Mr Mime
Ruby/Sapphire

MR. MIME is a master of pantomime. Its gestures and motions convince watchers that something unseeable actually exists. Once it is believed, it will exist as if it were a real thing.

Emerald

A MR. MIME is a master of pantomime. It can convince others that something unseeable actually exists. Once believed, the imaginary object does become real.

Firered

It is adept at conning people. It is said to be able to create walls out of thin air by miming.

Leafgreen

If interrupted while it is miming, it will suddenly DOUBLESLAP the offender with its broad hands.

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

Held Items

Training

EV Yield +2 Sp. Def
Catch Rate 45
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Humanshape

Learned Moves

Level Up Moves

Ruby/Sapphire
Lvl Name Class Power Acc. PP Effect
1 Barrier
20 Raises the user's Defense by two stages.
5 Confusion
50 100% 25 Has a 10% chance to confuse the target.
9 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.
13 Meditate
40 Raises the user's Attack by one stage.
17 Double Slap
15 85% 10 Hits 2-5 times in one turn.
21 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
21 Reflect
20 Reduces damage from physical attacks by half.
25 Encore
100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
29 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
33 Recycle
10 User recovers the item it last used up.
37 Trick
100% 10 User and target swap items.
41 Role Play
10 Copies the target's ability.
45 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
49 Baton Pass
40 Allows the trainer to switch out the user and pass effects along to its replacement.
53 Safeguard
25 Protects the user's field from major status ailments and confusion for five turns.
Emerald
Lvl Name Class Power Acc. PP Effect
1 Barrier
20 Raises the user's Defense by two stages.
5 Confusion
50 100% 25 Has a 10% chance to confuse the target.
9 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.
13 Meditate
40 Raises the user's Attack by one stage.
17 Double Slap
15 85% 10 Hits 2-5 times in one turn.
21 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
21 Reflect
20 Reduces damage from physical attacks by half.
25 Encore
100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
29 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
33 Recycle
10 User recovers the item it last used up.
37 Trick
100% 10 User and target swap items.
41 Role Play
10 Copies the target's ability.
45 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
49 Baton Pass
40 Allows the trainer to switch out the user and pass effects along to its replacement.
53 Safeguard
25 Protects the user's field from major status ailments and confusion for five turns.
FireRed/LeafGreen
Lvl Name Class Power Acc. PP Effect
1 Barrier
20 Raises the user's Defense by two stages.
5 Confusion
50 100% 25 Has a 10% chance to confuse the target.
8 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.
12 Meditate
40 Raises the user's Attack by one stage.
15 Double Slap
15 85% 10 Hits 2-5 times in one turn.
19 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
19 Reflect
20 Reduces damage from physical attacks by half.
22 Magical Leaf
60 20 Never misses.
26 Encore
100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
29 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
33 Recycle
10 User recovers the item it last used up.
36 Trick
100% 10 User and target swap items.
40 Role Play
10 Copies the target's ability.
43 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
47 Baton Pass
40 Allows the trainer to switch out the user and pass effects along to its replacement.
50 Safeguard
25 Protects the user's field from major status ailments and confusion for five turns.

TM/HM Moves

Ruby/SapphireEmeraldFireRed/LeafGreen
Name Class Power Acc. PP Effect
HM05 Flash
100% 20 Lowers the target's accuracy by one stage.
TM01 Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
TM04 Calm Mind
20 Raises the user's Special Attack and Special Defense by one stage.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day
5 Changes the weather to sunny for five turns.
TM12 Taunt
100% 20 For the next few turns, the target can only use damaging moves.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
5 Changes the weather to rain for five turns.
TM20 Safeguard
25 Protects the user's field from major status ailments and confusion for five turns.
TM21 Frustration
100% 20 Power increases as happiness decreases, up to a maximum of 102.
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.
TM27 Return
100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM33 Reflect
20 Reduces damage from physical attacks by half.
TM34 Shock Wave
60 20 Never misses.
TM41 Torment
100% 15 Prevents the target from using the same move twice in a row.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest
5 User sleeps for two turns, completely healing itself.
TM45 Attract
100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM46 Thief
60 100% 25 Takes the target's item.
TM48 Skill Swap
10 User and target swap abilities.
TM49 Snatch
10 Steals the target's move, if it's self-targeted.

Tutor Moves

Emerald
Name Class Power Acc. PP Effect
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
Counter
100% 20 Inflicts twice the damage the user received from the last physical hit it took.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
Endure
10 Prevents the user's HP from lowering below 1 this turn.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Mega Kick
120 75% 5 Inflicts regular damage with no additional effect.
Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
Metronome
10 Randomly selects and uses any move in the game.
Mimic
10 Copies the target's last used move.
Mud Slap
20 100% 10 Has a 100% chance to lower the target's accuracy by one stage.
Psych Up
10 Discards the user's stat changes and copies the target's.
Seismic Toss
100% 20 Inflicts damage equal to the user's level.
Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
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.
Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Thunder Wave
90% 20 Paralyzes the target.
FireRed/LeafGreen
Name Class Power Acc. PP Effect
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
Counter
100% 20 Inflicts twice the damage the user received from the last physical hit it took.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
Mega Kick
120 75% 5 Inflicts regular damage with no additional effect.
Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
Metronome
10 Randomly selects and uses any move in the game.
Mimic
10 Copies the target's last used move.
Seismic Toss
100% 20 Inflicts damage equal to the user's level.
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.
Thunder Wave
90% 20 Paralyzes the target.

Egg Moves

Ruby/SapphireEmeraldFireRed/LeafGreen
Name Class Power Acc. PP Effect
Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
Future Sight
120 100% 10 Hits the target two turns later.
Hypnosis
60% 20 Puts the target to sleep.
Mimic
10 Copies the target's last used move.
Psych Up
10 Discards the user's stat changes and copies the target's.
Trick
100% 10 User and target swap items.

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