PP TM Solar Beam. Thunder Wave. Icy Wind. Rain Dance. Sunny Day. Helping Hand. Brick Break. Drain Punch. Trick Room. Wonder Room. Magic Room.
Misty Terrain. Psychic Terrain. Sleep Talk. Shadow Ball. Future Sight. Skill Swap. Calm Mind. Nasty Plot. Grass Knot. Stored Power. Ally Switch. Click on the generation numbers at the top to see TM moves from other generations. Parent Move Type Cat. Confuse Ray. Fake Out. Power Split. Moves marked with a superscript game abbreviation can only be bred onto Mime Jr.
Click on the generation numbers at the top to see Egg moves from other generations. Game Move Type Cat. Click on the generation numbers at the top to see Move Tutor moves from other generations.
Move Type Cat. Charge Beam. Double Team. Dream Eater. Focus Punch. Healing Wish. Magic Coat. Psych Up. Shock Wave. A striped background indicates a generation in which the move can only be obtained via event or as a special move Bold indicates a move that gets STAB when used by Mime Jr.
Recruit rate : 8. Browser entry R It launches strange orbs to attack. It protects itself with a psychic barrier. Field move: past. You'll find him in the Tree House. His favorite Attraction is Rayquaza's Balloon Panic. Egg Distance: 5 km. Buddy Distance: 5 km. Fast Attacks: Confusion , Pound. Charged Attacks: Psybeam , Psychic , Psyshock. Psychic Fairy. Mime Psychic Fairy. Mime Ice Psychic. Rime Ice Psychic. Diamond Pearl.
Black White. Sun Moon. Sword Shield. In Galar, Mr. It evolves into Mr. Rime starting at level All Mime Jr. Blue growths resembling clown hair extend from the sides of its pale pink head, and there is a magenta circle on each cheek.
It mimics the expressions and motions of those it sees to understand the feelings of others. Then it wastes no time in making itself scarce! Miniature games. Where do you get Mr Mime in soul silver? What kind of pokedex does Mr Mime have? TM21 Frustration?? TM22 Solarbeam 10 -- A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn.
TM24 Thunderbolt 95 15 10 A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. TM25 Thunder 70 10 30 A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed. TM27 Return?? TM29 Psychic 90 10 10 The foe is hit by a strong telekinetic force.
TM30 Shadow Ball 80 15 20 The user hurls a shadowy blob at the foe. It may also lower the foe's Sp. TM31 Brick Break 75 15 -- The user attacks with tough fists, etc. It can also break any barrier such as Light Screen and Reflect. TM32 Double Team -- -- 15 -- By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. TM33 Reflect -- -- 20 -- A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
TM34 Shock Wave 60 -- 20 -- The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded.
TM40 Aerial Ace 60 -- 20 -- The user confounds the foe with speed, then slashes. The attack lands without fail. TM41 Torment -- 15 -- The user torments and enrages the foe, making it incapable of using the same move twice in a row.
TM42 Facade 70 20 -- An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. TM43 Secret Power 70 20 30 The user attacks with a secret power. Its added effects vary depending on the user's environment. TM44 Rest -- -- 10 -- The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
TM45 Attract -- 15 -- If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack. TM46 Thief 40 10 -- The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item. TM48 Skill Swap -- -- 10 -- The user employs its psychic power to exchange abilities with the foe. TM49 Snatch -- -- 10 -- The user steals the effects of any healing or stat- changing move the foe attempts to use.
TM52 Focus Blast 70 5 10 The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. TM53 Energy Ball 80 10 10 The user draws power from nature and fires it at the foe. TM56 Fling?? Its power and effects depend on the item. TM57 Charge Beam 50 90 10 70 The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat. TM60 Drain Punch 60 5 -- An energy-draining punch. The user's HP is restored by half the damage taken by the target.
TM66 Payback 50 10 -- If the user can use this attack after the foe attacks, its power is doubled. TM67 Recycle -- -- 10 -- The user recycles a held item that has been used in battle so it can be used again.
TM68 Giga Impact 90 5 -- The user charges at the foe using every bit of its power. The user must rest on the next turn. TM70 Flash -- 20 -- The user flashes a light that cuts the foe's accuracy.
It can also be used to illuminate caves. TM73 Thunder Wave -- 20 -- A weak electric charge is launched at the foe. It causes paralysis if it hits. TM77 Psych Up -- -- 10 -- The user hypnotizes itself into copying any stat change made by the foe.
TM78 Captivate -- 20 -- If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. TM82 Sleep Talk -- -- 10 -- While it is asleep, the user randomly uses one of the moves it knows. TM83 Natural Gift?? The Berry determines its type and power. TM85 Dream Eater 15 -- An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP. TM86 Grass Knot?? The heavier the foe, the greater the damage.
TM87 Swagger -- 90 15 -- The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. It may leave the target with a burn. Ice Punch 75 15 10 The foe is punched with an icy fist. It may leave the target frozen. Trick -- 10 -- The user catches the foe off guard and swaps the foe's held item with its own.
Thunderpunch 75 15 10 The foe is punched with an electrified fist. It may leave the target with paralysis. Zen Headbutt 80 90 15 20 The user focuses its willpower to its head and rams the foe. It may also make the target flinch. Helping Hand -- -- 20 -- A move that boosts the power of the ally's attack in a Double Battle. Snore 40 15 30 An attack that can be used only if the user is asleep.
The harsh noise may also make the foe flinch.
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