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Mr. Mime Build: Best Items & Moveset Guide
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Mr. Mime Build: Best Items & Moveset Guide

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Mr. Mime is a playable character in Pokemon Unite (Pokemon MOBA). Guide features Mr. Mime's stats, best items, moveset, unite move, build, gameplay, skin.

Table of Contents

Ranked Meta Report

Mr. Mime Overview

Mr. Mime
RoleSupporter
DifficultyIntermediate
Attack TypeSpecial
Tier RankA
(Full Tier List)
List Of Playable Pokemon

Stats

Offense 1.5 Stars (3)
Endurance 4 Stars (8)
Mobility1 Stars (2)
Scoring1.5 Stars (3)
Support4 Stars (8)
Total24

HP, Defense, & Sp. Defense

※ Listed stat values are at level 15

HPDEFSP DEF
9402420361

Evolution

Final Form
(Does not evolve)
Mr. MimeMr. Mime

Mr. Mime Best Builds

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Overview Of Builds

※ Click or tap to swap between different builds

Lane
BottomBottom
Moves
Lv. 4PsychicPsychic
Centers one telekinetic blast each on the user, any guard-swapped opposing Pokémon, and any Light Screen or Barrier walls created by the user, damaging all opposing Pokémon caught in the blasts and lowering their Sp. Def for a short time. If an opposing Pokémon is hit by multiple overlapping blasts, that Pokémon is also left unable to act for a short time.
Cooldown: 6 seconds
Lv. 6Guard SwapGuard Swap
Swaps the user's Defense and Sp. Def stats with those of another Pokémon for a short time when it hits. Swapping with an opposing Pokémon deals it damage over time and decreases its movement speed while increasing the user's movement speed for a short time. Swapping with an ally Pokémon increases the movement speed of that Pokémon and the user for a short time.
Cooldown: 4.5 seconds
Held Items
Shell BellShell Bell ・Sp. Atk +1.6 (+24)
・Move Cooldown 0% (-4.5%)
When the Pokemon hits with a move, it recovers a minimum of 45 HP. The higher the Pokemon's Sp. Atk, the more HP it recovers.
Assault VestAssault Vest ・HP +18 (+270)
・Sp. Def 0 (+42)
When the Pokemon is not in combat, it is granted a shield that nullifies Sp. Atk damage equal to 9% of its max HP.
Exp. ShareExp. Share ・HP +16 (+240)
・Movement Speed 0 (+150)
While the Pokemon has the fewest Exp. Points on its team, it gains 2 Exp. Points per second. However, it will no longer receive shared Exp. Points when its teammates defeat wild Pokemon.
Battle Item
PotionPotion ・Restore some of your Pokemon's HP
(Cooldown: 30s)

Psychic For Max Damage

Although Mr. Mime's Confusion is a great move, Psychic has an upper hand as it not only damages all opposing Pokemon nearby, but also lowers their Sp. Def in one go. This makes it easier for your allies to inflict more damage to your opponents - especially when they're coming in hordes. This move can help turn the tables when your allies are in a pinch and is particularly effective when several opponents are attacking at once.

Guard Swap For Defense & Mobility

Barrier in theory can be powerful, but in reality can often be too small to be an efficient move as enemies are quite difficult to corner into narrow spaces. Most opponents will just pass through the sides and attack Mr. Mime directly. This is why Guard Swap is our move of choice, as it increases both your defense stats and your mobility - proving to be the more practical option in battle. This is especially useful for your survival when in a pinch. Another benefit of this move is that it deals damage to the opponent over time - hitting two birds with one stone.

Easy To Handle

Compared to the Confusion + Barrier build, this skill set is easier to handle as it doesn't require that many skill shots. If you're planning on using a reliable Mr. Mime support, then best try this one first.

Lane
BottomBottom
Moves
Lv. 4ConfusionConfusion
Attacks straight in front of the user, dealing damage to opposing Pokémon and shoving it. If an opposing Pokémon shoved by this move hits an obstacle, it receives increased damage from this move and is left unable to act for a short time. If the opposing Pokémon is currently guard-swapped, it is not shoved but receives increased damage from this move and is left unable to act for a short time.
Cooldown: 6 seconds
Lv. 6BarrierBarrier
Creates a translucent wall in the designated location that prevents opposing Pokémon from passing. A maximum of two uses can be kept in reserve for this move.
Cooldown: 2 seconds
Held Items
Shell BellShell Bell ・Sp. Atk +1.6 (+24)
・Move Cooldown 0% (-4.5%)
When the Pokemon hits with a move, it recovers a minimum of 45 HP. The higher the Pokemon's Sp. Atk, the more HP it recovers.
Assault VestAssault Vest ・HP +18 (+270)
・Sp. Def 0 (+42)
When the Pokemon is not in combat, it is granted a shield that nullifies Sp. Atk damage equal to 9% of its max HP.
Buddy BarrierBuddy Barrier ・HP +20 (+600)
When the Pokemon uses its Unite Move, that Pokemon and the nearby ally Pokemon with the lowest HP are each granted a shield equal to 20% of their max HP.
Battle Item
PotionPotion ・Restore some of your Pokemon's HP
(Cooldown: 30s)

Barrier Up!

To sow confusion in the battlefield, Mr. Mime props up walls to prevent Pokemon from the opposing team from passing. This is incredibly useful as it can prevent escapes or pursuits if placed properly!

The More Barriers, The Better

Mr. Mime can prop up more Barriers the more it levels up. Make use of these Barriers to hem in or wall out enemies. You can also use them to block choke points! However, some skills allow Pokemon to pass through the Barriers so be wary!

Confusion To The Wall

A great combo to this build is to build up a Barrier, then use Confusion to push enemies towards the wall. This stuns the enemy Pokemon while also inflicting huge damage. Incredibly useful, letting Mr. Mime shine during team fights.

Difficult To Control & Master

Setting up Barriers is no easy feat as you have to manually arrange them based on your position and angle. This makes controlling Mr. Mime somewhat complicated so it might take time for you to master it. But if you do take time to play this build, you and your team will definitely thank you for it.

Which Moveset Do You Recommend?

Best Builds For Each Pokemon

Mr. Mime Strategy Guide

Going Bottom Lane Is Recommended

Mr. Mime is a decent Supporter Pokemon, so you can head straight into battle with your allies to the Bottom Lane. Mr. Mime will neither have enough endurance nor offense to safely survive close battles with a Pokemon from the opposing team at the start, so focus on getting exp through beating wild Pokemon and follow your teammates to attack the opposing team together as a group.

Early Game (Lv 1~) Strategy

Pick Fake Out First

Although Light Screen is a good move that's easy to use as well, picking Fake Out first is often the better choice. This is because Mr. Mime's overall offenses may be somewhat lacking at the start, so a move like Fake Out that shoves enemies away as it attacks can be convenient in close battles.

Generally Best To Support The Team

Mr. Mime is a good Supporter, so we recommend that you focus on this role by making way for your teammates to deal the last hit. You may have a hard time battling opponents independently given Mr. Mime's stats, so try to avoid close 1 on 1 fights & generally stick close to your team to support them in their battles in the early game.

Mid Game (Lv 4~) Strategy

Offensive Skills Improve From Lv4 Onward

Once you reach Lv4, you'll find Mr. Mime's offensive capabilities improve enough to deal considerable damage to opposing Pokemon. You'll get two great offensive moves - making combat easier for you in general. Mr. Mime works best when paired with another player, so don't stray too far from your allies.

Screen The Enemy Team

Mr. Mime's moves have low cooldowns. Take advantage of the short cooldown times and constantly harass or screen enemy Pokemon when laning. Some moves like Barrier have charges so use them in quick succession if you have to.

Adapt Your Build To The Situation At Hand

At level 4 Mr. Mime has a choice between Psychic and Confusion. The one you choose will affect the direction of your build, so pick wisely. Although Psychic is generally recommended because it damages several Pokemon at once while debuffing them in the process, Confusion can be quite useful as well as it shoves Pokemon forward which could give you and your allies the opportunity to tip the scales.

If You Chose Psychic
Lv 6: Guard SwapGuard SwapDebuff
Temporarily swaps the user's Defense and Sp. Def stats with the opponent, dealing damage over time & decreasing their movement speed while increasing yours
If You Chose Confusion
Lv 6: BarrierBarrierHindrance
Creates a transluscent wall that prevents opposing Pokemon from passing

Late Game (Lv 9~) Strategy

How To Use Unite Move: Showtime

Showtime is a great offensive move, attacking all Pokemon nearby and stuns them temporarily. Mr. Mime can use this either offensively or defensively, depending on the situation. The last hit stuns enemies which can help your team get more attacks in - it's important to be on the same page with your teammates when this move is used.

Guard Swap + Psychic

Recommended Combo
Guard SwapPsychic

You'll find that Mr. Mime gives powerful buffs and debuffs that could significantly aid teammates in battle. This build maximizes these abilities and can be quite lethal if used well. Begin by attacking with Guard Swap to debuff the opposing Pokemon and swap their defense stats with your own, and then quickly follow up with Psychic to lower their defenses even further and render then unable to attack for a short period of time.

Barrier + Confusion

Recommended Combo
BarrierConfusion

Although this Mr. Mime build can be difficult to execute, it can be quite useful in battle if your aim is to corner enemies into situations where they'd be unable to attack. Begin with Confusion to attack the opposing Pokemon and shove them toward a tight corner or pathway, and when successful, quickly use Barrier to prevent them from passing through. Follow up with another hit of Confusion to damage them further.

Mr. Mime Counters

Pokemon Mr. Mime Is Weak Against

How To Play Against Mr. Mime

・ Mr. Mime has low HP even on high levels. This makes it easy to burst Mr. Mime down with concentrated fire.
The range of Mr. Mime's attacks is incredibly limited. This often times requires it to almost be near its target to fully capitalize on them. Hit Mr. Mime from afar using nukes before it can be near enough to use its skills.
・ Mr. Mime can only deter attacks or disable a single enemy. Attacking it with multiple players can be pretty effective in shutting it down.
・ As Mr. Mime can act as an initiator, eliminating it from the fight can discourage other players from pressing on the attack. It also leaves them with less disables and debuffs, allowing your team to swing the fight.

Best Matchups For Mr. Mime

Pokemon Mr. Mime Is Strong Against

Best Teammates For Mr. Mime

Mr. Mime Moves & Unite Move

Basic Attack & Passive

Basic Attack
Basic AttackRange: Short
Becomes a boosted attack with every third attack, dealing increased damage and throwing opposing Pokémon when it hits.
Passive
()Filter
Reduces damage received by the Pokémon for a short time after it uses a move.

Level 1 or 3 Moves (Choose Order)

Fake OutFake Out Melee
Has the user slap its hands together, shoving opposing Pokémon in front of it.
Cooldown: 7 seconds
Damage: 669
Light ScreenLight Screen Hindrance
Creates a wall of light in the designated area that prevents opposing Pokémon from passing.
Cooldown: 8 seconds
Damage: 0

Level 4 Moves (Choose One)

ConfusionConfusionRanged
Attacks straight in front of the user, dealing damage to opposing Pokémon and shoving it. If an opposing Pokémon shoved by this move hits an obstacle, it receives increased damage from this move and is left unable to act for a short time. If the opposing Pokémon is currently guard-swapped, it is not shoved but receives increased damage from this move and is left unable to act for a short time.
Cooldown: 6 seconds
Damage: 1713
PsychicPsychicDebuff
Centers one telekinetic blast each on the user, any guard-swapped opposing Pokémon, and any Light Screen or Barrier walls created by the user, damaging all opposing Pokémon caught in the blasts and lowering their Sp. Def for a short time. If an opposing Pokémon is hit by multiple overlapping blasts, that Pokémon is also left unable to act for a short time.
Cooldown: 6 seconds
Damage: 1223

Level 6 Moves (Choose One)

BarrierBarrierHindrance
Creates a translucent wall in the designated location that prevents opposing Pokémon from passing. A maximum of two uses can be kept in reserve for this move.
Cooldown: 2 seconds
Damage: 0
Guard SwapGuard SwapDebuff
Swaps the user's Defense and Sp. Def stats with those of another Pokémon for a short time when it hits. Swapping with an opposing Pokémon deals it damage over time and decreases its movement speed while increasing the user's movement speed for a short time. Swapping with an ally Pokémon increases the movement speed of that Pokémon and the user for a short time.
Cooldown: 4.5 seconds
Damage: 1092

Unite Move (Level 9)

ShowtimeShowtimeArea
Has the user jump to the designated location and start a pantomime performance, dealing damage over time to opposing Pokémon in the area of effect and leaving them unable to act for a short time.
Cooldown: 1 seconds
Damage: 3370
List Of All Moves

Mr. Mime Skins

Mr. Mime - Magician Style

Magician Style Mr. Mime
Click to Enlarge
How To GetPurchase for 1200 Gems / 60 Holowear Tickets
All Pokemon Skins & Holowear List

Mr. Mime - Patch Notes & Change Log

Mr. Mime Move Changes (September 22nd)

Move / StatChanges
BarrierBarrier- When upgrading, the number of charges will be restored to the maximum.
Guard SwapGuard Swap- Bug fix related to Defense swapping.

Mr. Mime has two bug fixes for the Sept 22 patch, which are fixes to the two above moves. In general, these can be interpreted as being overall buffs.

Patch Notes: Balance Patch (September 22)

Other Pokemon Of The Same Role

All Supporter List

Pokemon Related Articles

All Playable Pokemon

Items

List Of All Battle Items

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All trademarks, character and/or image used in this article are the copyrighted property of their respective owners.

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