Stats, type matchups, abilities, learnset, current usage, and build context for Mr. Mime in Pokemon Champions.
Current ranked usage data is limited for this entry. Use the full learnset, matchups, and MetaDex tournament page to decide whether it fits your team.
Psychic - status / Priority +2
User and ally swap positions; using again can fail.
Normal - status / 100%
A target of the opposite gender gets infatuated.
Normal - status
User switches, passing stat changes and more.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Psychic - status
Raises the user's Sp. Atk and Sp. Def by 1.
Electric - special / 50 BP / 90%
70% chance to raise the user's Sp. Atk by 1.
Fairy - status / 100%
Lowers the target's Attack by 2.
Ghost - status / 100%
Confuses the target.
Normal - status
Uses the last move used in the battle.
Fairy - special / 80 BP / 100%
No additional effect. Hits adjacent foes.
Fighting - physical / 75 BP / 100%
User recovers 50% of the damage dealt.
Normal - status / 100%
Target repeats its last move for its next 3 turns.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Grass - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Psychic - special / 80-120 BP / 100%
User on Psychic Terrain: 1.5x power, hits foes.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Normal - physical / 40 BP / 100% / Priority +3
Hits first. First turn out only. 100% flinch chance.
Fire - physical / 75 BP / 100%
10% chance to burn the target.
Dark - physical / 10-130 BP / 100%
Flings the user's item at the target. Power varies.
Fighting - special / 120 BP / 70%
10% chance to lower the target's Sp. Def by 1.
Dark - physical / 95 BP / 100%
Uses target's Attack stat in damage calculation.
Psychic - special / 120 BP / 100%
Hits two turns after being used.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Grass - special / 20-120 BP / 100%
More power the heavier the target.
Psychic - status
Swaps Defense and Sp. Def changes with target.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Normal - special / 150 BP / 90%
User cannot move next turn.
Psychic - status / 60%
Causes the target to fall asleep.
Ice - physical / 75 BP / 100%
10% chance to freeze the target.
Ice - special / 55 BP / 95%
100% chance to lower the foe(s) Speed by 1.
Steel - status
Raises the user's Defense by 2.
Psychic - status
For 5 turns, special damage to allies is halved.
Psychic - status
For 5 turns, all held items have no effect.
Normal - physical / 120 BP / 75%
No additional effect.
Fairy - status
5 turns. Can't status,-Dragon power vs grounded.
Fire - special / 75 BP / 100%
100% chance to lower the target's Sp. Atk by 1.
Dark - status
Raises the user's Sp. Atk by 2.
Dark - physical / 50 BP / 100%
Power doubles if the user moves after the target.
Psychic - status
Averages Attack and Sp. Atk stats with target.
Psychic - status
Swaps Attack and Sp. Atk stat stages with target.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Psychic - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Psychic - status
5 turns. Grounded: +Psychic power, priority-safe.
Psychic - special / 80 BP / 100%
Damages target based on Defense, not Sp. Def.
Fighting - status / Priority +3
Protects allies from priority attacks this turn.
Water - status
For 5 turns, heavy rain powers Water moves.
Normal - status
Restores the item the user last used.
Psychic - status
For 5 turns, physical damage to allies is halved.
Psychic - status
User sleeps 2 turns and restores HP and status.
Psychic - status
User replaces its Ability with the target's.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status
For 5 turns, protects user's party from status.
Ghost - special / 80 BP / 100%
20% chance to lower the target's Sp. Def by 1.
Psychic - status
The user and the target trade Abilities.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Grass - special / 60-120 BP / 100%
Charges turn 1. Hits turn 2. No charge in sunlight.
Psychic - special / 20-860 BP / 100%
+ 20 power for each of the user's stat boosts.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Dark - physical / 70 BP / 100% / Priority +1
Usually goes first. Fails if target is not attacking.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Dark - status / 100%
Target can't use status moves its next 3 turns.
Normal - status / 100%
Confuses adjacent Pokemon.
Dark - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Electric - special / 110 BP / 70%
30% chance to paralyze. Can't miss in rain.
Electric - physical / 75 BP / 100%
10% chance to paralyze the target.
Electric - status / 90%
Paralyzes the target.
Electric - special / 90 BP / 100%
10% chance to paralyze the target.
Normal - status / 100%
Lowers the target's Attack and Defense by 1.
Dark - status / 100%
Target can't select the same move twice in a row.
Psychic - status / 100%
User switches its held item with the target's.
Psychic - status / Priority -7
Goes last. For 5 turns, turn order is reversed.
Normal - special / 90 BP / 100%
Lasts 3 turns. Active Pokemon cannot fall asleep.
Rock - status / Priority +3
Protects allies from multi-target moves this turn.
Psychic - status
For 5 turns, all Defense and Sp. Def stats switch.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.