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 #439 Mime Jr.
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Mime Jr.
Japan: Manene
マネネ
French: Mime Jr.
German: Pantimimi
Korean: 흉내내
National: #439
Central Kalos: #---
Coastal Kalos: #113
Mountain Kalos: #---
Male :50%
Female :50%
Classification Height Weight Capture Rate Base Egg Steps
Mime Pokémon 2'00"
0.6m
28.7lbs
13kg
1456,400
Abilities: Soundproof - Filter - Technician (Hidden Ability)
Soundproof: Unaffected by sound moves. If this Pokémon switches out with Baton Pass, Perish Song against the switched out will not be nullified.
Filter: Damage by super-effective moves is reduced by 25%.
Hidden Ability (Available):
Technician: Moves with a base power of 60 or less are boosted in power by 50%
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,000,000 Points
Medium Fast
70 1 Sp. Defense Point(s)
Not Eligible/Known
Wild Hold Item Egg Groups
  Mime Jr. cannot breed
Evolutionary Chain
To get Mime Jr., you will need to breed while holding the Odd Incense
Locations - In-Depth Details
X Reflection CaveDetails
Y Reflection CaveDetails
Omega Ruby  
Alpha Sapphire  
Generation VI Level Up
LevelAttack NameTypeAppealJam
Tickle  
Brings down the energy of any Pokémon that have already used a move this turn.
Barrier  
Prevents the user from being startled until the turn ends.
Confusion  
Quite an appealing move.
4 Copycat  
Affected by how well the previous Pokémon's move went.
8 Meditate  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
11 Double Slap  
Effectiveness varies depending on when it is used.
15 Mimic  
Shows off the Pokémon’s appeal about as well as the move used just before it.
18 Encore  
Makes the remaining Pokémon nervous.
22 Light Screen  
Prevents the user from being startled one time this turn.
22 Reflect  
Prevents the user from being startled one time this turn.
25 Psybeam  
Makes audience expect little of other contestants.
29 Substitute  
Prevents the user from being startled one time this turn.
32 Recycle  
Shows off the Pokémon’s appeal about as well as the move used just before it.
36 Trick
Badly startles Pokémon that used a move of the same type.
39 Psychic  
Quite an appealing move.
43 Role Play  
Shows off the Pokémon’s appeal about as well as the move used just before it.
46 Baton Pass  
Works well if the user is pumped up.
50 Safeguard  
Prevents the user from being startled one time this turn.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM03 Psyshock
Badly startles the last Pokémon to act before the user.
TM04 Calm Mind  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM11 Sunny Day  
Works better the more the crowd is excited.
TM12 Taunt
Badly startles Pokémon that the audience has high expectations of.
TM16 Light Screen  
Prevents the user from being startled one time this turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM18 Rain Dance  
Works better the more the crowd is excited.
TM20 Safeguard  
Prevents the user from being startled one time this turn.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM22 Solar Beam  
Affected by how well the previous Pokémon's move went.
TM24 Thunderbolt  
Quite an appealing move.
TM25 Thunder  
Works better the more the crowd is excited.
TM27 Return  
Quite an appealing move.
TM29 Psychic  
Quite an appealing move.
TM30 Shadow Ball  
Quite an appealing move.
TM31 Brick Break  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM33 Reflect  
Prevents the user from being startled one time this turn.
TM41 Torment  
Makes the remaining Pokémon nervous.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM45 Attract  
Makes the remaining Pokémon nervous.
TM46 Thief  
Shows off the Pokémon’s appeal about as well as the move used just before it.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM56 Fling  
Brings down the energy of any Pokémon that have already used a move this turn.
TM57 Charge Beam  
Works well if the user is pumped up.
TM70 Flash  
Makes audience expect little of other contestants.
TM73 Thunder Wave
Startles all of the Pokémon to act before the user.
TM77 Psych Up  
Works well if it is the same type as the move used by the last Pokémon.
TM83 Infestation  
Temporarily stops the crowd from growing excited.
TM85 Dream Eater  
Works well if it is the same type as the move used by the last Pokémon.
TM86 Grass Knot  
Works better the later it is used in a turn.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM92 Trick Room  
Scrambles the order in which Pokémon will move on the next turn.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
Egg Moves (Details)
Attack NameTypeAppealJam  
Charm Details
Badly startles Pokémon that the audience has high expectations of.
Confuse Ray   Details
Badly startles Pokémon that the audience has high expectations of.
Fake Out Details
Badly startles the last Pokémon to act before the user.
Future Sight   Details
Works well if it is the same type as the move used by the last Pokémon.
Healing Wish   Details
A move of huge appeal, but using it prevents the user from taking further contest moves.
Hypnosis Details
Startles all of the Pokémon to act before the user.
Icy Wind   Details
Makes the audience quickly grow bored when an appeal move has little effect.
Magic Room   Details
Temporarily stops the crowd from growing excited.
Mimic   Details
Shows off the Pokémon’s appeal about as well as the move used just before it.
Nasty Plot   Details
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Power Split   Details
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
Teeter Dance Details
Startles all other Pokémon. User cannot act in the next turn.
Trick Details
Badly startles Pokémon that used a move of the same type.
Wake-Up Slap   Details
Affected by how well the previous Pokémon's move went.

Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Covet  
Affected by how well the previous Pokémon's move went.
Drain Punch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Focus Punch  
Works great if the user goes last this turn.
Helping Hand  
Quite an appealing move.
Icy Wind  
Makes the audience quickly grow bored when an appeal move has little effect.
Magic Coat  
Works great if the user goes last this turn.
Magic Room  
Temporarily stops the crowd from growing excited.
Recycle  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Role Play  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Shock Wave  
Works great if the user goes first this turn.
Signal Beam  
Makes audience expect little of other contestants.
Skill Swap  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Snatch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Trick
Badly startles Pokémon that used a move of the same type.
Uproar
Badly startles Pokémon that the audience has high expectations of.
Wonder Room  
Scrambles the order in which Pokémon will move on the next turn.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Telekinesis   Gen V TM19
Makes the remaining Pokémon nervous.
Endure   Gen IV 203
Causes the user to move later on the next turn.
Captivate   Gen IV 445
Makes the audience quickly grow bored when an appeal move has little effect.
Natural Gift   Gen IV 363
Works better the more the crowd is excited.
Mud-slap   Move Tutor - PtHGSS
Makes audience expect little of other contestants.
Headbutt   Move Tutor - HGSS
Quite an appealing move.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 310 20 25 45 70 90 60
Max Stats
Hindering Nature
Lv. 50 80 - 127 27 - 69 45 - 87 67 - 109 85 - 127 58 - 100
Lv. 100 150 - 244 49 - 134 85 - 170 130 - 215 166 - 251 112 - 197
Max Stats
Neutral Nature
Lv. 50 80 - 127 30 - 77 50 - 97 75 - 122 95 - 142 65 - 112
Lv. 100 150 - 244 55 - 149 95 - 189 145 - 239 185 - 279 125 - 219
Max Stats
Beneficial Nature
Lv. 50 80 - 127 33 - 84 55 - 106 82 - 134 104 - 156 71 - 123
Lv. 100 150 - 244 60 - 163 104 - 207 159 - 262 203 - 306 137 - 240

<--- #438
Bonsly
#440
Happiny
--->

 
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