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Mime Jr.

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Mime Jr. in Pokémon Ultra Sun & Ultra Moon

#59 in the Ultra Sun & Ultra Moon Pokédex • Mime Pokémon

Mime Jr. in the National Pokédex
Mime Jr. sprite

Normal

Shiny Mime Jr. sprite

Shiny

Pokédex entries

Ultra Sun

It does its absolute best to mimic the movements and expressions of its opponents, but it’s still not very good at it.

Ultra Moon

When this gifted mimic surprises an opponent, Mime Jr. feels so happy that it ends up forgetting it was imitating something.

Pokémon details

Types

PsychicFairy

Category

Mime Pokémon

Height

0.6 m (2'00")

Weight

13 kg (28.7 lbs)

National Pokédex

#0439

Pokédex

#59

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
Alola #59Melemele #59
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

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

Mime Jr.

#59

Level up knowing Mimic

Mr. Mime

Mr. Mime

#60

Known encounter locations for this Pokémon in this game.
Ultra Moon
LocationMethodLevelChanceConditions

Hau'oli City

Hau'oli City — Shopping District

Walking in tall grass or a cave6-920%

-

Hau'oli City

Hau'oli City — Shopping District

Walking in tall grass or a cave6-910%

-

Hau'oli City

Hau'oli City — Shopping District

SOS ally encounter6-9-

SOS ally of mime jr; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Ultra Sun
LocationMethodLevelChanceConditions

Hau'oli City

Hau'oli City — Shopping District

Walking in tall grass or a cave6-910%

-

Hau'oli City

Hau'oli City — Shopping District

Walking in tall grass or a cave6-920%

-

Hau'oli City

Hau'oli City — Shopping District

SOS ally encounter6-9-

SOS ally of mime jr; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

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

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

Normal4010035
StartConfusion

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

Psychic5010025
StartBarrier

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

Psychic--20
StartTickle

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

Normal-10020
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
11Double Slap

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

Normal158510
15Mimic

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

Normal--10
18Encore

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

Normal-1005
22Light Screen

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

Psychic--30
22Reflect

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

Psychic--20
25Psybeam

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

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. This may also lower 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 and passes along any stat changes.

Normal--40
50Safeguard

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

Normal--25

Moves this Pokémon can learn from Technical Machines in Pokémon Ultra Sun and Ultra Moon.
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 depending on the Pokémon using it.

Normal6010015
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

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. 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
TM21Frustration

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

Normal-10020
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
TM27Return

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

Normal-10020
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
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
TM48Round

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

Normal6010015
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 with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
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
TM83Infestation

The target is infested and attacked for four to five turns. The target can’t flee during this time.

Bug2010020
TM85Dream Eater

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

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
TM88Sleep Talk

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

Normal--10
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
TM100Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Normal--20

Moves this Pokémon can learn from move tutors in this game.
Class
Ally Switch

The user teleports using a strange power and switches places with one of its allies.

Psychic--15
Covet

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

Normal6010025
Drain Punch

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

Fighting7510010
Focus Punch

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

Fighting15010020
Helping Hand

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

Normal--20
Icy Wind

The user attacks with a gust of chilled air. This also lowers the opposing Pokémon’s Speed stats.

Ice559515
Magic Coat

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

Psychic--15
Magic Room

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

Psychic--10
Recycle

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

Normal--10
Role Play

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

Psychic--10
Shock Wave

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

Electric60-20
Signal Beam

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

Bug7510015
Skill Swap

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

Psychic--10
Snatch

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

Dark--10
Snore

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

Normal5010015
Telekinesis

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

Psychic--15
Trick

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

Psychic-10010
Uproar

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

Normal9010010
Wonder Room

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

Psychic--10

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

The user gazes at the target rather charmingly, making it less wary. This harshly lowers its Attack stat.

Fairy-10020
Confuse Ray

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

Ghost-10010
Fake Out

This attack 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.

Psychic12010010
Healing Wish

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

Psychic--10
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. This also lowers the opposing Pokémon’s Speed stats.

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. This sharply raises the user’s Sp. Atk stat.

Dark--20
Power Split

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

Psychic--10
Psychic Terrain

This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns.

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. This also wakes the target up, however.

Fighting7010010

Imports, special breeding, event gifts and copied moves have separate requirements. Individual options do not guarantee every four-move combination; historical transfer services require eligible software and Pokémon.
Class
Acquisition source
Captivate

If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat.

Normal-10020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Endure

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

Normal--10

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Flash

The user flashes a bright light that cuts the target’s accuracy.

Normal-10020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Headbutt

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

Normal7010015

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Mud-Slap

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

Ground2010010

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines the move’s type and power.

Normal-10015

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Secret Power

The additional effects of this attack depend upon where it was used.

Normal7010020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Ability options available to this Pokémon in this game.

Soundproof

Ability Slot 1

Soundproofing of the Pokémon itself gives full immunity to all sound-based moves.

Protects against sound-based moves.

Filter

Ability Slot 2

Reduces the power of supereffective attacks taken.

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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