Competitive Information for Mime Jr. [Sword/Shield]

Competitive Pokemon Sword/Shield Movesets and Strategies for Mime-jr- mime-jr-
Base Stats for Mime Jr.

Psychic / Fairy

Abilities:
SoundproofSoundproof: This Pokemon is immune to sound-based moves, including Heal Bell.
,
FilterFilter: This Pokemon receives 3/4 damage from supereffective attacks.
,
TechnicianTechnician: This Pokemon's moves of 60 power or less have 1.5x power. Includes Struggle.

Weakness Chart for Psychic/Fairy-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
  
  
0x
  
  
0.25x
  
  
2x
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
2x
0.5x
  
2x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for Mime Jr.Visit Serebii's Pokedex for location, breeding, and other game details about Mime Jr.Visit Bulbapedia for more information about Mime Jr.

Movesets for Singles


What is a good competitive moveset for Mime Jr.? These builds have been optimized for Pokemon competing in Sword/Shield 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 Sword/Shield generation metagame.


Mime Jr. is a spectacular Psychic and Fairy-typed Pokemon. Mime Jr. is not a Pokemon anyone usually expects sees on the battlefield. Mime Jr. is weak to Ghost, Poison, and Steel-typed attacks.


Species: Mime Jr.
Item: Eviolite / Life Orb
Ability: Technician
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Psychic / Psyshock
- Dazzling Gleam
- Thunderbolt
- Round

Special Sweeper Mime Jr. (Technician)

Mime Jr. is an outstanding Special Sweeper. It attempts to take down the opponent's team with high-damaging special attacks. Mime Jr. is not a Pokemon anyone usually expects sees on the battlefield but Eviolite changes that. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. Focus Sash helps protect Mime Jr. from being one-shotted and allowing it to atleast use a crucial move when brought out. 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).
Dazzling Gleam is a special STAB-boosted 80-base power Fairy-type move (no additional effect. hits adjacent foes).
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).



Movesets for Doubles


What is a good doubles moveset for Mime Jr.? These builds have been optimized for Sword/Shield 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 Sword/Shield generation metagame.


Species: Mime Jr.
Item: Eviolite / Life Orb
Ability: Technician
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Dazzling Gleam
- Icy Wind
- Psychic / Psyshock
- Thunderbolt

Doubles Special Sweeper Mime Jr. (Technician)

Mime Jr. is a fabulous Special Sweeper. It's purpose is to take down the opponent's team with high-damaging special attacks. Mime Jr. is not a Pokemon anyone usually expects sees on the battlefield without an Eviolite attached to it. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. Focus Sash helps protect Mime Jr. from being one-shotted and allowing it to atleast use a crucial move when brought out. 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.

Dazzling Gleam is a special STAB-boosted 80-base power Fairy-type move (no additional effect. hits adjacent foes).
Icy Wind is a special 55-base power Ice-type move (100% chance to lower the foes speed by 1 stage).
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).



Movepool


Wondering what moves can Mime Jr. 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.
Dazzling Gleam
80
100%
10
No additional effect. Hits adjacent foes.
Future Sight
120
100%
10
Hits two turns after being used.
Grass Knot
--
100%
20
More power the heavier the target.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
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.
Psyshock
80
100%
10
Damages target based on Defense, not Sp. Def.
Round
60
100%
15
Power doubles if others used Round this turn.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Solar Beam
120
100%
10
Charges turn 1. Hits turn 2. No charge in sunlight.
Stored Power
20
100%
10
+ 20 power for each of the user's stat boosts.
Thunder
110
70%
10
30% chance to paralyze. Can't miss in rain.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Uproar
90
100%
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Drain Punch
75
100%
10
User recovers 50% of the damage dealt.
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.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Pound
40
100%
35
No additional effect.
Sucker Punch
70
100%
5
Usually goes first. Fails if target is not attacking.
Thief
60
100%
25
If the user has no item, it steals the target's.
Ally Switch
--
--
15
The user swaps positions with its ally.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Baton Pass
--
--
40
User switches, passing stat changes and more.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Charm
--
100%
20
Lowers the target's Attack by 2.
Confuse Ray
--
100%
10
Confuses the target.
Copycat
--
--
20
Uses the last move used in the battle.
Encore
--
100%
5
Target repeats its last move for its next 3 turns.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Hypnosis
--
60%
20
Causes the target to fall asleep.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magic Room
--
--
10
For 5 turns, all held items have no effect.
Mimic
--
--
10
The last move the target used replaces this one.
Misty Terrain
--
--
10
5 turns. Can't status,-Dragon power vs grounded.
Nasty Plot
--
--
20
Raises the user's Sp. Atk by 2.
Power Split
--
--
10
Averages Attack and Sp. Atk stats with target.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psychic Terrain
--
--
10
5 turns. Grounded: +Psychic power, priority-safe.
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.
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.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Teeter Dance
--
100%
20
Confuses adjacent Pokemon.
Thunder Wave
--
90%
20
Paralyzes the target.
Tickle
--
100%
20
Lowers the target's Attack and Defense by 1.
Trick
--
100%
10
User switches its held item with the target's.
Trick Room
--
--
5
Goes last. For 5 turns, turn order is reversed.
Wonder Room
--
--
10
For 5 turns, all Defense and Sp. Def stats switch.

Combo List


These are a list of several common move combinations Mime Jr. can perform in Sword/Shield. 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 SS Move and Ability Combos for Mime Jr.

Create a build


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



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