Mr Mime
Red/Blue

If interrupted while it is miming, it will slap around the offender with its broad hands.

Yellow

Always practices its pantomime act. It makes enemies believe something exists that really doesn't.

Evolution Chain

mime-jr
Mime Jr
knowing mimic
mr-mime
Mr Mime

Pokédex Data

Classification Barrier Pokémon
Height 1.3 m (4'03")
Weight 54.5 kg (120.2 lbs)
Abilities N/A in Gen I

Held Items

None in this generation.

Training

EV Yield +2 Sp. Def
Catch Rate 45
Base Friendship 70
Growth Rate medium

Learned Moves

Level Up Moves

Red/Blue
Lvl Name Class Power Acc. PP Effect
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Barrier
20 Raises the user's Defense by two stages.
15 Confusion
50 100% 25 Has a 10% chance to confuse the target.
23 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
31 Double Slap
15 85% 10 Hits 2-5 times in one turn.
39 Meditate
40 Raises the user's Attack by one stage.
47 Substitute
10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Yellow
Lvl Name Class Power Acc. PP Effect
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Barrier
20 Raises the user's Defense by two stages.
15 Confusion
50 100% 25 Has a 10% chance to confuse the target.
23 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
31 Double Slap
15 85% 10 Hits 2-5 times in one turn.
39 Meditate
40 Raises the user's Attack by one stage.
47 Substitute
10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

TM/HM Moves

Red/BlueYellow
Name Class Power Acc. PP Effect
HM05 Flash
100% 20 Lowers the target's accuracy by one stage.
TM01 Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
TM05 Mega Kick
120 75% 5 Inflicts regular damage with no additional effect.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM08 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
TM09 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
TM10 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Submission
80 80% 20 User receives 1/4 the damage it inflicts in recoil.
TM18 Counter
100% 20 Inflicts twice the damage the user received from the last physical hit it took.
TM19 Seismic Toss
100% 20 Inflicts damage equal to the user's level.
TM20 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM30 Teleport
20 Immediately ends wild battles. No effect otherwise.
TM31 Mimic
10 Copies the target's last used move.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM33 Reflect
20 Reduces damage from physical attacks by half.
TM34 Bide
10 User waits for two turns, then hits back for twice the damage it took.
TM35 Metronome
10 Randomly selects and uses any move in the game.
TM40 Skull Bash
130 100% 10 Raises the user's Defense by one stage. User charges for one turn before attacking.
TM44 Rest
5 User sleeps for two turns, completely healing itself.
TM45 Thunder Wave
90% 20 Paralyzes the target.
TM46 Psywave
100% 15 Inflicts damage between 50% and 150% of the user's level.
TM50 Substitute
10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

Base Stats

Hp 40
Attack 45
Defense 65
Sp. Atk 100
Sp. Def 120
Speed 90
Total 460

Type Defenses

(vs. Gen 6+ rules)

0.25x
2x
0.5x
2x
0x
2x