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#439 - Mime Jr.

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Mime Jr.
Mime Jr. Mime Jr.
NormalShiny
Japanese Name:
マネネ/Manene
Dex Numbers:
National: 439
Johto: ---
Hoenn: ---
Sinnoh: 094
<-Bonsly #438 Bonsly psychic #440 Happiny Happiny->

Mime Jr.'s Stats
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Pokemon Base Stats



Max Med Min
HP:
20
244 244 244
Attack:
25
163 149 134
Defense:
45
207 189 170
Special Attack:
70
262 239 215
Special Defense:
90
306 279 251
Speed:
60
240 219 197
Average:
51.7
Base Stat Total: 310
Pokemon Abilities
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Filter Powers down super-effective moves.
This Pokemon takes half damage from super-effective moves.
Soundproof Gives full immunity to all sound-based moves.
This Pokemon is immune to Growl, Grasswhistle, Hyper Voice, Heal Bell, Metal Sound, Perish Song, Roar, Screech, Sing, Snore, Supersonic, and Uproar.
Flavor
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Species:Mime Color:Pink
Height:0.6 m or 1' 11" Weight:13 kg or 28.66 lbs
Habitat: Unknown Pawprint: Mime Jr.'s Footprint
Diamond: It habitually mimics foes. Once mimicked, the foe cannot take its eyes off this Pokémon.
Pearl: It likes places where people gather. It mimics foes to confuse them, then makes its getaway.
Platinum: It mimics the expressions and motions of those it sees to understand the feelings of others.
As a Wild Pokemon
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Pal Park Location: --
Capture Rate: 145
Wild Held Items: Leppa Berry - 5%
Base Happiness: 70
Base Experience: 78
Effort Points: 1 Sp. Defense
Evolution Chain
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Breeding
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Gender Ratio: 50% Fem., 50% Male
Steps to Hatch: 6,400
Exp to Level 100: 1,000,000 Points
Breeding Group: 15: No Eggs
Compatible With:
Nothing! Mime Jr. can't breed!
Level Up Moves
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DP PT Attack Type Class Pwr. PP Acc. Description
1 1 Tickle normal none -- 20 100% The user tickles the foe into laughing, reducing its Attack and Defense stats.
1 1 Confusion psychic special 50 25 100% The foe is hit by a weak telekinetic force. It may also leave the foe confused.
1 1 Barrier psychic none -- 30 100% The user throws up a sturdy wall that sharply raises its Defense stat.
4 4 Copycat normal none -- 20 -- The user mimics the move used immediately before it. The move fails if no other move has been used yet.
8 8 Meditate psychic none -- 40 100% The user meditates to awaken the power deep within its body and raise its Attack stat.
11 11 Encore normal none -- 5 100% The user compels the foe to keep using only the move it last used for two to six turns.
15 15 DoubleSlap normal physical 15 10 85% The foe is slapped repeatedly, back and forth, two to five times in a row.
18 18 Mimic normal none -- 10 100% The user copies the move last used by the foe. The move can be used for the rest of the battle.
22 22 Light Screen psychic none -- 30 100% A wondrous wall of light is put up to suppress damage from special attacks for five turns.
22 22 Reflect psychic none -- 20 100% A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
25 25 Psybeam psychic special 65 20 100% The foe is attacked with a peculiar ray. It may also leave the target confused.
29 29 Substitute normal none -- 10 100% The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
32 32 Recycle normal none -- 10 100% The user recycles a single-use item that has been used in battle so it can be used again.
36 36 Trick psychic none -- 10 100% The user catches the foe off guard and swaps the foe's held item with its own.
39 39 Psychic psychic special 90 10 100% The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat.
43 43 Role Play psychic none -- 10 100% The user mimics the foe completely, copying the foe's natural ability.
46 46 Baton Pass normal none -- 40 100% The user switches places with a party Pokémon in waiting, passing along any stat changes.
50 50 Safeguard normal none -- 25 100% The user creates a protective field that prevents status problems for five turns.
TM/HM Moves
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Item Attack Type Class Pwr. PP Acc. Description
TM01 Focus Punch fighting physical 150 20 100% The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.
TM04 Calm Mind psychic none -- 20 100% The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
TM06 Toxic poison none -- 10 85% A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10 Hidden Power normal special 1 15 100% A unique attack that varies in type and intensity depending on the Pokémon using it.
TM11 Sunny Day fire none -- 5 -- The user intensifies the sun for five turns, powering up Fire-type moves.
TM12 Taunt dark none -- 20 100% The foe is taunted into a rage that allows it to use only attack moves for two to four turns.
TM16 Light Screen psychic none -- 30 100% A wondrous wall of light is put up to suppress damage from special attacks for five turns.
TM17 Protect normal none -- 10 -- It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18 Rain Dance water none -- 5 -- The user summons a heavy rain that falls for five turns, powering up Water-type moves.
TM20 Safeguard normal none -- 25 100% The user creates a protective field that prevents status problems for five turns.
TM21 Frustration normal physical 1 20 100% A full-power attack that grows more powerful the less the user likes its Trainer.
TM22 SolarBeam grass special 120 10 100% A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn.
TM24 Thunderbolt electric special 95 15 100% A strong electric blast is loosed at the foe. It may also leave the foe paralyzed.
TM25 Thunder electric special 120 10 70% A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed.
TM27 Return normal physical 1 20 100% A full-power attack that grows more powerful the more the user likes its Trainer.
TM29 Psychic psychic special 90 10 100% The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat.
TM30 Shadow Ball ghost special 80 15 100% The user hurls a shadowy blob at the foe. It may also lower the foe's Sp. Def stat.
TM31 Brick Break fighting physical 75 15 100% The user attacks with tough fists, etc. It can also break any barrier such as Light Screen and Reflect.
TM32 Double Team normal none -- 15 100% By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM33 Reflect psychic none -- 20 100% A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
TM34 Shock Wave electric special 60 20 100% The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded.
TM41 Torment dark none -- 15 100% The user torments and enrages the foe, making it incapable of using the same move twice in a row.
TM42 Facade normal physical 70 20 100% An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.
TM43 Secret Power normal physical 70 20 100% The user attacks with a secret power. Its added effects vary depending on the user's environment.
TM44 Rest psychic none -- 10 100% The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
TM45 Attract normal none -- 15 100% If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack.
TM46 Thief dark physical 40 10 100% The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item.
TM48 Skill Swap psychic none -- 10 100% The user employs its psychic power to exchange abilities with the foe.
TM49 Snatch dark none -- 10 100% The user steals the effects of any healing or status-changing move the foe attempts to use.
TM56 Fling dark physical 1 10 100% The user flings its held item at the foe to attack. Its power and effects depend on the item.
TM57 Charge Beam electric special 50 10 90% The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat.
TM58 Endure normal none -- 10 100% The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession.
TM60 Drain Punch fighting physical 60 5 100% An energy-draining punch. The user's HP is restored by half the damage taken by the target.
TM67 Recycle normal none -- 10 100% The user recycles a single-use item that has been used in battle so it can be used again.
TM70 Flash normal none -- 20 100% The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves.
TM73 Thunder Wave electric none -- 20 100% A weak electric charge is launched at the foe. It causes paralysis if it hits.
TM77 Psych Up normal none -- 10 100% The user hypnotizes itself into copying any stat change made by the foe.
TM78 Captivate normal none -- 20 100% If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat.
TM82 Sleep Talk normal none -- 10 100% While it is asleep, the user randomly uses one of the moves it knows.
TM83 Natural Gift normal physical 1 15 100% The user draws power to attack by using its held Berry. The Berry determines its type and power.
TM85 Dream Eater psychic special 100 15 100% An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP.
TM86 Grass Knot grass special 1 20 100% The user snares the foe with grass and trips it. The heavier the foe, the greater the damage.
TM87 Swagger normal none -- 15 90% The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat.
TM90 Substitute normal none -- 10 100% The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
TM92 Trick Room psychic none -- 5 -- The user creates a bizarre area in which slower Pokémon get to move first for five turns.
Egg Moves
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Attack Type Class Pwr. PP Acc. Description
Hypnosis psychic none -- 20 70% The user employs hypnotic suggestion to make the target fall into a deep sleep.
Mimic normal none -- 10 100% The user copies the move last used by the foe. The move can be used for the rest of the battle.
Confuse Ray ghost none -- 10 100% The foe is exposed to a sinister ray that triggers confusion.
Charm normal none -- 20 100% The user charmingly stares at the foe, making it less wary. The target's Attack is sharply lowered.
Psych Up normal none -- 10 100% The user hypnotizes itself into copying any stat change made by the foe.
Future Sight psychic special 80 15 90% Two turns after this move is used, the foe is attacked with a hunk of psychic energy.
Fake Out normal physical 40 10 100% An attack that hits first and makes the target flinch. This move works only on the first turn.
Trick psychic none -- 10 100% The user catches the foe off guard and swaps the foe's held item with its own.
Teeter Dance normal none -- 20 100% The user performs a wobbly dance that confuses all the Pokémon in battle.
Wake-Up Slap fighting physical 60 10 100% This attack inflicts high damage on a sleeping foe. It also wakes the foe up, however.
Healing Wish psychic none -- 10 -- The user faints. In return, the Pokémon taking its place will have its HP restored and status cured.
Move Tutor Moves
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Attack Type Class Pwr. PP Acc. Description
Snore normal special 40 15 100% An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch.
Mud-Slap ground special 20 10 100% The user hurls mud in the foe's face to inflict damage and lower its accuracy.
Uproar normal special 50 10 100% The user attacks in an uproar for two to five turns. Over that time, no one can fall asleep.
Helping Hand normal none -- 20 100% A move that boosts the power of the ally's attack in a Double Battle.
Trick psychic none -- 10 100% The user catches the foe off guard and swaps the foe's held item with its own.
Signal Beam bug special 75 15 100% The user attacks with a sinister beam of light. It may also confuse the target.

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