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Mime Jr.

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Mime Jr. in Pokémon Brilliant Diamond & Shining Pearl

#94 in the Brilliant Diamond and Shining Pearl Pokédex • Mime Pokémon

Mime Jr. in the National Pokédex

Pokédex entries

Brilliant Diamond

It habitually mimics foes. Once mimicked, the foe cannot take its eyes off this Pokémon.

Shining Pearl

It likes places where people gather. It mimics foes to confuse them, then makes its getaway.

Pokémon details

Types

PsychicFairy

Category

Mime Pokémon

Height

0.6 m (2'00")

Weight

13 kg (28.7 lbs)

National Pokédex

#0439

Pokédex

#94

Mime Jr. in Other Games

National Dex page

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

Min

Max

HP

20

150

244

Attack

25

49

163

Defense

45

85

207

Sp. Atk

70

130

262

Sp. Def

90

166

306

Speed

60

112

240

Total

310

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 Mime Jr., sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Immune to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Original Sinnoh #94
EV yield
1 SpD
Catch rate
145
Base Exp.
62

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
25 cycles; this baby Pokémon cannot breed

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

Mime Jr.

#94

Level up knowing Mimic

Mr. Mime

Mr. Mime

#95

Known encounter locations for this Pokémon in this game.
Brilliant Diamond
LocationMethodLevelChanceConditions

Route 209

Walking1625%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Morning (04:00–09:59)., Ordinary encounter table; active special replacements can alter the pool.

Route 209

Walking165%

Day (10:00–19:59)., Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Route 209

Walking165%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Night (20:00–03:59)., Ordinary encounter table; active special replacements can alter the pool.

Route 210

Route 210 — South

Walking18-2025%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Morning (04:00–09:59)., Ordinary encounter table; active special replacements can alter the pool.

Route 210

Route 210 — South

Walking18-205%

Day (10:00–19:59)., Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Route 210

Route 210 — South

Walking18-205%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Night (20:00–03:59)., Ordinary encounter table; active special replacements can alter the pool.

Trophy Garden

Trophy Garden — Daily Pokémon

Walking16-185%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., National Pokédex and Mr. Backlot’s current/previous announcement; each announced species occupies a 5% slot., Only levels 16 or 18 occur for the daily species; the range is not every intervening level., Ordinary encounter table; active special replacements can alter the pool.

Shining Pearl
LocationMethodLevelChanceConditions

Trophy Garden

Trophy Garden — Daily Pokémon

Walking16-185%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., National Pokédex and Mr. Backlot’s current/previous announcement; each announced species occupies a 5% slot., Only levels 16 or 18 occur for the daily species; the range is not every intervening level., Ordinary encounter table; active special replacements can alter the pool.

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

Normal4010035
StartCopycat

Normal--20
4Baton Pass

Normal--40
8Encore

The user compels the target to keep using the move it encored for three turns.

Normal-1005
12Confusion

Psychic5010025
16Role Play

Psychic--10
20Protect

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Normal--10
24Recycle

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

Normal--10
28Psybeam

Psychic6510020
32Mimic

Normal--10
36Light Screen

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

Psychic--30
36Reflect

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

Psychic--20
36Safeguard

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

Normal--25
40Sucker Punch

Dark701005
44Dazzling Gleam

The user damages opposing Pokémon by emitting a powerful flash.

Fairy8010010
48Psychic

The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.

Psychic9010010
52Teeter Dance

Normal-10020

Moves this Pokémon can learn from Technical Machines in Pokémon Brilliant Diamond and Shining Pearl.
Class
TM01Focus Punch

The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.

Fighting15010020
TM04Calm Mind

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

Psychic--20
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-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
TM16Light Screen

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

Psychic--30
TM17Protect

This move enables the user to protect itself from 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. It lowers the power of Fire-type moves.

Water--5
TM20Safeguard

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

Normal--25
TM21Dazzling Gleam

The user damages opposing Pokémon by emitting a powerful flash.

Fairy8010010
TM22Solar Beam

In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn.

Grass12010010
TM24Thunderbolt

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Electric9010015
TM25Thunder

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

Electric1107010
TM29Psychic

The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.

Psychic9010010
TM30Shadow Ball

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

Ghost8010015
TM31Brick Break

The user attacks with a swift chop. It can also break barriers, 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 reduce damage from physical attacks for five turns.

Psychic--20
TM34Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Electric60-20
TM41Torment

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

Dark-10015
TM42Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM44Rest

The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.

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. The user can't steal anything if it already holds an item.

Dark6010025
TM48Skill Swap

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

Psychic--10
TM56Fling

The user flings its held item at the target to attack. This move's power and effects depend on the item.

Dark-10010
TM57Charge Beam

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

Electric509010
TM58Endure

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

Normal--10
TM60Drain Punch

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

Fighting7510010
TM63Nasty Plot

The user stimulates its brain by thinking bad thoughts. This sharply raises the user's Sp. Atk stat.

Dark--20
TM67Recycle

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

Normal--10
TM70Flash

The user flashes a light that lowers the target's accuracy. It can also be used to illuminate caves.

Normal-10020
TM73Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
TM77Psych Up

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

Normal--10
TM82Sleep Talk

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

Normal--10
TM85Dream Eater

The user eats the dreams of a sleeping target. The user's HP is restored by half the damage taken by the target.

Psychic10010015
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the move's power.

Grass-10020
TM87Swagger

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

Normal-8515
TM90Substitute

The user creates a substitute for itself using some of its HP. The substitute 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
Charm

Fairy-10020
Confuse Ray

Ghost-10010
Fake Out

Normal4010010
Future Sight

Psychic12010010
Healing Wish

Psychic--10
Hypnosis

Psychic-6020
Icy Wind

Ice559515
Magic Room

Psychic--10
Mimic

Normal--10
Power Split

Psychic--10
Teeter Dance

Normal-10020
Tickle

Normal-10020
Trick

Psychic-10010

Ability options available to this Pokémon in this game.

Soundproof

Ability Slot 1

Protects against other Pokémon’s sound-based moves.

Filter

Ability Slot 2

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

Technician(Hidden Ability)

Boosts eligible moves with power 60 or less by 50%.

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