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LGP/E / Pokédex

Mr Mime

Mr. Mime

#122 in the Let's Go Kanto Pokédex • Barrier Pokémon

Mr. Mime

#122 in the Let's Go Kanto 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 render

Normal

Shiny Mr. Mime render

Shiny

Mr. Mime

Barrier Pokémon

#122
PsychicFairy

Height

1.3 m (4'03")

Weight

54.5 kg (120.2 lbs)

It's Super Effective

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

Weak to

Poison

Ghost

Steel

Resists

Dragon

Fighting

0.25×

Psychic

0.5×

Growth

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Let’s Go Kanto #122
EV yield
2 SpD
Catch rate
45
Base Exp.
161
Gender
50% male
50% female

Lore

Version-specific Pokédex entries for this Pokémon.
Pokémon: Let's Go, Pikachu! box art

Let's Go, Pikachu!

Always practicing its pantomime act. It makes enemies believe something exists that really doesn’t.

Pokémon: Let's Go, Eevee! box art

Let's Go, Eevee!

Always practicing its pantomime act. It makes enemies believe something exists that really doesn’t.

Evolution

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

Mr. Mime

#122

No evolutions

Encounters

Known encounter locations for this Pokémon in this game.
Let's Go, Pikachu!
LocationMethodLevelChanceConditions

Route 11

Road 11

Walking in the overworld13-18100%

-

Let's Go, Eevee!
LocationMethodLevelChanceConditions

Route 11

Road 11

Walking in the overworld13-18100%

-

Moves

Moves this Pokémon learns naturally by reaching specific levels.
Class
Description
StartPoundNormalPhysical4010035

The target is physically pounded with a long tail, a foreleg, or the like.

StartConfusionPsychicSpecial5010025

The target is hit by a weak telekinetic force. This may also confuse the target.

StartBarrierPsychicStatus--20

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

6MeditatePsychicStatus--40

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

10Double SlapNormalPhysical158510

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

16MimicNormalStatus--10

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

20PsywavePsychicSpecial-10015

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

26EncoreNormalStatus-1005

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

30PsybeamPsychicSpecial6510020

The target is attacked with a peculiar ray. This may also leave the target confused.

36Light ScreenPsychicStatus--30

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

36ReflectPsychicStatus--20

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

40SubstituteNormalStatus--10

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

46PsychicPsychicSpecial9010010

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

Machines

Moves this Pokémon can learn from Technical Machines in Pokémon Let's Go, Pikachu! & Eevee!.
Class
Description
TM01HeadbuttNormalPhysical7010015

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

TM02TauntDarkStatus-10020

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

TM03Helping HandNormalStatus--20

The user assists an ally by boosting the power of that ally’s attack.

TM04TeleportPsychicStatus--20

The user switches places with a different Pokémon instantly, using telekinetic power.

TM05RestPsychicStatus--5

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

TM06Light ScreenPsychicStatus--30

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

TM07ProtectNormalStatus--10

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

TM08SubstituteNormalStatus--10

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

TM09ReflectPsychicStatus--20

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

TM12FacadeNormalPhysical7010020

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

TM13Brick BreakFightingPhysical7510015

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

TM15Seismic TossFightingPhysical-10020

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

TM16Thunder WaveElectricStatus-9020

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

TM21Foul PlayDarkPhysical9510015

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

TM23Thunder PunchElectricPhysical7510015

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

TM27ToxicPoisonStatus-9010

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

TM31Fire PunchFirePhysical7510015

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

TM32Dazzling GleamFairySpecial8010010

The user damages opposing Pokémon by emitting a powerful flash.

TM33Calm MindPsychicStatus--20

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

TM35Ice PunchIcePhysical7510015

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

TM36ThunderboltElectricSpecial9010015

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

TM38ThunderElectricSpecial1107010

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

TM40PsychicPsychicSpecial9010010

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

TM43Shadow BallGhostSpecial8010015

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

TM45Solar BeamGrassSpecial20010010

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

TM48Hyper BeamNormalSpecial150905

The target is attacked with a powerful beam. The user can’t move on the next turn.

TM59Dream EaterPsychicSpecial10010015

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

#121

Starmie

#123

Scyther

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