Skip to main content
#0122:

Mr. Mime

Mr. Mime

Types:

Psychic
Fairy

Size:

1.30m, 54.52kg
Grass Knot: 80

Filter,

Technician,

Misty Surge (H)

Base Stats:

HP:

50

Attack:

35

Defense:

65

Sp.Atk:

110

Sp.Def:

120

Speed:

95

Total:

475

Locations:

Name

Method

Level

Chance

Route 218

Walking

39

10%

Route 222

Walking

54

10%

Underground

Walking

30

NaN%

Additional Info:

Wild Held Items:

This Pokémon does not hold an item in the wild.

Egg Groups:

Pokemon Egg

Human-Like

Gender ratio:

50.20% male, 49.80% female

Locations:

Name

Method

Level

Chance

Route 218

Walking

39

10%

Route 222

Walking

54

10%

Underground

Walking

30

NaN%

Evolutions
Mime Jr.
Knows Mimic
Mr. Mime
Use Ice Stone
Galarian Mr. Mime
Level 42
Mr. Rime

Alternative Forms

1

Copycat

Normal

Damage Type

Accuracy

--

PP

32

The user mimics the move used immediately before it. The move fails if no other move has been used yet.

1

Pound

Normal

Damage Type

Power

40

Accuracy

100

PP

56

The target is physically pounded with a long tail, a foreleg, or the like.

1

Barrier

Psychic

Damage Type

Accuracy

--

PP

32

The user throws up a sturdy wall that sharply raises its Defense stat.

1

Guard Swap

Psychic

Damage Type

Accuracy

--

PP

16

The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target.

1

Power Swap

Psychic

Damage Type

Accuracy

--

PP

16

The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target.

1

Wide Guard

Rock

Damage Type

Accuracy

--

PP

16

The user and its allies are protected from wide-ranging attacks for one turn.

1

Quick Guard

Fighting

Damage Type

Accuracy

--

PP

24

The user protects itself and its allies from priority moves.

1

Confusion

Psychic

Damage Type

Power

50

Accuracy

100

PP

40

The target is hit by a weak telekinetic force. This may also confuse the target.

1

Magical Leaf

Grass

Damage Type

Power

60

Accuracy

--

PP

32

The user scatters curious leaves that chase the target. This attack never misses.

6

Copycat

Normal

Damage Type

Accuracy

--

PP

32

The user mimics the move used immediately before it. The move fails if no other move has been used yet.

8

Meditate

Psychic

Damage Type

Accuracy

--

PP

64

The user meditates to awaken the power deep within its body and raise its Attack stat.

9

Double Slap

Normal

Damage Type

Power

15

Accuracy

85

PP

16

The target is slapped repeatedly, back and forth, two to five times in a row.

15

Encore

Normal

Damage Type

Accuracy

100

PP

8

The user compels the target to keep using the move it encored for three turns.

18

Mimic

Normal

Damage Type

Accuracy

--

PP

16

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

20

Protect

Normal

Damage Type

Accuracy

--

PP

16

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

21

Psybeam

Psychic

Damage Type

Power

65

Accuracy

100

PP

32

The target is attacked with a peculiar ray. This may also leave the target confused.

24

Recycle

Normal

Damage Type

Accuracy

--

PP

16

The user recycles a held item that has been used in battle so it can be used again.

24

Light Screen

Psychic

Damage Type

Accuracy

--

PP

48

A wondrous wall of light is put up to reduce damage from special attacks for five turns.

24

Reflect

Psychic

Damage Type

Accuracy

--

PP

32

A wondrous wall of light is put up to reduce damage from physical attacks for five turns.

27

Dazzling Gleam

Fairy

Damage Type

Power

80

Accuracy

100

PP

16

The user damages opposing Pokémon by emitting a powerful flash.

30

Substitute

Normal

Damage Type

Accuracy

--

PP

16

The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.

33

Psychic

Psychic

Damage Type

Power

90

Accuracy

100

PP

16

The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.

36

Trick

Psychic

Damage Type

Accuracy

100

PP

16

The user catches the target off guard and swaps its held item with its own.

39

Nasty Plot

Dark

Damage Type

Accuracy

--

PP

32

The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk stat.

40

Sucker Punch

Dark

Damage Type

Power

70

Accuracy

100

PP

8

This move enables the user to attack first. This move fails if the target is not readying an attack.

42

Role Play

Psychic

Damage Type

Accuracy

--

PP

16

The user mimics the target completely, copying the target’s Ability.

45

Baton Pass

Normal

Damage Type

Accuracy

--

PP

64

The user switches places with a party Pokémon in waiting and passes along any stat changes.

48

Safeguard

Normal

Damage Type

Accuracy

--

PP

40

The user creates a protective field that prevents status conditions for five turns.

52

Teeter Dance

Normal

Damage Type

Accuracy

100

PP

32

The user performs a wobbly dance that confuses the Pokémon around it.

Technical Machine

Focus Punch

Fighting

Damage Type

Power

150

Accuracy

100

PP

32

The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.

Technical Machine

Calm Mind

Psychic

Damage Type

Accuracy

--

PP

32

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Technical Machine

Toxic

Poison

Damage Type

Accuracy

90

PP

16

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Technical Machine

Hidden Power

Normal

Damage Type

Power

60

Accuracy

100

PP

24

A unique attack that varies in type depending on the Pokémon using it.

Technical Machine

Sunny Day

Fire

Damage Type

Accuracy

--

PP

8

The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.

Technical Machine

Taunt

Dark

Damage Type

Accuracy

100

PP

32

The target is taunted into a rage that allows it to use only attack moves for three turns.

Technical Machine

Hyper Beam

Normal

Damage Type

Power

150

Accuracy

90

PP

8

The target is attacked with a powerful beam. The user can’t move on the next turn.

Technical Machine

Light Screen

Psychic

Damage Type

Accuracy

--

PP

48

A wondrous wall of light is put up to reduce damage from special attacks for five turns.

Technical Machine

Protect

Normal

Damage Type

Accuracy

--

PP

16

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Technical Machine

Rain Dance

Water

Damage Type

Accuracy

--

PP

8

The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

Technical Machine

Safeguard

Normal

Damage Type

Accuracy

--

PP

40

The user creates a protective field that prevents status conditions for five turns.

Technical Machine

Dream Eater

Psychic

Damage Type

Power

100

Accuracy

100

PP

24

The user eats the dreams of a sleeping target. The user’s HP is restored by half the damage taken by the target.

Technical Machine

Solar Beam

Grass

Damage Type

Power

120

Accuracy

100

PP

16

In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn.

Technical Machine

Thunderbolt

Electric

Damage Type

Power

90

Accuracy

100

PP

24

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Technical Machine

Thunder

Electric

Damage Type

Power

110

Accuracy

70

PP

16

A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.

Technical Machine

Psychic

Psychic

Damage Type

Power

90

Accuracy

100

PP

16

The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.

Technical Machine

Shadow Ball

Ghost

Damage Type

Power

80

Accuracy

100

PP

24

The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat.

Technical Machine

Brick Break

Fighting

Damage Type

Power

75

Accuracy

100

PP

24

The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect.

Technical Machine

Double Team

Normal

Damage Type

Accuracy

--

PP

24

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Technical Machine

Reflect

Psychic

Damage Type

Accuracy

--

PP

32

A wondrous wall of light is put up to reduce damage from physical attacks for five turns.

Technical Machine

Shock Wave

Electric

Damage Type

Power

60

Accuracy

--

PP

32

The user strikes the target with a quick jolt of electricity. This attack never misses.

Technical Machine

Aerial Ace

Flying

Damage Type

Power

60

Accuracy

--

PP

32

The user confounds the target with speed, then slashes. This attack never misses.

Technical Machine

Torment

Dark

Damage Type

Accuracy

100

PP

24

The user torments and enrages the target, making it incapable of using the same move twice in a row.

Technical Machine

Facade

Normal

Damage Type

Power

70

Accuracy

100

PP

32

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Technical Machine

Rest

Psychic

Damage Type

Accuracy

--

PP

16

The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.

Technical Machine

Attract

Normal

Damage Type

Accuracy

100

PP

24

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Technical Machine

Thief

Dark

Damage Type

Power

60

Accuracy

100

PP

40

The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item.

Technical Machine

Skill Swap

Psychic

Damage Type

Accuracy

--

PP

16

The user employs its psychic power to exchange Abilities with the target.

Technical Machine

Focus Blast

Fighting

Damage Type

Power

120

Accuracy

70

PP

8

The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def stat.

Technical Machine

Energy Ball

Grass

Damage Type

Power

90

Accuracy

100

PP

16

The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def stat.

Technical Machine

Fling

Dark

Damage Type

Power

1

Accuracy

100

PP

16

The user flings its held item at the target to attack. This move’s power and effects depend on the item.

Technical Machine

Endure

Normal

Damage Type

Accuracy

--

PP

16

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Technical Machine

Drain Punch

Fighting

Damage Type

Power

75

Accuracy

100

PP

16

An energy-draining punch. The user’s HP is restored by half the damage taken by the target.

Technical Machine

Nasty Plot

Dark

Damage Type

Accuracy

--

PP

32

The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk stat.

Technical Machine

Payback

Dark

Damage Type

Power

50

Accuracy

100

PP

16

The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled.

Technical Machine

Recycle

Normal

Damage Type

Accuracy

--

PP

16

The user recycles a held item that has been used in battle so it can be used again.

Technical Machine

Giga Impact

Normal

Damage Type

Power

150

Accuracy

90

PP

8

The user charges at the target using every bit of its power. The user can’t move on the next turn.

Technical Machine

Flash

Normal

Damage Type

Accuracy

100

PP

32

The user flashes a light that lowers the target’s accuracy. It can also be used to illuminate caves.

Technical Machine

Thunder Wave

Electric

Damage Type

Accuracy

90

PP

32

The user launches a weak jolt of electricity that paralyzes the target.

Technical Machine

Psych Up

Normal

Damage Type

Accuracy

--

PP

16

The user hypnotizes itself into copying any stat change made by the target.

Technical Machine

Sleep Talk

Normal

Damage Type

Accuracy

--

PP

16

While it is asleep, the user randomly uses one of the moves it knows.

Technical Machine

Dazzling Gleam

Fairy

Damage Type

Power

80

Accuracy

100

PP

16

The user damages opposing Pokémon by emitting a powerful flash.

Technical Machine

Grass Knot

Grass

Damage Type

Power

1

Accuracy

100

PP

32

The user snares the target with grass and trips it. The heavier the target, the greater the move’s power.

Technical Machine

Swagger

Normal

Damage Type

Accuracy

85

PP

24

The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.

Technical Machine

Substitute

Normal

Damage Type

Accuracy

--

PP

16

The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.

Technical Machine

Trick Room

Psychic

Damage Type

Accuracy

--

PP

8

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Technical Machine

Charge Beam

Electric

Damage Type

Power

50

Accuracy

90

PP

16

The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Egg Move

Hypnosis

Psychic

Damage Type

Accuracy

60

PP

32

The user employs hypnotic suggestion to make the target fall into a deep sleep.

Egg Move

Fake Out

Normal

Damage Type

Power

40

Accuracy

100

PP

16

This attack hits first and makes the target flinch. It only works the first turn each time the user enters battle.

Egg Move

Confuse Ray

Ghost

Damage Type

Accuracy

100

PP

16

The target is exposed to a sinister ray that triggers confusion.

Egg Move

Power Split

Psychic

Damage Type

Accuracy

--

PP

16

The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target.

Egg Move

Tickle

Normal

Damage Type

Accuracy

100

PP

32

The user tickles the target into laughing, reducing its Attack and Defense stats.

Egg Move

Future Sight

Psychic

Damage Type

Power

120

Accuracy

100

PP

16

Two turns after this move is used, a hunk of psychic energy attacks the target.

Egg Move

Mimic

Normal

Damage Type

Accuracy

--

PP

16

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Egg Move

Trick

Psychic

Damage Type

Accuracy

100

PP

16

The user catches the target off guard and swaps its held item with its own.

Egg Move

Teeter Dance

Normal

Damage Type

Accuracy

100

PP

32

The user performs a wobbly dance that confuses the Pokémon around it.

Egg Move

Magic Room

Psychic

Damage Type

Accuracy

--

PP

16

The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.

Egg Move

Icy Wind

Ice

Damage Type

Power

55

Accuracy

95

PP

24

The user attacks with a gust of chilled air. This also lowers opposing Pokémon’s Speed stats.

Snore

Normal

Damage Type

Power

50

Accuracy

100

PP

24

This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.

Helping Hand

Normal

Damage Type

Accuracy

--

PP

32

The user assists an ally by boosting the power of that ally’s attack.

Covet

Normal

Damage Type

Power

60

Accuracy

100

PP

40

The user endearingly approaches the target, then steals the target’s held item.

Ally Switch

Psychic

Damage Type

Accuracy

--

PP

24

The user teleports using a strange power and switches places with one of its allies.

Mud-Slap

Ground

Damage Type

Power

20

Accuracy

100

PP

16

The user hurls mud in the target’s face to inflict damage and lower its accuracy.

Uproar

Normal

Damage Type

Power

90

Accuracy

100

PP

16

The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.

Signal Beam

Bug

Damage Type

Power

75

Accuracy

100

PP

24

The user attacks with a sinister beam of light. This may also confuse the target.

Fire Punch

Fire

Damage Type

Power

75

Accuracy

100

PP

24

The target is punched with a fiery fist. This may also leave the target with a burn.

Ice Punch

Ice

Damage Type

Power

75

Accuracy

100

PP

24

The target is punched with an icy fist. This may also leave the target frozen.

Thunder Punch

Electric

Damage Type

Power

75

Accuracy

100

PP

24

The target is punched with an electrified fist. This may also leave the target with paralysis.

Iron Defense

Steel

Damage Type

Accuracy

--

PP

24

The user hardens its body’s surface like iron, sharply raising its Defense stat.

Magic Room

Psychic

Damage Type

Accuracy

--

PP

16

The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.

Wonder Room

Psychic

Damage Type

Accuracy

--

PP

16

The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.

Seismic Toss

Fighting

Damage Type

Power

1

Accuracy

100

PP

32

The target is thrown using the power of gravity. It inflicts damage equal to the user’s level.

Role Play

Psychic

Damage Type

Accuracy

--

PP

16

The user mimics the target completely, copying the target’s Ability.

Zen Headbutt

Psychic

Damage Type

Power

80

Accuracy

90

PP

24

The user focuses its willpower to its head and attacks the target. This may also make the target flinch.

Magic Coat

Psychic

Damage Type

Accuracy

--

PP

24

Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.

Trick

Psychic

Damage Type

Accuracy

100

PP

16

The user catches the target off guard and swaps its held item with its own.

Power-Up Punch

Fighting

Damage Type

Power

40

Accuracy

100

PP

32

Striking opponents over and over makes the user’s fists harder. Hitting a target raises the Attack stat.

Icy Wind

Ice

Damage Type

Power

55

Accuracy

95

PP

24

The user attacks with a gust of chilled air. This also lowers opposing Pokémon’s Speed stats.

Zap Cannon

Electric

Damage Type

Power

120

Accuracy

50

PP

8

The user fires an electric blast like a cannon to inflict damage and cause paralysis.

Foul Play

Dark

Damage Type

Power

95

Accuracy

100

PP

24

The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage it deals.

Credits:
Design based on the application by the Smogon Dex Team, which can be found here.
Specific credits for the full Pokédex application go to Denmark, Glup and A-A-ron from Team Luminescent. Smogon Dex Team credits are as follows:
Zarel, Marty-D, scheibo, KrisXV, Karthik99999, AnnikaCodes, SadisticMystic, pyuk-bot, mia-pi-git, penpexgit, asgdf and jakobw.
This is the only section of the site where external inspiration was used.