Draft Mimikyu

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[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.


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[overview]
**Draft Order**: Late round Round 5 onwards

**Price Range**: 8-9 7-8 points

**Overview**: On paper, it's easy to write Mimikyu off as being a bit weak; it's not inspiring much fear with reliance on the wimpy Shadow Claw, minimal coverage options, and a stat spread that would've been considered lackluster even back in Gen 3. But peek under those rags and you'll see that Mimikyu is capable of much more than its cutesy look would suggest, for it's in possession of one of the most potent ability abilities in the game: Disguise. With the incredible Ghost / Fairy typing and a free turn to do whatever it wants, Mimikyu avoids the fate set by its low BST, playing a unique role as a spinblocker, setup sweeper, and disruptive bag-of-tricks. Indeed, Mimikyu's offensive sets won't seem so mediocre when it's getting a free Swords Dance every match, and its bulk will look much better after it's burned half the enemy team without resistance! And that's just scratching the surface; tap into its three immunities and delightfully disruptive pool of moves such as Curse, Pain Split, and Destiny Bond, and Mimikyu can be pure nightmare fuel for those who fight it. Even though Mimikyu can't ignore its poor stat spread forever, you can trust that it's never leaving a match without doing some damage, be it physical or mental!


[strategy comments]
Common Roles
========
**Disruptor**: Stopping setup with Red Card, spreading painful Will-O-Wisps and Thunder Waves, Tricking its checks out of commission, or having the last laugh with Curse and Destiny Bond? Mimikyu can do it all, and your opponent has to prep for all of this. With the free turn offered by Disguise and the extra longevity offered by Pain Split, there's no limit to what havoc Mimikyu can wreak!
Mimikyu's too frail for Pain Split to get a mention in this set

**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, Mimikyu can uses STAB combo resisted by next to none - often paired with nasty left hook in Drain Punch or Wood Hammer - to make for quite the capable cleaner.

**Curse Stallbreaker**: Mimikyu's mediocre attack gives it a rough matchup against bulkier foes, but what bulkier foes might not realize is that they're fighting the best Curse user in the game. Disguise lets Mimikyu get a guaranteed Curse off against any foe for consistent high damage, while keeping itself difficult to kill with Pain Split, Drain Punch, and Substitute. Thanks to its decent Speed and lower HP, Mimikyu can often perform several Curses in a single match, but even just one or two can be the nail in the coffin for those unprepared.
Too niche to be mentioned as its own set. You can maybe throw a sentence about Curse in the Disruptor set though


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, Night Shade, Taunt, Substitute, Light Screen

**Coverage**: Drain Punch, Leech Life, Tera Blast, Wood Hammer
QC2 might put it back and that's fine but I haven't been putting Tera Blast in coverage for things we don't recommend as a Tera Captain


Niche Moves
========
**Trick Room**: Mimikyu can set off uncontested Trick Rooms to catch faster opponents off-guard and potentially catch slower foes in a Destiny Bond loop!
Move to Utility; I think this is common enough/doesn't need extra explanation

**Hex**: Mimikyu's Special Attack might not be very high, but thanks to its Ghost typing and reliability as a status spreader, it can use Hex to deal massive damage to physical walls without needing to sacrifice its own HP.

**Charm**: Though Will-O-Wisp is generally preferred, Charm allows Mimikyu to lower the damage of Fire-types and other burn-immunes.

**Rain Dance / Sunny Day**: Similar to Trick Room, since Mimikyu isn't getting OHKO'd any time soon, it can set up weather for its teammates without question.

**Endure**: For Custap Berry shenanigans. Mimikyu's got a lot of disruption options and it being able to switch in with Disguise for free and then Endure the next turn lets it pull it off better than most mons. It's kind of like Red Card but you can use your Mimikyu earlier if you want to.


Common Items
========
**Red Card**: A sweeper? That's cute. Mimikyu can stop any set-up setup sweeper dead in their tracks with a Red Card, forcing the foe out while taking minimal damage in return thanks to Disguise.

**Damage-boosting items Life Orb**: Items such as Life Orb, Pixie Plate, and Spell Tag boost Mimikyu's damage output to much higher levels.
Mimikyu is only ever running Life Orb since it doesn't care about its HP due to Disguise. Reword this to just focus on Life Orb

**Lum Berry**: Status spreaders like Rotom-Wash and Galarian Weezing will only be making themselves look like fools when facing a Lum Berry Mimikyu - rather than stopping its sweep, they'll only be offering it additional turns of setup!


Niche Items
========
**Mental Herb**: Taunt and Encore are powerful tools when Mimikyu is beginning to set up, but with Mental Herb, that power is back in Mimikyu's claws.
You can keep the mention of helping Mimikyu SD, but you should definitely mention Mental Herb + Trick Room to guarantee it goes off alongside Disguise first, since I feel that's the main use case for Mental Herb.

**Sitrus Berry**: Sitrus Berry keeps Mimikyu out of harm's way even without Pain Split, and is especially useful when Curse is in discussion.
I respect how hard you're trying to sell bulky Curse Pain Split Mimikyu but it just isn't happening unfortunately

**Resistance Berries**: With a resistance berry, Mimikyu can tank hits from specific threats while sweeping, or bait in particular attackers and ruin their day.
These are pretty redundant with Disguise, and Mimikyu seriously lacks damage output without Life Orb even with an SD boost.

**Choice Scarf**: Not only does Choice Scarf allow Mimikyu to spread injury 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, especially when it's invested in bulk, keeping itself healthy with Pain Split, or threatening to take them down with it via Destiny Bond.
You can keep Helmet, but you should change this description to focus on Disguise guaranteeing Mimikyu two Helmet procs (assuming the attack makes contact). Mimikyu just doesn't have the staying power and Pain Split isn't reliable recovery

**Lagging Tail / Iron Ball / Sticky Barb / Ring Target**: In games where status isn't as optimal, Mimikyu can instead kneecap foes by tricking them any of these items.

**Ability Shield**: Ability Shield allows Mimikyu to fight unimpeded against Mold Breakers and other ability-ignorant foes.

**Air Balloon**: useful vs some mons like Chomp and Tusk, letting it switch in on an unexpected Ground immunity and then still having Disguise for the next turn. Can also add that it makes it have 4 immunities

**Custap Berry**: quick description just to reiterate the point from Endure earlier


Tera
========
Mimikyu is perfect just the way it is, and shouldn't change a thing about it. It doesn't need Terastallization either; not only does Mimikyu start with one of the best typings in the game, but since it will often play a bit more "disposably" to stop specific threats or damage itself with Curse and Destiny Bond, giving it 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. And for a bit more creative flair, look no further than Tera Steel, Electric, and Fire to give Mimikyu a Steel resist and an immunity to some pesky statuses!


Draft Strategy
========
Mimikyu pairs best with offensive and hyper-offensive teams looking for an affordable spinblocker that can hold its own. While Mimikyu is a perfectly fine cleaner, its cleaning sets alone aren't why it costs eight points - only by making use of its three immunities and disruptive utility in tandem with its offensive pressure will you see Mimikyu's max value!

**Hazard and Screen Setters**: Most foes aren't too keen on giving Mimikyu two free turns of setup, and its presence will make them wary of clicking Rapid Spin, Defog, or Brick Break. A good hazard stacker like Glimmora or a good screen setter like Bronzong will allow Mimikyu to exert this pressure to its fullest!

**Knock Off Support**: As with any spinblocker, Mimikyu's ability to keep 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 opponent can take a lot off Mimikyu's plate.

**Win Conditions**: As a cheaper pick, Mimikyu shouldn't be expected to win games by itself, and its utility sets often shine brightest when they're paving the way for others. Any solid win condition, be it Salamence or Sneasler, will find closing up shop much easier after Mimikyu has burned and cursed half the enemy team.
This is too generic because every draft needs win conditions, so we could put this section in every mon's draft.

**Steel-type Counters**: Mimikyu can nonsense its way through any Steel-type, but with someone 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.

**Slow Pivots**: Slow, bulky pivots like Empoleon and Galarian Slowking can get Mimikyu in without busting its disguise, and since many slow pivots aren't concerned about status, they can soak up burns and poisons for it as well.


Checks and Counters
========
**Status**: With burn halving its damage output, paralysis making it much easier to revenge, and Toxic putting this already-frail Pokemon on a timer, it should come as no surprise that Mimikyu despises status of any kind!

**Faster Attackers and Priority**: Once Disguise is out of the way, Mimikyu's low defense means faster foes like Meowscarada and priority attackers like Scizor won't have too much trouble pressuring it out or pinching it off - assuming they're not in Shadow Sneak range.
I think this is a bit generic and since it's reliant on Disguise being popped we don't need to include it

**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 busted, it doesn't get a second chance at the "free turn" thing, 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.

**Mold Breakers and Multi-hit Attackers**: Mold Breakers 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!
Move this above Disruption/Contact effects. Multihit moves are pretty common for Mimikyu at least on mons that have them

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Written by:
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Quality checked by:
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https://www.smogon.com/forums/members/user3.300000
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QC 1/2
 
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[overview]
**Draft Order**: Round 5 onwards

**Price Range**: 7-8 points

**Overview**: On paper, it's easy to write Mimikyu off as being a bit weak; it's not inspiring much fear with reliance on the wimpy Shadow Claw, minimal coverage options, and a stat spread that would've been considered lackluster even back in Gen 3. 476 BST is not low enough for this embellishment. But peek under those rags and you'll see that Mimikyu is capable of much more than its cutesy look would suggest, for it's in possession of one of the most potent abilities in the game: Disguise. With the incredible Ghost / Fairy typing and a free (there's an asterisk here, mold breaker and multi hit moves can bypass disguise) turn to do whatever it wants, Mimikyu avoids the fate set by its low BST, playing a unique role as a spinblocker, setup sweeper, and disruptive bag-of-tricks. Indeed, Mimikyu's offensive sets won't seem so mediocre when it's getting a free Swords Dance every match, and its bulk will look much better after it's burned half the enemy team without resistance! And that's just scratching the surface; tap into its three immunities and delightfully disruptive pool of moves such as Curse, Pain Split, and Destiny Bond, and Mimikyu can be pure nightmare fuel for those who fight it. Even though Mimikyu can't ignore its poor stats forever, you can trust that it's never leaving a match without doing some damage, be it physical or mental!


[strategy comments]
Common Roles
========
**Disruptor**: Stopping setup with Red Card, spreading painful Will-O-Wisps and Thunder Waves, Tricking its checks out of commission, or having the last laugh with Destiny Bond? Maybe they'll stall with Curse and Pain Split, or set up Trick Room for allies? These are all things your opponent now has to prep for - with the free turn offered by Disguise, there's no limit to what havoc Mimikyu can wreak!

**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, Mimikyu can use its STAB combo resisted by next to none - often paired with a nasty left hook in Drain Punch or Wood Hammer - to make for quite the capable cleaner. so it a "setup sweeper" or a "cleaner"?


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, Night Shade, Taunt, Substitute, Light Screen, Trick Room

**Coverage**: Drain Punch, Leech Life it's not running leech life bro it hits darks with pr, psychics with shadow claw, niche at best, Wood Hammer


Niche Moves
========
**Hex**: Mimikyu's Special Attack might not be very high, but thanks to its Ghost typing and reliability as a status spreader, it can use Hex to deal massive damage to physical walls without needing to sacrifice its own HP. maybe leech life here

**Charm**: Though Will-O-Wisp is generally preferred, Charm allows Mimikyu to lower the damage of Fire-types and other burn-immunes.

**Rain Dance / Sunny Day**: Similar to Trick Room, since Mimikyu isn't getting OHKO'd any time soon, it can set up weather for its teammates without question.

**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, Endure when it's in danger, and follow up with any number of nasty options.


Common Items
========
**Red Card**: A sweeper? That's cute. Mimikyu can stop any set-up setup sweeper dead in their tracks with a Red Card, forcing the foe out while taking minimal damage in return thanks to Disguise.

**Life Orb**: Life Orb brings Mimikyu's DPS to much more fearsome levels, while, thanks to Disguise and the commonly-run Drain Punch, it's barely miffed by the recoil.

**Lum Berry**: Status spreaders like Rotom-Wash and Galarian Weezing will only be making themselves look like fools when facing a Lum Berry Mimikyu - rather than stopping its sweep, they'll only be offering it additional turns of setup! i've seen more custap than lum but i wouldn't demand a change, though custap should definitely be higher up, higher than choice scarf at least.


Niche Items
========
**Mental Herb**: Taunt and Encore are powerful tools when Mimikyu is beginning to set up, but with Mental Herb, that power is back in Mimikyu's claws. This also allows Mimikyu to set up Trick Room with even more guarantee than usual.

**Choice Scarf**: Not only does Choice Scarf allow Mimikyu to spread injury 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 helmet procs thanks to Disguise, and potentially garner even more with Pain Split.

**Lagging Tail / Iron Ball / Sticky Barb / Ring Target**: In games where status isn't as optimal, Mimikyu can instead kneecap foes by tricking them any of these items.

**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 Earthquake and setting up with Disguise still intact!

**Custap Berry**: Paired with Endure, Mimikyu can play aggro and still guarantee a first strike to end setup when it pleases.

**Ability Shield**: Ability Shield allows Mimikyu to fight unimpeded against Mold Breakers and other ability-ignorant foes. this should be higher up too, since mold breaker is one of the main ways to stop mimikyu disruption


Tera
========
Mimikyu is perfect just the way it is, and shouldn't change a thing about it. It Mimikyu doesn't need Terastallization either; not only does Mimikyu start with one of the best typings in the game, but since it will often play a bit more "disposably" to stop specific threats or damage itself with Curse and Destiny Bond, giving it 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 creative flair, look no further than Tera Steel, Electric, and Fire to give Mimikyu a Steel resist and an immunity to some pesky statuses!


Draft Strategy
========
Mimikyu pairs best with offensive and hyper-offensive teams looking for an affordable spinblocker that can hold its own. While Mimikyu is a perfectly fine cleaner, its cleaning sets alone aren't why it costs eight points - only by making use of its three immunities and disruptive utility in tandem with its offensive pressure will you see Mimikyu's max value!

**Hazard and Screen Setters**: Most foes aren't too keen on giving Mimikyu two free turns of setup, and its presence will make them wary of clicking Rapid Spin, Defog, or Brick Break. While it's true that hazards and screens are often present in HO archetypes and that's where Mimikyu belongs I feel like they do not exist for the sake of Mimikyu. Nobody will Rapid Spin or Brick Break in front of a Mimikyu so I don't understand how it would be "two turns of setup". I would consider rewriting this entirely. A good hazard stacker like Glimmora or a good screen setter like Bronzong please don't sell inexperienced players a Bronzong will allow Mimikyu to exert this pressure to its fullest!

**Knock Off Support**: As with any spinblocker, Mimikyu's ability to keep 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 opponent can take a lot off Mimikyu's plate.

**Steel-type Counters**: Mimikyu can nonsense its way through any Steel-type, but with someone 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.

**Slow Pivots**: Slow, bulky pivots like Empoleon and Galarian Slowking can get Mimikyu in without busting its disguise, and since many slow pivots aren't concerned about status, they can soak up burns and poisons for it as well. If a team has slow pivots, they probably aren't for Mimikyu. In the overview for this you said it belongs on HO builds so if you want to defend this then highlight something there (which is why I'm not recommending an outright delete)


Checks and Counters
========
mention hazards here in some way since that's a means to damage Mimikyu pre-Disguise bust.
**Status**: With burn halving its damage output, paralysis making it much easier to revenge, and Toxic putting this already-frail Pokemon on a timer, it should come as no surprise that Mimikyu despises status of any kind!

**Mold Breakers and Multi-hit Attackers**: Mold Breakers 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 busted, it doesn't get a second chance at the "free turn" thing, 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/user3.300000
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Add Remove Comments
checking over scep; credit us both
not gonna stamp for qc2 yet as this needs a lot of changes; make them and I'll take another look. Feel free to reword anything I changed, but if it's just unnecessary filler then I'm gonna remove it again

AMQC by me
remove add comment
[overview]
**Draft Order**: Round 5 onwards

**Price Range**: 7-8 points

**Overview**: On paper, it's easy to write Mimikyu off as being a bit weak; it's not inspiring much fear with reliance on the wimpy Shadow Claw and minimal coverage options, and a stat spread that would've been considered lackluster even back in Gen 3. 476 BST is not low enough for this embellishment. But peek under those rags and you'll see that Mimikyu is capable of much more than its cutesy look would suggest, for it's in possession of one of the most potent abilities in the game: Disguise. this is all filler With the incredible Ghost / Fairy typing and Disguise giving it a free (there's an asterisk here, mold breaker and multi hit moves can bypass disguise) turn to do whatever it wants, Mimikyu avoids the fate set by its low BST, playing it plays a unique role as a spinblocker, setup sweeper, and disruptive bag-of-tricks. Indeed, Mimikyu's offensive sets won't seem so mediocre when it's getting a free Swords Dance every match, and its bulk will look much better after it's burned half the enemy team without resistance! And that's just scratching the surface; tap into its three immunities and delightfully disruptive pool of moves such as Curse, Pain Split, and Destiny Bond, and Mimikyu can be pure nightmare fuel for those who fight it. Even though Mimikyu can't ignore its poor stats forever, you can trust that it's never leaving a match without doing some damage, be it physical or mental! it gets free opportunities to set up, and on the other hand, it can become an extremely effective disruptor with free opportunities to spread status or phaze out foes. However, since Mimikyu starts off pretty average, it can be easy for opponents to handle it via physically defensive Pokemon, multi-hit attacks, and their own disruption.


[strategy comments]
Common Roles
========
**Disruptor**: Stopping setup with Red Card, spreading painful Will-O-Wisps and Thunder Waves, Tricking its checks out of commission, or having the last laugh with Destiny Bond? Maybe they'll stall with Curse and Pain Split, or set up Trick Room for allies? These are all things your opponent now has to prep for - with the free turn offered by Disguise, there's no limit to what havoc Mimikyu can wreak! Mimikyu has lots of support and disruption options that it can reliably use thanks to Disguise. It can stop setup sweepers with Red Card, spread status with Will-O-Wisp and Thunder Wave, and shut foes down with 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, Mimikyu can use its STAB combo resisted by next to none - often paired with a nasty left hook in Drain Punch or Wood Hammer - to make for quite the capable cleaner 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, niche Destiny Bond, Pain Split, Night Shade, niche Taunt, Substitute, Light Screen, Trick Room niche, i know scribble said it isn't, but lets be real, this is singles so any mon using trick room other than stakataka should have it as niche

**Coverage**: Drain Punch, Leech Life, Wood Hammer


Niche Moves
========
**Hex**: Mimikyu's Special Attack might not be very high, but thanks to its Ghost typing and reliability as a status spreader, it can use Hex to deal massive damage to physical walls without needing to sacrifice its own HP.

**Charm**: Though Will-O-Wisp is generally preferred, Charm allows Mimikyu to lower the damage of Fire-types and other burn-immunes as well as foes that are already affected by other status conditions.

**Rain Dance / Sunny Day**: Similar to Trick Room, since Mimikyu isn't getting OHKO'd any time soon, it can set up weather for its teammates without question.

**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, Endure when it's in danger, and follow up with any number of nasty options.


Common Items
========
**Red Card**: A sweeper? That's cute. Mimikyu can stop any set-up setup sweeper dead in their tracks with a Red Card, forcing the foe out while taking minimal damage in return thanks to Disguise.

**Life Orb**: Life Orb brings Mimikyu's DPS to much more fearsome levels, while, thanks to Disguise and the commonly-run Drain Punch, it's barely miffed by the recoil.

**Lum Berry**: Status spreaders like Rotom-Wash and Galarian Weezing will only be making themselves look like fools when facing a Lum Berry Mimikyu - rather than stopping its sweep, they'll only be offering it additional turns of setup! i've seen more custap than lum but i wouldn't demand a change, though custap should definitely be higher up, higher than choice scarf at least.


Niche Items
========
**Mental Herb**: Taunt and Encore are powerful tools for opponents to use when Mimikyu is beginning to set up, but with Mental Herb, that power is back in Mimikyu's claws. This also allows Mimikyu to set up Trick Room with even more guarantee than usual.

**Choice Scarf**: Not only does Choice Scarf allow Mimikyu to spread injury 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 helmet procs thanks to Disguise, and potentially garner even more with Pain Split.

**Lagging Tail / Iron Ball / Sticky Barb / Ring Target**: In games where status isn't as optimal, Mimikyu can instead kneecap foes by tricking them any of these items.

**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 Earthquake and setting up with Disguise still intact!

**Custap Berry**: Paired with Endure, Mimikyu can play aggro and still guarantee a first strike to end setup when it pleases.

**Ability Shield**: Ability Shield allows Mimikyu to fight unimpeded against Mold Breakers and other ability-ignorant foes. this should be higher up too, since mold breaker is one of the main ways to stop mimikyu disruption


Tera
========
Mimikyu is perfect just the way it is, and shouldn't change a thing about it. It Mimikyu doesn't need benefit much from Terastallization either; not only does Mimikyu start with one of the best typings in the game, but since it will often play a bit more "disposably" to stop specific threats or damage itself with Curse and Destiny Bond, giving it 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 creative flair, look no further than Tera Steel, Electric, and Fire to give can also give Mimikyu a Steel resist and an immunity to some pesky statuses!


Draft Strategy
========
Mimikyu pairs best with offensive and hyper-offensive teams looking for an affordable spinblocker that can hold its own. While Mimikyu is a perfectly fine cleaner, its cleaning sets alone aren't why it costs eight points - only by making use of its three immunities and disruptive utility in tandem with its offensive pressure will you see Mimikyu's max gives it most of its value!

**Hazard and Screen Setters**: Most foes aren't too keen on giving Mimikyu two free turns of setup, and its presence will make them wary of clicking Rapid Spin, Defog, or Brick Break. While it's true that hazards and screens are often present in HO archetypes and that's where Mimikyu belongs I feel like they do not exist for the sake of Mimikyu. Nobody will Rapid Spin or Brick Break in front of a Mimikyu so I don't understand how it would be "two turns of setup". I would consider rewriting this entirely. A good hazard stacker like Glimmora or a good screen setter like and Great Tusk Bronzong please don't sell inexperienced players a Bronzong will allow Mimikyu to effectively spinblock and exert this offensive pressure to its fullest!

**Knock Off Support Users**: As with any spinblocker, Mimikyu's ability to keep 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 opponent can take a lot off Mimikyu's plate.

**Steel-type Counters**: Mimikyu can nonsense its way through any Steel-type, but with someone 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.

**Slow Pivots**: Slow, bulky pivots like Empoleon and Galarian Slowking can get Mimikyu in without busting its disguise, and since many slow pivots aren't concerned about status, they can soak up burns and poisons for it as well. If a team has slow pivots, they probably aren't for Mimikyu. In the overview for this you said it belongs on HO builds so if you want to defend this then highlight something there (which is why I'm not recommending an outright delete)


Checks and Counters
========
**Status**: With burn halving its damage output, paralysis making it much easier to revenge, and Toxic putting this already-frail Pokemon on a timer, it should come as no surprise that Mimikyu despises status of any kind!

**Mold Breakers and Multi-hit Attackers**: Mold Breakers 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 busted, it doesn't get a second chance at the "free turn" thing, 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/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
 
Good for 2/2 after these changes, looks much better :)
[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 STAB in Shadow Claw, minimal coverage options, and mediocre stat spread that'd be considered mediocre even by Gen 3 standards. This is filler & typically we dont want to mention / compare to old gens 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 base 90 ATK isn't so bad when you've got near-unresisted STABs and a free Swords Dance opportunity every game. All these positives 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 Bound? Mimikyu's got it all covered. Disguise shenanigans don't even end at its movepool: 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, Mimikyu can use its STAB combo resisted by next to none - 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 opponents off-guard and potentially catching slower foes in a Destiny Bond loop!

**Night Shade**: Although a bit weaker than Curse, Night Shade lets Mimikyu deal consistent contactless damage without needing to use a hammer.

**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, Endure when it's in danger, and follow up with any number of nasty options!

**Rain Dance / Sunny Day**: Similar to Trick Room, since Mimikyu isn't getting OHKO'd any time soon, it can set up weather for its teammates without question. hacker will show up at your doorstep if you mention weather moves (its almost always too niche unless its like klefki)


Common Items
========
**Red Card**: Mimikyu can stop any set-up setup sweeper dead in their 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 for it, and switch to any ally with an Eject Button.

**Life Orb**: Life Orb brings Mimikyu's DPS to much more fearsome levels, while, thanks to Disguise and the commonly-run Drain Punch, it's barely miffed by the recoil.

**Lum Berry**: Status spreaders will only be making themselves look like fools when facing a Lum Berry Mimikyu - rather than stopping its sweep, they'll only be offering it additional turns of setup!


Niche Items
========
**Custap Berry**: Paired with Endure, Mimikyu can play aggro and still guarantee a first strike to end setup when it pleases.

**Mental Herb**: Taunt and Encore are powerful tools when Mimikyu is 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 injury 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 helmet procs 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 Breakers and other ability-ignorant foes.

**Lagging Tail / Iron Ball / Sticky Barb / Ring Target**: In games where status isn't as optimal, Mimikyu can instead kneecap foes by tricking them any of these items.


Tera
========
Mimikyu is perfect by design, and it doesn't need Terastallization either. Not only does Mimikyu start with one of the best dual typings in the game, but since it will often play a bit more "disposably", switching into attacks or damaging itself with Curse and Destiny Bond, giving it 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 resist and an immunity to a pesky status!


Draft Strategy
========
Mimikyu pairs best with offensive and hyper-offensive teams looking for an affordable spinblocker that can hold its own. While Mimikyu is a perfectly fine cleaner by itself, it's drafted for its three immunities and Disguise disruption just as much as its offensive potential.

**Hazard and Screen Setters**: Most foes aren't too keen on giving Mimikyu both a free switchin and a free turn, and they'll be wary of clicking Rapid Spin, Defog, or Brick Break until Mimikyu is no more. A good hazard stacker like Glimmora or a good screen setter like Rotom-W will allow Mimikyu to exert this spinblocking pressure to its fullest!

**Knock Off**: As with any spinblocker, Mimikyu's ability to keep 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 opponent can take a lot off Mimikyu's plate.

**Steel-type Counters**: Mimikyu can nonsense its way through any Steel-type, but with someone 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, and Toxic putting this already-frail Pokemon on a timer, it should come as no surprise that Mimikyu despises status of any kind!

**Mold Breakers and Multi-hit Attackers**: Mold Breakers 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 busted, it doesn't get a second chance at the "free turn" thing, 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/user4.400000
 
1/1, GP Team done
blue = add
red = remove
(orange) = comment


[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 move 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. (EP > P) Even if your team has every threat covered defensively, Mimikyu isn't one to be ignored: that mediocre base 90 ATK Attack (dex info) isn't so bad when you've it's got a near-unresisted STABs STAB combination and a free Swords Dance opportunity every game. All these positives positive traits make this cutesy cloth-of-tricks (??????? "bag 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 Bound Bond? Mimikyu's got it all covered. Disguise shenanigans don't even end at its movepool: 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. (EP > P)

**Setup Sweeper**: With Disguise, Mimikyu is capable of getting multiple turns of setup to raise its average attack Attack to truly threatening levels. Once that's done, Mimikyu it can use its STAB combo combination resisted by next to none 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 opponents foes off guard (RH) and potentially catching slower foes in a Destiny Bond loop trap. (EP > P)

**Night Shade**: Although a bit weaker than Curse, Night Shade lets Mimikyu deal consistent contactless damage without needing to use a hammer Wood Hammer.

**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. (EP > P)


Common Items
========
**Red Card**: Mimikyu can stop any set-up setup sweeper dead in their 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 for from it, and switch to any ally with an Eject Button.

**Life Orb**: Life Orb brings Mimikyu's DPS damage output to much more fearsome levels, while, thanks to Disguise and the commonly-run Drain Punch, it's Mimikyu is barely miffed by the recoil.

**Lum Berry**: Status spreaders will only be making make themselves look like fools when facing a Lum Berry Mimikyu—rather than stopping its sweep, they'll only be offering it additional turns of setup. (EP > P)


Niche Items
========
**Custap Berry**: Paired with Endure, Mimikyu can play aggro aggressively and still guarantee a first strike, (AC) to end setup stopping its setup when it pleases.

**Mental Herb**: Taunt and Encore are powerful tools against Mimikyu when Mimikyu is 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 injury 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 helmet procs Rocky Helmet activations thanks to Disguise (RC) 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 four immunities, switching in on their Earthquakes and setting up with Disguise still intact. (EP > P)

**Ability Shield**: Ability Shield allows Mimikyu to fight unimpeded against Mold Breakers Breaker users and other ability-ignorant 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 tricking giving them any of these items with Trick.


Tera
========
Mimikyu is perfect by design, and it doesn't need Terastallization either. Not only does Mimikyu it start with one of the best dual typings in the game, but since it will often play a bit more "disposably" is often disposable, 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 (RC) 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 resist resistance and an immunity to a pesky status condition. (EP > P)


Draft Strategy
========
Mimikyu pairs best with offensive and hyper-offensive hyper offense teams looking for an affordable spinblocker that can hold its own. While Mimikyu is 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 Screen Dual Screens Setters**: Most foes aren't too keen on giving Mimikyu both a free switchin switch in and (removed italics) a free turn, and they'll be wary of clicking using Rapid Spin, Defog, or Brick Break until Mimikyu it is no more. A good entry hazard stacker like Glimmora or a good screen dual screens setter like Rotom-W will allow 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 opponent foe can take a lot off Mimikyu's plate.

**Steel-type Counters**: Mimikyu can nonsense its way through any Steel-type, but with someone 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! (this is your one-exclamation point quota.)

**Mold Breakers Breaker Users and Multi-hit Attackers**: Mold Breakers 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 the "free turn" thing a free turn, making it much easier to deal with. (EP > P)

**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/
 
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