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Pokedex

Mr RIME Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Mr. Rime is an Ice/Psychic type creature first seen in Generation 8. 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 RIME #0866
Comedian Pokémon
Pokemon Profile
Pokédex Data
National No. #0866
Type ice psychic
Species Comedian Pokémon
Height 1.5 m (4'108")
Weight 58.2 kg (128.3 lbs)
Abilities Tangled feet,Screen cleaner,Ice body
Color Purple
Introduced in Generation 8
Egg Group humanshape
Shiny
Pokemon Profile

Base Stats

Hp 80 16%
Attack 85 17%
Defense 75 15%
Sp. Atk 110 22%
Sp. Def 100 20%
Speed 70 14%
Total 520
Evolution
Pokemon 1
#0439
Mime Jr
Pokemon 1
#0122
Mr Mime Galar
Pokemon 1
#0866
Mr Rime

Type Effectiveness

Damaged normally by:
Weak to:
Resistant to:

Moves Learned by Level Up

Mr RIME 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
24 Double Kick The target is quickly kicked twice in succession using both feet. Physical Fighting 30 100 30
28 Psybeam The target is attacked with a peculiar ray. This may also leave the target confused. Special Psychic 65 100 20
12 Confusion The target is hit by a weak telekinetic force. This may also confuse the target. Special Psychic 50 100 25
48 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
32 Hypnosis The user employs hypnotic suggestion to make the target fall into a deep sleep. Status Psychic 0 60 20
1 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
1 Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns. Status Psychic 0 0 30
1 Reflect A wondrous wall of light is put up to reduce damage from physical attacks for five turns. Status Psychic 0 0 20
1 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
20 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
1 Safeguard The user creates a protective field that prevents status conditions for five turns. Status Normal 0 0 25
1 Baton Pass The user switches places with a party Pokémon in waiting and passes along any stat changes. Status Normal 0 0 40
1 Encore The user compels the target to keep using only the move it last used for three turns. Status Normal 0 100 5
1 Rapid Spin A spin attack that can also eliminate such moves as Bind, Wrap, Leech Seed, and Spikes. Physical Normal 50 100 40
36 Mirror Coat A retaliation move that counters any special attack, inflicting double the damage taken. Special Psychic 0 100 20
1 Role Play The user mimics the target completely, copying the target’s natural Ability. Status Psychic 0 0 10
1 Recycle The user recycles a held item that has been used in battle so it can be used again. Status Normal 0 0 10
52 Teeter Dance The user performs a wobbly dance that confuses the Pokémon around it. Status Normal 0 100 20
1 Slack Off The user slacks off, restoring its own HP by up to half of its max HP. Status Normal 0 0 10
1 Fake Tears The user feigns crying to fluster the target, harshly lowering its Sp. Def stat. Status Dark 0 100 20
1 Block The user blocks the target’s way with arms spread wide to prevent escape. Status Normal 0 0 5
1 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
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 Ice Shard The user flash-freezes chunks of ice and hurls them at the target. This move always goes first. Physical Ice 40 100 30
1 After You The user helps the target and makes it use its move right after the user. Status Normal 0 0 15
16 Ally Switch The user teleports using a strange power and switches places with one of its allies. Status Psychic 0 0 15
44 Freeze Dry The user rapidly cools the target. This may also leave the target frozen. This move is super effective on Water types. Special Ice 70 100 20
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
1 Dazzling Gleam The user damages opposing Pokémon by emitting a powerful flash. Special Fairy 80 100 10

Mr RIME 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 Ice Punch The target is punched with an icy fist. This may also leave the target frozen. Physical Ice 75 100 15
0 Mega Kick The target is attacked by a kick launched with muscle-packed power. Physical Normal 120 75 5
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 Ice Beam The target is struck with an icy-cold beam of energy. This may also leave the target frozen. Special Ice 90 100 10
0 Blizzard A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen. Special Ice 110 70 5
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 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 Screech An earsplitting screech harshly lowers the target’s Defense stat. Status Normal 0 85 40
0 Metronome The user waggles a finger and stimulates its brain into randomly using nearly any move. Status Normal 0 0 10
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 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
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 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 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 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 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 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 Future Sight Two turns after this move is used, a hunk of psychic energy attacks the target. Special Psychic 120 100 10
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 Hail The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. Status Ice 0 0 10
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 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 Helping Hand The user assists an ally by boosting the power of that ally’s attack. Status Normal 0 0 20
0 Trick The user catches the target off guard and swaps its held item with its own. Status Psychic 0 100 10
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 Icicle Spear The user launches sharp icicles at the target two to five times in a row. Physical Ice 25 100 30
0 Iron Defense The user hardens its body’s surface like iron, sharply raising its Defense stat. Status Steel 0 0 15
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 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 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
0 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
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 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 Avalanche An attack move that inflicts double the damage if the user has been hurt by the target in the same turn. Physical Ice 60 100 10
0 Zen Headbutt The user focuses its willpower to its head and attacks the target. This may also make the target flinch. Physical Psychic 80 90 15
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 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 Wonder Room The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns. Status Psychic 0 0 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 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 Foul Play The user turns the target’s power against it. The higher the target’s Attack stat, the greater the move’s power. Physical Dark 95 100 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 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
0 Stomping Tantrum Driven by frustration, the user attacks the target. If the user’s previous move has failed, the power of this move doubles. Physical Ground 75 100 10

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