#122 Mr. Mime
General Location Attacks Stats Egg Moves SpinOff Dex
Gen VI Dex Gen V Dex Gen IV Dex Gen III Dex

Images
Normal Sprite Shiny Sprite
Name Other Names No. Gender Ratio Type
Mr. Mime
Japan: Barrierd
バリヤード
French: M. Mime
German: Pantimos
Korean: 마임맨
National: #122
BW Unova: #---
B2W2 Unova: #---
Male :50%
Female :50%
Abilities: Soundproof - Filter - Technician (Hidden Ability)
Soundproof: Unaffected by sound moves. If this Pokémon switches out with Baton Pass, Perish Song against the switched out will not be nullified.
Filter: Damage by super-effective moves is reduced by 25%.
Hidden Ability (Available):
Technician: Moves with a base power of 60 or less raise to 1.5 times.
Classification Height Weight Capture Rate Base Egg Steps
Barrier Pokémon 4’03”
1.3m
120.2lbs
54.5kg
45 6,400
Experience Growth Base Happiness Effort Values Earned Flee FlagEntree Forest Level
1,000,000 Points
Medium Fast
70 2 Sp. Defense Point(s)
101 Level 10
Damage Taken
*1 *1 *1 *1 *1 *1 *0.5 *1 *1 *1 *0.5 *2 *1 *2 *1 *2 *1
Wild Hold Item Egg Groups
Pokémon Black & White

Leppa Berry
- 5%
Pokémon Black 2 & White 2
Human-like
Evolutionary Chain
To get Mime Jr., you will need to breed while holding the Odd Incense
Locations
Black None. PokéTransfer or Dream World
White None. PokéTransfer or Dream World
Black 2 Trade Required
White 2 Route 20 (Swarm)Details
Dream World Spooky Manor - Beginning Details
Trainer Locations  Details

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

Black/White Level Up
LevelAttack NameTypeCat.Att.Acc.PPEffect %
Magical Leaf 60 -- 20 --
The user scatters curious leaves that chase the target. This attack will not miss.
Quick Guard -- -- 15 --
The user protects itself and its allies from priority moves. If used in succession, its chance of failing rises.
Wide Guard -- -- 10 --
The user and its allies are protected from wide-ranging attacks for one turn. If used in succession, its chance of failing rises.
Power Swap -- -- 10 --
The user employs its psychic power to switch changes to its Attack and Sp. Atk with the target.
Guard Swap -- -- 10 --
The user employs its psychic power to switch changes to its Defense and Sp. Def with the target.
Barrier -- -- 30 --
The user throws up a sturdy wall that sharply raises its Defense stat.
Confusion 50 100 25 10
The target is hit by a weak telekinetic force. It may also leave the target confused.
4 Copycat -- -- 20 --
The user mimics the move used immediately before it. The move fails if no other move has been used yet.
8 Meditate -- -- 40 --
The user meditates to awaken the power deep within its body and raise its Attack stat.
11 Encore -- 100 5 --
The user compels the target to keep using only the move it last used for three turns.
15 Doubleslap 15 85 10 --
The target is slapped repeatedly, back and forth, two to five times in a row.
18 Mimic -- -- 10 --
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out.
22 Light Screen -- -- 30 --
A wondrous wall of light is put up to suppress damage from special attacks for five turns.
22 Reflect -- -- 20 --
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
25 Psybeam 65 100 20 10
The target is attacked with a peculiar ray. It may also cause confusion.
29 Substitute -- -- 10 --
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
32 Recycle -- -- 10 --
The user recycles a held item that has been used in battle so it can be used again.
36 Trick -- 100 10 --
The user catches the target off guard and swaps its held item with its own.
39 Psychic 90 100 10 --
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat.
43 Role Play -- -- 10 --
The user mimics the target completely, copying the target's natural Ability.
46 Baton Pass -- -- 40 --
The user switches places with a party Pokémon in waiting, passing along any stat changes.
50 Safeguard -- -- 25 --
The user creates a protective field that prevents status problems for five turns.
Black 2/White 2 Level Up
LevelAttack NameTypeCat.Att.Acc.PPEffect %
Magical Leaf 60 -- 20 --
The user scatters curious leaves that chase the target. This attack will not miss.
Quick Guard -- -- 15 --
The user protects itself and its allies from priority moves. If used in succession, its chance of failing rises.
Wide Guard -- -- 10 --
The user and its allies are protected from wide-ranging attacks for one turn. If used in succession, its chance of failing rises.
Power Swap -- -- 10 --
The user employs its psychic power to switch changes to its Attack and Sp. Atk with the target.
Guard Swap -- -- 10 --
The user employs its psychic power to switch changes to its Defense and Sp. Def with the target.
Barrier -- -- 30 --
The user throws up a sturdy wall that sharply raises its Defense stat.
Confusion 50 100 25 10
The target is hit by a weak telekinetic force. It may also leave the target confused.
4 Copycat -- -- 20 --
The user mimics the move used immediately before it. The move fails if no other move has been used yet.
8 Meditate -- -- 40 --
The user meditates to awaken the power deep within its body and raise its Attack stat.
11 Doubleslap 15 85 10 --
The target is slapped repeatedly, back and forth, two to five times in a row.
15 Mimic -- -- 10 --
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out.
15 Psywave ?? 80 15 --
The target is attacked with an odd psychic wave. The attack varies in intensity.
18 Encore -- 100 5 --
The user compels the target to keep using only the move it last used for three turns.
22 Light Screen -- -- 30 --
A wondrous wall of light is put up to suppress damage from special attacks for five turns.
22 Reflect -- -- 20 --
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
25 Psybeam 65 100 20 10
The target is attacked with a peculiar ray. It may also cause confusion.
29 Substitute -- -- 10 --
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
32 Recycle -- -- 10 --
The user recycles a held item that has been used in battle so it can be used again.
36 Trick -- 100 10 --
The user catches the target off guard and swaps its held item with its own.
39 Psychic 90 100 10 --
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat.
43 Role Play -- -- 10 --
The user mimics the target completely, copying the target's natural Ability.
46 Baton Pass -- -- 40 --
The user switches places with a party Pokémon in waiting, passing along any stat changes.
50 Safeguard -- -- 25 --
The user creates a protective field that prevents status problems for five turns.
TM & HM Attacks
TM/HM #Attack NameTypeCat.Att.Acc.PPEffect %
TM03 Psyshock 80 100 10 --
The user materializes an odd psychic wave to attack the target. This attack does physical damage.
TM04 Calm Mind -- -- 20 --
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
TM06 Toxic -- 90 10 --
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10 Hidden Power ?? 100 15 --
A unique attack that varies in type and intensity depending on the Pokémon using it.
TM11 Sunny Day -- -- 5 --
The user intensifies the sun for five turns, powering up Fire-type moves.
TM12 Taunt -- 100 20 --
The target is taunted into a rage that allows it to use only attack moves for three turns.
TM15 Hyper Beam 150 90 5 --
The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.
TM16 Light Screen -- -- 30 --
A wondrous wall of light is put up to suppress damage from special attacks for five turns.
TM17 Protect -- -- 10 --
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18 Rain Dance -- -- 5 --
The user summons a heavy rain that falls for five turns, powering up Water-type moves.
TM19 Telekinesis -- -- 15 --
The user makes the target float with its psychic power. The target is easier to hit for three turns.
TM20 Safeguard -- -- 25 --
The user creates a protective field that prevents status problems for five turns.
TM21 Frustration ?? 100 20 --
A full-power attack that grows more powerful the less the user likes its Trainer.
TM22 Solarbeam 120 100 10 --
A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn.
TM24 Thunderbolt 95 100 15 10
A strong electric blast is loosed at the target. It may also leave the target with paralysis.
TM25 Thunder 120 70 10 30
A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.
TM27 Return ?? 100 20 --
A full-power attack that grows more powerful the more the user likes its Trainer.
TM29 Psychic 90 100 10 --
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat.
TM30 Shadow Ball 80 100 15 --
The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat.
TM31 Brick Break 75 100 15 --
The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect.
TM32 Double Team -- -- 15 --
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM33 Reflect -- -- 20 --
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
TM40 Aerial Ace 60 -- 20 --
The user confounds the target with speed, then slashes. The attack lands without fail.
TM41 Torment -- 100 15 --
The user torments and enrages the target, making it incapable of using the same move twice in a row.
TM42 Facade 70 100 20 --
An attack move that doubles its power if the user is poisoned, burned, or has paralysis.
TM44 Rest -- -- 10 --
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
TM45 Attract -- 100 15 --
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
TM46 Thief 40 100 10 --
The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item.
TM48 Round 60 100 15 --
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.
TM52 Focus Blast 120 70 5 --
The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. Def.
TM53 Energy Ball 80 100 10 --
The user draws power from nature and fires it at the target. It may also lower the target's Sp. Def.
TM56 Fling ?? 100 10 --
The user flings its held item at the target to attack. Its power and effects depend on the item.
TM57 Charge Beam 50 90 10 --
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
TM66 Payback 50 100 10 --
If the user moves after the target, this attack's power will be doubled.
TM68 Giga Impact 150 90 5 --
The user charges at the target using every bit of its power. The user must rest on the next turn.
TM70 Flash -- 100 20 --
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves.
TM73 Thunder Wave -- 100 20 --
A weak electric charge is launched at the target. It causes paralysis if it hits.
TM77 Psych Up -- -- 10 --
The user hypnotizes itself into copying any stat change made by the target.
TM85 Dream Eater 100 100 15 --
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP.
TM86 Grass Knot ?? 100 20 --
The user snares the target with grass and trips it. The heavier the target, the greater the damage.
TM87 Swagger -- 90 15 --
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat.
TM90 Substitute -- -- 10 --
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
TM92 Trick Room -- -- 5 --
The user creates a bizarre area in which slower Pokémon get to move first for five turns.
Egg Moves (Details)
Attack NameTypeCat.Att.Acc.PPEffect %  
Future Sight 100 100 10 -- Details
Two turns after this move is used, a hunk of psychic energy attacks the target.
Hypnosis -- 60 20 -- Details
The user employs hypnotic suggestion to make the target fall into a deep sleep.
Mimic -- -- 10 -- Details
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out.
Fake Out 40 100 10 -- Details
An attack that hits first and makes the target flinch. It only works the first turn the user is in battle.
Trick -- 100 10 -- Details
The user catches the target off guard and swaps its held item with its own.
Confuse Ray -- 100 10 -- Details
The target is exposed to a sinister ray that triggers confusion.
Wake-up Slap 60 100 10 -- Details
This attack inflicts big damage on a sleeping target. It also wakes the target up, however.
Teeter Dance -- 100 20 -- Details
The user performs a wobbly dance that confuses the Pokémon around it.
Nasty Plot -- -- 20 -- Details
The user stimulates its brain by thinking bad thoughts. It sharply raises the user's Sp. Atk.
Power Split -- -- 10 -- Details
The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target's.
Magic Room -- -- 10 -- Details
The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
Icy Wind 55 95 15 -- Details
The user attacks with a gust of chilled air. It also reduces the targets' Speed stat.

Black 2/White 2 Move Tutor Attacks
Attack NameTypeCat.Att.Acc.PPEffect %
Covet6010040--
The user endearingly approaches the target, then steals the target's held item.
Drain Punch7510010--
An energy-draining punch. The user's HP is restored by half the damage taken by the target.
Fire Punch751001510
The target is punched with a fiery fist. It may also leave the target with a burn.
Foul Play9510015--
The user turns the target's power against it. The higher the target's Attack stat, the greater the damage.
Helping Hand----20--
The user assists an ally by boosting the power of its attack.
Ice Punch751001510
The target is punched with an icy fist. It may also leave the target frozen.
Icy Wind559515--
The user attacks with a gust of chilled air. It also reduces the targets' Speed stat.
Iron Defense----15--
The user hardens its body's surface like iron, sharply raising its Defense stat.
Magic Coat----15--
A barrier reflects back to the target moves like Leech Seed and moves that damage status.
Magic Room----10--
The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
Recycle----10--
The user recycles a held item that has been used in battle so it can be used again.
Role Play----10--
The user mimics the target completely, copying the target's natural Ability.
Signal Beam751001510
The user attacks with a sinister beam of light. It may also confuse the target.
Skill Swap----10--
The user employs its psychic power to exchange Abilities with the target.
Sleep Talk----10--
While it is asleep, the user randomly uses one of the moves it knows.
Snatch----10--
The user steals the effects of any healing or stat-changing move the opponent attempts to use.
Snore4010015--
An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.
Thunderpunch751001510
The target is punched with an electrified fist. It may also leave the target with paralysis.
Trick--10010--
The user catches the target off guard and swaps its held item with its own.
Wonder Room----10--
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.
Zen Headbutt809015--
The user focuses its willpower to its head and attacks the target. It may also make the target flinch.
Special Moves
Attack NameTypeCat.Att.Acc.PPEffect %
Skill Swap----10--
The user employs its psychic power to exchange Abilities with the target.Dream World

Pre-Evolution Only Moves
Attack NameTypeCat.Att.Acc.PPEffect % Method
Tickle -- 100 20 --
Lv. 1
The user tickles the target into laughing, reducing its Attack and Defense stats.
Healing Wish -- -- 10 --
The user faints. In return, the Pokémon taking its place will have its HP restored and status cured.
Charm -- 100 20 --
The user gazes at the target rather charmingly, making it less wary. The target's Attack is harshly lowered.
Gen III & IV Only Moves (Details)
Attack NameTypeCat.Att.Acc.PPEffect %Method
Focus Punch 150 100 20 -- Gen IV TM01
The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.
Shock Wave 60 -- 20 -- Gen IV TM34
The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.
Secret Power 70 100 20 30 Gen IV TM43
The user attacks the target with a secret power. Its added effects vary depending on the user's environment.
Endure -- -- 10 -- Gen IV TM58
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Captivate -- 100 20 -- Gen IV TM78
If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.
Natural Gift ?? 100 15 -- Gen IV TM83
The user draws power to attack by using its held Berry. The Berry determines its type and power.
Mud-slap 20 100 10 -- Move Tutor - PtHGSS
The user hurls mud in the target's face to inflict damage and lower its accuracy.
Headbutt 70 100 15 -- Move Tutor - HGSS
The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.
Nightmare -- 100 15 -- Move Tutor - XD
A sleeping target sees a nightmare that inflicts some damage every turn.
Mega Punch 80 85 20 -- Move Tutor - FRLG
The target is slugged by a punch thrown with muscle-packed power.
Mega Kick 120 75 5 -- Move Tutor - FRLG
The target is attacked by a kick launched with muscle-packed power.
Body Slam 85 100 15 30 Move Tutor - FRLG
The user drops onto the target with its full body weight. It may also leave the target with paralysis.
Double-edge 120 100 15 -- Move Tutor - FRLG
A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.
Counter ?? 100 20 -- Move Tutor - FRLG
A retaliation move that counters any physical attack, inflicting double the damage taken.
Seismic Toss ?? 100 20 -- Move Tutor - FRLG
The target is thrown using the power of gravity. It inflicts damage equal to the user's level.
Metronome -- -- 10 -- Move Tutor - FRLG
The user waggles a finger and stimulates its brain into randomly using nearly any move.
Follow Me -- -- 20 -- XD Purification
The user draws attention to itself, making all targets take aim only at the user.
Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats 40 45 65 100 120 90
Max Stats
Hindering Nature
Lv. 50 100 - 147 45 - 87 63 - 105 94 - 136 112 - 154 85 - 127
Lv. 100 190 - 284 85 - 170 121 - 206 184 - 269 220 - 305 166 - 251
Max Stats
Neutral Nature
Lv. 50 100 - 147 50 - 97 70 - 117 105 - 152 125 - 172 95 - 142
Lv. 100 190 - 284 95 - 189 135 - 229 205 - 299 245 - 339 185 - 279
Max Stats
Beneficial Nature
Lv. 50 100 - 147 55 - 106 77 - 128 115 - 167 137 - 189 104 - 156
Lv. 100 190 - 284 104 - 207 148 - 251 225 - 328 269 - 372 203 - 306

<--- #121
Starmie
#123
Scyther
--->

 
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