Mr Mime
X

Emanations from its fingertips solidify the air into invisible walls that repel even harsh attacks.

Y

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

Omega Ruby/Alpha Sapphire

Mr. Mime is a master of pantomime. Its gestures and motions convince watchers that something unseeable actually exists. Once the watchers are convinced, the unseeable thing exists as if it were real.

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

None in this generation.

Game Locations

  • Reflection Cave Unknown Area 305
  • Reflection Cave Unknown Area 306
  • Reflection Cave Unknown Area 307
  • Reflection Cave Unknown Area 308

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

X/Y
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 Magical Leaf
60 20 Never misses.
1 Power Swap
10 User swaps Attack and Special Attack changes with the target.
1 Guard Swap
10 User swaps Defense and Special Defense changes with the target.
1 Wide Guard
10 Prevents any multi-target moves from hitting friendly Pokémon this turn.
1 Quick Guard
15 Prevents any priority moves from hitting friendly Pokémon this turn.
1 Misty Terrain
10 For five turns, protects all Pokémon on the ground from major status ailments and confusion, and halves the power of incoming dragon moves.
4 Copycat
20 Uses the target's last used move.
8 Meditate
40 Raises the user's Attack by one stage.
11 Double Slap
15 85% 10 Hits 2-5 times in one turn.
15 Mimic
10 Copies the target's last used move.
15 Psywave
100% 15 Inflicts damage between 50% and 150% of the user's level.
18 Encore
100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
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.
OR/AS
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 Magical Leaf
60 20 Never misses.
1 Power Swap
10 User swaps Attack and Special Attack changes with the target.
1 Guard Swap
10 User swaps Defense and Special Defense changes with the target.
1 Wide Guard
10 Prevents any multi-target moves from hitting friendly Pokémon this turn.
1 Quick Guard
15 Prevents any priority moves from hitting friendly Pokémon this turn.
1 Misty Terrain
10 For five turns, protects all Pokémon on the ground from major status ailments and confusion, and halves the power of incoming dragon moves.
4 Copycat
20 Uses the target's last used move.
8 Meditate
40 Raises the user's Attack by one stage.
11 Double Slap
15 85% 10 Hits 2-5 times in one turn.
15 Mimic
10 Copies the target's last used move.
15 Psywave
100% 15 Inflicts damage between 50% and 150% of the user's level.
18 Encore
100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
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

X/Y
Name Class Power Acc. PP Effect
TM03 Psyshock
80 100% 10 Inflicts damage based on the target's Defense, not Special Defense.
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.
TM40 Aerial Ace
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.
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 Round
60 100% 15 Has double power if it's used more than once per turn.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target's Special Defense by one stage.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
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.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
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.
TM83 Infestation
20 100% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
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.
TM88 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
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.
TM98 Power Up Punch
40 100% 20 Raises the user's Attack by one stage after inflicting damage.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
20 Lowers the target's Special Attack by one stage.
OR/AS
Name Class Power Acc. PP Effect
TM03 Psyshock
80 100% 10 Inflicts damage based on the target's Defense, not Special Defense.
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.
TM40 Aerial Ace
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.
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 Round
60 100% 15 Has double power if it's used more than once per turn.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target's Special Defense by one stage.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
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.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
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.
TM83 Infestation
20 100% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
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.
TM88 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
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.
TM94 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM98 Power Up Punch
40 100% 20 Raises the user's Attack by one stage after inflicting damage.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
20 Lowers the target's Special Attack by one stage.

Tutor Moves

OR/AS
Name Class Power Acc. PP Effect
Covet
60 100% 25 Takes the target's item.
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
Foul Play
95 100% 15 Calculates damage with the target's attacking stat.
Helping Hand
20 Ally's next move inflicts half more damage.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
Iron Defense
15 Raises the user's Defense by two stages.
Magic Coat
15 Reflects back the first effect move used on the user this turn.
Magic Room
10 Negates held items for five turns.
Recycle
10 User recovers the item it last used up.
Role Play
10 Copies the target's ability.
Shock Wave
60 20 Never misses.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Skill Swap
10 User and target swap abilities.
Snatch
10 Steals the target's move, if it's self-targeted.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Trick
100% 10 User and target swap items.
Wonder Room
10 All Pokémon's Defense and Special Defense are swapped for 5 turns.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Egg Moves

X/YOR/AS
Name Class Power Acc. PP Effect
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.
Hypnosis
60% 20 Puts the target to sleep.
Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
Magic Room
10 Negates held items for five turns.
Mimic
10 Copies the target's last used move.
Nasty Plot
20 Raises the user's Special Attack by two stages.
Power Split
10 Averages Attack and Special Attack with the target.
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 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