Mr. Mime

Mr. Mime, The Barrier Pokémon. If interrupted while it is miming, it will slap around the offender with its broad hands. Always practices its pantomime act. It makes enemies believe something exists that really doesn't. A skilled mime from birth, it gains the ability to create invisible objects as it matures. Its fingertips emit a peculiar force field that hardens air to create an actual wall. A Mr. Mime is a master of pantomime. It can convince others that something unseeable actually exists. Once believed, the imaginary object does become real. It is adept at conning people. Emanations from its fingertips solidify the air into invisible walls that repel even harsh attacks.

Overview

With a move-pool that includes Baton Pass, Trick, Calm Mind, Hypnosis, Thunder Wave and Encore, Mr. Mime boasts a diverse array of possibilities. Baton Passing is the most frequently used of its possibilities, combining nicely with Soundproof, which will block any attempts to Roar it. Like most Psychics, it has good Speed, Special Attack and Special Defence, but low HP, Attack, and Defence.

It shares a lot of move-pool and stat similarities with its Psychic brethren, and as a result, it isn't a clear-cut best when compared against them. In the UU environment, Grumpig gives it competition as a Special Sweeper whilst Hypno gives it competition as a Baton Passer. Things are even tougher when accounting for OU Pokémon, such as Special Sweeping Alakazam and Baton Passing Espeon.

Trait

Soundproof: blocks 'sound' moves. This tends to favour Baton Passing sets, since it blocks Roar (a popular Pseudo-Hazing move). As well as Roar, other notable moves it blocks are Perish Song, Sing and Bug Buzz. Its also worth noting that Mr. Mime will be unaffected by a team-mate's use of Heal Bell because of Soundproof.

Filter: reduces the damage taken from super-effective hits by ź. It's not a hugely effective defensive Pokémon, but reducing super-effective damage is quite useful, especially when the Roar-blocking abilities of Soundproof are unneeded.

Move Sets

Baton Passer

- Baton Pass
- Calm Mind
- Psychic / Thunderbolt
- Substitute / Encore / Hypnosis
Item Attached: Leftovers
Trait: Soundproof
EVs and Nature:
EVs: 252 HP / 252 Spd / 4 SDef
Timid Nature (+Spd, -Atk)

As covered in the overview, Baton Pass tends to be its most favoured asset. As a fast Baton Passer (by UU standards), it can skip away from its opponents easily, and Soundproof keeps Roar away.

Although it has a couple of other options, Calm Mind is its preferred boost to Baton Pass. It combines nicely with its already strong Special Attack and Special Defence stats, making defensive and offensive capabilities a bit more practical alongside providing a useful boost to pass.

Speaking of offensive capabilities, an offensive move is obviously preferable. Psychic, with its STAB and type coverage over Poison typed Hazers (Weezing, Muk, Tentacruel, etc.), whilst Thunderbolt works out nicely against Water and Flying typed Hazers (Skarmory, Vaporeon, Mantine, etc.).

The final move-slot is generally useful to use as a supplement to its Baton Passing capabilities. Substitute blocks statuses and remains useful for its Baton Passing recipient. Encore can trap an opponent in a useless repeating action, opening up an opportunity to stat-boost freely. Likewise, Hypnosis can be used to open up a similar opportunity, with the obvious advantage that it lasts after the opponent switches out (and the disadvantage that it can only be used once, due to Sleep Clause).

Choice Specs

- Psychic
- Trick
- Thunderbolt
- Shadow Ball
Item Attached: Choice Specs
Trait: Filter
EVs and Nature:
EVs: 4 HP / 252 Spd / 252 SAtk
Timid Nature (+Spd, -Atk) / Modest Nature (+SAtk, -Atk)

A rather straightforward Choice Specs route also works out nicely with Mr. Mime's versatile special move-pool and particularly with Trick. Much like some of its Psychic brethren, it can utilise the Trick-Specs strategy to severely hamper the usefulness of an opponent. Trick-Specs (or even Scarf) can be comfortably added to other move-sets, such as the aforementioned Baton Passer or another move-set that utilises its other supportive moves.

Aside from that, its brute-force methods are effective. Psychic STAB, with Shadow Ball to hit opposing Psychics (as well as Ghosts) and Thunderbolt providing coverage over Water and Flying types (as well as neutral coverage on Steel types) gives it plenty of offensive might.

EVs and Nature:

Speed is generally one of Mr. Mime's most important stats (if not the most important). Base 90 is very good by UU standards, and fully maxes out at 306. In regards to the Baton Passer, being that Mr. Mime is quite fragile, the Speed gives it an important (and sometimes vital) chance to Baton Pass away. As for the more sweeper-oriented Choice Specs set, striking first is always important, although sweeper-oriented versions may prefer to use a Modest nature. Although max is preferable, some lower numbers can be viably used for its Speed, probably down to 270, which is enough to outrun Base Speed 85 Pokémon who aren't running boosting natures (such as Nidoking, Toxicroak and in OU, Heracross).

When EVing Mr. Mime defensively, HP always comes first. Where the stat is so awful, the EVs will make the largest difference. Aside from that, Special Defence would follow. Defence is only worthwhile if Mr. Mime will be using Barrier or Reflect. On its own, even with EVs, its Defence won't stand up to too many attacks.

Other Options

Charge Beam, Energy Ball, Grass Knot, Focus Blast, Barrier, Psych Up, Snatch, Taunt, Thunder Wave, Teeter Dance, Light Screen, Reflect, Safeguard, Healing Wish. Charge Beam provides an offensive alternative to Thunderbolt, with the additional bonus of a Baton Passable Special Attack boost.

Mr. Mime has a couple of Grass attacks to choose from as well. As a Baton Passer, Grass moves are attractive for a super-effective hit on Water types, particularly Quagsire. Energy Ball is good for its consistency, whilst Grass Knot's usefulness depends entirely on its opponent. Its more useful in OU, where there's a lot of heavy opponents, than in UU, but in the UU environment it's still useful.

Focus Blast is very useful for Steel types, and at Base 120, good for anything its super-effective against. However, poor accuracy and PP makes it unattractive.

Barrier is another move it can Baton Pass, and also gives it the opportunity to viably stand-up to physical attacks. It can also Baton Pass any boosts it copies with Psych Up, although that's significantly less reliable, since it requires both a stat-boosting opponent and a stat-boosting opponent Mr. Mime can survive against (or at least, survive long enough against to copy the boosts and Baton Pass away). Brave Mr. Mime users could even consider using Snatch to (as the name implies) snatch stat-boosts directly from the opponent as they use them, although this move requires a great deal of prediction and is very situational.

Taunt gives it a means to halt the hazing attempts of Haze and Whirlwind users. As well as that, it also has useful utility purposes, preventing all non-offensive moves. It isn't difficult to squeeze onto the Baton Passing move-set, but it has to contend with Substitute, Hypnosis and Encore (as well as other options).

Thunder Wave is another disabling utility move it can make use of. As well as being a useful stand-alone supportive move, it can be combined with Hypnosis for double-status strategies or with Teeter Dance for para-fusion strategies.

Light Screen, Reflect and Safeguard present its pseudo-passing moves. Reflect is probably the more useful of these, making it capable of standing up to some physical moves.

Healing Wish is a bit of an odd move to use. It works on the idea that Mr. Mime is worth sacrificing in the battle (which may be the case). It recovers all the HP and removes the status effects of the next switch in, which could give an essentially fainted Pokémon a fresh start. If there's a key player on the team, it could be a worthwhile move to use.

Countering Mr. Mime

A problem with all fast Baton Passers is that, by the time an appropriate counter is brought into play, it can jump away to one of its team-mates with a useful boost. This problem is exacerbated by the fact that Roar-equipped Pseudo-Hazers need to contend with Soundproof whilst most users of Haze and Whirlwind need to contend with the possibility of super-effective Thunderbolts or Psychics. Pursuit, one of the major Psychic counters, also doesn't get to chase down Baton Pass, so the usefulness of that is nullified.

Up against the Baton Passer, the main means to counter it is to be able to take it down before it has a chance to Pass. That means being faster and having a move capable of KOing it. Considering Mr. Mime's poor Defence and HP stats, an exhaustive list of Pokémon filling this criteria could go on and on. Of course, all of these need to be aware of the chance that Mr. Mime could attack them as they switch-in, since it has rather respectable offensive stats. They also need to be aware of other nasty surprises it has at its disposal, including Trick-Specs, Hypnosis and Thunder Wave.

Locations in Games

Ruby/Sapphire/Emerald

Trade from FRLGXD

Colosseum/XD

Trade from FRLG (Col) Snagged from Cipher Admin Gorigan in Citadark Isle (XD)

Fire Red/Leaf Green

Trade for Abra in house on Route 3

Diamond/Pearl

Routes 218 & 222 (Diamond), Evolve Mime Jr. (Pearl)

Animé Appearences

Mr. Mime has had several Animé Appearences. Mostly under the control of Deelia Ketchum so I wont list most as they are basically Cameos. First, Ash & Co. pursue a Wild Mr. Mime in order to get it to perform at a Circus, however they dont get it and it turns up at Deelia's house. The other Mr. Mime does the Carnival. After that it was part of the Pokémon Stage Show Group as an Actor. After that it was used against Team Rocket's Gengar Capturer which saps Psychic Energy. After that, Deelia used it to help find the starter Pokémon that had gone missing

Episode 064: It's Mr. Mime Time!
Episode 067: Showdown At The Poké-Corral!
Episode 068: The Evolution Solution!
Episode 070: Make Room For Gloom!
Episode 072: Go West Young Meowth!
Episode 075: Bad To The Bone!
Episode 077: Round One, Begin!
Episode 083: Pallet Party Panic!
Episode 092: Stage Fight!
Movie 2: The Power Of One!
Episode 117: A Tents Situation!
Episode 118: The Rivalry Revival!
Movie 3: Spell Of The Unown!
Episode 158: The Psychic Sidekicks!
Episode 227: Bulbasaur The Ambassador!
Episode 269: A Claim To Flame!
Episode 274: Johto Photo Finish!
Episode 275: Gotta Catch Ya Later!
Special 7: Showdown at the Oak Corral
Special 15: Getting To The Starting Line!
Episode 409: The Scheme Team!
Episode 410: The Right Place at the Right Mime!
Episode 418: Hail To The Chef!
Episode 468: Home Is Where The Start Is!