Munchlax
POKEMECHANICS - Lets Go Pikachu Lets Go Eevee
(Gen I)
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POKEMON AND ALL RESPECTIVE NAMES ARE TRADEMARK AND © OF NINTENDO 1996-2025
← #121 icon spriteStarmie #123 icon spriteScyther →
Mr-Mime
Mr-Mime
Barrier Pokémon
No. 122
HT1.3m
WT54.5kg

Level Up
knowing
Mimic
⇒

Mr-Mime

LETS-GO-PIKACHU

Always practicing its pantomime act. It makes enemies believe something exists that really doesn’t.

LETS-GO-EEVEE

Always practicing its pantomime act. It makes enemies believe something exists that really doesn’t.

Level Up
LevelAttack NameTypeClassPowerAccuracyPPEffect %
Machine
MachineAttack NameTypeClassPowerAccuracyPPEffect %
mr-mime

Encounters:

mime-jr

Abilities:

Soundproof

Protects against sound-based moves.

Filter

Decreases damage taken from super-effective moves by 1/4.

Technician (hidden)

Strengthens moves of 60 base power or less to 1.5× their power.

Base Stats:

HP: 40
ATT: 45
DEF: 65
SP. ATK: 100
SP. DEF: 120
SPE: 90
EVs: +2 SP. DEF
psychic
fairy
--
Barrier
psychic
Status
--
--
20
--
The user throws up a sturdy wall that sharply raises its Defense stat.
6
Meditate
psychic
Status
--
--
40
--
The user meditates to awaken the power deep within its body and raise its Attack stat.
--
Pound
normal
Physical
40
100
35
--
The target is physically pounded with a long tail, a foreleg, or the like.
30
Psybeam
psychic
Special
65
100
20
10
The target is attacked with a peculiar ray. This may also leave the target confused.
--
Confusion
psychic
Special
50
100
25
10
The target is hit by a weak telekinetic force. This may also confuse the target.
20
Psywave
psychic
Special
--
100
15
--
The target is attacked with an odd psychic wave. The attack varies in intensity.
10
Double Slap
normal
Physical
15
85
10
--
The target is slapped repeatedly, back and forth, two to five times in a row.

Damage:

normal
x1.0
fighting
x0.25
flying
x1.0
poison
x2.0
ground
x1.0
rock
x1.0
bug
x1.0
ghost
x2.0
steel
x2.0
fire
x1.0
water
x1.0
grass
x1.0
electric
x1.0
psychic
x0.5
ice
x1.0
dragon
x0
dark
x1.0
fairy
x1.0
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Teleport
psychic
Status
--
--
20
--
The user switches places with a different Pokémon instantly, using telekinetic power.
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Ice Punch
ice
Physical
75
100
15
10
The target is punched with an icy fist. This may also leave the target frozen.
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Thunder Punch
electric
Physical
75
100
15
10
The target is punched with an electrified fist. This may also leave the target with paralysis.
26
Encore
normal
Status
--
100
5
--
The user compels the target to keep using the move it encored for three turns.
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Fire Punch
fire
Physical
75
100
15
10
The target is punched with a fiery fist. This may also leave the target with a burn.
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Seismic Toss
fighting
Physical
--
100
20
--
The target is thrown using the power of gravity. It inflicts damage equal to the user’s level.
46
Psychic
psychic
Special
90
100
10
10
The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.
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Thunderbolt
electric
Special
90
100
15
10
A strong electric blast crashes down on the target. This may also leave the target with paralysis.
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Dream Eater
psychic
Special
100
100
15
--
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal its own HP.
36
Light Screen
psychic
Status
--
--
30
--
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
16
Mimic
normal
Status
--
--
10
--
The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.
36
Reflect
psychic
Status
--
--
20
--
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
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Thunder
electric
Special
110
70
10
30
A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
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Thunder Wave
electric
Status
--
90
20
--
The user launches a weak jolt of electricity that paralyzes the target.
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Headbutt
normal
Physical
70
100
15
30
The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.
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Solar Beam
grass
Special
120
100
10
--
In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn.
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Shadow Ball
ghost
Special
80
100
15
20
The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat.
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Foul Play
dark
Physical
95
100
15
--
The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage it deals.
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Dazzling Gleam
fairy
Special
80
100
10
--
The user damages opposing Pokémon by emitting a powerful flash.
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Calm Mind
psychic
Status
--
--
20
--
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
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Hyper Beam
normal
Special
150
90
5
--
The target is attacked with a powerful beam. The user can’t move on the next turn.
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Taunt
dark
Status
--
100
20
--
The target is taunted into a rage that allows it to use only attack moves for three turns.
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Brick Break
fighting
Physical
75
100
15
--
The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect.
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Toxic
poison
Status
--
90
10
--
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
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Helping Hand
normal
Status
--
--
20
--
The user assists an ally by boosting the power of that ally’s attack.
40
Substitute
normal
Status
--
--
10
--
The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.
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Rest
psychic
Status
--
--
5
--
The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.
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Protect
normal
Status
--
--
10
--
Enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
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Facade
normal
Physical
70
100
20
--
This attack move doubles its power if the user is poisoned, burned, or paralyzed.