#0122:
Galarian Mr. Mime

Types:
Size:
1.40m, 56.79kgGrass Knot: 80
Vital Spirit,
Screen Cleaner,
Ice Body (H)
Base Stats:
HP:
50
Attack:
65
Defense:
65
Sp.Atk:
90
Sp.Def:
90
Speed:
100
Total:
460
Locations:
Name
Method
Level
Chance
Route 217
Incense
48
10%
Additional Info:
Wild Held Items:
This Pokémon does not hold an item in the wild
Egg Groups:

Human-Like
Gender ratio:
50.20% male, 49.80% female
Locations:
Name
Method
Level
Chance
Route 217
Incense
48
10%
Alternative Forms
Moves learnt via level-up
1
Copycat
Normal

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

Power
40
Accuracy
100
PP
56
The target is physically pounded with a long tail, a foreleg, or the like.
1
Barrier
Psychic

Accuracy
--
PP
32
The user throws up a sturdy wall that sharply raises its Defense stat.
1
Confusion
Psychic

Power
50
Accuracy
100
PP
40
The target is hit by a weak telekinetic force. This may also confuse the target.
1
Ice Shard
Ice

Power
40
Accuracy
100
PP
48
The user flash-freezes chunks of ice and hurls them at the target. This move always goes first.
1
Misty Terrain
Fairy

Accuracy
--
PP
16
This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns.
1
Protect
Normal

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.
1
Recycle
Normal

Accuracy
--
PP
16
The user recycles a held item that has been used in battle so it can be used again.
1
Double Kick
Fighting

Power
30
Accuracy
100
PP
48
The target is quickly kicked twice in succession using both feet.
6
Copycat
Normal

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

Accuracy
--
PP
64
The user meditates to awaken the power deep within its body and raise its Attack stat.
9
Double Slap
Normal

Power
15
Accuracy
85
PP
16
The target is slapped repeatedly, back and forth, two to five times in a row.
15
Encore
Normal

Accuracy
100
PP
8
The user compels the target to keep using the move it encored for three turns.
18
Mimic
Normal

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

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

Power
65
Accuracy
100
PP
32
The target is attacked with a peculiar ray. This may also leave the target confused.
22
Icy Wind
Ice

Power
55
Accuracy
95
PP
24
The user attacks with a gust of chilled air. This also lowers opposing Pokémon’s Speed stats.
24
Light Screen
Psychic

Accuracy
--
PP
48
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
24
Reflect
Psychic

Accuracy
--
PP
32
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
27
Dazzling Gleam
Fairy

Power
80
Accuracy
100
PP
16
The user damages opposing Pokémon by emitting a powerful flash.
30
Substitute
Normal

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

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

Accuracy
100
PP
16
The user catches the target off guard and swaps its held item with its own.
39
Nasty Plot
Dark

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

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

Accuracy
--
PP
16
The user mimics the target completely, copying the target’s Ability.
44
Freeze-Dry
Ice

Power
70
Accuracy
100
PP
32
The user rapidly cools the target. This may also leave the target frozen. This move is super effective on Water types.
45
Baton Pass
Normal

Accuracy
--
PP
64
The user switches places with a party Pokémon in waiting and passes along any stat changes.
48
Safeguard
Normal

Accuracy
--
PP
40
The user creates a protective field that prevents status conditions for five turns.
52
Teeter Dance
Normal

Accuracy
100
PP
32
The user performs a wobbly dance that confuses the Pokémon around it.
Moves learnt via Technical Machine

Focus Punch
Fighting

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.

Calm Mind
Psychic

Accuracy
--
PP
32
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Hail
Ice

Accuracy
--
PP
16
The user summons a hailstorm lasting five turns. It damages all Pokémon except Ice types.

Hidden Power
Normal

Power
60
Accuracy
100
PP
24
A unique attack that varies in type depending on the Pokémon using it.

Sunny Day
Fire

Accuracy
--
PP
8
The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.

Taunt
Dark

Accuracy
100
PP
32
The target is taunted into a rage that allows it to use only attack moves for three turns.

Ice Beam
Ice

Power
90
Accuracy
100
PP
16
The target is struck with an icy-cold beam of energy. This may also leave the target frozen.

Blizzard
Ice

Power
110
Accuracy
70
PP
8
A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen.

Hyper Beam
Normal

Power
150
Accuracy
90
PP
8
The target is attacked with a powerful beam. The user can’t move on the next turn.

Light Screen
Psychic

Accuracy
--
PP
48
A wondrous wall of light is put up to reduce damage from special attacks for five turns.

Protect
Normal

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.

Rain Dance
Water

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.

Safeguard
Normal

Accuracy
--
PP
40
The user creates a protective field that prevents status conditions for five turns.

Dream Eater
Psychic

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.

Solar Beam
Grass

Power
120
Accuracy
100
PP
16
In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn.

Thunderbolt
Electric

Power
90
Accuracy
100
PP
24
A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Thunder
Electric

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.

Psychic
Psychic

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.

Shadow Ball
Ghost

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.

Brick Break
Fighting

Power
75
Accuracy
100
PP
24
The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect.

Double Team
Normal

Accuracy
--
PP
24
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Reflect
Psychic

Accuracy
--
PP
32
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.

Shock Wave
Electric

Power
60
Accuracy
--
PP
32
The user strikes the target with a quick jolt of electricity. This attack never misses.

Aerial Ace
Flying

Power
60
Accuracy
--
PP
32
The user confounds the target with speed, then slashes. This attack never misses.

Torment
Dark

Accuracy
100
PP
24
The user torments and enrages the target, making it incapable of using the same move twice in a row.

Facade
Normal

Power
70
Accuracy
100
PP
32
This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Rest
Psychic

Accuracy
--
PP
16
The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.

Attract
Normal

Accuracy
100
PP
24
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Thief
Dark

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.

Skill Swap
Psychic

Accuracy
--
PP
16
The user employs its psychic power to exchange Abilities with the target.

Focus Blast
Fighting

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.

Energy Ball
Grass

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.

Fling
Dark

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.

Endure
Normal

Accuracy
--
PP
16
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Drain Punch
Fighting

Power
75
Accuracy
100
PP
16
An energy-draining punch. The user’s HP is restored by half the damage taken by the target.

Nasty Plot
Dark

Accuracy
--
PP
32
The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk stat.

Payback
Dark

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.

Recycle
Normal

Accuracy
--
PP
16
The user recycles a held item that has been used in battle so it can be used again.

Giga Impact
Normal

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.

Flash
Normal

Accuracy
100
PP
32
The user flashes a light that lowers the target’s accuracy. It can also be used to illuminate caves.

Avalanche
Ice

Power
60
Accuracy
100
PP
16
The power of this attack move is doubled if the user has been hurt by the target in the same turn.

Thunder Wave
Electric

Accuracy
90
PP
32
The user launches a weak jolt of electricity that paralyzes the target.

Psych Up
Normal

Accuracy
--
PP
16
The user hypnotizes itself into copying any stat change made by the target.

Sleep Talk
Normal

Accuracy
--
PP
16
While it is asleep, the user randomly uses one of the moves it knows.

Dazzling Gleam
Fairy

Power
80
Accuracy
100
PP
16
The user damages opposing Pokémon by emitting a powerful flash.

Grass Knot
Grass

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.

Swagger
Normal

Accuracy
85
PP
24
The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.

Substitute
Normal

Accuracy
--
PP
16
The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.

Trick Room
Psychic

Accuracy
--
PP
8
The user creates a bizarre area in which slower Pokémon get to move first for five turns.
Moves learnt via breeding
There are no moves here.
Moves learnt via Tutor
Snore
Normal

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

Accuracy
--
PP
32
The user assists an ally by boosting the power of that ally’s attack.
Covet
Normal

Power
60
Accuracy
100
PP
40
The user endearingly approaches the target, then steals the target’s held item.
Ally Switch
Psychic

Accuracy
--
PP
24
The user teleports using a strange power and switches places with one of its allies.
Mud-Slap
Ground

Power
20
Accuracy
100
PP
16
The user hurls mud in the target’s face to inflict damage and lower its accuracy.
Uproar
Normal

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

Power
75
Accuracy
100
PP
24
The user attacks with a sinister beam of light. This may also confuse the target.
Stomping Tantrum
Ground

Power
75
Accuracy
100
PP
16
Driven by frustration, the user attacks the target. If the user’s previous move has failed, the power of this move doubles.
Fire Punch
Fire

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

Power
75
Accuracy
100
PP
24
The target is punched with an icy fist. This may also leave the target frozen.
Thunder Punch
Electric

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

Accuracy
--
PP
24
The user hardens its body’s surface like iron, sharply raising its Defense stat.
Magic Room
Psychic

Accuracy
--
PP
16
The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.
Wonder Room
Psychic

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

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

Accuracy
--
PP
16
The user mimics the target completely, copying the target’s Ability.
Zen Headbutt
Psychic

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

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

Accuracy
100
PP
16
The user catches the target off guard and swaps its held item with its own.
Power-Up Punch
Fighting

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

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

Power
120
Accuracy
50
PP
8
The user fires an electric blast like a cannon to inflict damage and cause paralysis.
Foul Play
Dark

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.
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.