Pokemon Brilliant Diamond and Shining Pearl Mr Mime is a Psychic and Fairy Type Barrier Pokémon, with a 5.9% Chance To Catch with a regular Pokeball. Mr Mime can be found with Soundproof, Filter and Technician as an Ability and has a Medium Fast growth rate with a 2 Special Defense EV Yield. We recommend the Calm Nature, based on 460 combined Base Stats.
Mr Mime Stats and Abilities
Based on Mr Mime Base IVs we consider this pokemon C-Tier choice. Mr Mime Highest IV Stat is Special Defense 120 and the Lowest being Attack 45.
| Tier | Stat | Base | Min | Max |
|---|---|---|---|---|
| F | HP | 40 | 190 | 284 |
| F | Attack | 45 | 85 | 207 |
| F | Defense | 65 | 121 | 251 |
| C | Special Attack | 100 | 184 | 328 |
| C | Special Defense | 120 | 220 | 372 |
| D | Speed | 90 | 166 | 306 |
| C | Total | 460 |
| Mr Mime | Detail |
|---|---|
| Best Nature | Calm
↑ +10% Special Defense↓ -10% Attack |
| Caught in the Wild Held Item Chance | |
| Like/Dislikes |
|
| EV Yield | 2 Special Defense |
| Growth Rate | Medium Fast |
| Catch Rate | 45 (5.9% with PokéBall, full HP) |
| Egg Groups | Human-Like |
| Egg Cycles | 25 (6,169–6,425 steps) |
| Abilities | Description |
|---|---|
Soundproof Ability 1 | Soundproof grants the Pokémon immunity to all sound-based moves, preventing all damage and effects. |
Filter Ability 2 | Filter reduces the damage taken from super-effective attacks by 25%. |
Technician Hidden Ability | Technician increases the power of moves - that are usually base power 60 or below - by 50%. |
How To Evolve Mr Mime in BDSP
Mime Jr requires (after Mimic learned) to evolve into Mr Mime.
Evolution ChartWhere To Find Mr Mime in BDSP
| Location | How To Catch | Pokemon Spawns |
|---|---|---|
|
5 - 1% |
Mime Jr
Lv. 18-20
| |
|
5 - 1% |
Mime Jr
Lv. 16
| |
|
20 - 5% |
Mr Mime
Lv. 41-42
| |
|
20 - 5% |
Mr Mime
Lv. 29-30
| |
|
7th Badge |
Mr Mime
Lv. 16-63
| |
|
7th Badge |
Mr Mime
Lv. 16-63
| |
|
7th Badge |
Mr Mime
Lv. 16-63
| |
|
7th Badge |
Mr Mime
Lv. 16-63
| |
|
7th Badge |
Mr Mime
Lv. 16-63
| |
|
100 - 20% |
Mime Jr
Lv. 16-18
|
Locations ListPokemon Brilliant Diamond and Shining Pearl Mr Mime Weakness
Mr Mime is a Psychic and Fairy Type pokemon. This will cause Mr Mime to take More Damage from Ghost, Poison, Steel Type Moves, and Less Damage from Psychic, Dragon, Fighting Type moves.
| Damage | Types |
|---|---|
| 4.0x More Damage | |
| 2.0x More Damage |
|
| 0.5x Less Damage |
|
| 0.25x Less Damage |
|
| Immune to Damage |
|
What pokemon is Mr Mime Weak Against?
Type Weakness ChartBest Moves Mr Mime in BDSP
Best Moveset for Mr Mime Lv Up Moves based on Power.
| Lvl | Best Moves | Type | Class | Power | Acc | PP | Effect |
|---|---|---|---|---|---|---|---|
| 48 |
Psychic
| | Special | 135 | 100 | 10 | May lower opponent's Special Defense. |
| 44 |
Dazzling Gleam
| | Special | 120 | 100 | 10 | Hits all adjacent opponents. |
| 40 |
Sucker Punch
| | Physical | 70 | 100 | 5 | User attacks first, but only works if opponent is readying an attack. |
| 28 |
Psybeam
| | Special | 97.5 | 100 | 20 | May confuse opponent. |
Best Moveset for Mr Mime TM Moves based on Power.
| TM | Best Moves | Type | Class | Power | Acc | PP | Effect |
|---|---|---|---|---|---|---|---|
| TM01 |
Focus Punch
| | Physical | 150 | 100 | 20 | If the user is hit before attacking, it flinches instead. |
| TM68 |
Giga Impact
| | Physical | 150 | 90 | 5 | User must recharge next turn. |
| TM15 |
Hyper Beam
| | Special | 150 | 90 | 5 | User must recharge next turn. |
| TM52 |
Focus Blast
| | Special | 120 | 70 | 5 | May lower opponent's Special Defense. |
Mr Mime Level Up Moves
List of Moves Mr Mime can learn by reaching higher levels in Pokemon Brilliant Diamond and Shining Pearl.
| Lvl | Move | Desc |
|---|---|---|
| 1 |
Quick Guard
|
Power: —
Acc: —
PP: 15
Protects the user's team from high-priority moves.
|
| 1 |
Wide Guard
|
Power: —
Acc: —
PP: 10
Protects the user's team from multi-target attacks.
|
| 1 |
Power Swap
|
Power: —
Acc: —
PP: 10
User and opponent swap Attack and Special Attack.
|
| 1 |
Guard Swap
|
Power: —
Acc: —
PP: 10
User and opponent swap Defense and Special Defense.
|
| 1 |
Pound
|
Power: 40
Acc: 100
PP: 35
|
| 1 |
Copycat
|
Power: —
Acc: —
PP: 20
Copies opponent's last move.
|
| 1 |
Baton Pass
|
Power: —
Acc: —
PP: 40
User switches out and gives stat changes to the incoming Pokémon.
|
| 1 |
Encore
|
Power: —
Acc: 100
PP: 5
Forces opponent to keep using its last move for 3 turns.
|
| 12 |
Confusion
|
Power:
75 Acc: 100
PP: 25
May confuse opponent.
|
| 16 |
Role Play
|
Power: —
Acc: —
PP: 15
User copies the opponent's Ability.
|
| 20 |
Protect
|
Power: —
Acc: —
PP: 10
Protects the user, but may fail if used consecutively.
|
| 24 |
Recycle
|
Power: —
Acc: —
PP: 10
User's used hold item is restored.
|
| 28 |
Psybeam
|
Power:
97.5 Acc: 100
PP: 20
May confuse opponent.
|
| 32 |
Mimic
|
Power: —
Acc: —
PP: 10
Copies the opponent's last move.
|
| 36 |
Light Screen
|
Power: —
Acc: —
PP: 30
Halves damage from Special attacks for 5 turns.
|
| 36 |
Reflect
|
Power: —
Acc: —
PP: 20
Halves damage from Physical attacks for 5 turns.
|
| 36 |
Safeguard
|
Power: —
Acc: —
PP: 25
The user's party is protected from status conditions.
|
| 40 |
Sucker Punch
|
Power: 70
Acc: 100
PP: 5
User attacks first, but only works if opponent is readying an attack.
|
| 44 |
Dazzling Gleam
|
Power:
120 Acc: 100
PP: 10
Hits all adjacent opponents.
|
| 48 |
Psychic
|
Power:
135 Acc: 100
PP: 10
May lower opponent's Special Defense.
|
| 52 |
Teeter Dance
|
Power: —
Acc: 100
PP: 20
Confuses all Pokémon.
|
Mr Mime TM Moves
List of Moves Mr Mime can learn using (TMs) Technical Machine Items.
| TM | Move | Desc |
|---|---|---|
| TM01 |
Focus Punch
|
Power: 150
Acc: 100
PP: 20
If the user is hit before attacking, it flinches instead.
|
| TM04 |
Calm Mind
|
Power: —
Acc: —
PP: 20
Raises user's Special Attack and Special Defense.
|
| TM11 |
Sunny Day
|
Power: —
Acc: —
PP: 5
Makes it sunny for 5 turns.
|
| TM12 |
Taunt
|
Power: —
Acc: 100
PP: 20
Opponent can only use moves that attack.
|
| TM15 |
Hyper Beam
|
Power: 150
Acc: 90
PP: 5
User must recharge next turn.
|
| TM16 |
Light Screen
|
Power: —
Acc: —
PP: 30
Halves damage from Special attacks for 5 turns.
|
| TM17 |
Protect
|
Power: —
Acc: —
PP: 10
Protects the user, but may fail if used consecutively.
|
| TM18 |
Rain Dance
|
Power: —
Acc: —
PP: 5
Makes it rain for 5 turns.
|
| TM20 |
Safeguard
|
Power: —
Acc: —
PP: 25
The user's party is protected from status conditions.
|
| TM21 |
Dazzling Gleam
|
Power:
120 Acc: 100
PP: 10
Hits all adjacent opponents.
|
| TM22 |
Solar Beam
|
Power: 120
Acc: 100
PP: 10
Charges on first turn, attacks on second.
|
| TM24 |
Thunderbolt
|
Power: 90
Acc: 100
PP: 15
May paralyze opponent.
|
| TM25 |
Thunder
|
Power: 110
Acc: 70
PP: 10
May paralyze opponent.
|
| TM29 |
Psychic
|
Power:
135 Acc: 100
PP: 10
May lower opponent's Special Defense.
|
| TM30 |
Shadow Ball
|
Power: 80
Acc: 100
PP: 15
May lower opponent's Special Defense.
|
| TM31 |
Brick Break
|
Power: 75
Acc: 100
PP: 15
Breaks through Reflect and Light Screen barriers.
|
| TM32 |
Double Team
|
Power: —
Acc: —
PP: 15
Raises user's Evasiveness.
|
| TM33 |
Reflect
|
Power: —
Acc: —
PP: 20
Halves damage from Physical attacks for 5 turns.
|
| TM34 |
Shock Wave
|
Power: 60
Acc: —
PP: 20
Ignores Accuracy and Evasiveness.
|
| TM40 |
Aerial Ace
|
Power: 60
Acc: —
PP: 20
Ignores Accuracy and Evasiveness.
|
| TM41 |
Torment
|
Power: —
Acc: 100
PP: 15
Opponent cannot use the same move in a row.
|
| TM42 |
Facade
|
Power: 70
Acc: 100
PP: 20
Power doubles if user is burned, poisoned, or paralyzed.
|
| TM44 |
Rest
|
Power: —
Acc: —
PP: 10
User sleeps for 2 turns, but user is fully healed.
|
| TM45 |
Attract
|
Power: —
Acc: 100
PP: 15
If opponent is the opposite gender, it's less likely to attack.
|
| TM46 |
Thief
|
Power: 60
Acc: 100
PP: 25
Also steals opponent's held item.
|
| TM48 |
Skill Swap
|
Power: —
Acc: —
PP: 10
The user swaps Abilities with the opponent.
|
| TM52 |
Focus Blast
|
Power: 120
Acc: 70
PP: 5
May lower opponent's Special Defense.
|
| TM53 |
Energy Ball
|
Power: 90
Acc: 100
PP: 10
May lower opponent's Special Defense.
|
| TM56 |
Fling
|
Power: —
Acc: 100
PP: 10
Power depends on held item.
|
| TM57 |
Charge Beam
|
Power: 50
Acc: 90
PP: 10
May raise user's Special Attack.
|
| TM58 |
Endure
|
Power: —
Acc: —
PP: 10
Always left with at least 1 HP, but may fail if used consecutively.
|
| TM60 |
Drain Punch
|
Power: 75
Acc: 100
PP: 10
User recovers half the HP inflicted on opponent.
|
| TM63 |
Nasty Plot
|
Power: —
Acc: —
PP: 20
Sharply raises user's Special Attack.
|
| TM66 |
Payback
|
Power: 50
Acc: 100
PP: 10
Power doubles if the user was attacked first.
|
| TM67 |
Recycle
|
Power: —
Acc: —
PP: 10
User's used hold item is restored.
|
| TM68 |
Giga Impact
|
Power: 150
Acc: 90
PP: 5
User must recharge next turn.
|
| TM70 |
Flash
|
Power: —
Acc: 100
PP: 20
Lowers opponent's Accuracy.
|
| TM73 |
Thunder Wave
|
Power: —
Acc: 90
PP: 20
Paralyzes opponent.
|
| TM77 |
Psych Up
|
Power: —
Acc: —
PP: 10
Copies the opponent's stat changes.
|
| TM82 |
Sleep Talk
|
Power: —
Acc: —
PP: 10
User performs one of its own moves while sleeping.
|
| TM85 |
Dream Eater
|
Power:
150 Acc: 100
PP: 15
User recovers half the HP inflicted on a sleeping opponent.
|
| TM86 |
Grass Knot
|
Power: —
Acc: 100
PP: 20
The heavier the opponent, the stronger the attack.
|
| TM87 |
Swagger
|
Power: —
Acc: 85
PP: 15
Opponent becomes confused, but its Attack is sharply raised.
|
| TM90 |
Substitute
|
Power: —
Acc: —
PP: 10
Uses HP to creates a decoy that takes hits.
|
| TM92 |
Trick Room
|
Power: —
Acc: —
PP: 5
Slower Pokémon move first in the turn for 5 turns.
|
Mr Mime Egg Moves
List of Egg Moves Mr Mime can learn.
| Egg Move | Desc |
|---|---|
|
Hypnosis
|
Power: —
Acc: 60
PP: 20
Puts opponent to sleep.
|
|
Fake Out
|
Power: 40
Acc: 100
PP: 10
User attacks first, foe flinches. Only usable on first turn.
|
|
Confuse Ray
|
Power: —
Acc: 100
PP: 10
Confuses opponent.
|
|
Power Split
|
Power: —
Acc: —
PP: 10
Averages Attack and Special Attack with the target.
|
|
Tickle
|
Power: —
Acc: 100
PP: 20
Lowers opponent's Attack and Defense.
|
|
Future Sight
|
Power:
180 Acc: 100
PP: 10
Damage occurs 2 turns later.
|
|
Mimic
|
Power: —
Acc: —
PP: 10
Copies the opponent's last move.
|
|
Trick
|
Power: —
Acc: 100
PP: 10
Swaps held items with the opponent.
|
|
Teeter Dance
|
Power: —
Acc: 100
PP: 20
Confuses all Pokémon.
|
|
Magic Room
|
Power: —
Acc: —
PP: 10
Suppresses the effects of held items for five turns.
|
|
Icy Wind
|
Power: 55
Acc: 95
PP: 15
Lowers opponent's Speed.
|
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