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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 Gold / Silver. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level11

  • 1BarrierpsychicStatus30 PPRaises the user’s Defense by two stages.
  • 6ConfusionpsychicSpecial50 BP100% acc25 PPHas a chance to confuse the target.
  • 11SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • 16MeditatepsychicStatus40 PPRaises the user’s Attack by one stage.
  • 21Double SlapnormalPhysical15 BP85% acc10 PPHits 2-5 times in one turn.
  • 26Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • 26ReflectpsychicStatus20 PPReduces damage from physical attacks by half.
  • 31EncorenormalStatus100% acc5 PPForces the target to repeat its last used move every turn for 2 to 6 turns.
  • 36PsybeampsychicSpecial65 BP100% acc20 PPHas a chance to confuse the target.
  • 41Baton PassnormalStatus40 PPAllows the trainer to switch out the user and pass effects along to its replacement.
  • 46SafeguardnormalStatus25 PPProtects the user’s field from major status ailments and confusion for five turns.

Egg3

  • Future SightpsychicSpecial80 BP90% acc15 PPHits the target two turns later.
  • HypnosispsychicStatus60% acc20 PPPuts the target to sleep.
  • MimicnormalStatus10 PPCopies the target’s last used move.

TM/HM31

  • AttractnormalStatus100% acc15 PPTarget falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
  • CurseunknownStatus10 PPGhosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
  • Double TeamnormalStatus15 PPRaises the user’s evasion by one stage.
  • Dream EaterpsychicSpecial100 BP100% acc15 PPOnly works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
  • Dynamic PunchfightingPhysical100 BP50% acc5 PPHas a chance to confuse the target.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • Fire PunchfirePhysical75 BP100% acc15 PPHas a chance to burn the target.
  • FlashnormalStatus70% acc20 PPLowers the target’s accuracy by one stage.
  • FrustrationnormalPhysical100% acc20 PPPower increases as happiness decreases, up to a maximum of 102.
  • HeadbuttnormalPhysical70 BP100% acc15 PPHas a chance to make the target flinch.
  • Hidden PowernormalSpecial1 BP100% acc15 PPPower and type depend upon user’s IVs. Power can range from 30 to 70.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Ice PunchicePhysical75 BP100% acc15 PPHas a chance to freeze the target.
  • Mud SlapgroundSpecial20 BP100% acc10 PPHas a chance to lower the target’s accuracy by one stage.
  • NightmareghostStatus100% acc15 PPTarget loses 1/4 its max HP every turn as long as it’s asleep.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • Psych UpnormalStatus10 PPDiscards the user’s stat changes and copies the target’s.
  • PsychicpsychicSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • ReturnnormalPhysical100% acc20 PPPower increases with happiness, up to a maximum of 102.
  • Shadow BallghostSpecial80 BP100% acc15 PPHas a chance to lower the target’s Special Defense by one stage.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • SnorenormalSpecial40 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
  • Solar BeamgrassSpecial120 BP100% acc10 PPRequires a turn to charge before attacking.
  • Sunny DayfireStatus5 PPChanges the weather to sunny for five turns.
  • SwaggernormalStatus90% acc15 PPRaises the target’s Attack by two stages and confuses the target.
  • ThiefdarkPhysical40 BP100% acc10 PPTakes the target’s item.
  • ThunderelectricSpecial120 BP70% acc10 PPHas a chance to paralyze the target.
  • Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.
  • ToxicpoisonStatus85% acc10 PPBadly poisons the target, inflicting more damage every turn.
  • Zap CannonelectricSpecial100 BP50% acc5 PPHas a chance to paralyze the target.

Appears in — 24 games

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

Mr. Mime — RunLocke Pokédex