Mime Jr
Sword

It mimics everyone it sees, but it puts extra effort into copying the graceful dance steps of Mr. Rime as practice.

Legends Arceus

Known to turn up in bustling marketplaces now and again. It mimics people much as a child would, then watches how they react, eyes sparkling.

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 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.

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 Copycat
— — 20 Uses the target’s last used move.
4 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
8 Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
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 Copycat
— — 20 Uses the target’s last used move.
4 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
8 Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
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.

TM/HM Moves

Sword/Shield
Name Class Power Acc. PP Effect
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.
TM59 Fling
— 100% 10 Throws held item at the target; power depends on the item.
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%.
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.
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.
TR49 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TR68 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
TR77 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
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.

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
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.
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 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