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 1.3 m (4'03")
Weight 54.5 kg (120.2 lbs)
Abilities
EV Yield +2 Sp. Def
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

Held Items

None in this generation.

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