• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

Mime Jr.

taken over from Infamy.

mimejr.gif



[OVERVIEW]

Mime Jr. has access to several stat-boosting moves such as Barrier, Calm Mind, and Nasty Plot, making it a versatile Baton Pass user. Mime Jr.'s ability Soundproof and its secondary Fairy typing give it an immunity to both Roar and Dragon Tail, which is very useful for teams that utilize Baton Pass chains. In addition to its stat-boosting moves, Mime Jr. also has access to other useful support moves such as Taunt, Encore, and Healing Wish. With Choice Scarf, Mime Jr. can take advantage of its good base Special Attack and Speed, Technician, and its access to Healing Wish to act as both a good revenge killer and a team supporter. Mime Jr.'s biggest flaw lies in its subpar bulk, especially physically, which limits its setup opportunities or, in the case of the Choice Scarf set, leaves it quite susceptible to being picked off by strong priority users.

[SET]
name: Baton Pass
move 1: Barrier
move 2: Calm Mind / Substitute
move 3: Taunt / Encore
move 4: Baton Pass
item: Berry Juice
ability: Soundproof
nature: Bold
evs: 196 HP / 236 Def / 36 SpD / 36 Spe

[SET COMMENTS]
Moves
========

Barrier boosts Mime Jr.'s Defense by two stages, allowing Mime Jr. to comfortably boost its stats against several Fighting-types as well as other physical attackers. Calm Mind boosts Mime Jr.'s Special Defense as well as its Special Attack, making it hard to KO in tandem with the Defense boosts from Barrier. If Mime Jr. has teammates that run Calm Mind, Substitute is a viable alternative to give Mime Jr. and its teammates a shield against critical hits, which is useful, as a single critical hit can bypass Mime Jr.'s defensive boosts and KO it. Substitute is also useful for blocking status moves and Clear Smog. Taunt turns many foes into setup fodder for Mime Jr., preventing them from using status moves or setting up entry hazards. It can also stop a potential Haze user. Encore is another method of turning foes into setup fodder by locking them into a setup move or a resisted hit, crippling numerous setup sweepers. Once Mime Jr. has boosted up sufficiently, pass the boosts to a teammate with Baton Pass. An attacking move can be used in one of the moveslots to prevent Mime Jr. from becoming complete Taunt bait. Psychic is a good choice, as it can OHKO Gastly, a common threat to Baton Pass teams.

Set Details
========

The EV spread and a Bold nature maximize Mime Jr.'s physical bulk, with the remaining EVs giving it an extra point in Special Defense and Speed. Berry Juice gives Mime Jr. a form of recovery, providing it with more opportunities to set up Barrier and Calm Mind. Eviolite could be used instead to give Mime Jr. higher initial bulk, but this leaves Mime Jr. with no form of recovery. Soundproof gives Mime Jr. an immunity to Roar, which is invaluable for Baton Pass teams.

Usage Tips
========

Mime Jr. is often a Baton Pass team's primary answer to opposing Roar and Dragon Tail users, so send Mime Jr. out if you suspect the foe will try disrupting your chain with one of these moves. Use Barrier against physical attackers before boosting with Calm Mind; this will maximize the number of times you can boost before passing to a teammate. Likewise, use Calm Mind against special attackers before boosting with Barrier. Taunt helps Mime Jr. set up against passive Pokemon. Ferroseed, for example, won't be able to use Thunder Wave on Mime Jr. or set up entry hazards after being Taunted. If running Encore, this will help Mime Jr. set up on opposing setup sweepers, Fighting-types such as Mienfoo by locking them into Drain Punch, and Stealth Rock setters. Be wary of potential Knock Off users, as they can remove Mime Jr.'s item, reducing its longevity as well as the number of times it can set up.

Team Options
========

Torchic can pass Speed boosts, as well as Defense and Attack boosts, and it is an excellent choice for Baton Pass teams in general. A Baton Pass recipient that can use Stored Power, such as Munna, Natu, or Woobat, pairs well with Mime Jr., as they can easily clean up teams with enough boosts. On top of this, they have reliable recovery, making them incredibly difficult to break through once Mime Jr. has passed them some Defense and Special Defense boosts.

[SET]
name: Choice Scarf
move 1: Psychic
move 2: Hidden Power Fighting
move 3: Healing Wish
move 4: Baton Pass / Trick
item: Choice Scarf
ability: Technician
nature: Timid
evs: 80 Def / 200 SpA / 200 Spe

[SET COMMENTS]
Moves
========

Psychic is Mime Jr.'s strongest reliable STAB move and its primary option for revenge killing foes such as Mienfoo, Timburr, and Gastly. Hidden Power Fighting provides coverage against Steel-types, most notably Pawniard, and it also receives a power boost from Technician. Healing Wish is an excellent utility option that allows Mime Jr. to restore one of its teammates to full health. Baton Pass allows Mime Jr. to maintain momentum against its common switch-ins early-game. Alternatively, Trick can be used to cripple switch-ins by giving them a Choice Scarf.

Set Details
========

The Speed investment alongside a Timid nature and a Choice Scarf allows Mime Jr. to hit 24 Speed, outpacing the unboosted metagame as well as some boosted threats such as +2 Tirtouga and +1 Scraggy. 200 Special Attack EVs boost the power of Mime Jr.'s attacks, and 80 Defense EVs allow Mime Jr. to tank priority moves more easily. Technician boosts the power of Hidden Power Fighting.

Usage Tips
========

Mime Jr. primarily functions as a revenge killer early- and mid-game. If Mime Jr.'s checks and counters are still present on the opposing team, use Baton Pass or Trick to regain momentum or cripple the foe as they switch in, respectively. Healing Wish should be used mid- or late-game to restore a weakened or statused teammate to full health and give it a second shot at sweeping.

Team Options
========

Mime Jr. has trouble getting around opposing Psychic-types, so a strong Dark-type such as Pawniard, Houndour, or Stunky can pair up well with Mime Jr. to take on these threats or even trap them with Pursuit. Honedge can also make for a good Pursuit trapper, as it is able to take on Abra more easily than Pawniard or Houndour can. If using Baton Pass on the set, VoltTurn users such as Chinchou, Mienfoo, and Larvesta can pair up well with Mime Jr. Entry hazard support from the likes of Dwebble, Ferroseed, and Venipede is also appreciated to help wear down the opposing team more quickly. Teammates that can check Fletchling, such as Archen, Chinchou, and Tirtouga, pair up well with Mime Jr., as it is easily forced out by Fletchling's strong priority Acrobatics. Chinchou makes for a great teammate, as it hard checks Fletchling and provides Volt Switch support to gain momentum for the team and bring Mime Jr. in safely. Gothita can trap and cripple or KO numerous special walls that Mime Jr. struggles with, which is especially helpful if Mime Jr. isn't running Trick itself. Numerous setup sweepers, such as Bulk Up Timburr, Swords Dance Fletchling, Dragon Dance Scraggy, Swords Dance Pawniard, and more, will appreciate Mime Jr.'s ability to restore them to full health with Healing Wish.

[STRATEGY COMMENTS]
Other Options
=============

Nasty Plot is another boosting option for the Baton Pass set, though Calm Mind is usually preferred for the Special Defense boosts. Mime Jr. can also run an offensive set with Nasty Plot and three attacks or Nasty Plot, two attacks, and Baton Pass. Magic Coat can be useful to bounce back entry hazards and status moves. Mime Jr. can make for a decent setter of Reflect and Light Screen, but this is usually done better by other Pokemon, namely Natu and Snivy. Shadow Ball hits Honedge and has great coverage alongside Hidden Power Fighting, but Mime Jr. often doesn't enjoy giving up a moveslot for it. Hidden Power Bug can be used over Hidden Power Fighting to provide coverage against Psychic-types such as Slowpoke while still retaining coverage against Dark-types, but it misses out on the super effective hit on Ferroseed and Pawniard.

Checks and Counters
===================

**Utility Moves**: Several utility moves such as Taunt, Encore, Knock Off, and Whirlwind can cause issues for Baton Pass Mime Jr. If Mime Jr. is Taunted before it can Taunt the foe, it won't be able to use any of its support moves, forcing it to switch out. Encore can potentially lock Mime Jr. into a boosting move. The opponent can then send in a Pokemon to take advantage of whichever defensive stat isn't being boosted and force Mime Jr. out. Knock Off hampers Mime Jr.'s longevity by removing its item, reducing the number of times that Mime Jr. can come in and boost. Finally, Whirlwind phazes Mime Jr. and breaks the team's Baton Pass chain.

**Poison-types**: Strong Poison-types such as Gastly and Skrelp are incredibly threatening to any set that lacks a Psychic-type STAB move, as they can hit Mime Jr. very hard with both of their STAB moves. However, these Pokemon will not be able to safely switch into Mime Jr.'s offensive sets. Stunky is also a notable Poison-type, as it is immune to Psychic thanks to its secondary Dark typing.

**Psychic-types**: Psychic-types, particularly Slowpoke, resist Choice Scarf Mime Jr.'s offensive coverage and can wear it down. However, they can find themselves setup fodder for Baton Pass Mime Jr.

**Bulky Ghost-types**: Ghost-types such as Pumpkaboo-XL and Honedge are immune to Hidden Power Fighting, aren't bothered too much by Psychic, and can threaten Mime Jr. with their STAB Ghost-type attacks. Honedge is particularly notable, as it resists Psychic and only fears the rare Shadow Ball.

**Bulky Pokemon**: Any Pokemon that is bulky enough to take a hit from Mime Jr. and then cripple it back with a status move, heal off the damage, or simply wear it down by attacking can make for a good answer to Mime Jr. A good example is Porygon, which can tank Mime Jr.'s Technician-boosted Hidden Power Fighting, threaten back with Thunder Wave or Tri Attack, and heal off the damage done with Recover. Defensive Pokemon will need to be wary of switching into Trick, however.
 
Last edited:
Overview
-----------
Mime Jr. is also ridiculous Taunt bait, but that shouldn't be an issue with the Speed Boosts it should already have gotten and its own Taunt

Set
-----
From back in the day when BP was bi, I played with it a bunch and always found that Mime Jr. did best with a Berry Juice and never really needed Eviolite as it was fast enough to start boosting on whatever in comes in on. I don't think Eviolite needs a main set slash, just an OO

Usage Tips
-------------
Mention Mime Jr.'s immunity to Roar and Dragon Tail here as well

Other Options
----------------
Psychic also prevents Mime from being total Taunt bait
Based on the convo either just really expand on the offensive set mention or it may need it's own actual set. Idk but for now just expand on it, talk about stuff like Healing Wish with it as you wouldn't want to use Healing Wish on BP

Checks and Counters
------------------------
Maybe add Whirlwind, as it's the only phazing move that can hit Mime

QC 3/4
 
Overview:
you mentioned only its subpar bulk, so be sure to add a mention for its good base speed and special attack.

Team Options:
when you talk about dark types, mention stunky and when you talk about pursuit trapping, add honedge even if it isn't a dark-type, it has still its niche dealing with abra better than pawn and houndour do.
Say that if you use Baton Pass, voltturn support is greatly appreciated. Entry hazards support from the likes of dwebble, ferroseed or venipede is appreciated as well. Don't forget to include checks to fletchling and to priority moves users in general. Say that chinchou is nice because provides to gain momentum and hardcheck fletchling. Mention gothita or other powerful wallbreakers which deal with bulky special walls (especially if you aren't running trick on Mime jr.)

OO:
Don't forget to add eviolite, as H&M said in his previous check. And just a minor nitpicking, when you talk about dual screens, mention the Pokemon which can set them up more effectively (Natu and Snivy I assume).

C&C
change "ghost types" to "bulky ghost-types" because gastly doesn't have those characteristics, and give a special mention to Honedge which resists/is immune to mime jr's stab moves.
Mention stunky among poison-types.
Add a category which contains bulky walls which can status mimejr. Say that they can wall mimejr, but must me wary of trick because they don't appreciate their eviolite being swapped.

Great job with the Choice Scarf set - even if you didn't try it out that much - and with this analysis in general. QC 4/4
 
Got it Tricking, thanks for the check. We decided earlier on to keep Eviolite mentioned in the Baton Pass set's Set Details but not slashed, that's why it wasn't in OO (I should've clarified that earlier after H&M's check though, my bad).

Ready for GP.
 
add/correct remove comments
[OVERVIEW]

Mime Jr. has access to several stat-boosting moves such as Barrier, Calm Mind, and Nasty Plot, making it a versatile Baton Pass user. Mime Jr.'s ability, Soundproof, and its secondary Fairy typing give it an immunity to both Roar and Dragon Tail, which is very useful for teams that utilize Baton Pass chains. In addition to its stat-boosting moves, Mime Jr. also has access to other useful support moves such as Taunt, Encore, and Healing Wish. With Choice Scarf, Mime Jr. can take advantage of its good base Special Attack and Speed stats, Technician, and its access to Healing Wish to act as both a good revenge killer and as a team supporter. Mime Jr.'s biggest flaw lies in its subpar bulk, especially on the physical side, which limits its setup opportunities, or in the case of the Choice Scarf set, leaves it quite susceptible to being picked off by strong priority users.

[SET]
name: Baton Pass
move 1: Barrier
move 2: Calm Mind / Substitute
move 3: Taunt / Encore
move 4: Baton Pass
item: Berry Juice
ability: Soundproof
nature: Bold
evs: 196 HP / 236 Def / 36 SpD / 36 Spe

[SET COMMENTS]
Moves
========

Barrier boosts Mime Jr.'s Defense by two stages, allowing Mime Jr. to comfortably boost its stats against several Fighting-types as well as other physical attackers. Calm Mind boosts Mime Jr.'s Special Defense as well as its Special Attack, making it hard to KO in tandem with the Defense boosts from Barrier. If Mime Jr. has teammates that run Calm Mind, Substitute is a viable alternative, as it gives Mime Jr. and its teammates a shield against critical hits, which is useful, [ac] as a single critical hit can bypass Mime Jr.'s defensive boosts and KO it. Substitute is also useful for blocking status moves and Clear Smog. Taunt turns many foes into setup fodder for Mime Jr., preventing them from using status moves or setting up entry hazards. It can also stop a potential Haze user. Encore is another method of turning foes into setup fodder by locking them into a setup move or a resisted hit, crippling numerous setup sweepers. Once Mime Jr. has boosted up sufficiently, pass the boosts to a teammate with Baton Pass. An attacking move can be used in one of the moveslots to prevent Mime Jr. from becoming complete Taunt bait. Psychic is a good example choice, [ac] as it can OHKO Gastly, a common threat to Baton Pass teams.

Set Details
========

The EV spread and a Bold nature maximize Mime Jr.'s physical bulk, with the remaining EVs giving it an extra point in Special Defense and Speed. Berry Juice gives Mime Jr. a form of recovery, providing Mime Jr. with more opportunities to set up Barrier and Calm Mind. Eviolite could be used instead to give Mime Jr. higher initial bulk, but this leaves Mime Jr. with no form of recovery. Soundproof gives Mime Jr. an immunity to Roar, which is invaluable for Baton Pass teams.

Usage Tips
========

Mime Jr. is often [add space] times a Baton Pass team's primary answer to opposing Roar and Dragon Tail users, so send Mime Jr. out if you suspect the foe will try disrupting your chain with one of these moves. Use Barrier against physical attackers before boosting with Calm Mind; this will maximize the number of times you can boost before passing to a teammate. Likewise, use Calm Mind against special attackers before boosting with Barrier. Taunt helps Mime Jr. set up against passive Pokemon. Ferroseed, for example, won't be able to use Thunder Wave on Mime Jr. or set up entry hazards after being Taunted. If running Encore, this will help Mime Jr. set up on opposing setup sweepers, Fighting-types such as Mienfoo by locking them into Drain Punch, and Stealth Rock setters. Be wary of potential Knock Off users, as they can remove Mime Jr.'s item, reducing its longevity as well as the number of times it can set up.

Team Options
========

Torchic can pass Speed boosts, as well as Defense and Attack boosts, and it is an excellent choice for Baton Pass teams in general. A Baton Pass recipient that can use Stored Power, such as Munna, Natu, or Woobat, pairs well with Mime Jr., as they can easily clean up teams with enough boosts. On top of this, they have reliable recovery, making them incredibly difficult to break through once Mime Jr. has passed them some Defense and Special Defense boosts.

[SET]
name: Choice Scarf
move 1: Psychic
move 2: Hidden Power Fighting
move 3: Healing Wish
move 4: Baton Pass / Trick
item: Choice Scarf
ability: Technician
nature: Timid
evs: 80 Def / 200 SpA / 200 Spe

[SET COMMENTS]
Moves
========

Psychic is Mime Jr.'s strongest reliable STAB move and its primary option for revenge killing foes such as Mienfoo, Timburr, and Gastly. Hidden Power Fighting provides coverage against Steel-types, most notably Pawniard, and it also receives a power boost from Technician. Healing Wish is an excellent utility option that allows Mime Jr. to restore one of its teammates to full health. Baton Pass allows Mime Jr. to maintain momentum against its common switch-ins early-game. Alternatively, Trick can be used to cripple switch-ins by giving them a Choice Scarf.

Set Details
========

The Speed investment alongside a Timid nature and a Choice Scarf allow Mime Jr. to hit 24 Speed, outpacing the unboosted metagame as well as some boosted threats such as +2 Tirtouga and +1 Scraggy. 200 SpA Special Attack EVs boost the power of Mime Jr.'s attacks, while and 80 Defense EVs allow Mime Jr. to tank priority moves more easily. Technician boosts the power of Hidden Power Fighting.

Usage Tips
========

Mime Jr. primarily functions as a revenge killer early- to mid-game. If Mime Jr.'s checks and counters are still present on the opposing team, use Baton Pass or Trick to regain momentum or cripple the foe as they switch in, respectively or Trick to cripple them as they switch in. Healing Wish should be used mid- to late-game to restore a weakened or statused teammate to full health and give it a second shot at sweeping.

Team Options
========

Mime Jr. has trouble getting around opposing Psychic-types, so a strong Dark-type such as Pawniard, Houndour, and Stunky can pair up well with Mime Jr. to take on these threats, or even trap them with Pursuit. Honedge can also make for a good Pursuit trapper, as it is able to take on Abra more easily than Pawniard or Houndour can. If using Baton Pass on the set, VoltTurn users such as Mienfoo, Larvesta, and Chinchou can pair up well with Mime Jr. Entry hazard support from the likes of Dwebble, Ferroseed, and Venipede is also appreciated to help wear down the opposing team more quickly. Teammates that can check Fletchling, such as Archen, Chinchou, and Tirtouga, pair up well with Mime Jr., as it is easily forced out by Fletchling's strong priority Acrobatics. Chinchou makes for a great teammate, as it hard checks Fletchling and provides Volt Switch support to gain momentum for the team and bring Mime Jr. in safely. Gothita can trap and cripple or KO numerous special walls that Mime Jr. struggles with, which is especially helpful if Mime Jr. isn't running Trick itself. Numerous setup sweepers, such as Bulk Up Timburr, Swords Dance Fletchling, Dragon Dance Scraggy, Swords Dance Pawniard, and more will appreciate Mime Jr.'s ability to restore them to full health with Healing Wish.

[STRATEGY COMMENTS]
Other Options
=============

Nasty Plot is another boosting option for the Baton Pass set, though Calm Mind is usually preferred for the Special Defense boosts. Mime Jr. can also run an offensive set with Nasty Plot + 3 Attacks or Nasty Plot + 2 Attacks + Baton Pass. Magic Coat can be useful to bounce back entry hazards and status moves. Mime Jr. can make for a decent setter of Reflect and Light Screen, but this is usually done better by other Pokemon, namely Natu and Snivy. Shadow Ball hits Honedge and has great coverage alongside Hidden Power Fighting, but Mime Jr. often doesn't enjoy giving up a moveslot for it. Hidden Power Bug can be used over Hidden Power Fighting to provide coverage against Psychic-types such as Slowpoke while still retaining coverage against Dark-types, but it misses out on the super effective hit on Ferroseed and Pawniard.

Checks and Counters
===================

**Utility Moves**: Several utility moves such as Taunt, Encore, Knock Off, and Whirlwind can cause issues for Baton Pass Mime Jr. If Mime Jr. is Taunted before it can Taunt the opponent foe, it won't be able to use any of its support moves, forcing it to switch out. Encore can potentially lock Mime Jr. into a boosting move. The opponent can then send in a Pokemon to take advantage of whichever defensive stat isn't being boosted and force Mime Jr. out. Knock Off reduces Mime Jr.'s longevity by removing its item, reducing the number of times that Mime Jr. can come in and boost. Finally, Whirlwind phazes Mime Jr. and breaks the team's Baton Pass chain.

**Poison-types**: Strong Poison-types such as Gastly and Skrelp are incredibly threatening to any set that lacks a Psychic-type STAB move, as they can hit Mime Jr. very hard with both of its their STAB moves. However, these Pokemon will not be able to safely switch into Mime Jr.'s offensive sets. Stunky is also a notable Poison-type, as it is immune to Psychic thanks to its secondary Dark typing.

**Psychic-types**: Psychic-types, particularly Slowpoke, resist Choice Scarf Mime Jr.'s offensive coverage and can wear it down. However, they can find themselves setup fodder for Baton Pass Mime Jr.

**Bulky Ghost-types**: Ghost-types such as Pumpkaboo-XL and Honedge are immune to Hidden Power Fighting, [ac] and aren't bothered too much by Psychic, and can threaten Mime Jr. with their STAB Ghost-type attacks. Honedge is particularly notable, [ac] as it resists Psychic and, [rc] only fearing fears the rare Shadow Ball.

**Bulky Pokemon**: Any Pokemon that is bulky enough to take a hit from Mime Jr. and then cripple back with a status move, heal off the damage, or simply wear it down by attacking can make for a good answer to Mime Jr. A good example is Porygon, which can tank Mime Jr.'s Technician-boosted Hidden Power Fighting, threaten back with Thunder Wave or Tri Attack, and heal off the damage done with Recover. Defensive Pokemon will need to be wary of switching into Trick, however.
1/2
 
Last edited:
GP 2/2
add remove comment

[OVERVIEW]

Mime Jr. has access to several stat-boosting moves such as Barrier, Calm Mind, and Nasty Plot, making it a versatile Baton Pass user. Mime Jr.'s ability, (RC) Soundproof, (RC) and its secondary Fairy typing give it an immunity to both Roar and Dragon Tail, which is very useful for teams that utilize Baton Pass chains. In addition to its stat-boosting moves, Mime Jr. also has access to other useful support moves such as Taunt, Encore, and Healing Wish. With Choice Scarf, Mime Jr. can take advantage of its good base Special Attack and Speed stats, Technician, and its access to Healing Wish to act as both a good revenge killer and as a team supporter. Mime Jr.'s biggest flaw lies in its subpar bulk, especially physically on the physical side, which limits its setup opportunities, (RC) or, (AC) in the case of the Choice Scarf set, leaves it quite susceptible to being picked off by strong priority users.

[SET]
name: Baton Pass
move 1: Barrier
move 2: Calm Mind / Substitute
move 3: Taunt / Encore
move 4: Baton Pass
item: Berry Juice
ability: Soundproof
nature: Bold
evs: 196 HP / 236 Def / 36 SpD / 36 Spe

[SET COMMENTS]
Moves
========

Barrier boosts Mime Jr.'s Defense by two stages, allowing Mime Jr. to comfortably boost its stats against several Fighting-types as well as other physical attackers. Calm Mind boosts Mime Jr.'s Special Defense as well as its Special Attack, making it hard to KO in tandem with the Defense boosts from Barrier. If Mime Jr. has teammates that run Calm Mind, Substitute is a viable alternative, as it gives to give (nothing wrong here but it felt very comma-full) Mime Jr. and its teammates a shield against critical hits, which is useful, as a single critical hit can bypass Mime Jr.'s defensive boosts and KO it. Substitute is also useful for blocking status moves and Clear Smog. Taunt turns many foes into setup fodder for Mime Jr., preventing them from using status moves or setting up entry hazards. It can also stop a potential Haze user. Encore is another method of turning foes into setup fodder by locking them into a setup move or a resisted hit, crippling numerous setup sweepers. Once Mime Jr. has boosted up sufficiently, pass the boosts to a teammate with Baton Pass. An attacking move can be used in one of the moveslots to prevent Mime Jr. from becoming complete Taunt bait. Psychic is a good choice, as it can OHKO Gastly, a common threat to Baton Pass teams.

Set Details
========

The EV spread and a Bold nature maximize Mime Jr.'s physical bulk, with the remaining EVs giving it an extra point in Special Defense and Speed. Berry Juice gives Mime Jr. a form of recovery, providing Mime Jr. it with more opportunities to set up Barrier and Calm Mind. Eviolite could be used instead to give Mime Jr. higher initial bulk, but this leaves Mime Jr. with no form of recovery. Soundproof gives Mime Jr. an immunity to Roar, which is invaluable for Baton Pass teams.

Usage Tips
========

Mime Jr. is often times a Baton Pass team's primary answer to opposing Roar and Dragon Tail users, so send Mime Jr. out if you suspect the foe will try disrupting your chain with one of these moves. Use Barrier against physical attackers before boosting with Calm Mind; this will maximize the number of times you can boost before passing to a teammate. Likewise, use Calm Mind against special attackers before boosting with Barrier. Taunt helps Mime Jr. set up against passive Pokemon. Ferroseed, for example, won't be able to use Thunder Wave on Mime Jr. or set up entry hazards after being Taunted. If running Encore, this will help Mime Jr. set up on opposing setup sweepers, Fighting-types such as Mienfoo by locking them into Drain Punch, and Stealth Rock setters. Be wary of potential Knock Off users, as they can remove Mime Jr.'s item, reducing its longevity as well as the number of times it can set up.

Team Options
========

Torchic can pass Speed boosts, as well as Defense and Attack boosts, and it is an excellent choice for Baton Pass teams in general. A Baton Pass recipient that can use Stored Power, such as Munna, Natu, or Woobat, pairs well with Mime Jr., as they can easily clean up teams with enough boosts. On top of this, they have reliable recovery, making them incredibly difficult to break through once Mime Jr. has passed them some Defense and Special Defense boosts.

[SET]
name: Choice Scarf
move 1: Psychic
move 2: Hidden Power Fighting
move 3: Healing Wish
move 4: Baton Pass / Trick
item: Choice Scarf
ability: Technician
nature: Timid
evs: 80 Def / 200 SpA / 200 Spe

[SET COMMENTS]
Moves
========

Psychic is Mime Jr.'s strongest reliable STAB move and its primary option for revenge killing foes such as Mienfoo, Timburr, and Gastly. Hidden Power Fighting provides coverage against Steel-types, most notably Pawniard, and it also receives a power boost from Technician. Healing Wish is an excellent utility option that allows Mime Jr. to restore one of its teammates to full health. Baton Pass allows Mime Jr. to maintain momentum against its common switch-ins early-game. Alternatively, Trick can be used to cripple switch-ins by giving them a Choice Scarf.

Set Details
========

The Speed investment alongside a Timid nature and a Choice Scarf allows Mime Jr. to hit 24 Speed, outpacing the unboosted metagame as well as some boosted threats such as +2 Tirtouga and +1 Scraggy. 200 Special Attack EVs boost the power of Mime Jr.'s attacks, and 80 Defense EVs allow Mime Jr. to tank priority moves more easily. Technician boosts the power of Hidden Power Fighting.

Usage Tips
========

Mime Jr. primarily functions as a revenge killer early- to and mid-game. If Mime Jr.'s checks and counters are still present on the opposing team, use Baton Pass or Trick to regain momentum or cripple the foe as they switch in, respectively. Healing Wish should be used mid- to or late-game to restore a weakened or statused teammate to full health and give it a second shot at sweeping.

Team Options
========

Mime Jr. has trouble getting around opposing Psychic-types, so a strong Dark-type such as Pawniard, Houndour, and or Stunky can pair up well with Mime Jr. to take on these threats, (RC) or even trap them with Pursuit. Honedge can also make for a good Pursuit trapper, as it is able to take on Abra more easily than Pawniard or Houndour can. If using Baton Pass on the set, VoltTurn users such as Chinchou, Mienfoo, and Larvesta, and Chinchou can pair up well with Mime Jr. Entry hazard support from the likes of Dwebble, Ferroseed, and Venipede is also appreciated to help wear down the opposing team more quickly. Teammates that can check Fletchling, such as Archen, Chinchou, and Tirtouga, pair up well with Mime Jr., as it is easily forced out by Fletchling's strong priority Acrobatics. Chinchou makes for a great teammate, as it hard checks Fletchling and provides Volt Switch support to gain momentum for the team and bring Mime Jr. in safely. Gothita can trap and cripple or KO numerous special walls that Mime Jr. struggles with, which is especially helpful if Mime Jr. isn't running Trick itself. Numerous setup sweepers, such as Bulk Up Timburr, Swords Dance Fletchling, Dragon Dance Scraggy, Swords Dance Pawniard, and more, (AC) will appreciate Mime Jr.'s ability to restore them to full health with Healing Wish.

[STRATEGY COMMENTS]
Other Options
=============

Nasty Plot is another boosting option for the Baton Pass set, though Calm Mind is usually preferred for the Special Defense boosts. Mime Jr. can also run an offensive set with Nasty Plot and three attacks + 3 Attacks or Nasty Plot, two attacks, and + 2 Attacks + Baton Pass. Magic Coat can be useful to bounce back entry hazards and status moves. Mime Jr. can make for a decent setter of Reflect and Light Screen, but this is usually done better by other Pokemon, namely Natu and Snivy. Shadow Ball hits Honedge and has great coverage alongside Hidden Power Fighting, but Mime Jr. often doesn't enjoy giving up a moveslot for it. Hidden Power Bug can be used over Hidden Power Fighting to provide coverage against Psychic-types such as Slowpoke while still retaining coverage against Dark-types, but it misses out on the super effective hit on Ferroseed and Pawniard.

Checks and Counters
===================

**Utility Moves**: Several utility moves such as Taunt, Encore, Knock Off, and Whirlwind can cause issues for Baton Pass Mime Jr. If Mime Jr. is Taunted before it can Taunt the foe, it won't be able to use any of its support moves, forcing it to switch out. Encore can potentially lock Mime Jr. into a boosting move. The opponent can then send in a Pokemon to take advantage of whichever defensive stat isn't being boosted and force Mime Jr. out. Knock Off reduces Mime Jr.'s longevity by removing its item, reducing (minor but you use "reduce" twice here, maybe change one) the number of times that Mime Jr. can come in and boost. Finally, Whirlwind phazes Mime Jr. and breaks the team's Baton Pass chain.

**Poison-types**: Strong Poison-types such as Gastly and Skrelp are incredibly threatening to any set that lacks a Psychic-type STAB move, as they can hit Mime Jr. very hard with both of their STAB moves. However, these Pokemon will not be able to safely switch into Mime Jr.'s offensive sets. Stunky is also a notable Poison-type, as it is immune to Psychic thanks to its secondary Dark typing.

**Psychic-types**: Psychic-types, particularly Slowpoke, resist Choice Scarf Mime Jr.'s offensive coverage and can wear it down. However, they can find themselves setup fodder for Baton Pass Mime Jr.

**Bulky Ghost-types**: Ghost-types such as Pumpkaboo-XL and Honedge are immune to Hidden Power Fighting, aren't bothered too much by Psychic, and can threaten Mime Jr. with their STAB Ghost-type attacks. Honedge is particularly notable, as it resists Psychic and only fears the rare Shadow Ball.

**Bulky Pokemon**: Any Pokemon that is bulky enough to take a hit from Mime Jr. and then cripple it back with a status move, heal off the damage, or simply wear it down by attacking can make for a good answer to Mime Jr. A good example is Porygon, which can tank Mime Jr.'s Technician-boosted Hidden Power Fighting, threaten back with Thunder Wave or Tri Attack, and heal off the damage done with Recover. Defensive Pokemon will need to be wary of switching into Trick, however.
 
Back
Top