Mr. Mime • Generation VIII Pokédex

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Mr-mime
Pokédex Page for Mr. Mime

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

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

Mr. Mime

Mr-mime
Sprite of Mr. Mime in Pokémon HOME

Mr. Mime's Type

PSYCHIC
FAIRY

Mr. Mime's Pokédex #s

National #
122
Galar #
365
Armor #
--
Crown #
11
Sinnoh #
95

Mr. Mime's Base Stats

HP:
40
Attack:
45
Defense:
65
Sp. Atk:
100
Sp. Def:
120
Speed:
90
Total:
460

Misc. Info

Height:
4'3" (1.3m)
Weight:
120.2 lbs. (54.5 kg)
Gender Ratio:
Egg Groups:
Human-Like
EXP At Lv. 100:
1,000,000
EV Yield:
2 Sp. Def
Base EXP:
161
Catch Rate:
45
Base Happiness:
70

Mr. Mime's Abilities

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

Weaknesses & Resistances

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

Mr. Mime's Evolution Line

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

Mr. Mime's Alternate Forms

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

Below is a list of all of the moves that Mr. Mime 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 Mr. Mime 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
Quick Guard
Protects your team from moves that that have positive priority for the turn.
FIGHTING
STATUS
-- -- 15 User's Field
1
Wide Guard
Protects your team from moves that hit multiple targets for the turn.
ROCK
STATUS
-- -- 10 User's Field
1
Power Swap
Mr. Mime swaps any modifiers to its Attack and Special Attack with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
1
Guard Swap
Mr. Mime swaps any modifiers to its Defense and Special Defense stats with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
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
1
Baton Pass
Switches to another Pokémon on your team and keeps stat modifiers and effects.
NORMAL
STATUS
-- -- 40 User
1
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 Mr. Mime from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
24
Recycle
If Mr. Mime 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 Mr. Mime 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
TM00
Mega Punch
Damages the target.
NORMAL
PHYSICAL
80 85% 20 One Target
TM01
Mega Kick
Damages the target.
NORMAL
PHYSICAL
120 75% 5 One Target
TM03
Fire Punch
Has a 10% chance to burn the target.
FIRE
PHYSICAL
75 100% 15 One Target
TM04
Ice Punch
Has a 10% chance to freeze the target.
ICE
PHYSICAL
75 100% 15 One Target
TM05
Thunder Punch
Has a 10% chance to paralyze the target.
ELECTRIC
PHYSICAL
75 100% 15 One Target
TM08
Hyper Beam
Requires a turn to recharge (unless it misses).
NORMAL
SPECIAL
150 90% 5 One Target
TM09
Giga Impact
Requires a turn to recharge (unless it misses).
NORMAL
PHYSICAL
150 90% 5 One Target
TM10
Magical Leaf
Doesn't miss the target.
GRASS
SPECIAL
60 -- 20 One Target
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
Mr. Mime 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 Mr. Mime 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 Mr. Mime 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
TM57
Payback
Does double damage if Mr. Mime attacks after the target.
DARK
PHYSICAL
50 100% 10 One Target
TM59
Fling
Throws Mr. Mime's held item. Type and power depend on the item.
DARK
PHYSICAL
varies 100% 10 One Target
TM60
Power Swap
Mr. Mime swaps any modifiers to its Attack and Special Attack with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
TM61
Guard Swap
Mr. Mime swaps any modifiers to its Defense and Special Defense stats with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
TM63
Drain Punch
Heals Mr. Mime 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
TM92
Mystical Fire
100% chance of lowering the target's Sp. Atk by one stage.
FIRE
SPECIAL
75 100% 10 One Target

TR Moves

Here are all of the moves that Mr. Mime 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
TR01
Body Slam
Has a 30% chance to paralyze the target.
NORMAL
PHYSICAL
85 100% 15 One Target
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
TR14
Metronome
Uses a random move.
NORMAL
STATUS
-- -- 10 User
TR20
Substitute
Costs 25% of Mr. Mime'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 Mr. Mime'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 Mr. Mime's held item with the target's.
PSYCHIC
STATUS
-- 100% 10 One Target
TR40
Skill Swap
Swaps Mr. Mime's ability with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
TR46
Iron Defense
Raises Mr. Mime's Defense by two stages.
STEEL
STATUS
-- -- 15 User
TR49
Calm Mind
Raises Mr. Mime's Special Attack and Special Defense by one stage.
PSYCHIC
STATUS
-- -- 20 User
TR64
Focus Blast
10% chance of lowering the target's Sp. Def by one stage.
FIGHTING
SPECIAL
120 70% 5 One Target
TR65
Energy Ball
10% chance of lowering the target's Sp. Def by one stage.
GRASS
SPECIAL
90 100% 10 One Target
TR68
Nasty Plot
Raises Mr. Mime's Special Attack by two stages.
DARK
STATUS
-- -- 20 User
TR69
Zen Headbutt
Has a 20% chance of causing the target to flinch.
PSYCHIC
PHYSICAL
80 90% 15 One Target
TR77
Grass Knot
Does more damage depending on how heavy the target is.
GRASS
SPECIAL
varies 100% 20 One Target
TR81
Foul Play
Foul Play uses the target's Attack stat instead of Mr. Mime's to calculate damage.
DARK
PHYSICAL
95 100% 15 One Target
TR82
Stored Power
Increases power by 20 for each positive stat modifier Mr. Mime has, excluding accuracy or evasion.
PSYCHIC
SPECIAL
20 100% 10 One Target
TR83
Ally Switch
Switches places with Mr. Mime 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 Mr. Mime 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 Mr. Mime.
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 Mr. Mime 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 Mr. Mime'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

Move Tutor Moves

Here are all of the moves that Mr. Mime can learn from Move Tutors. Most of these require the Expansion Pass and can be found in the Isle of Armor's Dojo, costing some Armorite Ore to teach. However, there are a few moves that can be taught aside from this.
Move Type Category Power Acc.% PP Target Info
TUTOR
Expanding Force
If used during Psychic Terrain, Expanding Force does 50% more damage and additionally targets both enemy Pokémon if in a Double Battle instead.
PSYCHIC
SPECIAL
80 100% 10 One Target

Level Up Moves

Here are all of the moves Mr. Mime 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
Quick Guard
Protects your team from moves that that have positive priority for the turn.
FIGHTING
STATUS
-- -- 15 User's Field
1
Wide Guard
Protects your team from moves that hit multiple targets for the turn.
ROCK
STATUS
-- -- 10 User's Field
1
Power Swap
Mr. Mime swaps any modifiers to its Attack and Special Attack with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
1
Guard Swap
Mr. Mime swaps any modifiers to its Defense and Special Defense stats with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
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
1
Baton Pass
Switches to another Pokémon on your team and keeps stat modifiers and effects.
NORMAL
STATUS
-- -- 40 User
1
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 Mr. Mime from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
24
Recycle
If Mr. Mime 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 Mr. Mime 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 Mr. Mime'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
TM15
Hyper Beam
Requires a turn to recharge (unless it misses).
NORMAL
SPECIAL
150 90% 5 One Target
TM16
Light Screen
Reduces damage from Special-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 30 User's Field
TM17
Protect
Protects Mr. Mime 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 Mr. Mime'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
TM40
Aerial Ace
Doesn't miss the target.
FLYING
PHYSICAL
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 Mr. Mime is poisoned, burned, or paralyzed.
NORMAL
PHYSICAL
70 100% 20 One Target
TM44
Rest
Mr. Mime 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 Mr. Mime's ability with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
TM52
Focus Blast
10% chance of lowering the target's Sp. Def by one stage.
FIGHTING
SPECIAL
120 70% 5 One Target
TM53
Energy Ball
10% chance of lowering the target's Sp. Def by one stage.
GRASS
SPECIAL
90 100% 10 One Target
TM56
Fling
Throws Mr. Mime'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 Mr. Mime'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 Mr. Mime by half the damage dealt.
FIGHTING
PHYSICAL
75 100% 10 One Target
TM63
Nasty Plot
Raises Mr. Mime's Special Attack by two stages.
DARK
STATUS
-- -- 20 User
TM66
Payback
Does double damage if Mr. Mime attacks after the target.
DARK
PHYSICAL
50 100% 10 One Target
TM67
Recycle
If Mr. Mime used a held item previously, it reequips that item.
NORMAL
STATUS
-- -- 10 User
TM68
Giga Impact
Requires a turn to recharge (unless it misses).
NORMAL
PHYSICAL
150 90% 5 One Target
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 Mr. Mime's moves at random.
NORMAL
STATUS
-- -- 10 User
TM85
Dream Eater
Heals Mr. Mime 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 Mr. Mime'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 Mr. Mime 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 Mr. Mime.
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 Mr. Mime 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 Mr. Mime'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 Mr. Mime'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

Mr. Mime's Detailed Stats

Below you'll find a more detailed table containing Mr. Mime'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 Mr. Mime's Nature.

By default, the stats you see in the table below show four different possibilities, all assuming Mr. Mime 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
190 221 253 284 40
Attack
95 126 158 189 45
Defense
135 166 198 229 65
Sp. Atk
205 236 268 299 100
Sp. Def
245 276 308 339 120
Speed
185 216 248 279 90
Total
460

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

If you're looking for where to find Mr. Mime, 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 Mr. Mime in Pokémon Sword & Shield. (Currently this does not show most "strong" static encounters or Max Raid Battles.)

Special Ways to Get Mr. Mime

You can trade an Obstagoon for a standard Mr. Mime in Spikemuth.

In the Isle of Armor (DLC), you can also find a person who will offer repeatable trades, and she will sometimes offer her Mr. Mime for your Galarian Mr. Mime. (Her location varies, similar to special characters in the Wild Area.)

Catchable during Dynamax Adventures in Crown Tundra (DLC), level 65.

Getting Mr. Mime By Evolution

Evolves from Mime Jr. when it gains a level and knows the move Mimic (only outside of the Galar region). Mime Jr. learns Mimic at level 15 (Alola games) or at level 32 (Sword/Shield).
Location information on where to find Mr. Mime 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 Mr. Mime

Generation 8 Pokédex Entries

Sword
The broadness of its hands may be no coincidence—many scientists believe its palms became enlarged specifically for pantomiming.
Shield
It's known for its top-notch pantomime skills. It protects itself from all sorts of attacks by emitting auras from its fingers to create walls.

Generation 7 Pokédex Entries

Ultra Sun
Its pantomime skills are wonderful. You may become enraptured while watching it, but next thing you know, Mr. Mime has made a real wall.
Ultra Moon
It creates invisible walls with its pantomiming. If you don't act impressed, it will attack you with a double slap!

Generation 6 Pokédex Entries

X
Emanations from its fingertips solidify the air into invisible walls that repel even harsh attacks.
Y
It is adept at conning people. It is said to be able to create walls out of thin air by miming.
Omega Ruby Alpha Sapphire
Mr. Mime is a master of pantomime. Its gestures and motions convince watchers that something unseeable actually exists. Once the watchers are convinced, the unseeable thing exists as if it were real.

Generation 5 Pokédex Entries

Black White Black 2 White 2
It shapes an invisible wall in midair by minutely vibrating its fingertips to stop molecules in the air.

Generation 4 Pokédex Entries

Diamond
It is a pantomime expert that can create invisible but solid walls using miming gestures.
Pearl
Emanations from its fingertips solidify the air into invisible walls that repel even harsh attacks.
Platinum
It shapes an invisible wall in midair by minutely vibrating its fingertips to stop molecules in the air.
HeartGold
A skilled mime from birth, it gains the ability to create invisible objects as it matures.
SoulSilver
Its fingertips emit a peculiar force field that hardens air to create an actual wall.

Generation 3 Pokédex Entries

Ruby Sapphire
MR. MIME is a master of pantomime. Its gestures and motions convince watchers that something unseeable actually exists. Once it is believed, it will exist as if it were a real thing.
Emerald
A MR. MIME is a master of pantomime. It can convince others that something unseeable actually exists. Once believed, the imaginary object does become real.
FireRed
It is adept at conning people. It is said to be able to create walls out of thin air by miming.
LeafGreen
If interrupted while it is miming, it will suddenly DOUBLESLAP the offender with its broad hands.

Generation 2 Pokédex Entries

Gold
A skilled mime from birth, it gains the ability to create invisi­ble objects as it matures.
Silver
Its fingertips emit a peculiar force field that hardens air to create an actual wall.
Crystal
It uses the mysterious power it has in its fingers to solidify air into an invisible wall.

Generation 1 Pokédex Entries

Red Blue
If interrupted while it is miming, it will slap around the offender with its broad hands.
Yellow
Always practices its pantomime act. It makes enemies believe something exists that really doesn't.
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