Competitive Information for Mime Jr. [Sun/Moon]
Psychic / Fairy
Abilities:
This Pokemon receives 3/4 damage from supereffective attacks.
This Pokemon is immune to sound-based moves, including Heal Bell.
This Pokemon's moves of 60 power or less have 1.5x power, including Struggle.

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Movesets for Singles
Looking for a competitive moveset for Mime Jr.? These builds are optimized for Sun/Moon Single Battles. The movesets and EVs are designed to maximize damage against common opponents and threats in the Sun/Moon metagame. Check out the expert movesets below to boost your battle performance and dominate your opponents!
Unleash the power of Mime Jr., a sensational Pokémon with Psychic and Fairy typing. Mime Jr. is not a Pokémon anyone usually expects to see on the battlefield. It can be quite a contender in the LC tier (Little Cup). It is weak to Ghost, Poison, and Steel-typed attacks. Discover Mime Jr.'s movesets below and unleash its potential in battles!
Item: Psychium Z / Life Orb
Ability: Technician
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
IVs: 0 Atk
Moveset:
- Psychic / Psyshock
- Thunderbolt
- Round / Snore
- Shadow Ball
When it comes to single battles, Mime Jr. Shines as a prestigious Special Sweeper. The intention of this moveset is to crush rivals using devastating special power. Life Orb boosts the power of Mime Jr.'s damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Technician, Mime Jr.'s moves of 60 or less power get boosted by 1.5x power. In this case it would boosts Round and Snore. With a Psychium Z equipped to it, if Mime Jr. Has a psychic move, this item allows it to use a psychic z-move.
◆ Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
◆ Thunderbolt is a special 90-base power Electric-type move (10% chance to paralyze the target).
◆ Round is a special 60-base power Normal-type move (power doubles if others used round this turn).
◆ Snore is a special 50-base power Normal-type move (Mime Jr. Must be asleep. 30% chance to flinch target).
◆ Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Link (click to copy):
https://hohoushome.com/b/kaa1b7
Movesets for Doubles
Need a strong doubles moveset for Mime Jr.? These builds are perfect for VGC (Pokémon Video Game Championship) and other competitive Sun/Moon Double Battles. The VGC is the ultimate test of strategy and skill, and these movesets and EVs are designed to excel against multiple opponents at once while providing essential support to your team. Dominate the Sun/Moon metagame with these expert-crafted setups!
Item: Icium Z / Life Orb
Ability: Technician
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
IVs: 0 Atk
Moveset:
- Icy Wind
- Psychic / Psyshock
- Round / Snore
- Thunderbolt
In double battles, Mime Jr.'s Special Sweeper role is a stunning. This configuration strives to overwhelm foes with lethal special power. Life Orb boosts the power of Mime Jr.'s damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Technician, Mime Jr.'s moves of 60 or less power get boosted by 1.5x power. In this case it would boosts Icy Wind, Round and Snore. With a Icium Z equipped to it, if Mime Jr. Has an ice move, this item allows it to use an ice z-move.
◆ Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
◆ Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
◆ Round is a special 60-base power Normal-type move (power doubles if others used round this turn).
◆ Snore is a special 50-base power Normal-type move (Mime Jr. Must be asleep. 30% chance to flinch target).
◆ Thunderbolt is a special 90-base power Electric-type move (10% chance to paralyze the target).
Link (click to copy):
https://hohoushome.com/b/laa1b7
Item: Psychium Z / Focus Sash
Ability: Technician
Nature: Sassy (+SpD, -Spe)
Nature: Relaxed (+Def, -Spe)
EVs: 252 Hp / 252 Def / 4 SpD
Moveset:
- Psychic / Psyshock
- Thunderbolt
- Round / Snore
- Trick Room
For those intense single battles, Mime Jr. Is a fabulous Defensive Trick Roomer. Focus Sash helps protect Mime Jr. From being one-shotted and allowing it to atleast use a crucial move when brought out. With Technician, Mime Jr.'s moves of 60 or less power get boosted by 1.5x power. In this case it would boosts Round and Snore. With a Psychium Z equipped to it, if Mime Jr. Has a psychic move, this item allows it to use a psychic z-move.
◆ Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
◆ Thunderbolt is a special 90-base power Electric-type move (10% chance to paralyze the target).
◆ Round is a special 60-base power Normal-type move (power doubles if others used round this turn).
◆ Snore is a special 50-base power Normal-type move (Mime Jr. Must be asleep. 30% chance to flinch target).
◆ Trick Room is a status move (goes last. For 5 turns, turn order is reversed).
Link (click to copy):
https://hohoushome.com/b/lba1b7
Movepool
Want to know what moves Mime Jr. can learn? Check out the full list of moves available in the Pokemon Sun/Moon generation.
Sort and organize the learnset by type, category, accuracy, and power. Moves in bold get the same-type attack bonus (STAB) when used by Mime Jr..
Damage Modifiers:
Combo List
These are a list of several common move combinations Mime Jr. can perform in Sun/Moon. 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 SM Move and Ability Combos for Mime Jr.
- Moves: Sunny day + Solar beam
- Moves: Swagger + Psych up
- Moves: Rain dance + Thunder
- Moves: Rest + Sleep talk
- Moves: Rest + Snore
- Moves: Substitute + Drain punch
- Moves: Psyshock + Tickle
- Move: Swagger + Item: Mirror Herb
- Move: Fling + Item: King's Rock
- Move: Facade + Item: Flame Orb
- Move: Facade + Item: Toxic Orb
- Moves boosted by Technician: Icy Wind (BP: 55), Shock Wave (BP: 60), Confusion (BP: 50), Covet (BP: 60), Fake Out (BP: 40), Infestation (BP: 20), Mud-Slap (BP: 20), Pound (BP: 40), Round (BP: 60), Snore (BP: 50), Thief (BP: 60), Double Slap (BP: 15), Charge Beam (BP: 50)
- Moves with Priority: Ally Switch, Endure, Helping Hand, Magic Coat, Protect, Snatch, Fake Out
- Moves that Break Screens: Brick Break
- Moves that inflict status: Hypnosis, Thunder Wave, Toxic
Moves that boost Mime Jr.'s stats
- Barrier
- Calm Mind
- Charge Beam
- Meditate
- Nasty Plot
Most notable and possible best moves for Mime Jr.
- Baton Pass
- Fake Out
- Light Screen
- Protect
- Reflect
- Rest
- Taunt
- Toxic
Common Effort Values for Mime Jr. in Sun and Moon
Usage Data
Explore the latest analytical usage data for this Pokémon from various VGC and online competitions. We use this data to develop our strategies and movesets. The data is categorized by competition and skill level: top-ranking trainers, mid-level players, and entry-level players.

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Here are the best movesets for Mime Jr.. Top rated Mime Jr. Sun/Moon movesets. You can find Mime Jr. builds Sun/Moon. Mime Jr. movesets Sun/Moon are listed here. VGC Mime Jr. Competitive Movesets can be found here. Find various EV spreads, find the best nature for Mime Jr. in Sun/Moon along with competitive movesets. Basic info and Movesets for Mr. Mime evolution