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Mime Jr. Moves & Learnsetin Pokémon Heart & Soul

normal72 total moves

Complete moveset and learnset for Mime Jr. in Pokémon Heart & Soul. Learn which moves Mime Jr. can learn by level up, TM/HM, egg moves, and move tutors.

Move Summary

18
Level Up
45
TM/HM
0
Move Tutor
9
Egg Moves
72
Total

Level Up Moves (18)

Moves that Mime Jr. learns naturally as it levels up.

TickleLevel: 1normal
010020
Makes the foe laugh to lower Attack and Defense.
BarrierLevel: 1psychic
000
Creates a barrier that sharply raises Defense.
ConfusionLevel: 1psychic
5010025
A psychic attack that may cause confusion.
CopycatLevel: 4normal
0020
The user mimics the last move used by a foe.
MeditateLevel: 8psychic
0040
Meditates in a peaceful fashion to raise Attack.
EncoreLevel: 11normal
01005
Makes the foe repeat its last move over 3 turns.
Double SlapLevel: 15normal
158510
Repeatedly slaps the foe 2 to 5 times.
MimicLevel: 18normal
0010
Copies last move used by the foe during one battle.
Light ScreenLevel: 22psychic
0030
Wall of light cuts special damage for 5 turns.
ReflectLevel: 22psychic
0020
Wall of light cuts physical damage for 5 turns.
PsybeamLevel: 25psychic
6510020
Fires a peculiar ray that may confuse the foe.
SubstituteLevel: 29normal
0010
Creates a decoy using 1/4 of the user's maximum HP.
RecycleLevel: 32normal
0010
Recycles a used item for one more use.
TrickLevel: 36psychic
010010
Tricks the foe into trading held items.
PsychicLevel: 39psychic
9010010
A powerful psychic attack that may lower Sp. Def.
Role PlayLevel: 43psychic
0010
Mimics the target and copies its Ability.
Baton PassLevel: 46normal
0040
Switches out the user while keeping effects in play.
SafeguardLevel: 50normal
0025
Protects allies from status problems for 5 turns.

Egg Moves (9)

Moves that Mime Jr. can learn through breeding with compatible Pokémon.

Charmnormal
010020
Charms the foe and sharply reduces its Attack.
Confuse Rayghost
010010
A sinister ray that confuses the foe.
Teeter Dancenormal
010020
Confuses all Pokémon on the scene.
Future Sightpsychic
8000
Heightens inner power to strike 2 turns later.
Hypnosispsychic
06020
A hypnotizing move that may induce sleep.
Mimicnormal
0010
Copies last move used by the foe during one battle.
Psych Upnormal
0010
Copies foe's stat changes and gives to the user.
Fake Outnormal
4010010
Moves 1st and flinches. Only works on user's 1st turn.
Trickpsychic
010010
Tricks the foe into trading held items.

TM/HM Moves (45)

Moves that Mime Jr. can learn via Technical Machines (TMs) and Hidden Machines (HMs).

Focus Punchfighting
15010020TM01
Powerful attack, moves last. The user flinches if hit.
Calm Mindpsychic
0020TM04
Raises Sp. Atk and Sp. Def by focusing the mind.
Toxicpoison
0010TM06
Poisons the foe with an intensifying toxin.
Hidden Powernormal
010015TM10
The type varies with the user.The type and effectiveness vary with the user.
Sunny Dayfire
005TM11
Boosts the power of Fire- type moves for 5 turns.
Tauntdark
010020TM12
Taunts the foe into only using attack moves.
Light Screenpsychic
0030TM16
Wall of light cuts special damage for 5 turns.
Protectnormal
0010TM17
Evades attack, but may fail if used in succession.
Rain Dancewater
005TM18
Boosts the power of Water- type moves for 5 turns.
Safeguardnormal
0025TM20
Protects allies from status problems for 5 turns.
Frustrationnormal
110020TM21
Attack that is stronger if the Trainer is disliked.
Solar Beamgrass
12010010TM22
Absorbs light in one turn, then attacks next turn.
Thunderboltelectric
010015TM24
A strong electrical attack that may paralyze the foe.
Thunderelectric
07010TM25
A lightning attack that may cause paralysis.
Returnnormal
110020TM27
Attack that increases in power with friendship.
Psychicpsychic
9010010TM29
A powerful psychic attack that may lower Sp. Def.
Shadow Ballghost
8010015TM30
Hurls a black blob that may lower the foe's Sp. Def.
Brick Breakfighting
7510015TM31
Destroys barriers such as REFLECT and causes damage.
Double Teamnormal
0015TM32
Creates illusory copies to raise evasiveness.
Reflectpsychic
0020TM33
Wall of light cuts physical damage for 5 turns.
Shock Waveelectric
60020TM34
A fast and unavoidable electric attack.
Tormentdark
010015TM41
Torments the foe and stops successive use of a move.
Facadenormal
7010020TM42
Boosts power when burned, paralyzed, or poisoned.
Secret Powernormal
7010020TM43
Attack with effects that vary by location.
Restpsychic
000TM44
The user sleeps for 2 turns, restoring HP and status.
Attractnormal
010015TM45
Makes the opposite gender less likely to attack.
Thiefdark
01000TM46
While attacking, it may steal the foe's held item.
Skill Swappsychic
0010TM48
The user swaps special abilities with the target.
Snatchdark
0010TM49
Steals the effects of the move the target uses next.
Flingdark
110010TM56
The effectiveness varies with the held item.
Charge Beamelectric
509010TM57
Fires a beam of electricity. May raise Sp. Atk.
Endurenormal
0010TM58
Endures any attack for 1 turn, leaving at least 1HP.
Drain Punchfighting
01000TM60
Attack that absorbs half the damage inflicted.
Recyclenormal
0010TM67
Recycles a used item for one more use.
Thunder Waveelectric
0020TM73
A weak jolt of electricity that paralyzes the foe.
Psych Upnormal
0010TM77
Copies foe's stat changes and gives to the user.
Captivatenormal
010020TM78
Makes the opposite gender sharply reduce its Sp. Atk.
Sleep Talknormal
0010TM82
Uses an available move randomly while asleep.
Natural Giftnormal
110015TM83
The effectiveness varies with the held Berry.
Dream Eaterpsychic
10010015TM85
Takes one half the damage inflicted on a sleeping foe.
Grass Knotgrass
110020TM86
A snare attack that does more damage to heavier foes.
Swaggernormal
0015TM87
Confuses the foe, but also sharply raises its Attack.
Substitutenormal
0010TM90
Creates a decoy using 1/4 of the user's maximum HP.
Trick Roompsychic
005TM92
Slower Pokémon get to move first for 5 turns.
Flashnormal
0020HM05
Looses a powerful blast of light that cuts accuracy.