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!
Get ready to meet Mime Jr., the fabulous Psychic and Fairy-typed Pokémon! Mime Jr. is not a Pokémon anyone usually expects to see on the battlefield. The LC tier (Little Cup) is where it shines. It is weak to Ghost, Poison, and Steel-typed attacks. Ready to elevate your game with Mime Jr.'s movesets? They're right below!
Item: Psychium Z / Life Orb
Ability: Technician
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Psychic / Psyshock
- Thunderbolt / Charge Beam
- Round / Snore
- Shadow Ball
Mime Jr. is a remarkable Special Sweeper. The purpose of this moveset is to take down the opponent's team with high-damaging special attacks. 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 power or less have 1.5x power. includes struggle.
♦ 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).
♦ Charge Beam is a special 50-base power Electric-type move (70% chance to raise your Mime Jr.'s special attack by 1 stage).
♦ 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
Moveset:
- Icy Wind
- Psychic / Psyshock
- Thunderbolt / Charge Beam
- Round / Snore
Mime Jr. is an interesting Special Sweeper. It's primary goal is to take down the opponent's team with high-damaging special attacks. 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 power or less have 1.5x power. includes struggle.
♦ 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).
♦ Thunderbolt is a special 90-base power Electric-type move (10% chance to paralyze the target).
♦ Charge Beam is a special 50-base power Electric-type move (70% chance to raise your Mime Jr.'s special attack by 1 stage).
♦ 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).
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:
- Barrier
- Substitute
- Psychic / Psyshock
- Trick Room
Mime Jr. is a fabulous Defensive Trick Room. 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 power or less have 1.5x power. includes struggle.
♦ Substitute is a status move (Mime Jr. takes 1/4 its max hp to put in a substitute).
♦ 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).
♦ 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), Hidden Power (BP: 60), 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
- Hidden Power
- 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