon)

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Equipment:

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Mewtwo:

M2 Bind:

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Designed by Team Rocket during his training, it is meant to suppress, yet focus his power. This suit, while beneficial to Mewtwo, was ultimately destroyed alongside the Team Rocket Base that Giovanni kept him within.

Poke Balls:

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During his crusade to destroy the human world, he created custom poke balls that can steal already caught Pokémon, including those within poke balls already. These poke balls can be manifested from thin air, and Mewtwo is incredibly adept at controlling a swarm of them at a time. Seemingly, these can catch inanimate objects as well.

In-Game held Items:

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These are items Mewtwo can be caught with or he has had in the past:

  • Leftovers - Restores 1/16th of Mewtwo’s health every turn.
  • Lum Berry - Cures any negative effects.
  • Bright Powder - Reduces the accuracy of attacks targeting Mewtwo by 10%.
  • Twisted Spoon - Boosts Mewtwos psychic abilities by 20%.
  • King’s Rock - Every attacking move Mewtwo uses has a 10% chance to flinch. Lowers foes accuracy by 20%
  • Custap Berry - If Mewtwo is below ¼ health, it will consume the berry and be able to attack first once.
  • Life Orb - Boosts his damage by 30%.
  • Expert Belt - Boosts Mewtwo's super effective attacks dealt damage by 20%.
  • Heavy Duty Boots - Makes Mewtwo unaffected by entry hazards such as spikes.
  • Havoc Robe - A Mewtwo exclusive item that is basically just pressure, forcing foes to exert twice the energy.
  • Mega Mewtwonite X and Y- in game is required to mega evolve, however in the movie, and Legends ZA these are not needed for Mewtwo. We will get more into these in the forms section.

Mewtwo Cancer Berserk Genes:

These are the genes found within Mewtwo extracted from Mew. In-game, when Mewtwo enters battle holding its signature item, it confuses itself and raises its attack by two stages. From a lore perspective, this obviously does not apply. In Detective Pikachu it is simply a drug pokemon can take (wtf is that movie about).

 

Mewtwo can sense anyone who has these cells, and vice versa, and although he can sense his cells out in the world, he cannot pinpoint an exact location until near. If someone gets Mewtwo’s cells within them, it will cause cellular decay. However, this is only if Mewtwo himself is in pain as well, or enraged. In the movie, it makes others enraged instead.

Looplet/ Emeras (Debatable):

Looplet | Pokémon Wiki | Fandom


These are items found in Super Mystery Dungeon, they can hold up to 4 emeras within. Emeras grant a multitude of passive effects. Even without a Looplet, Mewtwo can use them on itself, so they are valid in VS Debates. It should be noted however that these dissipate when exiting a dungeon, so it is debatable how they’d work in this matchup.

Here’s the fun part dear reader, have fun reading all the different Emeras, because there’s a lot, and some are quite beneficial:

  • Alliance Expert: Increases the accuracy of Mewtwo’s moves in an Alliance, which are basically team attacks. Raises Attack when used
  • Anchor: Prevents Mewtwo from being blown or warped away. Raises maximum HP 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 Recovery: Increases the amount of HP Mewtwo recovers when it uses an item, move, or Ability to restore HP. 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Resilient: Prevents all of Mewtwo’s stats from being lowered. Raises Special Defense 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.
  • 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.
  • Tight Grip: Prevents items Mewtwo is holding from being dropped or stolen. Raises Speed 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

Shadow Synergy Stone (Debatable):

Mewtwo and Shadow can do a fusion dance or something. An item exclusive to Pokken, Mewtwo in an act of heroism saved a young girl from its power, but in the process, became corrupted itself. More on this corrupted form later.

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Shadow:

Inhibitor Rings:

Sonic Sonic06 GIF - Sonic Sonic06 Shadow - Discover & Share GIFs

Designed by Maria and created by Gerald. Besides looking stylish, they limit his output of chaos energy, however he can remove them at any time to massively amplify his power.

Rocket Skates:

Fav Shadow skating animation? : r/shadowthehedgehog



Shadow’s iconic footwear, they grant him Pseudo-flight, and of course assist with his super-speed by letting him skate across the ground.

Dark Rider:

Shadow The GIF - Shadow The Hedgehog - Discover & Share GIFs

Shadow’s iconic motorcycle from his own game, equipped with, well, guns! He can also pilot pretty much any military-grade vehicle he finds too.

Black Shot:

Shadow’s signature Extreme Gear, granting Shadow semi-flight whilst on it, capable of creating small tornadoes.

Gravity Bands:

Fuelled by a black hole, these allow Shadow mid-air flight by manipulating his own gravity.

Guns/Weapons:

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Firearms:

Cannons and explosive weapons:

Laser weapons:

Weapons with guided projectiles:

Vacuum Weapons:

Melee Weapons:

Oh and theoretically Shadow should be able to just summon any of these himself like a transformer.

Sonic Power-Ups:

Shadow, naturally, can pick-up in-game power-ups, as well as carry some on-hand:

  • Fire: A power-up that either lets Shadow shoot out a fireball that follows his enemies or a fiery shield that protects him, though the shield lasts for a limited time.
  • Ice: A power-up that either shoots an icy projectile that homes in on his foes or leaves a ice cube behind him, both of which freezes his enemies.
  • Lightning: A power-up that can be used to shock enemies in an instant, shoot a homing electric ball or leave a decoy ring behind him to paralysis his enemies. Can also perform similar techniques with the Storm Cloud ability.
  • Wind: A power-up that shoots or leaves a tornado behind Shadow in which shoots the enemy in the air.
  • Power Sneakers: Let’s Shadow run faster then normal temporarily.
  • Mine: Either drops an explosive mine or shoots a mine that tracks down the enemy.
  • Illusion: Leaves an illusory orb or shoots one out which follows his enemies and messes up the foe’s vision.
  • Invincibility: Does what it says on the tin for a limited time.
  • High Speed: Generates a sudden burst of speed.
  • Shield: The shield is a common power-up throughout the Sonic series, that creates a semi-permanent energy shield around the user to protect them from a variety of attacks. However, whenever this shield is hit with any kind of attack, it completely dissipates, leaving the user vulnerable again. There’s also elemental variants.
  • Flame Ring: Equipping it allows Shadow to perform a fiery somersault that can break through metal.
  • Economizer/Refresher: Gives Shadow more stamina to use his stronger attacks for longer.
  • Angel Amulet: Allows Shadow to revive himself from death with a sliver of vitality.
  • Replenisher: Allows Shadow to slowly recover his health.
  • Immunity Idol: Makes Shadow immune to status conditions like weakening, sluggishness, drowsiness, poisoning, etc.
  • Kron Hammer: Greatly increases Shadow’s attack power.
  • Nocturne Blade: Channels the power of the Nocturnus Leech Blades, allowing Shadow to drain health from foes.
  • Spooky Charm: Induces fear in opponents, causing them to run away on occasion.
  • Voxai Teleporter: Drastically boosts Shadow’s defensive capabilities.
  • Antidote/Cure All Spray: Removes all of Shadow’s status ailments.
  • Clover Juice: Temporarily provides an enormous boost to Shadow’s luck.
  • Health Seed/Leaf/Root/Med Emitter: Planet products Shadow can smoke or vape in order to restore his health, and maybe get a bit of lung cancer on the side.
  • Pow Candy/Gum/Drink/Refresher Wave: Provide stamina restoration and diabetes to Shadow.
  • Psychic Water: Provides a temporary burst of intense premonition, making it easier for Shadow to dodge attacks.
  • Prune Juice: Provides a temporary massive attack boost to Shadow.
  • Speed Bar: Temporarily provides a massive boost to Shadow’s speed.

Speed-Battle Power-Ups:

Each character in the game gets 3 power-ups, depending on the skin these will change too:

Chao:

In some games, Chao are equippable, with a range of effects:

  • Belgog: Makes Shadow harder to hit in combat.
  • Blayze: Increases the damage Shadow deals.
  • Churdle/Oldarg: Shadow has a better chance to hit opponents in battle.
  • Dusty: Makes it easier for Shadow to catch opponents who are running away.
  • Ferox: Shadow’s stronger POW moves are automatically guaranteed to be successful in regards to Shadow’s input.
  • Ghise: Makes all of Shadow’s attacks deal water damage.
  • Gibber: Shadow’s damage intake is greatly reduced.
  • Griff: Makes all of Shadow’s attacks deal ice damage.
  • Hayda/Joy: Increase Shadow’s health and stamina the longer the fight continues.
  • Ovus: Shadow is revived once when he dies in combat.
  • Rady: Shadow’s health and stamina are increased beyond their usual limits.
  • Rugle: Increases Shadow’s luck in combat.
  • Seggo: Makes all of Shadow’s attacks deal wind damage.
  • Spartoi: Shadow’s attacks have the potential to instantly KO an opponent.
  • Stiglin: Makes all of Shadow’s attacks deal earth damage.
  • Zimba: Makes all of Shadow’s attacks deal lightning damage.

Wisps:

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Actually all characters have access to Wisps in the racing games, so we're going to count it as equipment for Shadow:

  • White Wisp - Increase boost frequency.
  • Yellow Wisp - Makes Shadow invincible as he boosts into enemies.
  • Black Wisp - Ever played Mario Kart? Bob-Ombs, basically.
  • Blue Wisp - Basically a mine that stuns foes.
  • Jade Wisp - Makes Shadow invincible to attacks for a few seconds, as well as intangible.
  • Cyan Wisp - Turns Shadow into damaging light.
  • Nega Wisp - Slows foes and sucks in items.
  • Magenta Wisp - Blinds foes.
  • Orange Wisp - Allows Shadow to fire rockets or transmute himself into one.
  • Ivory Wisp - Lightning powers, including stuns.
  • Pink Wisp - Shadow can summon pink spikes.
  • Red Wisp - Leaves a flaming trail behind Shadow.
  • Crimson Wisp - Allows Shadow to turn into a red flying creature that homes in on, and rams into targets.
  • Gray Wisp - Summons stone pillars.
  • Indigo Wisp - Draws items in.

Rings:

The most standard and recognisable Sonic collectable! Their main purpose from a gameplay stand-point is to keep the player alive, but for Super Shadow, it’s a time limit, the more rings Shadow has, the longer he lasts (pause).

But surely they don’t matter in lore? Well:

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Chaos Emeralds:

                            

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You know em, you loathe collecting them - the Chaos Emeralds! Said to be able to transform thoughts into power, these miracle gems have a wide variety of abilities, outside of the obvious we’ll get to later. They have been stated dozens (literally) of times to have INFINITE power (from a powerscaling perspective this would be Universal+ to avoid no limits fallacy). Typically, they are quite black and white, being associated with positive and negative energy (good guys are positive, bad guys harness negative), and as discussed later can be recharged with said energy. They can be recalled to the user. Here’s a list of the shocking amount of abilities they grant:


  • Wish Granting (Debatable) - They are described as gems made of a super material that can grant wishes, although this isn’t always literal from a combat perspective.

  • Healing/Resurrection - Chaos Emeralds have been shown multiple times to have abilities that heal wounds, and restore stamina, and even revive other people. (yes, I'm talking about THAT scene from THAT game).

  • Growth - The emeralds can grow plants.

  • Weather manipulation - the emeralds were able to nullify a storm.

  • Sealing - Silver would have been able to seal Blaze and Iblis in another dimension.

He didn't do it because, well, he's Silver and never does anything. And he'll NEVER have his own game (I DIDN’T TYPE THIS).

  • Restoration - The power of the emeralds was what returned reality to normal after the events of Time Eater.

  • Energy absorption - On their own, the emeralds were able to absorb the power of Eggman's mind-controlling ray. This recharged them and allowed Sonic to reach his super state.

  • Conceptual and Dream Manipulation - I know what you're thinking. Sonic the Hedgehog? The fast-running Mario clone manipulating concepts?

Well...yes

In Sonic Shuffle, Lumina reveals that the protagonists are in Maginaryworld, a world that brings together the dreams of people in all dimensions. Dreams can range from desires and transformations to refuges from sadness, and give rise to various dream worlds such as the Emerald Coast, the Firebird, the Wilderness Zone, and the Riot Train.

However, the Void generates anomalies that threaten to destroy Maginaryworld

The Void and Lumina are part of Illumina, being complementary representations of dreams: the Void embodies the darkness, emptiness, and negative emotions necessary for dreams to exist, while Lumina represents light and hope.

And you might wonder, how does this affect the Chaos Emeralds?

Well, the emeralds are directly called the substances of dreams. This means that beings like Void, who could destroy the Magisterial World, exist thanks to this power.

And if that doesn't convince you, the power of the emeralds is greater than that of Solaris, which was capable of destroying the entire Sonic cosmology. Which obviously includes the MaginaryWorld.

When a character enters cyberspace, his memories materialize in the place and alter it.


Shadow’s Super Form and Resistances with the Emeralds are covered later.

Btw…

Infinity Stones: 😪😴🥱💤

Chaos Emeralds: 😎🤑💰💥

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Abilities:

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Mewtwo:

Pokemon Abilities:
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Every single Pokemon has innate passive abilities that can help them in battle, some more than others. Because Mewtwo is a very special boy (?) that we all love, he gets 3 (in base):

Base Mewtwo can have either:

  • Pressure: Opponents use 2 pp for each usage of a move instead of 1 ppl.
  • Unnerve: Makes opponents unable to eat berries (Shadows fucked now).
  • Life Force: Restores 1/8th of health after every turn.

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Pokémon Moves:
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Mewtwo is insane

“She Psystrike on my Barrier till I Life Dew”
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Throughout the games, anime and all the other stuff pokemon have been in, Pokemon Have been able to learn a variety of moves. Given Mewtwo is a clone of Mew, who can learn almost every Move in the game, Mewtwo has a wide variety of moves to use in battle.

Level-up moves:

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Moves that Mewtwo can learn from leveling up, without any outside Interference. 


 

Mystery Dungeon Moveset:

Mewtwo can become your leader pokemon in Mystery dungeon DX, and as leader you can pick up and teach yourself TM‘s:

  • Aerial Ace - Extremely fast and impossible to dodge melee attack.
  • Brick Break - A strong chop that can destroy barriers.
  • Bulk Up - The user Tenses its muscles to bulk up its body, boosting its physical attack and defense.
  • Charge Beam - Mewtwo fires a bolt of electricity that will also raise his Special Attack.
  • Confide - Mewtwo tells the target a secret and they’re completely unable to concentrate, and their attacking stats are lowered (don’t think too hard about it).
  • Double Team - Creates Illusory copies (think shadow clones).
  • Dream Eater - Devours the dreams of sleeping targets to heal itself.
  • Embargo - Prevents the opponent from using any items.
  • Facade - an attack that doubles in power if mewtwo is afflicted with status.
  • Poison Jab - an attack steeped in poison that inflicts the target with poison.
  • Psych Up - Copies the opponents stat changes.
  • Rest -  Mewtwo goes to sleep for 2 turns and fully heals itself from all status moves.
  • Taunt - The targeted is taunted into a rage where they can only use attacks.
  • Thunder Wave - A special move that paralyzes the target.
  • Toxic - a special move that poisons the target.
  • Trick Room - The user creates a box around itself and the opponent reversing who’s faster and slower, however it has the slowest priority in the game.

Other Moves:

These moves aren’t learned by level-up in the games, but rather moves Mewtwo knows in additional resources, he even knows some abilities that aren’t Pokemon moves:
  • Counter: When hit by a Physical Attack, the user strikes back with 2x power.

  • Shadow Ball: Shadow Ball deals ghostly damage and has a 20% chance of lowering the target's Special Defense by one stage. Also, it can home in on opponents.

  • Bulldoze: A mini quake that guarantees speed is lowered.

  • Earthquake: Does what it says on the tin. Affects foes underground as well.

  • Rock Slide: Giant boulders with a 30% flinch chance.

  • Stone Edge: Mewtwo fires sharp stones with a high chance of landing a critical hit.

  • Hyper Beam: A powerful beam of energy that leaves Mewtwo vulnerable for a turn. It can also be used to fire a beam of light

Spin Attack - Mewtwo does a spin. 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.

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Flight:
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Tf do you want me to say.

Telepathy:

Naturally, as a psychic type Mewtwo can communicate with others using its mind, no matter the distance. It can target specific people as well, even from miles away. He can even do this whilst unconscious. It can even show its own memories to others.

Extrasensory Perception:

What this means is that Mewtwo can find others when hidden.

Morty (an inexperienced esper) can see through an entire forest with 1 glance with his psychic abilities, obviously Mewtwo would upscale to that.

Forcefields:

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Mewtwo can construct forcefields with his mind that can take the form of flat walls or circular orbs around him. These barriers have never been shown to break, able to take the force of Leaf’s Mega Blastoises full assault as well as Red’s Mega Charizard X . These barriers can also additionally be used to attack as well, losing their form and being applicable as a counterattack to those who strike them.

                                                                      

Weather Manipulation:

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Severe Storms in Chicago? I've seen this before... : r/pokemongo

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Mewtwo has complete control over the weather, like when he made a giant storm.

Energy Manipulation/Absorption:

Pokemon Mewtwo Intensifying Power GIF | GIFDB.com


On a general level, as seen above, Mewtwo can manipulate Psychic energy to cause waves of destruction. He can shoot beams of energy, charge himself up, or rain down giant beams from above that attack continuously and move around. Additionally, he can make huge omnidirectional blasts, summon energy 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, swirl up massive twisters, which can be created around itself or charged up to become bigger and more powerful, trap opponents in psychic binds, form barriers, or augment its physical strikes to make them stronger, along with being able to increase their range.


He can even absorb energy itself.

Telekinesis:

Pin by charmy on pokémon👾⚡️ | Mew and mewtwo, Pokemon mewtwo, Pokemon  deoxys

Although mentioned in the moveset section, it’s still such a notable ability it needed its own segment. Outside of your standard lifting, throwing, and crushing, he can create forceful telekinetic pushes, and reflect projectiles back to sender. 

Hydrokinesis:

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As shown above, Mewtwo has no issue waterbending.

Photokinesis:

As shown above, Mewtwo can control light to an extent. It can create pillars both close and far that hurt opponents and block their movements, or spawn one beneath opponents to blast them away.

Umbrakinesis:

If you read his moveset, you know he can use dark and ghost attacks. Which it can use to emit pulses, create blasts, produce explosions, or form vortexes, Mewtwo can even engulf its body in dark energy when performing physical strikes to make them more powerful.

Electrokinesis:

Even outside of his moveset, all of Mewtwo's energy manipulation can be manifested as electricity as well.

Cryokinesis:

Read the moveset tee hee.

Pyrokinesis:

What do you think I’ll say here? All of his energy manipulation attacks can be engulfed with flames.

Geokinesis:

Outside of its moveset, Mewtwo can manipulate the very Earth itself to attack foes, or even shield itself.

Sleep…kinesis:

Go to sleep bitch. It should be noted this isn’t instant. Naturally he can end this whenever he feels like nap time’s over.

Teleportation:

He can teleport himself as seen above. And he can teleport others, and objects into his hands. In Unite, his strength increases a little after teleporting.

Portal Creation:


What it says on the tin. Buttt, he can also create portals into other dimensions to trap foes in for good.

Void Creation:

On a related note, Mewtwo can send others into other dimensions with voids, so far away they’ll never return. Of course, he can enter this space himself, and bring his victims out.

Afterimage Creation:

Mewtwo can move so fast it summons afterimages of himself to fight however he pleases. If destroyed, they can still deal damage as psychic orbs.

Agitation:

The last of our Ranger abilities, when trying to be captured, Mewtwo will essentially enter fight or flight, and becomes quicker and more ruthless.

Mind Control:

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Sentient Releasing | Superpower Wiki | Fandom

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Mewtwo has shown to be efficient in controlling the minds of, and speaking through people. He can release them from this control as well.

Memory Erasure:

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As seen above, Mewtwo can cleanse memories for upwards of weeks. He can even do this to armies of people and pokemon. Thankfully, he can reverse this.

Mind Reading:

Mewtwo can scan entire lifetimes of thoughts and memories in seconds.

Petrification:

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Pokémon: 10 Times Ash Put His Own Life On The Line

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As seen here, Mewtwo one-shots Ash, killing him and petrifying him. Seemingly, this is countered by tears. Amber describes Poketears as being full of life itself (I know it says light in the subs but she says life). This is further established in Pokemon Adventures, upon fighting Darkrai their battle petrified the trainers around them, implying Mewtwo himself cannot control this petrification.

Object Creation:

There’s no better way to describe it, Mewtwo can just…create objects? The limit is unknown, but it could be an argument as to how he gets his more ‘non-standard’ stuff.

Speaking of creation…


Black Holes:

Yeah he can just wipe the planet with a black hole if he felt like it lmao.

Ability Cancelling:

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For context, Mewtwo wishes to prove his clones are superior even without their powers, so he…well you see the quote. And it’s a straight up physical brawl afterwards. This also extends to cancelling status effects.


Rare Qualities:
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Rare Qualities are a group of abilities from Mystery Dungeon DX. While they apply to your whole team, Mewtwo should have every ability listed. The list of abilities that are combat applicable is as follows:

  • Lonely Courage - A boost to a Pokemon when they are without any allies. A generic, yet large power-up for Mewtwo
  • Narrow Focus - When attacking in a corridor, Mewtwo’s moves will never miss.
  • Rapid Bull’s-Eyes - Moves that hit multiple times will never miss.
  • Steamroller - Moves that would normally do resisted damage or no damage due to the target's typing or Ability instead deal normal damage. 

Special Abilities:

 

 

What it says on the tin, abilities that are special…from Battrio of all games:

  • 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:

More Battrio stuff, basically just more perks Mewtwo has:

  • Vigor: Raises Mewtwo’s Attack when it’s greatly successful during a battle.
  • Gale: Raises Mewtwo’s Attack and Defense.

Z Tretta:

More games you’ve never heard of (nor me), when faced with a ‘strong’ foe, Mewtwo will enter Max Voltage, buffing the stat trinity and its health.

Synergy Burst:

Another ‘gameplay mechanic only’ ability, exclusive to Pokken, Synergy Burst is the characters transformation essentially. When it enters Synergy Burst, it restores some of its HP and creates a shock wave around itself that pushes opponents back. It also gains a stat buff. As seen above, it can mega evolve at will, mainly into X, theoretically Y as well. Also, it restores HP passively as long as it’s not getting hit. It should be noted this lasts 13 seconds, and Shadow Mewtwo only lasts 8! Taking damage in this mode decreases the amount of time it can stay in it in general.

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. This can also last indefinitely, and make Mewtwo near invincible.

Soul Manipulation:

For some reason, the movie writers decided he should be able to transfer souls into other bodies. The crowd size doesn’t matter either. 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, regardless, he can still remove souls. A work around is the fact the berserk gene is a drug made of Mewtwo’s DNA that explicitly causes whatever it’s used on to go berserk.

Immortality:

Mew is apparently immortal, and thus, so should Mewtwo. This would explain why it can survive without oxygen for a while.

Healing Factor/Healing:

Even outside of recover, Mewtwo has been shown to regenerate from fatal wounds such as stabbing. He can even heal others.

Resurrection:

Mewtwo Jesus Renaissance Wall Art | Threadfox

As mentioned earlier, one of Mewtwo's most frequent abilities is recover, standard health recovery…right? Well…

During it’s creation, it actually died, and brought itself back thanks to recover…somehow.

Miscellaneous Abilities (Debatable):

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Precognition/ Future sight:

  • Alakazam is stated to be able to use every edge of psychic abilities from Pearl’s Pokedex entry onwards. Because of this, Alakazam foresees the future with his psychic abilities (Let’s Go Pikachu! And Eevee!, Ultra Moon). Mewtwo is considered the strongest of AT LEAST the Generation 1 Pokemon, and furthermore considered the strongest Psychic-type pokemon. He has defeated Alakazam in direct combat (Mewtwo Strikes Back!) with psychic abilities placing him above Alakazam and giving Mewtwo Precognition.
  • Psychic pokemon such as Gardevoir, and Xatu are commonly stated and shown to directly see the future from their pokedex entries, manga, and Mystery Dungeon. 
  • Sabrina and Olympia in the anime and games are stated to have basic precognition simply from practicing their psychic abilities.


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Resistances:

  • Physical Attacks - Psychic types resist physical attacks.
  • Severe Heat - He’s walked right through flames before.
  • Extreme Cold - Can fly out of orbit.
  • Paralysis - See Paralysis Guard Emera.
  • Poison - See Poison Guard Emera.
  • Sleep Inducement - See Sleep Guard Emera.
  • (Debatable) Oxygen - Can survive in space (but is very fatigued, and gets knocked out when entering and exiting orbit).
  • BFR - See Anchor Emera.
  • Petrification - Was unaffected by his clash with Darkrai that petrified normal humans.
  • Power Sealing/Nullification (Questionable) - Shrugged off a machine designed to seal its powers off, although Giovanni admitted afterwards that tech has its limits.
  • Willpower Drainage/ Mind Control - When Giovanni's tech harnessed Mewtwo's energy, it could not harness Mewtwo's willpower.

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Shadow:

Spin Attack:

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Shadow curls into a ball and rolls on the floor. This technique actually has many variations, like…

Spin Jump:

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It is used to attack enemies in the middle of the jump

Spin Dash:

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Crouches, builds speed by spinning, and launches himself at enemies. Shadow actually has his own variant of this, called…"Dark Spin Dash," of course…

Its use is identical to the normal Spin Dash. But instead of being used to attack, it's used to access Red Slime paths, allowing him to transport and take shortcuts.

Homing Attack:

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A jump that automatically locks onto an enemy to knock them out of the air. He can combine it with his teleportation abilities, which we talk about below.

Light Speed Dash:

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Shadow can travel around a ring track, and as the name suggests, he travels at the speed of light. He can even use this technique in the air.

Light Speed Attack:

Light Speed Attack | Sonic Wiki Zone | Fandom

By possessing the Ancient Light, Shadow charges the spin dash while light is drawn to him and begins to envelop him. With this, he is able to attack at ,well, the speed of light, destroying any enemies that he barrels towards in a heartbeat.

Black Tornado:

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Shadow uses the Spin Dash to circle around the enemy in the air at high speed, leaving a yellow glow behind. This trace creates a whirlwind effect that creates a dark cyclone around the opponent.

Shadow Boost:

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Shadow is surrounded by an aura that allows him to run at full speed, passing through all the enemies around him.

Stomp

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While in the air, Shadow propels himself downwards with great speed, hitting the ground and creating a shockwave that damages nearby enemies.

Chaos Spear:

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Chaos Spear | Sonic X: Heroes Forever Wiki | Fandom

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Chaos Spear is a Projectile which utilises chaos energy. It can also cause paralysis. It can also be used as a melee attack, as he can enhance this as Chaos Lance. Chaos Lance can drain Chaos Energy itself.

Chaos Boost:

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Shadow's entire body is surrounded by a red/yellow aura composed of Chaos Energy, similar to Dark Shadow's. In this state, he can use Chaos techniques such as Chaos Snap, Chaos Lance, and Chaos Blast (Speaking of…)

Chaos Blast:

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Shadow’s ultimate offensive attack. Generates a large wave of red negative energy that eliminates all nearby enemies. He can even fire this as a beam.

Chaos Nightmare:

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Shadow briefly ascends into the air, creating a purple aura of distorted space-time that damages enemies.

Chaos Burst:

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Shadow spins around and uses Chaos Control to hide in a distorted area of space. When he emerges from the distorted space, he briefly creates a small white and purple bubble around himself that damages any opponent who makes contact with it. He also distorts the space around both of his fists, creating small violet and purple spheres around each fist, which repel enemies.

Chaos Magic:

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Shadow snaps his fingers, creating an area of spatial distortion in front of the user in the form of a spatial rift that knocks opponents into the air.

Roaming Chaos:

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Shadow creates a distorted space in the shape of a purple and white orb, before launching it in a horizontal motion. The distorted space orb will float in the air and attempt to return to the user until an opponent hits it, knocking them into the air, or until Shadow performs the technique again.

Shadow Heal:

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He can heal minor wounds, however this uses chaos energy.

Shadow Guard:

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Shadow crosses both arms to defend against incoming attacks while simultaneously using Chaos Control to increase the power of his guard. This forms a small spherical field that protects him from blows.

Chaos Upper:

Chaos Upper | Sonic Wiki Zone | Fandom

Shadow knocks a foe into the air.

Shadow Teleport:

S. Teleport | Sonic Wiki Zone | Fandom

Take a guess.

Ichikoro (Debatable):

Upon storing enough energy, Shadow can one-shot any foe. This is of course a gameplay mechanic and is pretty much a no limits fallacy.

Chaos Rift:

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How the Fuck?

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Shadow forms a rift in time and space, which takes the form of an orb. Once formed, Shadow throws the rift at his target in an attempt to banish the opponent from time and space

Chaos Dab:

He so cool based and epic (cringe)

Precognition (Debatable):

Shadow has frequently shown the ability to sense events right before they happen, it’s unlikely this is an intended ability, but it happens a lot.

Teleportation:

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Even without a Chaos Emerald, Shadow is able to teleport short distances. Often combining this with his standard melee attacks.

Chaos Control:

While yes this technically should fall under the ‘Chaos Emeralds’ section, this is such a Shadow-iconic ability it deserved its own segment. Allowing Shadow the ability to warp space and time, even without an emerald, granting him the ability to teleport great distances, Shadow can even use it on himself and others to warp them away from or towards different points in space, including across dimensions.

Furthermore, Emerl can triplicate himself using the technique. Plus, Shadow can create small orbs that can induce confusion on opponents or trap them for a short amount of time. Finally, Shadow creates spatial distortions through just his attacks with the technique.

Of course, it also allows Shadow to slow down time itself, making the foe free to attack. Hell, he can straight up freeze time too, in which he can choose if others can move as well. Time travel is also possible, but it requires another person, and Shadow has no way of cloning himself. Somehow, this can be done even in areas without time.

Additionally, Chaos Control can seal opponents, even spiritual ones, in another object or person, or even a dimension, and the hedgehogs themselves do this twice in Sonic 06. The Ancients utilized the Emeralds to forge Cyber Space, harnessing its cyber energy to influence, trap or encode souls. Tikal even sealed Chaos within the Master Emerald.

Immortality:

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Being the ultimate life form, Shadow's body never ages.

Resistances:

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Forms:

Mewtwo:

William Afton Mewtwo:

After slaughtering exactly five children on the island he made to challenge Ash and the other elite trainers, Mewtwo would soon have an obsession with Five Nights at Freddies and due to this kill himself through burning in fire similar to his idol William Afton.

Dynamax:

Big Mewtwo. That’s it. He’s encounterable in raids and is thus useable here.

Mega Mewtwo Y:

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After using Mewtwonite Y to mega evolve, Mewtwo transforms into Mega Mewtwo Y, increasing all of its stats except Defense, which is lowered. It loses its previous ability and gains the ability Insomnia, which prevents nap time (my spirit Pokemon). Although in game, it can only mega evolve once per battle, in the Pokemon Adventures chapter titled Mewtwo Angered, it is revealed that Mewtwo is able to mega evolve again due to its special bond with its trainer. In the anime, Smash, Pokken and Mystery Dungeon, it is able to mega evolve at will. It can slow down its perception of time.

Mega Mewtwo X:

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After using Mewtwonite X to mega evolve, Mewtwo transforms into Mega Mewtwo X, increasing its attack, defence, and special defence, as well as giving it the fighting type.  It loses its previous ability and gains the ability Steadfast, which raises its speed each time it flinches. Although in game, it can only mega evolve once per battle, in the Pokemon Adventures chapter titled Mewtwo Angered, it is revealed that Mewtwo is able to mega evolve again due to its special bond with its trainer. Pokken implies it can transform by itself. It also lets it elastically stretch its limbs out. It even learns Psydisaster, where Mewtwo traps its foe in an alternate dimension, before punching a massive amount of psychic energy into its foe.

 

Shadow Mewtwo (Debatable):

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After merging with the Shadow Synergy Stone, he became Shadow Mewtwo! With a more hostile personality Mewtwo travels the region of Ferrum draining the Synergy Power of all trainers it defeats. This power allows Mewtwo to heal itself which counteracts the Synergy Stone draining his life force as it possesses him. Early game Shadow Mewtwo can likely be used as the game makes no reference to it actively boosting his power, as it seemingly only makes him more evil. The game even makes a point about him draining trainers' energy to power up, seemingly implying the shadow stone doesn't have anything to do with it. In the finale of the game Mewtwo is defeated via the power of the synergy stone, however we see in the 2nd to last fight against him that he unleashed the power of the Shadow Synergy Stone, meaning up to that point he had only been using his own power. The only new power he seems to unlock when using the power of the Shadow Stone is Dark Nova.

Outside of the abilities of regular Mewtwo and varied fighting game variants of said moves, it can:


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Shadow:

Dark Shadow:
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A state that arises when Shadow's mind is invaded by thoughts of darkness. Upon reaching this state, he gains absolute mastery over negative Chaos energy. In this form, Shadow can execute a much more devastating Chaos Blast and wield any weapon without worrying about ammo consumption or durability wear.

This transformation only lasts for a short time, and can also manifest in his Super form.

Hero Shadow:
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A state that arises when Shadow's mind is imbued with thoughts of justice. Upon reaching this state, he gains absolute control over positive Chaos energy. In this form, Shadow is capable of executing large-scale Chaos Control, either to multiply his speed or to slow the flow of time. Additionally, he can wield any weapon without worrying about ammunition or durability wear, and is also invulnerable.

This transformation only lasts for a brief moment, and can also manifest in his Super form.

Shadow Evolved:

Although implied to just not be useable after Black Dooms death, how could we not discuss this? The most important thing to note here is, well, if Shadow removes his inhibitors in this form, he’ll die (which sort of gives leeway to the idea that this form may be above Super Shadow).

Although nothing noteworthy, he does gain access to a variety of new techniques, such as:

  • Doom Spears - Chaos Spears on crack.
  • Doom Blast - Basically a fighting game combo.
  • Doom Surf - Ever seen the hit movie Surf’s Up with the GOAT Big Z?
  • Doom Morph - Idek what this is, he’s Spider-Man.
  • Doom Wing - He can fly.

Super Shadow:
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Super Shadow requires all 7 Chaos Emeralds to transform into, however the form will give him buffs to every stat and infinite stamina. Shadow also becomes… No but seriously this is stated dozens of times.

Sonic states that the Chaos Emeralds give him “unlimited power” in his super form. (All super forms are directly comparable). The only thing that can damage a super form are powers equal to or greater than its own, as seen in the final fight with the End or The Egg Salamander.

He gains access to abilities such as:

  • Chaos Arrow - Chaos Spear but weaker and faster. Can be charged.
  • Spear of Light - Chaos Spear but smaller, grouped, and homing.
  • Negative Energy Nullification - As seen as early as Adventure 1, and recently with Lightman, positive energy overpowers negative.
  • Power Transfer - Super Sonic gave his teammates power on two separate occasions. In the fight against Solaris and Metal Over Lord. Only Knuckles and Tails didn't receive true super forms, poor things.
  • Chaos Regeneration - Sonic and Shadow save Cosmo from death.

The form does have a time limit via the rings, but via Shadows speed, collecting them should not be an issue.

He can even transform into hero and dark forms still, possibly multiplying his power further.



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Feats:

Mewtwo:

Overall:

  • The world's strongest Pokemon, as described by pretty much everyone anytime he’s present.
  • Described by Giovanni as ‘the rarest in the universe’.
  • Killer of Ash Ketchums.
  • Created an army of clones.
  • Caught a years supply of Pokemon for Giovanni within a minute. 
  • Defeated Deoxys, a group of Genesect, and all 3 legendary Birds.
  • Insanely hard speeches.

Power:

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Speed:

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Durability:

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  • Tanks Red’s Charizards Fire Blast.
  • As well as Mega Charizard X's far stronger Fire Blast.
  • …but was defeated (but still survived) by its Mega Punch.
  • Tanked Magmars flamethrower.
  • Tanked the legendary Articunos Blizzard.
  • Survives a Shadow Ball from Mew.
  • Tanked an Energy Ball from Escavalier that cracked a giant rock formation.
  • Survives a giant balloon explosion.
  • Gets nuked by Lucario and Cinderace.
  • Survives its creation lab exploding (54.5 kilotons of TNT).
  • And Team Rocket HQ exploding.
  • Survives being impaled twice by Deoxys’s Tendrils.
  • Survives an army of Genesects attacking her.
  • Takes hits from Ho-Oh.
  • Tanked a point blank Dragon Pulse, and Bite from Zygarde 50%
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    Shadow:

    Overall:

    • The Ultimate life form.
    • Sonic's equal in power and speed.
    • Sacrificed his life to save Earth.
    • Defeated Metal Sonic, Eggman, Black Doom, and Solaris.
    • Overcame his trauma.
    • #1 Tails Hater.
    • He is not a bitch ass motherfucker, he is Batman.
    • Defied physics and one-shot 2020.

    Power:

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    Base Shadow:

    Super Shadow:

    Speed:

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    In Base Form:

    As Super Shadow:

    Durability:

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    Base Form:

    Super Shadow:

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    Scaling:

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    Mewtwo:

    Wild Pokemon:

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    Due to Mewtwo’s status as the one of the strongest Pokemon, he should logically scale above most, if not all feats performed by non-legendary pokemon.

    Trainers and their Pokemon:


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    Only makes sense, right? Unless you are Manga Mewtwo, typically Mewtwo is presented as above or equal to even the highest trained Pokemon and their trainers, like:

    Legendaries, Mythicals, and Ultra-Beasts:


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    We discuss in detail the weird and wonderful scaling chains of Pokemon later, but, in summary, the developers tend to portray their Box-Art legends as on par with each other through the movies and some games, with Mewtwo even defeating and being able to match some. In Gen 5, even in an attempt to ‘reboot’ the character, he, sorry, SHE, is still stated to be the strongest via Mews genes. Even in Gen 8, Ash, who has met the GODS, still states Mewtwo is the strongest:

    Darkrai:

    Him and Mewtwo directly clash during Team Galactic´s botched attempt to capture Deoxys, and other than a leg injury, Team Galactic´s commander Sird, who had Darkrai at the time, decided to retreat after Mewtwo gave chase to her. They are practically equals:

    The Creation Trio (Debatable, See Before The Verdicts):

    The 3 beings that are responsible for time, space, and anti-matter. We won’t go much into it here, but there are several avenues to justify scaling:

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    Shadow:

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    Sonic The Hedgehog:

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    While he has admitted that Sonic is ultimately faster than him, he still regularly keeps up with the Blue Blur. He also regularly fights Sonic in SA2 and Prime and is able to keep up, implying they’re a similar strength in base form, Sonic can perform various feats, such as:

    Sonic´s Friends:


    Throughout the years, Sonic and his friends (and frenemies, sometimes) have fought through thick & thin against a wide array of enemies and have always come out on top, given Shadow being relative to Sonic, he should in turn compare to those who sometimes tag along to either help Sonic out, or make his day more difficult:

    Chaos Emeralds:

    (address me…)

    By tapping into his Super form, Shadow wields the full cosmic might of the Chaos Emeralds, when wielding that same power, be it heroic hedgehogs, complex machines or others, the emeralds can accomplish amazing displays of power, for instance:

    Eggman:

    The man with the master plan! He may not always be the main bad guy, but Eggman will always be the most iconic. Shadow would naturally scale.

    Misc Villains:

    Super Shadow should also be comparable to various world-ending gods, titans and machines, whom the power of the Chaos Emeralds can match or even are outright superior to, such villains and feats include:

    Solaris:

    This Superdimensional being is the building block behind Sonic in Powerscaling, Shadow being one of the characters who can directly scale.

    Black Doom:

    The one who started it all, being the entity responsible for Shadow’s incredible might, Black Doom has sought time and time and again to claim Shadow as is, and he almost had the power necessary to do so:

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    Weaknesses:

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    Mewtwo:

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    • It potentially has tunnel vision of only defeating his foes to be exploited, although mega evolution can calm it.
    • Not immune to having its power harnessed (he later broke out with help from Ash's Pikachu at the cost of most of its energy).
    • Weak to Dark,Bug and Ghost type attacks (Flying and Fairy too for X).
    • FLYING out of orbit will damage it (being in space whilst being teleported may be ok).
    • MANGA ONLY - Due to sharing some of Blaine’s DNA, and vice versa, being separated too long will only do more harm then good, weakening them both, and being on a time limit before both begin to weaken.
    • The Shadow Synergy Stone hurts Mewtwo.
    • Can be possessed and corrupted. 

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    Shadow:


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    Before the verdicts…

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    Shadow Mewtwo, Evolved Shadow, and Spin-Offs - Are they viable?

    There’s a lot of stuff, especially on Mewtwo’s side, that borders, and is, soft-compositing. Pokemon doesn’t really have a set canon (as explained later your own save files are their own canon). Generally we have used games like Mystery Dungeon, Pokken etc as secondary sources to help back up feats and statements that are unclear.

    In regards to specific forms like Shadow Mewtwo and Alex Mercer Shadow, they’re blatantly non-standard (The stone isn’t an item owned by Pokkens Mewtwo, and Shadow loses his Doom powers at the end of Shadow Generations), so fuck it let’s give them access anyways!

    Pokemon Cosmology:

    Oh boy here we go, now if you’re not convinced Mewtwo can even scale to parts of the cosmology, we’ll get to that.

    As for what we know, it’s at least multiversal with infinite time and space, as stated directly by Gen 4s director (reinforced in legends Arceus), along with directly using many worlds interpretation - Palkias pokedex entries reinforce this.

    Additionally, the Entralink is a space where players can meet across time and space…meaning yes, your safe file is it’s own universe. Adding millions of universes to the cosmology.

    Yet another reinforcement - The Reflection Caves mirrors linking to different universes, constantly leading to new caves with a new set of universes, a potentially infinite amount, and the concept of Ultra Space being a connection point to thousands of parallel worlds (it contains Ultra Wormholes that lead to dozens of worlds).

    So, given there’s a multiverse inside each copy of every save file, as baffling as it sounds, it means we, at a lowball, have millions of universes, likely infinite, even if it’s a headache to get there.

    There is also seemingly a world between the dimensions as well which is where Dialga and Palkia hang out to fight and travel through (seemingly their unique form of Ultra space). There’s also areas like The Dream World and The Cyberspace, where not much is known about them. Then there’s the Distortion World, Giratina’s parallel domain where space and time does not exist.

    Oh yeah Arceus has it’s own realm Mewtwo definitely scales to for sure please trust me bro.

    So in terms of powerscaling language, what would this cosmology (that we’ve covered) be? Would it cap at just Multiversal+? First of all, I’d like to establish something that will also be useful in Shadow’s section, Ultra-Space, and the World in Between Others, possibly being considered 5D. Usually when you see stuff like that you think ‘universe’ right? Well, let’s take a closer look shall we?

    View 1 - Real-life Physics: Dimensions refer to the minimum number of coordinates used to describe a point - e.g. 3 Spatial + 1 Temporal for ours. Places like Ultra-Space, or ‘multiversal hubs’ we’ll call them, aren’t automatically 5D, it would more likely be considered a ‘Higher-Order Topology’ - the connective tissue to 4D constructs. If Ultra Space is fundamentally just another 4D continuum (it’s flow of time is unclear), but with the property that it links to others, then it’s not truly 5th dimensional — just unusual geometry. For it to be truly 5th dimensional, it would need an extra independent coordinate/axis of movement that encompasses the lower universes, like how the 3rd dimension encompasses every 2D plane.

    View 2 - Powerscaling Terms: Buttt there is another way of looking at things, A realm that connects all universes could be interpreted as transcending individual 4D spacetimes, making it 5D or higher, depending on how it’s portrayed. Ultra Space allows you to navigate between universes like rooms in a hallway - that’s possibly considered a 5th-dimensional construct. There’s no evidence it’s ‘outside’ space-time, which is the issue.

    So, which is it? Well I’m sure everyone has their own opinion, dimensional tiering isn’t always clear-cut sadly.

    What about Dialga/Palkias home? It’s also another ‘up to interpretation’ structure. It could be seen as outside of time, it could be seen as within, or a similar case to Ultra-Space as the Journeys anime implies, regardless, none of the feats covered actually would scale above 5D at their peak, so it doesn’t matter much.

    So, to conclude, Pokemon very likely has an infinite multiversal cosmology. With conservative estimations getting the cosmology we can argue scaling to - 5D, 2 layers could be added onto it depending on interpretation.

    Herald-Tier Mewtwo???

    Oh boy oh boy it’s time to talk about Mewtwo scaling. There’s been a lot of debate over the years on where he scales, some would prefer to cap him at Planet, some go with Solar System, and as I’m sure you’ve read already, there’s a few arguments even outside of legendary Pokemon that get psychics higher. When we say ‘herald’ scaling, we of course refer to the idea of scaling to The Creation Trio (no we are not arguing for Arceus scaling lmao), the creators of the core concepts - time, space, and anti-matter. The big downside is that Mewtwo has no direct scaling himself, he has never canonically met them, but through the magic of chain scaling, there are plenty of arguments to suggest he’d be alright squaring up to their might…and a few that may go against that notion. Let’s discuss them:

    For 1 - Let’s talk about that Hoopa film. During the film, Hoopa summons mind controlled versions of all our favourite legends (ignore the music it’s the best clip we have) - Latios, Latias, Lugia, Reshiram, Zekrom, Kyreum, Mega Rayquaza, the Creation Trio…everyone but our boy :( Regardless, plenty on here that Mewtwo is comparable to.

    Anyways, this segment of the movie is basically just Hoopa (and the writers) smashing action figures together. This is important, as the writers blatantly did not give a Rattatas ass about the implications this had - they’re all portrayed as relative. Don’t believe me? Rayquaza fights and harms Giratina, and Deoxys who's a common enemy of Ray loses to Non-Mega Mewtwo. Later on in said film, Rayquaza with its protagonist powers creates a tornado…ALL the box-art legends shoot it, it doesn’t disappear. Hell, Latios and Latias can dodge attacks from the trio. The point being if you watched this movie blind, you’d think Dialga and Palkia only square up to the usual planet level feats from other legends. This whole film basically establishes that the writers do not care about scaling and that, at least in the anime, box-art legendaries are all considered generally as strong as each other - and since anime Mewtwo is the one with the most connections to Shadow this is a solid argument for Creation Trio scaling.

    For 2 - Darkrai. We previously established Darkrai and Mewtwo’s relativity, even without Mega Evolution existing yet (suggesting Mewtwos transformations would upscale somewhat). Darkrai in its movie and the manga adaptation was able to survive 1 attack from Dialga and Palkia at the same time, a dimension-ending one, so at the least there’s some amount of scaling you can apply. In Mystery Dungeon 2, Darkrai is also the main villain, the mastermind behind Dialgas corruption. The exact method is unknown, but regardless, the devs clearly believe Darkrai is a worthy threat…however.

    Against 1 - Does Darkrai REALLY scale fully? Darkrai did successfully block a max-power attack from Dialga and Palkia, and that’s not to be knocked! The issue is that Darkrai is weakened afterwards, to the point he barely survives another attack, believed to be dead. It could be argued by this logic that Darkrai only scales to an extent (although again, Mewtwo had no transformations at this point, so an argument for the likes of Mega or Shadow Mewtwo being above this is reasonable).

    For 3 - Team Rainbow Rocket - Oh boy. This is likely the opinion you wanted the most, and for good reason. In USUM (and the Masters EX Mobile game), Team Rainbow Rocket is an organisation led by Giovanni, but with a catch. He’s summoned every Evil Team Leader up to that point! Maxie, Archie, Cyrus, Ghetsis, and Lysandre. The lore states that each of them succeeded in their own universe, that exact specifics being a bit unclear, either they defeated the player, or they just went unchallenged.

    This is crucial to the argument, as each leader has their respective legendary by their side. In the order you fight them in: Maxie/Archie with Groudon/Kyogre; Cyrus with Dialga/Palkia; Lysandre with Xerneas/Yveltal; Ghetsis with Zekrom/Reshiram; and of course, Giovanni with Mewtwo. Each leaders level for their legend goes up by 1 as you progress through the gauntlet. The big argument being that due to Video Game Final Boss hierarchy, they’re either all scalable to each other, or Giovanni is just the top of the food chain. It should be noted the argument that this is an alternate universe is pointless, as we’ve already established even your own save file is its own ‘canon’.

    To make things even crazier, this is USUM, meaning you’ve already fought against an amped up Ultra Necrozma by this point in the story! Giovanni being a far greater threat!

    Against 2 - Team Rainbow Rocket Issues - Mewtwo potentially scaling to the creation trio could potentially be called into question as Cyrus’ notes state they can't use their full power inside a  pokeball, hence the necessity of the red chain to control them, while also using them in pokeballs during the Team Rainbow Rocket event.

    However, the use of pokeballs could be a simple gameplay mechanic. Especially as this Cyrus is supposed to be from an alternative universe where he was victorious because the protagonist didn't exist, making it less likely he hadn't used the red chain to capture the creation trio (although this is just speculation). This is also supported by the fact that Pokémon has done this before in the games, most notably for Pokémon Rangers in gen 5, who use capture stylers to befriend pokemon as opposed to pokeballs, despite using pokeballs in an actual battle. As explained in the episode “The Gates of Warp” the red chain causes the creation duo to be trapped in a dimension and unable to properly control their powers, as during that episode Palkia continuously opened random dimensional portals, and Dialga affected multiple alternate universes with its time abilities, meaning if TRR Dialga/Palkia were chained, it means nothing for scaling.

    Another counter to this, is that it is questionable as to how Cyrus knows this in the first place if nobody has caught Dialga or Palkia in this ‘save file continuity’ before, we don’t even know to what degree their powers would ‘drop’ whilst being owned by a trainer.

    For 4 - Pokemon Rumble (yes, I know). How the hell does this wiiware game impact scaling? Aren’t the Pokemon here toys in canon? Yes, just hear me out.

    The game is split into 2 halves, the first half being Gen 1, and the 2nd being Gen 4. Mewtwo has the equivalent role in the Gen 1 side of the game to the Gen 4 half of the game - The Final Challenge. Generally speaking, doesn’t mean much, especially since the Gen 4 side is naturally a bit harder. It’s the way you unlock Mewtwo that’s interesting. Generally, say you wanted a Charizard, you’d ‘sacrifice’ 5 Charmeleons to get a Charizard ticket. Easy enough to understand, right? What about Legendaries then? It’s a bit more ‘look it up kid’. For Zapdos, for instance, it requires some Gen 1 birds and electric types. So for Mewtwo it’s Gen 1 psychic types like Hypno, Alaka- what do you mean his ticket requires the creation trio?


    Hell, during the ‘final boss’ against the creation trio, Mewtwo shows up even after beating him in the first half, being just as deadly to kill as the Creation Trio. Given the nature of the Rumble games being ‘toys’, actual feats here can’t be used, but the point being that this does reinforce developer intention about the character, which is especially important since they’d want to wank Gen 4 as much as possible in 2009 - more proof the developers either intended for Mewtwo to be that level, or that they just don’t care for scaling. Regardless, it reinforces scaling somehow.

    Pokemon Rumble U also reinforces this developer intention, as guess what? The ‘challenge mode’ final boss is Mewtwo (this game has Dialga as a mid-game boss), again, these are toys, but it’s the developer's intention about Mewtwos scaling that matters here.

    Super Pokemon Rumble/Blast also has this implication of top tier legends all being on par (post-game).

    Against 3 - His battle with Zygarde in the Manga. We mentioned earlier how Mewtwo, in the manga, could react to 50% Zygarde whilst mega evolved - Zygarde was even camouflaged as well! An impressive reaction feat, no argument. Mewtwo survives a point blank Dragon Pulse without much harm from 50% Zygarde. Zygarde in the following generation, goes on to, alongside Solgaleo, and Lunala fights against Ultra Necrozma while in 100% form and doesn’t do too horribly - even though there’s not enough to FULLY scale. Later in the fight once Zygarde is defeated by Ultra Nekrozma, it reforms to 50% and escapes.

    So…what’s the issue? Lysandre blatantly states that there’s a power gap between Zygarde 50% and Mega Mewtwo X, and it kinda shows, given that 5 others were needed to fight Zygarde in their battle. Sure, speed scaling is fine, but power is very questionable.

    However…Manga Mewtwo is a very weak version of the character, barely even managing to defeat Lance’s Aerdactyl in Gen 1. Not to mention, given its fights against Deoxys and Darkrai, as well as stuff from the anime and games, Zygarde overpowering Mega Mewtwo is sort of a weird outlier in a way. Not to mention, the manga’s Creation Trio square up with Heatran, Cresselia, Shaymin, Darkrai, and a… SWINUB?????. They’re kind of jobbers. Don’t trust us? Palkia got restrained by Dragonite, Dialga by Swinub, Giratina by Ursaring.

    For 5 - Mini Arguments. None of these are really that strong, and have issues, but do add some minor validity to scaling:

    Mewtwo is a bonus boss in BD/SP(But so is Kyogre and they’re not equal to the CT by default from that. At best Mewtwo upscales the birds, beast, and Latios/Ias cuz those are required to encounter it).

    Are there more than one Creation Trio?

    This may not seem like an obvious question to answer but think about it, if Palkia's statements about creating innumerable dimensions checks out, there should only be a single trio created by Arceus…right? This may not seem like an important question, but it HEAVILY impacts verdicts, especially if higher cosmology arguments for the likes of Ultra-Space are not bought.

    View 1 - More than one per Universe. Whilst there’s undoubtedly a solid argument for an infinite Pokemon Multiverse, an argument for a single Dialga/Palkia is…weird. Pokemon Legends Arceus doesn’t help as that game alludes to infinite universes, but just one creation trio. Hell, in HGSS, Arceus can create a Creation Trioat any timeThat would mean in that continuity, there are 2 creation trios roaming around at least…but that doesn’t necessarily mean that more than one Dialga and Palkia made the ‘innumerable dimensions’, just that Arceus can create any Pokemon at any time. Perhaps the best argument for one per universe, is, well, the fact that each save file is considered it’s own segment of ‘space time’, and since Dialga and Palkia are capturable in multiple games, this is a massive point in favour of there just being the one.

    View 2 - One Creation Trio. Given the cosmology implications of Dialga and Palkia having their own dimension between dimensions, it wouldn’t make sense for infinity of them to just be chilling there. It would also not make sense for Volo’s goal in Legends Arceus to be multiversal in scale if he weren’t afraid of the threat of ANOTHER Giratina showing up, or another Dialga/Palkia for that matter.

    Perhaps the most important point however, is how narratively, it makes little sense for Arceus to have made an INFINITE amount of Dialga and Palkia, their physical forms are merely avatars meant to interact with the real world, and Arceus can clearly create as many as he wants to do this. Meaning yes, there is only one version of the trio, and they send out avatars to interact with the infinite space, and infinite time.

    Look, it’s very weird and I don’t think Pokemon Company themselves even have an answer

    Infinite > All Other Sonic Villains? (Please Kill Me):

    …Let’s talk about Infinite. If you’re wondering why we are dedicating an entire section to him, unfortunately it’s gonna be VERY important later when we talk about Base Shadow. It also is gonna be important later in the actual verdicts. So unfortunately we have to talk about Infinite, thankfully this section isn’t gonna be very long…hopefully. Sonic Forces introduced the villain, Infinite, a Jackal turned villain after he got his butt kicked by Shadow. And it’s safe to say that Infinite (And Forces in general) kinda screwed up the powerscaling in Sonic. The First reason is a statement regarding Infinite as Sonic’s “Strongest Enemy yet” from the website. This is even said in-game by Eggman at the beginning of the main story. So then if it’s backed up in-game then it must be true…right?

    No…it’s not. For starters, Eggman saying that Infinite is his Ultimate Weapon or his “Greatest Creation yet” has COMPLETELY lost all meaning. While Infinite is definitely powerful with the Phantom Ruby, Which is POTENTIALLY equal to that of the Chaos Emeralds (Though it is a little bit weaker), Not only does Infinite get defeated by Sonic and an NPC, but Eggman also said The Egg Dealer was his Latest and Greatest Creation and it got handled EASILY by Shadow in Shadow 05’. So by that logic a machine stronger than Metal Madness who required a super form to fight is beaten by Base Shadow in the very next game. While yes we can’t deny Sonic’s Growth in Strength throughout the series, It’s a pretty bold statement to say that Infinite surpasses all of the villains Sonic has faced up to that point, including the likes of Solaris, The Egg Salamander and Egg Wizard, and The Time Eater. And if those statements were true, that means at that point Sonic would be stronger than the other threats that he needed Super Sonic for. That would also mean that a random Sonic NPC is stronger than the Time Eater and that has its own problems that we can’t get into today.

    As proof of Eggman being unreliable here's a list of nearly every invention/power eggman has called his latest and greatest: Metal sonic in Heroes, the Egg Dealer in Shadow 05, Solaris in Sonic 06, Eggman land powered by Dark Gaia in Sonic Unleashed, Time eater in Sonic Generations, all 6 of the deadly six in Sonic lost worlds, Infinite in Sonic Forces, The END in Sonic frontiers.

    I’m sure there’s not gonna be any more dumb statements surrounding Sonic villains-

    Addressing Sonic Villain Misconceptions:

    …Oh Fuck off.

    This is gonna be a mini segment since there’s not much to go over. But I feel like people are gonna have questions or say we forgot about these when we really didn’t. Anyways, Throughout the years there have been some…interesting statements surrounding some of the Villains/Mechs. Though in this section we’re only gonna be talking about 4, So let’s get into it.

    Sonic Rush: The Egg Salamander

    In Sonic Rush, Eggman and Eggman Nega (I know real original) were gonna use the Egg Salamander to make an Eggman Land that “transcends dimensions.” Luckily this statement is pretty easy to debunk. For starters, Transcending Dimensions doesn’t make something Outerversal, Eggman Nega could simply be implying that the Eggman Land could rule over the other universes. Not only that but “Dimensions” in the Sonic World do mean Universes, So the Eggman Land could just be another Universe outside the Multiverse like the other realm like Maginaryworld, Null Space, etc. Simply put this statement isn’t fully gone into. And the fact that people try to make an Outerversal claim out of it is…kinda silly. Also, the transcending dimensions is only in the Japanese Version…So yeah.

    Sonic Frontiers: The End

    During the final battle against The End. It makes a statement that all of Sonic’s Previous Adversaries were Infinitely weaker than his power. So is this a legit thing?…Well, it’s a little better than the others but it’s still not usable. This is another “I’m stronger than anything you’ve ever fought up to now” statement that while true doesn’t have anything else behind it. Sure, The End is very powerful, but to say it’s infinitely powerful doesn’t have anything to back it up with. Not to mention that the only thing the End does is threaten to tear down walls between dimensions and we’ve seen other Sonic Villains do way more impressive stuff.

    Sonic Unleashed: Egg Dragoon

    …Oh great. This is another "Latest Greatest Creation” statement (from guidebooks of all things). Except here it’s somehow worse than Infinite, The Egg Dragoon was a mech used by Eggman in Sonic Unleashed and then Sonic Generations. The problem is the Egg Dragoon was defeated by Werehog Sonic and then in Generations it was defeated by Base Sonic. This is pretty easy to decipher why it isn’t the “Pinnacle of Mad Science”…God I’m gonna need a nap after this…what’s next?

    Sonic Lost World: The Deadly Six

    You’ve gotta be kidding me. The Deadly Six were introduced in Sonic Lost World, They’re the main bad guys of the game and are under Eggman’s Control until they backstab him and Eggman is forced to team up with Sonic to stop them that’s great…So then Why are they stated to be the strongest foes Sonic has faced? Not only do ALL of The Deadly Six get handled by BASE Sonic but even Tails did some damage against them. Even in the final world, where you have to fight all of them again, they hardly put up a much harder fight. Though to be honest, I don't think anybody was gonna argue The Deadly Six at Multiversal Level.

    While Shadow can get up decently in cosmology. (More on that later.) These statements aren’t gonna help in any stretch of the imagination. That pretty much does it for this section so let’s move on before I have both a stroke and a laugh attack from the Deadly Six having a “Strongest Sonic Foe” statement. What’s next again?

    Sonic Cosmology:

    Fun, fun, fun…

    For starters, the multiverse is infinite in scopeTails only implies a “could” when referring to the “infinite amount of Sonics” part specifically, and not to the “endless possibilities of space” part. Which means he’s sure of the endless possibilities of space (aka, an endless multiverse), and only implying that he’s not so sure about there being infinite Sonics. From a narrative perspective, this video is seen as a ‘babies first multiverse’ introduction.

    Interestingly, dreams are consistently shown to be separate realities with their own flow of time, often containing various celestial bodies; furthermore, aspirations and wishes are also dreams, even if they don't become true, including desires expressed for entire universesoutside of the dreams of the ancients contained in Cyber Space (more below), all the dreams across every dimension is held within Maginary World, what's more, The Maginary World holds Fourth Dimension Space, which is notably shaped like a tesseract (Sonic Shuffle is canon). That’s an easy 4D for Maginaryworld and 5D for overall Spacetime (as little sense as that makes).

    That may have been confusing, for something a bit more digestible, The Exception is a space that exists ‘between dimensions’, Eggman wishes to build an Eggmanland that ‘surpasses all dimensions’. Using the same logic as with Ultra-Space, this could be seen as just another universal ‘gateway’, or dipping its toes into 5D (See Pokemon Cosmology).

    More recently, Cyber Space is an additional digital dimension, capable of creating objects in 3D Space as well as physically manifesting memories, hopes, and dreams of anyone who enters it. Sounds pretty familiar doesn’t it? This could be seen as directly comparable to Maginaryworld, since they basically have the same capabilities. Where they’d end up in relation to each other is unclear, and the size of areas manifested is also unclear, but the safest bet is to say either Cyber Space doesn’t add much, or is an equal 5D construct.

    White Space is the central hub that is between some timelines and dimensions. It has doorways to existing timelines. If we take this literally, this would be yet another 5D area in the cosmology.

    There is an argument from some of us that White Space appears to exist outside of the 5D Space-Time, at least making it a dimension on top of all other dimensions within the Sonic Cosmology. Ian states White Space is aspatial and atemporal.


    Something that is both aspatial and atemporal by definition is something that is completely unrelated to anything and everything regarding space or time as a whole. Considering all the Time Eater does is, well, EAT, the space-time of the games world, this argument has holes, as it can merely be seen as White Space replacing what is already there, just without time existing. Eggman refers to Time Eaters area as the dimension of time

    The End of Time is referred to as both an infinite tunnel dimension AND a stream. The 3DS Version of the game depicts the universe being visible in the End of Timemeaning this area being equally as 5D as the main universe is likely, but if we assume Maginaryworld is equal to the main universe, Time Eaters realm would actually get a nice 6D upgrade, if this really is all Time Eaters creation then this is fine for scaling. Plus, both Time Eater’s dimension and The End of Time were seemingly unaffected by the erasure of all time and space, further supporting them being of higher dimensionality than the regular verse.

    Ok I know that was very confusing, so please give it a 2nd read if necessary. Generally speaking, a lot of evidence is here to suggest a 5D cosmology, layers into it at its peak. With 6D depending on interpretation.

    We’re not done (and neither am I) :(

    Arguments exist for higher dimensionality, as Null Space is stated by Eggman to be sealed off from every other dimension, which could include White Space as well as Time Eater’s lair, which would inherently make it 7D or oppositely 6D…however there is also the argument that later on, we see it house stars and nebulas, giving more validity to the idea it is merely a pocket dimension, hell it only exists within the cosmology WHEN ACTIVATED by the ruby. Meaning scaling here is moot.

    Solaris is stated to be “chō jigen” in the Japanese version of 06, which translates to Solaris “transcending dimensionality”. Eggman confirms this by stating Solaris eats dimensions for lunchEggman uses the term “dimensions” as a broad term, not as in reference to only lower dimensions. Ian Flynn also seems to support this when he stated that Solaris could destroy the very concepts of space and time. So…all this means is that Solaris upscales the previously mentioned Cosmology, making defeating it equal to dipping your toes into 7D.

    Null Space, as stated before, is sealed off from every dimension, which should technically include White Space. Eitaro Toyoda, a Sonic Team game designer and level designer, claimed that there was no scientific approach to escaping Null SpaceConsidering that all of spatial temporal dimensionality as well as infinite dimensionality are all still bound by scientific notation, this implies Null Space to be above dimensionality as a whole…although this could just refer to the fact that Sonic run fast and go brrr goodbye physics.

    Some of these arguments, namely the ones for White Space, Solaris, and Null Space, could be interpreted as Low Outerversal-Outerveral, however they aren’t great and rely heavily on MASSIVE leaps in logic and cosmology. So overall, the safest and most consistent scaling for the cosmology should be around 7D.

    Base Shadow Scaling:

    Super Shadow unquestionably scales to the cosmology, but can his base form scale to it as well? The answer is that it’s possible, just to a lesser degree than his Super form. Base Sonic, as mentioned earlier, can scale to a full power Void, who was going to destroy the bare minimum 4D Maginaryworld. And that was an Adventure era Sonic; he’s gotten much stronger since then as proved by his rematch with Perfect Chaos. Sonic is also able to take multiple hits from Time Eater in base, a 5-6D being. While neither Sonic nor Shadow scale fully to Time Eater in base, as two of these attacks knocked Sonic out, they should still scale in the same tier of dimensionality thanks to Void, as well as tanking the erasure of the time and space of the verse (if you believe it’s a durability feat), otherwise Sonic would have gotten blitzed and one shot, regardless of whether or not Eggman was holding back.

    TLDR - Most believe 4-5D Base Shadow is a comfortable placement given the cosmology (if you buy The Exception being 5D, an argument can be had that mid 2000s Super Sonic can be matched by modern base, but this has no proof).


    Artwork:

    (Art by @CapsirusYT on Twitter)

    (Art by @thelevy555 on Twitter)

    (Art by @specialgradesorcerer on Discord, @guzubu on Twitter)


    (Art by SoggyWafflesXp)

    Music:

    One of our researchers (FinalCometVA) made a rap battle for the blog. Check it out: Shadow_vs_Mewtwo_RAP_BATTLE_ft_Kandi_Bard_and_Nu_Centri (FINAL VERSION).wav

    Verdicts:

    First of all, if you’re the type that likes to read Individual verdicts, rather than a group opinion, here’s the link to all of our individual thoughts!

    Team Mewtwo:

    Stats:

    When you actually sit down and look at the numbers, Mewtwo isn’t nearly as outmatched as people sometimes make it seem. Yeah, Shadow being faster is pretty widely agreed on, especially if you’re buying into the whole immeasurable speed scaling through Sonic, and then taking it even further with Super Shadows 5D scaling. That’s a real advantage. But raw speed alone doesn’t just auto-win a fight, especially against someone like Mewtwo.

    Because on the other side of things, Mewtwo’s scaling is kind of insane in its own right. When you factor in how Pokémon cosmology works with beings that govern space, time, and antimatter, Mewtwo ends up sitting comfortably in that Multiversal+ range. And depending on how you interpret all of that, you can even push it into 5D territory. It’s not just vague either, Mewtwo consistently interacts with, fights, or scales to things that exist on that kind of level. So even if Shadow has higher-end arguments, it’s not like Mewtwo is sitting way below him. At worst, they’re in the same general conversation.

    Durability wise, Mewtwo is just really hard to put down. He’s taken hits that go way beyond simple planetary stuff, and between his death regeneration and the way he can adapt, he’s not the kind of opponent you just overwhelm once and call it a day. Shadow has some really solid feats too - things like surviving massive universal-level events (Pardox Prism), but unless you’re going all-in on Super Shadow scaling super high, Mewtwo can honestly keep up here more often than not, especially given not everyone on Team Mewtwo agrees with Sonic being above 5D.

    Speed is still the big issue, though. Even if you give Mewtwo MFTL+ or even borderline infinite movement arguments through things like Ultra Space, Shadow’s reaction time scaling just goes beyond that. That part’s fair.

    But what Team Mewtwo leans on is the idea that he doesn’t actually have to “keep up” in the traditional sense. He has ways around it. Moves like Thunder Wave can mess with Shadow’s mobility, Trick Room can straight-up flip the speed dynamic, and then you’ve got stuff from Mystery Dungeon like looplets or Emera that can boost Mewtwo’s own speed or give him extra layers of advantage. So instead of trying to match Shadow head-on in speed, Mewtwo just changes the rules of the fight.

    On paper, yeah Shadow is faster, and potentially stronger depending on what you buy into. But Mewtwo is stacking buffs, throwing out hax, controlling the battlefield, and making it harder and harder for Shadow to actually use those advantages properly.

    And the big one: if Shadow can’t safely reach his Super form, whether that’s because he’s getting disrupted, controlled, or just not given the opportunity, then a huge part of his win condition just never comes into play.

    So from Team Mewtwo’s perspective, it’s not about denying Shadow’s advantages. It’s about saying they don’t matter as much as people think once the fight actually starts playing out.

    Arsenal & Abilities:

    Team Mewtwo’s argument isn’t about raw power, it’s just how much he can do. Compared to Shadow, who mostly channels Chaos energy into straightforward attacks and movement, Mewtwo’s whole kit is about control. Not just over the battlefield, but over Shadow himself.

    The biggest thing people point to is the mind reading. This isn’t just surface-level either. Mewtwo can dig straight into memories, intentions, even emotional triggers. So instead of reacting to Shadow, he’s effectively acting before Shadow does. Every move, every decision, every attempt at strategy gets read and countered in advance. It turns the fight from a reaction game into something way more one-sided, where Mewtwo already knows what’s coming.

    And once you bring in the Mystery Dungeon stuff, it gets even worse. Mewtwo doesn’t need a trainer to Mega Evolve, he can stack items that boost all his stats, and things like the Never-Miss effect mean he’s not really dealing with the usual “what if this doesn’t land?” problem from the regular games. On top of that, he can just layer status effects like paralysis, burns, freezing, and confusion, and once those start sticking, Shadow’s momentum drops off fast.

    Now yeah, Shadow’s Chaos abilities are dangerous. Chaos Control, Chaos Blast - if those land clean, they can absolutely swing things. But the issue is actually landing them. Mewtwo has too many ways around it. He can see them coming, teleport before they happen, block them outright with barriers, or just avoid the situation entirely. And even in worst-case scenarios, he has recovery options that let him come back from the dead and keep fighting.

    Where Mewtwo really starts to push ahead is with the more abstract stuff. Things like mind erasure, soul manipulation, and energy disruption don’t really care about how tough Shadow is or what he resists - they go around that entirely. And abilities like Steamroll basically double down on that, letting Mewtwo force effects through even if, on paper, they shouldn’t work. It removes a lot of the safety nets Shadow normally relies on.

    Then there’s the accuracy factor. With his Sure-Hit style abilities combined with mind reading, Mewtwo doesn’t really miss. Ever. If he decides to hit something, it’s landing. That’s a big deal in a fight where one clean interaction could decide everything.

    Even something like Super Shadow isn’t a guaranteed fallback here. There’s a genuine argument that Mewtwo could just telekinetically take the Chaos Emeralds before Shadow even gets the chance to use them or at the very least disrupt the process. And if Mewtwo gets access to that same level of power? Then you’re not just dealing with a stat gap anymore, you’re dealing with both of them on equal footing, except one still has all the extra hax layered on top.

    At that point, it’s less about whose abilities are stronger individually, and more about coverage. Shadow’s kit is powerful, no doubt, but a lot of it overlaps with things Mewtwo can already do, just with fewer limitations. Teleportation, energy attacks, time manipulation, Mewtwo has answers to all of it, and usually more than one.

    It’s not that Shadow’s abilities aren’t impressive, it’s that Mewtwo just has too many ways to deal with them, stack advantages, and slowly take control of the fight.

    Tertiary Factors:


    Once you move away from stats and abilities, the fight starts to look a lot more like a battle of mindset. 

    Mewtwo isn’t just “smart” in the usual sense. He’s on a completely different level. This is someone who can process insane amounts of information instantly, rebuild complex systems on the fly, and adapt mid-fight without missing a beat. When you scale him off other psychic Pokémon with ridiculous IQ statements, it paints a pretty clear picture, his brain just works faster, deeper, and more efficiently than pretty much anything Shadow brings to the table. And if you take Mega Mewtwo into account, that gap only gets bigger.

    Shadow, to be fair, isn’t dumb at all. He’s experienced, tactical, and knows how to handle himself in a fight. But his intelligence shows more in how he fights - quick decisions, good instincts, knowing when to go on the offensive or hold back. It’s practical. Grounded. The problem is, that kind of thinking is exactly what Mewtwo is best at breaking down.

    Because with telepathy in play, it’s not just about reacting to Shadow’s moves, it’s about understanding why he’s making them in the first place. Mewtwo can dig into his memories, his past, everything that’s shaped how he thinks. And with someone like Shadow, that’s a big deal. There’s a lot there like trauma, doubt, internal conflict and all of that can be turned into openings. Even small moments of hesitation or distraction can get picked apart when your opponent literally knows what’s going on in your head.

    Experience-wise, they’re actually pretty even. Both of them have fought some crazy threats like world-ending, reality-warping, all that. Shadow’s gone up against aliens, demons, and things way beyond normal physics. Mewtwo’s dealt with gods, interdimensional beings, and similarly ridiculous opponents. Neither of them is going to be overwhelmed just by the scale of the fight.

    But Mewtwo doesn’t just adapt to chaos. Every second of the fight gets broken down, analyzed, and adjusted to fit what he needs. It’s less about reacting and more about controlling the entire flow of the battle. And that’s really what gives him the edge here.

    Mewtwo isn’t just another strong opponent - he’s thinking several steps ahead the entire time, constantly updating his approach based on everything he’s learning in real time. Shadow might hit harder or move faster in certain scenarios, but when it comes to who’s actually dictating how the fight plays out, Team Mewtwo sees that firmly leaning in his favor. At the end of the day, Shadow can absolutely win exchanges. But Mewtwo is the one controlling the game they’re playing.

    Conclusion:

    Advantages:

    • Can steal the Chaos Emeralds - rendering super shadows massive power gap moot.
    • Far Superior intellectually.
    • Superior battlefield control.
    • Can read and predict almost any move Shadow could make.
    • Counters to most of Shadow’s innate abilities and resistances.
    • Trick Room makes the speed disadvantage null.
    • Can resurrect himself upon death.
    • Capital A aura farmer, even more than Shadow
    • He has more privileges and opportunities in life than Shadow, because of the color of his skin. (That’s kinda racist-)

    Disadvantages:

    • Relies on hax to close the dominant speed gap.
    • In base, is at best equal, and gets demolished with Super Shadow…
    • …meaning if Mewtwo cannot get off his superior abilities, the fight would end instantly.
    • Finite energy reserves as opposed to the infinite energy the Chaos Emeralds grant Shadow.
    • Made selfcest Pokemon. 

    Team Mewtwo concludes that while Shadow possesses superior raw stats, especially in speed and physical strength, Mewtwo’s combination of intelligence, psychic supremacy, and battle utility make him the ultimate counter to Shadow’s aggression.

    If the fight remains in base forms, Mewtwo decisively wins through status control, mind reading, resurrection, and battlefield manipulation. If Super Shadow emerges, Mewtwo may lose ground in raw destructive capacity but retains multiple paths to victory through Chaos Emerald theft, soul removal, or sheer psychic control.

    In short, Shadow may be faster, but Mewtwo is smarter, deadlier, and better equipped to dictate every outcome before it begins. I guess you could say this Hog was the former Shadow to this Mew…Two.

    The Winner is Mewtwo (High Diff)

    Team Shadow:

    Stats:

    From Team Shadow’s perspective, the numbers lean in his favour once you zoom out and look at the bigger cosmological picture (yikes). While Mewtwo’s scaling through higher-tier Pokémon is respected, Shadow’s feats, especially when factoring in his Super form, consistently reach further.

    Mewtwo’s arguments mostly come from scaling to the Creation Trio, which comfortably places him in that 4D–5D range, maybe brushing into 6D depending on interpretation. That’s strong, no question. But Shadow’s scaling, particularly through encounters with entities that manipulate and exist across timelines like Solaris or Time Eater, pushes him beyond that (5D–7D).

    Even in base, Shadow isn’t exactly out of his depth. He’s consistently dealing with universal-level threats at minimum like Void, and while Mewtwo might edge him out in consistency at that level, the gap isn’t big enough to matter once transformations come into play.

    Durability follows a similar pattern. Both can take absurd punishment, like we’re talking about surviving attacks that mess with reality itself, but Shadow’s Chaos Energy can resist things on a conceptual level. Time manipulation, erasure, corruption, these are all things he’s pushed through before. Mewtwo can regenerate and adapt, but Shadow’s durability is more about outright resistance than recovery, which gives him a slight edge in direct exchanges.

    Speed, though, is where Team Shadow really wants to plant its flag. Even giving Mewtwo the benefit of the doubt with things like infinite movement through Ultra Space, Shadow’s scaling goes a step further. He's moving so fast the speed equation doesn't matter, like in Generations. That’s not just “faster,” it’s fundamentally immeasurable. And because of that, a lot of Mewtwo’s potential counters, like Trick Room or speed manipulation, become questionable at best. If Shadow can act outside of time, it’s hard to pin him down with something that relies on time in the first place.

    So overall, base forms are close enough to be competitive, but Shadow clearly takes speed, edges durability, and completely outclasses once Super form is on the table.

    Arsenal & Abilities:

    Mewtwo absolutely has the wider kit, no one’s denying that. Psychic control, status effects, battlefield manipulation, mind reading - it’s a long list. But Team Shadow’s argument is that a lot of that doesn’t land cleanly against someone like Shadow.

    Chaos Energy isn’t just another power source, it’s treated as something fundamental to the Sonic cosmology. And more importantly, it’s shown resistance to a lot of the things Mewtwo relies on. Mind control, reality warping, even certain forms of ability suppression - Shadow has either resisted or outright broken through similar effects before.

    Take Chaos Control, for example. It’s not just teleportation but it’s time-space manipulation that Shadow can use both offensively and defensively. He can reposition instantly, escape setups, or even disrupt Mewtwo’s attempts to control the battlefield. Chaos Blast gives him large-scale destructive output that doesn’t rely on precision or setup, which helps counter Mewtwo’s more controlled approach.

    Even things like the Chaos Emeralds play into this. They’ve resisted mental interference before, and in some cases even absorbed or redirected attacks that target the mind. So the idea of Mewtwo simply overpowering Shadow mentally isn’t as clear-cut as it might seem.

    That’s not to say Mewtwo’s abilities are useless here, far from it. In base, his versatility absolutely gives Shadow trouble. But the moment Shadow starts leaning into Chaos Boost or goes Super, the balance shifts in his favour.

    Tertiary Factors:

    When it comes to skill and experience, Team Shadow gives him the edge in how he actually fights.

    Shadow is a trained combatant. His style is aggressive, efficient, and built from years of fighting in high-stakes situations. He’s used to dealing with unpredictable enemies, adapting on the fly, and pushing through disadvantage. Whether it’s close-quarters combat, ranged attacks, or using Chaos abilities mid-fight, everything he does is geared toward ending the fight quickly and effectively.

    Mewtwo, by contrast, approaches things more like a strategist. He plans, predicts, and controls. It’s a different kind of intelligence less about physical execution, more about mental dominance. And to be fair, that works incredibly well against most opponents. But Shadow isn’t most opponents.

    He’s fought through memory manipulation, illusions, and existential threats that challenge his sense of reality. He’s been lied to, controlled, and manipulated, and broken out of it. That experience matters here, because it means Mewtwo’s usual psychological advantages aren’t guaranteed to stick.

    In terms of raw intellect, though, Team Shadow is fine conceding that point. Mewtwo is just smarter in a traditional sense. He processes information faster, plans more efficiently, and operates on a higher cognitive level overall. But the argument is that intelligence alone doesn’t decide this kind of fight.

    Shadow’s instincts, combat experience, and sheer willpower make him harder to control and predict than a typical opponent. He doesn’t need to outthink Mewtwo, he just needs to keep pushing forward, adapting in his own way, and forcing the fight into a space where Mewtwo’s planning can’t keep up.

    So while Mewtwo takes intelligence, Shadow takes practical combat skill, and experience is close enough to call it even depending on what you value more.

    Conclusion:

    Advantages:

    • Higher-Dimensional scaling
    • Far faster.
    • Superior Durability.
    • Superior Stamina.
    • Invulnerability through Chaos Regeneration.
    • Can resist most, if not all of Mewtwo’s best hax.
    • Loves Latinas
    • Trans and Lesbians Ally
    • Officially dripped out (I’m not kidding).

    Disadvantages:

    In base, it’s competitive. Mewtwo has more options, more control, and more ways to dictate the pace early on. But Shadow’s speed advantage already makes that difficult to maintain, and his resistances prevent a lot of those win conditions from being as reliable as they seem. And then there’s Super Shadow.

    Once that comes into play, the gap widens. His stats jump to a level Mewtwo struggles to match consistently, his Chaos Energy becomes overwhelming, and a lot of Mewtwo’s hax simply stop being effective.

    Mewtwo can still win under certain conditions, especially if he controls the fight early and prevents Shadow from escalating. But Team Shadow argues that’s a lot easier said than done against someone faster, more resistant, and capable of ending the fight quickly once he gets going.

    So while both sides have their strengths, the deciding factor here is Shadow’s higher ceiling and his ability to reach it in a fight. A thought is fast, but Shadow is faster.

    Winner: Shadow (High Difficulty) 

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    Final Tally:

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    Mewtwo -  Jaren1207, Guzubu, ManOfAction (3)

    Shadow -  El Cato, LoneStar_117, CapsirusYT, FinalCometVA, Radiant Claire, The Elk, Pumkinswift, Hybrid Epsilon, thelevy555, BigDreadChris, SoggyWaffles, TheDrunkGiraffe (12)

    Undecided - Crocodile (1)

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    Comments

    1. Yo, FinalComet here, one of the researchers for this blog (Mostly on Shadow's Side), here to present to y'all this QnA I did for the blog.
      https://finalcometblogs.blogspot.com/2025/11/mewtwo-vs-shadow-qna.html

      ReplyDelete

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