Accent Image to accompany hero

Mr. Mimein Pokémon SoulGold

psychicfairy

Pokédex Entry

Barrier Pokémon

A Mr. Mime is a master of pantomime. It can convince others that something unseeable actually exists. Once believed, the imaginary object does become real.

Mr. Mime in Pokémon SoulGold

Mr. Mime is #122 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 across 4 encounter locations.

Type
PsychicFairy
Dex
#122
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
humanlike
Hatch Rate
Medium Fast (20 cycles)
Catch Rate
45
pokeball
Poké Ball5.3%
greatball
Great Ball7.5%
ultraball
Ultra Ball8.9%
Base Exp
161
EV Yield
2 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

Mr. Mime can be found in Safari Zone Top Left (uncommon), and in Lake Of Rage (rare). Wild ones range from level 27 to 40.

Wild Encounters (2)

Level Up Moves (21)

Quick GuardLevel: 1fighting
0015
Evades priority attacks for one turn.
Wide GuardLevel: 1rock
0010
Evades wide-ranging attacks for one turn.
Power SwapLevel: 1psychic
0010
Swaps changes to Attack and Sp. Atk with the foe.
Guard SwapLevel: 1psychic
0010
Swaps changes to Defense and Sp. Def with the foe.
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: 1normal
0040
Switches out the user while keeping effects in play.
EncoreLevel: 1normal
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 (13)

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.
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 (45)

Aerial Aceflying
60020TM40
An extremely speedy and unavoidable attack.
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.
Energy Ballgrass
010010TM53
Draws power from nature to attack. May lower Sp. Def.
Facadenormal
7010020TM42
Boosts power when burned, paralyzed, or poisoned.
Fire Punchfire
7510015TM69
A fiery punch that may burn the foe.
Flashnormal
0020HM05
Looses a powerful blast of light that cuts accuracy.
Flingdark
110010TM56
The effectiveness varies with the held item.
Focus Blastfighting
120705TM52
Attacks at full power. May lower Sp. Def.
Frustrationnormal
110020TM21
An attack that is stronger if the Trainer is disliked.
Giga Impactnormal
150905TM68
Leaves the user immobile if target is not KO'd.
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.
Hyper Beamnormal
150905TM15
Leaves the user immobile if target is not KO'd.
Ice Punchice
7510015TM100
An icy punch that may leave the foe with frostbite.freeze the foe.
Infestationbug
2010020TM83
The foe is infested and attacked for turns.
Light Screenpsychic
0030TM16
Wall of light cuts special damage for 5 turns.
Paybackdark
5010010TM66
An attack that gains power if the user moves last.
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 Punchelectric
7510015TM63
An electrified punch 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 Mr. Mime. Use these types to counter it effectively.

Resistances & Immunities

Types that Mr. Mime 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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