Mr. Mime
Rank #164![]()
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HP
115
Atk
65
Def
85
SpA
120
SpD
140
Spe
110
Total635
Usage Format
Mr. Mime Abilities
Mr. Mime Type Effectiveness
Weak to
Resistant to
Immune to
Damaged normally by
Mr. Mime Moves
| Usage | Move | Type | Category | Target | Power | Acc | PP | Prio | Description |
|---|
| 67.6% | Wide Guard | Own Side | — | ∞ | 12 | +3 | During the turn this move is used, the user protects its side from moves that target all allies. | ||
| 52.2% | Fake Out | Single | 40 | 100 | 12 | +3 | Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle. | ||
| 47.2% | Dazzling Gleam | All Foes | 80 | 100 | 12 | 0 | — | ||
| 29% | Expanding Force | Single | 80 | 100 | 12 | 0 | If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents. | ||
| 22.8% | Ally Switch | Self | — | ∞ | 16 | +2 | The user switches spots with one of its allies. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | ||
| 22.2% | Psychic | Single | 90 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| 16.8% | Quick Guard | Own Side | — | ∞ | 16 | +3 | The user protects itself and its allies from priority moves for the turn. | ||
| 16% | Trick Room | Field | — | ∞ | 8 | -7 | Gives the entire field the Trick Room status for 5 turns. | ||
| 15.6% | Protect | Self | — | ∞ | 8 | +4 | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | ||
| 12.8% | Icy Wind | All Foes | 55 | 95 | 16 | 0 | Lowers targets’ Speed stats by 1 stage. | ||
| — | Fire Punch | Single | 75 | 100 | 16 | 0 | Has a 10% chance of burning the target. | ||
| — | Ice Punch | Single | 75 | 100 | 16 | 0 | Has a 10% chance of freezing the target. | ||
| — | Thunder Punch | Single | 75 | 100 | 16 | 0 | Has a 10% chance of paralyzing the target. | ||
| — | Mega Kick | Single | 120 | 75 | 8 | 0 | — | ||
| — | Body Slam | Single | 85 | 100 | 16 | 0 | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. | ||
| — | Hyper Beam | Single | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Solar Beam | Single | 120 | 100 | 12 | 0 | The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition. | ||
| — | Thunderbolt | Single | 90 | 100 | 16 | 0 | Has a 10% chance of paralyzing the target. | ||
| — | Thunder Wave | Single | — | 90 | 20 | 0 | Paralyzes the target. Ground-type Pokemon are unaffected. | ||
| — | Thunder | Single | 110 | 70 | 12 | 0 | Has a 30% chance of paralyzing the target. In rain, this move never misses. In harsh sunlight, this move’s accuracy is 50%. This move can hit a target that has the Sky-High status. | ||
| — | Hypnosis | Single | — | 60 | 20 | 0 | Puts the target to sleep. | ||
| — | Mimic | Single | — | ∞ | 12 | 0 | — | ||
| — | Confuse Ray | Single | — | 100 | 12 | 0 | Confuses the target. | ||
| — | Light Screen | Own Side | — | ∞ | 20 | 0 | Gives the user’s side the Light Screen status for 5 turns. | ||
| — | Reflect | Own Side | — | ∞ | 20 | 0 | Gives the user’s side the Reflect status for 5 turns. | ||
| — | Rest | Self | — | ∞ | 8 | 0 | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | ||
| — | Substitute | Self | — | ∞ | 12 | 0 | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. Sound-based moves will hit the user through the substitute. | ||
| — | Thief | Single | 60 | 100 | 20 | 0 | If the user is not already holding an item, it steals the target’s held item. | ||
| — | Snore | Single | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Endure | Self | — | ∞ | 12 | +4 | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | ||
| — | Charm | Single | — | 100 | 20 | 0 | Lowers the target’s Attack stat by 2 stages. | ||
| — | Attract | Single | — | 100 | 16 | 0 | Gives the target the Infatuated status. This move will fail against a target that is the same gender as the user or whose gender is unknown. | ||
| — | Sleep Talk | Self | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Safeguard | Own Side | — | ∞ | 20 | 0 | Gives the user’s side the Safeguard status for 5 turns. | ||
| — | Baton Pass | Self | — | ∞ | 20 | 0 | The user switches out of battle to be replaced by another party Pokemon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokemon switching in. | ||
| — | Encore | Single | — | 100 | 8 | 0 | Gives the target the Encore status. | ||
| — | Rain Dance | Field | — | ∞ | 8 | 0 | Summons rain for 5 turns. | ||
| — | Sunny Day | Field | — | ∞ | 8 | 0 | Summons harsh sunlight for 5 turns. | ||
| — | Shadow Ball | Single | 80 | 100 | 16 | 0 | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Future Sight | Single | 120 | 100 | 12 | 0 | Gives the target’s spot the Future Attack status. | ||
| — | Uproar | Random | 90 | 100 | 12 | 0 | The user gains the Uproar status. | ||
| — | Torment | Single | — | 100 | 16 | 0 | Gives the target the Unable to Repeat status. | ||
| — | Facade | Single | 70 | 100 | 20 | 0 | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. | ||
| — | Taunt | Single | — | 100 | 20 | 0 | Gives the target the Taunted status. | ||
| — | Helping Hand | Ally | — | ∞ | 20 | +5 | Boosts the power of an ally’s move by 50% during the turn this move is used. | ||
| — | Trick | Single | — | 100 | 12 | 0 | The user and the target swap their held items. | ||
| — | Role Play | Single | — | ∞ | 12 | 0 | Changes the user’s Ability to be the same as the target’s. | ||
| — | Recycle | Self | — | ∞ | 12 | 0 | Regenerates the last held item that the user consumed. The user then holds this item once more. | ||
| — | Brick Break | Single | 75 | 100 | 16 | 0 | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. | ||
| — | Skill Swap | Single | — | ∞ | 12 | 0 | The user and the target swap their Abilities. | ||
| — | Teeter Dance | All | — | 100 | 20 | 0 | Confuses all other Pokemon on the field. | ||
| — | Tickle | Single | — | 100 | 20 | 0 | Lowers the target’s Attack and Defense stats by 1 stage. | ||
| — | Iron Defense | Self | — | ∞ | 16 | 0 | Boosts the user’s Defense stat by 2 stages. | ||
| — | Calm Mind | Self | — | ∞ | 20 | 0 | Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage. | ||
| — | Payback | Single | 50 | 100 | 12 | 0 | This move’s power is doubled if the user attacks after the target. | ||
| — | Fling | Single | — | 100 | 12 | 0 | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | ||
| — | Copycat | Self | — | ∞ | 20 | 0 | The user mimics the move that was last used. This move fails if no other move has been used yet. | ||
| — | Power Swap | Single | — | ∞ | 12 | 0 | The user swaps the changes to its Attack and Sp. Atk stats with the changes to the target’s Attack and Sp. Atk stats. | ||
| — | Guard Swap | Single | — | ∞ | 12 | 0 | The user swaps the changes to its Defense and Sp. Def stats with the changes to the target’s Defense and Sp. Def stats. | ||
| — | Sucker Punch | Single | 70 | 100 | 8 | +1 | This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used. | ||
| — | Drain Punch | Single | 75 | 100 | 12 | 0 | The user’s HP is restored by 1/2 of the damage dealt by this move. | ||
| — | Focus Blast | Single | 120 | 70 | 8 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Energy Ball | Single | 90 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Giga Impact | Single | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Nasty Plot | Self | — | ∞ | 20 | 0 | Boosts the user’s Sp. Atk stat by 2 stages. | ||
| — | Zen Headbutt | Single | 80 | 90 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Grass Knot | Single | — | 100 | 20 | 0 | The heavier the target, the greater this move’s power (ranging between 20 and 120). | ||
| — | Charge Beam | Single | 50 | 90 | 12 | 0 | Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage. | ||
| — | Power Split | Single | — | ∞ | 12 | 0 | The user adds its Attack stat to the target’s Attack stat, then splits the total in half for them to share. It does the same with each of their Sp. Atk stats. | ||
| — | Wonder Room | Field | — | ∞ | 12 | 0 | Gives the entire field the Wonder Room status for 5 turns. | ||
| — | Psyshock | Single | 80 | 100 | 12 | 0 | This is a special move, but the damage it deals is calculated using the target’s Defense stat. | ||
| — | Magic Room | Field | — | ∞ | 12 | 0 | Gives the entire field the Magic Room status for 5 turns. | ||
| — | Foul Play | Single | 95 | 100 | 16 | 0 | The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat. | ||
| — | Round | Single | 60 | 100 | 16 | 0 | If multiple Pokemon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. | ||
| — | Stored Power | Single | 20 | 100 | 12 | 0 | This move’s power is increased by 20 for each stage that the user’s stats have been boosted. | ||
| — | Misty Terrain | Field | — | ∞ | 12 | 0 | Turns the entire field into Misty Terrain for 5 turns. | ||
| — | Mystical Fire | Single | 75 | 100 | 12 | 0 | Lowers the target’s Sp. Atk stat by 1 stage. | ||
| — | Psychic Terrain | Field | — | ∞ | 12 | 0 | Turns the entire field into Psychic Terrain for 5 turns. |