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Pokedex

Mr MIME Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Mr. Mime, a Psychic/Fairy type creature first seen in Generation 1. Mr. Mime has a Galarian Form, first seen in creature Sword/Shield, which evolves into Mr. Rime. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Mr MIME #0122
Barrier Pokémon
Pokemon Profile
Pokédex Data
National No. #0122
Type psychic fairy
Species Barrier Pokémon
Height 1.3 m (4'36")
Weight 54.5 kg (120.2 lbs)
Abilities Soundproof,Filter,Technician
Color Pink
Introduced in Generation 1
Egg Group humanshape
Shiny
Pokemon Profile
Alternate Forms
Pokemon Image 1

Base Stats

Hp 40 9%
Attack 45 10%
Defense 65 15%
Sp. Atk 100 22%
Sp. Def 120 27%
Speed 90 20%
Total 460
Evolution
Pokemon 1
#0439
Mime Jr
Pokemon 1
#0122
Mr Mime
Pokemon 1
#0866
Mr Rime

Type Effectiveness

Damaged normally by:
Weak to:
Resistant to:

Moves Learned by Level Up

Mr MIME learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
1 Pound The target is physically pounded with a long tail, a foreleg, or the like. Physical Normal 40 100 35
31 Double Slap The target is slapped repeatedly, back and forth, two to five times in a row. Physical Normal 15 85 10
36 Psybeam The target is attacked with a peculiar ray. This may also leave the target confused. Special Psychic 65 100 20
1 Confusion The target is hit by a weak telekinetic force. This may also confuse the target. Special Psychic 50 100 25
39 Meditate The user meditates to awaken the power deep within its body and raise its Attack stat. Status Psychic 0 0 40
1 Barrier The user throws up a sturdy wall that sharply raises its Defense stat. Status Psychic 0 0 20
23 Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns. Status Psychic 0 0 30
47 Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. Status Normal 0 0 10
46 Safeguard The user creates a protective field that prevents status conditions for five turns. Status Normal 0 0 25
41 Baton Pass The user switches places with a party Pokémon in waiting and passes along any stat changes. Status Normal 0 0 40
31 Encore The user compels the target to keep using only the move it last used for three turns. Status Normal 0 100 5
37 Trick The user catches the target off guard and swaps its held item with its own. Status Psychic 0 100 10
41 Role Play The user mimics the target completely, copying the target’s natural Ability. Status Psychic 0 0 10
33 Recycle The user recycles a held item that has been used in battle so it can be used again. Status Normal 0 0 10
22 Magical Leaf The user scatters curious leaves that chase the target. This attack never misses. Special Grass 60 0 20
4 Copycat The user mimics the move used immediately before it. The move fails if no other move has been used yet. Status Normal 0 0 20
1 Power Swap The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target. Status Psychic 0 0 10
1 Guard Swap The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target. Status Psychic 0 0 10
40 Sucker Punch This move enables the user to attack first. This move fails if the target is not readying an attack. Physical Dark 70 100 5
1 Wide Guard The user and its allies are protected from wide-ranging attacks for one turn. Status Rock 0 0 10
1 Quick Guard The user protects itself and its allies from priority moves. Status Fighting 0 0 15
1 Misty Terrain The user covers the ground under everyone’s feet with mist for five turns. This protects Pokémon on the ground from status conditions. Status Fairy 0 0 10

Moves Learned through Breeding (Egg Moves)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Hypnosis The user employs hypnotic suggestion to make the target fall into a deep sleep. Status Psychic 0 60 20
0 Confuse Ray The target is exposed to a sinister ray that triggers confusion. Status Ghost 0 100 10
0 Icy Wind The user attacks with a gust of chilled air. This also lowers the opposing Pokémon’s Speed stats. Special Ice 55 95 15
0 Future Sight Two turns after this move is used, a hunk of psychic energy attacks the target. Special Psychic 120 100 10
0 Fake Out An attack that hits first and makes the target flinch. It only works the first turn the user is in battle. Physical Normal 40 100 10
0 Teeter Dance The user performs a wobbly dance that confuses the Pokémon around it. Status Normal 0 100 20
0 Tickle The user tickles the target into laughing, reducing its Attack and Defense stats. Status Normal 0 100 20
0 Wake Up Slap This attack inflicts big damage on a sleeping target. This also wakes the target up, however. Physical Fighting 70 100 10
0 Nasty Plot The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk. Status Dark 0 0 20
0 Power Split The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target. Status Psychic 0 0 10
0 Magic Room The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns. Status Psychic 0 0 10
0 Psychic Terrain This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. Status Psychic 0 0 10

Mr MIME Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Mega Punch The target is slugged by a punch thrown with muscle-packed power. Physical Normal 80 85 20
0 Fire Punch The target is punched with a fiery fist. This may also leave the target with a burn. Physical Fire 75 100 15
0 Ice Punch The target is punched with an icy fist. This may also leave the target frozen. Physical Ice 75 100 15
0 Thunder Punch The target is punched with an electrified fist. This may also leave the target with paralysis. Physical Electric 75 100 15
0 Mega Kick The target is attacked by a kick launched with muscle-packed power. Physical Normal 120 75 5
0 Headbutt The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch. Physical Normal 70 100 15
0 Body Slam The user drops onto the target with its full body weight. This may also leave the target with paralysis. Physical Normal 85 100 15
0 Take Down A reckless, full-body charge attack for slamming into the target. This also damages the user a little. Physical Normal 90 85 20
0 Double Edge A reckless, life-risking tackle. This also damages the user quite a lot. Physical Normal 120 100 15
0 Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. Special Normal 150 90 5
0 Submission The user grabs the target and recklessly dives for the ground. This also damages the user a little. Physical Fighting 80 80 20
0 Counter A retaliation move that counters any physical attack, inflicting double the damage taken. Physical Fighting 0 100 20
0 Seismic Toss The target is thrown using the power of gravity. It inflicts damage equal to the user’s level. Physical Fighting 0 100 20
0 Solar Beam A two-turn attack. The user gathers light, then blasts a bundled beam on the next turn. Special Grass 120 100 10
0 Thunderbolt A strong electric blast crashes down on the target. This may also leave the target with paralysis. Special Electric 90 100 15
0 Thunder Wave The user launches a weak jolt of electricity that paralyzes the target. Status Electric 0 90 20
0 Thunder A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. Special Electric 110 70 10
0 Toxic A move that leaves the target badly poisoned. Its poison damage worsens every turn. Status Poison 0 90 10
0 Psychic The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. Special Psychic 90 100 10
0 Rage As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle. Physical Normal 20 100 20
0 Teleport Use it to flee from any wild Pokémon. It can also warp to the last Pokémon Center visited. Status Psychic 0 0 20
0 Mimic The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out. Status Normal 0 0 10
0 Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. Status Normal 0 0 15
0 Reflect A wondrous wall of light is put up to reduce damage from physical attacks for five turns. Status Psychic 0 0 20
0 Bide The user endures attacks for two turns, then strikes back to cause double the damage taken. Physical Normal 0 0 10
0 Metronome The user waggles a finger and stimulates its brain into randomly using nearly any move. Status Normal 0 0 10
0 Skull Bash The user tucks in its head to raise its Defense in the first turn, then rams the target on the next turn. Physical Normal 130 100 10
0 Dream Eater The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal its own HP. Special Psychic 100 100 15
0 Flash The user flashes a bright light that cuts the target’s accuracy. Status Normal 0 100 20
0 Psywave The target is attacked with an odd psychic wave. The attack varies in intensity. Special Psychic 0 100 15
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Thief The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. Physical Dark 60 100 25
0 Nightmare A sleeping target sees a nightmare that inflicts some damage every turn. Status Ghost 0 100 15
0 Snore An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch. Special Normal 50 100 15
0 Curse A move that works differently for the Ghost type than for all other types. Status Ghost 0 0 10
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Mud Slap The user hurls mud in the target’s face to inflict damage and lower its accuracy. Special Ground 20 100 10
0 Zap Cannon The user fires an electric blast like a cannon to inflict damage and cause paralysis. Special Electric 120 50 5
0 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Charm The user gazes at the target rather charmingly, making it less wary. This harshly lowers its Attack stat. Status Fairy 0 100 20
0 Swagger The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. Status Normal 0 85 15
0 Attract If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. Status Normal 0 100 15
0 Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. Status Normal 0 0 10
0 Return A full-power attack that grows more powerful the more the user likes its Trainer. Physical Normal 0 100 20
0 Frustration A full-power attack that grows more powerful the less the user likes its Trainer. Physical Normal 0 100 20
0 Dynamic Punch The user punches the target with full, concentrated power. This confuses the target if it hits. Physical Fighting 100 50 5
0 Hidden Power A unique attack that varies in type depending on the Pokémon using it. Special Normal 60 100 15
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. Status Fire 0 0 5
0 Psych Up The user hypnotizes itself into copying any stat change made by the target. Status Normal 0 0 10
0 Shadow Ball The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. Special Ghost 80 100 15
0 Uproar The user attacks in an uproar for three turns. During that time, no one can fall asleep. Special Normal 90 100 10
0 Torment The user torments and enrages the target, making it incapable of using the same move twice in a row. Status Dark 0 100 15
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Focus Punch The user focuses its mind before launching a punch. This move fails if the user is hit before it is used. Physical Fighting 150 100 20
0 Taunt The target is taunted into a rage that allows it to use only attack moves for three turns. Status Dark 0 100 20
0 Brick Break The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect. Physical Fighting 75 100 15
0 Skill Swap The user employs its psychic power to exchange Abilities with the target. Status Psychic 0 0 10
0 Snatch The user steals the effects of any attempts to use a healing or stat-changing move. Status Dark 0 0 10
0 Secret Power The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment. Physical Normal 70 100 20
0 Aerial Ace The user confounds the target with speed, then slashes. This attack never misses. Physical Flying 60 0 20
0 Calm Mind The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. Status Psychic 0 0 20
0 Shock Wave The user strikes the target with a quick jolt of electricity. This attack never misses. Special Electric 60 0 20
0 Natural Gift The user draws power to attack by using its held Berry. The Berry determines the move’s type and power. Physical Normal 0 100 15
0 Payback The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled. Physical Dark 50 100 10
0 Fling The user flings its held item at the target to attack. This move’s power and effects depend on the item. Physical Dark 0 100 10
0 Drain Punch An energy-draining punch. The user’s HP is restored by half the damage taken by the target. Physical Fighting 75 100 10
0 Focus Blast The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def. Special Fighting 120 70 5
0 Energy Ball The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def. Special Grass 90 100 10
0 Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn. Physical Normal 150 90 5
0 Trick Room The user creates a bizarre area in which slower Pokémon get to move first for five turns. Status Psychic 0 0 5
0 Captivate If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat. Status Normal 0 100 20
0 Grass Knot The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. Special Grass 0 100 20
0 Charge Beam The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. Special Electric 50 90 10
0 Psyshock The user materializes an odd psychic wave to attack the target. This attack does physical damage. Special Psychic 80 100 10
0 Telekinesis The user makes the target float with its psychic power. The target is easier to hit for three turns. Status Psychic 0 0 15
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Stored Power The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power. Special Psychic 20 100 10
0 Confide The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. Status Normal 0 0 20
0 Mystical Fire The user attacks by breathing a special, hot fire. This also lowers the target’s Sp. Atk stat. Special Fire 75 100 10
0 Dazzling Gleam The user damages opposing Pokémon by emitting a powerful flash. Special Fairy 80 100 10
0 Infestation The target is infested and attacked for four to five turns. The target can’t flee during this time. Special Bug 20 100 20
0 Power Up Punch Striking opponents over and over makes the user’s fists harder. Hitting a target raises the Attack stat. Physical Fighting 40 100 20

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