Mr. Mime is a playable character in Pokemon Unite (Pokemon MOBA). Guide features Mr. Mime's stats, best items, moveset, unite move, build, gameplay, skins & more!
Table of Contents
Mr. Mime Buffs, Nerfs, & Changes
Mr. Mime Move Changes (Sep 28)
Move / Stat | Changes |
---|---|
Psychic | Changes - Damage dealt to opposing Pokémon decreased. |
Guard Swap | Changes - Damage dealt to opposing Pokémon decreased. This move’s movement speed decrease has been weakened. - Fixed bug(s) causing one or more effects not to trigger. |
Mr. Mime Move Changes (Sep 2)
Move / Stat | Changes |
---|---|
Light Screen | Changes - Can now stun and shove opponents near it when the wall appears |
Psychic | Changes - Now deals damage per second and lowers their Sp. Defense before exploding Explosion damage also stuns opponents |
Barrier | Changes - Can now stun and shove opponents near it when the wall appears |
Guard Swap | Changes - New name is now Power Swap When a link is present between the user and the Pokemon it hits, the Mr. Mime's movement speed is increased and its HP is continually restored If linked to an ally - increase movement speed of the ally, increase damage it deals, and continually restore HP If linked to an opponent - decrease movement speed of opponent, decrease damage it deals, and deal damage over time |
Basic Attack | Changes - Boosted Attack now triggers after a certain amount of time - Boosted Attack increases damage on hit and throws opponent Pokemon |
Mr. Mime Move Changes (May 30)
Move / Stat | Changes |
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Showtime | Changes - Effect duration on opposing Pokemon increased. |
Mr. Mime Move Changes (March 28)
Move / Stat | Changes |
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Guard Swap | Changes - Bug Fixes |
Mr. Mime Move Changes (March 14)
Move / Stat | Changes |
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Confusion | Changes - Damage dealt to opposing Pokemon decreased |
Psychic | Changes - Controls adjusted |
Mr. Mime Move Changes (September 22nd)
Move / Stat | Changes |
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Barrier | - When upgrading, the number of charges will be restored to the maximum. |
Guard 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)Mr. Mime Overview
Role | Supporter |
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Difficulty | Intermediate |
Attack Type | Special |
Tier Rank | C (Full Tier List) |
Mr. Mime Stats
Offense | (3) |
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Endurance | (8) |
Mobility | (2) |
Scoring | (3) |
Support | (8) |
Total | 24 |
HP, Defense, & Sp. Defense
※ Listed stat values are at level 15
HP | DEF | SP DEF |
---|---|---|
9402 | 420 | 361 |
Mr. Mime Evolution
Final Form (Does not evolve) | Mr. Mime |
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Mr. Mime Best Builds
Overview Of Builds
※ Click or tap to swap between different builds
Lane | |
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Bottom | |
Moves | |
Lv. 4 | Psychic 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. 6 | Guard Swap Creates a link between the user and the Pokémon this move hits, swapping the user’s Defense and Sp. Def stats with those of the linked Pokémon. If the linked Pokémon is an opposing Pokémon, this move deals damage over time to it and decreases its movement speed while also increasing the user’s movement speed. If the linked Pokémon is an ally Pokémon, this move increases the movement speed of that Pokémon and the user. These effects will persist as long as the two Pokémon remain linked. The link will disappear if the user and the linked Pokémon are too far apart, if the user attempts to target another Pokémon, or by other factors. Cooldown: 4.5 seconds |
Held Items | |
Wise Glasses | ・Sp. Atk +10 (+39) Increases Sp. Atk by 3% |
Sp. Atk Specs | ・Sp. Atk +0.8 (+24) When the Pokemon scores a goal, its Sp. Atk is increased by 8. |
Score Shield | ・HP +15 (+450) While Pokemon is attempting to score a goal, it is granted a shield equal to 5% of its max HP and its goals cannot be interrupted while it is shielded. |
Battle Item | |
Eject Button | ・Quickly moves your Pokemon in the designated location. (Cooldown: 70s) |
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 reliable Mr. Mime support, then best try this one first.
Lane | |
---|---|
Bottom | |
Moves | |
Lv. 4 | Confusion 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. 6 | Barrier 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 | |
Buddy 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. |
Wise Glasses | ・Sp. Atk +10 (+39) Increases Sp. Atk by 3% |
Score Shield | ・HP +15 (+450) While Pokemon is attempting to score a goal, it is granted a shield equal to 5% of its max HP and its goals cannot be interrupted while it is shielded. |
Battle Item | |
Eject Button | ・Quickly moves your Pokemon in the designated location. (Cooldown: 70s) |
Barrier Up!
To sow confusion on 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 the time to play this build, you and your team will definitely thank you for it.
Lane | |
---|---|
Bottom | |
Moves | |
Lv. 4 | Psychic 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. 6 | Barrier 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 | |
Buddy 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. |
Focus Band | ・Def +2 (+30) ・Sp. Def 0 (+30) When the Pokemon drops to low HP, then each second for three seconds, it recovers 8% of the HP it had lost. |
Score Shield | ・HP +15 (+450) While Pokemon is attempting to score a goal, it is granted a shield equal to 5% of its max HP and its goals cannot be interrupted while it is shielded. |
Battle Item | |
Eject Button | ・Quickly moves your Pokemon in the designated location. (Cooldown: 70s) |
Get Psychic In Battle
Mr. Mime can blast enemies with its Psychic abilities and lower their Sp. Def for a short time, with a chance to stun them should they get hit by the blast twice. This makes them vulnerable to Mr. Mime's following basic and burst attacks from allies.
Barrier For Protection
You can prevent other Pokemon especially melee-types like Machamp from getting near and using their moves like Submission on Mr. Mime with Barrier. You can also use this to trap enemies in nearby walls or on fleeing targets to stop them from escaping and ultimately finishing them off.
Lane | |
---|---|
Bottom | |
Moves | |
Lv. 4 | Confusion 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. 6 | Guard Swap Creates a link between the user and the Pokémon this move hits, swapping the user’s Defense and Sp. Def stats with those of the linked Pokémon. If the linked Pokémon is an opposing Pokémon, this move deals damage over time to it and decreases its movement speed while also increasing the user’s movement speed. If the linked Pokémon is an ally Pokémon, this move increases the movement speed of that Pokémon and the user. These effects will persist as long as the two Pokémon remain linked. The link will disappear if the user and the linked Pokémon are too far apart, if the user attempts to target another Pokémon, or by other factors. Cooldown: 4.5 seconds |
Held Items | |
Buddy 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. |
Wise Glasses | ・Sp. Atk +10 (+39) Increases Sp. Atk by 3% |
Choice Specs | ・Sp. Atk +10 (+39) Increases the damage of moves by a minimum of 40 when they hit. The higher the Pokemon's Sp. Atk, the more the damage is increased. |
Battle Item | |
Eject Button | ・Quickly moves your Pokemon in the designated location. (Cooldown: 70s) |
Attack With Confusion
Mr. Mime can get offensive with its Confusion by striking directly anyone in front, inflicting damage, and pushing the enemy. The unfortunate receivers at the end of this move can get stunned when they get shoved and hit an obstacle, making them vulnerable to burst attacks. If the opposing Pokemon is presently guard-swapped, it won't get pushed but will suffer additional damage from this move and will be rendered inactive for a brief period of time.
Guard Swap Enemies
Use Guard Swap to change the Defense and Sp. Def stats of your target with those of another. Swapping with an opposing Pokemon deals damage over time and decreases its movement speed while increasing Mr. Mime's movement speed for a short time.
Which Moveset Do You Recommend?
Best Builds For Each PokemonUser-Submitted Builds
Share with us a build that you’re proud of with the form below! The build you share here may be featured on our website! (It will of course be properly attributed to you.)
Send Your Build Here!CB (aedanboy) Build
Lane | Top |
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Moves | Guard Swap Confusion |
Held Items | Buddy Barrier Muscle Band Scope Lens |
Battle Item | Eject Button |
Author's Notes |
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- Avoid Any Pokemon that can hit you from a far such as Cinderace and Pikachu |
Mr. Mime - Basics & Advanced Tips
Mr. Mime Basic Mechanics
This section has basic tips and tricks that you must know to effectively control Mr. Mime. Treat this as a supplement to the Beginner's Guide.
Basics |
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① Prioritize Leveling Up ・Even though Mr. Mime does not evolve, leveling up is still the primary way to gain power in a match. Start with Fake Out as your first move as it can deal damage and clear the bottom path. ▶ How To Level Up Fast |
② Attack Your Opponents From A Safe Distance ・Mr. Mime works best when attacking foes from a distance - so do your best to attack at a good range and keep moving while doing so! Don't let melee opponents catch up to you, and save your Eject Button for a quick escape. ▶ How To Dodge |
③ Interfere With Your Opponents Approach ・Utilize Light Screen at the earlier stages and Barrier at the latter stages to effectively intercept your enemies' approach |
Mr. Mime Advanced Mechanics
This section is for those looking to up their play with Mr. Mime. This is a supplement to the Advanced Players Guide.
Advanced Tips |
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① Control Crowds With Barrier ・Barrier can be both used to block opponents' movements and also prevent them from escaping. Take note of corners and barricades to possibly help lock enemies in. ・The move can be paired effectively with Confusion to also deal damage while you block. |
② Master The Guard Swap Move ・Guard Swap has a limited range, so make sure you close the distance before you use this move. ・This move can be paired with Psychic to increase the damage dealt on the opponent & stun them. ・Guard Swap can also be used on allies to assist them by increasing their speed. This is particularly effective with Snorlax's Block move since Guard Swap will speed up its movement - giving the team an advantage in teamfights. |
③ Attack Aggresively With Your Unite Move ・Mr. Mime's Unite move has a very short waiting time. In group battles, make sure to use it while aggressively attacking your opponent's group to run their HP down. ・The Unite Move enables Mr. Mime to jump to specified locations and even beyond large obstacles! Use this ability to surprise-attack opponents behind big obstacles. They won't see you coming, so maximize this when taking important objectives. ・Make sure to use your moves first because you won't be able to use them while your Unite Move is triggered. |
Mr. Mime Strategy Guide
Mr. Mime Strengths & Weaknesses
Strengths |
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・ Mr. Mime's Guard Swap can provide buffs and debuffs in team battles. This move may be used with Psychic to do more damage and stun the opponent. ・ Is able to create barriers to hinder enemies from passing through or use them as protective shields to block attacks. ・Its Unite Move, Showtime, is a strong power move that attacks and briefly stuns all Pokemon around the AoE. Mr. Mime can use it more often due to its short cooldown, making it an efficient supporter. |
Weaknesses |
・Mr. Mime's abilities have a short-range. It will require some level of caution for Mr. Mime to get close enough to attack a ranged Pokemon. ・Speedster Pokemon may be a problem for Mr. Mime since they can come up close, deal damage, and then flee. ・ Can have a hard time with Pokemon that can work around its disables & barriers. Without its Unite Move, it may not fare well when dealing with multiple enemies at once even when using Psychic. |
Recommended Lanes
The number of ★ shows the level on a particular route area.
Lane | Route Details |
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Top | Recommendation level: ★★・ Mr. Mime can engage in a 1vs2 fight in the goal area with its hindering moves such as Barrier. It can also act as a Defender-type Pokemon due to its high durability and blocking moves making it suitable for the Top Lane. |
Middle | Recommendation level: ★・・ It is slow to clear out spawns and KO wild Pokemon in the central area, so do not prioritize this area. You can still use the middle lane to ambush enemy jungler and delay its evolution when necessary. |
Bottom | Recommendation level: ★★★ Mr. Mime is a decent Supporter Pokemon, so you can head straight into battle with your allies to the Bottom Lane. By making full use of its moves like Barrier and its burst attacks, it can pressure the opponent's HP by half at once. |
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 a way for your teammates to deal with 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 |
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Lv 6: Guard SwapDebuff Creates a link between the user and the Pokémon this move hits, swapping the user’s Defense and Sp. Def stats with those of the linked Pokémon. If the linked Pokémon is an opposing Pokémon, this move deals damage over time to it and decreases its movement speed while also increasing the user’s movement speed. If the linked Pokémon is an ally Pokémon, this move increases the movement speed of that Pokémon and the user. These effects will persist as long as the two Pokémon remain linked. The link will disappear if the user and the linked Pokémon are too far apart, if the user attempts to target another Pokémon, or by other factors. |
If You Chose Confusion |
Lv 6: BarrierHindrance Creates a transluscent wall that prevents opposing Pokemon from passing |
Late Game (Lv 9~) Strategy
Guard Swap + Psychic
Recommended Combo |
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Guard Swap → Psychic |
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 them unable to attack for a short period of time.
Barrier + Confusion
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.
Barrier + Psychic
When supporting an ally attacker, make sure to use Barrier to block targets from stealing objectives and prevent them from escaping the area as they get burst down with attacks. Follow this up with Psychic to lower their defenses to make them vulnerable to the blasts' damage and can potentially stun them when they get hit by multiple blasts.
Guard Swap + Confusion
Recommended Combo |
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Guard Swap → Confusion |
Start off with Guard Swap to lower their defenses and movement speed while increasing Mr. Mime's. This also makes them vulnerable to your next follow-up attack. Use Confusion to deal damage to your unfortunate target. Since the opposing Pokemon is currently guard-swapped, it will suffer additional damage from this move and will be rendered inactive for a brief period of time.
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.
Mr. Mime - Timing Specific Guide
What To Do At Every Stage Of The Game
This section will teach you which specific Wild Pokemon to kill in order, as well as exactly what to do at various stages of the game. This guide is based on the Barrier/Confusion Build!
10:00~9:40
Target Level | 3 |
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Tasks | ① Choose Fake Out as your first move ② KO the first Aipom ③ KO the next Aipom ④ KO the 3rd and 4th line of Aipoms ⑤ Head towards the middle. |
At the start of the match choose Fake Out as your first move, KO the Aipoms first then head to the middle of the route. Since it's a support type, give the last hit to your allies.
9:40~7:00
Target Level | 4 |
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Tasks | ① KO Audino in the upper middle. ② KO the upper left and lower left Audinos. ③ KO the Corphish in the lower-left side of your goal zone. ④ Clear the Combees and Vespiquens in the middle ⑤ KO the newly spawned Audino in the upper middle. ⑥ KO the newly spawned upper left and lower left Audinos. ⑦ KO the newly spawned Corphish in the lower-left side of your goal zone. ⑧ KO newly spawned the Combees and Vespiquens in the middle. |
Once you've reached level 4 you'll be able to get the move Light Screen which can be very useful to block your opponent or can be used to escape. Mr. Mime doesn't evolve and it has high fighting ability in the early stages. Attack your opponents on the other side to gain exp and even attempt to score a goal.
7:00~ Until Defeating Drednaw's 1st Appearance
Target Level | 6 |
---|---|
Tasks | • Use Barrier to block your opponent from approaching or escaping. • Use Confusion to push your opponents into an obstacle. |
Using Confusion increases your damage while it disables other Pokemon when they hit an obstacle. You can also use this to block your opponents from getting near or use it as an escape plan.
Drednaw Guide - Spawn Time & LocationAfter Defeating 1st Drednaw~End Of The Match
Target Level | 9~ |
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Tasks | • Use Barrier to block your opponent from approaching or escaping. • Use Confusion to push your opponents into an obstacle. ・Use your Unite move to have your enemies capitalize |
Mr.Mime's Unite Move lets the user jump from their target location and start a performance that deals damage over time, leaving opponents unable to act after. This move is most effective during Team Fights as it prevents multiple opponents from using their Ults first and making them prone to burst attack when they are stunned. It also has a short cooldown interval so you can use it often to take advantage in group battles.
Zapdos Guide - Spawn Location & StrategyMr. 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
Tips When Allied With Mr. Mime
・Mr. Mime can stun opponents using Fake Out, Confusion, or Unite Move. Check out Mr. Mime during team fights to know if it used any of its moves as it can stun opponents. Make sure to burst them down when they get immobilized. ・Mr. Mime's Guard Swap can also be used on allies. Mr. Mime will find it difficult to target your opponents if you stand in between them. If Mr. Mime's HP is low and he needs to retreat, let him use Guard Swap on your Pokemon. |
Mr. Mime Moves & Unite Move
Basic Attack & Passive
Basic Attack |
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Range: 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 Out Melee Has the user slap its hands together, shoving opposing Pokémon in front of it. Cooldown: 7 seconds Damage: 669 |
Detailed Move Damage
These are the actual damages of this move without any Held Items equipped.
Lv | Damage |
---|---|
1 | 567 |
2 | 617 |
3 | 669 |
Light 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)
ConfusionRanged 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 |
Detailed Move Damage
These are the actual damages of this move without any Held Items equipped.
Lv | Damage | Hits An Obstacle | After Guard Swap |
---|---|---|---|
4 | 678 | 811 | - |
5 | 727 | 868 | - |
6 | 779 | 930 | 930 |
7 | 835 | 996 | 996 |
8 | 894 | 1066 | 1066 |
9 | 957 | 1140 | 1140 |
10 | 1025 | 1221 | 1221 |
11 | 1287 | 1538 | 1307 |
12 | 1382 | 1652 | 1400 |
13 | 1484 | 1774 | 1498 |
14 | 1594 | 1906 | 1605 |
15 | 1713 | 2048 | 1720 |
PsychicDebuff 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 |
Detailed Move Damage
These are the actual damages of this move without any Held Items equipped.
Lv | Damage |
---|---|
4 | 559 |
5 | 601 |
6 | 601 |
7 | 694 |
8 | 744 |
9 | 798 |
10 | 857 |
11 | 920 |
12 | 988 |
13 | 1060 |
14 | 1138 |
15 | 1223 |
Level 6 Moves (Choose One)
BarrierHindrance 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 SwapDebuff Creates a link between the user and the Pokémon this move hits, swapping the user’s Defense and Sp. Def stats with those of the linked Pokémon. If the linked Pokémon is an opposing Pokémon, this move deals damage over time to it and decreases its movement speed while also increasing the user’s movement speed. If the linked Pokémon is an ally Pokémon, this move increases the movement speed of that Pokémon and the user. These effects will persist as long as the two Pokémon remain linked. The link will disappear if the user and the linked Pokémon are too far apart, if the user attempts to target another Pokémon, or by other factors. Cooldown: 4.5 seconds Damage: 1092 |
Detailed Move Damage & HP Recovered
These are the actual damages & recovery rate of this move without any Held Items equipped.
Lv | Damage x No. Of Times | HP x No. Of Times |
---|---|---|
6 | 84 x 7 times | - |
7 | 90 x 7 times | - |
8 | 96 x 7 times | - |
9 | 103 x 7 times | - |
10 | 110 x 7 times | - |
11 | 118 x 7 times | - |
12 | 127 x 7 times | - |
13 | 136 x 7 times | 123 x 7 times |
14 | 146 x 7 times | 130 x 7 times |
15 | 156 x 7 times | 137 x 7 times |
Unite Move (Level 9)
ShowtimeArea 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 |
Detailed Move Damage
These are the actual damages of this move without any Held Items equipped.
Lv | Damage |
---|---|
9 | 2270 |
10 | 2416 |
11 | 2580 |
12 | 2755 |
13 | 2941 |
14 | 3146 |
15 | 3370 |