[overview]
**Draft Order**: Round 5 onwards
**Price Range**: 7-8 points
**Overview**: On paper, it can be easy to write Mimikyu off as being a bit weak; it's not inspiring much fear with its reliance on setup, wimpy Ghost-type STAB in Shadow Claw, minimal coverage options, and mediocre stat spread. But peek under those rags and you'll see that Mimikyu is capable of much more than its scribbled smile would suggest, for it's in possession of one of the most potent abilities in the game: Disguise. With this busted ability alone, Mimikyu makes for an imposing stopgap capable of countering any foe it chooses. Few would-be threats can avoid having their fates sealed by Mimikyu's item shenanigans, counter-setup, and deceptively deep selection of status moves like Will-O-Wisp, Curse, Trick, and Destiny Bond. Even if your team has every threat covered defensively, Mimikyu isn't one to be ignored: that "mediocre" base Attack isn't so bad when it's got a near-unresisted STAB combination and a free Swords Dance opportunity every game. Indeed, all these positive traits make this cutesy cloth-of-tricks one of the most terrifying spinblockers and disruptors on the draft board, and even though Mimikyu can't ignore its weaknesses forever, it's never leaving a match without doing some damage—be it physical or mental!
[strategy comments]
Common Roles
========
**Disruptor**: Mimikyu's colorful movepool paired with the reliability offered by Disguise makes it a disruptor worth fearing. Spreading status with Will-O-Wisp and Thunder Wave, stalling out unfortunate foes with Curse and Pain Split, or having the last laugh with Destiny Bond? Mimikyu's got it all covered. The Disguise shenanigans don't end at its movepool either: Mimikyu can be even more of a nightmare with the right item, forcing out any setup sweeper with Red Card, generating free momentum with Eject Button, or taking walls out of commission with Choice Scarf and Trick.
**Setup Sweeper**: With Disguise, Mimikyu is capable of getting multiple turns of setup to raise its average Attack to truly threatening levels. Once that's done, it can use its STAB combination resisted by next to nothing—often paired with the decent coverage of Drain Punch or Wood Hammer—to make for quite the capable late-game sweeper.
Common Moves
========
**Primary STAB Moves**: Shadow Claw, Shadow Sneak, Phantom Force, Play Rough
**Setup Moves**: Swords Dance, Bulk Up, Trailblaze
**Utility Moves**: Trick, Will-O-Wisp, Thunder Wave, Curse, Destiny Bond, Pain Split, Taunt, Substitute, Light Screen
**Coverage**: Drain Punch, Leech Life, Wood Hammer
Niche Moves
========
**Trick Room**: Without the fear of taking much damage, Mimikyu can set off uncontested Trick Rooms, catching faster foes off guard and potentially catching slower foes into a belated Destiny Bond.
**Night Shade**: Although a bit weaker than Curse, Night Shade lets Mimikyu deal consistent contactless damage without needing to use a nailgun.
**Charm**: Though Will-O-Wisp is generally preferred, Charm allows Mimikyu to lower the damage of Fire-types and foes already affected by status.
**Endure**: All of Mimikyu's disruptive shenanigans get a lot more dangerous when Endure + Custap Berry is added to the mix. Mimikyu can play more aggressively, use Endure when it's in danger, and follow up with any number of nasty options.
Common Items
========
**Red Card**: Mimikyu can stop any set-up setup sweeper dead in its tracks with a Red Card, forcing the foe out while taking minimal damage in return thanks to Disguise.
**Eject Button**: Mimikyu can switch into almost any hit, take next to nothing from it, and switch to any ally with an Eject Button.
**Life Orb**: Life Orb brings Mimikyu's damage output to much more fearsome levels, while, thanks to Disguise and the commonly-run Drain Punch, Mimikyu is barely miffed by the recoil.
**Lum Berry**: Status spreaders only make themselves look like fools when facing a Lum Berry Mimikyu—rather than stopping its sweep, they'll just be offering it additional turns of setup!
Niche Items
========
**Custap Berry**: Paired with Endure, Mimikyu can play aggressively and still guarantee a first strike, stopping its setup when it pleases.
**Mental Herb**: Taunt and Encore are powerful tools against Mimikyu when it's beginning to set up, but with Mental Herb, that power is back in Mimikyu's claws.
**Choice Scarf**: Not only does Choice Scarf allow Mimikyu to spread damage and status faster than ever, but it also allows it to further invalidate walls with Trick.
**Rocky Helmet**: Pivots are in for a rough time dealing with Mimikyu's sweet new helmet. It can ensure at least two Rocky Helmet activations thanks to Disguise and potentially garner even more with Pain Split.
**Air Balloon**: Just when Garchomp and Great Tusk think they've figured it out, this cloth ghost shows up with four immunities, switching in on their Earthquakes and setting up with Disguise still intact.
**Ability Shield**: Ability Shield allows Mimikyu to fight unimpeded against Mold Breaker users and other ability-ignoring foes.
**Lagging Tail / Iron Ball / Sticky Barb / Ring Target**: In games where status isn't as optimal, Mimikyu can instead kneecap foes by giving them any of these items with Trick.
Tera
========
A flawless design such a Mimikyu doesn't need Terastallization to succeed. Not only does it start with one of the best dual typings in the game, but since it is often used disposably, switching into attacks or damaging itself with Curse and Destiny Bond, giving it access to Tera over others can be a bit of a waste. Still, if you do decide to make it a Tera Captain, consider Tera Ghost for a stronger no-contact STAB move in Tera Blast or Tera Fighting and Grass to boost its common coverage moves. For a bit more coverage, look no further than Tera Steel, Electric, and Fire to give Mimikyu a Steel resistance and an immunity to a pesky status condition.
Draft Strategy
========
Mimikyu pairs best with offensive and hyper offense teams looking for an affordable spinblocker that can hold its own. While it's a perfectly fine cleaner by itself, it's drafted for its three immunities and Disguise disruption just as much as its offensive potential.
**Entry Hazard and Dual Screens Setters**: Most foes aren't too keen on giving Mimikyu both a free switch in and a free turn, and they'll be wary of using Rapid Spin, Defog, or Brick Break until Mimikyu is no more. A good entry hazard stacker like Glimmora or a good dual screens setter like Rotom-W allows Mimikyu to exert this spinblocking pressure to its fullest!
**Knock Off**: As with any spinblocker, Mimikyu's ability to keep entry hazards up means Knock Off users like Krookodile get a lot more bang for their buck when removing a foe's Heavy-Duty Boots. Even simply removing a Rocky Helmet or Lum Berry from the foe can take a lot off Mimikyu's plate.
**Steel-type Counters**: Mimikyu can nonsense its way through any Steel-type, but with a teammate like Quaquaval or Iron Moth on its side, that won't always be necessary! Not only can those counters use the Steel-types Mimikyu lures in to their advantage, but in doing so, they grant Mimikyu the freedom to play more offensively when it wants to.
**Pivots**: Whether it's Infernape or Iron Bundle, any decent pivot can greatly reduce the number of guessing games Mimikyu might play to keep its Disguise intact. And though not as common on more offensive teams, slow, bulky pivots like Empoleon and Galarian Slowking can soak up status for it as well.
Checks and Counters
========
**Status**: With burn halving its damage output, paralysis making it much easier to revenge kill, and Toxic putting this already-frail Pokemon on a timer, it should come as no surprise that Mimikyu despises status of any kind!
**Mold Breaker Users and Multi-hit Attackers**: Mold Breaker users like Haxorus and sweepers with multi-hit moves such as Torterra threaten to undermine Disguise in its entirety; with a bit of setup, they can OHKO even a healthy Mimikyu due to its poor bulk.
**Disruption**: Whether it's sweeping or stalling, Mimikyu is very reliant on status moves to get its jobs done, and a well-timed Taunt, Encore, or Roar can turn that fact against it. If Mimikyu is forced out after Disguise has been busted, it doesn't get a second chance at a free turn, making it much easier to deal with.
**Adverse Contact Effects**: All of Mimikyu's usual damaging moves make contact, leaving offensive sets at the mercy of foes with negative contact effects like Moltres and Rocky Helmet users like Corviknight.
[credits]
Written by:
https://www.smogon.com/forums/members/big-pharma.657717/
Quality checked by:
https://www.smogon.com/forums/members/scribble.356084/
https://www.smogon.com/forums/members/thinkingsceptile.556309/
https://www.smogon.com/forums/members/techno.527276/
Grammar checked by:
https://www.smogon.com/forums/members/solarbeam.470115/
**Draft Order**: Round 5 onwards
**Price Range**: 7-8 points
**Overview**: On paper, it can be easy to write Mimikyu off as being a bit weak; it's not inspiring much fear with its reliance on setup, wimpy Ghost-type STAB in Shadow Claw, minimal coverage options, and mediocre stat spread. But peek under those rags and you'll see that Mimikyu is capable of much more than its scribbled smile would suggest, for it's in possession of one of the most potent abilities in the game: Disguise. With this busted ability alone, Mimikyu makes for an imposing stopgap capable of countering any foe it chooses. Few would-be threats can avoid having their fates sealed by Mimikyu's item shenanigans, counter-setup, and deceptively deep selection of status moves like Will-O-Wisp, Curse, Trick, and Destiny Bond. Even if your team has every threat covered defensively, Mimikyu isn't one to be ignored: that "mediocre" base Attack isn't so bad when it's got a near-unresisted STAB combination and a free Swords Dance opportunity every game. Indeed, all these positive traits make this cutesy cloth-of-tricks one of the most terrifying spinblockers and disruptors on the draft board, and even though Mimikyu can't ignore its weaknesses forever, it's never leaving a match without doing some damage—be it physical or mental!
[strategy comments]
Common Roles
========
**Disruptor**: Mimikyu's colorful movepool paired with the reliability offered by Disguise makes it a disruptor worth fearing. Spreading status with Will-O-Wisp and Thunder Wave, stalling out unfortunate foes with Curse and Pain Split, or having the last laugh with Destiny Bond? Mimikyu's got it all covered. The Disguise shenanigans don't end at its movepool either: Mimikyu can be even more of a nightmare with the right item, forcing out any setup sweeper with Red Card, generating free momentum with Eject Button, or taking walls out of commission with Choice Scarf and Trick.
**Setup Sweeper**: With Disguise, Mimikyu is capable of getting multiple turns of setup to raise its average Attack to truly threatening levels. Once that's done, it can use its STAB combination resisted by next to nothing—often paired with the decent coverage of Drain Punch or Wood Hammer—to make for quite the capable late-game sweeper.
Common Moves
========
**Primary STAB Moves**: Shadow Claw, Shadow Sneak, Phantom Force, Play Rough
**Setup Moves**: Swords Dance, Bulk Up, Trailblaze
**Utility Moves**: Trick, Will-O-Wisp, Thunder Wave, Curse, Destiny Bond, Pain Split, Taunt, Substitute, Light Screen
**Coverage**: Drain Punch, Leech Life, Wood Hammer
Niche Moves
========
**Trick Room**: Without the fear of taking much damage, Mimikyu can set off uncontested Trick Rooms, catching faster foes off guard and potentially catching slower foes into a belated Destiny Bond.
**Night Shade**: Although a bit weaker than Curse, Night Shade lets Mimikyu deal consistent contactless damage without needing to use a nailgun.
**Charm**: Though Will-O-Wisp is generally preferred, Charm allows Mimikyu to lower the damage of Fire-types and foes already affected by status.
**Endure**: All of Mimikyu's disruptive shenanigans get a lot more dangerous when Endure + Custap Berry is added to the mix. Mimikyu can play more aggressively, use Endure when it's in danger, and follow up with any number of nasty options.
Common Items
========
**Red Card**: Mimikyu can stop any set-up setup sweeper dead in its tracks with a Red Card, forcing the foe out while taking minimal damage in return thanks to Disguise.
**Eject Button**: Mimikyu can switch into almost any hit, take next to nothing from it, and switch to any ally with an Eject Button.
**Life Orb**: Life Orb brings Mimikyu's damage output to much more fearsome levels, while, thanks to Disguise and the commonly-run Drain Punch, Mimikyu is barely miffed by the recoil.
**Lum Berry**: Status spreaders only make themselves look like fools when facing a Lum Berry Mimikyu—rather than stopping its sweep, they'll just be offering it additional turns of setup!
Niche Items
========
**Custap Berry**: Paired with Endure, Mimikyu can play aggressively and still guarantee a first strike, stopping its setup when it pleases.
**Mental Herb**: Taunt and Encore are powerful tools against Mimikyu when it's beginning to set up, but with Mental Herb, that power is back in Mimikyu's claws.
**Choice Scarf**: Not only does Choice Scarf allow Mimikyu to spread damage and status faster than ever, but it also allows it to further invalidate walls with Trick.
**Rocky Helmet**: Pivots are in for a rough time dealing with Mimikyu's sweet new helmet. It can ensure at least two Rocky Helmet activations thanks to Disguise and potentially garner even more with Pain Split.
**Air Balloon**: Just when Garchomp and Great Tusk think they've figured it out, this cloth ghost shows up with four immunities, switching in on their Earthquakes and setting up with Disguise still intact.
**Ability Shield**: Ability Shield allows Mimikyu to fight unimpeded against Mold Breaker users and other ability-ignoring foes.
**Lagging Tail / Iron Ball / Sticky Barb / Ring Target**: In games where status isn't as optimal, Mimikyu can instead kneecap foes by giving them any of these items with Trick.
Tera
========
A flawless design such a Mimikyu doesn't need Terastallization to succeed. Not only does it start with one of the best dual typings in the game, but since it is often used disposably, switching into attacks or damaging itself with Curse and Destiny Bond, giving it access to Tera over others can be a bit of a waste. Still, if you do decide to make it a Tera Captain, consider Tera Ghost for a stronger no-contact STAB move in Tera Blast or Tera Fighting and Grass to boost its common coverage moves. For a bit more coverage, look no further than Tera Steel, Electric, and Fire to give Mimikyu a Steel resistance and an immunity to a pesky status condition.
Draft Strategy
========
Mimikyu pairs best with offensive and hyper offense teams looking for an affordable spinblocker that can hold its own. While it's a perfectly fine cleaner by itself, it's drafted for its three immunities and Disguise disruption just as much as its offensive potential.
**Entry Hazard and Dual Screens Setters**: Most foes aren't too keen on giving Mimikyu both a free switch in and a free turn, and they'll be wary of using Rapid Spin, Defog, or Brick Break until Mimikyu is no more. A good entry hazard stacker like Glimmora or a good dual screens setter like Rotom-W allows Mimikyu to exert this spinblocking pressure to its fullest!
**Knock Off**: As with any spinblocker, Mimikyu's ability to keep entry hazards up means Knock Off users like Krookodile get a lot more bang for their buck when removing a foe's Heavy-Duty Boots. Even simply removing a Rocky Helmet or Lum Berry from the foe can take a lot off Mimikyu's plate.
**Steel-type Counters**: Mimikyu can nonsense its way through any Steel-type, but with a teammate like Quaquaval or Iron Moth on its side, that won't always be necessary! Not only can those counters use the Steel-types Mimikyu lures in to their advantage, but in doing so, they grant Mimikyu the freedom to play more offensively when it wants to.
**Pivots**: Whether it's Infernape or Iron Bundle, any decent pivot can greatly reduce the number of guessing games Mimikyu might play to keep its Disguise intact. And though not as common on more offensive teams, slow, bulky pivots like Empoleon and Galarian Slowking can soak up status for it as well.
Checks and Counters
========
**Status**: With burn halving its damage output, paralysis making it much easier to revenge kill, and Toxic putting this already-frail Pokemon on a timer, it should come as no surprise that Mimikyu despises status of any kind!
**Mold Breaker Users and Multi-hit Attackers**: Mold Breaker users like Haxorus and sweepers with multi-hit moves such as Torterra threaten to undermine Disguise in its entirety; with a bit of setup, they can OHKO even a healthy Mimikyu due to its poor bulk.
**Disruption**: Whether it's sweeping or stalling, Mimikyu is very reliant on status moves to get its jobs done, and a well-timed Taunt, Encore, or Roar can turn that fact against it. If Mimikyu is forced out after Disguise has been busted, it doesn't get a second chance at a free turn, making it much easier to deal with.
**Adverse Contact Effects**: All of Mimikyu's usual damaging moves make contact, leaving offensive sets at the mercy of foes with negative contact effects like Moltres and Rocky Helmet users like Corviknight.
[credits]
Written by:
https://www.smogon.com/forums/members/big-pharma.657717/
Quality checked by:
https://www.smogon.com/forums/members/scribble.356084/
https://www.smogon.com/forums/members/thinkingsceptile.556309/
https://www.smogon.com/forums/members/techno.527276/
Grammar checked by:
https://www.smogon.com/forums/members/solarbeam.470115/
Last edited: