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 Data

Classification Barrier Pokémon
Height 1.4 m (4'07")
Weight 56.8 kg (125.2 lbs)
Abilities

Training

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

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