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Mime Jr. (Pokémon)/Generation VII learnset
Language
Watch
Edit
← Mime Jr.
By
leveling up
Generation VII
Other generations:
IV
-
V
-
VI
-
VIII
-
IX
SM
USUM
Move
Type
Cat.
Pwr.
Acc.
PP
001
1
001
1
Barrier
Psychic
Status
0000
—
00—}}
—%
20
001
1
001
1
Confusion
Psychic
Special
050
50
100}}
100%
25
N/A
N/A
001
1
Pound
Normal
Physical
040
40
100}}
100%
35
001
1
001
1
Tickle
Normal
Status
0000
—
100}}
100%
20
004
4
004
4
Copycat
Normal
Status
0000
—
00—}}
—%
20
008
8
008
8
Meditate
Psychic
Status
0000
—
00—}}
—%
40
011
11
011
11
Double Slap
Normal
Physical
015
15
085}}
85%
10
015
15
015
15
Mimic
Normal
Status
0000
—
00—}}
—%
10
018
18
018
18
Encore
Normal
Status
0000
—
100}}
100%
5
022
22
022
22
Light Screen
Psychic
Status
0000
—
00—}}
—%
30
022
22
022
22
Reflect
Psychic
Status
0000
—
00—}}
—%
20
025
25
025
25
Psybeam
Psychic
Special
065
65
100}}
100%
20
029
29
029
29
Substitute
Normal
Status
0000
—
00—}}
—%
10
032
32
032
32
Recycle
Normal
Status
0000
—
00—}}
—%
10
036
36
036
36
Trick
Psychic
Status
0000
—
100}}
100%
10
039
39
039
39
Psychic
Psychic
Special
090
90
100}}
100%
10
043
43
043
43
Role Play
Psychic
Status
0000
—
00—}}
—%
10
046
46
046
46
Baton Pass
Normal
Status
0000
—
00—}}
—%
40
050
50
050
50
Safeguard
Normal
Status
0000
—
00—}}
—%
25
Bold
indicates a move that gets
STAB
when used by Mime Jr.
Italic
indicates a move that gets STAB only when used by an evolution of Mime Jr.
Click on the generation numbers at the top to see level-up moves from other generations
By
TM
Generation VII
Other generations:
IV
-
V
-
VI
-
VIII
-
IX
TM
Move
Type
Cat.
Pwr.
Acc.
PP
TM03
TM03
Psyshock
Psychic
Special
080
80
100}}
100%
10
TM04
TM04
Calm Mind
Psychic
Status
0000
—
00—}}
—%
20
TM06
TM06
Toxic
Poison
Status
0000
—
090}}
90%
10
TM10
TM10
Hidden Power
Normal
Special
060
60
100}}
100%
15
TM11
TM11
Sunny Day
Fire
Status
0000
—
00—}}
—%
5
TM12
TM12
Taunt
Dark
Status
0000
—
100}}
100%
20
TM16
TM16
Light Screen
Psychic
Status
0000
—
00—}}
—%
30
TM17
TM17
Protect
Normal
Status
0000
—
00—}}
—%
10
TM18
TM18
Rain Dance
Water
Status
0000
—
00—}}
—%
5
TM20
TM20
Safeguard
Normal
Status
0000
—
00—}}
—%
25
TM21
TM21
Frustration
Normal
Physical
0000
—
100}}
100%
20
TM22
TM22
Solar Beam
Grass
Special
120
120
100}}
100%
10
TM24
TM24
Thunderbolt
Electric
Special
090
90
100}}
100%
15
TM25
TM25
Thunder
Electric
Special
110
110
070}}
70%
10
TM27
TM27
Return
Normal
Physical
0000
—
100}}
100%
20
TM29
TM29
Psychic
Psychic
Special
090
90
100}}
100%
10
TM30
TM30
Shadow Ball
Ghost
Special
080
80
100}}
100%
15
TM31
TM31
Brick Break
Fighting
Physical
075
75
100}}
100%
15
TM32
TM32
Double Team
Normal
Status
0000
—
00—}}
—%
15
TM33
TM33
Reflect
Psychic
Status
0000
—
00—}}
—%
20
TM41
TM41
Torment
Dark
Status
0000
—
100}}
100%
15
TM42
TM42
Facade
Normal
Physical
070
70
100}}
100%
20
TM44
TM44
Rest
Psychic
Status
0000
—
00—}}
—%
10
TM45
TM45
Attract
Normal
Status
0000
—
100}}
100%
15
TM46
TM46
Thief
Dark
Physical
060
60
100}}
100%
25
TM48
TM48
Round
Normal
Special
060
60
100}}
100%
15
TM56
TM56
Fling
Dark
Physical
0000
—
100}}
100%
10
TM57
TM57
Charge Beam
Electric
Special
050
50
090}}
90%
10
TM73
TM73
Thunder Wave
Electric
Status
0000
—
090}}
90%
20
TM77
TM77
Psych Up
Normal
Status
0000
—
00—}}
—%
10
TM83
TM83
Infestation
Bug
Special
020
20
100}}
100%
20
TM85
TM85
Dream Eater
Psychic
Special
100
100
100}}
100%
15
TM86
TM86
Grass Knot
Grass
Special
0000
—
100}}
100%
20
TM87
TM87
Swagger
Normal
Status
0000
—
085}}
85%
15
TM88
TM88
Sleep Talk
Normal
Status
0000
—
00—}}
—%
10
TM90
TM90
Substitute
Normal
Status
0000
—
00—}}
—%
10
TM92
TM92
Trick Room
Psychic
Status
0000
—
00—}}
—%
5
XTM100
TM100
Confide
Normal
Status
0000
—
00—}}
—%
20
Bold
indicates a move that gets
STAB
when used by Mime Jr.
Italic
indicates a move that gets STAB only when used by an evolution of Mime Jr.
Click on the generation numbers at the top to see TM moves from other generations
By
breeding
Generation VII
Other generations:
IV
-
V
-
VI
-
VIII
-
IX
Parent
Move
Type
Cat.
Pwr.
Acc.
PP
Charm
Fairy
Status
—
100%
20
Confuse Ray
Ghost
Status
—
100%
10
Fake Out
Normal
Physical
40
100%
10
Future Sight
Psychic
Special
120
100%
10
Healing Wish
Psychic
Status
—
—%
10
Hypnosis
Psychic
Status
—
60%
20
Icy Wind
*
Ice
Special
55
95%
15
Magic Room
Psychic
Status
—
—%
10
Mimic
Normal
Status
—
—%
10
Nasty Plot
Dark
Status
—
—%
20
Power Split
Psychic
Status
—
—%
10
Psychic Terrain
US
UM
Psychic
Status
—
—%
10
Teeter Dance
Normal
Status
—
100%
20
Trick
Psychic
Status
—
100%
10
Wake-Up Slap
Fighting
Physical
70
100%
10
Moves marked with an asterisk (*) must be
chain bred
onto Mime Jr. in Generation VII
Moves marked with a double dagger (‡) can only be bred from a Pokémon who learned the move in an earlier generation.
Moves marked with a superscript game abbreviation can only be bred onto Mime Jr. in that game.
Bold
indicates a move that gets
STAB
when used by Mime Jr.
Italic
indicates a move that gets STAB only when used by an evolution of Mime Jr.
Click on the generation numbers at the top to see Egg moves from other generations
By
tutoring
Generation VII
Other generations:
IV
-
V
-
VI
-
VIII
-
IX
Game
Move
Type
Cat.
Pwr.
Acc.
PP
S
M
US
UM
Ally Switch
Psychic
Status
—
—%
15
S
M
US
UM
Covet
Normal
Physical
60
100%
25
S
M
US
UM
Drain Punch
Fighting
Physical
75
100%
10
S
M
US
UM
Focus Punch
Fighting
Physical
150
100%
20
S
M
US
UM
Helping Hand
Normal
Status
—
—%
20
S
M
US
UM
Icy Wind
Ice
Special
55
95%
15
S
M
US
UM
Magic Coat
Psychic
Status
—
—%
15
S
M
US
UM
Magic Room
Psychic
Status
—
—%
10
S
M
US
UM
Recycle
Normal
Status
—
—%
10
S
M
US
UM
Role Play
Psychic
Status
—
—%
10
S
M
US
UM
Shock Wave
Electric
Special
60
—%
20
S
M
US
UM
Signal Beam
Bug
Special
75
100%
15
S
M
US
UM
Skill Swap
Psychic
Status
—
—%
10
S
M
US
UM
Snatch
Dark
Status
—
—%
10
S
M
US
UM
Snore
Normal
Special
50
100%
15
S
M
US
UM
Telekinesis
Psychic
Status
—
—%
15
S
M
US
UM
Trick
Psychic
Status
—
100%
10
S
M
US
UM
Uproar
Normal
Special
90
100%
10
S
M
US
UM
Wonder Room
Psychic
Status
—
—%
10
A black or white abbreviation in a colored box indicates that Mime Jr. can be tutored the move in that game
A colored abbreviation in a white box indicates that Mime Jr. cannot be tutored the move in that game
Bold
indicates a move that gets
STAB
when used by Mime Jr.
Italic
indicates a move that gets STAB only when used by an evolution of Mime Jr.
Click on the generation numbers at the top to see Move Tutor moves from other generations
By
transfer
from another generation
Generation VII
Other generations:
V
-
VI
-
VIII
-
IX
Gen.
Move
Type
Cat.
Pwr.
Acc.
PP
IV
V
VI
Captivate
Normal
Status
0000
—
100}}
100%
20
IV
V
VI
Endure
Normal
Status
0000
—
00—}}
—%
10
IV
V
VI
Flash
Normal
Status
0000
—
100}}
100%
20
IV
V
VI
Headbutt
Normal
Physical
070
70
100}}
100%
15
IV
V
VI
Mud-Slap
Ground
Special
020
20
100}}
100%
10
IV
V
VI
Natural Gift
Normal
Physical
0000
—
100}}
100%
15
IV
V
VI
Secret Power
Normal
Physical
070
70
100}}
100%
20
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.
Italic
indicates a move that gets STAB only when used by an evolution of Mime Jr.
Click on the generation numbers at the top to see transfer-only moves for other generations