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 1.3 m (4'03")
Weight 54.5 kg (120.2 lbs)
Abilities

Held Items

None in this generation.

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

Sword/Shield
Lvl Name Class Power Acc. PP Effect
1 Pound
40 100% 35 Inflicts regular damage with no additional effect.
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 Copycat
20 Uses the target's last used move.
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.
12 Confusion
50 100% 25 Has a 10% chance to confuse the target.
16 Role Play
10 Copies the target's ability.
20 Protect
10 Prevents any moves from hitting the user this turn.
24 Recycle
10 User recovers the item it last used up.
28 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
32 Mimic
10 Copies the target's last used move.
36 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
36 Reflect
20 Reduces damage from physical attacks by half.
36 Safeguard
25 Protects the user's field from major status ailments and confusion for five turns.
40 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
44 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
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.
BD/SP
Lvl Name Class Power Acc. PP Effect
1 Pound
40 100% 35 Inflicts regular damage with no additional effect.
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 Copycat
20 Uses the target's last used move.
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.
12 Confusion
50 100% 25 Has a 10% chance to confuse the target.
16 Role Play
10 Copies the target's ability.
20 Protect
10 Prevents any moves from hitting the user this turn.
24 Recycle
10 User recovers the item it last used up.
28 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
32 Mimic
10 Copies the target's last used move.
36 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
36 Reflect
20 Reduces damage from physical attacks by half.
36 Safeguard
25 Protects the user's field from major status ailments and confusion for five turns.
40 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
44 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
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.
Legends: Arceus
Lvl Name Class Power Acc. PP Effect
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
6 Hypnosis
60% 20 Puts the target to sleep.
11 Iron Defense
15 Raises the user's Defense by two stages.
18 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
25 Mimic
10 Copies the target's last used move.
34 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
43 Calm Mind
20 Raises the user's Special Attack and Special Defense by one stage.
46 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.

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.
TM03 Fire Punch
75 100% 15 Has a 10% chance to burn the target.
TM04 Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
TM05 Thunder Punch
75 100% 15 Has a 10% chance to paralyze 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.
TM10 Magical Leaf
60 20 Never misses.
TM11 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM14 Thunder Wave
90% 20 Paralyzes the target.
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.
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.
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.
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%.
TM92 Mystical Fire
75 100% 10 Has a 100% chance to lower the target's Special Attack by one stage.
TR01 Body Slam
85 100% 15 Has a 30% chance to paralyze 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.
BD/SP
Name Class Power Acc. PP Effect
TM21 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM63 Nasty Plot
20 Raises the user's Special Attack by two stages.

Tutor Moves

Sword/Shield
Name Class Power Acc. PP Effect
Expanding Force
80 100% 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.
Hypnosis
60% 20 Puts the target to sleep.
Power Split
10 Averages Attack and Special Attack with the target.
Tickle
100% 20 Lowers the target's Attack and Defense by one stage.
BD/SP
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.
Power Split
10 Averages Attack and Special Attack with the target.
Teeter Dance
100% 20 Confuses the target.
Tickle
100% 20 Lowers the target's Attack and Defense by one stage.
Trick
100% 10 User and target swap items.

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