Competitive Information for Mr. Rime [Sword/Shield]

Competitive Pokemon Sword/Shield Movesets and Strategies for Mr-rime mr-rime
Base Stats for Mr. Rime

Ice / Psychic

Abilities:
Ice BodyIce Body: If Hail is active, this Pokemon heals 1/16 of its max HP each turn; immunity to Hail.
,
Tangled FeetTangled Feet: This Pokemon's evasiveness is doubled as long as it is confused.
,
Screen CleanerScreen Cleaner: Removes Reflect, Light Screen, and Aurora Veil on switch-in.

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


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

Movesets for Singles


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


Mr. Rime is an extraordinary Ice and Psychic-typed Pokemon. Mr. Rime are common Pokemon to see in the SS metagame. Mr. Rime is weak to Bug, Dark, Fire, Ghost, Rock, and Steel-typed attacks.


Species: Mr. Rime
Item: Life Orb
Ability: Ice Body
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Psychic / Psyshock
- Ice Beam / Freeze-Dry
- Thunderbolt
- Energy Ball

Special Sweeper Mr. Rime (Ice Body)

Mr. Rime is a fabulous 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 Mr. Rime's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Ice Body, if hail is active Mr. Rime heals 1/16 of its max hp each turn; immunity to hail.

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).
Ice Beam is a special STAB-boosted 90-base power Ice-type move (10% chance to freeze the target).
Freeze-Dry is a special STAB-boosted 70-base power Ice-type move (10% chance to freeze. super effective on water).
Thunderbolt is a special 90-base power Electric-type move (10% chance to paralyze the target).
Energy Ball is a special 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).



Movesets for Doubles


What is a good doubles moveset for Mr. Rime? 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: Mr. Rime
Item: Life Orb
Ability: Ice Body
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Dazzling Gleam
- Icy Wind / Ice Beam
- Psychic / Psyshock
- Thunderbolt

Doubles Special Sweeper Mr. Rime (Ice Body)

Mr. Rime is a stupendous Special Sweeper. It is primarily designed to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Mr. Rime's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Ice Body, if hail is active Mr. Rime heals 1/16 of its max hp each turn; immunity to hail.

Dazzling Gleam is a special 80-base power Fairy-type move (no additional effect. hits adjacent foes).
Icy Wind is a special STAB-boosted 55-base power Ice-type move (100% chance to lower the foes speed by 1 stage).
Ice Beam is a special STAB-boosted 90-base power Ice-type move (10% chance to freeze the target).
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 Mr. Rime 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
Blizzard
110
70%
5
10% chance to freeze foe(s). Can't miss in hail.
Confusion
50
100%
25
10% chance to confuse the target.
Dazzling Gleam
80
100%
10
No additional effect. Hits adjacent foes.
Energy Ball
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Freeze-Dry
70
100%
20
10% chance to freeze. Super effective on Water.
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.
Ice Beam
90
100%
10
10% chance to freeze the target.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Mirror Coat
--
100%
20
If hit by special attack, returns double damage.
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.
Avalanche
60
100%
10
Power doubles if user is damaged by the target.
Body Slam
85
100%
15
30% chance to paralyze the target.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Double Kick
30
100%
30
Hits 2 times in one turn.
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.
Foul Play
95
100%
15
Uses target's Attack stat in damage calculation.
Giga Impact
150
90%
5
User cannot move next turn.
Ice Punch
75
100%
15
10% chance to freeze the target.
Ice Shard
40
100%
30
Usually goes first.
Icicle Spear
25
100%
30
Hits 2-5 times in one turn.
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.
Rapid Spin
50
100%
40
Free user from hazards/bind/Leech Seed; +1 Spe.
Stomping Tantrum
75
100%
10
Power doubles if the user's last move failed.
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.
Zen Headbutt
80
90%
15
20% chance to flinch the target.
After You
--
--
15
The target makes its move right after the user.
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.
Block
--
--
5
Prevents the target from switching out.
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.
Fake Tears
--
100%
20
Lowers the target's Sp. Def by 2.
Guard Swap
--
--
10
Swaps Defense and Sp. Def changes with target.
Hail
--
--
10
For 5 turns, hail crashes down.
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 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.
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.
Screech
--
85%
40
Lowers the target's Defense by 2.
Skill Swap
--
--
10
The user and the target trade Abilities.
Slack Off
--
--
10
Heals the user by 50% of its max HP.
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 Mr. Rime 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. Rime

Create a build


Have an idea in mind for Mr. Rime 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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