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SynerDexOpen Team Builder
Pokemon Champions - Reg M-C / VGC 2026

Mr. Mime - Pokemon Champions

Stats, type matchups, abilities, learnset, current usage, and build context for Mr. Mime in Pokemon Champions.

PsychicFairyStage 1Gen 1
Tournament usageCheck team weaknesses
Mr. Mime

Base stats

HP
40
Atk
45
Def
65
SpA
100
SpD
120
Spe
90

Type matchups

2x weak to
PoisonGhostSteel
0.5x resists
Psychic
0.25x resists
Fighting
Immune to
Dragon

Current usage and builds

Moves

Wide Guard
status / Priority +3
67%
Fake Out
physical / 40 BP / 100% / Priority +3
55%
Dazzling Gleam
special / 80 BP / 100%
44%
Expanding Force
special / 80-120 BP / 100%
30%
Ally Switch
status / Priority +2
24%
Psychic
special / 90 BP / 100%
20%
Quick Guard
status / Priority +3
19%
Protect
status / Priority +4
18%

Items

Focus Sash
If holder's HP is full, will survive an attack that would KO it with 1 HP. Single use.
22%
Sitrus Berry
Restores 1/4 max HP when at 1/2 max HP or less. Single use.
21%
Leftovers
At the end of every turn, holder restores 1/16 of its max HP.
6%
Light Clay
Holder's use of Aurora Veil, Light Screen, or Reflect lasts 8 turns instead of 5.
6%
Bright Powder
The accuracy of attacks against the holder is 0.9x.
5%
Rocky Helmet
If holder is hit by a contact move, the attacker loses 1/6 of its max HP.
4%
Choice Scarf
Holder's Speed is 1.5x, but it can only select the first move it executes.
3%
Psychic Seed
If the terrain is Psychic Terrain, raises holder's Sp. Def by 1 stage. Single use.
3%

Abilities

Soundproof
This Pokemon is immune to sound-based moves, unless it used the move.
56%
Filter
This Pokemon receives 3/4 damage from supereffective attacks.
37%
Technician
This Pokemon's moves of 60 power or less have 1.5x power, including Struggle.
7%

Spreads

Timid
HP 32 / Atk 0 / Def 32 / SpA 0 / SpD 2 / Spe 0
18%
Bold
HP 2 / Atk 0 / Def 0 / SpA 32 / SpD 0 / Spe 32
14%
Bold
HP 32 / Atk 0 / Def 32 / SpA 0 / SpD 2 / Spe 0
18%
Timid
HP 2 / Atk 0 / Def 0 / SpA 32 / SpD 0 / Spe 32
14%

Learnset

Ally Switch

Psychic - status / Priority +2

status

User and ally swap positions; using again can fail.

Attract

Normal - status / 100%

status

A target of the opposite gender gets infatuated.

Baton Pass

Normal - status

status

User switches, passing stat changes and more.

Body Slam

Normal - physical / 85 BP / 100%

physical

30% chance to paralyze the target.

Brick Break

Fighting - physical / 75 BP / 100%

physical

Destroys screens, unless the target is immune.

Calm Mind

Psychic - status

status

Raises the user's Sp. Atk and Sp. Def by 1.

Charge Beam

Electric - special / 50 BP / 90%

special

70% chance to raise the user's Sp. Atk by 1.

Charm

Fairy - status / 100%

status

Lowers the target's Attack by 2.

Confuse Ray

Ghost - status / 100%

status

Confuses the target.

Copycat

Normal - status

status

Uses the last move used in the battle.

Dazzling Gleam

Fairy - special / 80 BP / 100%

special

No additional effect. Hits adjacent foes.

Drain Punch

Fighting - physical / 75 BP / 100%

physical

User recovers 50% of the damage dealt.

Encore

Normal - status / 100%

status

Target repeats its last move for its next 3 turns.

Endure

Normal - status / Priority +4

status

User survives attacks this turn with at least 1 HP.

Energy Ball

Grass - special / 90 BP / 100%

special

10% chance to lower the target's Sp. Def by 1.

Expanding Force

Psychic - special / 80-120 BP / 100%

special

User on Psychic Terrain: 1.5x power, hits foes.

Facade

Normal - physical / 70-140 BP / 100%

physical

Power doubles if user is burn/poison/paralyzed.

Fake Out

Normal - physical / 40 BP / 100% / Priority +3

physical

Hits first. First turn out only. 100% flinch chance.

Fire Punch

Fire - physical / 75 BP / 100%

physical

10% chance to burn the target.

Fling

Dark - physical / 10-130 BP / 100%

physical

Flings the user's item at the target. Power varies.

Focus Blast

Fighting - special / 120 BP / 70%

special

10% chance to lower the target's Sp. Def by 1.

Foul Play

Dark - physical / 95 BP / 100%

physical

Uses target's Attack stat in damage calculation.

Future Sight

Psychic - special / 120 BP / 100%

special

Hits two turns after being used.

Giga Impact

Normal - physical / 150 BP / 90%

physical

User cannot move next turn.

Grass Knot

Grass - special / 20-120 BP / 100%

special

More power the heavier the target.

Guard Swap

Psychic - status

status

Swaps Defense and Sp. Def changes with target.

Helping Hand

Normal - status / Priority +5

status

One adjacent ally's move power is 1.5x this turn.

Hyper Beam

Normal - special / 150 BP / 90%

special

User cannot move next turn.

Hypnosis

Psychic - status / 60%

status

Causes the target to fall asleep.

Ice Punch

Ice - physical / 75 BP / 100%

physical

10% chance to freeze the target.

Icy Wind

Ice - special / 55 BP / 95%

special

100% chance to lower the foe(s) Speed by 1.

Iron Defense

Steel - status

status

Raises the user's Defense by 2.

Light Screen

Psychic - status

status

For 5 turns, special damage to allies is halved.

Magic Room

Psychic - status

status

For 5 turns, all held items have no effect.

Mega Kick

Normal - physical / 120 BP / 75%

physical

No additional effect.

Misty Terrain

Fairy - status

status

5 turns. Can't status,-Dragon power vs grounded.

Mystical Fire

Fire - special / 75 BP / 100%

special

100% chance to lower the target's Sp. Atk by 1.

Nasty Plot

Dark - status

status

Raises the user's Sp. Atk by 2.

Payback

Dark - physical / 50 BP / 100%

physical

Power doubles if the user moves after the target.

Power Split

Psychic - status

status

Averages Attack and Sp. Atk stats with target.

Power Swap

Psychic - status

status

Swaps Attack and Sp. Atk stat stages with target.

Protect

Normal - status / Priority +4

status

Prevents moves from affecting the user this turn.

Psychic

Psychic - special / 90 BP / 100%

special

10% chance to lower the target's Sp. Def by 1.

Psychic Terrain

Psychic - status

status

5 turns. Grounded: +Psychic power, priority-safe.

Psyshock

Psychic - special / 80 BP / 100%

special

Damages target based on Defense, not Sp. Def.

Quick Guard

Fighting - status / Priority +3

status

Protects allies from priority attacks this turn.

Rain Dance

Water - status

status

For 5 turns, heavy rain powers Water moves.

Recycle

Normal - status

status

Restores the item the user last used.

Reflect

Psychic - status

status

For 5 turns, physical damage to allies is halved.

Rest

Psychic - status

status

User sleeps 2 turns and restores HP and status.

Role Play

Psychic - status

status

User replaces its Ability with the target's.

Round

Normal - special / 60 BP / 100%

special

Power doubles if others used Round this turn.

Safeguard

Normal - status

status

For 5 turns, protects user's party from status.

Shadow Ball

Ghost - special / 80 BP / 100%

special

20% chance to lower the target's Sp. Def by 1.

Skill Swap

Psychic - status

status

The user and the target trade Abilities.

Sleep Talk

Normal - status

status

User must be asleep. Uses another known move.

Snore

Normal - special / 50 BP / 100%

special

User must be asleep. 30% chance to flinch target.

Solar Beam

Grass - special / 60-120 BP / 100%

special

Charges turn 1. Hits turn 2. No charge in sunlight.

Stored Power

Psychic - special / 20-860 BP / 100%

special

+ 20 power for each of the user's stat boosts.

Substitute

Normal - status

status

User takes 1/4 its max HP to put in a substitute.

Sucker Punch

Dark - physical / 70 BP / 100% / Priority +1

physical

Usually goes first. Fails if target is not attacking.

Sunny Day

Fire - status

status

For 5 turns, intense sunlight powers Fire moves.

Taunt

Dark - status / 100%

status

Target can't use status moves its next 3 turns.

Teeter Dance

Normal - status / 100%

status

Confuses adjacent Pokemon.

Thief

Dark - physical / 60 BP / 100%

physical

If the user has no item, it steals the target's.

Thunder

Electric - special / 110 BP / 70%

special

30% chance to paralyze. Can't miss in rain.

Thunder Punch

Electric - physical / 75 BP / 100%

physical

10% chance to paralyze the target.

Thunder Wave

Electric - status / 90%

status

Paralyzes the target.

Thunderbolt

Electric - special / 90 BP / 100%

special

10% chance to paralyze the target.

Tickle

Normal - status / 100%

status

Lowers the target's Attack and Defense by 1.

Torment

Dark - status / 100%

status

Target can't select the same move twice in a row.

Trick

Psychic - status / 100%

status

User switches its held item with the target's.

Trick Room

Psychic - status / Priority -7

status

Goes last. For 5 turns, turn order is reversed.

Uproar

Normal - special / 90 BP / 100%

special

Lasts 3 turns. Active Pokemon cannot fall asleep.

Wide Guard

Rock - status / Priority +3

status

Protects allies from multi-target moves this turn.

Wonder Room

Psychic - status

status

For 5 turns, all Defense and Sp. Def stats switch.

Zen Headbutt

Psychic - physical / 80 BP / 90%

physical

20% chance to make the target flinch.

Abilities

Soundproof

This Pokemon is immune to sound-based moves, unless it used the move.

Filter

This Pokemon receives 3/4 damage from supereffective attacks.

Technician

This Pokemon's moves of 60 power or less have 1.5x power, including Struggle.

Mechanics

Speed Control

Trick Room affects turn order.

Fake Out

Fake Out appears in top usage moves.

Priority

Ally Switch has positive priority.

Forms and items

Mr. MimePsychic / FairyOpen

Questions

What is Mr. Mime weak to in Pokemon Champions?

Mr. Mime is weak to Poison, Ghost, Steel based on its Psychic / Fairy typing.

What are Mr. Mime's base stats?

Mr. Mime's base stats are HP 40, Atk 45, Def 65, SpA 100, SpD 120, Spe 90.

What are common moves for Mr. Mime?

Common Mr. Mime moves include Wide Guard, Fake Out, Dazzling Gleam, Expanding Force in current Reg M-C usage.

Is Mr. Mime good in the current regulation?

Mr. Mime has current Reg M-C usage data in PokeSynergy, with its most common moves, abilities, items, and spreads listed here.