#439 - Mime Jr.
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Mime Jr.'s Stats
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| HP: |
20 |
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| Attack: |
25 |
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| Defense: |
45 |
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| Special Attack: |
70 |
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| Special Defense: |
90 |
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| Speed: |
60 |
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| Average: |
51.7 |
Base Stat Total: 310 | ||||
Abilities
| Soundproof | Protects against sound-based moves. |
| Filter | Decreases damage taken from super-effective moves by 1/4. |
| Dream World Abilities | |
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| Technician | Strengthens moves of 60 base power or less to inflict 1.5×- damage. |
Micellaneous
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Evolution Chain
| Baby | Base | ||||
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| Mime Jr.'s Sprites | ||
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| Normal | Shiny | |
| Front |
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| Back |
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| See more Mime Jr. sprites | ||
Flavor Text
| Versions | Flavor Text |
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| White, Black | It mimics the expressions and motions of those it sees to understand the feelings of others. |
| SoulSilver, HeartGold | In an attempt to confuse its enemy, it mimics the enemy’s movements. Then it wastes no time in making itself scarce! |
| Platinum | It mimics the expressions and motions of those it sees to understand the feelings of others. |
| Pearl | It likes places where people gather. It mimics foes to confuse them, then makes its getaway. |
| Diamond | It habitually mimics foes. Once mimicked, the foe cannot take its eyes off this Pokémon. |
| Flavor Data | |||||||||||||||
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Level Up Moves
| Level | Name | Type | Class | Power | Accuracy | PP | Effect |
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| 1 | Confusion |
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50 | 100% | 25 | Has a 10% chance to confuse the target. |
| 1 | Barrier |
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-- | -- | 30 | Raises the user's Defense by two stages. |
| 1 | Tickle |
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-- | 100% | 20 | Lowers the target's Attack and Defense by one stage. |
| 4 | Copycat |
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-- | -- | 20 | Uses the target's last used move. |
| 8 | Meditate |
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-- | -- | 40 | Raises the user's Attack by one stage. |
| 11 | Encore |
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-- | 100% | 5 | Forces the target to repeat its last used move every turn for 2 to 6 turns. |
| 15 | DoubleSlap |
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15 | 85% | 10 | Hits 2-5 times in one turn. |
| 18 | Mimic |
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-- | -- | 10 | Copies the target's last used move. |
| 22 | Light Screen |
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-- | -- | 30 | Reduces damage from special attacks by 50% for five turns.. |
| 22 | Reflect |
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-- | -- | 20 | Reduces damage from physical attacks by half. |
| 25 | Psybeam |
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65 | 100% | 20 | Has a 10% chance to confuse the target. |
| 29 | Substitute |
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-- | -- | 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 | Recycle |
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-- | -- | 10 | User recovers the item it last used up. |
| 36 | Trick |
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-- | 100% | 10 | User and target swap items. |
| 39 | Psychic |
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90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. |
| 43 | Role Play |
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-- | -- | 10 | Copies the target's ability. |
| 46 | Baton Pass |
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-- | -- | 40 | Allows the trainer to switch out the user and pass effects along to its replacement. |
| 50 | Safeguard |
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-- | -- | 25 | Protects the user's field from major status ailments and confusion for five turns. |
Egg Moves
| Name | Type | Class | Power | Accuracy | PP | Effect |
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| Hypnosis |
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-- | 60% | 20 | Puts the target to sleep. |
| Mimic |
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-- | -- | 10 | Copies the target's last used move. |
| Confuse Ray |
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-- | 100% | 10 | Confuses the target. |
| Icy Wind |
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55 | 95% | 15 | Has a 100% chance to lower the target's Speed by one stage. |
| Charm |
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-- | 100% | 20 | Lowers the target's Attack by two stages. |
| Future Sight |
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100 | 100% | 10 | Hits the target two turns later. |
| Fake Out |
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40 | 100% | 10 | Can only be used as the first move after the user enters battle. Causes the target to flinch. |
| Trick |
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-- | 100% | 10 | User and target swap items. |
| Teeter Dance |
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-- | 100% | 20 | Confuses the target. |
| Wake-Up Slap |
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60 | 100% | 10 | If the target is asleep, has double power and wakes it up. |
| Healing Wish |
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-- | -- | 10 | User faints. Its replacement has its HP fully restored and any major status effect removed. |
| Nasty Plot |
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-- | -- | 20 | Raises the user's Special Attack by two stages. |
| Power Split |
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-- | -- | 10 | Averages Attack and Special Attack with the target. |
| Magic Room |
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-- | -- | 10 | Negates held items for five turns. |
Machine Moves
| Name | Type | Class | Power | Accuracy | PP | Effect |
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| Round |
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60 | 100% | 15 | Has double power if it's used more than once per turn. |
| Facade |
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70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. |
| Torment |
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-- | 100% | 15 | Prevents the target from using the same move twice in a row. |
| Psych Up |
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-- | -- | 10 | Discards the user's stat changes and copies the target's. |
| Sunny Day |
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-- | -- | 5 | Changes the weather to sunny for five turns. |
| Rain Dance |
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-- | -- | 5 | Changes the weather to rain for five turns. |
| Hidden Power |
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1 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. |
| Safeguard |
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-- | -- | 25 | Protects the user's field from major status ailments and confusion for five turns. |
| Shadow Ball |
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80 | 100% | 15 | Has a 20% chance to lower the target's Special Defense by one stage. |
| Frustration |
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1 | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. |
| Return |
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1 | 100% | 20 | Power increases with happiness, up to a maximum of 102. |
| Attract |
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-- | 100% | 15 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. |
| Taunt |
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-- | 100% | 20 | For the next few turns, the target can only use damaging moves. |
| Telekinesis |
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-- | -- | 15 | Moves have 100% accuracy against the target for three turns. |
| Psyshock |
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80 | 100% | 10 | Inflicts damage based on the target's Defense, not Special Defense. |
| Charge Beam |
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50 | 90% | 10 | Has a 70% chance to raise the user's Special Attack by one stage. |
| Grass Knot |
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1 | 100% | 20 | Inflicts more damage to heavier targets, with a maximum of 120 power. |
| Trick Room |
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-- | -- | 5 | For five turns, slower Pokémon will act before faster Pokémon. |
| Fling |
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1 | 100% | 10 | Throws held item at the target; power depends on the item. |
| Calm Mind |
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-- | -- | 20 | Raises the user's Special Attack and Special Defense by one stage. |
| Brick Break |
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75 | 100% | 15 | Destroys Reflect and Light Screen. |
| Swagger |
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-- | 90% | 15 | Raises the target's Attack by two stages and confuses the target. |
| Double Team |
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-- | -- | 15 | Raises the user's evasion by one stage. |
| Psychic |
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90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. |
| Toxic |
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-- | 90% | 10 | Badly poisons the target, inflicting more damage every turn. |
| Thunder |
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120 | 70% | 10 | Has a 30% chance to paralyze the target. |
| Thunder Wave |
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-- | 100% | 20 | Paralyzes the target. |
| Thunderbolt |
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95 | 100% | 15 | Has a 10% chance to paralyze the target. |
| SolarBeam |
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120 | 100% | 10 | Requires a turn to charge before attacking. |
| Light Screen |
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-- | -- | 30 | Reduces damage from special attacks by 50% for five turns.. |
| Rest |
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-- | -- | 10 | User sleeps for two turns, completely healing itself. |
| Flash |
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-- | 100% | 20 | Lowers the target's accuracy by one stage. |
| Dream Eater |
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100 | 100% | 15 | Only works on sleeping Pokémon. Heals the user by half the damage inflicted. |
| Substitute |
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-- | -- | 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. |
| Reflect |
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-- | -- | 20 | Reduces damage from physical attacks by half. |
| Thief |
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40 | 100% | 10 | Takes the target's item. |
| Protect |
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-- | -- | 10 | Prevents any moves from hitting the user this turn. |