Mr Mime

Alternate Forms

Sword

The broadness of its hands may be no coincidence—many scientists believe its palms became enlarged specifically for pantomiming.

Legends Arceus

The behavior of this clown-like Pokémon reminds one of pantomime. It creates invisible walls using a force emitted from its fingertips.

Evolution Chain

mime-jr
Mime Jr
knowing mimic
mr-mime
Mr Mime
Evolution item placeholder
Knowing Mimic
(in Galar)
mr-mime-galar
Mr Mime
Level 42
mr-rime
Mr Rime

Pokédex & Training Data

Classification Barrier Pokémon
Height 1.4 m (4'07")
Weight 56.8 kg (125.2 lbs)
Abilities
EV Yield +2 speed
Catch Rate 45
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Humanshape

Pokédex Numbers

Kanto (R/B/Y) #122
Johto (G/S/C) #156
Sinnoh (D/P) #095
Sinnoh (Plat.) #095
Johto (HG/SS) #158
Kalos (Coastal) #114
Alola (US/UM) #060
Galar (Sw/Sh) #365
Hisui #077
National #122
Crown Tundra #011

Learned Moves

Level Up Moves

Sword/Shield
Lvl Name Class Power Acc. PP Effect
1 Pound
40 100% 35 Inflicts regular damage with no additional effect.
1 Mimic
— — 10 Copies the target’s last used move.
1 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
1 Reflect
— — 20 Reduces damage from physical attacks by half.
1 Protect
— — 10 Prevents any moves from hitting the user this turn.
1 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
1 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
1 Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
1 Rapid Spin
50 100% 40 Frees the user from binding moves, removes Leech Seed, and blows away Spikes.
1 Role Play
— — 10 Copies the target’s ability.
1 Recycle
— — 10 User recovers the item it last used up.
1 Copycat
— — 20 Uses the target’s last used move.
1 Ice Shard
40 100% 30 Inflicts regular damage with no additional effect.
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.
1 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
12 Confusion
50 100% 25 Has a 10% chance to confuse the target.
16 Ally Switch
— — 15 User switches places with the friendly Pokémon opposite it.
20 Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
24 Double Kick
30 100% 30 Hits twice in one turn.
28 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
32 Hypnosis
— 60% 20 Puts the target to sleep.
36 Mirror Coat
— 100% 20 Inflicts twice the damage the user received from the last special hit it took.
40 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
44 Freeze Dry
70 100% 20 Super-effective against water.
48 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
52 Teeter Dance
— 100% 20 Confuses the target.

TM/HM Moves

Sword/Shield
Name Class Power Acc. PP Effect
TM00 Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
TM01 Mega Kick
120 75% 5 Inflicts regular damage with no additional effect.
TM04 Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
TM08 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM09 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM11 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM14 Thunder Wave
— 90% 20 Paralyzes the target.
TM16 Screech
— 85% 40 Lowers the target’s Defense by two stages.
TM17 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM18 Reflect
— — 20 Reduces damage from physical attacks by half.
TM19 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM23 Thief
60 100% 25 Takes the target’s item.
TM24 Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
TM25 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM27 Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM29 Charm
— 100% 20 Lowers the target’s Attack by two stages.
TM31 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM33 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM34 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM35 Hail
— — 10 Changes the weather to a hailstorm for five turns.
TM39 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM41 Helping Hand
— — 20 Ally’s next move inflicts half more damage.
TM43 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM51 Icicle Spear
25 100% 30 Hits 2-5 times in one turn.
TM57 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM59 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM60 Power Swap
— — 10 User swaps Attack and Special Attack changes with the target.
TM61 Guard Swap
— — 10 User swaps Defense and Special Defense changes with the target.
TM63 Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
TM64 Avalanche
60 100% 10 Inflicts double damage if the user takes damage before attacking this turn.
TM70 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
TM71 Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
TM72 Magic Room
— — 10 Negates held items for five turns.
TM76 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM89 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.
TM91 Psychic Terrain
— — 10 Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.
TM98 Stomping Tantrum
75 100% 10 Has double power if the user’s last move failed.
TR01 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
TR05 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TR06 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TR08 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TR09 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TR11 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TR14 Metronome
— — 10 Randomly selects and uses any move in the game.
TR20 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.
TR25 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
TR26 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TR27 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TR29 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
TR30 Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
TR33 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TR34 Future Sight
120 100% 10 Hits the target two turns later.
TR35 Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
TR37 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
TR38 Trick
— 100% 10 User and target swap items.
TR40 Skill Swap
— — 10 User and target swap abilities.
TR46 Iron Defense
— — 15 Raises the user’s Defense by two stages.
TR49 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TR64 Focus Blast
120 70% 5 Has a 10% chance to lower the target’s Special Defense by one stage.
TR65 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TR68 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
TR69 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
TR77 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TR81 Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
TR82 Stored Power
20 100% 10 Power is higher the more the user’s stats have been raised, to a maximum of 31×.
TR83 Ally Switch
— — 15 User switches places with the friendly Pokémon opposite it.
TR92 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.

Tutor Moves

Sword/Shield
Name Class Power Acc. PP Effect
Expanding Force
80 100% 10 Inflicts regular damage with no additional effect.
Triple Axel
20 90% 10 Inflicts regular damage with no additional effect.

Egg Moves

Sword/Shield
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.
Power Split
— — 10 Averages Attack and Special Attack with the target.
Tickle
— 100% 20 Lowers the target’s Attack and Defense by one stage.

Base Stats

Hp 50
Attack 65
Defense 65
Sp. Atk 90
Sp. Def 90
Speed 100
Total 460

Type Defenses

(vs. Gen 6+ rules)

2x
0.5x
0.5x
2x
2x
2x
2x
2x