▶︎ We Played The Pokemon Scarlet DLC Early
★ Blaziken now available!
★ New Held Items:
┗ Curse Incense | Curse Bangle
★ Upcoming Pokemon:
┗ Mimikyu, and Meowscarada
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 (January 31) | |
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• Damage reduced by 15% (Additional damage when hitting an opponent against a wall remains the same). |
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• Movement speed buff when linked reduced from 15% to 8%. (-7%) • Healing when linked reduced by 15%. |
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• Damage reduced by 10%. |
1.8.1.2 | HP decreased. |
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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%. |
1.4.1.7 | 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). |
1.5.1.6 | 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." |
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Tips & Strategies for Every Lane
Strengths | Weaknesses |
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✔︎ Stat reducing moves. ✔︎ Good durability. ✔︎ Can alter the battlefield with walls. |
✖︎ Needs a lot of support for abilities to be fully utilized. |
Builds | |
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The Best Build for Mr. Mime is the one with the gold crown!
Full Offense Build
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Moveset | Held Items | |||
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Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Sp. Atk: +108 HP: +210 |
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Emblem Color Combination | Target Emblem Stats | ||||
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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 maximizes Mr. Mime's burst damage. It mainly uses Power Swap as a catalyst for either Psychic or Confusion.
Wise Glasses provides a large Sp. Atk. boost thanks to its percentage bonus. Choice Specs adds more Sp. Atk. and increases Mr. Mime's minimum move damage. Slick Spoon further increases Mr. Mime's Sp. Atk. and gives it Sp. Def. penetration, improving its damage output even more. It also gives a nice amount of HP for some durability.
X Speed gives Mr. Mime a versatile tool for offensive or defensive purposes. Eject Button can also work fine for the same purpose.
The build's Boost Emblem loadout should consist of 6 Green Emblems for more damage and 4 White Emblems for extra durability. Equip Emblems that improve Sp. Atk to maximize Mr. Mime's damage. Attack and Critical-Hit Rate can be freely traded for the other stats.
Support Build | 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 |
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Emblem Color Combination | Target Emblem Stats | ||||
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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 Confusion. Mr. Mime can also use Power Swap offensively by tethering an enemy then using Confusion to stun and damage them.
Exp. Share is Mr. Mime's main support item, giving it a movement speed and HP boost and making leveling up faster for itself and its lane partner. Rescue Hood provides Mr. Mime ample durability through increased defenses and improves the healing effect of Power Swap when tethered to an ally. Slick Spoon adds Sp. Atk. for more damage and HP for durability. It also gives Mr. Mime Sp. Def. penetration, increasing its damage output. For more offense, Rescue Hood can be replaced with Choice Specs instead.
X Speed gives Mr. Mime the mobility it needs to stay close to its Power Swap target, whether they're an enemy or an ally. It can be used offensively or defensively depending on the situation.
The build's Boost Emblem loadout should consist of 6 Green Emblems for more damage and 4 White Emblems for extra durability. Equip Emblems that improve Sp. Atk or HP to balance Mr. Mime's offense and defense. Attack and Critical-Hit Rate can be freely traded for the other stats.
Blocker Build | Moveset | Held Items | |||
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Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Sp. Atk: +69 Defense: +30 Sp. Def: +30 HP: +210 |
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Emblem Color Combination | Target Emblem Stats | ||||
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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 either deal area damage with Psychic or shove enemies towards it using Confusion. Choosing between Psychic or Confusion depends on personal preference.
Choice Specs gives a decent amount of Sp. Atk. and increases Mr. Mime's minimum move damage. Slick Spoon improves Mr. Mime's damage output by increasing its Sp. Atk. and giving it Sp. Def. penetration. It also provides a nice amount of HP for some durability. Focus Band gives Mr. Mime the durability and survivability it needs to get close to enemies when using Psychic. However, Buddy Barrier can be a great alternative for Focus Band, especially when using Confusion instead of Psychic.
X Speed gives Mr. Mime maneuverability when getting into range with Psychic, but it can be used as a general mobility tool. Eject Button can also provide the same thing. Slow Smoke is also an good alternative, giving Mr. Mime more crowd control.
The build's Boost Emblem loadout should consist of 6 Green Emblems for more damage and 4 White Emblems for extra HP. Equip Emblems that improve Sp. Atk or HP to balance Mr. Mime's offense and defense . Attack and Critical-Hit Rate can be freely traded for the other stats.
Item-Stacker Build | Moveset | Held Items | |||
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Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Sp. Atk: +24 HP: +690 |
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Emblem Color Combination | Target Emblem Stats | ||||
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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 is a versatile build emphasizing on early-game scoring to stack bonuses from items. Mr. Mime can use any move combination for the build.
Sp. Atk. Specs and Aeos Cookie are Mr. Mime's core items, providing a large Sp. Atk. and HP boost when fully stacked, respectively. Score Shield adds more HP but is mainly to make scoring and stacking easier. However, if scoring would not be a problem, the item can be replaced by either Slick Spoon for more damage or Focus Band for durability and survivability.
X Speed allows Mr. Mime to either quickly sneak past enemies and score or to escape safely after scoring.
The build's Boost Emblem loadout should consist of 6 Green Emblems for more damage and 4 White Emblems for extra HP. Equip Emblems that improve Sp. Atk or HP to add more damage or durability. Attack and Critical-Hit Rate can be freely traded for the other stats.
Item | Explanation |
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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. |
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Each stack of Sp. Atk. Specs adds more damage to Mr. Mime's moves. Getting the full stack turns the Pokemon into a burst damage dealer. |
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Buddy Barrier provides shields for Mr. Mime and an ally everytime you use your Unite move. The item also gives an extra boost to Mr. Mime's HP. |
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Focus Band boosts both Defens and Sp. Defense for better survivability. It also gives heals when Mr. Mime's HP gets dangerously low. |
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Wise Glasses helps increase Mr. Mime's Special Attack by a significant amount. This makes its moves hit harder. |
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Shell Bell gives a decent amount of Sp. Atk. while providing a chance to recover HP whenever Mr. Mime hits an enemy with a move. It also reduces move cooldown by a decent amount. |
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Choice Specs adds more damage to Mr. Mime's moves. The item is also a great source of Sp. Attack stat. |
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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. |
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Rescue Hood increases Power Swap's healing effect, which can turn Mr. Mime into a dedicated supporter. It also makes the Pokemon more durable thanks to its Sp. Def. and Defense increase. |
Item | Explanation |
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Slow Smoke adds more crowd control to Mr. Mime's kit. It also helps you maintain the Guard Swap link with enemies. |
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Eject Button helps Mr. Mime get better positioning as well as a means of escape. |
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X Speed provides a quick boost of movement speed that can help Mr. Mime get around enemy crowd control moves. |
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Potion increases Mr. Mime's survivability with HP recovery, allowing the Pokemon to stay in the fight for much longer. |
Move | Explanation |
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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. |
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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. |
Mr. Mime's moveset offers a great mix of utility moves that can shift between offense and defense. The moveset above generates the most flexibility in terms of damage and support. If you prefer to face opponents head-on during brawls, learning both Power Swap and Psychic are great moves to have, especially when you want to take a more aggressive role. Alternatively, both Barrier and Confusion offers great disruptive opportunities that your teammates can take advantage of.
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. You 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 you reach level 6, start to get aggressive and put pressure on the enemies since you now have both of your 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 your opponents. Your passive ability, Filter, gives you a surprisingly solid amount of Defense, allowing you to tank some damage for your team.
Filter: Mr. Mime Ability Effects
Get Psychic if you prefer an aggressive playstyle. Try to set it up properly to get the most out of it whether you're using Barrier or Power Swap.
Psychic: Mr. Mime Move Effect and Cooldown
Psychic is also a great tool for securing grouped wild Pokemon like Altaria and Swablu spawns, and Natu spawns.
In the early game, while you still don't have your other move, you can use Light Screen on their spawn locations, then activate Psychic for more damage.
Choosing Power Swap over Barrier at Level 6 turns Mr. Mime into a viable damage dealer. Remember to tether first using Power Swap, get close to your target, then activate Psychic for max damage.
Power Swap: 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
Level | Objectives |
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1 - 3 | • Secure as many wild Pokemon as you can to quickly level up • If you're at the bottom lane, prioritize taking Indeedees for more exp. • Pressure your enemies early on using Fake Out and Light Screen |
4 - 9 | • Keep farming wild Pokemon and leveling up • Pressure your enemies even more once you have Confusion or Psychic • Reach at least level 6 to get Power Swap or Barrier before or when boss Pokemon spawn • Help your allies secure Regieleki or Regice, Registeel, or Regirock • Reach level 9 as fast as possible after securing boss Pokemon to get Showtime! |
10+ | • Stick with your allies to hunt targets, secure objectives, and push lanes • Reach at least level 13 before or when Rayquaza spawns for a full-upgraded moveset • Help your allies win a teamfight and secure Rayquaza |
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. |
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Matchup Notes | ||
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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 cannot easily KO other Pokemon if it's unable to move or is from setting up its burst damage. Moreover, Mr. Mimes lack of mobility moves makes it an easy target to sorround.
Pokemon | Explanation |
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Rating: ★★★★★ • Avalanche and Blizzard combo is annoying to deal with since it instantly freezes enemies. • Can stop or disrupt Mr. Mime's setup from afar by using Dazzling Gleam. |
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Rating: ★★★★★ • Can disrupt Mr. Mime's setup and deal burst damage from a long range using Fire Spin and Fire Blast or Mystical Fire. • Has mobility option via Flame Charge. • Can cripple Mr. Mime and reduce its healing - particularly from Power Swap - using Fanciful Fireworks. |
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Rating: ★★★★ • Can weaken Mr. Mime's damage and avoid its moves using Mystical Fire. • Can increase its Sp. Atk. and Sp. Def passively via Pixilate. • Can further increase its Sp. Def. and nullify damage using Calm Mind. |
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Rating: ★★★ • Can ignore Barriers and dive Mr. Mime directly using Fly or Brave Bird. • Can displace Mr. Mime or isolate it using Flame Sweep. |
Mr. Mime can have the upper hand against these Pokemon if it properly set up its burst moves without interruption.
Combo-heavy Pokemon |
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How to Beat |
• Disrupt their combos using Confusion and/or Showtime!. • Weaken their defenses using Power Swap. • Block their path with Barriers when they try to get close and dodge their burst attacks. |
Pokemon that Dives into FIghts |
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How to Beat |
• These Pokemon usually overstay their welcome during clashes, and can be found in the jungle most of the time. Utilize the Power Swap, Psychic, and Showtime combos and lock down on an enemy. • Use Confusion to shove enemies and wait until the move ends, then retaliate. |
Attack-heavy Pokemon |
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How to Beat |
• Use Showtime! to interrupt their attacks. • Weaken their defenses and burst them using Power Swap and Confusion or Psychic. • Block their path with Barriers when they try to get close. |
Pokemon that Always Sticks with an Ally |
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How to Beat |
• Burst them down first using any combination of your moves • Use Showtime! when they are close to their ally/allies. |
Durable Pokemon |
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How to Beat |
• Weaken them using Power Swap and burst them down with the help of your allies. • Place Barriers in front of them when they try to escape. • Use Showtime! to interrupt their moves. |
Pokemon with low mobility, low health or have no effective crowd control are easy targets for Mr. Mime.
Durable Pokemon |
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How to Beat |
• Weaken them using Power Swap and burst them down with the help of your allies. • Lay down Barriers to counter Greedent's Covet, Mamoswine's High Horsepower and Mammoth Mash, and Snorlax's Block. • Use Showtime! to interrupt their moves. |
Attack-based Pokemon |
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How to Beat |
• Try to cripple their progression by getting aggressive in the early game. • Stay on top of them with Power Swap to weaken their defenses. • Use Showtime! to interrupt their attacks and moves. |
Pokemon | Explanation |
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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. | |
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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. | |
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Tanky Disablers |
These Pokemon can lead the charge, soak up damage, and help Mr. Mime setup its attacks with their disabling moves. | |
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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. | |
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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!
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Move Type: Melee Damage Type: Special Cooldown: 7s Starting Damage: 567 Final Damage: 669 |
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Has the user slap its hands together, shoving opposing Pokemon in front of it. | |
![]() (Lv. 4) Upgrade Lv. 11 |
Move Type: Debuff Damage Type: Special Cooldown: 6s Starting Damage: 491 Pulse: 77 x 3, Explosion: 260 Final Damage: 1084 Pulse: 168 x 3, Explosion: 580 |
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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![]() (Lv. 4) Upgrade Lv. 11 |
Move Type: Ranged Damage Type: Special Cooldown: 6s Starting Damage: 520 Initial damage: 520, Wall damage: 684 Final Damage: 1316 Initial damage: 1316, Wall damage: 1700 |
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. |
![]() (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. | |
![]() (Lv. 6) Upgrade Lv. 13 |
Move Type: Debuff Damage Type: Special Cooldown: 4.5s Starting Damage: 58 per second Final Damage: 118 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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![]() (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. |
![]() (Lv. 9) |
Move Type: Area Damage Type: Special Cooldown: 100s Starting Damage: 1871 Pulse: 374 x 3, Explosion: 749 Final Damage: 2770 Pulse: 554 x 3, Explosion: 1108 |
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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. |
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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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All Evolution Stages
Reduces damage received by the Pokemon for a short time after it uses a move. |
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![]() This Pokemon does not evolve. |
Level | HP | Defense | Special Defense | Attack Damage |
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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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Zirco Trading:
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Zirco Trading:
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Event:
Season 16 Battle Pass |
Power Swap | |
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Pokemon | Move |
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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) |
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Medals & Points | Rewards |
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List of Supporter Pokemon Achievements
Upcoming Pokemon | |
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![]() October 19, 2023 |
![]() TBA |
All data is based on Season 12 Master Rank Top 100. Last Updated: June 27, 2023 |
Pokemon | Tier | Most Played % | Average Win % |
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26.1% | 73.18% |
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13% | 74.78% |
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8.7% | 71.50% |
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5.8% | 74% |
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5.8% | 72.25% |
Attacker | All- Rounder |
Supporter | Defender | Speedster |
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Master Rank: Top Ranked Win Rates
All Pokemon Roles | |||||
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Attack Type | |
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Stat Rankings | |
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Mr. Mime Guide: Builds and Best Items
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