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. isn't found in the wild. You'll need to evolve, trade, or breed to get one.

Level Up Moves (17)

PoundLevel: 1normal
4010035
Pounds the foe with forelegs or tail.
CopycatLevel: 1normal
0020
The user mimics the last move used by a foe.
Baton PassLevel: 4normal
0040
Switches out the user while keeping effects in play.
EncoreLevel: 8normal
01005
Makes the foe repeat its last move over 3 turns.
ConfusionLevel: 12psychic
5010025
A psychic attack that may cause confusion.
Role PlayLevel: 16psychic
0010
Mimics the target and copies its Ability.
ProtectLevel: 20normal
0010
Evades attack, but may fail if used in succession.
RecycleLevel: 24normal
0010
Recycles a used item for one more use.
PsybeamLevel: 28psychic
6510020
Fires a peculiar ray that may confuse the foe.
MimicLevel: 32normal
0010
Copies last move used by the foe during one battle.
Light ScreenLevel: 36psychic
0030
Wall of light cuts special damage for 5 turns.
ReflectLevel: 36psychic
0020
Wall of light cuts physical damage for 5 turns.
SafeguardLevel: 36normal
0025
Protects allies from status problems for 5 turns.
Sucker PunchLevel: 40dark
01005
Strikes first if the foe is preparing an attack.
Dazzling GleamLevel: 44fairy
8010010
Damages foes by emitting a bright flash.
PsychicLevel: 48psychic
9010010
A powerful psychic attack that may lower Sp. Def.
Teeter DanceLevel: 52normal
010020
Confuses all Pokémon on the scene.

Egg Moves (15)

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.
Fake Outnormal
4010010
Moves 1st and flinches. Only works on user's 1st turn.
Trickpsychic
010010
Tricks the foe into trading held items.
Confuse Rayghost
010010
A sinister ray that confuses the foe.
Wake Up Slapfighting
010010
Powerful against sleeping foes, but also wakes them.
Teeter Dancenormal
010020
Confuses all Pokémon on the scene.
Healing Wishpsychic
0010
The user faints to heal up the recipient.
Charmfairy
010020
Charms the foe and sharply reduces its Attack.
Nasty Plotdark
0020
Thinks bad thoughts to sharply boost Sp. Atk.
Power Splitpsychic
0010
Averages changes to Attack and Sp. Atk with the foe.
Magic Roompsychic
0010
Hold items lose their effects for 5 turns.
Icy Windice
559515
A chilling attack that lowers the foe's Speed.
Psychic Terrainpsychic
0010
The ground turns weird for 5 turns. Blocks priority.

TM/HM Moves (36)

Attractnormal
010015TM45
Makes the opposite gender less likely to attack.
Brick Breakfighting
7510015TM31
Destroys barriers such as REFLECT and causes damage.
Calm Mindpsychic
0020TM04
Raises Sp. Atk and Sp. Def by focusing the mind.
Charge Beamelectric
509010TM57
Fires a beam of electricity. May raise Sp. Atk.
Dazzling Gleamfairy
8010010TM99
Damages foes by emitting a bright flash.
Double Teamnormal
0015TM32
Creates illusory copies to raise evasiveness.
Drain Punchfighting
01000TM85
An attack that absorbs half the damage inflicted.
Facadenormal
7010020TM42
Boosts power when burned, paralyzed, or poisoned.
Flashnormal
0020HM05
Looses a powerful blast of light that cuts accuracy.
Flingdark
110010TM56
The effectiveness varies with the held item.
Frustrationnormal
110020TM21
An attack that is stronger if the Trainer is disliked.
Grass Knotgrass
110020TM86
A snare attack that does more damage to heavier foes.
Hidden Powernormal
010015TM10
The type varies with the user.The type and effectiveness vary with the user.
Infestationbug
2010020TM83
The foe is infested and attacked for turns.
Light Screenpsychic
0030TM16
Wall of light cuts special damage for 5 turns.
Protectnormal
0010TM17
Evades attack, but may fail if used in succession.
Psychicpsychic
9010010TM29
A powerful psychic attack that may lower Sp. Def.
Psyshockpsychic
8010010TM03
Attacks with a psychic wave that does physical damage.
Rain Dancewater
005TM18
Boosts the power of Water- type moves for 5 turns.
Reflectpsychic
0020TM33
Wall of light cuts physical damage for 5 turns.
Restpsychic
000TM44
The user sleeps for 2 turns, restoring HP and status.
Returnnormal
110020TM27
An attack that increases in power with friendship.
Roundnormal
6010015TM48
A song that inflicts damage. Others can join in too.
Safeguardnormal
0025TM20
Protects allies from status problems for 5 turns.
Shadow Ballghost
8010015TM30
Hurls a black blob that may lower the foe's Sp. Def.
Solar Beamgrass
12010010TM22
Absorbs light in one turn, then attacks next turn.
Substitutenormal
0010TM90
Creates a decoy using 1/4 of the user's maximum HP.
Sunny Dayfire
005TM11
Boosts the power of Fire- type moves for 5 turns.
Tauntdark
010020TM12
Taunts the foe into only using attack moves.
Thiefdark
01000TM46
While attacking, it may steal the foe's held item.
Thunderelectric
07010TM25
A lightning attack that may cause paralysis.
Thunderboltelectric
010015TM24
A strong electrical attack that may paralyze the foe.
Thunder Waveelectric
0020TM73
A weak jolt of electricity that paralyzes the foe.
Tormentdark
010015TM41
Torments the foe and stops successive use of a move.
Toxicpoison
0010TM06
Poisons the foe with an intensifying toxin.
Trick Roompsychic
005TM92
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.

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