Competitive Information for Mr. Mime [Ruby/Sapphire]

Competitive Pokemon Ruby/Sapphire Movesets and Strategies for Mr-mime mr-mime
Base Stats for Mr. Mime

Psychic

Abilities:
SoundproofSoundproof: This Pokemon is immune to sound-based moves, including Heal Bell.


Evolutions / Family:
Mr. Mime

Weakness Chart for Psychic-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
2x
2x
  
  
0.5x
  
  
2x
  
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
0.5x
  
  
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for Mr. MimeVisit Serebii's Pokedex for location, breeding, and other game details about Mr. MimeVisit Bulbapedia for more information about Mr. MimeVisit Pikalytics for competitive usage stats on Mr. Mime

Movesets for Singles


What is a good competitive moveset for Mr. Mime? These builds have been optimized for Pokemon competing in Ruby/Sapphire Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Ruby/Sapphire generation metagame.


Mr. Mime is an outstanding Psychic-typed Pokemon. It's usual to find yourself dealing with Mr. Mime when battling in the 3rd generation meta. Mr. Mime is weak to Bug, Dark, and Ghost-typed attacks.


Species: Mr. Mime
Item: Life Orb / Focus Sash
Ability: Soundproof
Nature: Modest (+SpA, -Atk)
Nature: Timid (+Spe, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Psychic / Psybeam
- Thunderbolt
- Fire Punch
- Ice Punch

Special Sweeper Mr. Mime (Soundproof)

Mr. Mime is pretty popular Special Sweeper. It attempts to take down the opponent's team with high-damaging special attacks. Don't forget back before Generation IV, a move's damage category was determined by its type. Focus Sash helps protect Mr. Mime from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Mr. Mime's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Soundproof, Mr. Mime is immune to sound-based moves including heal bell.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Psybeam is a special STAB-boosted 65-base power Psychic-type move (10% chance to confuse the target).
Thunderbolt is a special 95-base power Electric-type move (10% chance to paralyze the target).
Fire Punch is a special 75-base power Fire-type move (10% chance to burn the target).
Ice Punch is a special 75-base power Ice-type move (10% chance to freeze the target).



Movesets for Doubles


What is a good doubles moveset for Mr. Mime? These builds have been optimized for Ruby/Sapphire Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Ruby/Sapphire generation metagame.


Species: Mr. Mime
Item: Life Orb / Focus Sash
Ability: Soundproof
Nature: Modest (+SpA, -Atk)
Nature: Timid (+Spe, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Psychic / Psybeam
- Thunderbolt
- Fire Punch
- Ice Punch

Doubles Special Sweeper Mr. Mime (Soundproof)

Mr. Mime is an outstanding Special Sweeper. It tries to take down the opponent's team with high-damaging special attacks. Keep in mind back before Generation IV, a move's damage category was determined by its type. Focus Sash helps protect Mr. Mime from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Mr. Mime's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Soundproof, Mr. Mime is immune to sound-based moves including heal bell.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Psybeam is a special STAB-boosted 65-base power Psychic-type move (10% chance to confuse the target).
Thunderbolt is a special 95-base power Electric-type move (10% chance to paralyze the target).
Fire Punch is a special 75-base power Fire-type move (10% chance to burn the target).
Ice Punch is a special 75-base power Ice-type move (10% chance to freeze the target).



Movepool


Wondering what moves can Mr. Mime learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Confusion
50
100%
25
10% chance to confuse the target.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Fire Punch
75
100%
15
10% chance to burn the target.
Future Sight
80
90%
15
Hits two turns after being used.
Ice Punch
75
100%
15
10% chance to freeze the target.
Magical Leaf
60
--
20
This move does not check accuracy.
Psybeam
65
100%
20
10% chance to confuse the target.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Shock Wave
60
--
20
This move does not check accuracy.
Solar Beam
120
100%
10
Charges turn 1. Hits turn 2. No charge in sunlight.
Thief
40
100%
10
If the user has no item, it steals the target's.
Thunder
120
70%
10
30% chance to paralyze. Can't miss in rain.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Thunderbolt
95
100%
15
10% chance to paralyze the target.
Body Slam
85
100%
15
30% chance to paralyze the target.
Brick Break
75
100%
15
Destroys screens, even if the target is immune.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Double Slap
15
85%
10
Hits 2-5 times in one turn.
Double-Edge
120
100%
15
Has 1/3 recoil.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fake Out
40
100%
10
Hits first. First turn out only. 100% flinch chance.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Hyper Beam
150
90%
5
User cannot move next turn.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Return
--
100%
20
Max 102 power at maximum Happiness.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Barrier
--
--
30
Raises the user's Defense by 2.
Baton Pass
--
--
40
User switches, passing stat changes and more.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Encore
--
100%
5
The target repeats its last move for 3-6 turns.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
70%
20
Lowers the target's accuracy by 1.
Follow Me
--
--
20
The foes' moves target the user on the turn used.
Hypnosis
--
60%
20
Causes the target to fall asleep.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Meditate
--
--
40
Raises the user's Attack by 1.
Metronome
--
--
10
Picks a random move.
Mimic
--
--
10
The last move the target used replaces this one.
Nightmare
--
100%
15
A sleeping target is hurt by 1/4 max HP per turn.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Recycle
--
--
10
Restores the item the user last used.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Role Play
--
--
10
User replaces its Ability with the target's.
Safeguard
--
--
25
For 5 turns, protects user's party from status.
Skill Swap
--
--
10
The user and the target trade Abilities.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Snatch
--
--
10
User steals certain support moves to use itself.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Taunt
--
100%
20
For 2 turns, the target can't use status moves.
Thunder Wave
--
100%
20
Paralyzes the target.
Torment
--
100%
15
Target can't select the same move twice in a row.
Toxic
--
85%
10
Badly poisons the target.
Trick
--
100%
10
User switches its held item with the target's.

Combo List


These are a list of several common move combinations Mr. Mime can perform in Ruby/Sapphire. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive RS Move and Ability Combos for Mr. Mime

Create a build


Have an idea in mind for Mr. Mime that you'd like to test? Customize the IVs, EVs and their Ruby/Sapphire moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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