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Pokemon Lets Go Mr Mime

Mr Mime Pokedex ID: 122
StatAmountBar Graph
Max CP460
Attack45
Special Attack100
Defense65
Special Defense120
HP40
Speed90

Overview

Pokemon Let's Go Mr Mime is a Psychic and Fairy Type pokemon also known as a Barrier Pokémon, first discovered in the Kanto region. it's weak against Ghost, Poison, Steel type moves and has a Max CP of 460, 40 HP, 45 Attack, 100 SP Attack, 65 Defense, 120 SP Defense and 90 Speed. Considering it's stats, the best nature to have is Calm, this will increase it's Sp. Def and decrease it's Attack stats.

Pokedex Entry

Pokemon Lets Go Mr Mime Evolutions

What level does Pokemon Let's Go Mr Mime Evolve at?

Currently there is no evolutions for this Pokémon in Let's Go.

FirstSecondThirdFinal
Mr Mime460

How to catch Mr Mime in Pokemon Let's Go

Where to catch and find Pokemon Lets Go Mr Mime Locations and their Spawn Rate Chance for that Zone.

The best place to find pokemon let's go Mr Mime is in the Route 11 zone, it will have a 05% chance to spawn in the area with a level range of 13-18. This also makes Route 11 the best place to Catch Combo Chain hunt Shiny Mr Mime or for a Flawless IV Stats.

PokemonAreaSpawn ChanceLevelsEncounterFloor
Route 115%13-18normal1F

The list above shows all the spawn locations of this pokemon and it's evolution forms.

Transferring and Catching

The type of Pokemon Candy you receive from Transferring and Catching Mr Mime.

Best Nature for Mr Mime

We recommend a Calm Nature for Mr Mime, you can visit Madam Celadon to force encounter pokemon of Calm Nature.

NatureIncreasesDecreasesChoice 1Choice 2
CalmSp. DefAttackGreenRed
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Pokemon Lets Go Mr Mime Moves

Level Up Moves

Pokemon Let's Go Mr Mime Moves You Learn From Leveling Up.

LVLMoveTypeClassPowPPAccEffect
1BarrierPsychicNone--30--Raises the user's Defense by two stages.
1ConfusionPsychicSpecial5025100%Has a 10% chance to confuse the target.
1PoundNormalPhysical4035100%Inflicts regular damage with no additional effect.
6MeditatePsychicNone--40--Raises the user's Attack by one stage.
10Double SlapNormalPhysical151085%hits 2-5 times per turn used.
16MimicNormalNone--10--Copies the target's last used move.
20PsywavePsychicSpecial11580%Inflicts damage between 50% and 150% of the user's level.
26EncoreNormalNone--5100%forces the target to use the previously selected move for 3 turns.
30PsybeamPsychicSpecial6520100%Has a 10% chance to confuse the target.
36Light ScreenPsychicNone--30--Reduces damage from special attacks by 50% for five turns..
36ReflectPsychicNone--20--Reduces damage from physical attacks by half.
40SubstituteNormalNone--10--Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
46PsychicPsychicSpecial9010100%Has a 10% chance to lower the target's Special Defense by one stage.

Learnable TMs Moves

These are the Technical Machines (TM) Moves that Mr Mime can Learn.

ItemMoveTypeClassPowPPAccEffect
TM1HeadbuttNormalPhysical7015100%Has a 30% chance to make the target flinch.
TM2TauntDarkNone--20100%Opponent can only use moves that attack.
TM3Helping HandNormalNone--20--boosts the power of the partner's move.
TM4TeleportPsychicNone--20--Immediately ends wild battles. No effect otherwise.
TM5RestPsychicNone--10--User sleeps for two turns, completely healing itself.
TM6Light ScreenPsychicNone--30--Reduces damage from special attacks by 50% for five turns..
TM7ProtectNormalNone--10--prevents any attacks targeted at the user from striking, for the duration of the turn. It has priority +4 so will activate before most other moves.
TM8SubstituteNormalNone--10--Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM9ReflectPsychicNone--20--Reduces damage from physical attacks by half.
TM12FacadeNormalPhysical7020100%deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.
TM13Brick BreakFightingPhysical7515100%deals damage, but removes the effects of Reflect and Light Screen before attacking.
TM15Seismic TossFightingPhysical120100%Inflicts damage equal to the user's level.
TM16Thunder WaveElectricNone--20100%Paralyzes the target.
TM21Foul PlayDarkPhysical9515100%uses the opponent's Attack stat instead of the user's in damage calculation. In other words, the move acts as if the target is attacking themselves, and thus is more powerful when the opponent has higher Attack.
TM23Thunder PunchElectricPhysical7515100%deals damage and has a 10% chance of paralyzing the target.
TM27ToxicPoisonNone--1090%Badly poisons the target, inflicting more damage every turn.
TM31Fire PunchFirePhysical7515100%Has a 10% chance to burn the target.
TM32Dazzling GleamFairySpecial8010100%deals damage and hits all adjacent opponents in double/triple battles.
TM33Calm MindPsychicNone--20--raises the user's Special Attack and Special Defense by one stage each.
TM35Ice PunchIcePhysical7515100%Has a 10% chance to freeze the target.
TM36ThunderboltElectricSpecial9515100%Has a 10% chance to paralyze the target.
TM38ThunderElectricSpecial9515100%Has a 10% chance to paralyze the target.
TM40PsychicPsychicSpecial9010100%Has a 10% chance to lower the target's Special Defense by one stage.
TM43Shadow BallGhostSpecial8015100%deals damage and has a 20% chance of lowering the target's Special Defense by one stage.
TM45Solar BeamGrassSpecial12010100%The user of Solar Beam will absorb light on the first turn. On the second turn, Solar Beam deals damage.
TM48Hyper BeamNormalSpecial150590%User foregoes its next turn to recharge.
TM59Dream EaterPsychicSpecial10015100%Only works on sleeping Pokemon. Heals the user by half the damage inflicted.

Master Trainer

This pokemon does NOT have a Mr Mime Master Trainer in Let's Go

Weak Against
Ghost
2x
Poison
2x
Steel
2x
Strong Against
Psychic
1/2
Dragon
Immune
Fighting
1/4