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Pokemon Lets Go Mr Mime

Mr Mime Pokedex ID: 122
Stat Amount Bar Graph
Max CP 460
Attack 45
Special Attack 100
Defense 65
Special Defense 120
HP 40
Speed 90

Overview

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.

Pokedex Entry

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.

First Second Third Final
Mr Mime460

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 Cerulean Cave zone, it will have a Rare Spawn% chance to spawn in the area with a level range of 51-56. This also makes Cerulean Cave the best place to Catch Combo Chain hunt Shiny Mr Mime or for a Flawless IV Stats.

Pokemon Area Spawn Chance Levels Encounter Floor
Route 11 5% 13-18 normal 1F

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
Calm Sp. Def Attack Green Red
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Pokemon Lets Go Mr Mime Moves

Level Up Moves

Pokemon Let's Go Mr Mime Moves You Learn From Leveling Up.

LVL Move Type Class Pow PP Acc Effect
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.

Item Move Type Class Pow PP Acc Effect
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.

Master Trainer

This pokemon does NOT have a Mr Mime Master Trainer in Let's Go

Weak Against
Ghost
2x
Poison
2x
Steel
2x
Strong Against
Psychic
1/2
Dragon
Immune
Fighting
1/4