Essentials

Mime Jr.

Mime Jr.

Psychic

Abilities

Soundproof

Protects against sound-based moves.

Filter

Decreases damage taken from super-effective moves by 1/4.

Dream Ability

Technician

Strengthens moves of 60 base power or less to inflict 1.5× damage.

Damage Taken

  • Bug 2
  • Dark 2
  • Dragon 1
  • Electric 1
  • Fighting ½
  • Fire 1
  • Flying 1
  • Ghost 2
  • Grass 1
  • Ground 1
  • Ice 1
  • Normal 1
  • Poison 1
  • Psychic ½
  • Rock 1
  • Steel 1
  • Water 1

Pokédex Numbers

Introduced in
Generation 4
National
439
Original Sinnoh
94 Diamond, Pearl
Extended Sinnoh
94 Platinum

Names

French
Mime Jr.
Chinese
魔尼尼
German
Pantimimi
Korean
흉내내
Japanese
マネネ (manene)
Official Roomaji
Manene

Breeding

Gender
½ male, ½ female Search:
Egg groups
  • No Eggs
Hatch counter
25 Search:
Steps to hatch
6630 / 3570

Compatibility

Mime Jr. cannot breed.

Training

Base EXP
78 Search:
1114 EXP at level
Effort points
  • 1 Special Defense
Capture rate
145 Search:
Base happiness
70 Search:
Growth rate
medium Search:

Wild held items

Generation 4 5% Leppa Berry Leppa Berry
Generation 5 5% Leppa Berry Leppa Berry

Evolution

Baby Basic Stage 1 Stage 2
Mime Jr. Either parent must hold Odd Incense Mr. Mime Level up, knowing Mimic

Stats

Pctile Min IVs Max IVs
HP
20
0.7 213 244
Attack
25
2.9 118 149
Defense
45
18.3 158 189
Special Attack
70
56.7 208 239
Special Defense
90
80.3 248 279
Speed
60
44.0 188 219
Total
310
21.3

HeartGold, SoulSilver Pokéathlon Performance

★ Minimum; ✯ Base; ☆ Maximum

Speed
★★✯✯☆
Power
★☆
Skill
★✯✯☆☆
Stamina
★☆☆
Jump
★★✯
Total
7/12/18

Flavor

Flavor Text

Generation 4
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!

Generation 5
Black, White

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

Sprites

Mime Jr. Mime Jr. Mime Jr. Mime Jr.

Miscellany

Species
Mime Search:
Color
Pink Search:
Cry
Footprint
Mime Jr.
Shape
Anthropomorphic Search:

Height

${_("Trainer dude")}

Mime Jr.
6

1'11.6"
0.6 m

Weight

${_("Trainer dudette")}

Mime Jr.
130

28.7 lb
13.0 kg

Locations

Diamond Diamond

Moves

Psychic moves get STAB, and have their type highlighted in green.

Special moves better suit Mime Jr.'s higher Special Attack, and have their class highlighted in green.

Diamond, Pearl
Platinum
HeartGold, SoulSilver Generation 5 Move Type Class PP Power Acc Pri Effect
Level up: Learned when a Pokémon reaches a certain level.
Tickle Normal non-damaging 20 100%

Lowers the target's Attack and Defense by one stage.

Barrier Psychic non-damaging 30

Raises the user's Defense by two stages.

Confusion Psychic special 25 50 100%

Has a 10% chance to confuse the target.

4 4 4 Copycat Normal non-damaging 20

Uses the target's last used move.

8 8 8 Meditate Psychic non-damaging 40

Raises the user's Attack by one stage.

11 11 11 Encore Normal non-damaging 5 100%

Forces the target to repeat its last used move every turn for 2 to 6 turns.

15 15 15 DoubleSlap Normal physical 10 15 85%

Hits 2-5 times in one turn.

18 18 18 Mimic Normal non-damaging 10

Copies the target's last used move.

22 22 22 Light Screen Psychic non-damaging 30

Reduces damage from special attacks by 50% for five turns..

22 22 22 Reflect Psychic non-damaging 20

Reduces damage from physical attacks by half.

25 25 25 Psybeam Psychic special 20 65 100%

Has a 10% chance to confuse the target.

29 29 29 Substitute Normal non-damaging 10

Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

32 32 32 Recycle Normal non-damaging 10

User recovers the item it last used up.

36 36 36 Trick Psychic non-damaging 10 100%

User and target swap items.

39 39 39 Psychic Psychic special 10 90 100%

Has a 10% chance to lower the target's Special Defense by one stage.

43 43 43 Role Play Psychic non-damaging 10

Copies the target's ability.

46 46 46 Baton Pass Normal non-damaging 40

Allows the trainer to switch out the user and pass effects along to its replacement.

50 50 50 Safeguard Normal non-damaging 25

Protects the user's field from major status ailments and confusion for five turns.

Diamond, Pearl
Platinum
HeartGold, SoulSilver Generation 5 Move Type Class PP Power Acc Pri Effect
Egg: Appears on a newly-hatched Pokémon, if the father had the same move.
• • • Charm Normal non-damaging 20 100%

Lowers the target's Attack by two stages.

• • • Confuse Ray Ghost non-damaging 10 100%

Confuses the target.

• • • Fake Out Normal physical 10 40 100% 3

Can only be used as the first move after the user enters battle. Causes the target to flinch.

• • • Future Sight Psychic special 10 100 100%

Hits the target two turns later.

• • • Healing Wish Psychic non-damaging 10

User faints. Its replacement has its HP fully restored and any major status effect removed.

• • • Hypnosis Psychic non-damaging 20 60%

Puts the target to sleep.

• Icy Wind Ice special 15 55 95%

Has a 100% chance to lower the target's Speed by one stage.

• Magic Room Psychic non-damaging 10 -7

Negates held items for five turns.

• • • Mimic Normal non-damaging 10

Copies the target's last used move.

• • Nasty Plot Dark non-damaging 20

Raises the user's Special Attack by two stages.

• Power Split Psychic non-damaging 10

Averages Attack and Special Attack with the target.

• • Psych Up Normal non-damaging 10

Discards the user's stat changes and copies the target's.

• • • Teeter Dance Normal non-damaging 20 100%

Confuses the target.

• • • Trick Psychic non-damaging 10 100%

User and target swap items.

• • • Wake-Up Slap Fighting physical 10 60 100%

If the target is asleep, has double power and wakes it up.

Diamond, Pearl
Platinum
HeartGold, SoulSilver Generation 5 Move Type Class PP Power Acc Pri Effect
Tutor: Can be taught at any time by an NPC.
Platinum HeartGold, SoulSilver Headbutt Normal physical 15 70 100%

Has a 30% chance to make the target flinch.

Platinum HeartGold, SoulSilver Helping Hand Normal non-damaging 20 5

Ally's next move inflicts half more damage.

Platinum HeartGold, SoulSilver Magic Coat Psychic non-damaging 15 4

Reflects back the first effect move used on the user this turn.

Platinum HeartGold, SoulSilver Mud-Slap Ground special 10 20 100%

Has a 100% chance to lower the target's accuracy by one stage.

Platinum HeartGold, SoulSilver Role Play Psychic non-damaging 10

Copies the target's ability.

Platinum HeartGold, SoulSilver Signal Beam Bug special 15 75 100%

Has a 10% chance to confuse the target.

Platinum HeartGold, SoulSilver Snore Normal special 15 40 100%

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

Platinum HeartGold, SoulSilver Trick Psychic non-damaging 10 100%

User and target swap items.

Platinum HeartGold, SoulSilver Uproar Normal special 10 90 100%

Forced to use this move for several turns. Pokémon cannot fall asleep in that time.

Diamond, Pearl
Platinum
HeartGold, SoulSilver Generation 5 Move Type Class PP Power Acc Pri Effect
Machine: Can be taught at any time by using a TM or HM.
03 Psyshock Psychic special 10 80 100%

Inflicts damage based on the target's Defense, not Special Defense.

01 01 Focus Punch Fighting physical 20 150 100% -3

If the user takes damage before attacking, the attack is canceled.

04 04 04 Calm Mind Psychic non-damaging 20

Raises the user's Special Attack and Special Defense by one stage.

06 06 06 Toxic Poison non-damaging 10 90%

Badly poisons the target, inflicting more damage every turn.

10 10 10 Hidden Power Normal special 15 * 100%

Power and type depend upon user's IVs. Power can range from 30 to 70.

11 11 11 Sunny Day Fire non-damaging 5

Changes the weather to sunny for five turns.

12 12 12 Taunt Dark non-damaging 20 100%

For the next few turns, the target can only use damaging moves.

16 16 16 Light Screen Psychic non-damaging 30

Reduces damage from special attacks by 50% for five turns..

17 17 17 Protect Normal non-damaging 10 4

Prevents any moves from hitting the user this turn.

18 18 18 Rain Dance Water non-damaging 5

Changes the weather to rain for five turns.

19 Telekinesis Psychic non-damaging 15

Moves have 100% accuracy against the target for three turns.

20 20 20 Safeguard Normal non-damaging 25

Protects the user's field from major status ailments and confusion for five turns.

21 21 21 Frustration Normal physical 20 * 100%

Power increases as happiness decreases, up to a maximum of 102.

22 22 22 SolarBeam Grass special 10 120 100%

Requires a turn to charge before attacking.

24 24 24 Thunderbolt Electric special 15 95 100%

Has a 10% chance to paralyze the target.

25 25 25 Thunder Electric special 10 120 70%

Has a 30% chance to paralyze the target.

27 27 27 Return Normal physical 20 * 100%

Power increases with happiness, up to a maximum of 102.

29 29 29 Psychic Psychic special 10 90 100%

Has a 10% chance to lower the target's Special Defense by one stage.

30 30 30 Shadow Ball Ghost special 15 80 100%

Has a 20% chance to lower the target's Special Defense by one stage.

31 31 31 Brick Break Fighting physical 15 75 100%

Destroys Reflect and Light Screen.

32 32 32 Double Team Normal non-damaging 15

Raises the user's evasion by one stage.

33 33 33 Reflect Psychic non-damaging 20

Reduces damage from physical attacks by half.

34 34 Shock Wave Electric special 20 60

Never misses.

41 41 41 Torment Dark non-damaging 15 100%

Prevents the target from using the same move twice in a row.

42 42 42 Facade Normal physical 20 70 100%

Power doubles if user is burned, paralyzed, or poisoned.

43 43 Secret Power Normal physical 20 70 100%

Has a 30% chance to inflict a status effect which depends upon the terrain.

44 44 44 Rest Psychic non-damaging 10

User sleeps for two turns, completely healing itself.

45 45 45 Attract Normal non-damaging 15 100%

Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.

46 46 46 Thief Dark physical 10 40 100%

Takes the target's item.

48 Round Normal special 15 60 100%

Has double power if it's used more than once per turn.

48 48 Skill Swap Psychic non-damaging 10

User and target swap abilities.

49 49 Snatch Dark non-damaging 10 4

Steals the target's move, if it's self-targeted.

56 56 56 Fling Dark physical 10 * 100%

Throws held item at the target; power depends on the item.

57 57 57 Charge Beam Electric special 10 50 90%

Has a 70% chance to raise the user's Special Attack by one stage.

58 58 Endure Normal non-damaging 10 4

Prevents the user's HP from lowering below 1 this turn.

60 60 Drain Punch Fighting physical 10 75 100%

Heals the user by half the damage inflicted.

67 67 Recycle Normal non-damaging 10

User recovers the item it last used up.

70 70 70 Flash Normal non-damaging 20 100%

Lowers the target's accuracy by one stage.

73 73 73 Thunder Wave Electric non-damaging 20 100%

Paralyzes the target.

77 77 77 Psych Up Normal non-damaging 10

Discards the user's stat changes and copies the target's.

78 78 Captivate Normal non-damaging 20 100%

Lowers the target's Special Attack by two stages if it's the opposite gender.

82 82 Sleep Talk Normal non-damaging 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

83 83 Natural Gift Normal physical 15 * 100%

Power and type depend on the held berry.

85 85 85 Dream Eater Psychic special 15 100 100%

Only works on sleeping Pokémon. Heals the user by half the damage inflicted.

86 86 86 Grass Knot Grass special 20 * 100%

Inflicts more damage to heavier targets, with a maximum of 120 power.

87 87 87 Swagger Normal non-damaging 15 90%

Raises the target's Attack by two stages and confuses the target.

90 90 90 Substitute Normal non-damaging 10

Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

92 92 92 Trick Room Psychic non-damaging 5 -7

For five turns, slower Pokémon will act before faster Pokémon.

External Links