Accent Image to accompany hero

Mime-Jrin Pokémon Crystal Advance Redux

psychicfairy

Pokédex Entry

Mime Pokémon

In an attempt to confuse its enemy, it mimics the enemy's movements. Then it wastes no time in making itself scarce!

Mime-Jr in Pokémon Crystal Advance Redux

Mime-Jr is #439 in the Pokédex for Pokémon Crystal Advance Redux. This page covers its psychic/fairy typing, base stats, abilities, level-up and TM/HM moves, evolution chain, and where to find it across 1 encounter location.

Type
PsychicFairy
Dex
#439
Abilities
Soundproof(Primary)

Avoids sound-based moves.

Filter(Secondary)

Foes super-effective moves do 25% less.

Growth Rate
mediumfast
Gender Ratio
100% Male
Egg Groups
undiscovered
Hatch Rate
Slowest (40 cycles)
Catch Rate
145
pokeball
Poké Ball12.8%
greatball
Great Ball17.3%
ultraball
Ultra Ball21.3%
Base Exp
68
EV Yield
1 SpecialDefense
Wild Held Items
Weak To
poison ×2ghost ×2steel ×2
Resists
fighting ×0.25psychic ×0.5
Immune To
dragon

Evolution Chain

Base form
Level up Mime-jr knowing Mimic
Use Zonal Stone on Mime-jr
• Level up Mr-mime to Lv. 42
• Use Zonal Stone on Mr-mime

How to Obtain

Mime-Jr appears in Ruins Of Alph (very rare). Wild ones range from level 20 to 26. Gifts are available in Pallet Town and Route 34.

LocationLevelMethodFormHeld ItemPrerequisite
Pallet TownLv. 1gift---
Route 34Lv. 1gift---

Wild Encounters (1)

Level Up Moves (10)

Magical LeafLevel: 1grass
PWR60ACC0PP20
The foe is attacked with a strange leaf that cannot be evaded.
BarrierLevel: 1psychic
PWR0ACC0PP30
The user creates a sturdy wall that sharply raises its Defense stat.
ConfusionLevel: 1psychic
PWR50ACC100PP25
A weak telekinetic attack that may also leave the foe confused.
Power SwapLevel: 3psychic
PWR0ACC0PP10
The user swaps any changes to its Attack and Sp. Atk with the foe.
Guard SwapLevel: 3psychic
PWR0ACC0PP10
The user swaps any changes to its Defense and Sp. Def with the foe.
CopycatLevel: 5normal
PWR0ACC0PP20
The user mimics the last move used. Fails if no move has been used yet.
MeditateLevel: 8psychic
PWR0ACC0PP40
The user meditates to awaken its power and raise its Attack stat.
EncoreLevel: 11normal
PWR0ACC100PP5
Makes the foe use the move it last used repeatedly for three turns.
Double SlapLevel: 15normal
PWR15ACC85PP10
The foe is slapped repeatedly, back and forth, two to five times.
MimicLevel: 18normal
PWR0ACC100PP10
The user copies the move last used by the foe for the rest of the battle.

Egg Moves (14)

Charmfairy
PWR0ACC100PP20
The foe is charmed by the user's cute appeals, sharply cutting its Attack.
Confuse Rayghost
PWR0ACC100PP10
The foe is exposed to a sinister ray that triggers confusion.
Fake Outnormal
PWR40ACC100PP10
An attack that hits first and causes flinching. Usable only on 1st turn.
Future Sightpsychic
PWR120ACC100PP10
Two turns after this move is used, the foe is attacked psychically.
Healing Wishpsychic
PWR0ACC0PP10
The user faints, but will fully heal the Pokémon taking its place.
Hypnosispsychic
PWR0ACC60PP20
Hypnotic suggestion is used to make the foe fall into a deep sleep.
Light Screenpsychic
PWR0ACC0PP30
A wall of light cuts damage from Special attacks for five turns.
Mimicnormal
PWR0ACC100PP10
The user copies the move last used by the foe for the rest of the battle.
Nasty Plotdark
PWR0ACC0PP20
The user thinks bad thoughts. It sharply raises the Sp. Atk stat.
Psych Upnormal
PWR0ACC0PP10
The user hypnotizes itself into copying any stat change made by the foe.
Reflectpsychic
PWR0ACC0PP20
A wall of light cuts damage from physical attacks for five turns.
Teeter Dancenormal
PWR0ACC100PP20
A wobbly dance that confuses all the Pokémon in battle.
Trickpsychic
PWR0ACC100PP10
A move that tricks the foe into trading held items with the user.
Wake-Up Slapfighting
PWR60ACC100PP10
Does double damage to a sleeping foe. It also wakes the foe up, however.

TM/HM Moves (23)

Dynamicpunchfighting
PWR100ACC50PP5TM01
The foe is punched with the user's full power. It confuses the foe if it hits.
Headbuttnormal
PWR70ACC100PP15TM02
The user sticks its head out and rams. It may make the foe flinch.
Curseghost
PWR0ACC0PP10TM03
A move that works differently for the Ghost type and all the other types.
Toxicpoison
PWR0ACC85PP10TM06
A move that badly poisons the foe. Its poison damage worsens every turn.
Zap Cannonelectric
PWR120ACC50PP5TM07
An electric blast is fired like a cannon to inflict damage and paralyze.
Calm Mindpsychic
PWR0ACC0PP20TM09
The user focuses its mind to raise the Sp. Atk and Sp. Def stats.
Hidden Powertypeless
PWR60ACC100PP15TM10
An attack that varies in type and intensity depending on the user.
Sunny Dayfire
PWR0ACC0PP5TM11
The sun blazes for five turns, powering up Fire-type moves.
Protectnormal
PWR0ACC0PP10TM17
Enables the user to evade all attacks. It may fail if used in succession.
Rain Dancewater
PWR0ACC0PP5TM18
A heavy rain falls for five turns, powering up Water- type moves.
Solarbeamgrass
PWR120ACC100PP10TM22
A 2-turn move that blasts the foe with absorbed energy in the 2nd turn.
Thunderelectric
PWR120ACC70PP10TM25
A brutal lightning attack that may also leave the foe paralyzed.
Returnnormal
PWR1ACC100PP20TM27
This attack move grows more powerful the more the user likes its Trainer.
Psychicpsychic
PWR90ACC100PP10TM29
A strong telekinetic attack. It may also lower the foe's Sp. Def stat.
Shadow Ballghost
PWR80ACC100PP15TM30
A shadowy blob is hurled at the foe. May also lower the foe's Sp. Def.
Double Teamnormal
PWR0ACC0PP15TM32
The user creates illusory copies of itself to raise its evasiveness.
Swaggernormal
PWR0ACC90PP15TM34
A move that makes the foe confused, but also sharply raises its Attack.
Drain Punchfighting
PWR75ACC100PP10TM35
A harsh punch that absorbs half the damage it inflicted to restore HP.
Shock Waveelectric
PWR60ACC0PP20TM41
A rapid jolt of electricity strikes the foe. It can't be evaded.
Dream Eaterpsychic
PWR100ACC100PP15TM42
Absorbs half the damage it inflicted on a sleeping foe to restore HP.
Restpsychic
PWR0ACC0PP10TM44
The user sleeps for two turns to fully restore HP and heal any status problem.
Thiefdark
PWR60ACC100PP25TM46
An attack that may take the foe's held item if the user isn't holding one.
Flashnormal
PWR0ACC100PP20HM05
A blast of light that cuts the foe's accuracy. It also illuminates caves.

Move Tutor Moves (19)

Grass Knot(National Park, New Bark Town)grass
PWR1ACC100PP20Tutor
Grass snares and trips the foe. It does more damage to heavier foes.
Charge Beam(Saffron City)electric
PWR50ACC90PP10Tutor
The user fires a load of electricity that may raise the user's Sp. Atk.
Thunderbolt(Celadon City)electric
PWR95ACC100PP15Tutor
A strong electrical attack that may also leave the foe paralyzed.
Dazzling Gleam(Route 26)fairy
PWR80ACC100PP10Tutor
The user damages opposing Pokémon by emitting a powerful flash.
Attract(Goldenrod City)normal
PWR0ACC100PP15Tutor
If it is the other gender, the foe is made infatuated and unlikely to attack.
Sleep Talk(Ecruteak City)normal
PWR0ACC0PP10Tutor
While asleep, the user randomly uses one of the moves it knows.
Signal Beam(Saffron City)bug
PWR75ACC100PP15Tutor
The foe is hit with a flashing beam that may also cause confusion.
Baton Pass(Goldenrod Dept.)normal
PWR0ACC0PP40Tutor
The user switches out, passing along any stat changes to the new battler.
Facade(Goldenrod Dept., Ice Path)normal
PWR70ACC100PP20Tutor
An attack that is boosted if user is burned, poisoned, or paralyzed.
Nasty Plot(Goldenrod Dept., Route 10)dark
PWR0ACC0PP20Tutor
The user thinks bad thoughts. It sharply raises the Sp. Atk stat.
Mimic(Goldenrod Dept., Saffron City)normal
PWR0ACC100PP10Tutor
The user copies the move last used by the foe for the rest of the battle.
Metronome(Goldenrod Dept.)normal
PWR0ACC0PP10Tutor
Waggles a finger and stimulates the brain into using any move at random.
Thunder Wave(Goldenrod Dept.)electric
PWR0ACC90PP20Tutor
A weak electric shock that is sure to cause paralysis if it hits.
Skill Swap(Goldenrod Dept.)psychic
PWR0ACC100PP10Tutor
The user employs its psychic power to swap abilities with the foe.
Charm(Goldenrod Dept.)fairy
PWR0ACC100PP20Tutor
The foe is charmed by the user's cute appeals, sharply cutting its Attack.
Rapid Spin(Goldenrod Dept.)normal
PWR50ACC100PP40Tutor
An attack that frees the user from Bind, Wrap, Leech Seed and Entry hazards.
Taunt(Battle Tower, Three Island, Underwater Sevii)dark
PWR0ACC100PP20Tutor
The foe is taunted into a rage that allows it to use only attack moves.
Encore(Goldenrod Dept.)normal
PWR0ACC100PP5Tutor
Makes the foe use the move it last used repeatedly for three turns.
Trick Room(Battle Tower, Tin Tower)psychic
PWR0ACC0PP5Tutor
Slower Pokémon move first in the turn for five turns.

Type Summary

3
Weaknesses
2
Resistances
0
Immunities
13
Neutral

Weaknesses

Types that deal increased damage to Mime-Jr. Use these types to counter it effectively.

Resistances & Immunities

Types that Mime-Jr resists or is immune to. Avoid using these types against it.

Base Stats

Also in

This Pokémon appears in other games we cover. Typing and base stats shown are that game's own — differences from the game you're viewing are marked.

See how Mime-Jr differs across the games we cover →

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