Competitive Information for Mr. Mime [Sword/Shield]

Competitive Pokemon Sword/Shield Movesets and Strategies for Mr-mime mr-mime
Base Stats for Mr. Mime

Psychic / Fairy

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

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

Movesets for Singles


What is a good competitive moveset for Mr. Mime? 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.


Common team mates for Mr. Mime in Pokemon Sword/Shield:

Mr.%20MimeMudsdaleRotom-WashIncineroarMandibuzzMeowsticLucarioHydreigonDracovishArcanine


Mr. Mime is an outstanding Psychic and Fairy-typed Pokemon. It's usual to find yourself dealing with Mr. Mime when battling in the 8th generation meta. Mr. Mime is weak to Ghost, Poison, and Steel-typed attacks.


Species: Mr. Mime
Item: Shed Shell / Leftovers
Ability: Soundproof
Nature: Timid (+Spe, -Atk)
EVs: 252 SpA / 4 SpD / 252 Spe
Moveset:
- Icy Wind
- Ally Switch
- Hypnosis
- Skill Swap

Special Sweeper Mr. Mime (Popular/Trending)

Mr. Mime is a spectacular Special Sweeper. It's primary goal is to take down the opponent's team with high-damaging special attacks. Leftovers are always a great recovery option to ensure Mr. Mime last longer regaining it's health every turn. With Soundproof, Mr. Mime is immune to sound-based moves including heal bell.

Icy Wind is a special 55-base power Ice-type move (100% chance to lower the foes speed by 1 stage).
Ally Switch is a status move (your Mr. Mime swaps positions with its ally).
Hypnosis is a status move (causes the target to fall asleep).
Skill Swap is a status move (your Mr. Mime and the target trade abilities).



Species: Mr. Mime
Item: Focus Sash / Throat Spray
Ability: Technician
Nature: Timid (+Spe, -Atk)
Nature: Modest (+SpA, -Atk)
EVs: 36 Hp / 252 SpA / 220 Spe
Moveset:
- Psychic / Expanding Force
- Dazzling Gleam
- Energy Ball
- Round

Special Sweeper Mr. Mime (Technician)

Mr. Mime is popular Special Sweeper. It's designed to take down the opponent's team with high-damaging special attacks. Throat Spray activates when a Pokemon uses a sound-based move (in this case Round) and increases Mr. Mime's special attack stat by 2 stages. Focus Sash helps protect Mr. Mime from being one-shotted and allowing it to atleast use a crucial move when brought out. With Technician, Mr. Mime'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).
Expanding Force is a special STAB-boosted 80-base power Psychic-type move (Mr. Mime on psychic terrain: 1.5x power, hits foes).
Dazzling Gleam is a special STAB-boosted 80-base power Fairy-type move (no additional effect. hits adjacent foes).
Energy Ball is a special 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
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 Mr. Mime? 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.


Common team mates for Mr. Mime in Pokemon Sword/Shield:

Mr.%20MimeMudsdaleRotom-WashIncineroarMandibuzzMeowsticLucarioHydreigonDracovishArcanine


Species: Mr. Mime
Item: Focus Sash / Choice Specs
Ability: Technician
Nature: Timid (+Spe, -Atk)
Nature: Modest (+SpA, -Atk)
EVs: 36 Hp / 252 SpA / 220 Spe
Moveset:
- Dazzling Gleam
- Icy Wind
- Psychic / Expanding Force
- Energy Ball

Doubles Special Sweeper Mr. Mime (Technician)

Mr. Mime is a decent Special Sweeper. It attempts to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Mr. Mime from being one-shotted and allowing it to atleast use a crucial move when brought out. Choice Specs will increase the damage of Mr. Mime's special moves by 1.5x but will lock you into the first move you pick. With Technician, Mr. Mime'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).
Expanding Force is a special STAB-boosted 80-base power Psychic-type move (Mr. Mime on psychic terrain: 1.5x power, hits foes).
Energy Ball is a special 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).


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
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Confusion
50
100%
25
10% chance to confuse the target.
Dazzling Gleam
80
100%
10
No additional effect. Hits adjacent foes.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Energy Ball
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Expanding Force
80
100%
10
User on Psychic Terrain: 1.5x power, hits foes.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Future Sight
120
100%
10
Hits two turns after being used.
Grass Knot
--
100%
20
More power the heavier the target.
Hyper Beam
150
90%
5
User cannot move next turn.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Infestation
20
100%
20
Traps and damages the target for 4-5 turns.
Magical Leaf
60
--
20
This move does not check accuracy.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Mystical Fire
75
100%
10
100% chance to lower the target's Sp. Atk 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.
Shock Wave
60
--
20
This move does not check accuracy.
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.
Zap Cannon
120
50%
5
100% chance to paralyze the target.
Aerial Ace
60
--
20
This move does not check accuracy.
Body Slam
85
100%
15
30% chance to paralyze the target.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Covet
60
100%
25
If the user has no item, it steals the target's.
Double-Edge
120
100%
15
Has 33% recoil.
Drain Punch
75
100%
10
User recovers 50% of the damage dealt.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
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.
Fire Punch
75
100%
15
10% chance to burn the target.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Foul Play
95
100%
15
Uses target's Attack stat in damage calculation.
Giga Impact
150
90%
5
User cannot move next turn.
Headbutt
70
100%
15
30% chance to flinch the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Payback
50
100%
10
Power doubles if the user moves after the target.
Pound
40
100%
35
No additional effect.
Power-Up Punch
40
100%
20
100% chance to raise the user's Attack by 1.
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Skull Bash
130
100%
10
Raises user's Defense by 1 on turn 1. Hits turn 2.
Submission
80
80%
20
Has 1/4 recoil.
Sucker Punch
70
100%
5
Usually goes first. Fails if target is not attacking.
Take Down
90
85%
20
Has 1/4 recoil.
Thief
60
100%
25
If the user has no item, it steals the target's.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Zen Headbutt
80
90%
15
20% chance to flinch the target.
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.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Confuse Ray
--
100%
10
Confuses the target.
Copycat
--
--
20
Uses the last move used in the battle.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Double Team
--
--
15
Raises the user's evasiveness by 1.
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.
Follow Me
--
--
20
The foes' moves target the user on the turn used.
Guard Swap
--
--
10
Swaps Defense and Sp. Def changes with target.
Healing Wish
--
--
10
User faints. Next hurt Pokemon is fully healed.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Hypnosis
--
60%
20
Causes the target to fall asleep.
Iron Defense
--
--
15
Raises the user's Defense by 2.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magic Coat
--
--
15
Bounces back certain non-damaging moves.
Magic Room
--
--
10
For 5 turns, all held items have no effect.
Metronome
--
--
10
Picks a random move.
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.
Power Swap
--
--
10
Swaps Attack and Sp. Atk stat stages with target.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Psychic Terrain
--
--
10
5 turns. Grounded: +Psychic power, priority-safe.
Quick Guard
--
--
15
Protects allies from priority attacks this turn.
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.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Teeter Dance
--
100%
20
Confuses adjacent Pokemon.
Teleport
--
--
20
User switches out.
Thunder Wave
--
90%
20
Paralyzes the target.
Tickle
--
100%
20
Lowers the target's Attack and Defense by 1.
Torment
--
100%
15
Target can't select the same move twice in a row.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Trick
--
100%
10
User switches its held item with the target's.
Trick Room
--
--
5
Goes last. For 5 turns, turn order is reversed.
Wide Guard
--
--
10
Protects allies from multi-target moves this turn.
Wonder Room
--
--
10
For 5 turns, all Defense and Sp. Def stats switch.

Combo List


These are a list of several common move combinations Mr. Mime 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 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 Sword/Shield moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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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