Mr. Mime

Soundproof
Unaffected by sound moves.
Filter
Reduces damage from super effective hits by 1/4.
Type Tier
Psychic UU
Statistics
Min- Min Max Max+
HP
40
- 221 284 -
Atk
45
113 126 189 207
Def
65
149 166 229 251
SpA
100
212 236 299 328
SpD
120
248 276 339 372
Spe
90
194 216 279 306
Name Item Ability Nature

Calm Mind Passer

Leftovers Soundproof Calm
Moveset EVs
~ Calm Mind
~ Baton Pass
~ Substitute / Encore / Barrier
~ Psychic / Thunderbolt / Charge Beam / Energy Ball
252 HP / 40 SpD / 216 Spe

I'll tell you this right now: if it wasn't for Mr. Mime's scary behavior and looks, anyone on the receiving end of its Baton Pass would consider himself blessed. Mr. Mime is pretty darn swift and immune to Roar, can harm the most common Hazers and pseudo-Hazers in standard (Skarmory, Suicune, Weezing, Vaporeon, and Swampert), and possesses several useful Baton Passable moves.

This one focuses on Calm Mind. The third move is to ease your set-up or to make it richer. Substitute is good for protecting Mr. Mime against status and critical hits, while Encore is really good if you're using this "humanshape" in a Baton Pass chain as you can lock opponents into a set-up move (preferably when the opponent is trapped) and Barrier covers Mr. Mime's infamous 166 cardboard Defense.

Of course, a Pokémon as offensive (in every sense of the word) as Mr. Mime can't afford not to attack. As I mentioned before, he has the ability to hurt every sort of Hazer in standard (though he is an UU Pokémon). Psychic will be for Weezing (and Haze Muk in UU if you ever see that). Thunderbolt and Charge Beam help against Suicune, Vaporeon, and Skarmory; Thunderbolt is more reliable, but Charge Beam gives you a chance for more Special Attack. Use Energy Ball against all Waters and Grounds, including Swampert. Pick depending on your team.

This set may look a little messy, but Mr. Mime is one of these "pick your poison" Pokémon.

Name Item Ability Nature

This Choice is Quite Tricky!

Choice Specs / Choice Scarf Filter Timid
Moveset EVs
~ Psychic
~ Thunderbolt
~ Shadow Ball / Energy Ball
~ Trick
136 HP / 252 SpA / 120 Spe

Use this in UU play only, because there's a certain other humanshape Pokémon with retarded Defense but way better Special Attack and Speed to pull this off (Alakazam). Use the boosts from your Choice item as well as your insane versatility to catch opponents off-guard, and Trick an unsuspecting counter when you're done. If you receive a Choice Band or something you can tag that to someone else as well. Choice Scarf is less risky to Trick as it can't boost something dangerous, but Choice Specs on a physical attacker is just hilarious. Filter is here because there's no use in preventing Roar with this set.

Name Item Ability Nature

Tricking Baton Passer

Choice Specs / Choice Scarf Soundproof Calm
Moveset EVs
~ Trick
~ Baton Pass
~ Psychic / Substitute
~ Calm Mind
252 HP / 40 SpD / 216 Spe

A blend of the above sets. Trick makes it easier to get in that precious Calm Mind or Substitute, especially if you trapped your opponent beforehand (if you're using a Baton Pass chain with Smeargle or Umbreon). Encore might be a little more free if you prefer that, but you don't have to keep using Trick. To each his own. You can still use any of these pretty attacks listed in the first set.

Name Item Nature

Parafusion

Leftovers Calm
Moveset EVs
~ Thunder Wave
~ Teeter Dance
~ Substitute
~ Psychic / Baton Pass
252 HP / 40 SpD / 216 Spe

What's more annoying than not being able to attack five-eighths of the time? That's right, not being able to attack five-eighths of the time while Mr. Mime is setting up a Substitute to pass to something that does have enough moveslots left to leave an impact. You can obviously use Psychic if you think Mr. Mime can stand up on his own, but there's quite a few things resistant or immune to Psychic and he really needs some STAB. You can exchange Substitute for Barrier or Calm Mind obviously. Both traits work here: Dark Pulse and Shadow Ball are less deadly with Filter, but Soundproof prevents Roarers from having your fun.

Name Item Nature

Hypnosis

Leftovers Timid
Moveset EVs
~ Hypnosis
~ Substitute / Calm Mind
~ Baton Pass
~ Psychic
252 HP / 4 SpD / 252 Spe

This set provides 70% chance to hit with Hypnosis and therefore get in at least one Substitute or Calm Mind before your opponent places his foot, hand, paw, or teeth in Mr. Mime's neck. Sounds good to me. For the rest this is quite obvious. Beware of Early Bird Houndoom and Kangaskhan, and Sleep Talk.

Other Options

Reflect and Light Screen support the team without having to risk a Baton Pass. Focus Blast hurts Steels, Tyranitar, Weavile and Blissey, so it might be an attractive option in standard. Taunt prevents things from erasing your stat boosts and messing with your status, just make sure they can't break all of Mr. Mime's bones the turn after. Torment is funny with Trick as it forces opponents to Struggle every other turn, and that is going to hurt in D/P with the 25% of max HP recoil. Psych Up is there if you're too lazy to set up yourself and wait for something else. If you can find a Suicune with a few Calm Minds, you're in luck. Snatch takes some guts and usually won't pay off, you should stick to Psych Up or Mr. Mime's own stat-uppers. Grass Knot will usually do more damage in standard than Energy Ball because several things that are weak to it are heavy (Milotic, Tyranitar, Rhyperior).

EVs

Mr. Mime has a very poor HP stat, so make sure to max out HP EVs first. From there, you should worry about Mr. Mime's Speed—either max or 270 Speed is appropriate. Some Special Defense helps because even with max HP and Calm Mind, some extra coverage helps. Defense isn't going to help you much unless you're using Barrier. Special Attack should be worried about if you're planning on using Mr. Mime to assault opponents (like with the first Trick set). Oh boy, that sounds wrong.

Opinion

If you're willing to get over Mr. Mime's Michael Jackson appearance and his crummy HP and Defense, he can be quite potent. He's a fast Baton Passer with a buttload of options and Soundproof, so if he manages to set up something you can be in the money already. And Mr. Mime can set himself up thanks to Trick, Hypnosis, Encore and many other goodies. His Tricking Psychic brethren Alakazam, Grumpig and especially Baton Passing Hypno do outclass some of his options, so make sure to use his assets well.

Counters

To counter a Pokémon, one must nullify the task he's doing. Unfortunately for anyone who is trying to counter Mr. Mime, he tends to be far away the moment you choose to attack him thanks to Baton Pass. Even the broken D/P Pursuit can't do double damage on him if he's passing the baton. However, any physical attack on his unprotected defense is going to cripple him, especially Megahorn, Crunch and such. Being faster than Mr. Mime helps a lot if he doesn't have someone else Speed-passing to him. But then again, you have to watch out for these nasty Tricking, Thunder Waving and Barrier-ing Mr. Mimes (not all at once). Offensive Mr. Mimes are more than taken care of by Tyranitar, Houndoom and Weavile. Blissey too, if she's not getting Tricked.