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National Dex / Mime Jr.

Mime Jr.

Back to Pokédex

Mime Jr.

#0439 in the National Pokédex • Mime Pokémon

Mime Jr. sprite

Normal

Shiny Mime Jr. sprite

Shiny

Pokémon HOME art

Details

Category

Mime Pokémon

Height

0.6 m (2'00")

Weight

13 kg (28.7 lbs)

National Pokédex

#0439
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.
Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Mime Jr.

Mime Jr.

#0439

Level up knowing Mimic

Mr. Mime

Mr. Mime

#0122

Mr. Mime

Mr. Mime

#0122

Level 42

Mr. Rime

Mr. Rime

#0866

Mime Jr. sprites across all games. Select one to see its Pokédex details for that game.

Games

Pokémon GO

2016

Mime Jr. in Pokémon GO
Shiny Mime Jr. in Pokémon GO

Main Series

Legends: Z-A

2025

Mime Jr. in Pokémon Legends: Z-A
Shiny Mime Jr. in Pokémon Legends: Z-A

Legends: Arceus

2022

Mime Jr. in Pokémon Legends: Arceus
Shiny Mime Jr. in Pokémon Legends: Arceus

Brilliant Diamond & Shining Pearl

2021

Mime Jr. in Pokémon Brilliant Diamond & Shining Pearl

Sword & Shield

2019

Mime Jr. in Pokémon Sword & Shield
Shiny Mime Jr. in Pokémon Sword & Shield

Ultra Sun & Ultra Moon

2017

Mime Jr. in Pokémon Ultra Sun & Ultra Moon
Shiny Mime Jr. in Pokémon Ultra Sun & Ultra Moon

Sun & Moon

2016

Mime Jr. in Pokémon Sun & Moon
Shiny Mime Jr. in Pokémon Sun & Moon

Omega Ruby & Alpha Sapphire

2014

Mime Jr. in Pokémon Omega Ruby & Alpha Sapphire
Shiny Mime Jr. in Pokémon Omega Ruby & Alpha Sapphire

X & Y

2013

Mime Jr. in Pokémon X & Y
Shiny Mime Jr. in Pokémon X & Y

Black 2 & White 2

2012

Mime Jr. in Pokémon Black 2 & White 2
Shiny Mime Jr. in Pokémon Black 2 & White 2

Black & White

2010

Mime Jr. in Pokémon Black & White
Shiny Mime Jr. in Pokémon Black & White

HeartGold & SoulSilver

2009

Mime Jr. in Pokémon HeartGold & SoulSilver
Shiny Mime Jr. in Pokémon HeartGold & SoulSilver

Platinum

2008

Mime Jr. in Pokémon Platinum
Shiny Mime Jr. in Pokémon Platinum

Diamond & Pearl

2006

Mime Jr. in Pokémon Diamond & Pearl
Shiny Mime Jr. in Pokémon Diamond & Pearl
Pick a game to see what Mime Jr. learns there.
Mime Jr. in Legends: Z-A

Moves Mime Jr. learns by leveling up in Legends: Z-A.
Class
Evo.Haze

The user cloaks the area in a dark haze. Pokémon touched by the haze will have their stat changes reverted.

Ice---
Evo.Mist

The user cloaks the area in a white mist. Pokémon within the mist cannot have their stats lowered by opponents.

Ice---
Evo.Smokescreen

The user cloaks the area in a cloud of smoke or ink. Those within the cloud will be undetectable to wild Pokémon.

Normal---
StartConfuse Ray

The user shines a sinister ray at targets, leaving them confused.

Ghost---
StartHypnosis

The user employs hypnotic suggestion to make targets drowsy.

Psychic---
StartTackle

The user attacks by charging forward and slamming into targets with its whole body.

Normal40--
8Charm

The user gazes charmingly at targets to make them less wary, which lowers their Attack stats for a while.

Fairy---
12Confusion

The user attacks by directing a weak telekinetic force toward targets. This may also leave targets confused.

Psychic50--
15Dream Eater

The user attacks by eating the dreams of drowsy targets. The user's HP will be restored by a portion of the damage dealt.

Psychic100--
17Infestation

The user infests targets so that they take continual damage for a while. Targets cannot be switched out of battle during this time.

Bug20--
20Protect

The user takes on a protective stance that prevents incoming attacks from landing.

Normal---
24Stealth Rock

The user lays a trap of levitating stones in front of itself. The stones will damage opposing Pokémon that touch them.

Rock---
28Psybeam

The user attacks by shooting targets with a peculiar ray. This may also leave targets confused.

Psychic65--
32Mimic

The user attacks by mimicking the last move that a target used, unleashing that same move back upon it.

Normal---
36Light Screen

The user constructs a wondrous wall of light that will reduce damage taken from special moves for a while. This effect continues even if the user is switched out.

Psychic---
36Reflect

The user constructs a wondrous wall of light that will reduce damage taken from physical moves for a while. This effect continues even if the user is switched out.

Psychic---
36Safeguard

The user creates a peculiar field that prevents status conditions for a while. This effect continues even if the user is switched out.

Normal---
44Dazzling Gleam

The user attacks with a powerful flash of light.

Fairy80--
48Psychic

The user attacks by directing a strong telekinetic force toward targets. This may also lower targets' Sp. Def stats.

Psychic90--
Moves Mime Jr. can learn from Technical Machines in Legends: Z-A.
Class
TM001Headbutt

The user attacks by leaning forward and charging headfirst into targets. This may also make targets flinch.

Normal70--
TM003Psyshock

The user attacks by materializing a mysterious psychic wave. This move deals physical damage.

Psychic80--
TM006Calm Mind

The user boosts its Sp. Atk and Sp. Def stats for a short time by quietly focusing its mind and calming its spirit.

Psychic---
TM008Thunder Wave

The user launches a weak jolt of electricity to leave targets paralyzed.

Electric---
TM010Brick Break

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

Fighting75--
TM016Light Screen

The user constructs a wondrous wall of light that will reduce damage taken from special moves for a while. This effect continues even if the user is switched out.

Psychic---
TM017Protect

The user takes on a protective stance that prevents incoming attacks from landing.

Normal---
TM026Energy Ball

The user attacks by drawing power from nature and firing it at targets. This may also lower targets' Sp. Def stats.

Grass90--
TM031Reflect

The user constructs a wondrous wall of light that will reduce damage taken from physical moves for a while. This effect continues even if the user is switched out.

Psychic---
TM035Endure

The user takes a ready stance to endure any attack. While in this stance, the user will be able to take a hit and be left with at least 1 HP without fail.

Normal---
TM037Stealth Rock

The user lays a trap of levitating stones in front of itself. The stones will damage opposing Pokémon that touch them.

Rock---
TM049Icy Wind

The user attacks with a gust of chilled air. This also makes targets move more slowly for a short time.

Ice55--
TM051Safeguard

The user creates a peculiar field that prevents status conditions for a while. This effect continues even if the user is switched out.

Normal---
TM059Zen Headbutt

The user attacks by focusing all its willpower into a fierce headbutt. This may also make targets flinch.

Psychic80--
TM060Future Sight

A short time after this move is used, a blast of psychic energy will strike the spot where the target was.

Psychic120--
TM063Psychic

The user attacks by directing a strong telekinetic force toward targets. This may also lower targets' Sp. Def stats.

Psychic90--
TM064Solar Beam

The user attacks by gathering a great deal of light and then shooting it at targets. This move takes some time to carry out.

Grass120--
TM067Thunderbolt

The user attacks with a strong electric blast. This may also leave targets paralyzed.

Electric90--
TM074Shadow Ball

The user attacks by hurling a shadowy blob. This may also lower targets' Sp. Def stats.

Ghost80--
TM083Nasty Plot

The user boosts its Sp. Atk stat for a while by thinking bad thoughts to stimulate its brain.

Dark---
TM085Substitute

The user sacrifices a small amount of HP to create a substitute for itself.

Normal---
TM092Dazzling Gleam

The user attacks with a powerful flash of light.

Fairy80--
TM095Taunt

The user taunts targets, sending them into a rage that will allow them to use only damage-dealing moves for a short time.

Dark---
TM097Heal Block

The user prevents targets from recovering HP through moves or items for a while.

Psychic---
TM106Thunder

The user attacks by dropping a wicked thunderbolt. This may also leave targets paralyzed.

Electric110--
TM109Facade

The user attacks with a power that is doubled if the user is poisoned, paralyzed, burned, or drowsy.

Normal70--
TM125Mimic

The user attacks by mimicking the last move that a target used, unleashing that same move back upon it.

Normal---
TM127Dream Eater

The user attacks by eating the dreams of drowsy targets. The user's HP will be restored by a portion of the damage dealt.

Psychic100--
TM131Drain Punch

The user attacks with an energy-draining punch. The user's HP will be restored by a portion of the damage dealt.

Fighting75--
TM141Fake Out

The user attacks first to make targets flinch. This move only succeeds if it is used first thing upon the user entering a battle.

Normal40--
TM142First Impression

The user attacks with tremendous power, but this move only succeeds if it is used first thing upon the user entering a battle.

Bug90--

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