Name: Mr. Mime Type: Psychic Abilities: Soundproof: Pokemon is unaffected by sound moves such as bug buzz and growl Filter: Damage caused by super-effective moves is halved Dream World: Technician: Moves with a base power of 60 or less raise 1.5X Stats: HP: 40 Att: 45 Def: 65 SpA: 100 SpD: 120 Spe: 90 Code: Level Up 1. Magical Leaf 1. Fast Guard 1. Wide Guard 1. Power Swap 1. Guard Swap 1. Barrier 1. Confusion 4. Copy Cat 8. Meditate 11. Encore 15. Doubleslap 18. Mimic 22. Light Screen 22. Reflect 25. Psybeam 29. Substitute 32. Recycle 36. Trick 39. Psychic 43. Role Play 46. Baton Pass 50. Safeguard TM/HMs TM03 Psycho Shock TM04 Calm Mind TM06 Toxic TM10 Hidden Power TM11 Sunny Day TM12 Taunt TM15 Hyper Beam TM16 Light Screen TM17 Protect TM18 Rain Dance TM19 Telekinesis TM20 Safeguard TM21 Frustration TM22 Solarbeam TM24 Thunderbolt TM25 Thunder TM27 Return TM29 Psychic TM30 Shadow Ball TM31 Brick Break TM32 Double Team TM33 Reflect TM40 Aerial Ace TM41 Torment TM42 Facade TM44 Rest TM45 Attract TM46 Thief TM48 Sing A Round TM52 Focus Blast TM53 Energy Ball TM56 Fling TM57 Charge Beam TM66 Payback TM68 Giga Impact TM70 Flash TM73 Thunder Wave TM77 Psych Up TM85 Dream Eater TM86 Grass Knot TM87 Swagger TM90 Substitute TM92 Trick Room Egg Moves and Pre Evo Future Sight Hypnosis Fake Out Trick Confuse Ray Wake-up Slap Teeter Dance Nasty Plot Power Share Magic Room Icy Wind Tickle Healing Wish Charm Hmmmm oh Mr. Mime, your funny looks and strange movepool have always been an interesting one to keep an eye on. Mr. Mime has never really been that big a contender in any generation, due to his dismal HP, and the amount of psychics avaliable. Last gen, he differentiated himself by being one of the few baton passers of NP (also sporting the ability to stop roar). But now, baton passers that he used to eclipse like venomoth and volbeat gained new toys that make them favorable to plain ol' nasty plot. So what did Mime get this gen to help differentiat himself? Well like most psychics it seems, he got a new and useful ablity technician. Lets see how this can be to his benefit. The Sweeping Mime Mr. Mime @ Life Orb 252 Spe / 252 SpA / 4 HP Timid Technician Nasty Plot / Charge Beam Psycho Shock / Psychic Icy Wind / Magical Leaf HP Fire (60) / Thunderbolt / Substitute / Baton Pass Hmmm, this set will be somewhat difficult to pull off, but it has a few tools to make it work. While his HP is worse than cloysters, his SpD is still pretty high, so you can normally switch in on a weaker special attacker to start this set up. Nasty plot is a quick and easy way to double your already decent special attack. Charge beam is a decent option though, as it comes at a respectable 75 base power after technician, and can get you a few boosts. Psychic and Psycho shock are the obligatory stab options, With the rest providing decent coverage. Icy wind has a nice 82.5 power, and provides a pseudo bolt-beam combo if used with charge beam. It also has the added bonus of slowing down possibly faster switch in's, maybe giving you the advantage to k/o with the appropriate move. Magical leaf hammers most bulky waters. HP fire is a nice move to hit steels, but thunderbolt provides better coverage if you opted for nasty plot. Sub and baton pass are self explanatory. When your slow you gotta wear.... Mr. Mime @ Choice Scarf 252 Spe / 252 SpA / 4 HP Timid / Modest Technician Trick Psycho Shock / Psychic Shadow Ball / Thunderbolt Magical Leaf / Icy Wind / HP Fire / HP Fighting Mr. Mime isn't exactly slow... but he is outsped by a whole lot of things... so a choice scarf can really benefit him. One of the main points for this set, is that Mr. Mime is one of the few psychics that is able to retain trick with his dream world ability. Generally, Alakazam will do this job better than Mr. Mime, but due to technician, Mr. Mime does get slightly better coverage than scarf-zam. The moves are pretty self explanatory so I won't go into detail on them. Triples Support!!! Mr. Mime @ Leftovers / Light Clay 252 HP / 252 Spe / 4 Def Timid / Calm Filter Safeguard / Wide Guard / Reflect Teeter Dance / Fast Guard / Light Screen Helping Hand Taunt / Psychic Woo-ee, now this is where Mr. Mime really starts to shine. His support movepool for doubles / triples is amazing. First, fast guard and wide guard is excellent for letting your teammates set up, blocking priority and damage. Safeguard + teeter dance is an interesting strategy if you can survive to pull it off. Safeguard protects your team from status, and teeter dance will confuse their entire side, which means you have a very good chance of at least 1 guy one the opponents team not getting to attack. Reflect and light screen are decent options as well (I mean he's a mime, its just what you expect him to do). Helping hand lets him boost his opponents moves, and taunt stops other things from setting up on you. If you find your being taunted yourself, then psychic is a perfectly reasonable next solution. Filter is chosen to help him survive some super effective attacks, though soundproof can help in certain situations (for example, give one of your teammates perish song). EV's can be shifted into the defenses instead of speed, if you want a bulky-ish Mr.Mime. Overall, he makes an excellent support option for triples. So thats Mr. Mime. Don't ask me to post a baton pass set, because as I already said, its not as useful as it used to be, and you already know how it works anyways so go check the 4th gen analysis on it. Any other sets you can think of would be wonderful. I doubt Mr. Mime will be making leaps and bounds into OU this gen, but I think he'll still be able to hold his own in the lower tiers. His biggest problem, is having to square up with other pure frail fast psychics like espeon and Alakazam.