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Mr. Mime sprite

#0122

Mr. Mime

psychicfairy1.3 m · 54.5 kg

Base stats 460 total

HP
40
Atk
45
Def
65
SpA
100
SpD
120
Spe
90

Abilities

  • Soundproof
  • Filter
  • Technician hidden

Learnset

What Mr. Mime learns in Red / Blue. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games. Hacks rebalance individual moves — Blue Kaizo's docs are the authority on exact numbers.

Level7

  • 1BarrierpsychicStatus20 PPRaises the user’s Defense by two stages.
  • 1ConfusionpsychicSpecial50 BP100% acc25 PPHas a chance to confuse the target.
  • 15ConfusionpsychicSpecial50 BP100% acc25 PPHas a chance to confuse the target.
  • 23Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • 31Double SlapnormalPhysical15 BP85% acc10 PPHits 2-5 times in one turn.
  • 39MeditatepsychicStatus40 PPRaises the user’s Attack by one stage.
  • 47SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.

TM/HM27

  • BidenormalPhysical10 PPUser waits for two turns, then hits back for twice the damage it took.
  • Body SlamnormalPhysical85 BP100% acc15 PPHas a chance to paralyze the target.
  • CounterfightingPhysical100% acc20 PPInflicts twice the damage the user received from the last physical hit it took.
  • Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • Double TeamnormalStatus15 PPRaises the user’s evasion by one stage.
  • FlashnormalStatus100% acc20 PPLowers the target’s accuracy by one stage.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Mega KicknormalPhysical120 BP75% acc5 PPInflicts regular damage with no additional effect.
  • Mega PunchnormalPhysical80 BP85% acc20 PPInflicts regular damage with no additional effect.
  • MetronomenormalStatus10 PPRandomly selects and uses any move in the game.
  • MimicnormalStatus10 PPCopies the target’s last used move.
  • PsychicpsychicSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • PsywavepsychicSpecial100% acc15 PPInflicts damage between 50% and 150% of the user’s level.
  • RagenormalPhysical20 BP100% acc20 PPIf the user is hit after using this move, its Attack rises by one stage.
  • ReflectpsychicStatus20 PPReduces damage from physical attacks by half.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • Seismic TossfightingPhysical100% acc20 PPInflicts damage equal to the user’s level.
  • Skull BashnormalPhysical130 BP100% acc10 PPRaises the user’s Defense by one stage. User charges for one turn before attacking.
  • Solar BeamgrassSpecial120 BP100% acc10 PPRequires a turn to charge before attacking.
  • SubmissionfightingPhysical80 BP80% acc20 PPUser receives 1/4 the damage it inflicts in recoil.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • Take DownnormalPhysical90 BP85% acc20 PPUser receives 1/4 the damage it inflicts in recoil.
  • TeleportpsychicStatus20 PPImmediately ends wild battles. No effect otherwise.
  • ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
  • Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • ToxicpoisonStatus90% acc10 PPBadly poisons the target, inflicting more damage every turn.

Appears in 24 games

Click a game to see the learnset as it works there; click again to go back to the latest.