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Mr. Mime

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Mr. Mime in Pokémon Black & White

#122 in the National Pokédex • Barrier Pokémon

Mr. Mime in the National Pokédex
Mr. Mime sprite

Normal

Shiny Mr. Mime sprite

Shiny

Pokédex entries

Pokémon Black

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

Pokémon White

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

Pokémon details

Type

Psychic

Category

Barrier Pokémon

Height

1.3 m (4'03")

Weight

54.5 kg (120.2 lbs)

National Pokédex

#0122

Mr. Mime in Other Games

National Dex page

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.

Type-only matchups for Mr. Mime, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

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

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
25

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

Mime Jr.

#439

Level up knowing Mimic

Mr. Mime

Mr. Mime

#122

Known encounter locations for this Pokémon in this game.
Black
LocationMethodLevelChanceConditions

Entralink

Entree Forest (historical Spooky Manor transfer)

Historical Dream World10-

Historical Dream World transfer to Entree Forest; official service has closed and new transfers are unavailable, Spooky Manor catalog; Technician ability

White
LocationMethodLevelChanceConditions

Entralink

Entree Forest (historical Spooky Manor transfer)

Historical Dream World10-

Historical Dream World transfer to Entree Forest; official service has closed and new transfers are unavailable, Spooky Manor catalog; Technician ability

Programmed wild held-item entries. Some species require imports and have no wild Black/White encounter.
Black
5%
White
5%

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartConfusion

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

Psychic5010025
StartBarrier

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

Psychic--30
StartMagical Leaf

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

Grass60-20
StartPower Swap

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

Psychic--10
StartGuard Swap

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

Psychic--10
StartWide Guard

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

Rock--10
StartQuick Guard

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

Fighting--15
4Copycat

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

Normal--20
8Meditate

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

Psychic--40
11Encore

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

Normal-1005
15Double Slap

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

Normal158510
18Mimic

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

Normal--10
22Light Screen

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

Psychic--30
22Reflect

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

Psychic--20
25Psybeam

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

Psychic6510020
29Substitute

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

Normal--10
32Recycle

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

Normal--10
36Trick

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

Psychic-10010
39Psychic

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

Psychic9010010
43Role Play

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

Psychic--10
46Baton Pass

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

Normal--40
50Safeguard

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

Normal--25

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM03Psyshock

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

Psychic8010010
TM04Calm Mind

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

Psychic--20
TM06Toxic

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

Poison-9010
TM10Hidden Power

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

Varies

30–7010015
TM11Sunny Day

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

Fire--5
TM12Taunt

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

Dark-10020
TM15Hyper Beam

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

Normal150905
TM16Light Screen

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

Psychic--30
TM17Protect

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

Normal--10
TM18Rain Dance

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

Water--5
TM19Telekinesis

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

Psychic--15
TM20Safeguard

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

Normal--25
TM21Frustration

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

Normal-10020
TM22Solar Beam

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

Grass12010010
TM24Thunderbolt

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

Electric9510015
TM25Thunder

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

Electric1207010
TM27Return

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

Normal-10020
TM29Psychic

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

Psychic9010010
TM30Shadow Ball

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

Ghost8010015
TM31Brick Break

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

Fighting7510015
TM32Double Team

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

Normal--15
TM33Reflect

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

Psychic--20
TM40Aerial Ace

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

Flying60-20
TM41Torment

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

Dark-10015
TM42Facade

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

Normal7010020
TM44Rest

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

Psychic--10
TM45Attract

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

Normal-10015
TM46Thief

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

Dark4010010
TM48Round

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

Normal6010015
TM52Focus Blast

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

Fighting120705
TM53Energy Ball

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

Grass8010010
TM56Fling

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

Dark-10010
TM57Charge Beam

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

Electric509010
TM66Payback

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

Dark5010010
TM68Giga Impact

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

Normal150905
TM70Flash

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

Normal-10020
TM73Thunder Wave

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

Electric-10020
TM77Psych Up

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

Normal--10
TM85Dream Eater

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

Psychic10010015
TM86Grass Knot

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

Grass-10020
TM87Swagger

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

Normal-9015
TM90Substitute

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

Normal--10
TM92Trick Room

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

Psychic--5

Moves this Pokémon can inherit through breeding or similar methods.
Class
Confuse Ray

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

Ghost-10010
Fake Out

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

Normal4010010
Future Sight

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

Psychic10010010
Hypnosis

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

Psychic-6020
Icy Wind

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

Ice559515
Magic Room

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

Psychic--10
Mimic

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

Normal--10
Nasty Plot

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

Dark--20
Power Split

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

Psychic--10
Teeter Dance

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

Normal-10020
Trick

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

Psychic-10010
Wake-Up Slap

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

Fighting6010010

Learn these before evolving. The source describes the earlier form’s method; egg and Light Ball moves must be retained through evolution. Four-move combinations are not certified by this list.
Class
Acquisition
Charm

The user gazes at the target rather charmingly, making it less wary. The target’s Attack is harshly lowered.

Normal-10020

Prior evolution: egg

Healing Wish

The user faints. In return, the Pokémon taking its place will have its HP restored and status cured.

Psychic--10

Prior evolution: egg

Tickle

The user tickles the target into laughing, reducing its Attack and Defense stats.

Normal-10020

Prior evolution: level-up (Lv. 1)

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
Body Slam

The user drops onto the target with its full body weight. It may also leave the target with paralysis.

Normal8510015

Generation III → Pal Park → Generation IV → PokéTransfer

Captivate

If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.

Normal-10020

PokéTransfer from Generation IV

Counter

A retaliation move that counters any physical attack, inflicting double the damage taken.

Fighting-10020

Generation III → Pal Park → Generation IV → PokéTransfer

Covet

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

Normal6010040

Trade from Black 2 or White 2

Double-Edge

A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.

Normal12010015

Generation III → Pal Park → Generation IV → PokéTransfer

Drain Punch

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

Fighting7510010

PokéTransfer from Generation IV

Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10

PokéTransfer from Generation IV

Fire Punch

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

Fire7510015

PokéTransfer from Generation IV

Focus Punch

The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.

Fighting15010020

PokéTransfer from Generation IV

Foul Play

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

Dark9510015

Trade from Black 2 or White 2

Headbutt

The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.

Normal7010015

PokéTransfer from Generation IV

Helping Hand

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

Normal--20

PokéTransfer from Generation IV

Ice Punch

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

Ice7510015

PokéTransfer from Generation IV

Iron Defense

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

Steel--15

PokéTransfer from Generation IV

Magic Coat

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

Psychic--15

PokéTransfer from Generation IV

Mega Kick

The target is attacked by a kick launched with muscle-packed power.

Normal120755

Generation III → Pal Park → Generation IV → PokéTransfer

Mega Punch

The target is slugged by a punch thrown with muscle-packed power.

Normal808520

Generation III → Pal Park → Generation IV → PokéTransfer

Metronome

The user waggles a finger and stimulates its brain into randomly using nearly any move.

Normal--10

Generation III → Pal Park → Generation IV → PokéTransfer

Mud-Slap

The user hurls mud in the target’s face to inflict damage and lower its accuracy.

Ground2010010

PokéTransfer from Generation IV

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines its type and power.

Varies

-10015

PokéTransfer from Generation IV

Psywave

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

Psychic-8015

Trade from Black 2 or White 2

Secret Power

The user attacks the target with a secret power. Its added effects vary depending on the user’s environment.

Normal7010020

PokéTransfer from Generation IV

Seismic Toss

The target is thrown using the power of gravity. It inflicts damage equal to the user’s level.

Fighting-10020

Generation III → Pal Park → Generation IV → PokéTransfer

Shock Wave

The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.

Electric60-20

PokéTransfer from Generation IV

Signal Beam

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

Bug7510015

PokéTransfer from Generation IV

Skill Swap

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

Psychic--10

Historical Dream World: Spooky Manor

Skill Swap

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

Psychic--10

PokéTransfer from Generation IV

Sleep Talk

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

Normal--10

PokéTransfer from Generation IV

Snatch

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

Dark--10

PokéTransfer from Generation IV

Snore

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

Normal4010015

PokéTransfer from Generation IV

Thunder Punch

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

Electric7510015

PokéTransfer from Generation IV

Uproar

The user attacks in an uproar for three turns. Over that time, no one can fall asleep.

Normal9010010

PokéTransfer from Generation IV

Wonder Room

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

Psychic--10

Trade from Black 2 or White 2

Zen Headbutt

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

Psychic809015

PokéTransfer from Generation IV

Ability options available to this Pokémon in this game.

Hidden Ability entries show the game’s programmed slots. Obtaining one can require a historical Dream World promotion, a special gift or a trade from Black 2 and White 2. A programmed slot does not establish that the Hidden Ability was officially obtainable in Generation V.

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.

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