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439 - Mime Jr. (マネネ)

pokemon front pokemon shiny front pokemon back pokemon shiny back

hg "In an attempt to confuse its enemy, it mimics the enemy's movements. Then it wastes no time in making itself scarce!"

ss "In an attempt to confuse its enemy, it mimics the enemy's movements. Then it wastes no time in making itself scarce!"

Classification Mime Pokémon
Height 2'00"
Weight 28.6 lbs
Capture Rate 145
Egg Steps 6,400
Egg Groups Mime Jr. cannot breed
Experience Growth 1,000,000 - Medium Fast
Safari Zone Flee Rate 0
Color Pink
Base Happiness 70
Gender Ratio ♂: 50%   ♀: 50%

Held Item Chance
Leppa Berry 5%
Damage Taken
normal fire water electric grass ice fighting poison ground flying psychic bug rock ghost dragon dark steel
1 1 1 1 1 1 0.5 1 1 1 0.5 2 1 2 1 2 1

Locations

hg Breed Mr. Mime, Transfer from PokéWalker

ss Breed Mr. Mime, Transfer from PokéWalker

pokewalker

Pokéwalker

Courses
Sinnoh Field
Stat Base Range
At Lv. 50 At Lv. 100
HP:
20
80 - 127 150 - 244
Attack:
25
27 - 84 49 - 163
Defense:
45
45 - 106 85 - 207
Special Attack:
70
67 - 134 130 - 262
Special Defense:
90
85 - 156 166 - 306
Speed:
60
58 - 123 112 - 240
Total:
310
EVs Gained
HP Att. Def. Sp.Att. Sp.Def. Speed
0 0 1 0 0 0

Abilities

  • Soundproof
  • This Pokemon is immune to the effects of the sound-related moves Bug Buzz, Chatter, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Snore, Supersonic, and Uproar.

  • Filter
  • This Pokemon receives one-fourth reduced damage from Super Effective attacks.

Level Up Moves

Level Learned Move Type Cat. Power Acc. PP
0 Tickle - 100% 20
The user tickles the foe into laughing, reducing its Attack and Defense stats.
0 Barrier - - 30
The user throws up a sturdy wall that sharply raises its Defense stat.
0 Confusion 50 100% 25
The foe is hit by a weak telekinetic force. It may also leave the foe 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 foe to keep using only the move it last used for three to seven turns.
15 Double Slap 15 85% 10
The foe is slapped repeatedly, back and forth, two to five times in a row.
18 Mimic - 100% 10
The user copies the move last used by the foe. The move can be used for the rest of the battle.
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
The foe is attacked with a peculiar ray. It 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 - 100% 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 foe off guard and swaps the foe's held item with its own.
39 Psychic 90 100% 10
The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat.
43 Role Play - 100% 10
The user mimics the foe completely, copying the foe'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.

Learnable TMs and HMs

TMHM Move Type Cat. Power Acc. PP
TM01 Focus Punch 150 100% 20
The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.
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 - 85% 10
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10 Hidden Power Varies 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 foe is taunted into a rage that allows it to use only attack moves for two to four turns.
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.
TM20 Safeguard - - 25
The user creates a protective field that prevents status problems for five turns.
TM21 Frustration Varies 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
A strong electric blast is loosed at the foe. It may also leave the foe paralyzed.
TM25 Thunder 120 70% 10
A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed.
TM27 Return Varies 100% 20
A full-power attack that grows more powerful the more the user likes its Trainer.
TM29 Psychic 90 100% 10
The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat.
TM30 Shadow Ball 80 100% 15
The user hurls a shadowy blob at the foe. It may also lower the foe's Sp. Def stat.
TM31 Brick Break 75 100% 15
The user attacks with tough fists, etc. 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.
TM34 Shock Wave 60 - 20
The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded.
TM41 Torment - 100% 15
The user torments and enrages the foe, 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, paralyzed, or has a burn.
TM43 Secret Power 70 100% 20
The user attacks with a secret power. Its added effects vary depending on the user's environment.
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 foe becomes infatuated and less likely to attack.
TM46 Thief 40 100% 10
The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item.
TM48 Skill Swap - 100% 10
The user employs its psychic power to exchange abilities with the foe.
TM49 Snatch - 100% 10
The user steals the effects of any healing or stat- changing move the foe attempts to use.
TM56 Fling Varies 100% 10
The user flings its held item at the foe to attack. Its power and effects depend on the item.
TM57 Charge Beam 50 90% 10
The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat.
TM58 Endure - - 10
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
TM60 Drain Punch 60 100% 5
An energy-draining punch. The user's HP is restored by half the damage taken by the target.
TM67 Recycle - 100% 10
The user recycles a held item that has been used in battle so it can be used again.
TM70 Flash - 70% 20
The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves.
TM73 Thunder Wave - 100% 20
A weak electric charge is launched at the foe. It causes paralysis if it hits.
TM77 Psych Up - - 10
The user hypnotizes itself into copying any stat change made by the foe.
TM78 Captivate - 100% 20
If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat.
TM82 Sleep Talk - - 10
While it is asleep, the user randomly uses one of the moves it knows.
TM83 Natural Gift Varies 100% 15
The user draws power to attack by using its held Berry. The Berry determines its type and power.
TM85 Dream Eater 100 100% 15
An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP.
TM86 Grass Knot Varies 100% 20
The user snares the foe with grass and trips it. The heavier the foe, the greater the damage.
TM87 Swagger - 90% 15
The user enrages the foe into confusion. However, it also sharply raises the foe'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.

Tutor Moves

Move Type Cat. Power Acc. PP
Trick - 100% 10
The user catches the foe off guard and swaps the foe's held item with its own.
Helping Hand - 100% 20
A move that boosts the power of the ally's attack in a Double Battle.
Snore 40 100% 15
An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch.
Uproar 50 100% 10
The user attacks in an uproar for two to five turns. Over that time, no one can fall asleep.
Mud-Slap 20 100% 10
The user hurls mud in the foe's face to inflict damage and lower its accuracy.
Signal Beam 75 100% 15
The user attacks with a sinister beam of light. It may also confuse the target.
Role Play - 100% 10
The user mimics the foe completely, copying the foe's natural ability.
Headbutt 70 100% 15
The user attacks with its head. It may make the foe flinch. To find Pokémon, hit trees.

Egg Moves

Move Type Cat. Power Acc. PP
Future Sight 80 90% 15
Two turns after this move is used, the foe is attacked with a hunk of psychic energy.
Hypnosis - 60% 20
The user employs hypnotic suggestion to make the target fall into a deep sleep.
Mimic - 100% 10
The user copies the move last used by the foe. The move can be used for the rest of the battle.
Psych Up - - 10
The user hypnotizes itself into copying any stat change made by the foe.
Fake Out 40 100% 10
An attack that hits first and makes the target flinch. It only works the first turn the user is in battle.
Trick - 100% 10
The user catches the foe off guard and swaps the foe's held item with its own.
Confuse Ray - 100% 10
The foe is exposed to a sinister ray that triggers confusion.
Wake-up Slap 60 100% 10
This attack inflicts high damage on a sleeping foe. It also wakes the foe up, however.
Teeter Dance - 100% 20
The user performs a wobbly dance that confuses all the Pokémon in battle.
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 charmingly stares at the foe, making it less wary. The target's Attack is sharply lowered.
Nasty Plot - - 20
The user stimulates its brain by thinking bad thoughts. It sharply raises the user's Sp. Atk.