Mime Jr
Ultra Sun

It does its absolute best to mimic the movements and expressions of its opponents, but it’s still not very good at it.

Ultra Moon

When this gifted mimic surprises an opponent, Mime Jr. feels so happy that it ends up forgetting it was imitating something.

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

None in this generation.

Game Locations

Hauoli City Shopping District

Learned Moves

Level Up Moves

Sun/Moon
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 Double Slap
15 85% 10 Hits 2-5 times in one turn.
15 Mimic
— — 10 Copies the target’s last used move.
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.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Pound
40 100% 35 Inflicts regular damage with no additional 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 Double Slap
15 85% 10 Hits 2-5 times in one turn.
15 Mimic
— — 10 Copies the target’s last used move.
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

Sun/MoonUltra Sun/Ultra Moon
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.
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.
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.
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.
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.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Ally Switch
— — 15 User switches places with the friendly Pokémon opposite it.
Covet
60 100% 25 Takes the target’s item.
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
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.
Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
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.
Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.

Egg Moves

Sun/Moon
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.
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.
Ultra Sun/Ultra Moon
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.
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.
Psychic Terrain
— — 10 Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.
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