Accent Image to accompany hero

Mime Jr.in Pokémon SoulGold

psychicfairy

Pokédex Entry

Mime Pokémon

In an attempt to confuse its enemy, it mimics the enemy's movements. Once mimicked, the foe cannot take its eyes off this Pokémon.

Mime Jr. in Pokémon SoulGold

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

Type
PsychicFairy
Dex
#439
Abilities
Soundproof(Primary)

Avoids sound-based moves.

Filter(Secondary)

Weakens “supereffective”.

Technician(Hidden)

Boosts weaker moves.

Growth Rate
mediumfast
Gender Ratio
50% Male, 50% Female
Egg Groups
undiscovered
Hatch Rate
Medium Fast (20 cycles)
Catch Rate
145
pokeball
Poké Ball12.8%
greatball
Great Ball17.3%
ultraball
Ultra Ball21.3%
Base Exp
62
EV Yield
1 SpecialDefense
Wild Held Items
None
Weak To
poison ×2ghost ×2steel ×2
Resists
fighting ×0.25psychic ×0.5
Immune To
dragon

Evolution Chain

Base form
Level up Mimejr knowing Mimic outside Galar
Use Strangesouvenir on Mimejr
Level up Mrmime to Lv. 42

How to Obtain

Mime Jr. has no wild encounters recorded in this game, and no other in-game source is recorded yet.

Level Up Moves (17)

PoundLevel: 1normal
PWR40ACC100PP35
Pounds the foe with forelegs or tail.
CopycatLevel: 1normal
PWR0ACC0PP20
The user mimics the last move used by a foe.
Baton PassLevel: 4normal
PWR0ACC0PP40
Switches out the user while keeping effects in play.
EncoreLevel: 8normal
PWR0ACC100PP5
Makes the foe repeat its last move over 3 turns.
ConfusionLevel: 12psychic
PWR50ACC100PP25
A psychic attack that may cause confusion.
Role PlayLevel: 16psychic
PWR0ACC0PP10
Mimics the target and copies its Ability.
ProtectLevel: 20normal
PWR0ACC0PP10
Evades attack, but may fail if used in succession.
RecycleLevel: 24normal
PWR0ACC0PP10
Recycles a used item for one more use.
PsybeamLevel: 28psychic
PWR65ACC100PP20
Fires a peculiar ray that may confuse the foe.
MimicLevel: 32normal
PWR0ACC0PP10
Copies last move used by the foe during one battle.
Light ScreenLevel: 36psychic
PWR0ACC0PP30
Wall of light cuts special damage for 5 turns.
ReflectLevel: 36psychic
PWR0ACC0PP20
Wall of light cuts physical damage for 5 turns.
SafeguardLevel: 36normal
PWR0ACC0PP25
Protects allies from status problems for 5 turns.
Sucker PunchLevel: 40dark
PWR0ACC100PP5
Strikes first if the foe is preparing an attack.
Dazzling GleamLevel: 44fairy
PWR80ACC100PP10
Damages foes by emitting a bright flash.
PsychicLevel: 48psychic
PWR90ACC100PP10
A powerful psychic attack that may lower Sp. Def.
Teeter DanceLevel: 52normal
PWR0ACC100PP20
Confuses all Pokémon on the scene.

Egg Moves (15)

Future Sightpsychic
PWR80ACC0PP0
Heightens inner power to strike 2 turns later.
Hypnosispsychic
PWR0ACC60PP20
A hypnotizing move that may induce sleep.
Mimicnormal
PWR0ACC0PP10
Copies last move used by the foe during one battle.
Fake Outnormal
PWR40ACC100PP10
Moves 1st and flinches. Only works on user's 1st turn.
Trickpsychic
PWR0ACC100PP10
Tricks the foe into trading held items.
Confuse Rayghost
PWR0ACC100PP10
A sinister ray that confuses the foe.
Wake Up Slapfighting
PWR0ACC100PP10
Powerful against sleeping foes, but also wakes them.
Teeter Dancenormal
PWR0ACC100PP20
Confuses all Pokémon on the scene.
Healing Wishpsychic
PWR0ACC0PP10
The user faints to heal up the recipient.
Charmfairy
PWR0ACC100PP20
Charms the foe and sharply reduces its Attack.
Nasty Plotdark
PWR0ACC0PP20
Thinks bad thoughts to sharply boost Sp. Atk.
Power Splitpsychic
PWR0ACC0PP10
Averages changes to Attack and Sp. Atk with the foe.
Magic Roompsychic
PWR0ACC0PP10
Hold items lose their effects for 5 turns.
Icy Windice
PWR55ACC95PP15
A chilling attack that lowers the foe's Speed.
Psychic Terrainpsychic
PWR0ACC0PP10
The ground turns weird for 5 turns. Blocks priority.

TM/HM Moves (36)

Attractnormal
PWR0ACC100PP15TM45
Makes the opposite gender less likely to attack.
Brick Breakfighting
PWR75ACC100PP15TM31
Destroys barriers such as REFLECT and causes damage.
Calm Mindpsychic
PWR0ACC0PP20TM04
Raises Sp. Atk and Sp. Def by focusing the mind.
Charge Beamelectric
PWR50ACC90PP10TM57
Fires a beam of electricity. May raise Sp. Atk.
Dazzling Gleamfairy
PWR80ACC100PP10TM99
Damages foes by emitting a bright flash.
Double Teamnormal
PWR0ACC0PP15TM32
Creates illusory copies to raise evasiveness.
Drain Punchfighting
PWR0ACC100PP0TM85
An attack that absorbs half the damage inflicted.
Facadenormal
PWR70ACC100PP20TM42
Boosts power when burned, paralyzed, or poisoned.
Flashnormal
PWR0ACC0PP20HM05
Looses a powerful blast of light that cuts accuracy.
Flingdark
PWR1ACC100PP10TM56
The effectiveness varies with the held item.
Frustrationnormal
PWR1ACC100PP20TM21
An attack that is stronger if the Trainer is disliked.
Grass Knotgrass
PWR1ACC100PP20TM86
A snare attack that does more damage to heavier foes.
Hidden Powernormal
PWR0ACC100PP15TM10
The type varies with the user.The type and effectiveness vary with the user.
Infestationbug
PWR20ACC100PP20TM83
The foe is infested and attacked for turns.
Light Screenpsychic
PWR0ACC0PP30TM16
Wall of light cuts special damage for 5 turns.
Protectnormal
PWR0ACC0PP10TM17
Evades attack, but may fail if used in succession.
Psychicpsychic
PWR90ACC100PP10TM29
A powerful psychic attack that may lower Sp. Def.
Psyshockpsychic
PWR80ACC100PP10TM03
Attacks with a psychic wave that does physical damage.
Rain Dancewater
PWR0ACC0PP5TM18
Boosts the power of Water- type moves for 5 turns.
Reflectpsychic
PWR0ACC0PP20TM33
Wall of light cuts physical damage for 5 turns.
Restpsychic
PWR0ACC0PP0TM44
The user sleeps for 2 turns, restoring HP and status.
Returnnormal
PWR1ACC100PP20TM27
An attack that increases in power with friendship.
Roundnormal
PWR60ACC100PP15TM48
A song that inflicts damage. Others can join in too.
Safeguardnormal
PWR0ACC0PP25TM20
Protects allies from status problems for 5 turns.
Shadow Ballghost
PWR80ACC100PP15TM30
Hurls a black blob that may lower the foe's Sp. Def.
Solar Beamgrass
PWR120ACC100PP10TM22
Absorbs light in one turn, then attacks next turn.
Substitutenormal
PWR0ACC0PP10TM90
Creates a decoy using 1/4 of the user's maximum HP.
Sunny Dayfire
PWR0ACC0PP5TM11
Boosts the power of Fire- type moves for 5 turns.
Tauntdark
PWR0ACC100PP20TM12
Taunts the foe into only using attack moves.
Thiefdark
PWR0ACC100PP0TM46
While attacking, it may steal the foe's held item.
Thunderelectric
PWR0ACC70PP10TM25
A lightning attack that may cause paralysis.
Thunderboltelectric
PWR0ACC100PP15TM24
A strong electrical attack that may paralyze the foe.
Thunder Waveelectric
PWR0ACC0PP20TM73
A weak jolt of electricity that paralyzes the foe.
Tormentdark
PWR0ACC100PP15TM41
Torments the foe and stops successive use of a move.
Toxicpoison
PWR0ACC0PP10TM06
Poisons the foe with an intensifying toxin.
Trick Roompsychic
PWR0ACC0PP5TM92
Slower Pokémon get to move first for 5 turns.

Type Summary

3
Weaknesses
2
Resistances
1
Immunities
12
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.

Immunities (0×)

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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