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Mr.Mime

    Jump to Gen IV Pokédex

    Tip: Moves with a double border on their right get STAB. Levels that appear in bold are below Mr.Mime's evolution level. If you want to teach your Pokémon a Level Up move that its level does not appear in bold, then press B while it evolves; you can always evolve it later. In case you want to teach it a Level Up move that it has forgotten, you can visit the move re-learner in Fallarbor Town (Hoenn) or Two Island (Kanto).

    Ruby/Sapphire/Emerald Level Up Moves
    Move NameLevelTypePw.Acc.PPEff.%C.TypeAppealJam
    BarrierPsychic----30--Cool10
    Raises user's DEFENSE two stages.
    Can avoid being startled by others.
    Confusion5Psychic501002510Smart23
    May induce CONFUSION.
    Startles the POKéMON that appealed before the user.
    Substitute9Normal----10--Smart20
    Creates a decoy using 1/4 of the user's maximum HP.
    Can avoid being startled by others once.
    Meditate13Psychic----40--Beauty10
    Raises user's ATTACK one stage.
    Ups the user's condition. Helps prevent nervousness.
    Doubleslap17Normal158510--Tough21
    Attacks 2-5 times in a row.
    Startles the POKéMON that has the JUDGE's attention.
    Light Screen21Psychic----30--Beauty10
    Halves SP. ATK damage inflicted on user.
    Can avoid being startled by others.
    Reflect21Psychic----20--Smart10
    Halves ATTACK damage inflicted on user.
    Can avoid being startled by others.
    Encore25Normal--1005--Cute20
    Opponent repears the last move.
    Makes all POKéMON after the user nervous.
    Psybeam29Psychic651002010Beauty30
    May induce CONFUSION.
    Scrambles the order of appeals on the next turn.
    Recycle33Normal--10010--Smart30
    Recycles an already used held item.
    Can be repeatedly used without boring the JUDGE.
    Trick37Psychic--10010--Smart20
    User trades items with opponent.
    Works well if it's the same type as the one before.
    Role Play41Psychic--10010--Cute10
    Copies target's ability.
    Makes the appeal as good as those before it.
    Psychic45Psychic901001010Smart13
    May lower opponent's SP. DEF one stage.
    Badly startles those that have made appeals.
    Baton Pass49Normal----40--Cute20
    Switches out the user but status changes remain.
    Makes all POKéMON after the user nervous.
    Safeguard53Normal----25--Beauty10
    Prevents all status problems.
    Can avoid being startled by others.
    Fire Red/Leaf Green Level Up Moves
    Move NameLevelTypePw.Acc.PPEff.%C.TypeAppealJam
    BarrierPsychic----30--Cool10
    Raises user's DEFENSE two stages.
    Can avoid being startled by others.
    Confusion5Psychic501002510Smart23
    May induce CONFUSION.
    Startles the POKéMON that appealed before the user.
    Substitute8Normal----10--Smart20
    Creates a decoy using 1/4 of the user's maximum HP.
    Can avoid being startled by others once.
    Meditate12Psychic----40--Beauty10
    Raises user's ATTACK one stage.
    Ups the user's condition. Helps prevent nervousness.
    Doubleslap15Normal158510--Tough21
    Attacks 2-5 times in a row.
    Startles the POKéMON that has the JUDGE's attention.
    Light Screen19Psychic----30--Beauty10
    Halves SP. ATK damage inflicted on user.
    Can avoid being startled by others.
    Reflect19Psychic----20--Smart10
    Halves ATTACK damage inflicted on user.
    Can avoid being startled by others.
    Magical Leaf22Grass60--20--Beauty20
    Cannot miss.
    The appeal works great if performed first.
    Encore26Normal--1005--Cute20
    Opponent repears the last move.
    Makes all POKéMON after the user nervous.
    Psybeam29Psychic651002010Beauty30
    May induce CONFUSION.
    Scrambles the order of appeals on the next turn.
    Recycle33Normal--10010--Smart30
    Recycles an already used held item.
    Can be repeatedly used without boring the JUDGE.
    Trick36Psychic--10010--Smart20
    User trades items with opponent.
    Works well if it's the same type as the one before.
    Role Play40Psychic--10010--Cute10
    Copies target's ability.
    Makes the appeal as good as those before it.
    Psychic43Psychic901001010Smart13
    May lower opponent's SP. DEF one stage.
    Badly startles those that have made appeals.
    Baton Pass47Normal----40--Cute20
    Switches out the user but status changes remain.
    Makes all POKéMON after the user nervous.
    Safeguard50Normal----25--Beauty10
    Prevents all status problems.
    Can avoid being startled by others.
    Machine Moves
    Move NameMachineTypePw.Acc.PPEff.%C.TypeAppealJam
    Focus PunchTM01Fighting15010020--Tough30
    User flinches if hit before attacking.
    The next appeal can be made later next turn.
    Calm MindTM04Psychic----20--Smart20
    Raises user's SP. ATK and SP. DEF one stage.
    Can avoid being startled by others once.
    ToxicTM06Poison--8510100Smart30
    Induces severe poison.
    Worsens the condition of those that made appeals.
    Hidden PowerTM10Normal??10015--Smart30
    Power and type depend on user's IVs.
    Can be repeatedly used without boring the JUDGE.
    Sunny DayTM11Fire----5--Beauty10
    Causes Sunshine for 5 rounds.
    The appeal works best the more the crowd is excited.
    TauntTM12Dark--10020--Smart20
    Opponent can only use attack moves.
    Makes all POKéMON after the user nervous.
    Hyper BeamTM15Normal150905--Cool44
    User cannot attack on the next turn.
    Jams the others, and misses one turn of appeals.
    Light ScreenTM16Psychic----30--Beauty10
    Halves SP. ATK damage inflicted on user.
    Can avoid being startled by others.
    ProtectTM17Normal----10--Cute10
    Evades opponents next attack; the move's accuracy drops.
    Can avoid being startled by others.
    Rain DanceTM18Water----5--Tough10
    Causes Rain for 5 rounds.
    The appeal works best the more the crowd is excited.
    SafeguardTM20Normal----25--Beauty10
    Prevents all status problems.
    Can avoid being startled by others.
    FrustrationTM21Normal??10020--Cute10
    The less happy the user, the stronger the attack. Power is (255-Tameness)*10/25.
    An appeal that excites the audience in any CONTEST.
    SolarbeamTM22Grass12010010--Cool40
    Wait for a turn and attacks the next.
    A highly appealing move.
    ThunderboltTM24Electric951001510Cool40
    May induce paralysis.
    A highly appealing move.
    ThunderTM25Electric120701030Cool22
    May induce paralysis.
    Startles all POKéMON that have done their appeals.
    ReturnTM27Normal??10020--Cute10
    The happier the user, the stronger the attack. Power is Tameness*10/25.
    An appeal that excites the audience in any CONTEST.
    PsychicTM29Psychic901001010Smart13
    May lower opponent's SP. DEF one stage.
    Badly startles those that have made appeals.
    Shadow BallTM30Ghost801001520Smart30
    May lower opponent's SP. DEF one stage.
    Shifts the JUDGE's attention from others.
    Brick BreakTM31Fighting7510015--Cool14
    Destroys protective barriers.
    Badly startles the POKéMON in front.
    Double TeamTM32Normal----15--Cool20
    Raises user's EVASIVENESS one stage.
    Can avoid being startled by others once.
    ReflectTM33Psychic----20--Smart10
    Halves ATTACK damage inflicted on user.
    Can avoid being startled by others.
    Shock WaveTM34Electric60--20--Cool20
    Cannot miss.
    The appeal works great if performed first.
    TormentTM41Dark--10015--Tough20
    Opponent cannot use the same move in a row.
    Makes all POKéMON after the user nervous.
    FacadeTM42Normal7010020--Cute20
    ATTACK is doubled when burned, paralyzed, or poisoned.
    The appeal works great if performed last.
    Secret PowerTM43Normal701002030Smart10
    Depends on battle location.
    The appeal works well if the user's condition is good.
    RestTM44Psychic----10--Cute20
    User restores health, then sleeps.
    Can avoid being startled by others once.
    AttractTM45Normal--10015--Cute20
    Induces ATTRACT.
    Makes all POKéMON after the user nervous.
    ThiefTM46Dark4010010100Tough10
    May steal opponent's item (temporarily in trainer battles).
    Makes the appeal as good as those before it.
    Skill SwapTM48Psychic--10010--Smart10
    Use and target trade abilities.
    Makes the appeal as good as those before it.
    SnatchTM49Dark--10010--Smart21
    Steals the effects of opponent's next move.
    Badly startles all POKéMON that made good appeals.
    FlashHM05Normal--7020--Beauty30
    Lowers opponent's ACCURACY one stage.
    Shifts the JUDGE's attention from others.
    Fire Red/Leaf Green/Emerald Tutor Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    Mega PunchNormal808520--Tough40
    No effect.
    A highly appealing move.
    Mega KickNormal120755--Cool40
    No effect.
    A highly appealing move.
    Body SlamNormal851001530Tough14
    May induce paralysis.
    Badly startles the POKéMON in front.
    Double-edgeNormal12010015--Tough60
    User takes recoil damage.
    After this move, the user is more easily startled.
    CounterFighting??10020--Tough20
    If hit by a physical attack, deals double the damage received.
    Can avoid being startled by others once.
    Seismic TossFighting??10020--Tough21
    Inflicts damage equal to the user's level.
    Startles POKéMON that made a same-type appeal.
    MimicNormal--10010--Cute10
    Copies opponents last move.
    Makes the appeal as good as the one before it.
    MetronomeNormal----10--Cute30
    Uses a random move.
    Can be repeatedly used without boring the JUDGE.
    Dream EaterPsychic10010015--Smart22
    User recovers half the damage inflicted on a sleeping opponent.
    Startles all POKéMON that have done their appeals.
    Thunder WaveElectric--10020--Cool21
    Induces paralysis
    Badly startles all POKéMON that made good appeals.
    SubstituteNormal----10--Smart20
    Creates a decoy using 1/4 of the user's maximum HP.
    Can avoid being startled by others once.
    Emerald Tutor Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    Psych UpNormal----10--Smart20
    Copies opponent's stat changes.
    Works well if it's the same type as the one before.
    SnoreNormal401001530Cute40
    Can only be used while asleep.
    A highly appealing move.
    EndureNormal----10--Tough20
    Survives any attack for one turn leaving at least 1 HP but move's accuracy drops.
    Can avoid being startled by others once.
    Mud-slapGround2010010100Cute21
    May lower opponent's ACCURACY one stage.
    Startles the POKéMON that has the JUDGE's attention.
    Ice PunchIce751001510Beauty40
    May induce freeze.
    A highly appealing move.
    SwaggerNormal--9015100Cute20
    Induces CONFUSE. Raises opponent's ATTACK two stages.
    The appeal works great if performed first.
    Sleep TalkNormal----10--Cute30
    Uses an own random move while asleep.
    Can be repeatedly used without boring the JUDGE.
    ThunderpunchElectric751001510Cool40
    May induce paralysis.
    A highly appealing move.
    Fire PunchFire751001510Beauty40
    May induce burn.
    A highly appealing move.
    Egg Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    Future SightPsychic809015--Smart30
    Damage delays 2 turns.
    Temporarily stops the crowd from growing excited.
    HypnosisPsychic--6020--Smart13
    Induces sleep.
    Badly startles those that have made appeals.
    MimicNormal--10010--Cute10
    Copies opponents last move.
    Makes the appeal as good as the one before it.
    Psych UpNormal----10--Smart20
    Copies opponent's stat changes.
    Works well if it's the same type as the one before.
    Fake OutNormal4010010--Cute21
    Causes opponent to flinch. Attacks first.
    Startles POKéMON that made a same-type appeal.
    TrickPsychic--10010--Smart20
    User trades items with opponent.
    Works well if it's the same type as the one before.
    Special Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    Follow MeNormal--10020--Cute30
    Pokémon XD (Purify)

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