Pokemon Let's Go Mr Mime is a Psychic and Fairy Type pokemon also known as a Barrier Pokémon, first discovered in the Kanto region. it's weak against Ghost, Poison, Steel type moves and has a Max CP of 460, 40 HP, 45 Attack, 100 SP Attack, 65 Defense, 120 SP Defense and 90 Speed. Considering it's stats, the best nature to have is Calm, this will increase it's Sp. Def and decrease it's Attack stats.
Pokemon Lets Go Mr Mime Evolutions
What level does Pokemon Let's Go Mr Mime Evolve at?
Currently there is no evolutions for this Pokémon in Let's Go.
How to catch Mr Mime in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Mr Mime Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Mr Mime is in the Route 11 zone, it will have a 05% chance to spawn in the area with a level range of 13-18. This also makes Route 11 the best place to Catch Combo Chain hunt Shiny Mr Mime or for a Flawless IV Stats.
The list above shows all the spawn locations of this pokemon and it's evolution forms.
Transferring and Catching
The type of Pokemon Candy you receive from Transferring and Catching Mr Mime.
Best Nature for Mr Mime
We recommend a Calm Nature for Mr Mime, you can visit Madam Celadon to force encounter pokemon of Calm Nature.
|Nature||Increases||Decreases||Choice 1||Choice 2|
Pokemon Lets Go Mr Mime Moves
Level Up Moves
Pokemon Let's Go Mr Mime Moves You Learn From Leveling Up.
|1||Barrier||Psychic||None||--||30||--||Raises the user's Defense by two stages.|
|1||Confusion||Psychic||Special||50||25||100%||Has a 10% chance to confuse the target.|
|1||Pound||Normal||Physical||40||35||100%||Inflicts regular damage with no additional effect.|
|6||Meditate||Psychic||None||--||40||--||Raises the user's Attack by one stage.|
|10||Double Slap||Normal||Physical||15||10||85%||hits 2-5 times per turn used.|
|16||Mimic||Normal||None||--||10||--||Copies the target's last used move.|
|20||Psywave||Psychic||Special||1||15||80%||Inflicts damage between 50% and 150% of the user's level.|
|26||Encore||Normal||None||--||5||100%||forces the target to use the previously selected move for 3 turns.|
|30||Psybeam||Psychic||Special||65||20||100%||Has a 10% chance to confuse the target.|
|36||Light Screen||Psychic||None||--||30||--||Reduces damage from special attacks by 50% for five turns..|
|36||Reflect||Psychic||None||--||20||--||Reduces damage from physical attacks by half.|
|40||Substitute||Normal||None||--||10||--||Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.|
|46||Psychic||Psychic||Special||90||10||100%||Has a 10% chance to lower the target's Special Defense by one stage.|
Learnable TMs Moves
These are the Technical Machines (TM) Moves that Mr Mime can Learn.
|TM1||Headbutt||Normal||Physical||70||15||100%||Has a 30% chance to make the target flinch.|
|TM2||Taunt||Dark||None||--||20||100%||Opponent can only use moves that attack.|
|TM3||Helping Hand||Normal||None||--||20||--||boosts the power of the partner's move.|
|TM4||Teleport||Psychic||None||--||20||--||Immediately ends wild battles. No effect otherwise.|
|TM5||Rest||Psychic||None||--||10||--||User sleeps for two turns, completely healing itself.|
|TM6||Light Screen||Psychic||None||--||30||--||Reduces damage from special attacks by 50% for five turns..|
|TM7||Protect||Normal||None||--||10||--||prevents any attacks targeted at the user from striking, for the duration of the turn. It has priority +4 so will activate before most other moves.|
|TM8||Substitute||Normal||None||--||10||--||Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.|
|TM9||Reflect||Psychic||None||--||20||--||Reduces damage from physical attacks by half.|
|TM12||Facade||Normal||Physical||70||20||100%||deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.|
|TM13||Brick Break||Fighting||Physical||75||15||100%||deals damage, but removes the effects of Reflect and Light Screen before attacking.|
|TM15||Seismic Toss||Fighting||Physical||1||20||100%||Inflicts damage equal to the user's level.|
|TM16||Thunder Wave||Electric||None||--||20||100%||Paralyzes the target.|
|TM21||Foul Play||Dark||Physical||95||15||100%||uses the opponent's Attack stat instead of the user's in damage calculation. In other words, the move acts as if the target is attacking themselves, and thus is more powerful when the opponent has higher Attack.|
|TM23||Thunder Punch||Electric||Physical||75||15||100%||deals damage and has a 10% chance of paralyzing the target.|
|TM27||Toxic||Poison||None||--||10||90%||Badly poisons the target, inflicting more damage every turn.|
|TM31||Fire Punch||Fire||Physical||75||15||100%||Has a 10% chance to burn the target.|
|TM32||Dazzling Gleam||Fairy||Special||80||10||100%||deals damage and hits all adjacent opponents in double/triple battles.|
|TM33||Calm Mind||Psychic||None||--||20||--||raises the user's Special Attack and Special Defense by one stage each.|
|TM35||Ice Punch||Ice||Physical||75||15||100%||Has a 10% chance to freeze the target.|
|TM36||Thunderbolt||Electric||Special||95||15||100%||Has a 10% chance to paralyze the target.|
|TM38||Thunder||Electric||Special||95||15||100%||Has a 10% chance to paralyze the target.|
|TM40||Psychic||Psychic||Special||90||10||100%||Has a 10% chance to lower the target's Special Defense by one stage.|
|TM43||Shadow Ball||Ghost||Special||80||15||100%||deals damage and has a 20% chance of lowering the target's Special Defense by one stage.|
|TM45||Solar Beam||Grass||Special||120||10||100%||The user of Solar Beam will absorb light on the first turn. On the second turn, Solar Beam deals damage.|
|TM48||Hyper Beam||Normal||Special||150||5||90%||User foregoes its next turn to recharge.|
|TM59||Dream Eater||Psychic||Special||100||15||100%||Only works on sleeping Pokemon. Heals the user by half the damage inflicted.|
This pokemon does NOT have a Mr Mime Master Trainer in Let's Go