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Official artwork of Mime Jr.

#0439

Mime Jr.

Gen IV

Mime Pokémon

Baby
PsychicFairy

Pokédex entry · Diamond

It habitually mimics foes. Once mimicked, the foe cannot take its eyes off this Pokémon.

Height
0.6 m
Weight
13 kg
Base EXP
62
Growth
Medium
Catch rate

145/255Easy

Friendship

70/255

Base stats

HP20Attack25Defense45Speed60Sp. Def90Sp. Atk70
HP
20
Attack
25
Defense
45
Speed
60
Sp. Def★
90
Sp. Atk
70

Total 310

Medium

EV yield +1 Sp. Def

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP80127
Attack2784
Defense45106
Speed58123
Sp. Def85156
Sp. Atk67134
Total362730

About Mime Jr.

It looks like a tiny clown, but it is not trying to entertain: it uses mimicry to confuse its opponents and escape. Mime Jr. is a pink humanoid creature with a red nose, a blue appendage on its head and a protuberance on its belly. Its design combines traits of a small child, a mime and a doll; the pointed hat also recalls the elves from fairy tales and jesters’ caps.

Pokédex entries describe it copying movements, expressions and dance steps. It still makes mistakes, although its ability to reproduce other creatures’ gestures is enough to leave an opponent staring. When it manages to surprise them, it gets distracted by its own delight and abandons the performance.

It occupies the first position in an evolutionary line that continues with Mr. Mime and ends with Mr. Rime. In Pokémon Legends: Arceus, it retains the Psychic and Fairy types and learns Mimic before evolving. Its role is that of an imitator baby that is still perfecting the technique that will define its evolutions.

Combat analysis

×2

Weakness

PoisonGhostSteel
×½

Resistance

Psychic
×¼

Double resistance

Fighting
×0

Immunity

Dragon

Mime Jr. in depth

A miniature mime

Mime Jr.’s design starts with a small child dressed as a mime artist. Its red nose and bright colors also bring it closer to the image of a clown, while its rounded body and thin limbs resemble a doll or a hand puppet. The blue appendage on its head looks like a knitted hat with ear flaps, although its pointed shape also fits jesters’ hats and the fairy creatures of fairy tales.

Its English name combines “mime” and “Jr.”, an abbreviation marking it as a child version of Mr. Mime. The Japanese Manene contains “mane”, which is related to imitation. The idea appears both in its name and in its behavior: it copies its opponent to draw their attention, then runs away when the ruse works.

From Psychic to Psychic and Fairy

It debuted in the fourth generation as the baby associated with Mr. Mime. Before the sixth generation, it was pure Psychic type; afterward, it became Psychic and Fairy. This change strengthened its resistance to Fighting and added an immunity to Dragon, while also making its weaknesses to Ghost, Poison and Steel clear.

The line received another addition with Mr. Rime. The route still requires it to know Mimic in order to reach Mr. Mime, and adds the evolution at level 42 from that stage. In Pokémon Legends: Arceus, Mime Jr. has a more limited level-up move selection: Confusion at level 1, Hypnosis at level 6, Iron Defense at level 11, Zen Headbutt at level 18, Mimic at level 25, Psychic at level 34 and Calm Mind at level 43.

What it offers compared with its evolutions

Compared with Mr. Mime, it has fewer resources and takes physical hits much worse. In return, its status as a baby makes it useful in playthroughs where you want to train the line from the beginning, and its 90 base Special Defense stands out alongside its 20 HP. Mr. Rime represents a different direction within the line, but the common thread remains imitation as both a design and evolution concept.

In battle, the choice between its Abilities changes its approach. Filter is the defensive option when super effective attacks are common. Soundproof is useful against opponents that rely on sound-based attacks. Technician makes more sense if the set uses low-power moves, although Mime Jr. lacks the strength and bulk needed to stay on the field for long.

How to train it without wasting turns

During the story, Hypnosis creates opportunities to attack or switch Pokémon, while Calm Mind improves its ability to hit from the special side. Psychic is the move it should keep once available. Iron Defense only makes up for its low Defense if it gets a safe turn; against fast physical attackers, there will usually be no room to stack boosts.

The most common mistake is treating it as a bulky Pokémon because of its 90 Special Defense. It is not: its HP limits the total damage it can take. It is better brought in against passive opponents, used to take advantage of an immunity to Dragon or a resistance to Fighting, and withdrawn after doing its job. The Chesto Berry it can be found holding as a wild item fits its small-creature theme, but it does not change its survival problems.

TCG cards

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