Mime Jr. • Generation VIII Pokédex

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Mime-jr
Pokédex Page for Mime Jr.

This is the Marriland Pokédex page for Mime Jr., showing its information and moves in Pokémon Sword & Shield as well as Pokémon Brilliant Diamond & Shining Pearl.

To choose which version to view Mime Jr.'s moves and location information from, please use the toggle below, or use the toggles further down in the page.

Mime Jr.

Mime-jr
Sprite of Mime Jr. in Pokémon HOME

Mime Jr.'s Type

PSYCHIC
FAIRY

Mime Jr.'s Pokédex #s

National #
439
Galar #
364
Armor #
--
Crown #
10
Sinnoh #
94

Mime Jr.'s Base Stats

HP:
20
Attack:
25
Defense:
45
Sp. Atk:
70
Sp. Def:
90
Speed:
60
Total:
310

Misc. Info

Height:
2'0" (0.6m)
Weight:
28.7 lbs. (13 kg)
Gender Ratio:
Egg Groups:
Undiscovered
EXP At Lv. 100:
1,000,000
EV Yield:
1 Sp. Def
Base EXP:
62
Catch Rate:
145
Base Happiness:
70

Mime Jr.'s Abilities

Here are what abilities Mime Jr. can possibly have, along with their effects.
Soundproof
Mime Jr. is unaffected by sound-based moves.
Filter
Reduces the damage of super-effective moves that hit Mime Jr. by 25%.
Technician
All of Mime Jr.'s moves with a base power of 60 or less have their power increased by 50%.

Weaknesses & Resistances

Below is a list of what Mime Jr.'s weakness and resistance is to various types.
POISON
GHOST
STEEL
½
PSYCHIC
¼
FIGHTING
immune
DRAGON

Mime Jr.'s Evolution Line

Mime Jr. does not evolve into any other known or available Pokémon.

Mime Jr.'s Moves in Brilliant Diamond & Shining Pearl

Below is a list of all of the moves that Mime Jr. can learn, along with what level it learns the move, the TM or TR number, and what egg moves it can learn, if any. Hover over a move (desktop/laptop) or click the ? button next to the move (mobile/tablet) to find out more about the move.

Level Up Moves

Here are all of the moves Mime Jr. learns via level up. Anything marked "Evo." means it learns it upon evolving. If the level is 1, it can be relearned at a Pokémon Center.
Lv. Move Type Category Power Acc.% PP Target Info
1
Pound
Damages the target.
NORMAL
PHYSICAL
40 100% 35 One Target
1
Copycat
Copies the last used move of any Pokémon and uses it immediately.
NORMAL
STATUS
-- -- 20 User
4
Baton Pass
Switches to another Pokémon on your team and keeps stat modifiers and effects.
NORMAL
STATUS
-- -- 40 User
8
Encore
Forces the target to use its recent move for a few turns.
NORMAL
STATUS
-- 100% 5 One Target
12
Confusion
Has a 10% chance of confusing the target.
PSYCHIC
SPECIAL
50 100% 25 One Target
16
Role Play
Copies the target's ability.
PSYCHIC
STATUS
-- -- 10 One Target
20
Protect
Protects Mime Jr. from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
24
Recycle
If Mime Jr. used a held item previously, it reequips that item.
NORMAL
STATUS
-- -- 10 User
28
Psybeam
Has a 10% chance of confusing the target.
PSYCHIC
SPECIAL
65 100% 20 One Target
32
Mimic
Replaces this move with the last move used by the foe until the battle ends.
NORMAL
STATUS
-- -- 10 One Target
36
Light Screen
Reduces damage from Special-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 30 User's Field
36
Reflect
Reduces damage from Physical-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 20 User's Field
36
Safeguard
Protects your team from status conditions for the next 5 turns.
NORMAL
STATUS
-- -- 25 User's Field
40
Sucker Punch
Has +1 priority. Fails unless the target uses a damaging move.
DARK
PHYSICAL
70 100% 5 One Target
44
Dazzling Gleam
Damages all nearby enemies.
FAIRY
SPECIAL
80 100% 10 Nearby Enemies
48
Psychic
10% chance of lowering the target's Sp. Def by one stage.
PSYCHIC
SPECIAL
90 100% 10 One Target
52
Teeter Dance
Confuses all other Pokémon on the field.
NORMAL
STATUS
-- 100% 20 All But Self

TM Moves

Here are all of the moves that Mime Jr. can learn via TM (Technical Machine). These moves can be taught an unlimited number of times once the TM is obtained.
TM Move Type Category Power Acc.% PP Target Info
TM11
Solar Beam
Charges for a turn, attacks on the second turn. No charge time in the sun; half damage in the rain.
GRASS
SPECIAL
120 100% 10 One Target
TM14
Thunder Wave
Paralyzes the target.
ELECTRIC
STATUS
-- 90% 20 One Target
TM17
Light Screen
Reduces damage from Special-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 30 User's Field
TM18
Reflect
Reduces damage from Physical-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 20 User's Field
TM19
Safeguard
Protects your team from status conditions for the next 5 turns.
NORMAL
STATUS
-- -- 25 User's Field
TM21
Rest
Mime Jr. restores its HP to full and falls asleep for two turns.
PSYCHIC
STATUS
-- -- 10 User
TM23
Thief
Damages the target and steals its held item.
DARK
PHYSICAL
60 100% 25 One Target
TM24
Snore
Can only be used while asleep. 30% chance of making the target flinch.
NORMAL
SPECIAL
50 100% 15 One Target
TM25
Protect
Protects Mime Jr. from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM27
Icy Wind
100% chance of lowering all nearby enemies' Speed by one stage.
ICE
SPECIAL
55 95% 15 Nearby Enemies
TM29
Charm
Lowers the target's Attack by two stages.
FAIRY
STATUS
-- 100% 20 One Target
TM31
Attract
Infatuates Pokémon of the opposite gender.
NORMAL
STATUS
-- 100% 15 One Target
TM33
Rain Dance
Changes the weather to rainy for 5 turns.
WATER
STATUS
-- -- 5 Entire Field
TM34
Sunny Day
Changes the weather to sunny for 5 turns.
FIRE
STATUS
-- -- 5 Entire Field
TM39
Facade
Does double damage if Mime Jr. is poisoned, burned, or paralyzed.
NORMAL
PHYSICAL
70 100% 20 One Target
TM41
Helping Hand
Increases the power of ally Pokémon's moves for the rest of the turn.
NORMAL
STATUS
-- -- 20 Ally
TM43
Brick Break
Breaks the opponent's Light Screen or Reflect.
FIGHTING
PHYSICAL
75 100% 15 One Target
TM59
Fling
Throws Mime Jr.'s held item. Type and power depend on the item.
DARK
PHYSICAL
varies 100% 10 One Target
TM63
Drain Punch
Heals Mime Jr. by half the damage dealt.
FIGHTING
PHYSICAL
75 100% 10 One Target
TM70
Trick Room
For the next 5 turns, turn order is reversed, so slower Pokémon go first. (Priority still functions as usual.)
PSYCHIC
STATUS
-- -- 5 Entire Field
TM71
Wonder Room
For the next 5 turns, all Pokémon's Defense and Special Defense stats are swapped.
PSYCHIC
STATUS
-- -- 10 Entire Field
TM72
Magic Room
For the next 5 turns, all Pokémon's held items have no effect and can't be used.
PSYCHIC
STATUS
-- -- 10 Entire Field
TM76
Round
Deals double damage if Round has already been used and causes any other Pokémon using Round to use it immediately afterward.
NORMAL
SPECIAL
60 100% 15 One Target
TM89
Misty Terrain
Activates Misty Terrain for 5 turns, which protects non-airborne Pokémon from status conditions and halves damage from Dragon-type moves.
FAIRY
STATUS
-- -- 10 Entire Field
TM91
Psychic Terrain
Activates Psychic Terrain for 5 turns, which protects non-airborne Pokémon from priority moves and powers up Psychic-type moves by 50%.
PSYCHIC
STATUS
-- -- 10 Entire Field

TR Moves

Here are all of the moves that Mime Jr. can learn via TR (Technical Record). These moves can be taught only once per TR, but TRs can be obtained in the Wild Area and other locations.
TR Move Type Category Power Acc.% PP Target Info
TR08
Thunderbolt
Has a 10% chance to paralyze the target.
ELECTRIC
SPECIAL
90 100% 15 One Target
TR09
Thunder
30% chance of paralyzing the target. 100% accuracy in the rain and 50% accuracy in sunny weather.
ELECTRIC
SPECIAL
110 70% 10 One Target
TR11
Psychic
10% chance of lowering the target's Sp. Def by one stage.
PSYCHIC
SPECIAL
90 100% 10 One Target
TR20
Substitute
Costs 25% of Mime Jr.'s max HP. Sets up a Substitute to block effects and damage.
NORMAL
STATUS
-- -- 10 User
TR25
Psyshock
Psyshock uses the target's Defense stat to calculate damage instead of its Special Defense.
PSYCHIC
SPECIAL
80 100% 10 One Target
TR26
Endure
Will survive any hit with at least 1 HP left this turn. 50% chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TR27
Sleep Talk
Can only be used while asleep. Uses one of Mime Jr.'s moves at random.
NORMAL
STATUS
-- -- 10 User
TR29
Baton Pass
Switches to another Pokémon on your team and keeps stat modifiers and effects.
NORMAL
STATUS
-- -- 40 User
TR30
Encore
Forces the target to use its recent move for a few turns.
NORMAL
STATUS
-- 100% 5 One Target
TR33
Shadow Ball
20% chance of lowering the target's Sp. Def by one stage.
GHOST
SPECIAL
80 100% 15 One Target
TR34
Future Sight
Does its damage after two more turns have passed.
PSYCHIC
SPECIAL
120 100% 10 One Target
TR35
Uproar
Lose control for up to 5 turns. While the Uproar is active, no Pokémon can be asleep.
NORMAL
SPECIAL
90 100% 10 Random Enemy
TR37
Taunt
Prevents the target from using Status moves for the next few turns.
DARK
STATUS
-- 100% 20 One Target
TR38
Trick
Switches Mime Jr.'s held item with the target's.
PSYCHIC
STATUS
-- 100% 10 One Target
TR40
Skill Swap
Swaps Mime Jr.'s ability with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
TR49
Calm Mind
Raises Mime Jr.'s Special Attack and Special Defense by one stage.
PSYCHIC
STATUS
-- -- 20 User
TR68
Nasty Plot
Raises Mime Jr.'s Special Attack by two stages.
DARK
STATUS
-- -- 20 User
TR77
Grass Knot
Does more damage depending on how heavy the target is.
GRASS
SPECIAL
varies 100% 20 One Target
TR82
Stored Power
Increases power by 20 for each positive stat modifier Mime Jr. has, excluding accuracy or evasion.
PSYCHIC
SPECIAL
20 100% 10 One Target
TR83
Ally Switch
Switches places with Mime Jr. for the rest of the battle.
PSYCHIC
STATUS
-- -- 15 User
TR92
Dazzling Gleam
Damages all nearby enemies.
FAIRY
SPECIAL
80 100% 10 Nearby Enemies

Egg Moves

Here are all of the moves that Mime Jr. can learn as Egg Moves. In the case of evolved Pokémon, it shows what Egg Moves it can learn in its lowest evolutionary stage. Click the word EGG to find compatible breeding Pokémon to get that Egg Move onto Mime Jr..
Move Type Category Power Acc.% PP Target Info
EGG
Hypnosis
Puts the target to sleep.
PSYCHIC
STATUS
-- 60% 20 One Target
EGG
Fake Out
+3 priority. 100% chance of making the target flinch. Fails unless used on the first turn Mime Jr. is sent out.
NORMAL
PHYSICAL
40 100% 10 One Target
EGG
Confuse Ray
Confuses the target.
GHOST
STATUS
-- 100% 10 One Target
EGG
Power Split
Averages Mime Jr.'s Attack and Special Attack stats with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
EGG
Tickle
Lowers the target's Attack and Defense by one stage.
NORMAL
STATUS
-- 100% 20 One Target
EGG
Hypnosis
Puts the target to sleep.
PSYCHIC
STATUS
-- 60% 20 One Target
EGG
Fake Out
+3 priority. 100% chance of making the target flinch. Fails unless used on the first turn Mime Jr. is sent out.
NORMAL
PHYSICAL
40 100% 10 One Target
EGG
Confuse Ray
Confuses the target.
GHOST
STATUS
-- 100% 10 One Target
EGG
Power Split
Averages Mime Jr.'s Attack and Special Attack stats with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
EGG
Tickle
Lowers the target's Attack and Defense by one stage.
NORMAL
STATUS
-- 100% 20 One Target

Level Up Moves

Here are all of the moves Mime Jr. learns via level up. Anything marked "Evo." means it learns it upon evolving. If the level is 1, it can be relearned at a Pokémon Center.
Lv. Move Type Category Power Acc.% PP Target Info
1
Pound
Damages the target.
NORMAL
PHYSICAL
40 100% 35 One Target
1
Copycat
Copies the last used move of any Pokémon and uses it immediately.
NORMAL
STATUS
-- -- 20 User
4
Baton Pass
Switches to another Pokémon on your team and keeps stat modifiers and effects.
NORMAL
STATUS
-- -- 40 User
8
Encore
Forces the target to use its recent move for a few turns.
NORMAL
STATUS
-- 100% 5 One Target
12
Confusion
Has a 10% chance of confusing the target.
PSYCHIC
SPECIAL
50 100% 25 One Target
16
Role Play
Copies the target's ability.
PSYCHIC
STATUS
-- -- 10 One Target
20
Protect
Protects Mime Jr. from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
24
Recycle
If Mime Jr. used a held item previously, it reequips that item.
NORMAL
STATUS
-- -- 10 User
28
Psybeam
Has a 10% chance of confusing the target.
PSYCHIC
SPECIAL
65 100% 20 One Target
32
Mimic
Replaces this move with the last move used by the foe until the battle ends.
NORMAL
STATUS
-- -- 10 One Target
36
Light Screen
Reduces damage from Special-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 30 User's Field
36
Reflect
Reduces damage from Physical-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 20 User's Field
36
Safeguard
Protects your team from status conditions for the next 5 turns.
NORMAL
STATUS
-- -- 25 User's Field
40
Sucker Punch
Has +1 priority. Fails unless the target uses a damaging move.
DARK
PHYSICAL
70 100% 5 One Target
44
Dazzling Gleam
Damages all nearby enemies.
FAIRY
SPECIAL
80 100% 10 Nearby Enemies
48
Psychic
10% chance of lowering the target's Sp. Def by one stage.
PSYCHIC
SPECIAL
90 100% 10 One Target
52
Teeter Dance
Confuses all other Pokémon on the field.
NORMAL
STATUS
-- 100% 20 All But Self

TM Moves

Here are all of the moves that Mime Jr. can learn via TM (Technical Machine). These moves can be taught once per use of the TM.
TM Move Type Category Power Acc.% PP Target Info
TM01
Focus Punch
Low priority. Charges for the turn. If hit, lose focus and do nothing for the turn.
FIGHTING
PHYSICAL
150 100% 20 One Target
TM04
Calm Mind
Raises Mime Jr.'s Special Attack and Special Defense by one stage.
PSYCHIC
STATUS
-- -- 20 User
TM11
Sunny Day
Changes the weather to sunny for 5 turns.
FIRE
STATUS
-- -- 5 Entire Field
TM12
Taunt
Prevents the target from using Status moves for the next few turns.
DARK
STATUS
-- 100% 20 One Target
TM16
Light Screen
Reduces damage from Special-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 30 User's Field
TM17
Protect
Protects Mime Jr. from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM18
Rain Dance
Changes the weather to rainy for 5 turns.
WATER
STATUS
-- -- 5 Entire Field
TM20
Safeguard
Protects your team from status conditions for the next 5 turns.
NORMAL
STATUS
-- -- 25 User's Field
TM21
Dazzling Gleam
Damages all nearby enemies.
FAIRY
SPECIAL
80 100% 10 Nearby Enemies
TM22
Solar Beam
Charges for a turn, attacks on the second turn. No charge time in the sun; half damage in the rain.
GRASS
SPECIAL
120 100% 10 One Target
TM24
Thunderbolt
Has a 10% chance to paralyze the target.
ELECTRIC
SPECIAL
90 100% 15 One Target
TM25
Thunder
30% chance of paralyzing the target. 100% accuracy in the rain and 50% accuracy in sunny weather.
ELECTRIC
SPECIAL
110 70% 10 One Target
TM29
Psychic
10% chance of lowering the target's Sp. Def by one stage.
PSYCHIC
SPECIAL
90 100% 10 One Target
TM30
Shadow Ball
20% chance of lowering the target's Sp. Def by one stage.
GHOST
SPECIAL
80 100% 15 One Target
TM31
Brick Break
Breaks the opponent's Light Screen or Reflect.
FIGHTING
PHYSICAL
75 100% 15 One Target
TM32
Double Team
Raises Mime Jr.'s Evasion by one stage.
NORMAL
STATUS
-- -- 15 User
TM33
Reflect
Reduces damage from Physical-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 20 User's Field
TM34
Shock Wave
Doesn't miss the target.
ELECTRIC
SPECIAL
60 -- 20 One Target
TM41
Torment
Prevents the target from using the same move twice in a row.
DARK
STATUS
-- 100% 15 One Target
TM42
Facade
Does double damage if Mime Jr. is poisoned, burned, or paralyzed.
NORMAL
PHYSICAL
70 100% 20 One Target
TM44
Rest
Mime Jr. restores its HP to full and falls asleep for two turns.
PSYCHIC
STATUS
-- -- 10 User
TM45
Attract
Infatuates Pokémon of the opposite gender.
NORMAL
STATUS
-- 100% 15 One Target
TM46
Thief
Damages the target and steals its held item.
DARK
PHYSICAL
60 100% 25 One Target
TM48
Skill Swap
Swaps Mime Jr.'s ability with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
TM56
Fling
Throws Mime Jr.'s held item. Type and power depend on the item.
DARK
PHYSICAL
varies 100% 10 One Target
TM57
Charge Beam
Has a 70% chance to raise Mime Jr.'s Special Attack by one stage.
ELECTRIC
SPECIAL
50 90% 10 One Target
TM58
Endure
Will survive any hit with at least 1 HP left this turn. 50% chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM60
Drain Punch
Heals Mime Jr. by half the damage dealt.
FIGHTING
PHYSICAL
75 100% 10 One Target
TM63
Nasty Plot
Raises Mime Jr.'s Special Attack by two stages.
DARK
STATUS
-- -- 20 User
TM67
Recycle
If Mime Jr. used a held item previously, it reequips that item.
NORMAL
STATUS
-- -- 10 User
TM70
Flash
Lowers the target's Accuracy by one stage.
NORMAL
STATUS
-- 100% 20 One Target
TM73
Thunder Wave
Paralyzes the target.
ELECTRIC
STATUS
-- 90% 20 One Target
TM77
Psych Up
Copies all stat modifiers on the target.
NORMAL
STATUS
-- -- 10 One Target
TM82
Sleep Talk
Can only be used while asleep. Uses one of Mime Jr.'s moves at random.
NORMAL
STATUS
-- -- 10 User
TM85
Dream Eater
Heals Mime Jr. by half the damage dealt. Fails unless foe is asleep.
PSYCHIC
SPECIAL
100 100% 15 One Target
TM86
Grass Knot
Does more damage depending on how heavy the target is.
GRASS
SPECIAL
varies 100% 20 One Target
TM87
Swagger
Raises the target's Attack by two stages and confuses it.
NORMAL
STATUS
-- 85% 15 One Target
TM90
Substitute
Costs 25% of Mime Jr.'s max HP. Sets up a Substitute to block effects and damage.
NORMAL
STATUS
-- -- 10 User
TM92
Trick Room
For the next 5 turns, turn order is reversed, so slower Pokémon go first. (Priority still functions as usual.)
PSYCHIC
STATUS
-- -- 5 Entire Field

Egg Moves

Here are all of the moves that Mime Jr. can learn as Egg Moves. In the case of evolved Pokémon, it shows what Egg Moves it can learn in its lowest evolutionary stage. Click the word EGG to find compatible breeding Pokémon to get that Egg Move onto Mime Jr..
Move Type Category Power Acc.% PP Target Info
EGG
Hypnosis
Puts the target to sleep.
PSYCHIC
STATUS
-- 60% 20 One Target
EGG
Fake Out
+3 priority. 100% chance of making the target flinch. Fails unless used on the first turn Mime Jr. is sent out.
NORMAL
PHYSICAL
40 100% 10 One Target
EGG
Confuse Ray
Confuses the target.
GHOST
STATUS
-- 100% 10 One Target
EGG
Power Split
Averages Mime Jr.'s Attack and Special Attack stats with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
EGG
Tickle
Lowers the target's Attack and Defense by one stage.
NORMAL
STATUS
-- 100% 20 One Target
EGG
Future Sight
Does its damage after two more turns have passed.
PSYCHIC
SPECIAL
120 100% 10 One Target
EGG
Mimic
Replaces this move with the last move used by the foe until the battle ends.
NORMAL
STATUS
-- -- 10 One Target
EGG
Trick
Switches Mime Jr.'s held item with the target's.
PSYCHIC
STATUS
-- 100% 10 One Target
EGG
Teeter Dance
Confuses all other Pokémon on the field.
NORMAL
STATUS
-- 100% 20 All But Self
EGG
Healing Wish
Mime Jr. faints and fully restores the HP and status conditions of the next Pokémon sent out.
PSYCHIC
STATUS
-- -- 10 User
EGG
Charm
Lowers the target's Attack by two stages.
FAIRY
STATUS
-- 100% 20 One Target
EGG
Magic Room
For the next 5 turns, all Pokémon's held items have no effect and can't be used.
PSYCHIC
STATUS
-- -- 10 Entire Field
EGG
Icy Wind
100% chance of lowering all nearby enemies' Speed by one stage.
ICE
SPECIAL
55 95% 15 Nearby Enemies
EGG
Hypnosis
Puts the target to sleep.
PSYCHIC
STATUS
-- 60% 20 One Target
EGG
Fake Out
+3 priority. 100% chance of making the target flinch. Fails unless used on the first turn Mime Jr. is sent out.
NORMAL
PHYSICAL
40 100% 10 One Target
EGG
Confuse Ray
Confuses the target.
GHOST
STATUS
-- 100% 10 One Target
EGG
Power Split
Averages Mime Jr.'s Attack and Special Attack stats with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
EGG
Tickle
Lowers the target's Attack and Defense by one stage.
NORMAL
STATUS
-- 100% 20 One Target
EGG
Future Sight
Does its damage after two more turns have passed.
PSYCHIC
SPECIAL
120 100% 10 One Target
EGG
Mimic
Replaces this move with the last move used by the foe until the battle ends.
NORMAL
STATUS
-- -- 10 One Target
EGG
Trick
Switches Mime Jr.'s held item with the target's.
PSYCHIC
STATUS
-- 100% 10 One Target
EGG
Teeter Dance
Confuses all other Pokémon on the field.
NORMAL
STATUS
-- 100% 20 All But Self
EGG
Magic Room
For the next 5 turns, all Pokémon's held items have no effect and can't be used.
PSYCHIC
STATUS
-- -- 10 Entire Field
EGG
Icy Wind
100% chance of lowering all nearby enemies' Speed by one stage.
ICE
SPECIAL
55 95% 15 Nearby Enemies

Mime Jr.'s Detailed Stats

Below you'll find a more detailed table containing Mime Jr.'s calculated stats, which are the stats that you actually see displayed in game. These are affected by a variety of things, such as level, Effort Values (EVs), Individual Values (IVs), and Mime Jr.'s Nature.

By default, the stats you see in the table below show four different possibilities, all assuming Mime Jr. is level 100: its stats with 0 EVs, 252+ (max) EVs, 0 IVs, and 31 (max) IVs. Nature is not shown by default, so its maximum is 10% higher than shown here, and minium 10% lower.
Stats at
level 100
0 EVs 252+ EVs Base Stat
Min Max Min Max
HP
150 181 213 244 20
Attack
55 86 118 149 25
Defense
95 126 158 189 45
Sp. Atk
145 176 208 239 70
Sp. Def
185 216 248 279 90
Speed
125 156 188 219 60
Total
310

Where to Find Mime Jr. in Brilliant Diamond & Shining Pearl

If you're looking for where to find Mime Jr., you'll find the various methods listed down below, along with any notes or special locations. This should help you figure out how to get Mime Jr. in Pokémon Sword & Shield. (Currently this does not show most "strong" static encounters or Max Raid Battles.)

Special Ways to Get Mime Jr.

Breed a female Mr. Mime, Galarian Mr. Mime, or Mr. Rime holding an Odd Incense Odd Incense (or male with a Ditto) with a compatible Pokémon and then hatch the resulting egg to receive a Mime Jr.

Mime Jr. in the Wild

Slippery Slope

Random Encounters
Normal Weather
Norm.
Overcast
Over.
Raining
Rain
Thunderstorm
Strm.
Intense Sun
Sun
Snowing
Snow
Blizzard
Bliz.
Sandstorm
Sand.
Heavy Fog
Fog
20% 20% 100% 100% 16% 25% 25% 100% 16%
Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65

Frostpoint Field

Random Encounters
Normal Weather
Norm.
Overcast
Over.
Raining
Rain
Thunderstorm
Strm.
Intense Sun
Sun
Snowing
Snow
Blizzard
Bliz.
Sandstorm
Sand.
Heavy Fog
Fog
25% 25% 100% 100% 20% 25% 25% 100% 20%
Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65

Giant's Bed

Random Encounters
Normal Weather
Norm.
Overcast
Over.
Raining
Rain
Thunderstorm
Strm.
Intense Sun
Sun
Snowing
Snow
Blizzard
Bliz.
Sandstorm
Sand.
Heavy Fog
Fog
20% 20% 20% 16% 16% 20% 20% 100% 20%
Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65

Old Cemetery

Random Encounters
Normal Weather
Norm.
Overcast
Over.
Raining
Rain
Thunderstorm
Strm.
Intense Sun
Sun
Snowing
Snow
Blizzard
Bliz.
Sandstorm
Sand.
Heavy Fog
Fog
20% 16% 16% 14% 16% 16% 16% 100% 16%
Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65

Snowslide Slope

Random Encounters
Normal Weather
Norm.
Overcast
Over.
Raining
Rain
Thunderstorm
Strm.
Intense Sun
Sun
Snowing
Snow
Blizzard
Bliz.
Sandstorm
Sand.
Heavy Fog
Fog
25% 25% 100% 100% 20% 25% 25% 100% 33%
Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65

Giant's Foot

Random Encounters
Normal Weather
Norm.
Overcast
Over.
Raining
Rain
Thunderstorm
Strm.
Intense Sun
Sun
Snowing
Snow
Blizzard
Bliz.
Sandstorm
Sand.
Heavy Fog
Fog
25% 25% 25% 20% 20% 25% 25% 100% 25%
Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65

Frigid Sea

Random Encounters
Normal Weather
Norm.
Overcast
Over.
Raining
Rain
Thunderstorm
Strm.
Intense Sun
Sun
Snowing
Snow
Blizzard
Bliz.
Sandstorm
Sand.
Heavy Fog
Fog
33% 33% 25% 20% 100% 25% 25% 100% 25%
Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65

Three-Point Pass

Random Encounters
Normal Weather
Norm.
Overcast
Over.
Raining
Rain
Thunderstorm
Strm.
Intense Sun
Sun
Snowing
Snow
Blizzard
Bliz.
Sandstorm
Sand.
Heavy Fog
Fog
25% 25% 25% 20% 20% 25% 25% 100% 25%
Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65

Ballimere Lake

Random Encounters
Normal Weather
Norm.
Overcast
Over.
Raining
Rain
Thunderstorm
Strm.
Intense Sun
Sun
Snowing
Snow
Blizzard
Bliz.
Sandstorm
Sand.
Heavy Fog
Fog
19% 31% 19% 19% 19% 23% 100% 100% 23%
Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65 Lv. 60-65
Location information on where to find Mime Jr. in Pokémon Brilliant Diamond & Shining Pearl will be coming to the Marriland Pokédex in a future update! Thank you for your patience!

Pokédex Entries for Mime Jr.

Generation 8 Pokédex Entries

Sword
It mimics everyone it sees, but it puts extra effort into copying the graceful dance steps of Mr. Rime as practice.
Shield
It looks for a Mr. Rime that's a good dancer and carefully copies the Mr. Rime's steps like an apprentice.

Generation 7 Pokédex Entries

Ultra Sun
It does its absolute best to mimic the movements and expressions of its opponents, but it's still not very good at it.
Ultra Moon
When this gifted mimic surprises an opponent, Mime Jr. feels so happy that it ends up forgetting it was imitating something.

Generation 6 Pokédex Entries

X Omega Ruby
In an attempt to confuse its enemy, it mimics the enemy's movements. Then it wastes no time in making itself scarce!
Y Alpha Sapphire
It habitually mimics foes. Once mimicked, the foe cannot take its eyes off this Pokémon.

Generation 5 Pokédex Entries

Black White Black 2 White 2
It mimics the expressions and motions of those it sees to understand the feelings of others.

Generation 4 Pokédex Entries

Diamond
It habitually mimics foes. Once mimicked, the foe cannot take its eyes off this Pokémon.
Pearl
It likes places where people gather. It mimics foes to confuse them, then makes its getaway.
Platinum
It mimics the expressions and motions of those it sees to understand the feelings of others.
HeartGold SoulSilver
In an attempt to confuse its enemy, it mimics the enemy's movements. Then it wastes no time in making itself scarce!
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