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B2/W2 / Pokédex

Mr Mime

Mr. Mime

#122 in the Black 2 and White 2 Pokédex • Barrier Pokémon

Mr. Mime

#122 in the Black 2 and White 2 Pokédex • Barrier Pokémon

Stats

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

40

190

284

Attack

45

85

207

Defense

65

121

251

Sp. Atk

100

184

328

Sp. Def

120

220

372

Speed

90

166

306

Total

460

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Starmie

Scyther

Mr. Mime normal sprite

Normal

Shiny Mr. Mime sprite

Shiny

Mr. Mime

Barrier Pokémon

#122
Psychic

Height

1.3 m (4'03")

Weight

54.5 kg (120.2 lbs)

Abilities

SoundproofFilterTechnician(Hidden Ability)

It's Super Effective

Damage multipliers Mr. Mime takes from each attacking type, sorted from worst weakness to best resistance.

Weak to

Bug

Ghost

Dark

Resists

Fighting

0.5×

Psychic

0.5×

Growth

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
2 SpD
Catch rate
45
Base Exp.
161

Eggs

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg Groups
Human-Like
Gender
50% male
50% female
Egg cycles
25 (6,400 steps)

Lore

Version-specific Pokédex entries for this Pokémon.
Pokémon Black 2 box art

Pokémon Black 2

It shapes an invisible wall in midair by minutely vibrating its fingertips to stop molecules in the air.

Pokémon White 2 box art

Pokémon White 2

It shapes an invisible wall in midair by minutely vibrating its fingertips to stop molecules in the air.

Evolution

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Mime Jr.

Mime Jr.

#439

knowing Mimic

Mr. Mime

Mr. Mime

#122

Moves

Moves this Pokémon learns naturally by reaching specific levels.
Class
Description
StartConfusionPsychicSpecial5010025

The target is hit by a weak telekinetic force. It may also leave the target confused.

StartBarrierPsychicStatus--30

The user throws up a sturdy wall that sharply raises its Defense stat.

StartMagical LeafGrassSpecial60-20

The user scatters curious leaves that chase the target. This attack will not miss.

StartPower SwapPsychicStatus--10

The user employs its psychic power to switch changes to its Attack and Sp. Atk with the target.

StartGuard SwapPsychicStatus--10

The user employs its psychic power to switch changes to its Defense and Sp. Def with the target.

StartWide GuardRockStatus--10

The user and its allies are protected from wide-ranging attacks for one turn. If used in succession, its chance of failing rises.

StartQuick GuardFightingStatus--15

The user protects itself and its allies from priority moves. If used in succession, its chance of failing rises.

4CopycatNormalStatus--20

The user mimics the move used immediately before it. The move fails if no other move has been used yet.

8MeditatePsychicStatus--40

The user meditates to awaken the power deep within its body and raise its Attack stat.

11Double SlapNormalPhysical158510

The target is slapped repeatedly, back and forth, two to five times in a row.

15MimicNormalStatus--10

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

15PsywavePsychicSpecial-8015

The target is attacked with an odd psychic wave. The attack varies in intensity.

18EncoreNormalStatus-1005

The user compels the target to keep using only the move it last used for three turns.

22Light ScreenPsychicStatus--30

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

22ReflectPsychicStatus--20

A wondrous wall of light is put up to suppress damage from physical attacks for five turns.

25PsybeamPsychicSpecial6510020

The target is attacked with a peculiar ray. It may also cause confusion.

29SubstituteNormalStatus--10

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

32RecycleNormalStatus--10

The user recycles a held item that has been used in battle so it can be used again.

36TrickPsychicStatus-10010

The user catches the target off guard and swaps its held item with its own.

39PsychicPsychicSpecial9010010

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

43Role PlayPsychicStatus--10

The user mimics the target completely, copying the target’s natural Ability.

46Baton PassNormalStatus--40

The user switches places with a party Pokémon in waiting, passing along any stat changes.

50SafeguardNormalStatus--25

The user creates a protective field that prevents status problems for five turns.

Machines

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black 2 and White 2.
Class
Description
TM03PsyshockPsychicSpecial8010010

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

TM04Calm MindPsychicStatus--20

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

TM06ToxicPoisonStatus-9010

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

TM10Hidden PowerNormalSpecial110015

A unique attack that varies in type and intensity depending on the Pokémon using it.

TM11Sunny DayFireStatus--5

The user intensifies the sun for five turns, powering up Fire-type moves.

TM12TauntDarkStatus-10020

The target is taunted into a rage that allows it to use only attack moves for three turns.

TM15Hyper BeamNormalSpecial150905

The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.

TM16Light ScreenPsychicStatus--30

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

TM17ProtectNormalStatus--10

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

TM18Rain DanceWaterStatus--5

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

TM19TelekinesisPsychicStatus--15

The user makes the target float with its psychic power. The target is easier to hit for three turns.

TM20SafeguardNormalStatus--25

The user creates a protective field that prevents status problems for five turns.

TM21FrustrationNormalPhysical-10020

A full-power attack that grows more powerful the less the user likes its Trainer.

TM22Solar BeamGrassSpecial12010010

A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn.

TM24ThunderboltElectricSpecial9510015

A strong electric blast is loosed at the target. It may also leave the target with paralysis.

TM25ThunderElectricSpecial1207010

A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.

TM27ReturnNormalPhysical-10020

A full-power attack that grows more powerful the more the user likes its Trainer.

TM29PsychicPsychicSpecial9010010

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

TM30Shadow BallGhostSpecial8010015

The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

TM31Brick BreakFightingPhysical7510015

The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect.

TM32Double TeamNormalStatus--15

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

TM33ReflectPsychicStatus--20

A wondrous wall of light is put up to suppress damage from physical attacks for five turns.

TM40Aerial AceFlyingPhysical60-20

The user confounds the target with speed, then slashes. The attack lands without fail.

TM41TormentDarkStatus-10015

The user torments and enrages the target, making it incapable of using the same move twice in a row.

TM42FacadeNormalPhysical7010020

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

TM44RestPsychicStatus--5

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

TM45AttractNormalStatus-10015

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

TM46ThiefDarkPhysical4010010

The user attacks and steals the target’s held item simultaneously. It can’t steal if the user holds an item.

TM48RoundNormalSpecial6010015

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

TM52Focus BlastFightingSpecial120705

The user heightens its mental focus and unleashes its power. It may also lower the target’s Sp. Def.

TM53Energy BallGrassSpecial8010010

The user draws power from nature and fires it at the target. It may also lower the target’s Sp. Def.

TM56FlingDarkPhysical-10010

The user flings its held item at the target to attack. Its power and effects depend on the item.

TM57Charge BeamElectricSpecial509010

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

TM66PaybackDarkPhysical5010010

If the user moves after the target, this attack’s power will be doubled.

TM68Giga ImpactNormalPhysical150905

The user charges at the target using every bit of its power. The user must rest on the next turn.

TM70FlashNormalStatus-10020

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

TM73Thunder WaveElectricStatus-10020

A weak electric charge is launched at the target. It causes paralysis if it hits.

TM77Psych UpNormalStatus--10

The user hypnotizes itself into copying any stat change made by the target.

TM85Dream EaterPsychicSpecial10010015

The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user’s HP.

TM86Grass KnotGrassSpecial-10020

The user snares the target with grass and trips it. The heavier the target, the greater the damage.

TM87SwaggerNormalStatus-9015

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

TM90SubstituteNormalStatus--10

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

TM92Trick RoomPsychicStatus--5

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Tutors

Moves this Pokémon can learn from move tutors in this game.
Class
Description
CovetNormalPhysical6010040

The user endearingly approaches the target, then steals the target’s held item.

Drain PunchFightingPhysical7510010

An energy-draining punch. The user’s HP is restored by half the damage taken by the target.

Fire PunchFirePhysical7510015

The target is punched with a fiery fist. It may also leave the target with a burn.

Foul PlayDarkPhysical9510015

The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage.

Helping HandNormalStatus--20

The user assists an ally by boosting the power of its attack.

Ice PunchIcePhysical7510015

The target is punched with an icy fist. It may also leave the target frozen.

Icy WindIceSpecial559515

The user attacks with a gust of chilled air. It also reduces the targets’ Speed stat.

Iron DefenseSteelStatus--15

The user hardens its body’s surface like iron, sharply raising its Defense stat.

Magic CoatPsychicStatus--15

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Magic RoomPsychicStatus--10

The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.

RecycleNormalStatus--10

The user recycles a held item that has been used in battle so it can be used again.

Role PlayPsychicStatus--10

The user mimics the target completely, copying the target’s natural Ability.

Signal BeamBugSpecial7510015

The user attacks with a sinister beam of light. It may also confuse the target.

Skill SwapPsychicStatus--10

The user employs its psychic power to exchange Abilities with the target.

Sleep TalkNormalStatus--10

While it is asleep, the user randomly uses one of the moves it knows.

SnatchDarkStatus--10

The user steals the effects of any healing or stat-changing move the opponent attempts to use.

SnoreNormalSpecial4010015

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Thunder PunchElectricPhysical7510015

The target is punched with an electrified fist. It may also leave the target with paralysis.

TrickPsychicStatus-10010

The user catches the target off guard and swaps its held item with its own.

Wonder RoomPsychicStatus--10

The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.

Zen HeadbuttPsychicPhysical809015

The user focuses its willpower to its head and attacks the target. It may also make the target flinch.

Breeding

Moves this Pokémon can inherit through breeding or similar methods.
Class
Description
Confuse RayGhostStatus-10010

The target is exposed to a sinister ray that triggers confusion.

Fake OutNormalPhysical4010010

An attack that hits first and makes the target flinch. It only works the first turn the user is in battle.

Future SightPsychicSpecial10010010

Two turns after this move is used, a hunk of psychic energy attacks the target.

HypnosisPsychicStatus-6020

The user employs hypnotic suggestion to make the target fall into a deep sleep.

Icy WindIceSpecial559515

The user attacks with a gust of chilled air. It also reduces the targets’ Speed stat.

Magic RoomPsychicStatus--10

The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.

MimicNormalStatus--10

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Nasty PlotDarkStatus--20

The user stimulates its brain by thinking bad thoughts. It sharply raises the user’s Sp. Atk.

Power SplitPsychicStatus--10

The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target’s.

Teeter DanceNormalStatus-10020

The user performs a wobbly dance that confuses the Pokémon around it.

TrickPsychicStatus-10010

The user catches the target off guard and swaps its held item with its own.

Wake-Up SlapFightingPhysical6010010

This attack inflicts big damage on a sleeping target. It also wakes the target up, however.

Traits

Ability options available to this Pokémon in this game.

Soundproof

Ability Slot 1

Gives full immunity to all sound-based moves.

Protects against sound-based moves.

Filter

Ability Slot 2

Reduces damage from supereffective attacks.

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

Technician(Hidden Ability)

Powers up the Pokémon’s weaker moves.

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

#239

Starmie

#123

Scyther

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