Mr. Mime (Pokémon)/Generation V learnset

← Mr. Mime Mr. Mime

By leveling up

Generation V
Other generations:
I - II - III - IV - VI - VII - VIII - IX
BW B2W2 Move Type Cat. Power Accuracy PP
0011 0011 Magical Leaf Grass Special 06060 00—}}—% 20
0011 0011 Quick Guard Fighting Status 0000 00—}}—% 15
0011 0011 Wide Guard Rock Status 0000 00—}}—% 10
0011 0011 Power Swap Psychic Status 0000 00—}}—% 10
0011 0011 Guard Swap Psychic Status 0000 00—}}—% 10
0011 0011 Barrier Psychic Status 0000 00—}}—% 30
0011 0011 Confusion Psychic Special 05050 100}}100% 25
0044 0044 Copycat Normal Status 0000 00—}}—% 20
0088 0088 Meditate Psychic Status 0000 00—}}—% 40
01515 01111 DoubleSlap Normal Physical 01515 085}}85% 10
01818 01515 Mimic Normal Status 0000 00—}}—% 10
N/AN/A 01515 Psywave Psychic Special 0000 080}}80% 15
01111 01818 Encore Normal Status 0000 100}}100% 5
02222 02222 Light Screen Psychic Status 0000 00—}}—% 30
02222 02222 Reflect Psychic Status 0000 00—}}—% 20
02525 02525 Psybeam Psychic Special 06565 100}}100% 20
02929 02929 Substitute Normal Status 0000 00—}}—% 10
03232 03232 Recycle Normal Status 0000 00—}}—% 10
03636 03636 Trick Psychic Status 0000 100}}100% 10
03939 03939 Psychic Psychic Special 09090 100}}100% 10
04343 04343 Role Play Psychic Status 0000 00—}}—% 10
04646 04646 Baton Pass Normal Status 0000 00—}}—% 40
05050 05050 Safeguard Normal Status 0000 00—}}—% 25
  • Bold indicates a move that gets STAB when used by Mr. Mime
  • Italic indicates a move that gets STAB only when used by an evolution of Mr. Mime
  • Click on the generation numbers at the top to see level-up moves from other generations

By TM/HM

Generation V
Other generations:
I - II - III - IV - VI - VII - VIII - IX
 TM   Move   Type   Cat.   Pwr.   Acc.   PP 
  TM03 Psyshock Psychic Special 08080 100}}100% 10
  TM04 Calm Mind Psychic Status 0000 00—}}—% 20
  TM06 Toxic Poison Status 0000 090}}90% 10
  TM10 Hidden Power Normal Special 0000 100}}100% 15
  TM11 Sunny Day Fire Status 0000 00—}}—% 5
  TM12 Taunt Dark Status 0000 100}}100% 20
  TM15 Hyper Beam Normal Special 150150 090}}90% 5
  TM16 Light Screen Psychic Status 0000 00—}}—% 30
  TM17 Protect Normal Status 0000 00—}}—% 10
  TM18 Rain Dance Water Status 0000 00—}}—% 5
  TM19 Telekinesis Psychic Status 0000 00—}}—% 15
  TM20 Safeguard Normal Status 0000 00—}}—% 25
  TM21 Frustration Normal Physical 0000 100}}100% 20
  TM22 SolarBeam Grass Special 120120 100}}100% 10
  TM24 Thunderbolt Electric Special 09595 100}}100% 15
  TM25 Thunder Electric Special 120120 070}}70% 10
  TM27 Return Normal Physical 0000 100}}100% 20
  TM29 Psychic Psychic Special 09090 100}}100% 10
  TM30 Shadow Ball Ghost Special 08080 100}}100% 15
  TM31 Brick Break Fighting Physical 07575 100}}100% 15
  TM32 Double Team Normal Status 0000 00—}}—% 15
  TM33 Reflect Psychic Status 0000 00—}}—% 20
  TM40 Aerial Ace Flying Physical 06060 00—}}—% 20
  TM41 Torment Dark Status 0000 100}}100% 15
  TM42 Facade Normal Physical 07070 100}}100% 20
  TM44 Rest Psychic Status 0000 00—}}—% 10
  TM45 Attract Normal Status 0000 100}}100% 15
  TM46 Thief Dark Physical 04040 100}}100% 10
  TM48 Round Normal Special 06060 100}}100% 15
  TM52 Focus Blast Fighting Special 120120 070}}70% 5
  TM53 Energy Ball Grass Special 08080 100}}100% 10
  TM56 Fling Dark Physical 0000 100}}100% 10
  TM57 Charge Beam Electric Special 05050 090}}90% 10
  TM66 Payback Dark Physical 05050 100}}100% 10
  TM68 Giga Impact Normal Physical 150150 090}}90% 5
  TM70 Flash Normal Status 0000 100}}100% 20
  TM73 Thunder Wave Electric Status 0000 100}}100% 20
  TM77 Psych Up Normal Status 0000 00—}}—% 10
  TM85 Dream Eater Psychic Special 100100 100}}100% 15
  TM86 Grass Knot Grass Special 0000 100}}100% 20
  TM87 Swagger Normal Status 0000 090}}90% 15
  TM90 Substitute Normal Status 0000 00—}}—% 10
  TM92 Trick Room Psychic Status 0000 00—}}—% 5
  • Bold indicates a move that gets STAB when used by Mr. Mime
  • Italic indicates a move that gets STAB only when used by an evolution of Mr. Mime
  • Click on the generation numbers at the top to see TM moves from other generations

By breeding

Generation V
Other generations:
II - III - IV - VI - VII - VIII - IX
 Father   Move   Type   Cat.   Pwr.   Acc.   PP 
Charm Normal Status 100% 20
Confuse Ray Ghost Status 100% 10
Fake Out Normal Physical 40 100% 10
Future Sight Psychic Special 100 100% 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
Teeter Dance Normal Status 100% 20
Trick Psychic Status 100% 10
Wake-Up Slap Fighting Physical 60 100% 10
  • Moves marked with an asterisk (*) must be chain bred onto Mr. Mime in Generation V
  • Moves marked with a dagger (†) can only be bred onto Mr. Mime if it hatches as a Mime Jr., and cannot be obtained otherwise.
  • 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 Mr. Mime in that game.
  • Bold indicates a move that gets STAB when used by Mr. Mime
  • Italic indicates a move that gets STAB only when used by an evolution of Mr. Mime
  • Click on the generation numbers at the top to see Egg moves from other generations

By tutoring

Generation V
Other generations:
II - III - IV - VI - VII - VIII - IX
 Game   Move   Type   Cat.   Pwr.   Acc.   PP 
B W B2 W2 Covet Normal Physical 60 100% 40
B W B2 W2 Drain Punch Fighting Physical 75 100% 10
B W B2 W2 Fire Punch Fire Physical 75 100% 15
B W B2 W2 Foul Play Dark Physical 95 100% 15
B W B2 W2 Helping Hand Normal Status —% 20
B W B2 W2 Ice Punch Ice Physical 75 100% 15
B W B2 W2 Icy Wind Ice Special 55 95% 15
B W B2 W2 Iron Defense Steel Status —% 15
B W B2 W2 Magic Coat Psychic Status —% 15
B W B2 W2 Magic Room Psychic Status —% 10
B W B2 W2 Recycle Normal Status —% 10
B W B2 W2 Role Play Psychic Status —% 10
B W B2 W2 Signal Beam Bug Special 75 100% 15
B W B2 W2 Skill Swap Psychic Status —% 10
B W B2 W2 Sleep Talk Normal Status —% 10
B W B2 W2 Snatch Dark Status —% 10
B W B2 W2 Snore Normal Special 40 100% 15
B W B2 W2 ThunderPunch Electric Physical 75 100% 15
B W B2 W2 Trick Psychic Status 100% 10
B W B2 W2 Wonder Room Psychic Status —% 10
B W B2 W2 Zen Headbutt Psychic Physical 80 90% 15
  • A black abbreviation in a colored box indicates that Mr. Mime can be tutored the move in that game
  • A colored abbreviation in a white box indicates that Mr. Mime cannot be tutored the move in that game
  • Bold indicates a move that gets STAB when used by Mr. Mime
  • Italic indicates a move that gets STAB only when used by an evolution of Mr. Mime
  • Click on the generation numbers at the top to see Move Tutor moves from other generations

By a prior evolution

Generation V
Other generations:
IV - VI - VII - VIII - IX
 Stage   Move   Type   Cat.   Pwr.   Acc.   PP 
  Tickle Normal Status 100% 20
 * UproarB2W2 Normal Special 90 100% 10
  • Bold indicates a move that gets STAB when used by Mr. Mime
  • Italic indicates a move that gets STAB only when used by an evolution of Mr. Mime
  • Click on the generation numbers at the top to see moves from other generations

Dream World moves

Generation V
Other generations:
I - II - III - IV - VI - VII - VIII - IX
 Event   Move   Type   Cat.   Pwr.   Acc.   PP 
Spooky Manor Teeter Dance Normal Status 100% 20
Spooky Manor Skill Swap Psychic Status —% 10
  • A superscript level indicates that Mr. Mime can learn this move normally in Generation V at that level
  • Bold indicates a move that gets STAB when used by Mr. Mime
  • Italic indicates a move that gets STAB only when used by an evolution of Mr. Mime
  • Click on the generation numbers at the top to see event moves from other generations

By transfer from another generation

Generation V
Other generations:
I - II - IV - VI - VII - VIII - IX
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
III IV Body Slam Normal Physical 08585 100}}100% 15
III IV Captivate Normal Status 0000 100}}100% 20
III IV Counter Fighting Physical 0000 100}}100% 20
III IV Double-Edge Normal Physical 120120 100}}100% 15
III IV Endure Normal Status 0000 00—}}—% 10
III IV Focus Punch Fighting Physical 150150 100}}100% 20
III IV Follow Me Normal Status 0000 00—}}—% 20
III IV Headbutt Normal Physical 07070 100}}100% 15
III IV Mega Kick Normal Physical 120120 075}}75% 5
III IV Mega Punch Normal Physical 08080 085}}85% 20
III IV Metronome Normal Status 0000 00—}}—% 10
III IV Mud-Slap Ground Special 02020 100}}100% 10
III IV Natural Gift Normal Physical 0000 100}}100% 15
III IV Nightmare Ghost Status 0000 100}}100% 15
III IV Secret Power Normal Physical 07070 100}}100% 20
III IV Seismic Toss Fighting Physical 0000 100}}100% 20
III IV Shock Wave Electric Special 06060 00—}}—% 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 Mr. Mime
  • Italic indicates a move that gets STAB only when used by an evolution of Mr. Mime
  • Click on the generation numbers at the top to see transfer-only moves for other generations