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

Picture 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
Alola: #060
Melemele: #060
Akala: #---
Ula'ula: #---
Poni: #---
Male :50%
Female :50%
Classification Height Weight Capture Rate Base Egg Steps
Barrier Pokémon 4'03"
1.3m
120.2lbs
54.5kg
456,400
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 through transfer):
Technician: Moves with a base power of 60 or less are boosted in power by 50%
Experience Growth Base Happiness Effort Values Earned S.O.S. Calling
1,000,000 Points
Medium Fast
70 2 Sp. Defense Point(s)
Can't call S.O.S. Partners
Damage Taken
*1 *1 *1 *1 *1 *1 *0.25 *2 *1 *1 *0.5 *1 *1 *2 *0 *1 *2 *1
Wild Hold Item Egg Groups
 
Human-like
Evolutionary Chain
To get Mime Jr., you will need to breed while holding the Odd Incense
Locations - In-Depth Details
Sun Trade from Ultra Sun/Ultra Moon
Moon Trade from Ultra Sun/Ultra Moon
Ultra Sun Hau'oli City (SOS Only)Details
Ultra Moon Hau'oli City (SOS Only)Details
Trainer Locations  Details
Flavor Text
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!

Level Up Anchors Sun/Moon Ultra Sun/Ultra Moon
Sun/Moon Level Up
LevelAttack NameTypeCat.Att.Acc.PPEffect %
Misty Terrain -- -- 10 --
This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns.
Magical Leaf 60 -- 20 --
The user scatters curious leaves that chase the target. This attack never misses.
Quick Guard -- -- 15 --
The user protects itself and its allies from priority moves.
Wide Guard -- -- 10 --
The user and its allies are protected from wide-ranging attacks for one turn.
Power Swap -- -- 10 --
The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target.
Guard Swap -- -- 10 --
The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target.
Barrier -- -- 20 --
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. This may also confuse the target.
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 Double Slap 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 ?? 100 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 the move it encored for three turns.
22 Light Screen -- -- 30 --
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
22 Reflect -- -- 20 --
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
25 Psybeam 65 100 20 10
The target is attacked with a peculiar ray. This may also leave the target confused.
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 10
The target is hit by a strong telekinetic force. This may also lower 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 and passes along any stat changes.
50 Safeguard -- -- 25 --
The user creates a protective field that prevents status conditions for five turns.

Ultra Sun/Ultra Moon Level Up
LevelAttack NameTypeCat.Att.Acc.PPEffect %
Misty Terrain -- -- 10 --
This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns.
Magical Leaf 60 -- 20 --
The user scatters curious leaves that chase the target. This attack never misses.
Quick Guard -- -- 15 --
The user protects itself and its allies from priority moves.
Wide Guard -- -- 10 --
The user and its allies are protected from wide-ranging attacks for one turn.
Power Swap -- -- 10 --
The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target.
Guard Swap -- -- 10 --
The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target.
Barrier -- -- 20 --
The user throws up a sturdy wall that sharply raises its Defense stat.
Pound 40 100 35 --
The target is physically pounded with a long tail, a foreleg, or the like.
Confusion 50 100 25 10
The target is hit by a weak telekinetic force. This may also confuse the target.
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 Double Slap 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 ?? 100 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 the move it encored for three turns.
22 Light Screen -- -- 30 --
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
22 Reflect -- -- 20 --
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
25 Psybeam 65 100 20 10
The target is attacked with a peculiar ray. This may also leave the target confused.
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 10
The target is hit by a strong telekinetic force. This may also lower 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 and passes along any stat changes.
50 Safeguard -- -- 25 --
The user creates a protective field that prevents status conditions 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 60 100 15 --
A unique attack that varies in type depending on the Pokémon using it.
TM11 Sunny Day -- -- 5 --
The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-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 can't move on the next turn.
TM16 Light Screen -- -- 30 --
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
TM17 Protect -- -- 10 --
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. It lowers the power of Fire-type moves.
TM20 Safeguard -- -- 25 --
The user creates a protective field that prevents status conditions for five turns.
TM21 Frustration ?? 100 20 --
This full-power attack grows more powerful the less the user likes its Trainer.
TM22 Solar Beam 120 100 10 --
In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn.
TM24 Thunderbolt 90 100 15 10
A strong electric blast crashes down on the target. This may also leave the target with paralysis.
TM25 Thunder 110 70 10 30
A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
TM27 Return ?? 100 20 --
This full-power attack grows more powerful the more the user likes its Trainer.
TM29 Psychic 90 100 10 10
The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.
TM30 Shadow Ball 80 100 15 20
The user hurls a shadowy blob at the target. This 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 barriers, 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 reduce damage from physical attacks for five turns.
TM40 Aerial Ace 60 -- 20 --
The user confounds the target with speed, then slashes. This attack never misses.
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 --
This attack move doubles its power if the user is poisoned, burned, or paralyzed.
TM44 Rest -- -- 10 --
The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.
TM45 Attract -- 100 15 --
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
TM46 Thief 60 100 25 --
The user attacks and steals the target's held item simultaneously. The user can't steal anything if it already holds an item.
TM48 Round 60 100 15 --
The user attacks the target with a song. Others can join in the Round to increase the power of the attack.
TM52 Focus Blast 120 70 5 10
The user heightens its mental focus and unleashes its power. This may also lower the target's Sp. Def stat.
TM53 Energy Ball 90 100 10 10
The user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat.
TM56 Fling ?? 100 10 --
The user flings its held item at the target to attack. This move's power and effects depend on the item.
TM57 Charge Beam 50 90 10 70
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 --
The user stores power, then attacks. 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 can't move on the next turn.
TM73 Thunder Wave -- 90 20 --
The user launches a weak jolt of electricity that paralyzes the target.
TM77 Psych Up -- -- 10 --
The user hypnotizes itself into copying any stat change made by the target.
TM83 Infestation 20 100 20 100
The target is infested and attacked for four to five turns. The target can't flee during this time.
TM85 Dream Eater 100 100 15 --
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal its own HP.
TM86 Grass Knot ?? 100 20 --
The user snares the target with grass and trips it. The heavier the target, the greater the move's power.
TM87 Swagger -- 85 15 --
The user enrages and confuses the target. However, this also sharply raises the target's Attack stat.
TM88 Sleep Talk -- -- 10 --
While it is asleep, the user randomly uses one of the moves it knows.
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.
TM99 Dazzling Gleam 80 100 10 --
The user damages opposing Pokémon by emitting a powerful flash.
TM100 Confide -- -- 20 100
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat.
Egg Moves (Details)
Attack NameTypeCat.Att.Acc.PPEffect %  
Future Sight 120 100 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 10 100 Details
This attack 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 70 100 10 -- Details
This attack inflicts big damage on a sleeping target. This 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. This sharply raises the user's Sp. Atk stat.
Power Split -- -- 10 -- Details
The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target.
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 15 100 Details
The user attacks with a gust of chilled air. This also lowers the opposing Pokémon's Speed stats.
Psychic Terrain
USUM Only
-- -- 10 -- Details
This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns.

Ultra Sun/Ultra Moon Move Tutor Attacks
Attack NameTypeCat.Att.Acc.PPEffect %
Covet6010025--
The user endearingly approaches the target, then steals the target's held item.
Signal Beam751001510
The user attacks with a sinister beam of light. This may also confuse the target.
Thunder Punch751001510
The target is punched with an electrified fist. This may also leave the target with paralysis.
Fire Punch751001510
The target is punched with a fiery fist. This may also leave the target with a burn.
Ice Punch751001510
The target is punched with an icy fist. This may also leave the target frozen.
Magic Coat----15--
A barrier reflects back to the target moves like Leech Seed and moves that damage status.
Foul Play9510015--
The user turns the target's power against it. The higher the target's Attack stat, the greater the move's power.
Iron Defense----15--
The user hardens its body's surface like iron, sharply raising its Defense stat.
Icy Wind559515100
The user attacks with a gust of chilled air. This also lowers the opposing Pokémon's Speed stats.
Zen Headbutt80901520
The user focuses its willpower to its head and attacks the target. This may also make the target flinch.
Snore501001530
This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
Role Play----10--
The user mimics the target completely, copying the target's natural Ability.
Drain Punch7510010--
An energy-draining punch. The user's HP is restored by half the damage taken by the target.
Focus Punch15010020--
The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.
Shock Wave60--20--
The user strikes the target with a quick jolt of electricity. This attack never misses.
Helping Hand----20--
The user assists an ally by boosting the power of that ally's attack.
Trick--10010--
The user catches the target off guard and swaps its held item with its own.
Magic Room----10--
The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
Wonder Room----10--
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.
Recycle----10--
The user recycles a held item that has been used in battle so it can be used again.
Snatch----10--
The user steals the effects of any attempts to use a healing or stat-changing move.
Skill Swap----10--
The user employs its psychic power to exchange Abilities with the target.
Telekinesis----15--
The user makes the target float with its psychic power. The target is easier to hit for three turns.
Ally Switch----15--
The user teleports using a strange power and switches places with one of its allies.
Usable Z Moves
Attack NameTypeCat.Max Att.Acc.PPEffect %
Breakneck Blitz 200(Phy)/200(Spe) -- 1 --
The user builds up its momentum using its Z-Power and crashes into the target at full speed. The power varies, depending on the original move.
All-Out Pummeling 200(Phy)/190(Spe) -- 1 --
The user rams an energy orb created by its Z-Power into the target with full force. The power varies, depending on the original move.
Supersonic Skystrike 120 -- 1 --
The user soars up with its Z-Power and plummets toward the target at full speed. The power varies, depending on the original move.
Savage Spin-Out 140 -- 1 --
The user binds the target with full force with threads of silk that the user spits using its Z-Power. The power varies, depending on the original move.
Never-Ending Nightmare 160 -- 1 --
Deep-seated grudges summoned by the user's Z-Power trap the target. The power varies, depending on the original move.
Inferno Overdrive 140 -- 1 --
The user breathes a stream of intense fire toward the target with the full force of its Z-Power. The power varies depending on the original move.
Bloom Doom 190 -- 1 --
The user collects energy from plants using its Z-Power and attacks the target with full force. The power varies, depending on the original move.
Gigavolt Havoc 140(Phy)/185(Spe) -- 1 --
The user hits the target with a powerful electric current collected by its Z-Power. The power varies, depending on the original move.
Shattered Psyche 160(Phy)/190(Spe) -- 1 --
The user controls the target with its Z-Power and hurts the target with full force. The power varies, depending on the original move.
Subzero Slammer 140(Phy)/100(Spe) -- 1 --
The user dramatically drops the temperature using its Z-Power and freezes the target with full force. The power varies, depending on the original move.
Black Hole Eclipse 175 -- 1 --
The user gathers dark energy using its Z-Power and sucks the target into it. The power varies, depending on the original move.
Twinkle Tackle 160 -- 1 --
The user creates a very charming space using its Z-Power and totally toys with the target. The power varies, depending on the original move.
Usable Z Moves (Transfer Only/Improved)
Attack NameTypeCat.Max Att.Acc.PPEffect %
Tectonic Rage
Gen V or earlier
100 -- 1 --
The user burrows deep into the ground and slams into the target with the full force of its Z-Power. The power varies, depending on the original move.


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 conditions cured.
Charm -- 100 20 --
The user gazes at the target rather charmingly, making it less wary. This harshly lowers its Attack stat.


Transfer Only Moves (Details)
Attack NameTypeCat.Att.Acc.PPEffect %Method
Flash -- 100 20 -- Gen VI TM70
The user flashes a bright light that cuts the target's accuracy.
Secret Power 70 100 20 30 Gen VI TM94 (ΪRαS)
The additional effects of this attack depend upon where it was used.
Power-up Punch 40 100 20 100 Gen VI TM98
Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat.
Secret Power 70 100 20 30 Gen IV TM43
The additional effects of this attack depend upon where it was used.
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 any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers 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 the move's type and power.
Mud-slap 20 100 10 100 Move Tutor - PtHGSS
The user hurls mud in the target's face to inflict damage and lower its accuracy.
Headbutt 70 100 15 30 Move Tutor - HGSS
The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.
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. This may also leave the target with paralysis.
Double-edge 120 100 15 -- Move Tutor - FRLG
A reckless, life-risking tackle. This also damages the user quite a lot.
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.
Nightmare -- 100 15 -- Move Tutor - XD
A sleeping target sees a nightmare that inflicts some damage every turn.
Dynamic Punch 100 50 5 100 Gen II TM01
The user punches the target with full, concentrated power. This confuses the target if it hits.
Curse -- -- 10 -- Gen II TM03
A move that works differently for the Ghost type than for all other types.
Zap Cannon 120 50 5 100 Gen II TM07
The user fires an electric blast like a cannon to inflict damage and cause paralysis.
Take Down 90 85 20 -- Gen I TM09
A reckless, full-body charge attack for slamming into the target. This also damages the user a little.
Submission 80 80 20 -- Gen I TM17
The user grabs the target and recklessly dives for the ground. This also damages the user a little.
Rage 20 100 20 -- Gen I TM20
As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle.
Teleport -- -- 20 -- Gen I TM30
Use it to flee from any wild Pokémon.
Bide ?? -- 10 -- Gen I TM34
The user endures attacks for two turns, then strikes back to cause double the damage taken.
Skull Bash 130 100 10 100 Gen I TM40
The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next turn.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 460 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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