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The best guide on how to play Mr. Mime in Pokemon UNITE for Nintendo Switch and Mobile. Check here for the best builds, Held and Battle items, movesets, as well as the latest nerfs, buffs, counters, and more!
List of Contents
Mr. Mime Changes (June 19) | |
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Power Swap |
• Movement speed buff increased from 8% to 10%. • HP recovery increased by 22%. |
1.8.1.2 | HP decreased. |
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1.13.1.2 | Special Attack increased from 50~414 → 50~450 (Level 1~15). |
1.7.1.2 | Changed to "Creates a wall of light in the designated area that prevents opposing Pokemon form passing. If an opposing Pokemon is near the location where the wall of light is created, they are shoved and left unable to act for a short time." |
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1.7.1.2 | Now deals damage over time before exploding. Damage increased from 1223 to 1529 (+25%). |
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1.7.1.7 | Damage decreased from 1529 (Pulse: 239 x3, Explosion: 812) to 1084 (Pulse: 168 x3, Explosion: 580). (-29%) |
1.2.1.3 | Adjusted the move so that when it is upgraded, it refilled the reserve uses to maximum. |
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1.7.1.2 | Changed to "Has the user throw up a sturdy wall in the designated location that prevents opposing Pokemon from passing. If an opposing Pokemon is near the location where the wall is created, they are shoved and left unable to act for a short time." |
1.2.1.3 | Fixed a bug affecting the swapping of Defense. |
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1.4.1.7 | Changed move description. |
1.4.1.10 | Fixed a bug where the effect on Mr. Mime does not disappear when defeating a wild Pokemon. |
1.7.1.2 | New name is now Power Swap. Now continually restores HP without upgrading, increases the linked ally's damage dealt, and decreases the linked enemy's damage dealt. |
1.7.1.3 | HP recovery reduced from 160 to 125 (-22%). |
1.7.1.7 | Movement speed slow decreased. Damage per tick decreased from 160 to 118. (-26%) Power Swap +: Fixed a bug where Confusion's effect was not triggering. |
1.8.1.6 | Movement speed buff when linked reduced from 15% to 8%. (-7%) Healing when linked reduced by 15%. |
1.14.2.10 | Movement speed buff increased from 8% to 10%. HP recovery increased by 22%. |
1.4.1.7 | Damage decreased 1713 to 1544 (-10%). You can now use the move while moving. |
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1.7.1.9 | Damage to opponents connected by Power Swap reduced. |
1.7.1.11 | Reduced the additional damage dealt when an opponent is connected with Power Swap. Reduced the duration of the hindrance effect to an opponent connected with Power Swap. |
1.8.1.6 | Damage reduced by 15% (Additional damage when hitting an opponent against a wall remains the same). |
1.13.1.2 | Cooldown decreased from 6s → 5s. |
1.5.1.6 | Effect duration on opposing Pokemon increased. |
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1.7.1.9 | Damage reduced from 4084 to 3085. (-24%) |
1.8.1.6 | Damage reduced by 10%. |
Mr. Mime | ||
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Role: Supporter Attack Type: Melee Damage Type: Special Difficulty: Intermediate Cost: |
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"Mr. Mime specializes in hindering opposing Pokémon with its tricky moves." |
Top | Jungle | Bottom |
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Tips & Strategies for Every Lane
Strengths | Weaknesses |
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✔︎ Great mix of damage and support ✔︎ Good durability ✔︎ Has strong disables |
✖︎ Strength stagnates in the late game |
Mr. Mime Builds | |
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Support Build
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Moveset | Held Items | |||
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Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Sp. Atk: +30 Defense: +30 Sp. Def: +30 Movement Speed: +150 HP: +450 |
Top Lane
Bot Lane
|
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Emblem Color Combination | Target Emblem Stats | ||||
Green x6 White x6
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Positive Stats: • HP • Sp. Atk Free Negative Stats: • Attack • Critical-Hit Rate |
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Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
This build is centered on buffing and healing allies with Power Swap and disabling targets using Psychic or Confusion. Mr. Mime can also use Power Swap offensively by tethering an enemy then using Psychic or Confusion to stun and damage them.
Items (@Lvl 30) |
Power Swap (Dmg. Per Tick) (@ Lvl 15) Power Swap (Heal Per Tick) (@ Lvl 15) |
Psychic (@ Lvl 15) |
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Slick Spoon | 76 116 |
723 |
Since the build is centered main on Power Swap, equipping items that will maximize its damage and healing is the ideal item combination. Focus Band and Exp. Share are core items for the build, leaving only one (1) item left for consideration.
Out of all the items tested, Slick Spoon will be the best for the build. Its results are well balanced and the item also gives Mr. Mime HP for some durability.
As for alternatives, Sp. Atk. Specs would be the best option. It generated the highest overall results, but it does require Mr. Mime to fully stack the item first to gain the maximum bonus.
Note: The numbers in bold are the highest result for a specific test. |
Items (@Lvl 30) | Power Swap (Dmg. Per Tick) (@ Lvl 15) Power Swap (Heal Per Tick) (@ Lvl 15) | Psychic (@ Lvl 15) |
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Wise Glasses | 75 123 | 704 |
Choice Specs (Includes effect) | 72 118 | 820 |
Sp. Atk. Specs (6 stacks) | 79 131 | 742 |
Slick Spoon | 76 116 | 723 |
The tests above does not use any Emblems yet so it will scale higher if equipped.
Offense Build | Moveset | Held Items | |||
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Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Sp. Atk: +108 HP: +210 |
Top Lane
Bot Lane
|
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Emblem Color Combination | Target Emblem Stats | ||||
Green x6 White x6
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Positive Stats: • Sp. Atk Free Negative Stats: • Attack • Critical-Hit Rate |
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Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
This build is centered on bursting down targets using Power Swap and Confusion. However, Psychic can also be used instead of Confusion.
Items (@Lvl 30) |
Power Swap (Dmg. Per Tick) (@ Lvl 15) Power Swap (Heal Per Tick) (@ Lvl 15) |
Confusion (w/ Stun Dmg.) (@ Lvl 15) |
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Wise Glasses + Choice Specs (Includes effect) + Slick Spoon |
89 135 |
2195 |
Since the build is centered on bursting down targets with Confusion, equipping items that will maximize its damage is the ideal item combination.
Out of all the item combinations, Wise Glasses, Choice Specs, and Slick Spoon will be the best for the build. Its Confusion damage result is only slight lower than the highest score, but the item combination doesn't require Mr. Mime to stack an item first to gain the maximum bonus.
As for alternatives, replacing Wise Glasses with Sp. Atk. Specs would be the best option. The item combination deals the highest possible Confusion damage with slightly better Power Swap results. However, it does require Mr. Mime to fully stack Sp. Atk. Specs first to gain the max bonus.
Note: The numbers in bold are the highest result for a specific test. |
Items (@Lvl 30) | Power Swap (Dmg. Per Tick) (@ Lvl 15) Power Swap (Heal Per Tick) (@ Lvl 15) | Confusion (w/ Stun Dmg.) (@ Lvl 15) |
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Wise Glasses + Choice Specs (Includes effect) + Slick Spoon | 89 135 | 2195 |
Wise Glasses + Choice Specs (Includes effect) + Sp. Atk. Specs (6 stacks) | 91 150 | 2409 |
Wise Glasses + Slick Spoon + Sp. Atk. Specs (6 stacks) | 98 149 | 2390 |
Choice Specs (Includes effect) + Slick Spoon + Sp. Atk. Specs (6 stacks) | 93 142 | 2476 |
The tests above does not use any Emblems yet so it will scale higher if equipped.
Barrier Build | Moveset | Held Items | |||
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Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Sp. Atk: +108 HP: +210 |
Top Lane
Bot Lane
|
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Emblem Color Combination | Target Emblem Stats | ||||
Green x6 White x6
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Positive Stats: • HP • Sp. Atk Free Negative Stats: • Attack • Critical-Hit Rate |
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Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
This build is centered on using Barriers to block opponents and either deal area damage with Psychic or shove enemies towards it using Confusion.
Items (@Lvl 30) |
Psychic (@ Lvl 15) |
Confusion (w/ Stun Dmg.) (@ Lvl 15) |
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Wise Glasses + Choice Specs (Includes effect) + Slick Spoon |
1000 | 2195 |
Since the build utilizes Barrier as a setup for Psychic or Confusion, equipping items that will maximize Psychic and Confusion's damage is the ideal item combination.
Out of all the item combinations, Wise Glasses, Choice Specs, and Slick Spoon will be the best for the build. The item combination's damage results are only slightly lower than the highest one, but it doesn't require Mr. Mime to stack an item to gain the maximum bonus.
As for alternatives, replacing Wise Glasses with Sp. Atk. Specs would be the ideal option. The item combination generated the highest results for both Psychic and Confusion. However, it does require Mr. Mime to fully stack Sp. Atk. Specs first to gain the maximum bonus.
Note: The numbers in bold are the highest result for a specific test. |
Items (@Lvl 30) | Psychic (@ Lvl 15) | Confusion (w/ Stun Dmg.) (@ Lvl 15) |
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Wise Glasses + Choice Specs (Includes effect) + Slick Spoon | 1000 | 2195 |
Wise Glasses + Choice Specs (Includes effect) + Sp. Atk. Specs (6 stacks) | 1025 | 2409 |
Wise Glasses + Slick Spoon + Sp. Atk. Specs (6 stacks) | 895 | 2390 |
Choice Specs (Includes effect) + Slick Spoon + Sp. Atk. Specs (6 stacks) | 1048 | 2476 |
The tests above does not use any Emblems yet so it will scale higher if equipped.
Item | Explanation |
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Exp. Share | Exp. Share allows Mr. Mime to keep up with teammates in terms of offense. The movement speed bonus is particularly helpful for Mr. Mime as it can position itself for attacks more effectively. |
Sp. Atk. Specs | Sp. Atk. Specs provides Mr. Mime with a large flat amount of Sp. Atk. stat, improving its overall damage output. |
Focus Band | Focus Band boosts both Defens and Sp. Defense for better survivability. It also gives heals when Mr. Mime's HP gets dangerously low. |
Wise Glasses | Wise Glasses helps increase Mr. Mime's Special Attack by a significant amount. This makes its moves hit harder. |
Choice Specs | Choice Specs adds more damage to Mr. Mime's moves. The item is also a great source of Sp. Attack stat. |
Slick Spoon | Slick Spoon improves Mr. Mime's burst damage by ignoring a portion of its target's Sp. Def., especially against high-durability Pokemon, dealing more damage as a result. It also provides a good mix of offense and defense via its Sp. Atk. and HP bonuses. |
Item | Explanation |
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Eject Button | Eject Button helps Mr. Mime get better positioning as well as a means of escape. |
X Speed | X Speed provides a quick boost of movement speed that can help Mr. Mime get around enemy crowd control moves. |
Move | Explanation |
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Power Swap | Power Swap is a great utility tool that can both deal pressure to opponents and support allies. It also offers stat changes that can disrupt enemies or aid allies. |
Confusion | Confusion offers a direct way of dealing ranged damage that can burst down enemies when they hit a wall. Its wide range and long stuns makes it a great move for setting up knockdowns. |
This moveset gives Mr. Mime a good mix of support and damage, allowing the Pokemon to be flexible during the match. Confusion deals high burst damage and shoves opponents. It can deal even more damage and stun targets completely when they're shoved to a wall. Power Swap can be used offensively or as a support move thanks to its effects when tethered to an enemy or ally. It also ensures that Confusion deals maximum damage to and stun the tethered enemy target when the move hits.
Confusion and Psychic are Mr. Mime's primary damage move. They both have great potential to deal tons of damage to opponents and stun them. They only differ in how they work.
Power Swap and Barrier are Mr. Mime's utility moves that have useful interactions with Confusion and Psychic. Power Swap only affects a single target but is more versatile. It can be used to heal and buff an ally or damage and weaken an enemy. Barrier, on the other hand, is purely a utility move since it doesn't deal any damage. However, it can manipulate the battlefield in Mr. Mime's favor by blocking paths and can be turned into an offensive move when used with Confusion or Psychic.
Choosing which moves to pair is entirely up to player preference since all of Mr. Mime's moves synergize well with each other.
Let us know why in the comments!
Jump to Section | |
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During the early game, take advantage of Light Screen to block off enemies from securing Wild Pokemon spawns in the lanes. Mr. Mime can also trap opponents who overextend by putting the walls at the goal zone, allowing for easy knockdowns early on.
Light Screen: Mr. Mime Move Effect and Cooldown
Once Mr. Mime reaches level 6, start to get aggressive and put pressure on the enemies since it now has both of primary moves. If there are late-bloomers like Charizard or Cinderace, prioritize them to cripple their progression in the late-game.
Try to stay in the thick of things during a clash with opponents. Mr. Mime's passive ability, Filter, gives it a surprisingly solid amount of Defense, allowing the Pokemon to tank some damage for its team.
Filter: Mr. Mime Ability Effects
Power Swap allows Mr. Mime to be flexible in terms of its gameplay. The move can be used on allies or on opponents. The key to using the move is knowing when to use it on allies or opponents.
If used on an ally, the move turns into a support tool, healing it and increasing its movement speed and damage.
If used on an opponent, the move becomes an offensive tool, continuously dealing damage to the target and reducing its movement speed and damage.
Power Swap: Mr. Mime Move Effect and Cooldown
Using Pyschic or Confusion while tethered to a target with Power Swap slightly alters how the move works.
For Psychic, the explosion will spawn both from Mr. Mime and the tethered target's position.
As for Confusion, hitting a tethered opponent with the move will automatically stun it instead of shoving it.
Related Pages | |
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Psychic | Confusion |
Opting for Barrier makes Mr. Mime more disruptive during fights. The key to using Barrier effectively is placing it in the right spots given the scenario at hand and depending on whether Mr. Mime is using Psychic or Confusion.
Barrier: Mr. Mime Move Effect and Cooldown
If Mr. Mime is using Psychic, placing multiple Barriers near opponents will its gameplay. This is because Psychic's explosion will spawn on all the Barriers created, dealing high amounts of damage.
Psychic: Mr. Mime Move Effect and Cooldown
If Mr. Mime is using Confusion, its gameplay will be placing Barriers behind opponents, then shoving them towards it with Confusion. This way, opponents don't need to be near walls or objects in order to Confusion's stun effect to trigger. Mr. Mime can just place Barriers anywhere and shove opponents towards it.
Confusion: Mr. Mime Move Effect and Cooldown
While Mr. Mime's Unite Move, Showtime!, doesn't deal great damage, it has a great area stun effect, making it an effective teamfight move. Use it to initiate teamfights, but remember to catch as many targets as you can and stay close to them for the full duration.
Showtime!: Mr. Mime Move Effect and Cooldown
Power Swap Burst Combo | |
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This combo sets up Confusion's extra damage mechanic and maximize Mr. Mime's damage dealing capabilities. By activating Power Swap first, Confusion's damage shoots up. Should Power Swap's tether break and go in cooldown, you can stilll activate Confusion's extra damage by slamming the opponent to a wall. |
This set of combos uses Light Screen or Barrier to not only block enemy movement, but also deal decent amount of damage by combining it with Mr. Mime's other moves.
Confusion Bump Combo | |
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Start by blocking the target's movement with a Light Screen or Barrier. Activate Confusion to shove the target. MAke sure to line up your shot so that the target hits the wall you set up. Doing so will drastically increase Confusion's damage. |
Psychic Wall Combo | |
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Start by blocking the target's movement with a Light Screen or Barrier. It is important the you place the wall near the target. Then charge forward and activate Psychic. When the explosion from Mr. Mime and the wall hits the target, rthey will receive increased damage and will get stunned for a short time. |
Ultimate Showtime Debilitator Combo | |
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This is an AoE combo that brings down the defenses of a enemies via Power Swap and dealing damage using Mr. Mime's Unite Move. Link Mr. Mime to an opponent with Power Swap. Then, charge towards them and activate Showtime! to start the dealing damage. Make sure that you stick to the target during this to maximize Power Swap's damage. When the move finishes, quickly activate Psychic to deal additional damage. |
Matchup Notes | ||
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Hard Counter | Even Matchup | Easy Matchup |
1. The chart is based on our own experience playing Mr. Mime. 2. Pokemon within each tier are unordered 3. Any Pokemon not shown here are still under investigation. |
Mr. Mime's move require some time to set up before the Pokemon can contribute to a fight. Pokemon that can kite Mr. Mime from long range with attacks or moves can mess up the Pokemon's gameplay.
Pokemon | Explanation |
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Blastoise | Rating: ★★★★★ • Can prevent Mr. Mime from setting up its moves and also displace the Pokemon using Surf, Hydro Pump, and Hydro Typhoon. • Becomes immune to disables and dish out damage using Rapid Spin and Water Spout. |
Alolan Ninetales | Rating: ★★★★ • Can freeze Mr. Mime and deal considerable damage using Blizzard and Avalanche. |
Chandelure | Rating: ★★★★ • Can prevent Mr. Mime from setting up its moves using Imprison or Poltergeist. • Can burst Mr. Mime from range using Flamethrower or Overheat. |
Utilizing Mr. Mime's arsenal of disabling moves will help it get the upper hand against these Pokemon.
Ranged, Fragile Pokemon with High Damage |
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How to Beat |
• These Pokemon prefer to keep their distance from opponents when fighting. They also have high damage potential that can be dangerous for Mr. Mime. However, they are fragile and can get knocked out by Mr. Mime fast. • Quickly close the gap using Showtime! to force them to play defensively. • When Showtime! ends stay on top of them using Power Swap, then follow up with Confusion or Psychic to stun them and burst them down. |
All-Rounders |
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How to Beat |
• These Pokemon excel in close combat and rely primarily on their attacks or combos to deal damage. However, they need to get close first before initiating, putting them in range of Mr. Mime's disabling moves. • When using Barrier, stop their approach by placing Barriers in their path, then use Psychic to stun them or Confusion to push them back. • When using Power Swap, use it on them when they get close to slow them and reduce their damage output, then keep using Psychic or Confusion to stun them. • Alternatively, use Showtime! when they get close to disrupt their combos or attacks. |
High-mobility Pokemon with Burst Damage |
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How to Beat |
• These Pokemon are incredibly agile and deal high burst damage. However, they become vulnerable when they miss their burst damage attempt. • When using Barrier, stop their approach by placing Barriers in their path, then use Psychic to stun them or Confusion to push them back. • When using Power Swap, use it on them when they get close, then keep using Psychic or Confusion to stun them. • Alternatively, use Showtime! when they get close to disrupt their combos or attacks. |
Supporters |
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How to Beat |
• These Pokemon usually stick with their allies and rarely venture alone. Although they themselves pose no threat to Mr. Mime, their support capabilities makes them valuable during fights. However, Mr. Mime has superior moveset in terms of disables and damage. • When using Barrier, place one behind them, then push them towards it using Confusion, or place multiple Barriers around them then stun and burst them down with Psychic. • When using Power Swap, it's best to use it on them, then keep using Confusion or Psychic to stun and burst them down. • Alternatively, use Showtime! on their location to force them to scatter. |
Highly Durable Pokemon |
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How to Beat |
• These Pokemon are extremely durable, making it difficult for Mr. Mime to take them down alone. With that, it's best to group up with allies to bring them down with the help of Mr. Mime. • When using Barrier, block their path, then use Confusion or Psychic to stun them. • When using Power Swap, it's best to use it on them to slow them, then use Confusion or Psychic to stun them. |
Pokemon that are susceptible to getting disabled will have a hard time against Mr. Mime.
All-Rounders |
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How to Beat |
• These Pokemon excel in close combat and rely primarily on their attacks or combos to deal damage. However, they need to get close first before initiating, putting them in range of Mr. Mime's disabling moves. • When using Barrier, stop their approach by placing Barriers in their path, then use Psychic to stun them or Confusion to push them back. • When using Power Swap, use it on them when they get close to slow them and reduce their damage output, then keep using Psychic or Confusion to stun them. • Alternatively, use Showtime! when they get close to disrupt their combos or attacks. |
Supporters |
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How to Beat |
• These Pokemon usually stick with their allies and rarely venture alone. Although they themselves pose no threat to Mr. Mime, their support capabilities makes them valuable during fights. However, Mr. Mime has superior moveset in terms of disables and damage. • When using Barrier, place one behind them, then push them towards it using Confusion, or place multiple Barriers around them then stun and burst them down with Psychic. • When using Power Swap, it's best to use it on them, then keep using Confusion or Psychic to stun and burst them down. • Alternatively, use Showtime! on their location to force them to scatter. |
Highly Durable Pokemon |
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How to Beat |
• These Pokemon are extremely durable, making it difficult for Mr. Mime to take them down alone. With that, it's best to group up with allies to bring them down with the help of Mr. Mime. • When using Barrier, block their path, then use Confusion or Psychic to stun them. • When using Power Swap, it's best to use it on them to slow them, then use Confusion or Psychic to stun them. |
Pokemon | Explanation |
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Mew
Venusaur |
Quickly Take Down Enemies |
These Pokemon are mobile and have powerful burst attacks that are capable of disrupting enemies. Mr. Mime is able to contribute damage and help the team secure objectives. | |
Clefable
Sableye |
Stuns and Debuffs |
These Pokemon have the means of inflicting debuffs and shutting down targets with their moves. This allows Mr. Mime to catch up and take enemies down easier when pushing lanes. | |
Slowbro
Snorlax |
Tanky Disablers |
These Pokemon can lead the charge, soak up damage, and help Mr. Mime setup its attacks with their disabling moves. | |
Gengar
Zoroark |
High Burst Damagers |
These Pokemon help contribute damage through pinning down enemies with combos and burst attacks. While it's still recommended to go with either a Defender or Supporter ally, Speedsters are a huge help when trying to dominate lanes as early as possible. | |
Tsareena
Urshifu |
Hard-hitting Initiators |
These Pokemon are very dependable allies as they have means to buff or sustain themselves. Whether it's securing objectives or pushing lanes, Tsareena and Urshifu are built to initiate clashes, stun enemies, and create openings for their teammates. |
Looking for teammates to synergize with you? Head over to our Friend Request Board to find other trainers to join you in your grind or just to hang out with!
Fake Out
(Lv. 1 or 3) |
Move Type: Melee Damage Type: Special Cooldown: 7s Starting Damage: 567 Final Damage: 675 |
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Has the user slap its hands together, shoving opposing Pokemon in front of it. | |
Psychic
(Lv. 4) Upgrade Lv. 11 |
Move Type: Debuff Damage Type: Special Cooldown: 6s Starting Damage: 494 Pulse: 77 x 3, Explosion: 263 Final Damage: 1084 Pulse: 176 x 3, Explosion: 606 |
For a short time, has the user deal damage over time to nearby opposing Pokemon and decrease their Sp. Def. Afterward, the user Release a telekinetic blast on opposing Pokemon that are near the user, near any guard-swapped Pokemon, or near any Light Screen or Barrier walls created by the user, damaging all opposing Pokemon hit by the blasts and lowering their Sp. Def for a short time. If an opposing Pokemon is hit by multiple overlapping blasts, that Pokemon is also left unable to act for a short time.
Upgrade: Also decreases the movment speed of opposing Pokemon for a short time. |
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Confusion
(Lv. 4) Upgrade Lv. 11 |
Move Type: Ranged Damage Type: Special Cooldown: 5s Starting Damage: 526 Initial damage: 526, Wall damage: 692 Final Damage: 1375 Initial damage: 1375, Wall damage: 1779 |
Attacks straight in front of the user, dealing damage to opposing Pokemon and shoving it. If an opposing Pokemon shoved by this move hits an obstacle, it receives increased damage from this move and is left unable to act for a short time. If the opposing Pokemon is currently guard-swapped, it is not shoved but receives increased damage from this move and is left unable to act for a short time.
Upgrade: Increases damage dealt by this move. |
Light Screen
(Lv. 1 or 3) |
Move Type: Hindrance Damage Type: Status Cooldown: 8s Starting Damage: N/A Final Damage: N/A |
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Creates a wall of light in the designated area that prevents opposing Pokemon form passing. If an opposing Pokemon is near the location where the wall of light is created, they are shoved and left unable to act for a short time. | |
Power Swap
(Lv. 6) Upgrade Lv. 13 |
Move Type: Debuff Damage Type: Special Cooldown: 4.5s Starting Damage: 59 per second Final Damage: 125 per second |
Creates a link between the user and the Pokemon this move hits. While the link holds, the user's movement speed increases and its HP is continually restored. If the linked Pokemon is an ally Pokemon, this move increases the movement speed of that Pokemon, increases the amount of damage it deals, and continually restores its HP. If the linked Pokemon is an opposing Pokemon, this move decreases that Pokemon's movement speed, decreases the amount of damage it deals, and deals damage over time to it. If the user and the linked Pokemon are too far apart, the link will disappear.
Upgrade: Further increases the amount of damage dealt by ally Pokemon and further decreases the amount of damage dealt by opposing Pokemon. |
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Barrier
(Lv. 6) Upgrade Lv. 13 |
Move Type: Hindrance Damage Type: Status Cooldown: 2s (Charge time: ~8s, ~7s) Starting Damage: N/A Final Damage: N/A |
Has the user throw up a sturdy wall in the designated location that prevents opposing Pokemon from passing. If an opposing Pokemon is near the location where the wall is created, they are shoved and left unable to act for a short time.
Upgrade: Increases this Move's number of charges. |
Showtime!
(Lv. 9) |
Move Type: Area Damage Type: Special Cooldown: 100s Starting Damage: 1925 Pulse: 385x 3, Explosion: 770 Final Damage: 2900 Pulse: 580 x 3, Explosion: 1160 |
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Has the user jump to the designated location and start a pantomime performance, dealing damage over time to opposing Pokemon in the area of effect and leaving them unable to act for a short time. |
Standard Attack | Becomes a boosted attack whenever a set amount of time passes, dealing increased damage and throwing opposing Pokemon when it hits. |
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Filter |
All Evolution Stages
Reduces damage received by the Pokemon for a short time after it uses a move. |
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Mr. Mime This Pokemon does not evolve. |
Level | HP | Defense | Special Defense | Attack Damage |
---|---|---|---|---|
1 | 3150 | 70 | 60 | 150 |
2 | 3351 | 82 | 71 | 155 |
3 | 3572 | 96 | 83 | 161 |
4 | 3815 | 111 | 96 | 167 |
5 | 4082 | 128 | 110 | 174 |
6 | 4376 | 146 | 126 | 181 |
7 | 4700 | 166 | 143 | 189 |
8 | 5057 | 188 | 162 | 198 |
9 | 5450 | 212 | 183 | 208 |
10 | 5883 | 239 | 206 | 219 |
11 | 6360 | 269 | 231 | 231 |
12 | 6885 | 302 | 259 | 244 |
13 | 7463 | 338 | 290 | 259 |
14 | 8099 | 377 | 324 | 275 |
15 | 8800 | 420 | 361 | 296 |
Attack Damage is the damage of the Basic Attack as tested against the Training Dummy.
Offense | Endurance | Mobility | Scoring | Support |
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Holowear | |
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Magician Style
Zirco Trading:
1200 |
Cook Style
|
Guardian Style
Zirco Trading:
2199 |
Aristocrat Style
Event:
Season 16 Battle Pass |
Warm Style
Zirco Trading:
400 |
Pastel Style
Zirco Trading:
400 |
Space Style
Event:
UNITE Club Membership |
Power Swap | |
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Pokemon | Move |
Mr. Mime | Power Swap |
Mission: In a single battle, create a link between an ally Pokemon or a Pokemon from the opposing team by using Power Swap or Power Swap+, and preserve the link for a total of 30 or more seconds (5/10/20 battles total) |
|
Medals & Points | Rewards |
Beginner 5 |
Aeos Ticket x100 |
Expert 5 |
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Master 10 |
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There are currently no upcoming Pokemon. |
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Attackers | All-Rounders | Defenders | |||
Speedsters | Supporters |
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Melee Pokemon | Ranged Pokemon |
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I found a bug when I use power swap and psychic sometimes psychic doesn't work on wild pokemon. Please fix