Mime Jr
Diamond

It habitually mimics foes. Once mimicked, the foe cannot take its eyes off this Pokémon.

Pearl

It likes places where people gather. It mimics foes to confuse them, then makes its getaway.

Platinum

It mimics the expressions and motions of those it sees to understand the feelings of others.

Heartgold/Soulsilver

In an attempt to confuse its enemy, it mimics the enemy’s movements. Then it wastes no time in making itself scarce!

Evolution Chain

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

Pokédex & Training Data

Classification Mime Pokémon
Height 0.6 m (1'12")
Weight 13.0 kg (28.7 lbs)
Abilities
EV Yield +1 Sp. Def
Catch Rate 145
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups This Pokemon Cannot Breed

Pokédex Numbers

Sinnoh (D/P) #094
Sinnoh (Plat.) #094
Kalos (Coastal) #113
Alola (US/UM) #059
Galar (Sw/Sh) #364
Hisui #076
National #439
Crown Tundra #010

Held Items

Game Locations

Sinnoh Route 209 Area
Sinnoh Route 210 South Towards Solaceon Town

Learned Moves

Level Up Moves

Diamond/Pearl
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.
1 Tickle
— 100% 20 Lowers the target’s Attack and Defense by one stage.
4 Copycat
— — 20 Uses the target’s last used move.
8 Meditate
— — 40 Raises the user’s Attack by one stage.
11 Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
15 Double Slap
15 85% 10 Hits 2-5 times in one turn.
18 Mimic
— — 10 Copies the target’s last used move.
22 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
22 Reflect
— — 20 Reduces damage from physical attacks by half.
25 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
29 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.
32 Recycle
— — 10 User recovers the item it last used up.
36 Trick
— 100% 10 User and target swap items.
39 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
43 Role Play
— — 10 Copies the target’s ability.
46 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.
Platinum
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.
1 Tickle
— 100% 20 Lowers the target’s Attack and Defense by one stage.
4 Copycat
— — 20 Uses the target’s last used move.
8 Meditate
— — 40 Raises the user’s Attack by one stage.
11 Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
15 Double Slap
15 85% 10 Hits 2-5 times in one turn.
18 Mimic
— — 10 Copies the target’s last used move.
22 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
22 Reflect
— — 20 Reduces damage from physical attacks by half.
25 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
29 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.
32 Recycle
— — 10 User recovers the item it last used up.
36 Trick
— 100% 10 User and target swap items.
39 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
43 Role Play
— — 10 Copies the target’s ability.
46 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.
HeartGold/SoulSilver
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.
1 Tickle
— 100% 20 Lowers the target’s Attack and Defense by one stage.
4 Copycat
— — 20 Uses the target’s last used move.
8 Meditate
— — 40 Raises the user’s Attack by one stage.
11 Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
15 Double Slap
15 85% 10 Hits 2-5 times in one turn.
18 Mimic
— — 10 Copies the target’s last used move.
22 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
22 Reflect
— — 20 Reduces damage from physical attacks by half.
25 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
29 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.
32 Recycle
— — 10 User recovers the item it last used up.
36 Trick
— 100% 10 User and target swap items.
39 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
43 Role Play
— — 10 Copies the target’s ability.
46 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

Diamond/PearlPlatinumHeartGold/SoulSilver
Name Class Power Acc. PP Effect
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.
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.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM58 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TM60 Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
TM67 Recycle
— — 10 User recovers the item it last used up.
TM70 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM78 Captivate
— 100% 20 Lowers the target’s Special Attack by two stages if it’s the opposite gender.
TM82 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM83 Natural Gift
— 100% 15 Power and type depend on the held berry.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM90 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.
TM92 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.

Tutor Moves

Platinum
Name Class Power Acc. PP Effect
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Trick
— 100% 10 User and target swap items.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
HeartGold/SoulSilver
Name Class Power Acc. PP Effect
Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
Role Play
— — 10 Copies the target’s ability.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Trick
— 100% 10 User and target swap items.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.

Egg Moves

Diamond/PearlPlatinum
Name Class Power Acc. PP Effect
Charm
— 100% 20 Lowers the target’s Attack by two stages.
Confuse Ray
— 100% 10 Confuses the target.
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.
Healing Wish
— — 10 User faints. Its replacement has its HP fully restored and any major status effect removed.
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.
Teeter Dance
— 100% 20 Confuses the target.
Trick
— 100% 10 User and target swap items.
Wake Up Slap
70 100% 10 If the target is asleep, has double power and wakes it up.
HeartGold/SoulSilver
Name Class Power Acc. PP Effect
Charm
— 100% 20 Lowers the target’s Attack by two stages.
Confuse Ray
— 100% 10 Confuses the target.
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.
Healing Wish
— — 10 User faints. Its replacement has its HP fully restored and any major status effect removed.
Hypnosis
— 60% 20 Puts the target to sleep.
Mimic
— — 10 Copies the target’s last used move.
Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
Teeter Dance
— 100% 20 Confuses the target.
Trick
— 100% 10 User and target swap items.
Wake Up Slap
70 100% 10 If the target is asleep, has double power and wakes it up.

Base Stats

Hp 20
Attack 25
Defense 45
Sp. Atk 70
Sp. Def 90
Speed 60
Total 310

Type Defenses

(vs. Gen 6+ rules)

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