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Mime Jr.


Main Pokédex page | Flavor text and images

General

Mime Jr.
psychic

Abilities

Soundproof
This Pokémon is immune to Growl, Grasswhistle, Hyper Voice, Heal Bell, Metal Sound, Perish Song, Roar, Screech, Sing, Snore, Supersonic, and Uproar.
Filter
This Pokémon takes half damage from super-effective moves.

Damage Taken

Dex Numbers

Generation
Diamond/Pearl DP
Red/Blue/Yellow Kanto
439
Gold/Silver/Crystal Johto
n/a
Ruby/Sapphire/Emerald Hoenn
n/a
Diamond/Pearl Sinnoh
94

Names

Japanese
マネネ
Romaji
Manene

Flavor

Height
1'11.6" or 0.6 m
Weight
28.7 lb or 13 kg
Species
Mime
Color
pink
Cry
mp3 here
Fire Red/Leaf Green Habitat
n/a
Pawprint

Misc

R/B/Y code
n/a

Breeding

Gender
½ male; ½ female (code: 127 or 0x7f)
Breeding groups
15: No Eggs
Steps to hatch
6,400
Compatible with
Cannot breed

In the Wild

Base EXP
78 or 0x4e
Capture rate
145 or 0x91
Base happiness
70 or 0x46
Growth rate
medium
Effort points
1 Special Defense
Wild held items
Leppa Berry (5%)

Evolution Chain

See also: Comparison of this evolution chain

BabyBasic
439 Mime Jr. Baby form (mother must hold Odd Incense) 122 Mr. Mime Level up while knowing Mimic

Stats

Stat Base Max Stat %ile
L50 L100
HP
20
127 244 0.4
Attack
25
77 149 3.2
Defense
45
97 189 18.5
Special Attack
70
122 239 55.2
Special Defense
90
142 279 78.3
Speed
60
112 219 42.2
Average
51.7
- - 23.3

Flavor

See also: All versions' flavor text and sprites

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.

Locations

Route 209
Route 210

Sorry, Pearl players! Only Diamond for the moment.

Area Section Level Method
Route 209 16 Morning 25%; Daytime Night 5%
Route 210 Solaceon City side 18 - 20 Morning 25%; Daytime Night 5%

Move List

See also: This list in the move search

See also: Contest list

Mime Jr.'s Special Attack is higher, so it will inflict more damage with special () moves.

Mime Jr. gets the STAB from psychic moves.

Diamond/Pearl Move Type Dmg PP Power Acc.* Pri. Description
-- Barrier psychic none 30 -- 100% Raises the user's Defense by two levels.
-- Confusion psychic special 25 50 100% Has a 10% chance to Confuse the target.
-- Tickle normal none 20 -- 100% Lowers the target's Attack and Defense.
4 Copycat normal none 20 -- 0% Uses the target's last used move.
8 Meditate psychic none 40 -- 100% Raises the user's Attack.
11 Encore normal none 5 -- 100% Forces the target to repeat its last used move every turn for 2 to 6 turns.
15 DoubleSlap normal physical 10 15 85% Hits 2-5 times in one turn.
18 Mimic normal none 10 -- 100% Copies the target's last used move.
22 Light Screen psychic none 30 -- 100% Reduces damage from special attacks by 50% for five turns..
22 Reflect psychic none 20 -- 100% Reduces damage from physical attacks by 50%.
25 Psybeam psychic special 20 65 100% Has a 10% chance to Confuse the target.
29 Substitute normal none 10 -- 100% 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 Recycle normal none 10 -- 100% User regains the item it was holding when it entered battle, if it is no longer holding an item.
36 Trick psychic none 10 -- 100% User and target swap items until the end of the battle.
39 Psychic psychic special 10 90 100% Has a 10% chance to lower the target's Special Defense.
43 Role Play psychic none 10 -- 100% User's ability is replaced with the target's until the user leaves battle.
46 Baton Pass normal none 40 -- 100% Allows the trainer to switch out the user and pass effects along to its replacement.
50 Safeguard normal none 25 -- 100% Protects the user's field from incoming major status ailments and Confusion for five turns.
Diamond/Pearl Egg moves (Pokémon can also inherit any TMs they are compatible with)
Chains Diamond/Pearl Charm normal none 20 -- 100% Lowers the target's Attack by two levels.
Chains Diamond/Pearl Confuse Ray ghost none 10 -- 100% Confuses the target.
Chains Diamond/Pearl Fake Out normal physical 10 40 100% 1 Goes first. Can only be used as the first move after the user enters battle. Causes the target to Flinch.
Chains Diamond/Pearl Future Sight psychic special 15 80 90% Hits the target two turns later.
Chains Diamond/Pearl Healing Wish psychic none 10 -- 0% If the user faints this turn, its replacement will have its HP fully restored and any major status effect removed.
Chains Diamond/Pearl Hypnosis psychic none 20 -- 70% Puts the target to Sleep.
Chains Diamond/Pearl Mimic normal none 10 -- 100% Copies the target's last used move.
Chains Diamond/Pearl Psych Up normal none 10 -- 100% Discards the user's stat changes and copies the target's.
Chains Diamond/Pearl Teeter Dance normal none 20 -- 100% Target becomes Confused.
Chains Diamond/Pearl Trick psychic none 10 -- 100% User and target swap items until the end of the battle.
Chains Diamond/Pearl Wake-Up Slap fighting physical 10 60 100% If the target is Sleeping, inflicts double damage and wakes it up.
Diamond/Pearl TMs and HMs
Chains 45 Attract normal none 15 -- 100% Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
Chains 31 Brick Break fighting physical 15 75 100% Cancels the effects of Reflect and Light Screen.
Chains 04 Calm Mind psychic none 20 -- 100% Raises the user's Special Attack and Special Defense.
Chains 78 Captivate normal none 20 -- 100% Lowers the target's Special Attack by two levels if it is the opposite gender.
Chains 57 Charge Beam electric special 10 50 90% Has a 70% chance to raise the user's Special Attack.
Chains 32 Double Team normal none 15 -- 100% Raises the user's Evasion.
Chains 60 Drain Punch fighting physical 5 60 100% Heals the user by half the damage the target receives.
Chains 85 Dream Eater psychic special 15 100 100% Heals the user by half the damage the target receives. Only works on Sleeping Pokemon.
Chains 58 Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Chains 42 Facade normal physical 20 70 100% Power doubles if user is Burned, Paralyzed, or Poisoned.
Chains 70 Flash normal none 20 -- 100% Lowers the target's Accuracy.
Chains 56 Fling dark physical 10 varies 100% Throws held item at the target; power depends on the item.
Chains 01 Focus Punch fighting physical 20 150 100% -3 Goes last. If the user takes damage before attacking, the attack is canceled.
Chains 21 Frustration normal physical 20 varies 100% Power increases as Happiness decreases, up to a maximum of 102.
Chains 86 Grass Knot grass special 20 varies 100% Inflicts more damage to heavier targets, with a maximum of 120 power.
Chains 10 Hidden Power normal special 15 varies 100% Power and type depend upon user's IVs. Power can range from 30 to 70.
Chains 16 Light Screen psychic none 30 -- 100% Reduces damage from special attacks by 50% for five turns..
Chains 83 Natural Gift normal physical 15 varies 100% Power and type depend on the held berry.
Chains 17 Protect normal none 10 -- 0% 3 Goes first. Prevents any moves from hitting the user this turn.
Chains 77 Psych Up normal none 10 -- 100% Discards the user's stat changes and copies the target's.
Chains 29 Psychic psychic special 10 90 100% Has a 10% chance to lower the target's Special Defense.
Chains 18 Rain Dance water none 5 -- 0% Changes the weather to rain for five turns.
Chains 67 Recycle normal none 10 -- 100% User regains the item it was holding when it entered battle, if it is no longer holding an item.
Chains 33 Reflect psychic none 20 -- 100% Reduces damage from physical attacks by 50%.
Chains 44 Rest psychic none 10 -- 100% User Sleeps, completely healing itself.
Chains 27 Return normal physical 20 varies 100% Power increases with Happiness, up to a maximum of 102.
Chains 20 Safeguard normal none 25 -- 100% Protects the user's field from incoming major status ailments and Confusion for five turns.
Chains 43 Secret Power normal physical 20 70 100% Has a 30% chance to inflict a status effect which depends upon the terrain.
Chains 30 Shadow Ball ghost special 15 80 100% Has a 20% chance to lower the target's Special Defense.
Chains 34 Shock Wave electric special 20 60 100% Never misses.
Chains 48 Skill Swap psychic none 10 -- 100% User and target swap abilities.
Chains 82 Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Chains 49 Snatch dark none 10 -- 100% 4 Goes first. Steals the target's move, if it is self-targeted.
Chains 22 SolarBeam grass special 10 120 100% Requires a turn to charge before attacking.
Chains 90 Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Chains 11 Sunny Day fire none 5 -- 0% Changes the weather to sunny for five turns.
Chains 87 Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Chains 12 Taunt dark none 20 -- 100% For the next two turns, the target can only use moves that inflict damage.
Chains 46 Thief dark physical 10 40 100% Takes the target's item.
Chains 25 Thunder electric special 10 120 70% Has a 30% chance to Paralyze the target.
Chains 73 Thunder Wave electric none 20 -- 100% Paralyzes the target.
Chains 24 Thunderbolt electric special 15 95 100% Has a 10% chance to Paralyze the target.
Chains 41 Torment dark none 15 -- 100% Prevents the target from using the same move twice in a row until it leaves battle.
Chains 06 Toxic poison none 10 -- 85% Badly Poisons the target, inflicting more damage every turn.
Chains 92 Trick Room psychic none 5 -- 0% -7 Goes last. For five turns, slower Pokemon will act before faster Pokemon.

Mime Jr. in other Pokédexes